As a tank, I can't revive properly since my point is to hold aggro (and even if I did, the person being revived would be surrounded by adds I was tanking and eventually die again in 2 seconds). The best thing I can do is to move the farther away possible from anyone needing help with all the adds I can take, and hope someone else revives the fallen player.
The CW would usually be quite busy as well (and with a decent amount of "stray" aggro if there are many adds and the tank can't hard-taunt them all). Ideally, TRs have only one add at a time on them and CDs should have none, so they would be the best choice for rezing, but it depends on many factors. Also, GWFs can pop unstoppable and have pretty much a 100% chance to rez without worrying about being interrupted.
I pick people up when the situation merits it. I see others do the same.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited February 2014
Whether or not I do pick up a fallen comrade is highly dependent on whether or not I *can*, for many reasons already gone over in detail by others.
Occasionally, I have not picked someone up simply by virtue of not being able to find them or get to them in time. No malice intended. In skirmish PUGs, I have even apologized for not managing to revive a teammate and received a pleasant reply saying, "it happens". Because it does.
myles08807Member, NW M9 PlaytestPosts: 409Arc User
edited February 2014
I can't count the number of toons my primary DC has rez'd all over the game world. When I'm out in a lower-level zone picking nodes during the Professions event I heal everyone I come across and always dash over to save a life...it's one of the few true RP aspects of this game, and I'm usually mingling with persons 40 or more levels lower than myself who might not be skilled enough to sail through their quests, or rich enough to spawn endless injury kits.
That being said...in many epic circumstances, dying, releasing, healing injuries, and rushing back to the fray are strategically advantageous. Even at lower levels, on the lengthy linear quest zones like Icespire Peak, dying is simply a convenient way of rushing back to the campfire and the NPC to whom you will report your success...if you can afford it. Speaking as a decades-long veteran of D&D playing his very first MMO, it took me a long time to get used to the idea of dying and respawning so casually...but I see now that it's often no big deal.
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The CW would usually be quite busy as well (and with a decent amount of "stray" aggro if there are many adds and the tank can't hard-taunt them all). Ideally, TRs have only one add at a time on them and CDs should have none, so they would be the best choice for rezing, but it depends on many factors. Also, GWFs can pop unstoppable and have pretty much a 100% chance to rez without worrying about being interrupted.
Occasionally, I have not picked someone up simply by virtue of not being able to find them or get to them in time. No malice intended. In skirmish PUGs, I have even apologized for not managing to revive a teammate and received a pleasant reply saying, "it happens". Because it does.
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That being said...in many epic circumstances, dying, releasing, healing injuries, and rushing back to the fray are strategically advantageous. Even at lower levels, on the lengthy linear quest zones like Icespire Peak, dying is simply a convenient way of rushing back to the campfire and the NPC to whom you will report your success...if you can afford it. Speaking as a decades-long veteran of D&D playing his very first MMO, it took me a long time to get used to the idea of dying and respawning so casually...but I see now that it's often no big deal.