Resurrect Skills???
Don Vito Corleone
first time i played this game, i thought not only the monk can resurrect also the necromancer why?
becuase necromancer is someone can deal with dead and raise them so...
why not add new resurrect skill for necromancer?
Grenth Vengeance
Cost:10 energy
Cast Time: 4 sec
Recharge: 5 sec
Duration:1-2 min (it depends on Soul Reaping points or death magic).
how it should works
u can only use it once per body so, the resurrected player will come as dead ranger, warrior, ele, necro, mesmer or monk once by this skill unless a monk use resurrect skill on him then became dead again.
the resurrected player will come as skeleton with advantage in some attributes or :
- more armor and dmg but less energy and speed.
- more dmg less armore but more energy and faster 25%
- suggestions?
-------------------
Vengeance for monk should be removed because already has 3 or 4 resurrect skills.
If u feel good with the idea of resurrect skill for necromancer only pls share ur ideas.
becuase necromancer is someone can deal with dead and raise them so...
why not add new resurrect skill for necromancer?
Grenth Vengeance
Cost:10 energy
Cast Time: 4 sec
Recharge: 5 sec
Duration:1-2 min (it depends on Soul Reaping points or death magic).
how it should works
u can only use it once per body so, the resurrected player will come as dead ranger, warrior, ele, necro, mesmer or monk once by this skill unless a monk use resurrect skill on him then became dead again.
the resurrected player will come as skeleton with advantage in some attributes or :
- more armor and dmg but less energy and speed.
- more dmg less armore but more energy and faster 25%
- suggestions?
-------------------
Vengeance for monk should be removed because already has 3 or 4 resurrect skills.
If u feel good with the idea of resurrect skill for necromancer only pls share ur ideas.
Elena
well they do deal with death stuff more then any proffesion so i say
/signed
only one question you list these skills as if they are multiple wich i hope i am mistaken ?
/signed
only one question you list these skills as if they are multiple wich i hope i am mistaken ?
Don Vito Corleone
Quote:
only one question you list these skills as if they are multiple wich i hope i am mistaken ? |
grenth should be in the next chapter but the others for discussion until now.
update:
resurrected player by grenth vengeance cannot be affected by poison, bleading and disease but takes more dmg by holy strikes.
MCS
/not signed.
jesh
Meh, why not. It'd give my mesmer a reason not to be a me/mo.
/signed
/signed
Kool Pajamas
Some type of rez skill for Necros besides rez signet sounds ok. I dont know about the others though. Doesnt seem right.
darkdragon99
Quote:
Originally Posted by Kool Pajamas
Some type of rez skill for Necros besides rez signet sounds ok. I dont know about the others though. Doesnt seem right.
|
Vangor
It sounds nice, maybe an immunity to poisons, blind, bleeding, cripple, deep wound, etc., while in this raised form, and during this time it removes a necromancer and target energy regeneration point, this can be disenchanted, and after a duration, say 2 minutes on the high end of the spectrum, the character dies unless, as noted, properly resurrected.
The cost an cooldown would have to be enough to make it both an effective use, instead of simply letting the monk, and to the point that you will be able possibly to use it two times in some general fights. Maybe balance this out with like slower speed and such as well so that it is definetly viable but only necessary to get someone ina fight for a bit.
The cost an cooldown would have to be enough to make it both an effective use, instead of simply letting the monk, and to the point that you will be able possibly to use it two times in some general fights. Maybe balance this out with like slower speed and such as well so that it is definetly viable but only necessary to get someone ina fight for a bit.
Lampshade
Did you ever think about balancing the game?
Leonof
Quote:
Originally Posted by Kool Pajamas
Some type of rez skill for Necros besides rez signet sounds ok. I dont know about the others though. Doesnt seem right.
|
ange1
/not signed, vengence is somewhat useful for monks.
RotteN
not signed
a monk can resurrect players, the rest just has to use a signet, if you want to raise dead, summon some minions
a monk can resurrect players, the rest just has to use a signet, if you want to raise dead, summon some minions
Don Vito Corleone
Quote:
Did you ever think about balancing the game? |
grenth vengeance for necro is balanced rez skill
necromancer should have rez skill.
Mordakai
Quote:
Originally Posted by Don Vito Corleone
first time i played this game, i thought not only the monk can resurrect also the necromancer why?
becuase necromancer is someone can deal with dead and raise them so... why not add new resurrect skill for necromancer? Grenth Vengeance Cost:10 energy Cast Time: 4 sec Recharge: 5 sec Duration:1-2 min (it depends on Soul Reaping points or death magic). |
So, the person is only "alive" for a max of two minutes.
Seems pretty balanced to me...
Kool Pajamas
How about for the upkeep, instead of -1 energy regen, it would be health degen for the person being rezed, like minions. It would start at -3 health degen and would increase every X seconds.
Or maybe when rezed the character permantly suffers from bleeding and deep wound until the enchant is removed and then the character dies again.
Just some ideas.
Or maybe when rezed the character permantly suffers from bleeding and deep wound until the enchant is removed and then the character dies again.
Just some ideas.
The Acolyte
/unsigned
Acolyte Devathi
Acolyte Devathi
Thailii Monkey
30 sec timer and a health degen for the rezed player would kinda balance it
good idea though
good idea though
Dralspire
/not signed
Professions should remain somewhat different, don't you think.
Professions should remain somewhat different, don't you think.
Excer
how bout this: instead of making all these new complex skills that everyone debates about, why dont we just take the current Vengence away from monks and give it to necros! ta-da!
Don Vito Corleone
Quote:
how bout this: instead of making all these new complex skills that everyone debates about, why dont we just take the current Vengence away from monks and give it to necros! ta-da! |
Quote:
Professions should remain somewhat different, don't you think. |
darkdragon99
necros deal with death on a constant basis i see no reason y they didn't have a rez from the get go let alone y they shouldn't add one
cldhearted00
Quote:
Quote: how bout this: instead of making all these new complex skills that everyone debates about, why dont we just take the current Vengence away from monks and give it to necros! ta-da! that is exactly what iam saying |
vengeance makes much more sense on the necro since the rezed person dies later
same with unyielding something i forgot
Arkantos
Necromancers can make an army of undead but cant ressurect an ally.
/signed
/signed
Mandy Memory
Quote:
Originally Posted by cldhearted00
yeah really
vengeance makes much more sense on the necro since the rezed person dies later same with unyielding something i forgot |
neways, guess its up here now..../signed
LaserLight
Hm hm...I can see where you get your logic, but for the sake of an interesting piece of writing and because I just enjoy pissing people off, let's debunk it, neh?
Alright, what we have here is a conflict of interests between two professions - Monk and Necromancer. They both deal with the afterlife and with energies not of this plane, and yet the one has access to several hard-resurrect skills while the other only has a Sig like (almost) everything else. Why is this?
Well, let's first find out why Monks have access to hard resurrects. In the framework of the game, Monks are the direct agents of the Divine, heralds of the gods and most especially of Dwayna, the Allmother, leader of the gods, and champion of Life. As a sign of this exalted station, Monks gain the ultimate extension of their natural role as a protector and healer of their friends - that being the ability to bring someone back from the grave. treating Resurrection Signets like the enchanted items they in actuality are instead of an innate, character-based skill, then we see that Monks' hard-res abilities fall directly into line with not only their game capabilities, but the philosophy of the profession itself and is thus based in both OOC and IC realities. it makes sense for Monks and Monks alone to have this ultimate sign of the favor of the Divine.
Now for Necromancers, and if at least half the guys reading this don't know where I'm going yet, then I'm not as good a writer as I thought . Necromancers are the direct and personal agents of Grenth, the God of Death. They do not deal with the life-giving energies of the Divine that Monks do - Necromancers deal in the bloodpath energies, the power of pain (Blood), fear/anger and other negative emotions (Curses), and violent death (guess XP). Necromancers do not in any real way actually generate life-energy; instead, they steal and subvert the life-energy of others. Note that all Necromancer healing or Energy buffs involve either a personal blood sacrifice, stealing it from someone else, or a dead body. Nowhere does the Necromancer generate health or Energy without cost. As for the matter of raising the dead, that's exactly what the Necromancer is doing - raising the dead. They do not bring the fallen creature back to life - in fact, the creature's body is destroyed and the remaining life-energy in it consumed in order to create the minion. Minions are the very personification of Death and most likely a form of ritual tribute to Grenth, as a corpse transformed into a minion, as far as IC/story matters go, would be incapable of resurrection. There would be nothing left to resurrect.
Think about it. Monks are the servants of Life, it's their sworn, holy duty to fend off Death with all their power. But Necromancers serve Death, serve Grenth. And just exactly why would Grenth grant His personal servants the means to defeat what they've sworn their lives to? No, to a Necromancer, a proper Necromancer, resurrection of a fallen warrior with life and soul intact would be the height of sacrilege, an act of direct theft against Grenth Himself. No pure Necromancer would ever dream of stealing from his God.
As for Ritualists...haven't figured them out yet . probably an aspect of ripping the soul back out of the Mists before it's gone too bloody far, not to mention splitting off some of their own vital energies to fuel the resurrection. Not to mention they seem far less devoted to Grenth than the Necromancer does, more as if they simply pay Grenth their respects than truly worship Him as do Necromancers. The manifestation of disembodied spirits is the Ritualist's stock in trade after all, and what easier and more efficient a way is there to manifest a disembodied spirit than to cram it back into its proper body?
And now I post and wonder if anyone bothers to read/comprehend anything past my introductory 'this is gonna be long and philosophical' blurb XP. Enjoy, Guruites.
Alright, what we have here is a conflict of interests between two professions - Monk and Necromancer. They both deal with the afterlife and with energies not of this plane, and yet the one has access to several hard-resurrect skills while the other only has a Sig like (almost) everything else. Why is this?
Well, let's first find out why Monks have access to hard resurrects. In the framework of the game, Monks are the direct agents of the Divine, heralds of the gods and most especially of Dwayna, the Allmother, leader of the gods, and champion of Life. As a sign of this exalted station, Monks gain the ultimate extension of their natural role as a protector and healer of their friends - that being the ability to bring someone back from the grave. treating Resurrection Signets like the enchanted items they in actuality are instead of an innate, character-based skill, then we see that Monks' hard-res abilities fall directly into line with not only their game capabilities, but the philosophy of the profession itself and is thus based in both OOC and IC realities. it makes sense for Monks and Monks alone to have this ultimate sign of the favor of the Divine.
Now for Necromancers, and if at least half the guys reading this don't know where I'm going yet, then I'm not as good a writer as I thought . Necromancers are the direct and personal agents of Grenth, the God of Death. They do not deal with the life-giving energies of the Divine that Monks do - Necromancers deal in the bloodpath energies, the power of pain (Blood), fear/anger and other negative emotions (Curses), and violent death (guess XP). Necromancers do not in any real way actually generate life-energy; instead, they steal and subvert the life-energy of others. Note that all Necromancer healing or Energy buffs involve either a personal blood sacrifice, stealing it from someone else, or a dead body. Nowhere does the Necromancer generate health or Energy without cost. As for the matter of raising the dead, that's exactly what the Necromancer is doing - raising the dead. They do not bring the fallen creature back to life - in fact, the creature's body is destroyed and the remaining life-energy in it consumed in order to create the minion. Minions are the very personification of Death and most likely a form of ritual tribute to Grenth, as a corpse transformed into a minion, as far as IC/story matters go, would be incapable of resurrection. There would be nothing left to resurrect.
Think about it. Monks are the servants of Life, it's their sworn, holy duty to fend off Death with all their power. But Necromancers serve Death, serve Grenth. And just exactly why would Grenth grant His personal servants the means to defeat what they've sworn their lives to? No, to a Necromancer, a proper Necromancer, resurrection of a fallen warrior with life and soul intact would be the height of sacrilege, an act of direct theft against Grenth Himself. No pure Necromancer would ever dream of stealing from his God.
As for Ritualists...haven't figured them out yet . probably an aspect of ripping the soul back out of the Mists before it's gone too bloody far, not to mention splitting off some of their own vital energies to fuel the resurrection. Not to mention they seem far less devoted to Grenth than the Necromancer does, more as if they simply pay Grenth their respects than truly worship Him as do Necromancers. The manifestation of disembodied spirits is the Ritualist's stock in trade after all, and what easier and more efficient a way is there to manifest a disembodied spirit than to cram it back into its proper body?
And now I post and wonder if anyone bothers to read/comprehend anything past my introductory 'this is gonna be long and philosophical' blurb XP. Enjoy, Guruites.
BrotherGilburt
Quote:
Originally Posted by Don Vito Corleone
Vengeance for monk should be removed because already has 3 or 4 resurrect skills.
|
Brother Gilburt
Terra Xin
The point of vengeance works when the person 'knows' that he's gonna get vengeance, and so with his/her full energy bar, will go completely bezerk, kill as many as he/she can, then die, and wait for the monk to recharge.
Its really annoying...
Necromancers have no reason to bring you back to life after you die. Why do they want your active body when they can just 'spend' your body on something they need. As a Necromancer would.... maybe say, "You're of better use to me dead."
Its really annoying...
Necromancers have no reason to bring you back to life after you die. Why do they want your active body when they can just 'spend' your body on something they need. As a Necromancer would.... maybe say, "You're of better use to me dead."
Undivine
I like vengeance and sometimes bring on along with a second res skill. The beauty of it is that it is a very fast resurrection that brings them back with full force. A regular res doesn't do they. Their skills may be disabled or their energy mostly gone or their health at 25%. Vengeance is the best mid-battle res there is next to Unyeilding Aura.
Really, if you're a monk in mid-battle and you don't have the time to res someone, and even then you worry about them dying a second time, causing extra DP, you don't have to worry if you use Vengeance or Unyeilding. In either case they are immune to DP on their next death and they will be able to actually do something other than just lay there, and it's only 4 seconds of your time.
A necro res wouldn't quite fit unless we're talking about stealing life from one enemy and putting it into your dead comrade. The res that the OP describes is really quite overpower though, when you think about it.
Traditionally, in most RPGs, the necro has never been able to res. I think this is for the reasons LaserLight has described.
Really, if you're a monk in mid-battle and you don't have the time to res someone, and even then you worry about them dying a second time, causing extra DP, you don't have to worry if you use Vengeance or Unyeilding. In either case they are immune to DP on their next death and they will be able to actually do something other than just lay there, and it's only 4 seconds of your time.
A necro res wouldn't quite fit unless we're talking about stealing life from one enemy and putting it into your dead comrade. The res that the OP describes is really quite overpower though, when you think about it.
Traditionally, in most RPGs, the necro has never been able to res. I think this is for the reasons LaserLight has described.
fallot
Its perfectly fine the way it is, if ANet wants to add a skill like this in another chapter so be it, but its not a pressing concern.
/notsigned
/notsigned
edwinna elbert
I say let necros res like this, but any allies they res act like undead minions:
-Constant health degen, increasing over time indefinately (so if you have +10 troll and breeze, you can still be at -10)
-Double damage from fire & holy damage
-Not an enchantment spell, as that would be pointless
-Constant health degen, increasing over time indefinately (so if you have +10 troll and breeze, you can still be at -10)
-Double damage from fire & holy damage
-Not an enchantment spell, as that would be pointless