Right now the real only reason why some people have monk as there second profession is to have a reusable rez like rebirth. A team will not let me in there team without a reusable rez. So why can't every profession a reusable rez.
Ranger- Melandru Gift (Expertise)
Rez ally with 25%-50% health and 25%-50% Energy and moves 25% faster for 5 seconds
10 Energy
8 Second Casting Time
5 Second Recharge
Necro- Blood Rez (Soul Reaping)
Sacrifice 15% health which goes to dead ally and ally is give 5 extra health for each point in soul reaping
10 Energy
9 Second Casting Time
10 Second Recharge Time
Warrior- Fallen ally (Strength)
Rez ally with 30%-40% health and 0 Energy and has 20 more armor or 5 seconds
5 Energy
10 Casting Time
10 Second Recharge
Elementalist- Transfor Life Energy (Energy Storage)
Rez ally with 25% health and 10%-20% of your current energy with an extra 2 pip of energy
15 Energy
8 Second Casting Time
10 Second Recharge
Mesmer- Fast Rez (Fast Casting)
Rez ally with 25% health and 20% energy and ally's skills recharge 30% faster for 5 seconds
10 Energy
10 Second Casting Time
10 Recharge Time
Assassin- Shadow Rez (Shadow Arts)
Ally is rez for 20% health and 20% energy and can not me a target of an attack or hex for 1-5 seconds
10 Energy
8 Second Casting Time
10 Second Recharge
Dervish- God's Gift (Mysticism)
Rez ally with 25% health and 20% energy and can not be target of a hex for 3 seconds
10 Energy
8 second Casting Time
10 Second Recharge Time
Note: Monks, Paragons and Ritualists already have a reusble rez
Maybe this will put the end to people having to use a monk as second profession.
Hope you like my idea.
Each Profession Gets a New Rez
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/notsigned for all but dervishes
It's a nice idea, but there are already 3 secondaries which have a justified res spell (because they can heal others directly). The only reason I'm /signing for dervs is because I think they do have 1-2 wind prayer skills which can heal others, so they probably deserve a poopie res.
EDIT: For clarity, I don't think most of the professions deserve a res because they aren't healing/res classes. IMO healing others should be a requirement before you can res them. Healing Siggy aside.
It's a nice idea, but there are already 3 secondaries which have a justified res spell (because they can heal others directly). The only reason I'm /signing for dervs is because I think they do have 1-2 wind prayer skills which can heal others, so they probably deserve a poopie res.
EDIT: For clarity, I don't think most of the professions deserve a res because they aren't healing/res classes. IMO healing others should be a requirement before you can res them. Healing Siggy aside.
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Originally Posted by Winterclaw
/notsigned for all but dervishes
It's a nice idea, but there are already 3 secondaries which have a justified res spell (because they can heal others directly). The only reason I'm /signing for dervs is because I think they do have 1-2 wind prayer skills which can heal others, so they probably deserve a poopie res. EDIT: For clarity, I don't think most of the professions deserve a res because they aren't healing/res classes. IMO healing others should be a requirement before you can res them. Healing Siggy aside. |
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Originally Posted by NinjaKai
I mean when was the last time you saw a warrior stand in back with a wand casting heal party and aegis.
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I'm sorry, I promise to never do that again. I blame it one the 15^50 inscription.
Seriously, /not signed.
I quite enjoy watching the warrior rebirth a caster while tanking 5 enemies. Rez signets get recharged by a moral boost. Go kill a boss.
I don't play a necromancer, but a rez that recharges whenever they hex a target with it first and that target dies would be nice.
Soul Ripper
5e, 1s cast, 10 second recast
Hex Target with Soul Ripper for x seconds. If target dies while hexed, Soul Ripper becomes a Soul Infusion.
Soul Infusion
10e, 4s cast, 10 second recast
Sacrifice 15% health and target is ressurected with that health and 15% energy and Soul Infusion reverts back to Soul Ripper.
Soul Ripper
5e, 1s cast, 10 second recast
Hex Target with Soul Ripper for x seconds. If target dies while hexed, Soul Ripper becomes a Soul Infusion.
Soul Infusion
10e, 4s cast, 10 second recast
Sacrifice 15% health and target is ressurected with that health and 15% energy and Soul Infusion reverts back to Soul Ripper.
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The only other class that would make sense to have a rez skill is a necromancer. Considering that they raise the dead anyway, it would fit perfectly.
Animate Fallen Ally (Enchantment)
5 Energy, 5 cast, 20 recharge -1 energy regen
Resurrect target dead ally. While under this enchantment, target is considered a minion, and suffers minion health degen. Deaths incurred while under the effects of this enchantment do not incur a death penalty. Target dies if this enchantment is removed. This enchantment ends if target dies.
Animate Fallen Ally (Enchantment)
5 Energy, 5 cast, 20 recharge -1 energy regen
Resurrect target dead ally. While under this enchantment, target is considered a minion, and suffers minion health degen. Deaths incurred while under the effects of this enchantment do not incur a death penalty. Target dies if this enchantment is removed. This enchantment ends if target dies.
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Originally Posted by sykoone
The only other class that would make sense to have a rez skill is a necromancer. Considering that they raise the dead anyway, it would fit perfectly.
Animate Fallen Ally (Enchantment) 5 Energy, 5 cast, 20 recharge -1 energy regen Resurrect target dead ally. While under this enchantment, target is considered a minion, and suffers minion health degen. Deaths incurred while under the effects of this enchantment do not incur a death penalty. Target dies if this enchantment is removed. This enchantment ends if target dies. |
Think this would be great..but overpowered..2 necro's in every group doing nothing but rez the warriors and they would only have -15 dp since no dp from deaths under enchant...plus a monk to stand in back and heal the necro when he uses BoTM to keep tanks up a little longer (assuming since you said they were like minnions you meant BoTM would work on them as well) Also..would Jagged Bones work on them? Interesting possibilities with this one though

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Except a Necro controls death, and you already got minions.
This idea is crap, and I mean total crap.
There is a reason why there are Rez only for certain classes because they match their themes.
It's like saying let's give everyone some sort of melee weapon skills because Sin, War, and Derv have it.
This idea is crap, and I mean total crap.
There is a reason why there are Rez only for certain classes because they match their themes.
It's like saying let's give everyone some sort of melee weapon skills because Sin, War, and Derv have it.
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Originally Posted by AuraofMana
Except a Necro controls death, and you already got minions.
This idea is crap, and I mean total crap. |
Balancewise, bringing party members back this way has plenty of disadvantages. As the player brought back is counted as a minion, they should count towards the Necro's minion limit (which could be dangerous if the Necro is a MM). They'll also suffer degen, and double damage from holy damage. And if it's treated as an enchantment, it'll also have the problem of Vengeance and Unyielding Aura that if the enchantment isn't covered, whoever is raised using the skill can be knocked back down again with a single enchantment-strip.
Essentially, we're looking at a temporary fix like Vengeance or Unyielding Aura where you generally want to stop and let them die so you can raise them properly rather than keep them that way. Which seems, to me, very well aligned with the concept of the Necromancer.
As for other classes, I'd have to disagree. Possibly the Dervish, but on the whole, raising the dead should be for characters who have some conceptual connection to the dead, a healing focus, or both. Personally, I find even the Paragon's signet a little weird.
And if people are repeatedly knocking you back for not having a hard res - they're idiots. Used with care, a ressig or, even better, a Sunspear Rebirth Signet can be a better option for raising in the middle of a hard fight than the hard res: they bring the target back in better condition than most hard resses, and they're faster to use.
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There is a skill call Vengeance, use it.
And honestly, Necromancers (in ancient history) raises the dead (like literally, back to life).
Necromancers in the game raises the FLESH back to life, which means it will not obtain the skills the "person raised" had when the person was alive.
So it doesn't make any sense that Nec would have something like that.
Plus, a profession that uses dark magic shouldn't have anyway to bring his ally back to life. It just doesn't flow with the theme.
It's like asking Rangers to kill pets.
And honestly, Necromancers (in ancient history) raises the dead (like literally, back to life).
Necromancers in the game raises the FLESH back to life, which means it will not obtain the skills the "person raised" had when the person was alive.
So it doesn't make any sense that Nec would have something like that.
Plus, a profession that uses dark magic shouldn't have anyway to bring his ally back to life. It just doesn't flow with the theme.
It's like asking Rangers to kill pets.
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Originally Posted by lightblade
QFT.
Bring self heal, you'll find 1 henchmen monk is enough for any mission. |
I say NO to this. Its the same thing if all classes had some decent knockdown skill, like Gale of example. Thats what that class do, and no other can do exactly like that.
Monks, Ritualists and Paragons have reviving skills because they are classes that protect, heal, interact positively with their allies, they have at least one atributte that is based on saving someone's life.
You see, elementalists, for example, do not have enchantments that do such thing.

