Res sigil in PvP

Gerbill

Lion's Arch Merchant

Join Date: Apr 2005

The Frozen plains.

The Llanowar Legion [LL]

Me/N

I'm having trouble deciding if I need to bring the Res sigil or not with my Mes/Nec.

in any arena or tombs or GvG, I could defenitly use that extra skillslot for a skill, but most of the time I bring a res sigil just to be sure, just incase that important monk dies or something like that you know.

but if you look at it overall, is it really needed to bring a res sigil ? or should I mainly just bring another skill along.

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

It's not required, but the team needs atleast 3 or so Res Signets. Usually I can always find room for it, there's always that one skill I really don't need.

Sigil

Ascalonian Squire

Join Date: Jun 2005

Me/Mo

Always Res Sigil!

Morganas

Wilds Pathfinder

Join Date: May 2005

Everyone needs to bring it except maybe monk, it's too good not to. There's no 8 skill vs 7skill build that could possibly justify not having the ability to quickly bring a player back from death to full life.

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

Maybe Monk? No res on Monks, there's no maybe about it.

Morganas

Wilds Pathfinder

Join Date: May 2005

In 4v4 monks should take res sig as well, hence "maybe."

JoDiamonds

JoDiamonds

Wilds Pathfinder

Join Date: Jun 2005

New England

Fast Casting MeMos can theoretically get away without Res Signet, by having other ressurection spells that are as fast or faster than the signet. Casting times can be cut in half, so some incredibly powerful quick-rezzes can be pulled off:

Rebirth: 3 seconds
Vengeance: 2 seconds
Light of Dwayna: 2 seconds

Ressurection and Restore Life are still 4 seconds, but re-usability is still important here. This is mostly relevant to four-person parties, where everyone should carry a rez.

In eight man parties, primary healers shouldn't waste slots on ressurection. They'll be too busy just healing.

ElderAtronach

ElderAtronach

Wilds Pathfinder

Join Date: Jun 2005

Mo/Me

Me/Mo resmer is nice in 8v8 if the other team isn't paying attention to you as closely as they should. It's terrible in 4v4, speaking from experience. You're noticed too easily and you bring them back at relatively low health, and they get creamed right after ressing them.

zehly

zehly

Sunshine

Join Date: Jul 2005

The Wired

Daughters of Ananke

Mo/E

I would bring a res signet on my mesmer as long as my build allowed for it... sacrafices must be mode though.

Odai

Academy Page

Join Date: Apr 2005

Columbus, Ohio

Playing as a Necro/Ranger I only have one question?

Which one of the hexes, spells, or enchantments that I use over and over to save YOUR butt do you want me to leave behind so I can use my single shot rez to reanimate the "I can beat every mob single handedly, all at the same time, let's go aggro a whole bunch of mobs, player?

For (someone's) sake all the groups I've seen require at least two primary monks.

Any group that allows two monks to die isn't going anywhere anyway.



BTW my second is a W/MO and she always carries rez in one form or another. It has taken up permanent residence in slot 8.

bobrath

bobrath

Wilds Pathfinder

Join Date: Jun 2005

Texas

Scouts of Tyria

Odai.... this was a PvP question not a PvE one.

I'd suggest that even in PvE bringing a res sig along on missions is a good idea. Just save it to rez the monk when you're the last player left. Leave the spot rezs to the monks in missions, but have the ability to bring your party back from nothing.

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

In PvE, it's a no-brainer. A single res signet can easily mean the difference between winning and losing a mission.

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

Closed. Please use this thread.

Also note how nice Nash is being.