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Old Nov 29, 2005, 01:46 PM // 13:46   #21
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necros deal with death on a constant basis i see no reason y they didn't have a rez from the get go let alone y they shouldn't add one
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Old May 28, 2006, 07:16 AM // 07:16   #22
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how bout this: instead of making all these new complex skills that everyone debates about, why dont we just take the current Vengence away from monks and give it to necros! ta-da!

that is exactly what iam saying
yeah really
vengeance makes much more sense on the necro since the rezed person dies later
same with unyielding something i forgot
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Old May 28, 2006, 07:23 AM // 07:23   #23
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Necromancers can make an army of undead but cant ressurect an ally.
/signed
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Old May 28, 2006, 07:59 AM // 07:59   #24
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Originally Posted by cldhearted00
yeah really
vengeance makes much more sense on the necro since the rezed person dies later
same with unyielding something i forgot
omg...5 month dead bump

neways, guess its up here now..../signed
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Old May 28, 2006, 08:00 AM // 08:00   #25
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Hm hm...I can see where you get your logic, but for the sake of an interesting piece of writing and because I just enjoy pissing people off, let's debunk it, neh?

Alright, what we have here is a conflict of interests between two professions - Monk and Necromancer. They both deal with the afterlife and with energies not of this plane, and yet the one has access to several hard-resurrect skills while the other only has a Sig like (almost) everything else. Why is this?

Well, let's first find out why Monks have access to hard resurrects. In the framework of the game, Monks are the direct agents of the Divine, heralds of the gods and most especially of Dwayna, the Allmother, leader of the gods, and champion of Life. As a sign of this exalted station, Monks gain the ultimate extension of their natural role as a protector and healer of their friends - that being the ability to bring someone back from the grave. treating Resurrection Signets like the enchanted items they in actuality are instead of an innate, character-based skill, then we see that Monks' hard-res abilities fall directly into line with not only their game capabilities, but the philosophy of the profession itself and is thus based in both OOC and IC realities. it makes sense for Monks and Monks alone to have this ultimate sign of the favor of the Divine.

Now for Necromancers, and if at least half the guys reading this don't know where I'm going yet, then I'm not as good a writer as I thought . Necromancers are the direct and personal agents of Grenth, the God of Death. They do not deal with the life-giving energies of the Divine that Monks do - Necromancers deal in the bloodpath energies, the power of pain (Blood), fear/anger and other negative emotions (Curses), and violent death (guess XP). Necromancers do not in any real way actually generate life-energy; instead, they steal and subvert the life-energy of others. Note that all Necromancer healing or Energy buffs involve either a personal blood sacrifice, stealing it from someone else, or a dead body. Nowhere does the Necromancer generate health or Energy without cost. As for the matter of raising the dead, that's exactly what the Necromancer is doing - raising the dead. They do not bring the fallen creature back to life - in fact, the creature's body is destroyed and the remaining life-energy in it consumed in order to create the minion. Minions are the very personification of Death and most likely a form of ritual tribute to Grenth, as a corpse transformed into a minion, as far as IC/story matters go, would be incapable of resurrection. There would be nothing left to resurrect.

Think about it. Monks are the servants of Life, it's their sworn, holy duty to fend off Death with all their power. But Necromancers serve Death, serve Grenth. And just exactly why would Grenth grant His personal servants the means to defeat what they've sworn their lives to? No, to a Necromancer, a proper Necromancer, resurrection of a fallen warrior with life and soul intact would be the height of sacrilege, an act of direct theft against Grenth Himself. No pure Necromancer would ever dream of stealing from his God.

As for Ritualists...haven't figured them out yet . probably an aspect of ripping the soul back out of the Mists before it's gone too bloody far, not to mention splitting off some of their own vital energies to fuel the resurrection. Not to mention they seem far less devoted to Grenth than the Necromancer does, more as if they simply pay Grenth their respects than truly worship Him as do Necromancers. The manifestation of disembodied spirits is the Ritualist's stock in trade after all, and what easier and more efficient a way is there to manifest a disembodied spirit than to cram it back into its proper body?

And now I post and wonder if anyone bothers to read/comprehend anything past my introductory 'this is gonna be long and philosophical' blurb XP. Enjoy, Guruites.
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Old May 28, 2006, 08:01 AM // 08:01   #26
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Originally Posted by Don Vito Corleone
Vengeance for monk should be removed because already has 3 or 4 resurrect skills.
I have to desagree here. Vengance only lasts 30 seconds. Monks don't use it anyway. It lasts 30 seconds, can be removed, and takes a minute to recharge. It doesn't come close to a res skill.

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Old May 28, 2006, 11:47 AM // 11:47   #27
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The point of vengeance works when the person 'knows' that he's gonna get vengeance, and so with his/her full energy bar, will go completely bezerk, kill as many as he/she can, then die, and wait for the monk to recharge.

Its really annoying...

Necromancers have no reason to bring you back to life after you die. Why do they want your active body when they can just 'spend' your body on something they need. As a Necromancer would.... maybe say, "You're of better use to me dead."
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Old May 28, 2006, 04:46 PM // 16:46   #28
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I like vengeance and sometimes bring on along with a second res skill. The beauty of it is that it is a very fast resurrection that brings them back with full force. A regular res doesn't do they. Their skills may be disabled or their energy mostly gone or their health at 25%. Vengeance is the best mid-battle res there is next to Unyeilding Aura.

Really, if you're a monk in mid-battle and you don't have the time to res someone, and even then you worry about them dying a second time, causing extra DP, you don't have to worry if you use Vengeance or Unyeilding. In either case they are immune to DP on their next death and they will be able to actually do something other than just lay there, and it's only 4 seconds of your time.

A necro res wouldn't quite fit unless we're talking about stealing life from one enemy and putting it into your dead comrade. The res that the OP describes is really quite overpower though, when you think about it.

Traditionally, in most RPGs, the necro has never been able to res. I think this is for the reasons LaserLight has described.
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Old May 28, 2006, 05:19 PM // 17:19   #29
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Its perfectly fine the way it is, if ANet wants to add a skill like this in another chapter so be it, but its not a pressing concern.

/notsigned
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Old May 28, 2006, 06:35 PM // 18:35   #30
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I say let necros res like this, but any allies they res act like undead minions:

-Constant health degen, increasing over time indefinately (so if you have +10 troll and breeze, you can still be at -10)
-Double damage from fire & holy damage
-Not an enchantment spell, as that would be pointless
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