Quote Originally Posted by SirValentine View Post
Oh...and some of the times when it would be most useful, it doesn't work. I's bugged with traps, you don't get your raise, you just instantly die twice.
That's not a bug, that's how devs wanted the spell to work, at least that's what I read.
And no, you don't die twice. You are instantly raised, instead of having the choice of when/where to raise. Yes, you will often die instantly again, either hit by the same trap, by a mob or something else because you're at 10% HP after all... But sometimes you won't. With good timing I've sometimes been able to throw a quickened heal after the instant raise and the next time the trap hit me... It doesn't happen much but it's possible.

As for spells to carry... That's really a personal thing.
I'd never carry any summon on my FvS, simply because they are likely to do something bad, or simply to die almost instantly.
I do carry death pact on my melee FvS, just because when he's in melee range he's more likely to take some bad hits... And I'm pretty sure it allows to bypass the LoB's no raise thing, even if I haven't died when running with him yet.
My evoker only carries Resurection, no room for True res or raise dead.
Mass prot from elements is scrolled on my evoker, not on my melee. Mass spell resist is gone for both.

My evoker only has 2 mass cures (light and serious), and has healed eDQ just fine. Since the change to the epic queen (less random aggro), it's possible to mitigate damage for melees enough so mass heal is enough till she's war, and after that 2 cures have been enough for me. Melee has 3 mass cures, but almost never uses all 3... Cure serious as an emergency button (mass heal interupted by trip or something), lower two for rest of the time.