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Talk:Unyielding Aura

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i've written just about everything i can think of about this spell, and the only thing missing is the skill icon, which should be uploaded soon enough(many thanks to our uploaders). Nuble 16:58, 10 Jun 2005 (EST)

My what a good looking article :D <LordBiro>/<Talk> 07:47, 6 Jul 2005 (EST)

oh yea, while we're at it, can someone do more tests on this skill? everything i wrote was true at time of writing, and that was some months ago. i'm afraid i haven't gotten much chance to get online lately, so some of the more obscure effects might've been changed or removed during recent updates. Nuble 04:36, 4 Aug 2005 (EST)

Hmm, I've heard that Divine Intervention will be able to stop the death from this (as well as from Vengeance). This may have been recently patched or something, so I will test this when I get the chance (unless someone gets to it first). Spectrus

Divine Intervention won't do a thing to prevent Unyielding Aura/Vengeance-related deaths. Read DI's description more carefully; it only prevents fatal damage, and neither UA or Vengeance cause damage, just outright kills the involved person when either spell is removed or fades. ---- Xiu Kuro 17:39, 9 July 2006 (CDT)
That comment was from September of last year. DI used to prevent deaths due to UA and vengeance. --68.142.14.86 18:16, 9 July 2006 (CDT)

Could this be useful for killing difficult bosses? Bring a Monk/Necro with this skill and send the person in to suicide, cast (Death Nova) before they die, rezz them using this, and repeat. Wuld this be effective? I was thinking, for 2 man Rotscale...Frvwfr2 12:14, 12 July 2006 (CDT)

Uhh, 100 damage every 15 seconds? There are much better ways of damaging stuff — Skuld Monk 12:30, 12 July 2006 (CDT)
True, but a 2 man build not relying on enchantments to keep team members alive could work on Rotscale. You could throw Dwayna's sorrow on the kamikaze as well, or run a 2 man Minion Factory, and use Death nova on the minions from his corpse too. N/Mo could do that better. With no DP, a PBAOE ele would just unleash Flame Burst or whatever, then die and allow a Death nova spike.193.61.111.50 07:07, 4 September 2006 (CDT)
Holding Cruel Was Daoshen? :D — Skuld 07:10, 4 September 2006 (CDT)

Is this mildly useful in PvP, where you don't have a morale boost? Even mildly? I mean, like, a GvG bonder could bring this and blessed signet and all that fun stuff. --Mgrinshpon 12:28, 15 October 2006 (CDT)

Gave this a try the other day in Thunderhead Keep with my Life Bonder. Honestly, this is incredibly underrated skill. The ability to rez to full life and in 3 second while protecting against further death penalty can't be understated. Basically allows a killed character to instantly rush into a potentially suicidal situation, possibly over and over, for a mere 5 energy every 15 seconds (and pip of regen which goes away when he dies). Of course, fully expect people to be freaked the hell out by your suicide rez :) --Infusco 13:22, 24 October 2006 (CDT)

This skill is great for Warriors at 60% DP. They have 12 (instead of 20) energy and can't hardly tank against Elemental damage (Less HP). While maintained, you could send in a Warrior to tank the 1st skills, if he/she dies just res again and repeat. Used with boon and blessed signet can help gain small amounts of energy.

It's even better to rez monks. Rez them at 100% energy, let them spam heals all they want, then when Unyielding Aura recharges, kill them, recast, and continue. Tycn 04:00, 10 January 2007 (CST)

"This skill is occasionally used by PvE monks to control disruptive members by literally controlling when they die. " Amazing. Baron Baron.JPG 02:59, 28 December 2006 (CST)

...sadistic monks... -Ichigo724 14:00, 4 January 2007 (CST)
I used to run a build based around the synergy between Unyielding and Death Nova with a Mo/N. I only used it for Alliance battles though, but its really fun to watch your entire team suicide into the enemies, and then come back to full health and energy with vengeance and unyielding! The enemy never knew what hit them until the people started exploding...--Gigathrash 19:59, 20 May 2007 (CDT)

There's a scam around this, atleast someone showed me --Sigm@ Glimmer of Light.jpg (talk|contribs) 14:04, 4 January 2007 (CST)

Yes, someone 'showed' me this scam too, below are my experiences. -Adul 07:29, 8 January 2007 (CST)

Scam Alert[edit source]

I would like to know if this scam ever happened to any of you.

I was in Lion's Arch, trading, and a guy (who shall remain nameless) wanted to buy one of my green weapons. First he wanted to scam me by placing 50g intead of 50k in the trade window... of course, I'm not that new so I told him to find another sap. Then he claimed that he's in posession of the knowledge of duplicating items, and he wanted to show me, which is odd in itself, because even if such a secret existed, why would he want to tell the first stranger he meets. I just wanted to see where this is going so I agreed.

With me (and only me) in his party, he left through the gates into North Kryta Province. He then asked me to aggro the nearby tengu mobs away a bit and die. So did I. He then resurrected me using Unyielding Aura, and asked me to talk to Lionguard Riddik, the guard who stands near the gate. I did. Then he asked me to move to a spot about half radar range away. I did. Then he talked to Riddik himself, and dropped his own green weapon. He asked me to drop mine, and this is where I stopped obeying him. He then asked me nicely, and dropped more green weapons, and even 100k, but I still didn't budge. We departed peacefully, and I agreed not to report him as a scammer (though he did not admit he was trying to scam me).

So, what I *think* he wanted to do if I dropped my green is to immediately stop maintaining Unyielding Aura on me, which results in me dying. This would leave him the chance to pick up his own greens/money/armor pieces/whatever else he dropped, and even pick up *my* green weapon. This is one very effective scam against newbies, as it uses distracting actions, like talking to Riddik.

--Adul 07:29, 8 January 2007 (CST)

LOL. -Ichigo724 07:52, 8 January 2007 (CST)
You are too nice, I would have reported the bum. --Penguin Geek 08:03, 8 January 2007 (CST)
Not worth mentioning as a scam, if you ever fall for the "duplicating items" trick then that's just sad. Granted you were just "curious" but average player can avoid this altogether by reading the Common Scams article. 24.6.147.36 08:29, 8 January 2007 (CST)
I say report him. There's too many ppl around who don't know about scam articles at all. --Ineluki
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08:33, 8 January 2007 (CST)
In reply to 24.6.147.36. Just to make this clear, I did not fall for this scam, and this article is not a result of my bitterness or whatever, it's just a warn. So I totally disagree with you, i believe it worths mentioning. In fact, I think it would be appropiate to mention in the notes of the skill page that some scammers use this skill to trick your items away from you. -Adul 09:57, 8 January 2007 (CST)
Don't you folks customize your green weapons? I'm kind of wondering what the point in stealing a customized weapon is other than just to be mean.--216.79.146.130 15:31, 18 October 2007 (UTC)
I don't, for one. And that is because I might not need them, due to pwetty skins, and if they are customized, I won't even get 2k without being reported for scamming. --VipermagiSig.JPG -- (s)talkpage 16:29, 18 October 2007 (UTC)
Would've been nice to screw him over with Lively Was Naomei 203.166.225.64 11:13, 25 June 2007 (CDT)

That was almost the same trick a guy did with me =| --Sigm@ Glimmer of Light.jpg (talk|contribs) 12:55, 8 January 2007 (CST)

I don't know if this should be posted here as Unyielding Aura was not used, but someone tried to scam me in a very similar way. He was in Asacalon advertising to 'double' weapons. Curious, but expecting a scam, I agreed to follow him outside. He walked a distance away, then told me to drop my item. I did, knowing that I could pick it back up at any time. Then he told me to press Alt + F4. This was pretty much the giveaway. I picked up my items, left, and promptly reported him to anet as a scammer. I have not seen him since. VegaObscura 00:26, 23 January 2007 (CST)
meh, that ones not even bad. Bad one: assassin tells you to go outside and drop a green or item. Assassin is aggro circle away, you think "whats the worst that can happen?" You drop green, assassin shadow steps to your location, picks up the item and disappears. You feel bad. :[ 71.104.139.76 00:20, 2 March 2007 (CST)
I've had some monk do that to an entire party while in a mission. He said pay 2K or else he'll just keep taking off the aura. We just left, but we were so close to finishing the mission. I was pissed :( 69.14.230.205 13:32, 26 August 2007 (CDT)

No, I became scammed with Vengeance... @.@ — Zerpha Elixir Of Valor.jpg Zerpha The Improver 16:52, 4 November 2007 (UTC)

Yeah, that happenened to me, but it wa sin SHing Jea Monestary.--
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FireTock 19:04, 13 April 2008 (UTC)
Hah my sister's a scam fighter, this one time when she was doing some minipet trading for me she got the typical scam where an assassin claimed he could duplicate her minipet, she didn't believe hime for a second but went outside anyway to see what the latest 'duplication method' was anyway. So he tells her to drop it while he stands about radar range away and she literally drops it... then picks it straight back up again, she knew it was coming and just as she picked it back up the assassin had (true to form) shadow stepped to her only to find nothing to pick up, confused he rapidly logged out as my sister happily filled out the report form. Saul Lachance 04:51, 8 August 2008 (UTC)

I got alt f4 scammed oce but that was back when I was a total noob. It was during wintersday a few years ago and someone said that all of the presents assigned to you would be shown if you alt f4'd. i think he was doing it to be mean and not for personal gain. Mister hibachi 20:55, 19 August 2008 (UTC)

MF?[edit source]

Use this on a monk for Minion Factory? --Sigm@ Glimmer of Light.jpg (talk|contribs) 11:13, 22 January 2007 (CST)

quote: "that party member dies and leaves an exploited corpse". in other words, no. —Damnreds.png 11:30, 22 January 2007 (CST)
Darn, it was too good to be true.. --Sigm@ Glimmer of Light.jpg (talk|contribs) 14:03, 22 January 2007 (CST)

Dear GWiki Friends[edit source]

Recently this skill found its major use in the form of a Rez monk in RA. Simply put, between Shield stance and blessed signet she was single handedly able to beat my team (with admittedly more DPS) through attrition. For future reference, I like Shattering Assault.

Dude, I played the same monk! (I think) I am bobo 02:08, 8 October 2007 (UTC)

New research proves, Monks are more evil than Assassins and Necromancers combined[edit source]

So basically, you die and someone resses you with this skill... now they own your soul? What's up with that? (refering of course to their new-found ability to kill you on a whim.) I'm going to go cap this skill for all my characters now. Especially for my assassin. Minion Master, meet Puppet Master.

On a more serious note, I really do like this skill... in mid-battle, this has got to be one of the more useful resurrection skills you can get. Brings them back as fast as a res sig, full health and energy, and no worries about DP, and after the fight, you can kill them and use a normal res. On a bonder, this serves a double purpose... if your bonded teammate starts taking more damage then you can handle, whoopsie! How'd he die? I dunno! {Jioruji Derako} 05:09, 3 March 2007 (CST)

Rage quit...--SigmA 05:46, 3 March 2007 (CST)

I want to see the Monk that brings this skill along as his only means of ressurection (nothing wrong with not bringing a res, but bringing just this? That's pure evil). {Jioruji Derako} 05:48, 3 March 2007 (CST)
I was with a monk in THK who did that once, and due to poor healing pretty soon everyone was tied to them. The genius didn't think what would happen when we met the groups of Stone Summit Heretics. RossMM 15:36, 3 March 2007 (CST)
Lol, now that's something I'm sorry I missed out on. {Jioruji Derako} 19:35, 3 March 2007 (CST)
I would most definitely bring this skill in an AB XD Cast it before the rez shrine rez...I control when that pesky MM whos attempting a solo mob dies! XD (I hate dem inexperienced ABing MM's!!!) - -Sora267Spiteful Spirit.jpg 20:01, 23 March 2007 (CDT)
As it is, it's useful on it's own in AB... I forget where I was reading it, but resurrections from this don't reset the respawn counter in AB... so as soon as you stop maintaining it, they res back at base. It's useful to keep a teammate in the fight, especially when you need every last man for capping a shrine... --GEO-logo.png Jioruji Derako.> 01:36, 25 March 2007 (CDT)

Griefing[edit source]

Sometimes for kicks, I'll bring a monk with this skill and find some jerk in a mission town who is all "No noobs, I am a Pro, Blah Blah" join his group, not heal anyone then res everyone and kill the whole team with like 1 minute left. I'll also bring Nature's Renewal if someone else is relying on enchantments or hexes. I know, I'm an asshole. The preceding unsigned comment was added by 69.141.233.219 (contribs) 15:07, April 28, 2007.

.-CD-. Yeah, so why tell us. It is not something to be proud of you dim wit. The preceding unsigned comment was added by 91.108.68.137 (contribs) 14:48, November 23, 2008.

Replying a year and a half later is the best way to win an argument. --Macros 21:16, 23 November 2008 (UTC)
Macros hasn't gotten the hang of the method yet, if I'm reading those timestamps correctly. --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 06:41, 24 November 2008 (UTC)
I'd post this in 2,000 years, but I'd be dead. Entropy Sig.jpg (T/C) 07:30, 24 November 2008 (UTC)
The reason the timestamps are off because the history of the page shows my time (central) and when I type ~~~~ it shows the time of the GuildWiki server, whatever it is. --Macros 22:48, 24 November 2008 (UTC)

DP[edit source]

It says full health and energy... does that mean DP is ignored? I mean.. full health technically is 100% health, not 85%, 70%, 55%, or 40%. Someone please confirm. --ChristopherRodrigues 15:30, 10 May 2007 (CDT)

No. All skills that refer to a percentage of health or energy respect DP. --Fyren 15:41, 10 May 2007 (CDT)
Think of it as their current energy or health bar being brought to full, with any limits put on it (DP in this case) still in effect. RossMM 18:52, 11 May 2007 (CDT)

Does dp progress positively on chars who are ressed and currently acted upon by UA? eg I have 60dp when I die, get ressed with UA, continue fighting and boss dies, morale boost, do I now have 45dp? For that matter does candy change the dp in a similar manor? -C_E

Ideas[edit source]

Why do I feel an urge to play a "Noob Bomber" build, similar to a minion bomber? Res them with this, put on Death Nova, then blow them up. Repeatedly. Better yet, have them take

Animate Flesh Golem.jpg Death Nova.jpg Putrid Flesh.jpg Putrid Explosion.jpg Mystic Regeneration.jpg Mirage Cloak.jpg Mystic Sandstorm.jpg Resurrection Signet.jpg

You can be free to play a full monk using this as your Elite and they can blow themselves and their Golem up for 231 + 8 degen per Golem and 288 + 4 degen for each of their own deaths. Energy cost is easily paid for by taking two +15/-1 mods, as all energy will be regained due to Unyielding Aura. Anybody like it? --Rollerzerris.jpg <!--Zerris--> 16:40, 14 May 2007 (CDT)

This is stupid. Stupid AWESOME!!!!.—Cheese.jpg Cheese Slaya (Talk) 18:25, 14 May 2007 (CDT)

Frankly, I preffer this build =].

Btw, that was me, jsut forgetting to sign. I wouldn't randomly link to someones build that I found, well I probably would...--Gigathrash 05:32, 29 June 2007 (CDT)

Bugged?[edit source]

This is starting to really annoy me, as it killed my Unyielding Aura build... I believe when it resses you, you only get 25% energy, even though your energy bar *appears* to be full. Anybody wanna double check this and go smack A-Net around till they fix it? It's about the 10th Unyielding Aura bug... --Rollerzerris.jpg <!--Zerris--> 19:45, 20 May 2007 (CDT)

Yeah, after some tests (unintentionally, lolz), we figured that even though your energy bar is full, you couldn't cast a 10 energy spell when you had 35 energy. I'm way to lazy to go tell Anet about it, so i nominate him to do it for me!—Cheese.jpg Cheese Slaya (Talk) 20:15, 20 May 2007 (CDT)

Zerris UA Bugged.JPG

Notice I have 30 energy and I happen to be trying to cast a 10 energy spell, but I can't. --Rollerzerris.jpg <!--Zerris--> 20:25, 20 May 2007 (CDT)
Doesn't seem as simple as coming up with 25%. With 25e max, I sacced myself to death, had a hero use UY, came up with 22e, and was able to cancel casting a 10e spell twice, so I had at least 20e. --Fyren 00:31, 21 May 2007 (CDT)
Our monk said the same thing. but it happened to both us Rits. Perhaps it only counts if you actually cast the spells? --Rollerzerris.jpg <!--Zerris--> 00:40, 21 May 2007 (CDT)
Spells cost energy up front. You get the message about not enough energy as soon as you try to cast. --Fyren 00:51, 21 May 2007 (CDT)
I'm aware of that. Just trying to think of some explanation, however strange, for this circumstance. --Rollerzerris.jpg <!--Zerris--> 00:55, 21 May 2007 (CDT)

I'm confused. Maybe it has something to do witht he ashes, the server could just be confused :O—Cheese.jpg Cheese Slaya (Talk) 15:17, 21 May 2007 (CDT)

I have had this problem quite often actually when using an item spell, with no dying involved, I sometimes try to cast a spell costing 5-10 energy while I have 15 or so, and I still get the message stating that I don't have enough energy. I wonder if it's simply a sync issue with the server, or an actual bug in the way max energy relates to current when an item spell is applied. 75.119.1.11 03:44, 19 August 2007 (CDT)

Survivor[edit source]

I know it's a funny question to ask - whether you might lose your survivor title after being resurrected XD

But I'm curious about how this interacts with some very unique scenarios. If s survivor character is killed by a crusher, sulphurous fumes and other bizarre phenomena, they will not be classed as "dead" and retain their survivor title. So:

A) If they are rezzed after a "false" death with this spell do they lose their survivor title when it is deactivated and they "die" again?

B) If they are rezzed with this spell, and then beaten to death by a monster, does THAT count as a true death still?

Well, I see three scenarios.
1) They use exclusions, thus naming specific things "non deaths". In this case, both would count, as neither is likely to be excluded.
2) They do it by how you died. In this situation, dieing from the enchant removal likely wouldn't count, but dieing by monsters while enchanted would.
3) They do it by whether or not it gave you DP. Since neither gives you DP, neither would count.
And yes, I realize I just answered nothing and still said a lot. But it would give some insight into how A-Net programs the game, which might be of some use elsewhere. (Like for Hari-Kari Ritual) --Rollerzerris.jpg <!--Zerris--> 13:09, 17 June 2007 (CDT)
This sounds fairly testable. Bring someone, have them killed, and have them check their death counter. Then let them die in whatever scenario you're testing. If their death counter goes up, that's a potential loss of Survivor right there.
I just tested it. I didn't bother to take screen shots, though if you need proof I can go and do it again. I went to the crushers in Fahranur near Jokanur Diggings. I had 71 deaths before being crushed, and 71 deaths after being crushed. I then had Tahlkora rez me with UA. When I made her cancel it, I still only had 71 deaths. Then I got naked and went and let the low-level scale beat me up for a while. When I died to them I *still* only had 71 deaths. This suggests to me that the method of determining the /deaths count (and thus the Survivor title) is whether or not a death causes death penalty, not how the death was caused. This could be potentially good news (albeit very situational in use) for Survivors. Kami No Kei! 21:49, 21 June 2007 (CDT)
That makes sense, but there's stilll a problem for survivors... how do you get this on them in the first place? they have to die first, and that already kills the survivor title, so even if UA deaths aren't really "deaths", you still lose your survivor title by dying in the first place. Tell me if I'm missing something here though.—Cheese.jpg Cheese Slaya (Talk) 13:45, 22 June 2007 (CDT)
Answer: Instant kill deaths. Killing them with sulfer or crushers doesn't count as a death. Res them with unyielding aura only, and they can be as crazy as they want to be. --Rollerzerris.jpg <!--Zerris--> 17:35, 23 June 2007 (CDT)
It can't just be a check for DP being applied, since deaths in Pre-Searing cause no DP but most certainly do get counted as a real death. Unless there's a second mechanic in place there that then stops DP from being applied. -Gildan Bladeborn 11:50, 29 August 2007 (CDT)
One way might be bringing two heroes, one saccer and one resser, and bring Death Pact Signet for yourself.. Make the saccer kill himself, and res him with DPS. Then make him sac again(so DPS kills you), and make the resser resurrect you with UA. Can someone test if this works, and if it's even worth spending two heroes.. 193.90.59.204 20:50, 23 October 2007 (UTC)
Slight problem with that, though - in order to get a Ritualist primary with heroes, you'd need to get to Kaineng Center, so a fair chance of losing Survivor before then. On the other hand, in Prophs or NF to get a Rit secondary you'd have to have Ascended, thus posing the same problem of how far you'd have to play first. Other than that I'd guess it would work. Captain Yimuru 22:05, 9 November 2007 (UTC) Captain Yimuru
I just tested this out and it does in deed work. I figure if I pick rit as my secondary and use a tome to get death pact signet, as long as I can convince a guildie or something to come with and bring a BiPer and a monk with UA I can be as reckless as I like, provided I can keep everyone else from rezzing me. 76.217.103.115 14:37, 2 January 2008 (UTC)

or just ask your guildie to protect you?? or better yet my personal fave powerlvl u? 75.49.0.142 01:30, 24 March 2008 (UTC)

So weird now[edit source]

It's like the old Healer's Boon, but with all monk spells and no cast speed increase. And that effect- exactly how does it resurrect that ally? Full health/energy? Unlikely. 25% health, no energy? Likely. Someone go find out! Felix Omni Signature.png 02:41, 8 August 2008 (UTC)

WTF? When did they change this? Augh! I really need to read updates more carefully. *sigh* I guess female mesmers have the monopoly on being dominatrixes (dominatrices? :P) now. So much for my Rt/Mo's dreams of enforcing rigid discipline of sins and wars through UA. At least it's a halfway decent skill now. Qing Guang 22:45, 15 November 2008 (UTC)

Buff[edit source]

This skill wins the award for transforming from one of the worst skills in the game to one of the best, in a single update. Good things it's PvE only. --Macros 03:13, 8 August 2008 (UTC)

This skill wins, period. Felix Omni Signature.png 03:14, 8 August 2008 (UTC)
/agree --Macros 03:15, 8 August 2008 (UTC)
Anyone can tell me what the range is on the resurrection? I can see some great opportunities for farming if it is unlimited range. Get someone to run you to the boss(es) and then res everyone. Kinda like Rotscale farming. Entropy Sig.jpg (T/C) 03:21, 8 August 2008 (UTC)
The range is entirely unlimited. Anywhere on the map. Felix Omni Signature.png 03:21, 8 August 2008 (UTC)
Holy shit, that's amazing. I'd also like to say that Healer's Boon seems sad now. Entropy Sig.jpg (T/C) 03:22, 8 August 2008 (UTC)
eh, 1/2 cast time, not a maintained enchant... have someone wait at the begging of a miss incase your party fails? Roland Cyerni 03:25, 8 August 2008 (UTC)
I'm thinking rather using this skill to jump to the end of a mission, rather then back to the start. Have a runner charge through a dungeon, perhaps, or run a long area to a boss; the other party members then just need to get themselves killed (not hard to do), and bam, instantly at the end of the mission/dungeon/area. It's a pretty nasty idea; just wait until someone figures out where exactly to put it to use. --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 04:10, 8 August 2008 (UTC)
yeah.. but try running trough a dungeon with no elite, and and your secondary taken as a monk Roland Cyerni 04:12, 8 August 2008 (UTC)
Easy enough. Dwarven Stability, Dark Escape, Dash equals a three-skill, non-elite permanent speed boost, and half-damage for most of it as well. Death's Charge and Dark Prison will skip you past mobs, and with a Monk secondary, you have Remove Hex and Dismiss Condition at your disposal as well. --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 04:15, 8 August 2008 (UTC)
Ack... if you're a runner you want Holy Veil and Mending Touch :P --Macros 04:17, 8 August 2008 (UTC)
aah sry, shud have read your note better :) Roland Cyerni 04:18, 8 August 2008 (UTC)
eh, youd have to have uber skills, so i guess its balanced? Roland Cyerni 04:18, 8 August 2008 (UTC)
You loose out on Shadow Form or Spell Breaker, so you probably can't run caster-heavy areas too well. But it's only fair there be a downside to the ability to teleport a party anywhere you like.
Right, forgot about Veil. And I was just naming a random condition removal, hehe.
Hell, the skills I mentioned are nearly all Shadow Arts... spec the rest into Healing Prayers and bring along Restful Breeze, maybe Spotless Soul as another condition-removal option? Let's also not forget, you do heal for 15% more while you keep Unyielding up! It's something. --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 04:23, 8 August 2008 (UTC)
Spotless Soul is target other ally. Felix Omni Signature.png 04:25, 8 August 2008 (UTC)
/Jio monk fail --Macros 04:28, 8 August 2008 (UTC)
In 600/smite teams, the smiter could take this. Felix Omni Signature.png 04:29, 8 August 2008 (UTC)
Eh, I do all my Monking from the Hero Skills panel. It's not my job to know what the skills do. :P --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 04:52, 8 August 2008 (UTC)

Speaking of running... *cough* *cough*. Need I say more?Entrea SumataeEntrea [Talk] 22:20, 11 August 2008 (UTC)

Hmm, good idea. Since it's maintained, it doesn't matter that Mimicry only lasts for 20 seconds. And if the runner messes up, you've got someone back at the start with a reset button. --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 22:54, 11 August 2008 (UTC)
It would be a little annoying, but anywhere that could be SF run you could get your entire team to with little trouble. Just make sure the guy with UA is the only one who is dead when the runner ends their copy.Entrea SumataeEntrea [Talk] 02:52, 12 August 2008 (UTC)

No joke[edit source]

ANet buffed a skill that was a joke. The end of the world is coming! What are they going to do next? Buff Mending and Healing Hands? :o — Poki#3 My Talk Page :o, 05:08, 8 August 2008 (UTC)

With CoP it's a 1/4 sec rez with unlimited range... pretty awsomeBig Bow 05:17, 8 August 2008 (UTC)

Or you could just dismiss it for an instantaneous rez with unlimited range. Actually, there is a slight delay between the end of the enchantment and the resurrection- about 3 seconds, I'd say. Felix Omni Signature.png 05:19, 8 August 2008 (UTC)
Rebirth also has a delay between the end of the cast and the actual resurrection, so it probably uses the same mechanic. 206.132.51.139 23:16, 8 August 2008 (UTC)

idea[edit source]

What happens if you cast this and then you die? The enchantment ends; do you suddenly resurrect? ...what if the entire party cast this on themselves and walked under a Crusher? Entropy Sig.jpg (T/C) 05:22, 8 August 2008 (UTC)

Go test it then :) Cress Arvein Cress sig.JPG 05:23, 8 August 2008 (UTC)
You cannot self resurect, the description says "other party member". Big Bow 05:25, 8 August 2008 (UTC)
The other situation could work though. It depends when the game checks for dead party members. Felix Omni Signature.png 05:25, 8 August 2008 (UTC)

For the party thing i have no idea though Big Bow 05:27, 8 August 2008 (UTC)

Also: Vizunah Square end-of-mission wipe. Entropy Sig.jpg (T/C) 05:54, 8 August 2008 (UTC)

Possibly late here, but if you die with this enchantment on, one OTHER ally will be resurrected (if they were dead already). Found out by accident lol. 74.36.255.57 07:27, 10 August 2009 (UTC)sharpie

Indirect Healing[edit source]

does it work on Healing Seed, Seed of Life, Vigorous Spirit and other sources of indirect healing, or is it just like Healer's Boon? ــѕт.мıкε 23:13, 8 August 2008 (UTC)

Testing on the Isle of the Nameless reveals that this skill affects the healing from Patient Spirit, so I imagine it works on other 'indirect' healing spells as well. 69.159.167.131 00:16, 9 August 2008 (UTC)
Remember to differentiate between "heal" and "gain health." Seed of Life is unaffected btw. Felix Omni Signature.png 22:10, 11 August 2008 (UTC)

Not as good as HB[edit source]

Imo, its not taht great, you heal for 51% with 12 divine, have -1 pip of energy regen, and on the res note? whooo, you get to res 1 person within any range, i would rater have the extra healing and cast time so that they dont die. personaly i liked it better the other way, worked wonders with a bonding build i had. The preceding unsigned comment was added by 67.235.145.254 (contribs) 00:49, 9 August 2008 (UTC).

ORRR, you could have one of these AND an HB, both with Arcane Mimicry. You'll need lolnrg management, though. Superpower heals, and Superpower Resurrects. ــѕт.мıкε 04:06, 9 August 2008 (UTC)

Frozen Soil[edit source]

If both the player who uses Unyielding Aura and the dead party member are in the range of Frozen Soil, will it stop the casting of this skill or the resurrect effect? ــѕт.мıкε 14:08, 9 August 2008 (UTC)

Probably only the res effect Razami 14:32, 9 August 2008 (UTC)

Frozen Soil will not stop the resurrect effect regardless of whether the monk or the dead ally or both are in the range of the spirit. But Frozen Soil won't allow you to cast Unyielding Aura. So you have to pre-cast Unyielding Aura before coming into range of the spirit. If you decide to strip the enchantment during a battle while in range of Frozen Soil, it will resurrect a dead ally but you won't be able to cast it again until Frozen Soil dies or you move outside its range, which means your healing power will be reduced. - Joe

On a side note, it doesn't matter where the dead person is. Only the caster is affected by Frozen Soil. As with all res spells, you can res someone in FS range if you can stand far enough away from them. 75.33.219.182 18:39, 9 August 2008 (UTC)

Okay, I've added a rather unnecessarily long note explaining it. If anyone wants to clean it up, be my guest. XD ــѕт.мıкε 18:49, 9 August 2008 (UTC)

New update[edit source]

.........wow. and it doesn't even say how much health or energy they get when they rez.-[[image:Healing_Hands.jpg|20px]]<b>[[user:Canderouss|<font color="blue">Cander</font>]][[user talk:Canderouss|<font color="yellow">ouss</font>]] 16:43, 9 August 2008 (UTC)

nvm, just tested. it rezes ful health and energy.-Canderouss
Can you test to see if it rezes if both you and the person you're resurrecting are affected by Frozen Soil? XD I haven't unlocked the skill yet. >.> ــѕт.мıкε 17:37, 9 August 2008 (UTC)
It also rezzes a dead ally even if their corpse is out of radar range (tested on a CoF run just now). The Goron 00:14, 10 August 2008 (UTC)
It sounds pretty awesome for a CoF run, too. XD It's still unlikely that it will replace HB in PvE, though, which kind of sucks, tbh. ــѕт.мıкε 02:28, 10 August 2008 (UTC)
so will this will kill the person on end effect... and if they happen to be the random one, they'll ressurect and come back to you? does this mean i can't keep people dead anymore?
It doesn't kill on the end effect anymore. Now the only end effect is the resurrection. Now, maintaining it creates a healing boost. Powersurge360 08:50, 10 August 2008 (UTC)
sigh... i miss the beautiful blue glow...

Range[edit source]

Well, Ive tried getting something killed and running really really really far away. Cant seem to find a maximum range yet. As far as I can tell. It just rezes someone on your party list that is dead. Doesnt matter how far the person is from you.

That makes me feel warm and fuzzy inside, tbh. Unyielding Aura, even as an Elite, was one of, if not the, worst resurrects in the game, but now, it's doubtlessly the best. ــѕт.мıкε 03:19, 10 August 2008 (UTC)
An elite res? I can't think of any situation where you can't use Rebirth or Scroll of Resurrection to get out of a bind, that justifies taking this just for res...I think it's useful for its rangelessness, but that is for abuse purposes. Entropy Sig.jpg (T/C) 03:21, 10 August 2008 (UTC)
Like The Deep :P --Gimmethegepgun 03:22, 10 August 2008 (UTC)
Also, take this+Divine Healing+Heaven's Delight instead of your GoLE+HP party heals for general usage; just make sure you stay in Earshot of your party members. ــѕт.мıкε 03:28, 10 August 2008 (UTC)
Mo/E is a dead concept, but yeah, combine with any spell that works nicely with HB. Healing Ribbon comes to mind. And don't forget, since this is a maintained, try Holy Haste too. Entropy Sig.jpg (T/C) 03:37, 10 August 2008 (UTC)
Holy Haste would work well with it, but then you lose the bar compression of Unyielding Aura (because you can drop Rez on your bar). Just don't use Ethereal Light and get used to Dwayna's Kiss being a 1 second cast, tbh. ــѕт.мıкε 14:21, 10 August 2008 (UTC)

Needs a PvP buff[edit source]

im sure that if the PvE version got into PvP everyone would be screaming nerf... but this skill sucks in PvP and should get some sort of buff

But what would happen to PvP betrayals? :( ــѕт.мıкε 03:34, 10 August 2008 (UTC)

well. with infinite range it becomes slightly over powered for a lot of quests. and elite dungeons. for example. u just have 1 or 2 runners run to the end of a dungeon or mission and unyield ppl back to life. also, since it rezes someone dead when u die and have it on, 2 runners can effectively infinite run through something with ease since they just die and rez at each others location. anyways, just to keep it on you is good. its not as good as the only hb, but works very similarly to the old hb enough that its probably a bit broken. also, abuse in elite dungeons like the deep, where everyone is divided, you can scrunch everyone into room 1 now and just laugh.Nibelhim 03:35, 10 August 2008 (UTC)

Make this earshot range and it can go to PvP. But you're right, the infamous Judas monk build no longer works!! Entropy Sig.jpg (T/C) 03:37, 10 August 2008 (UTC)
Earshot range and lessen the party-members health and/or energy (probably just energy, though) when resurrected. ــѕт.мıкε 03:40, 10 August 2008 (UTC)

I'm not perfectly sure cause i had henchies at the time, but i think my tahlkora self rezed herself with this skill.

Just tested that in temple of balthazar. doesnt seem to work.Nibelhim 14:27, 11 August 2008 (UTC)

The ultimate self running tool?[edit source]

Put this on a hero with a few speed buffs. Send them off radar and then get yourself killed. View the game through the hero's eyes and navigate to the next portal. Be careful not to step through the portal which will return the hero to your own location.

In this way, no mobs will spawn and the hero just needs to res you at the other end. I've noticed that I cannot cancel the enchantment unless I return to my own body, but other than that, there does not seem to be any issues. Phineas 21:01, 11 August 2008 (UTC)

I'm not sure if it's that no mobs spawn, or that you can't see them, because I've died many times and monsters disappear when you you select your hero in the party window. =/ ــѕт.мıкε 21:10, 11 August 2008 (UTC)
I ran Jora through Talmark Wilderness where there should have been a lot of fire imps but as I never went near that area the mobs never spawned. As an addendum to what I said up there, this could also work well with boss running. I agree that heroes have a shorter range of vision though. Phineas 21:13, 11 August 2008 (UTC)
I have to say it's kinda game breaking... I have been able to run my warrior to most places in Eye of the North now, bypassing blockades that would prevent a player from progressing. Phineas 23:16, 11 August 2008 (UTC)
They might nerf it, but I wouldn't care if it were compass or even earshot range because it's still a very good skill overall. ــѕт.мıкε 01:57, 12 August 2008 (UTC)
This skill is truly game-breaking in its current state. They take away game-breaking killing power and replace it with the most amazing running skill ever created.Entrea SumataeEntrea [Talk] 02:58, 12 August 2008 (UTC)
I can see range changed to earshot in the future. Just make sure you don't post on GWW about it so it lasts longer :). Cress Arvein Cress sig.JPG 03:00, 12 August 2008 (UTC)
I hope they leave it at radar range, but it probably will go to earshot.Entrea SumataeEntrea [Talk] 03:05, 12 August 2008 (UTC)
Self running is cool and all, but it's not profitable. Now anyone can become a prO runner and even do things like Droks run! Entropy Sig.jpg (T/C) 03:31, 12 August 2008 (UTC)
I'd use it, Earshot Ranged or Explorable Area Ranged. XD Besides, Healer's Boon+Glyph of Lesser Energy+Heal Party < Unyielding Aura+Divine Healing+Heaven's Delight as long as everyone is in Earshot (could be a Protection Prayers bar instead of a Healing Prayers bar). It even frees up your secondary for combinations like Mesmer interrupts (Heroes) or Serpent's Quickness+Dwarven Stability.
Patient Spirit.jpg

Patient Spirit

Dwayna's Kiss.jpg

Dwayna's Kiss

Optional

Optional

Divine Spirit.jpg

Divine Spirit

Selfless Spirit.jpg

Selfless Spirit

Serpent's Quickness.jpg

Serpent's Quickness

Dwarven Stability.jpg

Dwarven Stability

Unyielding Aura.jpg

Unyielding Aura

^ is a cool combination if you want free healing all of the time, but party heals would end Selfless Spirit. ــѕт.мıкε 03:46, 12 August 2008 (UTC)

Self-Running does not need to be profitable. It just avoids the expense of being run. It's the runner's nemesis :) Phineas 04:22, 12 August 2008 (UTC)
Not profitable? You can rush most dungeons in HM now and reach the end chest much faster, same with other locations (Deep). So it is very profitable and I know that because I've been doing that and get more drops in much shorter time with less hassle. Smiter+600er or standard SF Assa or Ele +the average UA rush-hero and there you go. --Birchwooda Treehug 23:17, 8 September 2008 (UTC)
They obviously added that to keep players busy with something (after Ursans's death). I think that's more new content than MOX :S --Birchwooda Treehug 23:21, 8 September 2008 (UTC)

Re-revert[edit source]

That note is stupid, apart from the bad grammar. It's quite plain to see that both are elites, you don't need to spell it out. Silver Sunlight SSunlight.jpg 07:31, 12 August 2008 (UTC)

^ Agreed. So obvious it almost beats the Vampiric Spirit note about regen. --- Ohaider!-- (s)talkpage 09:33, 12 August 2008 (UTC)

Question abut running[edit source]

If there is aggro within the range of where you start, is it still possible to self-run yourself through the area?[[KillarunaLEET]] 19:41, 12 August 2008 (UTC)

Most likely, your hero just has to survive until they break aggro of whatever groups have already spawned.Entrea SumataeEntrea [Talk] 19:59, 12 August 2008 (UTC)
If you begin in a heavily infested, high level area then I would suggest considering the use of an A/Me or Me/A hero equipped with Arcane Mimicry and put UA on your own bar. Arcane Echo Shadow Form and that should be plenty to get you on your way. However, if you die, even though the hero is maintaining UA, it seems that once the UA skill disappears from the hero bar the game decides that you need to res at a shrine (or in the case of DoA, wipe). I don't think this is intended behaviour as the game has never had to check for a maintained res skill until now so I think it has been overlooked.
My idea. Anyway, if you put Rez Sig on their bar or bring another hero with a rez skill, you won't wipe.Entrea SumataeEntrea [Talk] 20:23, 12 August 2008 (UTC)

Thank you, i can put a use to the stupid mesmer and sin heroes [[KillarunaLEET]] 00:13, 13 August 2008 (UTC)

The Mes heroes are some of the best uses of Heroes :\ but in any case I think the problem is Arcane Mimicry + maintained enchant...because the Hero has no rez on their bar, and you have a rez but died, it's as if no one has a res on their bar at death and you wipe/shrine res. It would be the same as if you stole a Res Sig with Simple Thievery or such. If Arcane Mimicry did not revert it would be fine, though. So perhaps you should do A/Mo hero instead? ... one Shadow Form ought to last long enough to get one radar length away, when combined with speed buffs. Superior Shadow Arts isn't expensive anymore these days either.
...although thinking about it, usually you won't wipe/shrine res the first time until every player has died once, regardless who has rez. So it is strange. Entropy Sig.jpg (T/C) 09:44, 13 August 2008 (UTC)
Just a note about self-running:popups will still popup, so don't count on an easy run. A heck of a lot easier, sure, but don't try it in areas with lots of nasty popups.Entrea SumataeEntrea [Talk] 23:22, 13 August 2008 (UTC)
Oddly enough, heroes fought better without me after I've died. I was playing an Earth Elementalist tank in the area with loads of Mursaat and Jade, and of course, I never had my armor Infused (just too lazy) so when I would play alongside my heroes and henchmen, we would wipe, but if I was already dead, they'd perform better without me. We all had 60% Death Penalty, and I was trying to cap Aura of Faith. I managed it in the end by letting my heroes clear the area without me. =/ ــѕт.мıкε 02:04, 14 August 2008 (UTC)
Wrong, popups will NOT always show. For example, there are NO Azure Shadow popups in Snake Dance. ShidoSig moebius2.gif 03:23, 19 August 2008 (UTC)
No pop-ups, but the monsters that would normally be there - will be there, but they seem to be easier to avoid. =/ ــѕт.мıкε 03:34, 19 August 2008 (UTC)
Recently I've use an R/Mo hero as my runner from Rankor to Warcamp. My hero would have UA. When I would first zone, I would sac myself, then just guide/run my hero to almost the portal. The only enemies I would encounter were the one's within about a compass range of me. So, past that, nobody. Then UA rez me and voila! --JonTheMon 12:48, 19 August 2008 (UTC)

Nerf[edit source]

i think they nerfed it like this on purpose because of people using it for getting survivor which it is now completely useless for. --mLegion 02:50, 19 August 2008 (UTC)

How would they use this for survivor if they have to die to have it cast on them? --Shadowcrest 02:56, 19 August 2008 (UTC)
lolfail --Macros 04:29, 19 August 2008 (UTC)
Sulfurous Haze, crushers --Gimmethegepgun 06:51, 19 August 2008 (UTC)
Of course, that method is nearly useless, as there aren't many areas with kills like that. Nothing worth nerfing. I think they just, you know, thought this version was better for PvE? (it is, by the way.) --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 07:28, 19 August 2008 (UTC)

actually you could use it to get survivor with Death Pact Signet (let one hero die, res it with ur DpS, let him die again other hero resses you with UA and now you could do whatever you wanted and still not lose your survivor...) so might be a sensible reason for changing this skill.88.113.135.202 11:43, 19 August 2008 (UTC)

No. Why would they care Survivor is easy? They made Fronis' Lair, too, which is the best method to obtain Survivor. Besides, PvE monsters are predictable and thus easy. It's not hard to not die --- Ohaider!-- (s)talkpage 11:48, 19 August 2008 (UTC)
For me it is; then again, I've been frontlining with my PvE Ranger with starter armor against level 20s. lol ــѕт.мıкε 12:42, 19 August 2008 (UTC)
Survivor is easy I know but you might lose it at Fronis Irontoes due lag or something similiar (happened to me when i had less than 10k for legendary)but if you used this method you couldn't lose it at all because deaths under its effect didn't count towards survivor so I think its just good that it was changed (better for other Pve also).
Actually, it could be you'd get rezzed by a Rez sig and then die, unknowingly losing your Survivor title. It's not perfect,as you make it seem. --- Ohaider!-- (s)talkpage 18:36, 19 August 2008 (UTC)
There is one fatal flaw in your logic. This skill was not nerfed, it was buffed. The new version is 1000x better. --Macros 23:47, 19 August 2008 (UTC)
Yes i agree with you that this skill was buffed, but it's not better for getting survivor than previous one (at least it's my opinion). What I'd like to say is that this skill was buffed for PvE play overall but was nerfed for survivor.88.113.135.202 14:53, 20 August 2008 (UTC)
  It was buffed heavily. old version of the skill is the pvp version.
We know. Also, if you're that desperate to abuse the "not a death" feature, I point to Vengeance.Entrea SumataeEntrea [Talk] 00:28, 22 August 2008 (UTC)
The only problem with that Entrea, is that you still need to die once in order for it to be used on you. lol. -- Isk8.png I~sk8 (T/C) 00:30, 22 August 2008 (UTC)
See above post on abusing Death Pact Signet.Entrea SumataeEntrea [Talk] 00:31, 22 August 2008 (UTC)
Ahh, I see said the blind man, to his deaf wife, who heard her crippled children running up and down the stairs. :P -- Isk8.png I~sk8 (T/C) 01:01, 22 August 2008 (UTC)

ghost running[edit source]

since the ghost running build is getting more popular. i can see 3 possible nerfs in the future.

1)unyielding aura will heal less and rez for less

2)unyielding aura gets a range

3)heroes cause monsters to spawn

I doubt they'll reduce the healing, because that isn't the problem, but one of the last two are more likely. ــѕт.мıкε 00:47, 27 August 2008 (UTC)
Causing heroes to spawn mobs would be a fundamental change to the game code (since H/H have never spawned mobs - taming Salke Fur Friend's pet, iirc, is an old example of abusing that) so that is unlikely - it's much easier to fix the problem by giving it a range or something. Entropy Sig.jpg (T/C) 01:35, 27 August 2008 (UTC)
many luxons will be happy if heroes cause spawn.
What? Why? Or is that sarcasm? Anyway, chances are much better they'll just change it to have limited range, since that would be relatively simple. Hopefully they leave it at compass or spirit range if they do, but even at earshot this would be a great skill. Unyielding Aura + Holy Haste is much better than Healer's Boon and Rebirth could ever hope to be.Entrea SumataeEntrea [Talk] 02:38, 27 August 2008 (UTC)
Kurzick HFF is done by exploiting heroes. Felix Omni Signature.png 02:39, 27 August 2008 (UTC)
Oh yeah, I remember that now. And I suppose if that were gone, so would the main reason for supporting goth people who talk about stones all the time.Entrea SumataeEntrea [Talk] 02:44, 27 August 2008 (UTC)

Bug?[edit source]

I had a near party-wipe while traveling to Longeye's Edge, and Dunkoro had Unyielding Aura with him, he's maintaining it, but it won't allow me to dismiss it. I double clicked, triple clicked, quadruple clicked, quintuple clicked and disabled/enabled UA but it just wouldn't end. ــѕт.мıкε 16:15, 27 August 2008 (UTC)

If you are dead and you are controlling him, you must go back to your body before you can tell him to stop maintaining an enchantment. --JonTheMon 16:17, 27 August 2008 (UTC)
So you're saying ghost running doesn't exist? Okay. Zeek Aran 09:23, 7 September 2008 (UTC)
Scratch that, I see what you mean. Zeek Aran 09:24, 7 September 2008 (UTC)

Dismissing on Heroes[edit source]

I had a near party-wipe while traveling to Longeye's Edge, and Dunkoro had Unyielding Aura with him, he's maintaining it, but it wouldn't allow me to dismiss it. I double clicked, triple clicked, quadruple clicked, quintuple clicked and disabled/enabled UA but it just wouldn't end. It seems you have to go back to your own view to dismiss UA. =/ ــѕт.мıкε 16:17, 27 August 2008 (UTC)

Umm... yeah, as you asked above 2 minutes before this post. Lol. Anyhow, that's with all maintained enches. I had my Tahlkora die on me because of Life Bond, causing us to wipe... That stung. --- Ohaider!-- (s)talkpage 17:12, 27 August 2008 (UTC)
Woops, double post lol ــѕт.мıкε 17:31, 27 August 2008 (UTC)

Update soon[edit source]

moment of truth is soon. will Izzy nerf UA? UA is the main basis of half a dozen builds now. Nibelhim 03:08, 31 August 2008 (UTC)

10 days is "soon" for you? — Poki#3 My Talk Page :o, 03:46, 31 August 2008 (UTC)
Assuming the update is right on time, which isn't always the case.
I dunno now; the elite's seeing a lot of use because it's just plain useful, I wouldn't go quite as far as to call it overpowered; so a "nerf" might not happen. The resurrection ability might see a range limitation perhaps (even a radar-range on-demand resurrect is super useful), but aside from that... --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 14:51, 31 August 2008 (UTC)
It's also the energy cost and cast time. 2 rezzes in one sec. Lolwut? 10 rech, to boot. --- Ohaider!-- (s)talkpage 15:03, 31 August 2008 (UTC)
But nyooOooooo, people would still rather run Healer's Boon. >.> ــѕт.мıкε 15:46, 31 August 2008 (UTC)
Lolwut... Nowadays you always see UA/HB, rather than dual HB. --- Ohaider!-- (s)talkpage 15:57, 31 August 2008 (UTC)
Yes, and they take Arcane Mimicry. =P Still, a lot of people seem to prefer HB over UA in a Healing Prayers build, if they had to choose. ــѕт.мıкε 16:41, 31 August 2008 (UTC)
a lot of ppl still dont know what ua is though, which is the problem.
ONE of the problems. A lot of people think that HB is still better, but by using UA, you can take Divine Healing and Heaven's Delight instead of Heal Party+GoLE, which in turn, means you'll have better energy management, regardless of the upkeep. Also, UA is very Hero friendly, as it allows you to go Mo/Me without sacrificing your party heals, so you can take Power Drain and Waste Not, Want Not/Leech Signet/Drain Enchantment. ــѕт.мıкε 17:18, 31 August 2008 (UTC)
Then again, I don't normally run Hero Monks, and when I did run HB Monks, I didn't take Heal Party at all, and instead took those Mesmer Inspiration Magic skills. >.> ــѕт.мıкε 17:19, 31 August 2008 (UTC)

Well they were quick on the nerf. Now UA is useless, unless u arcane echo with hb.--Relyk 00:23, 11 September 2008 (UTC)

Skill description wasn't changed. :\ Entropy Sig.jpg (T/C) 00:24, 11 September 2008 (UTC)
Why would it be? It still does exactly what it says, but it's limited to radar range now. Felix Omni Signature.png 00:25, 11 September 2008 (UTC)
Nope, tested with Tahlkora and BiP. Casting range --Gimmethegepgun 00:26, 11 September 2008 (UTC)
May as well revert to PvP (aka original) version now. Entropy Sig.jpg (T/C) 00:33, 11 September 2008 (UTC)
Dang, I was really hoping they'd leave it at radar. Still good as an HB replacement, though.Entrea SumataeEntrea [Talk] 00:34, 11 September 2008 (UTC)
Spellcasting range is supposed to refer to radar, the length at which enchants can be maintained. Earshot is not spellcasting range. D: Felix Omni Signature.png 00:36, 11 September 2008 (UTC)

Damn it, only minutes after I captured this skill, they change it. I know it was kind of over powered, but why now? Arcdash 00:42, 11 September 2008 (UTC)

Because of Ghost Running. Entropy Sig.jpg (T/C) 00:43, 11 September 2008 (UTC)
Who the fuck cares about Ghost Running? We needed it for UW. Now, it's just ANOTHER useless skill in this game. 72.161.12.154 00:45, 11 September 2008 (UTC)
It's actually slightly more limited than Rebirth now, cuz you can never be totally sure the range is right unless the body is clearly within your aggro bubble, and if you drop it when no targets are in range, it's wasted. Needs a buff to spirit range asap. Felix Omni Signature.png 00:48, 11 September 2008 (UTC)
Even with the limited rez range, I'm gonna keep using this instead of Healer's Boon. UA and Holy Haste are much better than HB with any other rez.Entrea SumataeEntrea [Talk] 00:49, 11 September 2008 (UTC)
The problem is that it's gone from amazing utility to just another res in the blink of an eye. Felix Omni Signature.png 00:54, 11 September 2008 (UTC)

It's still the best and fastest rez in the game. I'm still going to use it. ــѕт.мıкε 01:22, 11 September 2008 (UTC)

He's right though, although casting range= about 1.2x aggro circle, so rezzing from a wipe may be difficult.--Dark Paladin X 01:58, 11 September 2008 (UTC)
It's only slightly outside the aggro circle, dunno how much 1.2 is. Btw, 72.161.12.154, you do because that's half the reason it was nerfed. Entropy Sig.jpg (T/C) 01:59, 11 September 2008 (UTC)
It's the same as Rebirth and Sunspear Rebirth Signet, just a little harder to position yourself during a wipe. It still serves as a dual purpose rez; for mid-battle AND wipes, with a hella short casting time. I still prefer it over Healer's Boon, because you don't have to take GoLE+Heal Party as UA still increases the gain from Divine Healing/Heaven's Delight. ــѕт.мıкε 11:06, 11 September 2008 (UTC)
1.2x of aggro bubble=casting range, see Range.--Dark Paladin X 14:22, 11 September 2008 (UTC)

NO!!!!![edit source]

NO!!!!!!!!! its still great... just all the pvx builds based on this though....Nibelhim 01:02, 11 September 2008 (UTC)

Ursan nerf... I don't care - UA fix.... aaaarrrgghhh noooooo I didn't rush all my chars yet :( And dungeon farming was fun like that too *sniff* So what new content do they offer now in replace? Can't be the golem quests XD Once done and you know it all. --Birchwooda Treehug 11:19, 11 September 2008 (UTC)
Noooooooooooooooooooooooooooooooooooo~ 12:16, 11 September 2008 (UTC)
Ohhh, yes. I like this. Izzy cared about PvE balance *sniff* He even nerfed VS runs, and they barely dropped in price. --- Ohaider!-- (s)talkpage 12:49, 11 September 2008 (UTC)

New feature after "nerf"[edit source]

When you've two dead party members, one is within aggro range, the other one is far far away - which one will be rezzed? The one within aggro range? Maybe, maybe not. If it rezzes the other one then you've wasted the skill as the other one can't come back after the nerf but the skill triggers as if it is possible... means you cancel the enchantment and nothing happens. A fail try and you've to try again until you manage to get the one within range -.- Does anyone test think before skills get (mindlessly) changed? --Birchwooda Treehug 12:01, 16 September 2008 (UTC)

Not just that! 2 bugs for the price of 1 update! Heroes dont know what the range of ua is.... they will keep attempting to rez someone who is within 1.5-2 earshots away... therefore wasating energy like crazy....

barriers[edit source]

I was browsing through some my old screenshots and I found a pair where I was ghost running through Riven Earth to Rata Sum. A bit in front of the portal and to the south (ie. approach through the dinosaur groups) there is massive wall of trees, logs, rocks, etc. which you can see while dead and viewing Hero's perspective. But once you res there with UA it is gone. I've also noticed similar occurrence in Shards of Orr while heading for the portal to Gadd's Encampment. There is a certain point where a wall is missing and it looks like you can run straight through to the portal, but an invisible barrier blocks you. When you res you can see that it's actually a wall. No secret passage from Light of Deldrimor either. Entropy Sig.jpg (T/C) 05:30, 1 October 2008 (UTC)

I've noticed the same thing once, too, and I've only done one ghost run. I think it was from Gunnar's Hold to Longeye's Ledge, and my Hero ran right through the "barrier". I'm not sure which of the two explorable areas it was in, though. =/ ــѕт.мıкε 01:34, 4 October 2008 (UTC)
Bjora Marches. I've done thesame :P --- Ohaider!-- (s)talkpage 17:01, 17 October 2008 (UTC)

Revert![edit source]

So Anet buffs a skill to make it on par with other monk elites, and then nerfs it back into oblivion. Personally I think they should revert this back to the pre-buff as it was useful for survivors. It happened to Order of Undeath, and it can happen here. Who's with me? --GW-Seventh 16:27, 17 October 2008 (UTC)

It was not "nerfed back into oblivion". It is still a quarter-second cast, 10-second recharge resurrection skill that brings them back with full health and energy, and boosts healing to boot. It just doesn't have infinite range, so you can't ghost run with it anymore. ¬ Wizårdbõÿ777(talk) 16:56, 17 October 2008 (UTC)
It's still better than Healer's Boon on a Hero, imo. You'd drop Heal Party and GoLE for Divine Healing and Heaven's Delight, and fit in some Mesmer Inspiration Magic skills so that the Hero can manage its energy better than a traditional HB while healing more efficiently (mostly because Divine Healing+Heaven's Delight+UA>GoLE+Heal Party+HB). It's also still the best rez, so you can basically drop rezzes from your and your allies'/heroes' bars for additional utility/moar domoge. ــѕт.мıкε 19:55, 17 October 2008 (UTC)
Hero and player should never be carrying res anyways, other than just one reusable one if you expect a total wipe. Divine Healing/Heaven's Delight is earshot range and has long recharge. Channeling is gud. Heroes dismiss UA whenever someone dies, even if you disable it. (or so I heard) HB works better in smaller parties. Entropy Sig.jpg (T/C) 03:46, 18 October 2008 (UTC)
I would never use Divine Healing/Heaven's Delight over GoLE & Heal Party for many reasons. First, Divine Healing/Heaven's Delight have *earshot* range, whereas Heal Party is compass, which is a massive difference when considering their use in elite areas. Secondly, HP is a bigger heal, which gets boosted even more if you're using Healer's Boon (and the slight extra percent boost you'd get with 13 Divine Favor & Unyielding Aura over the 50% you'd get with Healer's Boon is so minor it doesn't make up for the difference). Thirdly, you can use GoLE with other useful skills on your bar, like Healing Seed. Considering the benefits of Heal Party and GoLE over Divine Healing/Heaven's Delight, I'd rather micro GoLE & Heal Party than stick the other two skills on them. As for Unyielding Aura vs Healer's Boon, you don't have to maintain Healer's Boon, giving you 4 pips of energy regen instead of 3 with Unyielding Aura. Secondly, Healer's Boon's effectiveness doesn't decrease when you have less points in Divine Favor (e.g. when running hybrid Heal/Prot) as long as you can maintain it. Lastly, and possibly most important, is that Healer's Boon halves the cast time of *all* healing prayers skills, freeing up slots on what you'd normally use for HCT Heal 20% on a 40/40 set, or better yet letting you take a shield for more armor. Now, considering all of this, you honestly want to tell me that Unyielding Aura would be considered over Healer's Boon? The only time I can ever see this being used is when you have two Mo/Me's Mimicrying each other's elites, and one takes HB while the other grabs UA, but outside of that special situation, I feel this is a useless elite. At least before you could use it to easily get survivor. --GW-Seventh 08:23, 23 October 2008 (UTC)
I didn't say to use it instead of HB for Elite Missions, only for Heroes in general use. Heal Party+GoLE+HB is inefficient compared to Divine Healing+Heaven's Delight+UA already, so with that in mind, you just paid for the upkeep cost. Heal Party+GoLE+HB can heal for 15 health per energy spent, if you use Heal Party twice with GoLE every 30 seconds (so once every ~15 seconds). Just Divine Healing+UA at 12 DF has the same efficiency (~15 health per energy) and recharges in 15 seconds, but that's without Divine Healing's duplicate, Heaven's Delight, which means that you could heal for 15 per energy every ~7 seconds instead of 15 with HB+HP+GoLE. Energy efficiency is the biggest advantage UA has over HB, but if you've got a BiP or other energy support, you could use Heal Party+HB without GoLE, anyway. Even without the Mesmer skills, the UA Monk is more energy efficient than an HB Monk with GoLE, and with them, even more so. Heal Party and GoLE need to be used together, but you don't need both Divine Healing and Heaven's Delight, although why not take two of something good if you could? Power Drain at 7 Inspiration Magic offers the same energy over time as GoLE, so you'd take that and WN,WN/Leech Signet/Drain Enchantment for even better energy managmenent than you've already got.
Yes, GoLE is good for other costly spells, but it still only saves you a maximum of 15 energy every 30 (31 with casting time) seconds, so once you use Healing Seed, you won't be able to manage Heal Party. You don't need a 40/40 set if all of the spells cast within a second already, and the UA Monk is intended to be used with an ally that brings prot or anti-melee, which would likely make Healing Seed inefficient because most of the health gained from it comes from attacks (if you take things like Aegis, Guardian, Blind, anti-melee Hexes, etc.).
The halved casting time offered by HB really isn't that important in PvE unless you're taking Heal Party or Ethereal Light.
I'm not telling you to use Unyielding Aura as a player, but Heroes are better with it than they are with HB, and they aren't the greatest with prots. Then again, if I wanted a Healing Hero, I'd use an N/Rt or N/Mo, which are even more efficient, and as a player, I'd use an E/Mo with:
Infuse Health.jpg Heal Party.jpg Glyph of Swiftness.jpg Mindbender.jpg Ether Renewal.jpg Aura of Restoration.jpg Optional.jpg Optional.jpg
  • Heal Other, Great Dwarf Weapon, Ebon Battle Standard of Honor, Life Bond, Life Attunement, Strength of Honor, Aegis, etc. ــѕт.мıкε 20:07, 23 October 2008 (UTC)
Lo, the Ether Renewal E/Mo :p It's dead in PvP and there are so much better uses for an ele in PvE, where nukes actually work. Prot heroes work just fine tbh, and HB works perfectly fine too. I still say that if you're smart you never need GoLE, even if you have both Healing Seed and Heal Party on the bar. Sig of Devo and Sig of Rejuvenation are gud energy management. The thing with GoLE is that you don't need to cast party heals very often, therefore its recharge does not matter. (If you are taking that much damage to entire party, then your prot isn't doing their job or you need to force scatter from AoE.) Divine Healing and Heaven's Delight are horrible skills taken alone, and only mediocre at best when taken together, even with UA. Bar compression and all that. In terms of healing per energy cost, they are more efficient. However, because of long recharge, in terms of healing over time they are much less efficient. Entropy Sig.jpg (T/C) 21:44, 23 October 2008 (UTC)

By the way, OoU is at its best right now, so that is bad comparison. Entropy Sig.jpg (T/C) 03:48, 18 October 2008 (UTC)

He's saying OoU got nerfed then rebuffed, so UA should too. --Shadowcrest 03:52, 18 October 2008 (UTC)
Arguable about OoU getting nerfed, as the "new" version could be used for some interesting things of its own. Entropy Sig.jpg (T/C) 04:30, 18 October 2008 (UTC)
It was a gimmick build. "Now Necros can have a pet, just like a ranger! Only it requires your elite slot. Isn't that cool?" Not much practical use there. --GW-Seventh 08:23, 23 October 2008 (UTC)
Rebirth is a good resurrection in PvE, because you can pull corpses out of mobs; this is a much better version of it. Resurrection at full health and energy, Rebirth-range, and tacked-on HB effect (even if it's not as amazing as HB, yes). No matter how you look at it, IMO, it's still a better skill then the original version, which really shone when scamming users, and not in many other situations. --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 04:10, 18 October 2008 (UTC)
Reaching exact Rebirth range is a delicate process, and I don't think it's worth my Elite slot as the Monk. Rather give it to Koss or something. Full health and Energy is good for an in-battle rez. Entropy Sig.jpg (T/C) 04:30, 18 October 2008 (UTC)
Vegeance is shatterbait, even Monsters know that. Also, getting in rezrange for UA is easy. Just put the corpse on the edge of your bubble, and cancel. Done.
On rez a bit further upwards: Some sigs are awesome to take along when you don't take a shatload of defense (i.e., 2 Monks, 5 damage dealers and a hybrid). 3sec rez > 4-6 sec rez. Or, in UA's case: doubleclick cast >>>>> any other rez by far, and it's recharge is good. Div Healing and dupe are great party heals; almost everyone should be in Earshot of your monks or closer by and with UA they heal for a good amount, quick cast, low cost. --- Ohaider!-- (s)talkpage 09:09, 18 October 2008 (UTC)
And because they don't cost 15 energy like Heal Party, you can use them without GoLE and twice as often (without draining your Energy by using Heal Party without GoLE), while still getting a boost in healing, so that makes UA more efficient, and that pip of energy lost to upkeep is regained with Power Drain and Leech Signet/Drain Enchantment/Waste Not, Want Not which you wouldn't be able to take if you were to use Heal Party and/or GoLE. I also don't miss the halved casting time of HB, because you aren't running anything over a 1 second cast, anyway.
Patient Spirit.jpg Dwayna's Kiss.jpg Divine Healing.jpg Heaven's Delight.jpg Deny Hexes.jpg Power Drain.jpg Leech Signet.jpg Unyielding Aura.jpg
Imo, the benefits of using UA outweigh those of HB on a Hero; the Inspiration Magic line would be too hard/unreliable for a player Monk to use effectively. ــѕт.мıкε 12:16, 18 October 2008 (UTC)
Casting range is farther than earshot range, so your frontliners etc. can't get out as far if they must stay close for Divine/Heaven's. Heal Party recharges in 2 seconds ((iirc), while the others are 15 seconds. Also, due to that recharge you must take both skills to replace Heal Party. Plus those 2-3 Mes skills, which you must spec more attribute into for any meaningful energy management. Moreover you cannot rely on the hero to save them for when they really need the energy, except for Waste Not. Also, Hero uses Drain Enchantment on any enchantment, no matter how important it is or if they need the energy at that point. (2 second cast time is also danger) Wtb bar compression and utility. Ethereal Light on HB rocks as Monk's self-heal. (Patient Spirit's 2-3 second timer causes problem on Heroes, they tend to overheal and can't predict spike)
GoLE (and therefore ele secondary) is NOT mandatory when you take Heal Party. It is still very good, but if you have other energy management in your party it is not strictly necessary. 2 second cast -> 1 second cast under HB is nice, plus the radar range. Etc etc
Vengeance is only shatterbait if you are in area with strong enchant removal/can't cover. Works fine against, for example, Destroyers with no Thoughts around. I've never seen monsters to be smart enough to target it first. Entropy Sig.jpg (T/C) 15:43, 21 October 2008 (UTC)
If you use your party for Energy-management, you either have a BiP (wasted slot; only supports in Energy and allied bodies generally) or some Moti Para, which is fine in theory, but heroes are bad at timing such e-manag. Like Zealous Anthem; it's always the first thing they use in battles. Makes me cry my eyeballs out.
Recharge doesn't matter that much, because you shouldn't need it as much as once per 4 seconds. But hey, to each his own... I neither use HB nor UA on my heroes; Blessed Light is forking cool. --- Ohaider!-- (s)talkpage 16:22, 21 October 2008 (UTC)
Heroes fail at Blessed Light the same way they fail with ZB >.> A BiP or even just BR is usually sufficient, that is why I take Eve with me everywhere these days. Hero BiP timing can be...disastrous at times, but usually their reflexes for healing will catch it. Else if I am playing battery, it's no problem. However, that is a moot point since Heroes fail at using party heals in any case. Entropy Sig.jpg (T/C) 16:48, 21 October 2008 (UTC)
They fail with ZB because they use it >50%. They use BLight when an ally is damaged and either Hexed or affected by conditions. Fine imo. They have enough energy; Smite Condition and Smite Hex don't require a lot, and Castigation Sig is great e-manag (even for Heroes) :P --- Ohaider!-- (s)talkpage 16:51, 21 October 2008 (UTC)
I'm pretty sure an update fixed/was supposed to fix AL for ZB. =/ Anywho, if you bring a BiP, you wouldn't need Inspiration Magic or GoLE, and you would take moar expensive heals (Heal Other/Jamei's Gaze, Healing Ribbon, w/e). The UA build above is supposed to be more self-sufficient and Hero-friendly, and it doesn't need a BiP for its energy. Also, unless you set your Heroes to Attack or bring Devona, they'll generally stay within Earshot range, and if not, they deserve to die. =P ــѕт.мıкε 19:40, 21 October 2008 (UTC)
BLight is expensive imo, but I didn't know you were using it with Smites. That's not bad idea with Smiter's Boon etc.
I'm pretty sure ZB is still broken, as whenever I take Khim/Lina along, my BiP/BR/Eve is always giving her moar energy. Any melee hench will go out of earshot range, ever since the "update" to H/H AI which made them more aggressive. You have to manually move your party to get in range. Heal Other with UA/HB is rather overkill in most parts of PvE; you only need that strong heals in spikelike situations, and then you are better off using WoH. (Ribbon should always be brought though, it's ridiculously efficient)
Eve/Claude/Brutus(I think) is available nearly everywhere in PvE, and their Blood Ritual is generally sufficient extra energy for Monks. In Prophecies, the only hench worth taking would be Stefan/Devona, Little Thom, Claude/Eve, and perhaps Orion or Dunham; others just have bad AI, bad builds, or both. Factions, you've got even more limited choices; Nightfall, Khim can replace a Prot hench, but needs that BR because of ZB. EotN, you'd take Eve, Talon, Zho, and then Herta or Cynn. So no matter where you are, if you are playing with just one human player, you always have Blood Ritual handy. Entropy Sig.jpg (T/C) 16:21, 22 October 2008 (UTC)
BSmite wouldn't be bad, but he's probably using Channeling Magic in there too. Felix Omni Signature.png 21:01, 23 October 2008 (UTC)
The other day I was running N/Rt with Icy Veins and Channeling Magic. It was mad hax. Entropy Sig.jpg (T/C) 21:33, 23 October 2008 (UTC)

+ Healer's Covenant[edit source]

If i copy HC with arcane mimcry and use it with this (yes only 2 nrg regen left but 2 energy casts ftw)what is the effct. for simplicity lets just say 15HP 15 DF using healing whisper(100 heal) does it heal for 120, 135 or some other amount? does order cast matter? - Rabus 21:32, 1 December 2008 (UTC)

I believe the stacking goes like this: 3/4 (HC) * 3/2 (UA) = 9/8 or 12.5% more healing --Gimmethegepgun 21:38, 1 December 2008 (UTC)
UA is 8/5 not 3/2 so if its like that it would be 6/5 = 20% more healing which was the result of two of my 3 guesses - Rabus 21:50, 1 December 2008 (UTC)
Oh, right, forgot that UA scales --Gimmethegepgun 00:02, 2 December 2008 (UTC)

Conditional heals[edit source]

Let's say I am using Unyielding Aura and I cast Dwayna's Kiss on an enchanted target. Does the +50% healing apply to both packets of healing, or just the unconditional one? (this applies for HB and HC, too) Entropy Entropy Sig 2.jpg (C) 06:15, 17 May 2009 (UTC)

Dwayna's Kiss actually heals in one packet (excluding Divine Favor, which is the +42 in the image). Unyielding Aura also functions the same as HB for Healing Prayer spells (and applies to all direct Monk Heals, of course). So, it does affect Dwayna's Kiss' conditional bonus. Like HB, it does not affect Heals that trigger on effect (Healing Seed, Reversal of Fortune, etc.)
UA DK.jpg
ــѕт.мıкε 16:42, 31 May 2009 (UTC)

Captain Obvious[edit source]

"While not explicitly stated, this skill will only randomly select from dead party members." Maybe because you can only resurrect dead people? O.o plz remove the note..82.73.139.17 14:35, October 3, 2009 (UTC)

It implies it doesn't chose party member (1) first, then (2), or chooses the nearest dead party member. It just picks one at random. Not as dead obvious when you think about it (ha ha, what a pun eh). --- VipermagiSig.JPG -- (contribs) (talk) 14:44, October 3, 2009 (UTC)
I understand where the note is coming from, but the anon is right. The word "random" is in the description, which should be enough for anyone. And this note has been removed/reverted before, so it's a good thing they came to the talkpage first :P --Macros 15:18, October 3, 2009 (UTC)