Nov 04, 2007, 11:01 AM // 11:01 | #21 | |
Wilds Pathfinder
Join Date: Sep 2005
Location: Washington
Profession: W/E
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EXCEPT, this was a run. No one except the Runner is expected to bring anything. If they want to dick around and die, thats their problem, not yours. In my opinion, its not your problem you didn't bring a res spell. Its their problem for dying. You were "in the clear" if thats what you want to hear. |
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Nov 04, 2007, 12:17 PM // 12:17 | #22 | |
Krytan Explorer
Join Date: Jul 2007
Location: Australia
Guild: No Loitering In The Guild [Hall]
Profession: E/
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Nov 04, 2007, 01:50 PM // 13:50 | #23 |
Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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I have to say I find res skills belong on certain proffs.
Wars should not bring a res as they are supposed to be holding agro and are most likely to die first. Rangers, Paragons should bring a hard res or signet since they are most likely to survive and be the last man standing more often than not. Monks should always bring a hard res, its a monk skill for crying out loud, but they should not be ressing the the heat of battle unless they have a second monk backing them up and only 1-2 allies are down. Eles, Necros, Mesmers, Dervish, Sins and Rits should only bring one if the party is lacking a Ranger or Pargon with a res skill or if they happen to have room in thier build for a res skill. Despite Mesmers having fastcasting they really should not try to res in the middle of a battle as that would leave them open to a quick death and likely bring back a party member with too little hp to survive. Understanding your role in the party and your personal play style should dictate what skills you bring including res skills. |
Nov 04, 2007, 08:56 PM // 20:56 | #24 |
Krytan Explorer
Join Date: Oct 2007
Location: Tampere, Finland
Guild: Keep Dreaming [Yawn]
Profession: E/
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I never bring rez in pve. In normal mode, no one almost never dies and in hard, if someone dies first it's usually me or whole team. I don't waste a good space in my skill bar for rez that someone else can do better. And i was talking about H/H... pugging ftl.
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Nov 04, 2007, 10:49 PM // 22:49 | #25 | |
Underworld Spelunker
Join Date: Feb 2005
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you are getting a run and not expected to do a thing but not having a hard rez as a monk secondary along in case something happens for a party wipe near the end is stupid as you have wasted that time even if you dont pay. what does it cost you to toss it on your bar just in case? |
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Nov 05, 2007, 02:58 AM // 02:58 | #26 |
Krytan Explorer
Join Date: Oct 2007
Location: Tualatin OR
Guild: N/A
Profession: A/W
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I'd say bring a res all the time, especially during a mission. It sucks losing a mission when you could res a monk in a mission that has renew life or something like that. A sig can go a long ways.
in this case, they were complete idiots for running off if getting a run. But you should always bring a rez when doing missions. |
Nov 05, 2007, 03:18 AM // 03:18 | #27 |
Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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This really all depends.
Normally, I try to organize the PuGs and see what I have available. Who should/could bring a res and whatnot. If it is a quest, I will never bring a res. At no point in a quest on normal mode should I die. If there for some reason is a party wipe, then there are res shrines everywhere for a reason. If half of a team has some for of res, then that's fine. I usually give a hero or two a res if I think I'll need one. Most people agree, quests mean no res. If it is a MISSION, then I like to see if I should bring a res, or if there is any other single skill that could be more useful to the group. If there is a more suitable character to res, then that character should bring a res skill. Sometimes there are times when no res is JUST FINE, normally only being in an organized group though. (If you can take the mob down, or prevent them from killing people with a skill, that's better than letting them die in the first place, no?) Really, it is up to the organization and skill of the team that determines how many and what people should have a res on their bar. An Me/Rt with FomF or Death Pact Signet is probably one of the better ressers in normal mode PvE. In PvP, I assume all character that can afford a skill slot will bring a res that is appropriate for their role. It's that simple. |
Nov 05, 2007, 06:43 AM // 06:43 | #28 |
I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Rez is generally nice to have for PvE, but if I'm getting run, I don't bother taking anything.
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Nov 05, 2007, 06:47 AM // 06:47 | #29 | |
Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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It can be good for pugging, but of all the places to fit a hard res, the monk bar is probably the worst.
__________________
And the heavens shall tremble. |
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Nov 05, 2007, 06:52 AM // 06:52 | #30 |
Lion's Arch Merchant
Join Date: Sep 2007
Guild: They May Be Dead [DEAD]
Profession: N/
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I always carry a res incase my monk hero goes down.
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Nov 05, 2007, 11:20 AM // 11:20 | #31 |
~ Retired ~
Join Date: Nov 2005
Location: Copenhagen, Denmark (GMT +1)
Profession: E/
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I have stopped bringing a rez signet with my ele most of the time - can't be monk 2.nd as I need mesmer instead (for most builds). For most missions/quests/etc. there's not enough bosses that can recharge it for it to be worth the slot.
If I hire someone to do a job (that doesn't involve me participating) I don't even bother setting up my skill bar. Nobody can expect me to come help them because they are hyperactive teenagers that can't sit still for 15 min. while the runner does his thing. They were the noobs for not staying put - not you! But I guess its always easier to blame someone else when you do something stupid! |
Nov 05, 2007, 11:48 AM // 11:48 | #32 |
Ancient Windbreaker
Join Date: May 2005
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You are paying for a run. You are not expected to do anything expect pay, and not do anything to screw up the runner. You have no obligation to anyone else who is along for the ride. I would say that they are noobs for running off and getting killed.
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Nov 05, 2007, 11:55 AM // 11:55 | #33 |
Forge Runner
Join Date: Jun 2006
Guild: Hard Mode Legion [HML]
Profession: N/
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My opinion:
When not getting a run and playing missions, bring a res when playing PUG. Even monks sh/could take a res. In organized teams, like guild teams, we run less res skills, most likely a combination of multi- and onetime res. Saying the bar is too full for a res means you think the skill is more important than the 7 on the death player. I find that hard to believe. The only exception on this could be the healer, who's job is to keep people alive and not ressing them. |
Nov 05, 2007, 12:46 PM // 12:46 | #34 | |||
Wilds Pathfinder
Join Date: Nov 2005
Location: In a cardboard box with Internet
Guild: The Order of the Frozen Tundra (TofT)
Profession: N/
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A build completely sucks if it doesn't allow room for a rez. It doesn't matter how uber you think you are. If you don't bring a rez it INSTANTLY demotes you to the rank of Noob! Last edited by pkodyssey; Nov 05, 2007 at 12:56 PM // 12:56.. |
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Nov 05, 2007, 03:46 PM // 15:46 | #35 |
Academy Page
Join Date: Apr 2007
Location: USA
Guild: Confused and Ridiculously Lost [CARL]
Profession: R/
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I used to always carry a rez, even though I rarely had to use it. I rarely carry one any more though, due to GW:EN. I now carry 2-3 resurrection scrolls in my inventory in case of need. Yes, they are rather expensive to have crafted, but it does give me an extra skill slot for other things, and helps a lot when I don't have a monk secondary/primary.
Now, the only time I carry a rez skill is during a vanquish, when I know most of us will die at least once, and that I will need to rez either after battle, or after the enemy has wandered out of aggro. |
Nov 05, 2007, 04:15 PM // 16:15 | #36 | |
Hall Hero
Join Date: Aug 2005
Profession: E/
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Nov 05, 2007, 04:24 PM // 16:24 | #37 | |
Desert Nomad
Join Date: Mar 2006
Profession: W/
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Quote:
However in my opinion, monks are a good choice for a hard res, because I use Resurrection Chant which benefits from Healing Prayers. Protection monks are a harder option since Rebirth blows, though Res Chant still gives 100% health to the "ressee" with 0 Healing Prayers. I guess my point is that you shouldn't bring a res as a Monk solely because you're the monk. Monks don't have much that makes them "better ressers," I think its just the mindset of Guild Wars players that Monks have to have a res because they're the archetypal "healers." Mesmers with Fast Casting are much more logical options to carry res spells. |
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Nov 05, 2007, 04:51 PM // 16:51 | #38 | |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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First of all, I'm surprised that the runner (apparently) didn't have a rez for just such a occurrence, so he can get paid. Guess he was a noob too. Secondly, I've only ever been "run" somewhere twice myself. Both times were to run a character, from another campaign, from Beacon's Perch to Drok's to get to the Furnace. While doing the runs, I purposely got myself killed so I could watch the runner do his thing while I was dead. I didn't expect, or want, anyone to rez me. Those other guys were being noob-ish to expect that someone would rez them. You were being "run" ffs, people in the party could have no skills equipped at all. On the subject of carrying a rez: I think it's probably best, over all, to carry a rez, unless your build really doesn't have room for it. But, keep in mind that the rez is actually for your benefit, not the benefit of the others, or the team. Here's why: When you are doing a mission, if everyone dies the mission is over. If everyone dies except you, (or 1 or 2 others without rez either), it's not likely you can finish the mission, so it is to your benefit to be able to rez at least one other, so you don't fail the mission. If you are only questing, and everyone dies except you, you could simply die (get killed) and the party will spawn at the nearest shrine. Everyone, including you, will have a(nother) 15% death penalty. But, if you had a rez, you could rez the rest of the party (who will still get the 15% DP), without getting the DP yourself. Also, of course, depending upon what class you are playing and your role in the party, it can be to your benefit to be able to rez a monk if they should die during a battle. This helps to keep you and the party going. So basically, it's up to you if you want to keep the mission alive or save yourself DP. (There's also, of course, the case where everyone gets 60% DP in hard mode and the party wipes back to the outpost) |
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Nov 05, 2007, 04:57 PM // 16:57 | #39 | |
Desert Nomad
Join Date: Mar 2006
Profession: W/
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Nov 05, 2007, 05:15 PM // 17:15 | #40 | |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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Quote:
Many people think you should only rez after a battle. (I'm not suggesting you are one of them.) But I would disagree with that. First of all, it depends upon how well the battle is going and how much damage the party is taking. But I would, as a general rule, say that Monks should not rez during battle in order to concentrate on healing/protecting. Also, obviously, melee fighters and tanks shouldn't rez during a battle. But, Rangers and casters, being, usually, outside of melee range, can rez. The benefits of having a full un-dead team, especially if it's a monk that's dead, can usually outweigh any brief interruption in damage output. A rez signet is usually best for this (Sunspear Rebirth Signet best of all) for the speed, and Mesmer's are even better because of Fast Casting. |
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