Res sigil in PvP
Gerbill
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.
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
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
Always Res Sigil!
Morganas
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
Maybe Monk? No res on Monks, there's no maybe about it.
Morganas
In 4v4 monks should take res sig as well, hence "maybe."
JoDiamonds
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.
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
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
I would bring a res signet on my mesmer as long as my build allowed for it... sacrafices must be mode though.
Odai
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.
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
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.
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
In PvE, it's a no-brainer. A single res signet can easily mean the difference between winning and losing a mission.
Scaphism
Closed. Please use this thread.
Also note how nice Nash is being.
Also note how nice Nash is being.