Who brings the res?
Major Pwnamanjaro
I've noticed with many of the monk builds today, such as WoH and ER, a res isn't included. For example,
http://pvx.wikia.com/wiki/Build:Mo/any_WoH_Hybrid
http://pvx.wikia.com/wiki/Build:E/Mo_ER_Prot_Hero
I'm not very up to date with my Guild Wars knowledge because usually I don't play that often and I never get really far.
Also I had a question about my hero setup. I was planning on remaking my Dunk's build so that he was both prot and heal. However, I was also planning on making an ER prot out of acolyte sousuke. Is that good, or should Dunk stay pure healing? I won't always take them with me together, but I probably will when I get to harder areas.
Thanks, sorry for the noob q's.
http://pvx.wikia.com/wiki/Build:Mo/any_WoH_Hybrid
http://pvx.wikia.com/wiki/Build:E/Mo_ER_Prot_Hero
I'm not very up to date with my Guild Wars knowledge because usually I don't play that often and I never get really far.
Also I had a question about my hero setup. I was planning on remaking my Dunk's build so that he was both prot and heal. However, I was also planning on making an ER prot out of acolyte sousuke. Is that good, or should Dunk stay pure healing? I won't always take them with me together, but I probably will when I get to harder areas.
Thanks, sorry for the noob q's.
Darcy
In PvE, it doesn't matter who has a rez skill as long as you have several members with one. The need for it to be someone other than the monk is a PvP thing. Although you might want to disable the rez skill on some of your heroes so they don't waste time rezzing instead of fighting.
I bring two hybrid (prot/heal) monks and use my ele for damage.
I bring two hybrid (prot/heal) monks and use my ele for damage.
Kunder
Resses can pretty much go anywhere. With the amount of professions that have reusable resses nowadays any character that has a spare slot can usually pick one up. If you are going H/H though I wouldn't recommend you take any at all, the henchmen bring enough on their own.
Monks bringing res is more of a holdover from early GW days where you couldn't even ping your build and only monks had a hard res, so it was assumed that they were bringing the hard res. Its actually the worst possible place to have the res on, since when people are dieing thats when you don't want your monk occupied not keeping the party alive.
Hybrid monk builds generally aren't a good idea to run on heroes because you don't know how they will use it at a given time. Someone at 30 health? 2 Hybrid heroes might cast 2 prots on them and then 2 heals, making the target overprotected and overhealed. With 1 pure healer and 1 pure prot (or just 2 heal if the rest of the team brings enough passive defense), you know that the heroes will consistently heal or protect someone when they are weak.
Monks bringing res is more of a holdover from early GW days where you couldn't even ping your build and only monks had a hard res, so it was assumed that they were bringing the hard res. Its actually the worst possible place to have the res on, since when people are dieing thats when you don't want your monk occupied not keeping the party alive.
Hybrid monk builds generally aren't a good idea to run on heroes because you don't know how they will use it at a given time. Someone at 30 health? 2 Hybrid heroes might cast 2 prots on them and then 2 heals, making the target overprotected and overhealed. With 1 pure healer and 1 pure prot (or just 2 heal if the rest of the team brings enough passive defense), you know that the heroes will consistently heal or protect someone when they are weak.
Marty Silverblade
A couple of things:
1) Stop using the old Wiki. Use this one instead (PvX link is in the same spot): http://www.guildwiki.org/Main_Page
2) Bars that are dedicated to keeping people alive generally don't have room for resurrection skills because it's more important for the rez slot could be used for something that would have prevented the person dying in the first place. Rezzes generally go on midline characters like Rits and Necros. In 8 man areas, I find it's only worth running a hard rez on one hero. The henchies have enough rez sigs.
3) UA is a rez.
1) Stop using the old Wiki. Use this one instead (PvX link is in the same spot): http://www.guildwiki.org/Main_Page
2) Bars that are dedicated to keeping people alive generally don't have room for resurrection skills because it's more important for the rez slot could be used for something that would have prevented the person dying in the first place. Rezzes generally go on midline characters like Rits and Necros. In 8 man areas, I find it's only worth running a hard rez on one hero. The henchies have enough rez sigs.
3) UA is a rez.
Lanier
monks should never be bringing rezzes. Slot them on other heroes.
Warvic
Quote:
Originally Posted by Lanier
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monks should never be bringing rezzes. Slot them on other heroes.
Yeh Unyielding Aura is a bad skill! 
UA is the only good res (elite) for a monk.
Also, henchmans have enough resses. Most people run a hard res on their rit or necro hero.
You can also take res scrolls incase. (i never do tho)
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UA is the only good res (elite) for a monk.
Also, henchmans have enough resses. Most people run a hard res on their rit or necro hero.
You can also take res scrolls incase. (i never do tho)
Xenomortis
A res can go on any midline hero with room.
Hero monks can take one, their bar space is far less precious than a it is on a human monk, although there's usually a better option - remember to disable it though (unless it's UA).
Hero monks can take one, their bar space is far less precious than a it is on a human monk, although there's usually a better option - remember to disable it though (unless it's UA).
Major Pwnamanjaro
Ok thanks for the feedback
I think I'm going with a prot and a healer.
Heal:
[Word of Healing][Heal Party][Dwayna's Kiss][Sig of Rejuv][Dwayna's Sorrow][Vigorous spirit][Leech sig][Power Drain]
I plan on changing elite to UA for a res and because it just feels too redundant. Also I use Dwayna's sorrow because I always have a MM with me.
Prot:
[Ether Renewal][Aura of Restoration][Aegis][Spirit Bond][Protective Spirit][Shield of Absorption][Shield Guardian][Mend Ailment]
My necro has smite hex, but I was thinking I may need another one. I don't have cure hex yet because I don't have EotN. If I'm not taking both these guys with me, I'll probably take the healer. Should I give him a condition and hex removal when it's only him?
I think I'm going with a prot and a healer.
Heal:
[Word of Healing][Heal Party][Dwayna's Kiss][Sig of Rejuv][Dwayna's Sorrow][Vigorous spirit][Leech sig][Power Drain]
I plan on changing elite to UA for a res and because it just feels too redundant. Also I use Dwayna's sorrow because I always have a MM with me.
Prot:
[Ether Renewal][Aura of Restoration][Aegis][Spirit Bond][Protective Spirit][Shield of Absorption][Shield Guardian][Mend Ailment]
My necro has smite hex, but I was thinking I may need another one. I don't have cure hex yet because I don't have EotN. If I'm not taking both these guys with me, I'll probably take the healer. Should I give him a condition and hex removal when it's only him?
RedDog91
Quote:
Originally Posted by Major Pwnamanjaro
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I've noticed with many of the monk builds today, such as WoH and ER, a res isn't included. For example,
http://pvx.wikia.com/wiki/Build:Mo/M...ng_Aura_Healer Read skill description of Unyielding Aura....
http://pvx.wikia.com/wiki/Build:Mo/M...ng_Aura_Healer Read skill description of Unyielding Aura....
Major Pwnamanjaro
Yes I knew that, it was a mistake.
Quote:
Originally Posted by Major Pwnamanjaro
Quote:
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I plan on changing elite to UA for a res
ogre_jd
PvE, *EVERY* player and H/H should have a rez. Especially a player on a full H/H team in missions. Can't begin to count how many times it's come down to my Warrior and his Rebirth to stop a wipe in a mission.
Xenomortis
Life Bringing
Quote:
Originally Posted by ogre_jd
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rkubik
In PVE I never bring a rez with the implementation of the rez scrolls. I have maybe 3/4 of my party bring a rez if I go H/H. It also still amazes me when I join a PUG that people don't realize UA is a rez. Always get a kick out of that.
Haggis of Doom
It's also noteworthy that Mesmers are a good choice for non-elite combat rezzes (Resurrection Chant, Flesh of my Flesh, Death Pact Signet, res signet) due to Fast Casting. If you have Mesmers in your team and are willing to spend the slot, that is.
Necromas
Arrogant Bastard
Chthon
Re rez:
Goes on the midline. Frontline and backline only if they have spare skillslots. (Happens more often with frontline than backline in my experience.) Overall team should have 2 or 3 hard rezzes. Players who don't have a hard rez should have scrolls. (Except for H+H, in which case you waste no one else's time or effort by choosing to wipe instead of burn a scroll.)
Re ER:
The effect of Infuse on the ER's hp depends on a number of variables. The heal comes before the sac. So, at full health, you lose half your health. As you have less health when you cast Infuse, you have more empty redbar to take up the heal, so the net loss drops. Somewhere around 45% life you'll hit an equilibrium point where the heal exactly equals the sac. Here you can spam Infuse without any effect on your hp. If you manage to get below that point (a monster will have to help), then casting Infuse will actually result in a heal for you.
Goes on the midline. Frontline and backline only if they have spare skillslots. (Happens more often with frontline than backline in my experience.) Overall team should have 2 or 3 hard rezzes. Players who don't have a hard rez should have scrolls. (Except for H+H, in which case you waste no one else's time or effort by choosing to wipe instead of burn a scroll.)
Re ER:
The effect of Infuse on the ER's hp depends on a number of variables. The heal comes before the sac. So, at full health, you lose half your health. As you have less health when you cast Infuse, you have more empty redbar to take up the heal, so the net loss drops. Somewhere around 45% life you'll hit an equilibrium point where the heal exactly equals the sac. Here you can spam Infuse without any effect on your hp. If you manage to get below that point (a monster will have to help), then casting Infuse will actually result in a heal for you.
distilledwill
I never take a res on my monks, even UA. Typically, it goes on the damage dealers (I would say "midline" but, you know - melee heroes are terrible) and takes the form of 2 hard resses and me with Sunspear Res Sig - this is usually enough.
Asurmen32
i almost always take a mesmer, as 1 of my heroes, and she (Gwen) always has a hard rez bc i love fast casting Hard Rez =P and when ever, IF EVER, i need a rez i usually need it fast!!.
but like distilledwill, 2 hard res and a Res sig for the group is a great standard =P (IF you think you'll need reses, otherwise you could probably just go with 1 or 2 hard res's).
but like distilledwill, 2 hard res and a Res sig for the group is a great standard =P (IF you think you'll need reses, otherwise you could probably just go with 1 or 2 hard res's).
Daesu
Another tip:
You may bring Death Pact Signet for res while you are vanquishing when a res shrine is available. That may let you save some DP. If there are no available res shrine and you would be kicked out upon team wipe, bring Flesh of my Flesh instead of Death Pact Signet.
If you do decide to bring vengeance, having it only on the MM bar would ensure that the MM himself would not be vengeanced, and lose all his minions when vengeance ends. Also, if you have 2 other perm res in your team, that would help, in case the hero carrying the perm res dies.
You may bring Death Pact Signet for res while you are vanquishing when a res shrine is available. That may let you save some DP. If there are no available res shrine and you would be kicked out upon team wipe, bring Flesh of my Flesh instead of Death Pact Signet.
If you do decide to bring vengeance, having it only on the MM bar would ensure that the MM himself would not be vengeanced, and lose all his minions when vengeance ends. Also, if you have 2 other perm res in your team, that would help, in case the hero carrying the perm res dies.