Ressurection in PvE

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CHunterX
CHunterX
Wilds Pathfinder
#21
Quote:
Originally Posted by Khazad Guard
my secondary was Monk
If this was an actual PUG, I would have expected you to have a hard res. Mesmers excel at hard res because of Fastcasting. Its kinda the only reason I could see a Mesmer even thinking of using /Mo. Furthermore, in a PUG, you never know who you are going to get as teammates, I would go so far as to bring at least Res Sig on all players, especially in areas below max level or right when you hit max level, since this is where most newer players will be. So yes, a PUG expecting a Me/Mo to have res is not irrational.
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.
K
Khazad Guard
Krytan Explorer
#22
Quote:
Originally Posted by Avarre
An exception is monks who should not be ressing.
Is it unwise to bring ressurection skills with monks? I thought it was standard practice for monks to bring a hard res (and use after battle)
Crom The Pale
Crom The Pale
Furnace Stoker
#23
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.
T
Targuil
Krytan Explorer
#24
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.
L
Loviatar
Underworld Spelunker
#25
[QUOTE]
Quote:
Originally Posted by Khazad Guard
So am I a noob for not taking a res in PvE?
yes

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?
t
thedeadlyassassin
Krytan Explorer
#26
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.
TGgold
TGgold
Wilds Pathfinder
#27
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.
Div
Div
I like yumy food!
#28
Rez is generally nice to have for PvE, but if I'm getting run, I don't bother taking anything.
Avarre
Avarre
Bubblegum Patrol
#29
Quote:
Originally Posted by Khazad Guard
Is it unwise to bring ressurection skills with monks? I thought it was standard practice for monks to bring a hard res (and use after battle)
There's no real reason to. Anyone can bring an after-battle hard res, but more importantly, if anyone goes down they should be brought up immediately, not after battle.

It can be good for pugging, but of all the places to fit a hard res, the monk bar is probably the worst.
Drakken Breathes Fire
Drakken Breathes Fire
Lion's Arch Merchant
#30
I always carry a res incase my monk hero goes down.
Yang Whirlwind
Yang Whirlwind
~ Retired ~
#31
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!
quickmonty
quickmonty
Ancient Windbreaker
#32
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.
the_jos
the_jos
Forge Runner
#33
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.
pkodyssey
pkodyssey
Wilds Pathfinder
#34
Quote:
Originally Posted by gremlin
My personal view
Every member of a party should have a res ability signet or preferably a hard res skill.
--- TRUE

Quote:
Originally Posted by gremlin
My personal view
Also every party member should have some form of healing.
--- NOT TRUE

Quote:
Originally Posted by Khazad Guard
Is it unwise to bring ressurection skills with monks? I thought it was standard practice for monks to bring a hard res (and use after battle)
--- SAY WHAT?

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!
SharonC
SharonC
Academy Page
#35
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.
HawkofStorms
HawkofStorms
Hall Hero
#36
Quote:
Originally Posted by pkodyssey

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!
Yawn. Don't insult people for how they choose to play the game. As I've said before, in certain areas of PvE (explorables, GW:EN) where you will just be ressed at a shrine where you can work off DP or use consumables, does it really matter anymore if your party wipes?
iridescentfyre
iridescentfyre
Desert Nomad
#37
Quote:
Originally Posted by Khazad Guard
Is it unwise to bring ressurection skills with monks? I thought it was standard practice for monks to bring a hard res (and use after battle)
If there is no other constant truth in Guild Wars it is that just because a practice is "standard" doesn't make it right. Don't rely on that to help you decide what is smart and what is stupid.

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.
Quaker
Quaker
Hell's Protector
#38
Quote:
Originally Posted by Khazad Guard
So am I a noob for not taking a res in PvE? Rarely ever taken a res, and I dont really see the need to. Thoughts?
There seems to me to be several sides to this whole story.

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)
iridescentfyre
iridescentfyre
Desert Nomad
#39
Quote:
Originally Posted by pkodyssey
If you don't bring a rez it INSTANTLY demotes you to the rank of Noob!
That's a very black and white way to look at it… builds should always be flexible and change for each specific circumstance. There's types of play where a res is definitely necessary: that being anytime you don't have a res shrine to back you up. That means GvG, HA, the arenas, and PvE missions. Anytime you're exploring/vanquishing/questing, anytime you're AB'ing or doing Competitive Missions, you really don't need to bring a res. If anything, not being able to differentiate between when it is and is not needed is what makes one a noob.
Quaker
Quaker
Hell's Protector
#40
Quote:
Originally Posted by iridescentfyre
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.
I agree with you partly. That is, I think it is partly because of a "mind set" that people think a monk should bring a rez, but that mind set is also based somewhat on the fact that many players have builds, Obsitank for example, that only have room for a rez signet, if anything. A monk, on the other hand, can always bring a "hard" rez and should have room for it.

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.