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Old Dec 20, 2010, 08:25 AM // 08:25   #21
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Quote:
Originally Posted by Necromas View Post
Infuse under ER is a huge heal on the target, and a net gain of health *and energy* on the caster. It works in combat as the best heal and it works out of combat as a fast recharging energy source.

On heroes though it has a pretty significant downside in that they will use it when ER is not up.
That's a bit inaccurate ... Infuse under ER is a net loss of health on the caster, but not too serious a loss (you certainly don't lose 50% health; much of it is compensated for by the healing from Aura of Resto / ER + Life Attunement). ER Eles can cast Infuse because all their spells heal themselves for big numbers, and that easily wipes out the health sacrifice from the ocassional Infuse.

@topic - you might want to be careful with Res on a healer because they might cast it in combat, leading to more deaths or even a full wipe. Beyond that, anyone who has space can carry a hard res.
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Old Dec 20, 2010, 03:59 PM // 15:59   #22
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Quote:
Originally Posted by Jeydra View Post
That's a bit inaccurate ... Infuse under ER is a net loss of health on the caster, but not too serious a loss (you certainly don't lose 50% health; much of it is compensated for by the healing from Aura of Resto / ER + Life Attunement). ER Eles can cast Infuse because all their spells heal themselves for big numbers, and that easily wipes out the health sacrifice from the ocassional Infuse.
It's easy enough to make it a net gain by using enough enchants, blessed instead of survivor insignias, etc....
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Old Dec 21, 2010, 03:28 AM // 03:28   #23
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Re rez:

Goes on the midline. Frontline and backline only if they have spare skillslots. (Happens more often with frontline than backline in my experience.) Overall team should have 2 or 3 hard rezzes. Players who don't have a hard rez should have scrolls. (Except for H+H, in which case you waste no one else's time or effort by choosing to wipe instead of burn a scroll.)

Re ER:
The effect of Infuse on the ER's hp depends on a number of variables. The heal comes before the sac. So, at full health, you lose half your health. As you have less health when you cast Infuse, you have more empty redbar to take up the heal, so the net loss drops. Somewhere around 45% life you'll hit an equilibrium point where the heal exactly equals the sac. Here you can spam Infuse without any effect on your hp. If you manage to get below that point (a monster will have to help), then casting Infuse will actually result in a heal for you.
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Old Dec 21, 2010, 09:36 AM // 09:36   #24
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I never take a res on my monks, even UA. Typically, it goes on the damage dealers (I would say "midline" but, you know - melee heroes are terrible) and takes the form of 2 hard resses and me with Sunspear Res Sig - this is usually enough.
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Old Dec 27, 2010, 03:15 AM // 03:15   #25
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i almost always take a mesmer, as 1 of my heroes, and she (Gwen) always has a hard rez bc i love fast casting Hard Rez =P and when ever, IF EVER, i need a rez i usually need it fast!!.

but like distilledwill, 2 hard res and a Res sig for the group is a great standard =P (IF you think you'll need reses, otherwise you could probably just go with 1 or 2 hard res's).
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Old Dec 27, 2010, 04:43 AM // 04:43   #26
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Another tip:

You may bring Death Pact Signet for res while you are vanquishing when a res shrine is available. That may let you save some DP. If there are no available res shrine and you would be kicked out upon team wipe, bring Flesh of my Flesh instead of Death Pact Signet.

If you do decide to bring vengeance, having it only on the MM bar would ensure that the MM himself would not be vengeanced, and lose all his minions when vengeance ends. Also, if you have 2 other perm res in your team, that would help, in case the hero carrying the perm res dies.

Last edited by Daesu; Dec 27, 2010 at 04:56 AM // 04:56..
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