11th Skill
In GW1, this ‘idea’ might have worked. Although….I did just fine with 7 skills, and the 8th always a rez.
Here, I don’t think rez ‘skills’ would work all that well. Sure, rezzing from a distance might be nice, but if you can’t get in there to rez them, how likely are they going to be to get OUT if you rez them from afar. Rez skills (to be balanced) wouldn’t bring the player up with anymore health than normal rezzing would, which (in a lot of instances) may just result in the player being downed again. Very frustrating. Not only that, but the necessary cool down on a ‘hard rez’ might not make it worthwhile, in order to avoid griefing (rez, die, rez, die, rez….yeah you get the picture)
I thought we did have 1 or 2 [utility] skills that did rez, but those might have been changed. One was an ele skill, but I think got ‘adjusted’ in one of the recent balances. (I remember because I used it on my husband’s character to get his butt back into the fight, sort of hmphed when it got changed)
Maybe just making rezzing in battle a touch faster might be a better tradeoff.
Just some food for thought.
Yes we do have some uti that can res, but the guardian one is broken the war or necro one i think is pretty good. but maybe its the 11th skill was content based and was like a twice per run skill as a hard res. the prob with ressing downed players can and often wipes the team. With so many player using zerker gear etc or simply can’t maintain damage so its downed player up and another down.
the prob with ressing downed players can and often wipes the team. With so many player using zerker gear etc or simply can’t maintain damage so its downed player up and another down.
Sounds to me like a player problem. If people in full ‘zerker gear can’t stay on their feet they should probably think about investing in some +Toughness and/or +Vitality gear.
We can all rez by pressing F and many professions have utilities for instant rez.
I’m sure this is obvious, but I just don’t see the need for another slot for a mechanic every profession can handle just fine.
TBH, when I run FotM on either my Ele or my Engi, I always slot for Ressing. In the Engineers cast Elixir S so I can get to the body and have enough invuln time to normally get them up. With my Ele, Mistform (and on some fights Focus for the extra Invuln and Reflect).
I know that when we speed clear CoF a lot of Warriors have the Elite Banner as much for the Rez as for the team buff.
Most classes have skill which allow them to rez people, if they are not running them then that’s really their choice.
I think you can’t slot full zerk and then expect to be good at getting people back up in the middle of danger. Choices are choices for a reason.
Maybe just making rezzing in battle a touch faster might be a better tradeoff.
There are traits that do this, but I don’t think anyone takes them.
(edited by Ratty.5176)
the prob with ressing downed players can and often wipes the team. With so many player using zerker gear etc or simply can’t maintain damage so its downed player up and another down.
Sounds to me like a player problem. If people in full ‘zerker gear can’t stay on their feet they should probably think about investing in some +Toughness and/or +Vitality gear.
So just how long do we plan on taking to kill a boss? its about balance. I am not saying we need it for current content but maybe they can add it to increase depth in new content.
So just how long do we plan on taking to kill a boss? its about balance. I am not saying we need it for current content but maybe they can add it to increase depth in new content.
I fail to see how adding an yet another incentive to run full-’zerker will increase depth.
Sounds to me like a player problem. If people in full ‘zerker gear can’t stay on their feet they should probably think about investing in some +Toughness and/or +Vitality gear.
So just how long do we plan on taking to kill a boss? its about balance. I am not saying we need it for current content but maybe they can add it to increase depth in new content.
You take longer to kill a boss if people are on the floor. And I agree it’s about balance. There should not be a situation where 5 zerkers can faceroll all content. They should always need some support to keep them up. That should be the trade off for going Zerker. Currently there is too much content they can run through without any difficulty. The fact that some people have difficulty rezzing in combat is a good thing, it means that balanced groups might be better for at least some of the community.
the prob with ressing downed players can and often wipes the team. With so many player using zerker gear etc or simply can’t maintain damage so its downed player up and another down.
One simple rule. Don’t revive when you have aggro. Move in to revive the instant someone is down and you don’t have aggro. If your team is competent enough to follow these two simple rules, they will not wipe on most bosses. If you choose to run with glass-cannon zerkers, realize that they’re called glass-cannons for a reason. They can’t take damage.
Currently with utilities, there’s a trade-off to have a better revival skill. What you’re suggesting just makes people want to run full zerker teams even more since reviving becomes even easier and they sacrifice absolutely nothing.
and style to turn them into craters and dust.” -Tonn
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