Sep 21, 2005, 03:36 PM // 15:36
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#21
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Nightwish
While Yukito might not be able to pack a res sig in his build, i think most players (especially warriors/rangers) should bring res sig if possible. Imagine all the teamates do not bring res sig, the other team would definitely have the upperhand if they are equally competent (since death is inevitable).
p/s. I do not like to restrict my skill bar with res sig personally. Who does? But its importance is quite significant =/ I hope someone can convince me otherwise.
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Well, if you think about it... If none of them brings a res sig but uses all the right skills, then YOUR team might have the upper hand since the enemy team has gimped themselves of 4 skills that could be used to killing you. If they get ressed? Kill them again. Not that hard to interrupt a rez signet either. But, since it's the 'general rule', I'm pretty sure ANY random team you're with will bring @ LEAST 2 res sigs by default since it's the global notion that 'noobs don't bring res sig...'
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Sep 21, 2005, 03:57 PM // 15:57
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#22
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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Quote:
Originally Posted by Yukito Kunisaki
Well, if you think about it... If none of them brings a res sig but uses all the right skills, then YOUR team might have the upper hand since the enemy team has gimped themselves of 4 skills that could be used to killing you. If they get ressed? Kill them again. Not that hard to interrupt a rez signet either. But, since it's the 'general rule', I'm pretty sure ANY random team you're with will bring @ LEAST 2 res sigs by default since it's the global notion that 'noobs don't bring res sig...'
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hey look some builds really need 8 skills, but let me tell you 90% just dont. you can easily drop something useless for a res sig. and if no one brought any, well think of each map as having a permanent frozen soil down. not very cool >.<
i still strongly advise any non monk to bring a res sig. really.
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Sep 21, 2005, 04:18 PM // 16:18
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#23
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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In CA, if you're playing a monk you have to assume you're going to be the only monk. That means you need to bring all the vital monk skills, such as healing (preferably a lot of it), condition removal, hex removal, and some additional prot if possible. Beyond that, you need energy management skill(s) to make sure you can keep up the healing/prot for more than 30 seconds. Between all that, there just isn't much room for res sig. Not to mention that you might not have time to use it, like others have said.
Hell, even without res, I still don't have room for everything I want/need. Sure, you can probably drop one of the incidental skills for a res. But if I drop Prot Spirit and my team comes up against earth or air spike, we get owned in the face. If I drop hex removal and I come up against Backfire or whatnot, again, owned in the face. Dropping condition removal is pretty much out of the question, and the same goes for healing and energy management.
Additionally, the monk is usually the first one to die because everybody and their mother guns for monks. Sometimes they go for a mesmer first, but that can be a mistake since the monk can often outheal the offense since it's only 4 people, less if they aren't all damage dealers. Carrying a res won't help if you're the one getting killed.
Overall, I think it's better for a monk to focus on their job, which is vital to the team's success, and let the others bring the res sigs. I think almost everyone besides monks should bring one though.
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Sep 21, 2005, 04:37 PM // 16:37
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#24
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Lion's Arch Merchant
Join Date: May 2005
Location: San Diego, CA US
Guild: SoF
Profession: Mo/
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Quote:
Originally Posted by Detrius
my 2 cents:
Because you have no res signet, you need to be spamming your healing spells like crazy to try to prevent people from dying (and to keep kinetic armor up). Yeah, no divine favour, but you have almost unlimited energy at your disposal. Just don’t go down, because its hard to get back after being res’d.
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Hey! I think I ran with you last nite in Comp. Arena, lol...anyways, your build couldn't have DF anyways being that you're an E/Mo.
Quote:
Originally Posted by smurfhunter
hey look some builds really need 8 skills, but let me tell you 90% just dont. you can easily drop something useless for a res sig. and if no one brought any, well think of each map as having a permanent frozen soil down. not very cool >.<
i still strongly advise any non monk to bring a res sig. really.
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I agree with Smurf on this 100%. If everyone brought a Res Sig. (excluding Monks if need be), 2 good solid players could potenially cover up for their 2 bad teammates so long as everyone properly Resses. But if things were like Yukito suggests, that no one brings a res, you are now depending on people's individual builds to be effective. I'd rather have 2 mediocre teammates that know how to Res than 2 mediocre teammates that don't have Res but do have that 1 extra skill (which they probably don't need).
I think it's important to point out that there are alot of assumptions going on here...but you have to throw those assumptions out the window....basically, it's best to abide and follow only 1 rule in Comp. Arena, and that's to bring a Res Sig (optional, if you're a Monk).
Last edited by mr_boo; Sep 21, 2005 at 04:50 PM // 16:50..
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Sep 21, 2005, 04:41 PM // 16:41
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#25
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Frost Gate Guardian
Join Date: Jun 2005
Location: Oregon
Guild: The Shattered Hand
Profession: N/R
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Quote:
Originally Posted by Nightwish
Though there are endless strategies that can used to win CA, I notice two most important factors that often gives the edge:
1.) Res Sig!
This is the only point I totally disagree with in all of Yukito's list of builds - res sig can reverse the situation. No matter how good the 8th skill is, I'm sure it will not outshine the effect of ressing a dead teamate back to full life (who might still have a res sig -woila - another teamate being ressed)
2.) Attacking monk/mesmer 1st
In CA, its too often my team lost badly because one of the warriors insists on dueling/chasing the enemy warrior who is clever enough to hunt down the softies. And some do not even have the sense to realize - that attacking a warrior/ranger with a monk healing from behind = waste of time.
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An exception to that can be frag/vir mesmers. THe two warriors can go out and get that monk no problem, but I need to go after the warrior that's going after my monk. Two dead, same amount of time, monk still lives.
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