Jan 08, 2008, 12:49 PM // 12:49
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#41
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Wilds Pathfinder
Join Date: Oct 2007
Location: :D:D
Profession: D/W
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Quote:
Originally Posted by Gambit Shinobi
If you (or anyone that isn't a troll) actually read this thread, you'd realize that I didn't run into this thread and start calling everyone "n00bs." In fact, I called the 2 trolls Coloneh and Turtlewhatever "n00bs" because they are, when they flamed me for no apparent reason... as well as the subsequent idiots that followed their retarded, trolling ways.
Anyway, I believe only mages (and Rangers) should bring res. They're in the backlines and should have enough time to res the team should people start dying. If your team cannot protect the mages (or protect themselves) and causes a wipe, then that's the party's fault. Frontline melees like Sins, Dervishes, and I guess Warriors should never bring rez unless it's for hard dungeons and HM missions like I said above. Even then, IMO, res should only be brought if you can spare the slot.
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i'm a noob for flaming you? i merely agreed with coloneh's idea because he is right, who is to be quite honest a lot more experienced than you seem to be. read ensign's sig for the reason why im not taking this any further
Last edited by Turtle222; Jan 08, 2008 at 11:31 PM // 23:31..
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Jan 08, 2008, 05:09 PM // 17:09
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#42
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Ahem. In short:
with H&H/Guildies --- no rez. I trust my Guild's Monkies, and AI.
with PUGgers --- rez. I hate giving up a slot for it but people can be so stupid at times
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Jan 08, 2008, 09:53 PM // 21:53
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#43
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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Quote:
Originally Posted by Bobby2
Ahem. In short:
with H&H/Guildies --- no rez. I trust my Guild's Monkies, and AI.
with PUGgers --- rez. I hate giving up a slot for it but people can be so stupid at times
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/agree
teh 12 chars elohel
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Jan 09, 2008, 09:01 AM // 09:01
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#44
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by Bobby2
Ahem. In short:
with H&H/Guildies --- no rez. I trust my Guild's Monkies, and AI.
with PUGgers --- rez. I hate giving up a slot for it but people can be so stupid at times
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Herein ends the Res argument.
Moko, I've tried Shadow Walk > Dash before but I'm not sure I understand why it's good. I mean, that's 2 skillslots on being able to shadowstep. Why do two [spell] shadowstep skills not work better, since they tend to have other benefits such as health gain? It is because they are stances and so there is no time wasted with cast time? In Normal Mode PvE I can't think of many situations when I'd need to get out of a fight badly enough to think "I wish I'd brought a 'get out quick' shadowstep".
The reasons I like Dark Prison:- Firstly, if the enemy scatters for some reason, or Dunkoro is being hit on and he's running away from me, it's a quick method of jumping from foe to foe.
- Secondly, I can use it as a cover hex for Assassin's Promise like, for instance, on Dolyak Masters that use Remove Hex
- Thirdly, If I think killing the foe will take longer than AP allows, I'll use Dark Prison > Black Spider Strike > Death Blossom...basically using Dark Prison to allow me to use Black Spider Strike, so that later on, when mr. monster is about to die, I can whack on AP and recharge everything.
Are those bad reasons for using it?
I know there's no self heal in the build...I figured with Hero/Hench monks on my back there was no real need. In dodgier areas I'll usually use Moebius-Blossom and stick a self-heal in there.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Jan 09, 2008, 03:10 PM // 15:10
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#45
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Frost Gate Guardian
Join Date: Nov 2007
Profession: R/
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shadow walk+dash is worth 2 slots not only because you don't waste time in casting, but you also save energy and can't be interupted.
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Jan 09, 2008, 05:32 PM // 17:32
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#46
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Frost Gate Guardian
Join Date: Apr 2007
Guild: Gameamp Guides (AMP)
Profession: E/
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Well, using Death's Charge + Death's Retreat is the same energy, but with 1/4s cast time... I'd like to see a NPC interrupting that....
Both options are valid though, I'm not saying Shadow Walk + Dash is bad.
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Jan 09, 2008, 09:54 PM // 21:54
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#47
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Quote:
Originally Posted by Wyat Hawke
Well, using Death's Charge + Death's Retreat is the same energy, but with 1/4s cast time... I'd like to see a NPC interrupting that....
Both options are valid though, I'm not saying Shadow Walk + Dash is bad.
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Try escaping thru Death's Retreat when you're flat on your...
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