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Old Apr 10, 2008, 07:46 AM // 07:46   #1
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I couldn't find any threads about this on the last few pages and was wondering about something I've seen a couple of times lately.

I am curious what people think of the large amount of builds that use up to 4 hard-resses. On some maps it can be hard to control those who are ressing their fallen party members with 60DP because of the map design or overload on defensive skills that prevent you from interrupting. Usualy those teams can't turn the battle anymore and are only wasting time for both teams.

What's your take on this?

Ate
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Old Apr 10, 2008, 07:53 AM // 07:53   #2
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4 hard rez is useless imo. If a team is starting to use 4 hard rez, it means there are in severe trouble. They should resign, and not waste time.

Using 4 hard rez is a proof that you know you will have DP...
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Old Apr 10, 2008, 03:31 PM // 15:31   #3
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Death used to mean something in tombs, now every team slots AT LEAST two hard reses
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Old Apr 10, 2008, 05:45 PM // 17:45   #4
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I'm talking about teams who have 4 hard resses on different characters.

Don't forget that we're talking about Heroes Ascent. I expected more adult replies.
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Old Apr 10, 2008, 06:21 PM // 18:21   #5
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i missed the days of pressure builds with frozen soil. Used to be a good anti-iway tool. And it owned minion factories haha

only time you see it nowdays is vs bloodspikes.
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Old Apr 10, 2008, 07:05 PM // 19:05   #6
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Since you were curious. These teams take so many hard reses because of the spike meta.

With generally long recharges between spikes, it is very difficult for a spike team to kill all of the hard resers before the entire team is back on thier feet. Smarter spike teams take a few interupts.

As for those of us that are lucky enough to find warriors good enough to play pressure builds, these multiple copies of hard reses are more often than not flesh of my flesh, and dpact sig. I'll have dpact interupted, but usually let flesh resolve because it leaves two people low, and puts a lot of pressure on thier healer monks. Especially when they are quick and easy kills.
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Old Apr 10, 2008, 07:21 PM // 19:21   #7
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Yes, that sounds logical. I played against you a few times thought you did well.

Guess teams with less good warriors will have a hard time when it comes to using your strategy.

I've noticed (read: am under the impression) that you feel there aren't that many good warriors around.
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Old Apr 10, 2008, 09:20 PM // 21:20   #8
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Probably because everyone does 3-2-1, and not pressure. Sure mini spikes for pressure are fine, but a lot of people go about things in a sad sad way.

Even mini spikes take to long to get your midline to change targets, while your busy saying 3-2-1 or even 2-1 and they are still on your previous target, they are slamming thier damage into the prot you just switched away from.

edit---
not trying to say im good, in fact i've played with a few warriors (very few) who have made me realize just how shit at frontline I am, but there are too many people out there that are bad at W

Last edited by Kyp Jade; Apr 11, 2008 at 01:52 AM // 01:52..
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Old Apr 11, 2008, 09:08 AM // 09:08   #9
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Quote:
Originally Posted by Kyp Jade
Probably because everyone does 3-2-1, and not pressure. Sure mini spikes for pressure are fine, but a lot of people go about things in a sad sad way.

Even mini spikes take to long to get your midline to change targets, while your busy saying 3-2-1 or even 2-1 and they are still on your previous target, they are slamming thier damage into the prot you just switched away from.

edit---
not trying to say im good, in fact i've played with a few warriors (very few) who have made me realize just how shit at frontline I am, but there are too many people out there that are bad at W
That boils down to the fault of the midline being brainless and not recognizing the prot... If you're talking about those generic HA paragons, they have all the time in the world to watch the field and locate where you're actually going...

IWAY warriors were far better at pressuring than most warriors in HA today. At least they switched targets by c-spacing! :P
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Old Apr 11, 2008, 09:56 PM // 21:56   #10
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problem with multiple hard rezzes is coordinating which team member will use theirs at which time...

if not done right you'll have more than half of your team standing still to hardrez for almost 3-6 seconds depending on your skill.
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Old Apr 11, 2008, 11:35 PM // 23:35   #11
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one res bring a person up with 25%energy and cant be used intill a moral boost and another one brings them with potetntialy 50 e depending on your current energy and can be used 12 secs later ............. wonder which one is better
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Old Apr 12, 2008, 12:33 AM // 00:33   #12
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2 or 3 hard rez is enough

2 dpacts

1 sig of return/flesh
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Old Apr 12, 2008, 12:36 AM // 00:36   #13
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Quote:
Originally Posted by tyrant rex
one res bring a person up with 25%energy and cant be used intill a moral boost and another one brings them with potetntialy 50 e depending on your current energy and can be used 12 secs later ............. wonder which one is better
you're forgetting a few things:
1. res sig brings u back with 100% health while most hard resses bring u back with the health of the resser or some other combo.
2. res sig is pretty fast(3 sec cast) only death pact signet is as fast as it, the rest are slower.
3. in some maps moral boost is very easy to get, in others its tougher.
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Old Apr 12, 2008, 01:54 AM // 01:54   #14
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Quote:
Originally Posted by zling
you're forgetting a few things:
1. res sig brings u back with 100% health while most hard resses bring u back with the health of the resser or some other combo.
2. res sig is pretty fast(3 sec cast) only death pact signet is as fast as it, the rest are slower.
3. in some maps moral boost is very easy to get, in others its tougher.
1. good thing i was talking about dpact which brings you up with the health the caster has which should be full or near full
2.things like flesh are taken on mesmers / people can use 40/40 sets to res
3.moral boosts always involves killing the ghost , teams shouldnt just let u kill there ghost
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Old Apr 12, 2008, 03:08 PM // 15:08   #15
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I Can Has Interruptz
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Old Apr 18, 2008, 06:52 AM // 06:52   #16
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Quote:
Originally Posted by Ate of DK
Usualy those teams can't turn the battle anymore and are only wasting time for both teams.

What's your take on this?
Disagree. I've been on teams that are getting wasted but they can't stop our hard resers. we kept at them while resing our fallen over & over & in the end, we came out victorious. Does it happen all the time? no. but it's no a complete waste.
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Old Apr 18, 2008, 10:30 AM // 10:30   #17
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Quote:
Originally Posted by Sol Deathgard
Disagree. I've been on teams that are getting wasted but they can't stop our hard resers. we kept at them while resing our fallen over & over & in the end, we came out victorious. Does it happen all the time? no. but it's no a complete waste.
But if they are whiping you, that means it's their fault to let you rezz that much...

1 PD > 4 Hard rezzers...
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Old Apr 18, 2008, 11:59 AM // 11:59   #18
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Besides a PD there are more ways to stop hard ressing. There are also builds that work fine without a PD. Considering last nights update, I must say that Anet adressed this issue in a good way:

Quote:
Ritualist:
Flesh of My Flesh: increased recharge to 10 seconds.
Death Pact Signet: increased activation time to 4 seconds.

Flesh of my Flesh and Death Pact Signet's downsides were not harsh enough for their effect. These fast-casting, fast-recharging resurrections could be seamlessly integrated into a defensive build, with the Health sacrifice and possibility of caster death easily mitigated, making these skills too powerful. The additional recharge limits how fast a team can recover from multiple deaths.
Source: http://wiki.guildwars.com/wiki/Devel...dates/20080417
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Old Apr 19, 2008, 07:15 PM // 19:15   #19
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I finally get to use this picture:

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Old Apr 19, 2008, 07:20 PM // 19:20   #20
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So apparently Moko got a screen of it being open because I forgot to close it.

So much for me to learn until I truly have the mod Nazi Mod (12) title...

+1 for me. Stop deleting my posts
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