The -1 energy regen makes UA inferior to HB and therefore pointless, since those two skills fill the exact same role (unless the rebirth-like rez is a big deal to you, which it shouldn't be).
Maybe give it the HB treatment and give it a duration?
I ment pre-buff of Healer's Boon. I'll go edit my post so it's a bit more clearer.
TBH i think its better since before all you did was tele a party member, now you can heal so its at least comparable to HB in potency. Especially since it out heals HB now and it can be held without having to recast (though at the expense o one energy pip) I wouldn't say its useless, but its now a variant of HB
Last edited by Dante the Warlord; Sep 12, 2008 at 12:34 AM // 00:34..
If they made it radar range would have been a nice fix, the way it is now it's trash again. Prophecies account only holders will get the most benefit out of this imo.
The small percentage of extra heal isn't a big deal, I'll stick to HB when I need powerheals.
If they made it radar range would have been a nice fix, the way it is now it's trash again. Prophecies account only holders will get the most benefit out of this imo.
The small percentage of extra heal isn't a big deal, I'll stick to HB when I need powerheals.
- Ganni
I dont think there is ANY resurrection spells that works at radar range. Most only work within earshot or spell casting range, which is the right range for UA.
Even the expensive Resurrection scroll consummables that we have to pay for, only work within earshot range.
UA is skill bar compression for a healing boost+very fast rebirth, at max health and max energy, without the ill effects of energy going down to zero. I think it is good enough.
Last edited by DarkSpirit; Sep 12, 2008 at 02:21 AM // 02:21..
If it worked on RoF and Spirit Bond, I'd heavily consider using it. But it doesn't...
Exactly.
And lol @not elite worthy, rebirth like and such.
Rebirth has a 5s casting time, UA has 1/4...
Rebirth rezes you with 25% health, zero energy, and makes your spells recharge. When rezed by UA you can get up and start hitting stuff again, as soon as you're up. What did it cost to your monk? double clicking on the maintain enchant and recasting it to continue healing. That's 5 energy.
With rebirth it takes away all your energy.
Not elite worthy? the only other full health, full energy (and teleport) rez is the sunspear signet, which requires grind and can only be used once unless recharged by a boost.
You find no use for this over healer's boon? I can understand that. Not elite worthy. You can't be more wrong.
People, it's even worse now than most of you think. My alliance learned this the hard way last night in DoA. Here's how it works now:
1. Randomly picks a dead person in your party.
2. If they're within casting range, rez them. If not, nothing happens.
3. Repeat ad infinitum from STEP 2.
Pretty much, if you have multiple dead people, and they're spread out, you have to run around casting and removing UA to find out which one its trying to rez.
Not dying is better than UA. Not dying has always been better than UA. Barring a complete reconstruction of the skill, not dying will always be better than UA.
Just stop dying. Jesus. It's not hard to do in PvE.
Not dying is better than UA. Not dying has always been better than UA. Barring a complete reconstruction of the skill, not dying will always be better than UA.
Just stop dying. Jesus. It's not hard to do in PvE.
Because it's totally easy to not die in DoA HM. Which is currently pretty much the only place I'm doing, and therefore care about.
1. Randomly picks a dead person in your party.
2. If they're within casting range, rez them. If not, nothing happens.
3. Repeat ad infinitum from STEP 2.
That's bad, really bad. Not so much for the skill as that it shows incompetence at Development as well as QA.
The change seemed a bit useless to me. Sure, it outheals Healer's Boon, but barely unless you get unnecessary amounts of Divine Favor. Anyway, the 50% from Healer's Boon is more than enough to keep a group of lemmings alive. And sure, it works on Prot skills too, but there's only a few skills that are even remotely reliable with healing in that line, and the best one is also an elite (No Arcane Mimicry builds, please).
The teleporting part of the skill is fun to use, but that's it. It's not very practical to bring an elite just to res someone.
HM was easy as it was, I don't see why they're trying to make it easier.
Last edited by exist1874; Sep 12, 2008 at 12:25 PM // 12:25..
People, it's even worse now than most of you think. My alliance learned this the hard way last night in DoA. Here's how it works now:
1. Randomly picks a dead person in your party.
2. If they're within casting range, rez them. If not, nothing happens.
3. Repeat ad infinitum from STEP 2.
Pretty much, if you have multiple dead people, and they're spread out, you have to run around casting and removing UA to find out which one its trying to rez.
If you are all dying spreaded out and in random directions that doesn't sound like an organized team. That sounds like everybody panicked and went their own way, if there are more monsters close by some of them would have aggro-ed even more. UA is a quarter second cast that recharges every 10s that should be more than enough for a good team. Anyway, if you need an AoE res, then UA is not for that.
Personally, I like it the way it is. A healing buff and a single-target max health + max energy res at the same time. Besides Vengeance, this is the ONLY rez that grants max hp and max energy, which is extremely useful in a tough situation unless your team sucks. If your team sucks, they deserve to fail anyway, not the skill's fault.
Last edited by DarkSpirit; Sep 12, 2008 at 04:41 PM // 16:41..
If you are all dying spreaded out and in random directions that doesn't sound like an organized team. That sounds like everybody panicked and went their own way, if there are more monsters close by some of them would have aggro-ed even more.
If your team sucks, they deserve to fail anyway, not the skill's fault.
When running cryway in DoA, where the perma SF tank collects aggro, if aggro breaks, the scenario Senrath described is exactly what would happen. That doesnt mean the team sucks, its just that the aggro may not have been collected perfectly or 1 person camp casted causing one of the monsters to break aggro. Having said that, I can see that you are clearly overstating the skill's use, and at the same time trying to establish some kind of superiority complex you have regarding PvE teams.
So, I mean this in the politest of ways, but seriously, stfu.
If you are all dying spreaded out and in random directions that doesn't sound like an organized team. That sounds like everybody panicked and went their own way, if there are more monsters close by some of them would have aggro-ed even more. UA is a quarter second cast that recharges every 10s that should be more than enough for a good team. Anyway, if you need an AoE res, then UA is not for that.
Personally, I like it the way it is. A healing buff and a single-target max health + max energy res at the same time. Besides Vengeance, this is the ONLY rez that grants max hp and max energy, which is extremely useful in a tough situation unless your team sucks. If your team sucks, they deserve to fail anyway, not the skill's fault.
I can think of at least a handful of situations where a good team ends up with people dead in random directions, the most prevalent being lag. And it still is a bug.
When running cryway in DoA, where the perma SF tank collects aggro, if aggro breaks, the scenario Senrath described is exactly what would happen. That doesnt mean the team sucks, its just that the aggro may not have been collected perfectly or 1 person camp casted causing one of the monsters to break aggro. Having said that, I can see that you are clearly overstating the skill's use, and at the same time trying to establish some kind of superiority complex you have regarding PvE teams.
If the tank can't hold aggro well then they made a mistake didn't they? Is that a fault of UA?
HM DoA is designed to be Hard and unforgiving. Just because DoA HM is hard doesn't mean UA should have infinite res range and bring back the ghost running exploits for others to farm the hell out of HM end dungeon chests by-passing the monsters in between.
Last edited by DarkSpirit; Sep 12, 2008 at 04:54 PM // 16:54..
If the tank can't hold aggro well then they made a mistake didn't they? Is that a fault of UA?
HM DoA is designed to be Hard and unforgiving. Just because DoA HM is hard doesn't mean UA should have infinite res range and bring back the ghost running exploits for others to farm the hell out of HM end dungeon chests by-passing the monsters in between.
I'm confused. Where in there did we say that it should have infinite range? I simply said that it was bugged, and that it didn't work well. I never said I wanted it back to the way it was.
I'm confused. Where in there did we say that it should have infinite range? I simply said that it was bugged, and that it didn't work well. I never said I wanted it back to the way it was.
How is it bugged? If you are out of res range then it won't res.
Maybe I am not understanding you. If you are saying there is someone within range but since it is not picked by UA (randomly picked), that someone is not resurrected? If so, then it is a bug.
It should randomly pick a dead person within range to res, if there is only 1 dead person within range (i.e. the others are out of range), then that person, within range, should be resurrected.
Last edited by DarkSpirit; Sep 12, 2008 at 05:07 PM // 17:07..