For heroes in general PvE what would you say is the better choice as a res - [skill]death pact signet[/skill] or [skill]resurrection signet[/skill]?
DPS Pros:
- Can revive party members at full health & energy.
- Can be used every 8 seconds.
- Fast cast compared to other res skills.
DPS Cons:
- If resurrected ally dies within 120 secs so do you, so if you're in the middle of a big fight & your allies are prone to dying easily during this fight, it's risky to use this skill.
Res Signet Pros:
- Can revive party members at full health & 25% energy
- Fast cast compared to other res skills.
- No risk of dying like there is with DPS.
Res Signet Cons:
- Can only be used once until a moral boost is gained.
Death Pact Signet Vs Res Signet In PvE?
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Originally Posted by JonnieBoi05
neither. ressurection chant > one-time use sigs and a skill that ties a players fate to some-1 else.
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Also, with 0 or just a few points in Healing Prayers, they would be resurrected with absolute meh energy
Although I'm not sure if that really matters, providing they res out of battle.So you think for heroes in PvE, it'd be best to give them Res Chant? What about for heroes without monk secondary... Res Sig?
hmmm.... i run 2 eles and 1 monk as my heroes. monk is healing attribute and the ele's are half monk w/ aegis + reschant. aegis gives 9 seconds of block + they can chain it for 18. i run 15 fire, 9 energy storage, 9 prot, 3 and healing. it works just fine and the 6 seconds isn't an issue, imo. when i go through HM my party will never drop more than 1 person within' a fight (and even so that's pretty rare to happen).
and also, my healing monk uses holy haste. res chant + holy haste = 3 second cast for full health and 45% energy = gg.
and also, my healing monk uses holy haste. res chant + holy haste = 3 second cast for full health and 45% energy = gg.


OK cool, thanks a lot!
Oh by the way, I feel cheeky asking but if you wouldn't mind taking a quick look at the following I'd really appreciate it - http://www.guildwarsguru.com/forum/s...0269413&page=3
If not, then no worries, it was worth a shot

np. i checked out the link you posted, and, for the first time in.. *adds up* .. 15 months i think i'll give a build out to the public. this is what i use when i used to run an mm (when they used to be super effective :P) in HM. enjoy?
[skill]animate bone minions[/skill][skill]jagged bones[/skill][skill]animate bone fiend[/skill][skill]death nova[/skill][skill]blood of the master[/skill][skill]verata's sacrifice[/skill][skill]dark bond[/skill][skill]resurrection chant[/skill]
death magic: 12+1+3 (16)
soul reaping: 10+1 (11)
blood magic: 6 (6)
healing prayers: 6 (6)
the above build worked 'very' nicely and provided an all-time 10 minion count whereever there is an exploitable corpse. but, if you can handle the micromanagent, then i would recommend turning off [skill]death nova[/skill] while running idle, and returning it back on when you're about to aggro a group of enemies (due to the obvious fact hero mm's like to straggle in the back, spamming their [skill]death nova[/skill]
but, alas, i havn't needed to use an MM since i finished HM elona (which was by god who knows just how long ago that was). mm's, imo, are completely obsolete and i find myself better off with what i currently run MUCH more effective.
[skill]animate bone minions[/skill][skill]jagged bones[/skill][skill]animate bone fiend[/skill][skill]death nova[/skill][skill]blood of the master[/skill][skill]verata's sacrifice[/skill][skill]dark bond[/skill][skill]resurrection chant[/skill]
death magic: 12+1+3 (16)
soul reaping: 10+1 (11)
blood magic: 6 (6)
healing prayers: 6 (6)
the above build worked 'very' nicely and provided an all-time 10 minion count whereever there is an exploitable corpse. but, if you can handle the micromanagent, then i would recommend turning off [skill]death nova[/skill] while running idle, and returning it back on when you're about to aggro a group of enemies (due to the obvious fact hero mm's like to straggle in the back, spamming their [skill]death nova[/skill]
but, alas, i havn't needed to use an MM since i finished HM elona (which was by god who knows just how long ago that was). mm's, imo, are completely obsolete and i find myself better off with what i currently run MUCH more effective.

If you don't run a monk hero, then DPS > res sig unless your in a map/mission w/ tons of morale boosts and/or bosses. DPS does not give the user DP if you die b/c of its condition btw. I still prefer DPS over res chant b/c its a fast cast, and can't be interrupted by interrupts targeting spells. And w/ DPS you can use your judgment whether or not to res someone or let the monk hench do it at the end of the battle. The only qualms I have about DPS is it can cause chain deaths, resulting in a party wipe, and the more dp you get the less advantageous dps becomes.
Toffin
Lion's Arch Merchant
No Diplomacy Only War [nDoW] No Diplomacy Only Slackers [nDoS] Looking for an Alliance.
W/
Joined Dec 2005
Well, personally I would take in the mm as a n/p with [skill]signet of return[/skill] with [skill]"we shall return!"[/skill].
Anytime I go out in hm where there are plenty of bodies I have two mm's with running these builds. I havent had an issue yet with them. Just equip them with command shields +10vs slashing and a spear with +5e +5def
[skill]jagged bones[/skill][skill]animate shambling horror[/skill][skill]animate bone minions[/skill][skill]dark bond[/skill][skill]putrid bile[/skill][skill]blood of the master[/skill][skill]"fall back!"[/skill][skill]signet of return[/skill]
16 - Death
10 - SR
9 - Command
[skill]jagged bones[/skill][skill]animate shambling horror[/skill][skill]animate bone minions[/skill][skill]dark bond[/skill][skill]death nova[/skill][skill]blood of the master[/skill][skill]"we shall return!"[/skill][skill]signet of return[/skill]
16 - Death
10 - SR
9 - Command
However you make your own descision on it. Im satisfied with my choice.
Anytime I go out in hm where there are plenty of bodies I have two mm's with running these builds. I havent had an issue yet with them. Just equip them with command shields +10vs slashing and a spear with +5e +5def
[skill]jagged bones[/skill][skill]animate shambling horror[/skill][skill]animate bone minions[/skill][skill]dark bond[/skill][skill]putrid bile[/skill][skill]blood of the master[/skill][skill]"fall back!"[/skill][skill]signet of return[/skill]
16 - Death
10 - SR
9 - Command
[skill]jagged bones[/skill][skill]animate shambling horror[/skill][skill]animate bone minions[/skill][skill]dark bond[/skill][skill]death nova[/skill][skill]blood of the master[/skill][skill]"we shall return!"[/skill][skill]signet of return[/skill]
16 - Death
10 - SR
9 - Command
However you make your own descision on it. Im satisfied with my choice.
Quote:
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Originally Posted by Toffin
Well, personally I would take in the mm as a n/p with [skill]signet of return[/skill] with [skill]"we shall return!"[/skill].
Anytime I go out in hm where there are plenty of bodies I have two mm's with running these builds. I havent had an issue yet with them. Just equip them with command shields +10vs slashing and a spear with +5e +5def [skill]jagged bones[/skill][skill]animate shambling horror[/skill][skill]animate bone minions[/skill][skill]dark bond[/skill][skill]putrid bile[/skill][skill]blood of the master[/skill][skill]"fall back!"[/skill][skill]signet of return[/skill] 16 - Death 10 - SR 9 - Command [skill]jagged bones[/skill][skill]animate shambling horror[/skill][skill]animate bone minions[/skill][skill]dark bond[/skill][skill]death nova[/skill][skill]blood of the master[/skill][skill]"we shall return!"[/skill][skill]signet of return[/skill] 16 - Death 10 - SR 9 - Command However you make your own descision on it. Im satisfied with my choice. |

Toffin
Lion's Arch Merchant
No Diplomacy Only War [nDoW] No Diplomacy Only Slackers [nDoS] Looking for an Alliance.
W/
Joined Dec 2005
Quote:
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Originally Posted by JonnieBoi05
toffin - but the additonal 5 second recharge still hurts either way.
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DPS vs Res Chant
DPS
0 Energy
2 Sec Cast, 8 Recharge
Can cause chain deaths
RC
10 energy
6 sec cast, 15 recharge
In those 4 seconds extra you spent using RC + the 10 extra energy, you couldve done something MUCH more useful such as killing priority targets or healing another dying target. Though DPS may cause chain deaths, you should know to preprot the DPSed person so that they don't die again. You are also less vulnerable to interrupts due to cast time.
Also @ a 3 spec resto compared to a 3 spec res chant, lets say we have someone w/ a 35e pool. DPS will give you 11.2 energy back while RC will give you 11. I doubt most people run around pve w/ 35e (on casters anyway) so if its say 45e then DPS will give back 14.4e back. If you want to compare a 12 or 8 spec in each, DPS still gives you more energy with its only con being that it can cause chain deaths. RC might be better in giving more energy back to warriors, rangers, assasins, dervs, paras...but when does rezzing one of these characters really determine the outcome of the battle? (well..paragon may be the exception but then again, if a para dies its either that he/she is bad, or the monks are). The resurreciton skills are only really definitive in ressing casters (which have larger energy pools), mainly healers, where the amount of energy they res with really counts, and where DPS is > res chant.
DPS
0 Energy
2 Sec Cast, 8 Recharge
Can cause chain deaths
RC
10 energy
6 sec cast, 15 recharge
In those 4 seconds extra you spent using RC + the 10 extra energy, you couldve done something MUCH more useful such as killing priority targets or healing another dying target. Though DPS may cause chain deaths, you should know to preprot the DPSed person so that they don't die again. You are also less vulnerable to interrupts due to cast time.
Also @ a 3 spec resto compared to a 3 spec res chant, lets say we have someone w/ a 35e pool. DPS will give you 11.2 energy back while RC will give you 11. I doubt most people run around pve w/ 35e (on casters anyway) so if its say 45e then DPS will give back 14.4e back. If you want to compare a 12 or 8 spec in each, DPS still gives you more energy with its only con being that it can cause chain deaths. RC might be better in giving more energy back to warriors, rangers, assasins, dervs, paras...but when does rezzing one of these characters really determine the outcome of the battle? (well..paragon may be the exception but then again, if a para dies its either that he/she is bad, or the monks are). The resurreciton skills are only really definitive in ressing casters (which have larger energy pools), mainly healers, where the amount of energy they res with really counts, and where DPS is > res chant.
