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Originally Posted by qvtkc

Step 1: Play for the team, and the team will play for you
Guild Wars is about teamwork. In a perfect team, you are not playing the 8 skills on your bar - the entire team is playing the 64 skills on the sum total of all teammates' bars, as one entity. Of course no team is perfect, but you can and should still adapt your build to the team. If you have an excessive amount of self-heals, maybe substitute those for some damage skills and let the monks do the healing. If you choose between Vampiric Gaze and Barbs, maybe take Barbs even though you personally can't trigger the effect.
Agree.
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Step 2: Bring rez
You have 8 slots on your bar. Fill them up. Now remove one skill. Go ahead. Yes, that one, the one that adds like 0.5 to your DPS. You don't need it. What you need to put in there is some skill to revive your fallen teammates. No, the plan isn't that people should die. But you have 7 skills for when everything goes as planned.
And one skill for when nothing does.
I think you are missing a crucial factor to consider here, THE MISSION or QUEST that the team is undertaking. On some missions, it is more crucial to bring a res than on others. The missions would also dictate what kind of res you should or should not bring.
For example, on missions that would automatically fail if the team dies, bringing a res like the Death Pact Signet increases your chance of mission failure. But of course, those who follow Sabway blindly would not know or understand this.
However, Death Pact Signet is an excellent res for HM vanquishing. Why? Because it reduces the chance of the entire team reaching 60DP and be kicked out of HM. That has always been the design of the original Sabway build.
Also some pugs regard Rebirth as a bad res to bring because it drains all your energy. But in many missions, if it has not been for Rebirth, the mission would have been lost. Even though using Rebirth at the wrong time can be disasterous.
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Step 3: Remove rez if you are a monk
I don't even intend to explain this one.
Most pugs actually expect monks to bring res. Also note that not everyone would be X/Mo, X/P, X/Rt, Rt/X, or P/X in your party.
Should they then bring a res signet instead? Perhaps, but again, the answer lies on the mission or quest that the team is undertaking. On missions that grant frequent morale boost, taking a res sig may just be as good as taking a hard res.
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Step 4: Put on an attunement if you are ele
I see this on so many elementalists and I don't know why. Packing an attunement will give you back loads of energy for each spell you cast, preventing you from running low so fast. Taking Elemental Attunement means you can spam energy-heavy spells without break pretty much endlessly, though it also means giving up your elite, so it's not recommended. The normal attunement for your chosen element will ensure that you won't run dry in the middle of a protracted battle, or as a result of multiple encounters in quick succession.
Again, this depends on the mission or quest. In areas with lots of enchant removal, I hate bringing attunement. I would rather bring AP+GoLE instead.
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Step 6: No, you are not a ritualist, unless you actually are a ritualist, of course.
You are an elementalist, or a ranger, or an assassin, or a mesmer, and so on, so why do you bring a whole bar full of spirits? Can't you see all those PvX copycats hanging around the outpost spamming "SoS lfp"? If we wanted a spirit spammer, we'd take one of them (which we probably already did), not you, since they can do a much better job of it than you can. Fear not, though; all is not lost, since you can do a much better job doing what your profession is made for, nuking, shooting arrows, doing awesome melee damage or just standing around making purple sparks in the air, respectively.
As others have said, a R/Rt can be more effective as a rit than as ranger. But unfortunately for them, rits are quite plentiful. A R/Rt having a spirit spammer bar is understandable since rangers badly need a buff, but they should give way to a real rit if available. | |