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Old Jul 13, 2005, 07:42 AM // 07:42   #1
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Default res sigil in PvP

is usefull the res sigil in a pvp build?

or better is usefull that all the members bring the res sigil?

I think no, maybe the warriors or the two monk... but if someone die something go wrong and is better correct this error.


Miao!
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Old Jul 13, 2005, 09:20 AM // 09:20   #2
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every member of a grp should have ress signet - even the monks.

an exception could be a mesmer with high fast casting he could use a ress spell - i still prefer him/her to have ress signet though.

or a warrior/monk since usually targeted last he could be able to cast a ress spell.

you wouldn´t believe how many fights are won just by fast ressing.

Last edited by Yabba; Jul 13, 2005 at 09:23 AM // 09:23..
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Old Jul 13, 2005, 12:14 PM // 12:14   #3
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i have tried...when i use signet we don't win, 15 match : 13 win without using signet and 2 lost even using signet.
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Old Jul 13, 2005, 01:01 PM // 13:01   #4
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I've experienced countless wins when we were able to rez a fallen member fast. It's hard to kill a monk, so when he comes back to life quickly and they have to kill him again, this buys a lot of time for your own guys to do damage.
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Old Jul 13, 2005, 03:41 PM // 15:41   #5
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You want a res signet 90% of the time. Mitsu is right, it multiplies the effectiveness of a Monk.
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Old Jul 13, 2005, 04:33 PM // 16:33   #6
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Which PvP are you talking about? I don't and won't carry one into the arena. Matches are too short, and I have no guarantee I can find a reliable monk to cover my hide. So instead, I'll watch my own hide, thank you, and make sure I die last.

In tomb it's useful to carry one.

In GvG. it's not as useful since you're getting rezzed at spawn point every minute. 3 people with rez is usually sufficient.
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Old Jul 13, 2005, 04:42 PM // 16:42   #7
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Quote:
Originally Posted by Malchiel
Which PvP are you talking about? I don't and won't carry one into the arena. Matches are too short, and I have no guarantee I can find a reliable monk to cover my hide. So instead, I'll watch my own hide, thank you, and make sure I die last.

In tomb it's useful to carry one.

In GvG. it's not as useful since you're getting rezzed at spawn point every minute. 3 people with rez is usually sufficient.

I think the difficulty in this statment is that it depends on what character you are. If your a warrior primary of any sort, you shouldn't be watching your own hide, your going to be the last targeted, by putting healing and other "life-saving buffs" your not as efficient in killing and therefore putting your monks and other casters more at risk. PvP has many variables that decide what skills you ahve, but the rez signet can be very useful. I think the PvE arena's do allow a certain type of PvP that is unique from the tombs and others PvP.

-DW
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Old Jul 13, 2005, 04:53 PM // 16:53   #8
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Quote:
Originally Posted by Dead Weight
I think the difficulty in this statment is that it depends on what character you are. If your a warrior primary of any sort, you shouldn't be watching your own hide, your going to be the last targeted, by putting healing and other "life-saving buffs" your not as efficient in killing and therefore putting your monks and other casters more at risk. PvP has many variables that decide what skills you ahve, but the rez signet can be very useful. I think the PvE arena's do allow a certain type of PvP that is unique from the tombs and others PvP.

-DW
Dude warriors drop like flies, faster than casters. Seriously. 3 spells from a necro and you drop to half health. Give them 20 seconds, and you have one dead warrior.

Not to mention the rangers that pins you down, blinds you, burns you, you have to take on all that coz you're a tank, but not a very durable one.

FYI I play eles, necros and warriors. Out of them all, my warrior is the LEAST durable in the arena. And yeah I'm talking about an air ele, she can take on 2 warriors all at once, no problem.

I like wars for their cool armors, but otherwise I think they're scrubs =_= Nice to look at, but crappy.
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Old Jul 13, 2005, 05:06 PM // 17:06   #9
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Quote:
Originally Posted by Malchiel
Dude warriors drop like flies, faster than casters. Seriously. 3 spells from a necro and you drop to half health. Give them 20 seconds, and you have one dead warrior.

Not to mention the rangers that pins you down, blinds you, burns you, you have to take on all that coz you're a tank, but not a very durable one.

FYI I play eles, necros and warriors. Out of them all, my warrior is the LEAST durable in the arena. And yeah I'm talking about an air ele, she can take on 2 warriors all at once, no problem.

I like wars for their cool armors, but otherwise I think they're scrubs =_= Nice to look at, but crappy.

If teams are targetting you first, and if you have a decent monk, you should easily beat those teams, even without you bringing healing/defensive skills. The truth is, with experienced teams, warriors and rangers are usually the last to die. So being able to last a few more seconds at the end of a fight gives your team NOTHING. There are a few exceptions to this but smart players won't setup for this exception and take more offensive skills in place of those healing/defensive skills. Personally, I avoid inviting W/Mo into groups I make in Tombs simply cause that's a bad build for damage (which is why they're there), unless the 'Mo' part is for smiting of course.
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Old Jul 13, 2005, 05:08 PM // 17:08   #10
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Quote:
Originally Posted by Vulneraria
is usefull the res sigil in a pvp build?

or better is usefull that all the members bring the res sigil?

I think no, maybe the warriors or the two monk... but if someone die something go wrong and is better correct this error.


Miao!

It's called a "S....sigg.....signet....s..ig...."
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Old Jul 13, 2005, 05:10 PM // 17:10   #11
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Quote:
Originally Posted by Malchiel
Dude warriors drop like flies, faster than casters. Seriously. 3 spells from a necro and you drop to half health. Give them 20 seconds, and you have one dead warrior.

Not to mention the rangers that pins you down, blinds you, burns you, you have to take on all that coz you're a tank, but not a very durable one.

FYI I play eles, necros and warriors. Out of them all, my warrior is the LEAST durable in the arena. And yeah I'm talking about an air ele, she can take on 2 warriors all at once, no problem.

I like wars for their cool armors, but otherwise I think they're scrubs =_= Nice to look at, but crappy.
I suppose you've never used mend ailment. I love it when those silly Light ele's try to blind me.
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Old Jul 13, 2005, 05:22 PM // 17:22   #12
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Originally Posted by ICURADik
I suppose you've never used mend ailment. I love it when those silly Light ele's try to blind me.
Umm mend ailment with warrior's energy regen... kinda... uh sucks... <_<

A ranger will poison you with every arrow, and how many times are you gonna mend ailment? Not to mention you don't have only 1 ailment to worry about most of the time. You have like 3-4 stacked up on you. Disease, poison, burn, blindness, cripple =_=

An air ele can keep blinding you more times than you can mend it.

What about hexes? A necro can put -20 degen (10 pips effective) on you easily. You have few or no way to out-heal that kind of dot. Not to mention slow hexes...

No, warrior is the least durable of all the classes I played. Cept in PvE where mobs are generally stupid and relies on physical damage.

Last edited by Malchiel; Jul 13, 2005 at 05:25 PM // 17:25..
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Old Jul 13, 2005, 07:08 PM // 19:08   #13
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I promise you that the warriors will be a sought after resources in PvP. Alone, they may not be as devastating as a Necro or Elem primary. The best teams will have a variety of builds because all the skills will be stacked together. These teams will be the most powerful, but will also be seen the least because they are the hardest to put together.
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Old Jul 13, 2005, 08:01 PM // 20:01   #14
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Warriors and Rangers should run the res signet, because they're typically low priority.

Monks should not bother to carry revive skills because every second they spend reviving is a second they can't spend preventing more deaths. (besides, if anyone is going to die at all, it'll probably be them)

At least one member of the group should be carrying a 'hard' revive. (ie non-signet)

On the other hand, it may be worthwhile to switch things up just to keep from being predictable.
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Old Jul 14, 2005, 12:18 AM // 00:18   #15
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Quote:
Originally Posted by Malchiel
Umm mend ailment with warrior's energy regen... kinda... uh sucks... <_<

A ranger will poison you with every arrow, and how many times are you gonna mend ailment? Not to mention you don't have only 1 ailment to worry about most of the time. You have like 3-4 stacked up on you. Disease, poison, burn, blindness, cripple =_=

An air ele can keep blinding you more times than you can mend it.

What about hexes? A necro can put -20 degen (10 pips effective) on you easily. You have few or no way to out-heal that kind of dot. Not to mention slow hexes...

No, warrior is the least durable of all the classes I played. Cept in PvE where mobs are generally stupid and relies on physical damage.

Did you just say warrior is the least durable class in this game? Am I seeing things correctly? Not to mention a warrior's regen rate has nothing to do with mend ailment. Why the hell would a warrior be running mend ailment? That's a job for your monks.

What about hexes you say? You have heard of hex removal right? Also, you do realize that something like a healing breeze will mitigate something like 10 pips of degen. Then there's always hex removal on top of that.

Last edited by Eonwe; Jul 14, 2005 at 12:21 AM // 00:21..
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