Aug 09, 2005, 08:55 PM // 20:55
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#1
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: Moa Birds [MB]
Profession: Mo/N
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How to make Vengence/Unyielding Aura a Perm Res.
Thanks to Racthoh for bringing this question up in the Questions & Answers section. http://www.guildwarsguru.com/forum/s...685#post367685
Brings up a whole new tactic (or exploit?) for ressurecting options. Pretty much copied and pasted my post since it covers everything.
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Skills in use:
Vengence - (10 Energy, 4 Cast, 60 Recast) - Bring target dead ally back to life at full health and full energy. After 30 seconds, or if this Enchantment is removed, the enchanted ally dies. Deaths while enchanted with Vengeance do not incur a death penalty.
Unyielding Aura - (5 Energy, 3 Cast, 45 Recast) - Bring target dead ally back to life at full health and full energy. If you stop maintaining this "Enchantment" or the Enchantment is removed, that ally dies. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% chance of failure with Divine Favor 4 or less.)
Divine Intervention - (10 Energy, 1/4 Cast, 30 Recast) - For 10 seconds, if target ally recieves damage that would be fatal, the damage is negated and that ally is healed for 26-197 points.
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Vengence followed up by Divine Intervention? *CONFIRMED*
You can avoid dying again from the Vengence side effect with the use of Divine Intervention. Nice find.
To help with timing, you can use the Vengence recast time as a way to time your Divine Intervention. Vengence has a 60sec recast time, and grants the target 30seconds of life. So before the recast time hits 1/2 way, you'll know it's time to Divine Intervention him. ^_^
Unyielding Aura followed up by Divine Intervention? *CONFIRMED*
Much like Vengence with it's goods and bads, but you have a new option.
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Which is better between Vengence and Unyielding Aura?
Both - Using this trick takes up two skill slots, a big "negative". Takes more energy and effort to pull this off compared to a regular rez. Both skills rez the target with full life and energy, a big "positive".
Vengence - Simply it isn't an Elite skill. It leaves the rezzed target open for enchantment removal (equals dead) for 30 seconds.
Unyeilding Aura - Elite. 5 Energy. 3 Second cast time. 45 Recharge. All superior to Vengence. Acts as an enchantment that you can cancel at any moment.
This works best against enchanment removing teams because you don't have to wait the 30seconds. You can rez him with Unyield Aura then follow up with Divine Intervention then follow up by cancelling Unyielding Aura.
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Arvydas - "This would also work with Monk 105 Build with superior runes that cannot be rezzed with other rez skills except the signet."
Last edited by Zenny; Aug 09, 2005 at 09:58 PM // 21:58..
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Aug 10, 2005, 03:52 AM // 03:52
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#2
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Wonder if they'll nerf this...
Sorry in advance if they do.
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Aug 10, 2005, 11:00 AM // 11:00
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#3
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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They won't. They made all the skills like they are just for us to figure out things like this.
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Aug 10, 2005, 11:05 AM // 11:05
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#4
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Desert Nomad
Join Date: Jun 2005
Guild: Animal Factory [ZoO]
Profession: A/
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This is off topic but I was wondering if one could use unyielding aura while another casts Life Bond on them. If unyielding Aura is canceled will the Life Bonder die?
On topic:
I noticed that sometimes I can just cancel Unyielding like 20 seconds after I cast it and it will be permanent. It makes me mad too, becuase I'll go to cut someone's rope and they're still hanging on O.o
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Aug 10, 2005, 11:16 AM // 11:16
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#5
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Academy Page
Join Date: Jul 2005
Guild: LF top 100 guild
Profession: E/Me
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This trick is old and its a semibug. The fact that you can stay alive after 30secs/cancelled aura, can be considered a legit usage of the skills. The fact that you dont get a death penalty the next time you die, is a bug though. You can die a million times and as long as you keep getting resurrected with this trick, you will never get death penalty(you will only get a death penalty the first time you will die).
Also unyielding aura isnt that good for this trick, simply because it doesnt worth wasting 1 elite skill slot for unyielding aura, since you can do pretty much the same thing with veng. This skill combo should be used by ele/mo or ne/mo, who usually have enough energy to pull this trick.
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Aug 10, 2005, 01:14 PM // 13:14
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#6
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Frost Gate Guardian
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Old trick. Intended and easily countered.
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Aug 10, 2005, 01:19 PM // 13:19
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#7
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: the Zen Men
Profession: Mo/W
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Quote:
Originally Posted by Sagius Truthbarron
This is off topic but I was wondering if one could use unyielding aura while another casts Life Bond on them. If unyielding Aura is canceled will the Life Bonder die?
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i guess the unyielded one doesnt die through damage. so, no.
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Aug 10, 2005, 02:03 PM // 14:03
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#8
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Pre-Searing Cadet
Join Date: Jun 2005
Location: Brooklyn, NY
Guild: No Silence [NoS]
Profession: Mo/Me
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Quote:
Originally Posted by Tuon
Old trick. Intended and easily countered.
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Yep, just strip the enchantment and they die, its not that hard. And if I am not wrong Negative Zero invented that combo in the betas, but they themselves said it is not that good since most good teams have enchantment striping.
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Aug 10, 2005, 02:26 PM // 14:26
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#9
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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One rend and you're dead...
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Aug 10, 2005, 08:14 PM // 20:14
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#10
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Academy Page
Join Date: Jul 2005
Guild: LF top 100 guild
Profession: E/Me
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With unyielding aura and divine intervention, the enemy wont have enough time to de-enchant you. Cause you get ressed, then 1 sec later you have divine intervention, aura is cancelled, intervention works and voila, you are alive. You have like a 2sec window to remove the enchantment.
Its a very good trick IMO. But res sigs work so good and 99% of the time they are enough.
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Aug 10, 2005, 08:42 PM // 20:42
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#11
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Quote:
Originally Posted by NIB
With unyielding aura and divine intervention, the enemy wont have enough time to de-enchant you. Cause you get ressed, then 1 sec later you have divine intervention, aura is cancelled, intervention works and voila, you are alive. You have like a 2sec window to remove the enchantment.
Its a very good trick IMO. But res sigs work so good and 99% of the time they are enough.
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Who the hell runs unyielding aura in tombs/gvg .
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Aug 10, 2005, 08:51 PM // 20:51
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#12
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Krytan Explorer
Join Date: Jun 2005
Guild: Dark Horizons
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The only really good thing about these reses is that they have quick cast times. If cast time isn't an issue for you a regular res + word is going to be better. Divine intervention, contrary to popular belief, does have practical use outside of vengance/unyeilding
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Aug 10, 2005, 09:19 PM // 21:19
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#13
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Sunshine
Join Date: Jul 2005
Location: The Wired
Guild: Daughters of Ananke
Profession: Mo/E
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Quote:
Originally Posted by Tuna
The only really good thing about these reses is that they have quick cast times. If cast time isn't an issue for you a regular res + word is going to be better. Divine intervention, contrary to popular belief, does have practical use outside of vengance/unyeilding
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What kind of uses?
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Aug 10, 2005, 09:42 PM // 21:42
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#14
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Lion's Arch Merchant
Join Date: Feb 2005
Guild: Black Rose Assassins [BRA]
Profession: W/
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Nature's Renewal ruins this too.
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Aug 10, 2005, 09:51 PM // 21:51
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#15
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Krytan Explorer
Join Date: Jun 2005
Guild: Dark Horizons
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Quote:
Originally Posted by zehly
What kind of uses?
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uh.. they're.. secrets I imagine if used correctly you could keep people alive pretty well. I've never used it though, only speculation
On second thought, nvm, just use heal other.
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Aug 10, 2005, 10:59 PM // 22:59
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#16
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by zehly
What kind of uses?
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Almost dead, fighting an air spiker. Use Healing Signet/Frenzy so the damage is more and gain a lot of life instead.
HIGHLY unlikely situation since monks are targeted first anyway.
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Aug 11, 2005, 02:02 AM // 02:02
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#17
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Wilds Pathfinder
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Divine Intervention is not terrible under QZ since it will be 'up' 80% of the time but it's not something like seed or orison.
I would say it's decent vs spike teams but good ones will rend you right before the chain hits so infuse health is better anyway.
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Aug 11, 2005, 02:28 AM // 02:28
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#18
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: mustache riders
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Note that divine intervention cancels all damage from the would be fatal attack, then heals for the amount listed. Get chained for 160 dmg? actually you just gained ~160 for a total of 320 healed minus divine favor bonus. Reversal, however, does this everywhere, and clearly trumps this skill, since it can be run during NR and absorbs the dmg from shatters.
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