Aug 08, 2008, 04:16 PM // 16:16
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#21
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Ascalonian Squire
Join Date: Jul 2008
Location: England
Guild: None
Profession: Mo/
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Mo/N Chain farming? Death Nova - UA. Boom. :O
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Aug 08, 2008, 04:21 PM // 16:21
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#22
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Frost Gate Guardian
Join Date: Jan 2008
Guild: rage
Profession: Mo/
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Osirin, we had a team spread around the entire underworld. And we had a terra tank who did something at one end and lagged and died, and I ressed her up instantly where I was and she could run back and do her thing.
The good thing about UA is that its not overpowered or imbalanced, but a very useful tool to deal with disfunctional pugs and frustration. Specially in instances where you get zoned out if everyone dies. Or People are in unressable places. Its a frustration saver, helps the heart...its a life saver... !
I just found it so extremely fun to instant ress people, so I did it alittle bit TO fast and dint run away. So I manage to get our terra tank 40% DP almost instant. Easy fixed in HM, but still.
With the right consumables and so on, it will be possible to do alot of things with this, helping "un HARDCORE ELITE" teams to clear UW. It will still take them alot of time, but it might actually help them manage because they can usually get there team up again.
Its a great skill now, imho.
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Aug 08, 2008, 04:22 PM // 16:22
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#23
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Wilds Pathfinder
Join Date: Aug 2007
Location: ★☆٭Ńēŵ~ŶờЯК٭☆★
Guild: The Benecia Renovatio [RenO]
Profession: Mo/Me
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Just to let people know... this skills [email protected] awesome... you can res someone 1 compass away... it's NOT earshot. So, if your group gets wiped in foundry, 1 monk chills back and res's everyone
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Aug 08, 2008, 04:34 PM // 16:34
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#24
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Frost Gate Guardian
Join Date: Jan 2008
Guild: rage
Profession: Mo/
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1 compass away.. Dude try an entire instance!
There is no limit in distance to UA, which is what makes it so good.
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Aug 08, 2008, 05:42 PM // 17:42
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#25
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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I tested the distance today. It's crazy, I agree. Healer's Boon has more healpower but Unyielding Aura gives you a cheap, super-long-range Rebirth. Heck, it's simply removing the enchantment so you can potentially rez midbattle without worrying about disrupting your healing, even.
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Aug 09, 2008, 12:12 AM // 00:12
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#26
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Desert Nomad
Join Date: Dec 2006
Location: Domain of Broken Game Mechanics
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Quote:
Originally Posted by Grammar
Wait a second....
What if every member of your 8-man party has this skill?
Doesn't that make your party literally invincible (as long as UA isn't interrupted or stripped)?
UA triggers when a player dies. So each time a player dies, another dead player is rezzed. So wouldn't that cause an infinite cycle where you will always have 7 living players, granted that each time a player is brought back to life they are able to successfully cast UA (.25 cast time) and not have it stripped before they die again?
I'm sure someone can come up with a team build around this concept. How about some [Putrid Explosion] shinanigans?
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I agree, the potential for shenanigans is unfathomable. I'm sure in the next month or so we'll begin to see some pretty amusing stuff.
Quote:
The good thing about UA is that its not overpowered or imbalanced.
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Don't take this the wrong way, but I have no RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing clue how you came to this conclusion.
Unlimited range rebirth with no penalty and res-on-end rather than res-on-cast? Not overpowered? Oooookay.
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Aug 09, 2008, 01:19 AM // 01:19
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#27
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Unbanned
Join Date: Jan 2008
Guild: Trinity of the Ascended [ToA] -- IGN: Swirly
Profession: Mo/
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definitely overpowered. and i love it. this is hands-down better than healer's boon. in fact it even has more conditional healing at the same spec as HB and you just cancel it to rez if necessary. this makes up for two skill slots in a standard HB build. not only that but if your entire party other than you wipes, you don't have to worry about aggro issues when you try to "rebirth" them.
i really can't wait to give this a go in Urgoz.
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Aug 09, 2008, 01:51 AM // 01:51
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#28
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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UA can be removed with Frozen Soil up, resulting in a successful rez. However, you can't cast UA on yourself while FS is up.
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Aug 09, 2008, 02:55 AM // 02:55
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#29
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Frost Gate Guardian
Join Date: Jan 2008
Guild: rage
Profession: Mo/
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thats nice tho, for slavers etc
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Aug 09, 2008, 03:09 AM // 03:09
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#30
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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Quote:
Originally Posted by Burst Cancel
I agree, the potential for shenanigans is unfathomable. I'm sure in the next month or so we'll begin to see some pretty amusing stuff.
Don't take this the wrong way, but I have no RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing clue how you came to this conclusion.
Unlimited range rebirth with no penalty and res-on-end rather than res-on-cast? Not overpowered? Oooookay.
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unless you havent noticed.. the other pve onlys are retardedly strong.. so yeah.. UA is pretty tame
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Aug 09, 2008, 04:09 AM // 04:09
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#31
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Desert Nomad
Join Date: Dec 2006
Location: Domain of Broken Game Mechanics
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Quote:
Originally Posted by Magikarp
unless you havent noticed.. the other pve onlys are retardedly strong.. so yeah.. UA is pretty tame
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Sure, UA is no SY!, but it's anything but tame. Let me try again: it is an unlimited range Rebirth at full health/nrg with no penalty and activates on end rather than cast, which means that, assuming the monk didn't die first, they always res someone else on death.
As I said earlier, good players won't use this skill because they don't die - UA would have to res the entire party at 10% morale boost to get good players to take it. But for mediocre/bad players? Yeah, this skill is totally ridiculous for them. A lot of near-wipe situations become salvagable, and they'll never have to deal with awkward resses with bodies that can't be reached because of nearby aggro. It's basically one-button party reset.
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Aug 09, 2008, 04:38 AM // 04:38
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#32
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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Quote:
Originally Posted by Burst Cancel
Sure, UA is no SY!, but it's anything but tame. Let me try again: it is an unlimited range Rebirth at full health/nrg with no penalty and activates on end rather than cast, which means that, assuming the monk didn't die first, they always res someone else on death.
As I said earlier, good players won't use this skill because they don't die - UA would have to res the entire party at 10% morale boost to get good players to take it. But for mediocre/bad players? Yeah, this skill is totally ridiculous for them. A lot of near-wipe situations become salvagable, and they'll never have to deal with awkward resses with bodies that can't be reached because of nearby aggro. It's basically one-button party reset.
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thats why its perfectly fine as is.
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Aug 09, 2008, 05:36 AM // 05:36
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#33
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Frost Gate Guardian
Join Date: Jan 2008
Guild: rage
Profession: Mo/
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Burst, you are assuming that the entire party is good..
Just because the monk is good does not mean that noone will die.
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Aug 09, 2008, 06:49 AM // 06:49
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#34
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Lion's Arch Merchant
Join Date: Jul 2007
Guild: Forever in Demand [FiD]
Profession: A/
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Quote:
Originally Posted by Magikarp
unless you havent noticed.. the other pve onlys are retardedly strong.. so yeah.. UA is pretty tame
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QFT.
Imagine the possibilities with splits, though. Both teams could have a UA healer and split completely to get the job done in half the time - if one team mucks up, regroup and gogo again. o.o;
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Aug 09, 2008, 06:59 AM // 06:59
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#35
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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Quote:
Originally Posted by Hermos
QFT.
Imagine the possibilities with splits, though. Both teams could have a UA healer and split completely to get the job done in half the time - if one team mucks up, regroup and gogo again. o.o;
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i've actually looked into this too, with 2 UAs, some frontliners that can hold their own, and maybe some necros, making 2 little mini teams, clearing quest and missions in half of the time
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Aug 09, 2008, 08:39 AM // 08:39
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#36
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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Quote:
Originally Posted by Burst Cancel
As I said earlier, good players won't use this skill because they don't die - UA would have to res the entire party at 10% morale boost to get good players to take it. But for mediocre/bad players? Yeah, this skill is totally ridiculous for them. A lot of near-wipe situations become salvagable, and they'll never have to deal with awkward resses with bodies that can't be reached because of nearby aggro. It's basically one-button party reset.
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Which is why it's good if you're PUGging and you don't know how good the team is. I wouldn't take this if I was playing with my guildies, because I know they won't leave me in a situation where UA becomes handy. On the other hand, I won't be too surprised if before long some people take UA as an excuse to aggro as much as they want. Ah well.
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Aug 09, 2008, 02:50 PM // 14:50
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#37
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Desert Nomad
Join Date: Dec 2006
Location: Domain of Broken Game Mechanics
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Quote:
Originally Posted by Magikarp
thats why its perfectly fine as is.
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By your reasoning, Ursan is totally fine, because good players won't take it and it makes the game stupidly easy for bad players. Let's be serious now.
Quote:
Originally Posted by glacialphoenix
Which is why it's good if you're PUGging and you don't know how good the team is. I wouldn't take this if I was playing with my guildies, because I know they won't leave me in a situation where UA becomes handy. On the other hand, I won't be too surprised if before long some people take UA as an excuse to aggro as much as they want. Ah well.
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It's overpowered for PuGs. It is pretty much an absolute safety net against failure. I don't care either way - I don't even play anymore - but those of you claiming that this is a balanced skill seriously need to get a clue.
But yeah, shenanigans are where this skill will really shine.
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Aug 09, 2008, 04:10 PM // 16:10
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#38
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Wilds Pathfinder
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I have to agree with Burst on this one. UA is pretty broken.
While it's not "overpowered" in the classic, numerical sense (damage/healing too high, duration too long, cast/recast too short, etc.), it does something that flies in the face of normal game mechanics.
Basically, it's a mechanically broken skill, because it does something crazy that shouldn't be allowed to happen in GW. Whether or not someone can turn that crazy new mechanic into an exploit remains to be seen.
While I'm far too lazy to be that someone, 8 N/Mo's with [unyielding aura] + [putrid explosion] + [death nova] immediately comes to mind. Maybe throw in EoE for additional corpses (and lulz).
But in all fairness to UA, I felt that exact same way about shadow stepping when it was first brought into the game, and I have since come to terms with that crazy mechanic. I'm still not a fan of it, and think GW would be better off without it, but I guess I've gotten used to it over time for the most part.
But as of right now, out of all the buffs in the update, this skill worries me the most.
Last edited by Grammar; Aug 09, 2008 at 04:28 PM // 16:28..
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Aug 09, 2008, 04:35 PM // 16:35
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#39
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Jungle Guide
Join Date: Jul 2006
Guild: [SNOW], duh?
Profession: Mo/
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UA w/ Divine Healing, Heavens Delight, SoL, and some prot stuff
LoD w/ Mimic, Arcane Echo(?), Seeds, and heals
I think that sounds good =p
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Aug 09, 2008, 04:50 PM // 16:50
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#40
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Desert Nomad
Join Date: Dec 2006
Location: Domain of Broken Game Mechanics
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For N/Mo shens, UA+DN should be sufficient in most cases. We're looking at 8*105 = 840 armor-ignoring damage with 8 players. Maybe something like Aegis/Dwayna's Sorrow as a cover against shatters. But you could pretty much just have all 8 players run in and die, chain-resing each other automatically. I'm sure there's some way to Rube Goldberg the whole thing. Hell, two players could run this with 6 heroes pretty easily.
You might also be able to mix the team up with some D/Mos with Mystic Sandstorm - deals damage and res the necros on strip.
Last edited by Burst Cancel; Aug 09, 2008 at 04:55 PM // 16:55..
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