Talk:Unyielding Aura

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If this Combo would work...[edit]

This would be cool; if the intervention Skills would work with this or Venegeance.^^ —ZerphatalkThe Improver 19:47, 9 October 2007 (UTC)

There was a time when it actually worked, cast Vengeance on target ally, then Divine Intervention, and then cancel the Vengeance.. Used it some times in difficult PvE missions. :-) No idea when they changed this though.. Tribio 15:15, 21 November 2007 (UTC)
This must have been cool^^ too bad it got changed now... —ZerphatalkThe Improver 18:29, 27 November 2007 (UTC)

... anyone has ANY idea why the hell a monk would waste his elite on this ? -Ayashi- 21Nov2007

This is useful in elite missions like the Deep and Urgoz. Having a monk with this is useful, since it rezzes the person with full energy and health. Since the death when this ends doesn't cause death penalty, you can dodge it by canceling this before they'd be killed by an enemy, and then rezzing them again. RitualDoll 12:54, 25 November 2007 (UTC)
Or the monk could have run a decent elite and they wouldn't have died in the first place. Lord of all tyria 12:56, 25 November 2007 (UTC)
Since you're going to be running 4 monks in the Deep, I'd consider this a useful elite on one of the monks. =\ Urgoz can be B/Ped, so it's different. RitualDoll 19:34, 26 November 2007 (UTC)
This skill compared to Vengeance is weak. Even without this being an Elite Spell, assuming it would be a normal one, I'd say Venegance > This. It's a L.A.M.E. Skill, ever saw anyone using this. Suggest this needs a Buff and/or functionality change... —ZerphatalkThe Improver 18:29, 27 November 2007 (UTC)
Something like Vengeance's 15% more damage would be nice. RitualDoll 19:37, 28 November 2007 (UTC)
30% more damage and i might think about it. --Lou-SaydusUser Lou-Saydus Hail Storm.jpg 18:32, 19 December 2007 (UTC)
how about res with 100% health and 100% energy. if this enchantment ends or is removed before 90...42...30 seconds, that ally dies. after 90...42...30 seconds this enchantment ends --Lou-SaydusHow dare you put that damned dirty thing on me! 21:51, 17 January 2008 (UTC)

In all fairness, this is a powerful skill. Underpowered for an elite, but come on, a full force Res at 100% health and energy with a much MUCH faster cast time. If your other monk goes down in a fight, and you can't hold the party up on your own, wouldn't it be nice to get that monk immediately back into the fight with FULL bars? then just cover with any sort of enchant, depending on the area. Try it out before bashing it. FleshAndFaith 16:51, 16 March 2008 (UTC)

I have to agree, it's usage lies in HM or comparable areas because you do not teleport the tank to resurrect into your group and thus lure the foes to you, he or she is resurrected without deactivating his or her skills, he or she is resurrected with full health AND energy, he or she will never suffer from Death Penalty and thus will be able to stay at 0% or up to +10% health and energy after his or her first death. However, normal PvE and usual PvP play demand an elite skill that prevents deaths rather than making them more comfortable. Keep your Words of Healing, Life Barriers and Healer's Boons until you aren't capable of preventing death no matter what you do - Then Unyielding Aura's time shall come. Noctarch 10:32, 21 May 2008 (UTC)
I think all people commenting positively on this haven't really looked what Vengeance does. Eth 00:36, 29 June 2008 (UTC)
Brings them up and gives them extra dmg, to have them killed in 30 seconds, even if its a really inconvenient time for them to die? Understand that the extra dmg doesn't help casters. Understand that, as opposed to Vengeance, you can wait until everyone is ready, let the other person die, then have them ressed when it is a good time for the party. FleshAndFaith 01:07, 29 June 2008 (UTC)
You 're sure about the "doesn't help casters" part? I read on Vengeance it affects all direct damage except degen. Understand that there are another 4 monk resurection skills each one having its own very unique domain of use, except to Unyielding Aura. 2 in healing prayers which both can be shortened to 2sec cast time with either Holy Haste or Healer's Boon, provide good permanent in-battle res with one of them having a bonus when you 're under pressure and the other giving almost all mana back to the target. Then there is Rebirth for out of combat wipe recovery. Then there is Vengeance and Unyielding Aura which both share the SAME domain of use: non permanent res. Vengeance provides a damage boost while UA doesn't. Vengeance doesn't fill your elite spot, neither forces you to a specific build like Blessed Signet/bonder in order to regain the energy loss. Vengeance isn't susceptible to enchantment removal. UA forces you to be a primary monk AND invest points into DF, without actually giving you ANY benefit at all for being and doing so. To be honest, now that i wrote all this i realize that when i hear baby jesus cry, it should be someone casting UA :S Eth 09:48, 17 July 2008 (UTC)
The point is still the same. You come up and in 30 seconds you die, even if it is a terrible time for you to do so. If you are using this to bring up a support paragon or your other monk/rit, then the damage doesn't matter at all, does it? The point of this is to bring up your support allies in such a way to keep them out of danger and ready to go (Full health, full energy. When the fighting is over, you can let them die and have someone else res them. FleshAndFaith 23:59, 21 July 2008 (UTC)

imba[edit]

fucking awesome Droks 18:49, 3 June 2008 (UTC)

Aug 7th Update[edit]

Unyielding Aura: decreased casting time to .25 seconds; decreased recharge time 10 seconds. Functionality changed to: "Your Monk spells heal for +15..60% End effect: a random other party member is resurrected and teleported to your location." I still don't get it. Could someone explain this? Keero 00:53, 8 August 2008 (UTC)

It works like Healer's Boon, less the faster casting time. You do a percentage more healing and when its ended it can res a random party member in the area [to full health and energy]. My monk used this well, as soon as someone died she cancelled it, someone would res, and she'd put it right back on. [runs off to cap for my monk] EDIT: I got it wrong, its even cooler!!! 000.00.00.00 01:52, 8 August 2008 (UTC)
Unyielding Aura + Holy Haste > Healer's Boon + Rebirth. I like this update. :D 75.62.6.198 02:55, 8 August 2008 (UTC)
haha unyielding aura can res people that are clear across the map and tele them to your location... tested in temple of balth. don't even have to be within radar. GG rebirth --12.28.133.6 03:18, 8 August 2008 (UTC)
Honestly ? I can't get it too. How can PvP and PvE version be completely different skills ? --91.78.179.51 12:15, 9 August 2008 (UTC)

This skill is now officially awesome in PvE. Not only does this give extra healing, but the resurrecting of a party member is map wide... so no matter how far away they are when they die, or how far you move from them, they return to you with full health and full energy. I can only imagine the possibilities for this... picking up a party member who was left behind due to lag or such and who died... or to snag the runner back to a safe place during runs like CoF and such... it's much better than Rebirth because of the infinite distance from which you can rez someone, and without the loss of all your energy. Sure, you can't target, but that's hardly much of a drawback. ~ User:J.Kougar J.Kougar 03:58, 8 August 2008 (UTC)

Well I would think this skill is really good in PvE now, provided we learn how to make do with lesser energy regeneration. This has the potential to replace HB.Pika Fan 04:05, 8 August 2008 (UTC)
The huge range of the rez is the only thing making it good, it'd be very useful in long elite mission, like the Deep. It can be used in place of rebirth and still function like HB... As well as not being limited to Healing Prayers... However, it's still a bit useless in PvP. I can live with that though. =P71.127.159.233 04:51, 8 August 2008 (UTC)
Notice the healing bonus exceeding even HB?Pika Fan 08:55, 8 August 2008 (UTC)
This is by far my most favorite skill now, I really hope it stays this way - Byakko User Page 10:26, 8 August 2008 (UTC)
Please note that with arcane mimicry, both can be maintained? Could uber casting really be this soon? I made a build similar to HB with unyielding/holy haste. Queso Loco 21:44, 8 August 2008 (UTC)

(Reset indent) Anybody know how the rez works with Frozen Soil? Ayumbhara 11:03, 8 August 2008 (UTC)

prolly it bypass Frozen Soil, like Light of Dwayna, I'll test it when I go online. --MageUser MageMontu sig.pngMontu 11:09, 8 August 2008 (UTC)
No more scamz lulz
Tried it, it won't let you cast the spell. --206.116.18.9 04:14, 9 August 2008 (UTC)

this is also the fastest ress skill (only 1/4 cast time) User Dre Sig.pngDre 11:15, 8 August 2008 (UTC)

Actually, if you already had it maintained you can rez 2 random allies at full health and energy in less then .5 secs at your location no less. Drop, cast again, drop....Loki207.71.50.165 15:19, 8 August 2008 (UTC)

Depending on how you look at it, the -1 regen is barely a hindrance, because while you get less energy coming in, your spells also go much farther, so it requires less energy to heal with. And i like my 100 health Dismiss condition :D. 206.53.17.64 18:29, 8 August 2008 (UTC)

dismiss condition heals for 100 hp already on a full prot monk.--72.189.85.47 20:53, 9 August 2008 (UTC)
Thats not the point. It's great because you don't have to spec much at all into prot to get a much higher heal, therefore better utilizing ur attribute points in a more efficient way, like divine favor or healing prayers. And as a side note, this thing is gonna get hit with a nerf-stick, very hard very soon i can assure you. The fact that it res's 1 player to full health and energy with NO drawbacks is imba enough. But it's also got the additional healing effect, no range limit, to your location, and casts in 1/4 second. All of these combined literally mean the best pve skill to date. It totally prevents party wipes. So wat, no ursan now? Who cares, i can wand enemies to death with this skill. 68.187.16.3 20:17, 10 August 2008 (UTC)

The only problem I face with UA is the longer casting time compared to HB. This makes it hard for me to cast spike heals(except with infuse health). A solution would be to bring in HB(s) and 1 UA, with normal bars except for arcane mimicry. HB monks arcane mimicry UA and maintain it; eliminating the need to recast. The UA monk can go support healing while the HB monks can do super spike heals XD. My patient spirit healed for 300. UA monk bar: UA, patient spirit, ethereal light/dwayna's kiss, seed of life, auspicious incantation, heal party, optional(preferably a fast heal such as infuse health or another energy management skill). HB monk bar: HB, patient spirit, ethereal light/dwayna's kiss, seed of life, auspicious incantation, heal party, arcane mimicry, optional(preferably another energy management skill). ^^Pika Fan 17:14, 11 August 2008 (UTC)

LOL WHAT A FAIL[edit]

Seems to resurrect the next party member on the list, but not always. HAHA, too funny... -->213.202.134.222 11:28, 8 August 2008 (UTC)

Haha, it's funny that you criticized on that since you have nothing to criticize on. --MageUser MageMontu sig.pngMontu 11:36, 8 August 2008 (UTC)
the criticism would be that if it doesn't always happen, then it is not a rule, thus should not be even noted. That just confirms that the skill is as random as it description says. Also, enjoy this update while it lasts, im 100% positive we are gonna see an update nerfing it, at the very least nerfing the area of effect for the ress :P
Seems to work that way for me 90% of the time, so perhaps worth noting. Briareus 07:44, 9 August 2008 (UTC)
That's exactly what I'm thinking, they're obviously not going to leave it like this... I mean, look at how fast they nerfed Way of the Assassin after the update.--Doombringer 01:25, 12 August 2008 (UTC)
That was more of a bug fix than a real nerf. <_< As for UA, it might be nerfed, but if it is I hope they do so in a way that doesn't take out the infinite-range res. Rather see a very long (2 minute? 5 minute?) recharge to make it more balanced.--Srakin 00:11, 14 August 2008 (UTC)
A 2 minute recharge would kill the skill, making it unviable when there are enchantment removals. Nerfing the range of the resurrection to earshot or even party range would balance the skill already. This skill is balanced when compared to HB. HB has increased healing like UA, better energy regeneration and faster casting for spike heals, whereas this skill gives a long range full resurrection and extra healing for lesser energy.Pika Fan 05:40, 15 August 2008 (UTC)

Skill Disc...[edit]

how much HP and Energy do they get rezed with?--72.189.85.47 20:56, 9 August 2008 (UTC)

Full. --71.229.253.172 20:57, 9 August 2008 (UTC)
(Edit conflict) See note. --Chaiyo Kaldor חיו 20:59, 9 August 2008 (UTC)

Heroes[edit]

I can't enter the game right now, so I was wondering if anyone knew...do heroes use this like they do Healer's Covenant? They changed it so heroes would activate HC as they enter combat, and then they remove it afterwards. --Mahsa 02:52, 10 August 2008 (UTC)

I ran this on my Thalkora, and she cast it as soon as we zoned, and only dropped it when someone died. After the battle was over, with no other deaths, she recast and kept maintaining throughout the zone.--Pyron Sy 03:44, 10 August 2008 (UTC)
I used this on Odgen, and my henchman aggroed an extra group. We were dying, so I send him out of the battle. However, he wouldn't cancel it (automatticly or manually) when not in radar range of my death heroes/henchman. Possibly a bug? I'll test it today, if it was just in that case, or always. I'll also test it with other enchant cancelling while I'm death. --Sir Bertrand 08:07, 12 August 2008 (UTC)
I tested, and they won't automatticly dismiss it when there aren't any death party members in radar range, and you can't manually dismiss any enchantment when death and out of radar range. So it isn't a bug in this skill. --Sir Bertrand 09:49, 12 August 2008 (UTC)
You can dismiss a heroes up keeps when you are dead, you just have to have your self selected in the party list --[Sourceofjustice]

DF[edit]

Probably doesn't increase healing there, I'd suppose. —ǥrɩɳsɧƴɖɩđđɭɘş User Grinshpon blinky cake.gif 18:32, 12 August 2008 (UTC)

Like Aura of Faith, it will increase all healing, including Divine Favor. RitualRitualistDoll 21:17, 14 August 2008 (UTC)

It doesnt increase all healing...it only increases healing from monk spells...and then only direct heals like orison, Dismiss condition and even patient spirit(enchant). However it does not effect vigerous spirit(which isnt surprising). So essentialy the type of skills that Healers convenant and HB effected but applied to all monk spells. So no it doesnt affect divine favor...dont know where u got that brain trip from...--Justice 17:44, 15 August 2008 (UTC)

I tested it just to be sure Justice was right, and he is, which I figured. So, for a second opinion, no. It does not affect Divine Favor. Briareus 02:49, 16 August 2008 (UTC)

Permanent Farming Safety Net[edit]

I've been taking a hero with just this skill alone with me into UW for when I go farming and flagging her at the beginning. Now I pretty much have a permanent safety net for me while I farm.... <3 you anet :D. --Cvmyawg 23:46, 14 August 2008 (UTC)

Regarding the bug in the above topics, if you take a self-enchant removal skill (dervish line), you can avoid the not being able to cancel it through hero controls, yes? Then it would be effective for these kinds of purposes. Euphoracle 18:59, 15 August 2008 (UTC)
Why not just use Contemplation of Purity? ~ User:J.Kougar J.Kougar 22:13, 15 August 2008 (UTC)

Yeah, I've been doing the same, it's rather nice. It works especially well in runs as well, specifically CoF. Sometimes a party member will go into the room with the Servant (on 3rd level) and die, so this makes it easy to pull them out. Also works if the 600 dies in there, or some other hard to reach spot. Briareus 06:52, 16 August 2008 (UTC)

Yea, I love it on CoF. I've been doing a lot of CoF HM runs lately, just to pass the time and make a little extra on the side, and as soon as they changed the skill that night (I had capped it years prior) I threw it on my bar and took it in there right after the update, for just that reason, and it is so handy.  :) For the first few days I didn't end up running into anyone else using it in there, and of course got the "Wow! What did you just use?!?!" reaction a lot, but now it's a bit more common and instead it now seems to be a bit of a competition to see who can be the first to rez someone if they go down. ;) I've actually seen someone pop-up at my location, and then slide across the ground to someone else who had also dropped the enchantment a split second after I did. lol It's also handy for the guy who goes AFK back at the start and then takes a wrong turn when trying to catch up and ends up dead. ;) ~ User:J.Kougar J.Kougar 13:29, 16 August 2008 (UTC)
You don't need to take a skill to removes UA, you just need to click your name (if it isn't already picked) and then double click the UA-maintained-icon.--ITAMAR Dishonorable.jpg 12:26, 28 August 2008 (UTC)
REALLY KOUGAR? you must have been playing with numpties then matey as I saw loads of people, myself included, begin running Unyielding in CoF, right after the update. I love the fact that its become standard backup skill now, which is great. -- Salome User salome sig.png 12:36, 28 August 2008 (UTC)
Well when my fiance and I do CoF runs in HM, or tag along on them, it's generally from the American districts... and after three years of playing the game I think can say with confidence that the biggest grouping of "numpties" (as you put it) would be found in the American districts.  ;) I was a little surprised by the number of people (including other runners) who I had to explain the changes to the skill to, even a week or more after the change was made. Then again I do/join those runs with random people usually, and not as often friends or guild mates, and since we know the average casual player has never been to the wiki... I suppose it shouldn't really surprise me so much that the majority of people didn't know about the change when it happened, after all it's one of those skills that used to just sit there, captured but of little use, in your skill list for years... and perhaps not one you'd look at right away when seeking out changes to skills, assuming you don't get them from the site or wikis. It's nice that you only ran into other's who were also as in-touch with the community as you are, but I don't think that accurately reflects the majority of people still playing Guild Wars.  :) ~ User:J.Kougar J.Kougar 15:35, 28 August 2008 (UTC)
You are correct ITAMAR, I had not actually tested it out before and assumed that the original poster was correct when they said that you could not dismiss the skill on a Hero when dead and out of radar range of that Hero. If you are out of range and attempt to just double-click to dismiss the enchantment on that Hero you will get no effect, but if you select the body of a fallen party member and then double click the skill to dismiss it, you'll the Hero will cancel the maintained enchantment and thus resurrect. ~ User:J.Kougar J.Kougar 16:49, 28 August 2008 (UTC)

New Unyielding Aura Questions[edit]

1. If I die while this is assigned to target other ally and another other ally is dead, will it ressurrect him?

2. If I die while this is assigned to target other ally, will it ressurrect me?

3. If I cast Unyielding Aura on another monk (A) who currently has Unyielding Aura on a third player (B) and the monk dies (ending the Unyielding Aura he had in effect and my own which targetted him), will he be ressurrected instantly?

--80.16.169.162 15:42, 4 September 2008 (UTC)

Testing... 1. Yes 2. No (more coming) - TheRave User TheRave sig.jpg 15:48, 4 September 2008 (UTC)
Given your line of questioning, I almost wonder if you are perhaps looking for the discussion page for Unyielding Aura (PvP)?
The PvE version of this skill cannot be cast on another person, you maintain it on yourself and can't fully guarantee who it will resurrect when you stop maintaining the enchantment, unless only one party member is dead. As the notes mention on the article page, if you or another of your party are maintaining this enchantment, and the person maintaining it dies (thus causing the enchantment to end) then another dead party member (if applicable) will be resurrected on your/their corpse.
As for targeting... even if you and other party members are dead and you have UA maintained on a monk hero who is out of range, and you select a dead party member and then double click the heroes maintained UA icon to end it, you still cannot fully target it, as it's quite likely that the dead party member you selected before ending the enchantment will not be the person resurrected (if several party members are dead).
Let me know if that's too confusing, I admit I was a little confused by your original line of questioning and it's too early for me yet this morning. ;) ~ User:J.Kougar J.Kougar 16:14, 4 September 2008 (UTC)
To be clear - you can't tell the game who gets the rez. "... random other party member ..." The skill excludes the caster and takes away targeting with those four simple words. 64.32.249.154 20:52, 4 September 2008 (UTC)

Bug[edit]

I've got screens for proof, if I need to present them. I noticed it by sheer chance earlier. I'm not sure about the proper positioning for bugs, so someone might need to move it. Cedave 01:02, 9 September 2008 (UTC)

Ghost Runner nerf[edit]

Guess izzy didn't like the fact that people were using UA on heroes to 'ghost run' It was fun while it lasted... A concerned citizen 01:14, 11 September 2008 (UTC)

Noooooo T_T, I don't care about the GR nerf, this skill was just brilliant before it was nerfed- Byakko User Page 01:16, 11 September 2008 (UTC)
We all knew it was coming. Euphoracle 03:00, 11 September 2008 (UTC)
Aww now this skill sux...too bad they didn't make it party range that would be okay :P
This skill was very usefull before this nerf,especially in UW and FoW speed runs,and running to dungeons,what did we do to deserve this nerf? lol

hahahah yall got worked im so glad this got nerfed hero running is lame72.183.202.229 06:07, 11 September 2008 (UTC)

I knew they where going to take the easy route and fix the skill instead of the problem itself. This exploit is still there. Just look out for a group of monsters, move out of range of those monsters, flag your heroes where those monsters where. Then move in range of one single monster of that group, see what happens? Your heroes will only have to fight that one foe instead of the whole group. This way you can just one by one, clear ANY area of choosing. Heroes still don't trigger monster loads. Which should've been done instead of this. I'm suprised this gone through the quality asurance. SniperFoxUser SniperFox IconSmall.gif 09:46, 11 September 2008 (UTC)

I would think they did it that way due to the increased loads and slowdowns on sub-par computers that filling the whole map with monsters would create. Although, if they fixed it to where monsters would spawn if they were in range of player controlled npcs or the player, then this most likely intended exploit would be fixed. 69.129.205.198 12:13, 11 September 2008 (UTC)
Hell, I would love for it to just be compass range instead of infinite, having it in spell range totally killed it for me now - Byakko User Page 12:24, 11 September 2008 (UTC)
Compass range ftw! in my eyes xD It'd still make this skill useful in the rezzing sector, and thus put it at the top of awsome rezzes list :D--124.178.139.22 13:46, 11 September 2008 (UTC)
Instead of QQing about the range of the resurrection, you could all notice the healing bonus and die less often. Misery 13:52, 11 September 2008 (UTC)
This skill is next to useless now, having had the only (PvE) use it was ever put to taken away - yes, there's a healing bonus, but no one uses that - it was used mainly to res a runner without aggroing large groups imo, and now that's impossible if rebirth is not usable. This skill used to have a very specific, but very handy function, now it is another skill that's only good for the Skill Hunter title. It would be better to use compass range I'd say, for what it's worth--Son of Batman 14:05, 11 September 2008 (UTC)
HB monk with arcane mimicry + UA monk = 300 heals from patient spirit. Oh yes it is very useless, now. QQ moar plz.Pika Fan 14:47, 11 September 2008 (UTC)
This was hardly a nerf, it was a balance back to the way the skill should have worked to begin with. This is still a great skill. It is one of the fastest rezzes in the game...almost instant since the hero will drop it when a party member goes down and recast. It boosts the healing when not being used to rez and its not a little thing that the rezzed party member comes back with full health and energy and can use their skills immediately. Its a super buffed rebirth and very worthy of its elite status. This is the in-battle rez that is needed in PvE that will bring your party members back into the fight immediately....Loki207.71.50.165 16:22, 11 September 2008 (UTC)
Exactly my point. People are complaing because they earn less money and its harder to farm/do runs now. Izzy allowed it to stack with HB, which makes it very imba already, and people still want more.Pika Fan 14:46, 13 September 2008 (UTC)

I can't believe people are complaining about this...I knew Izzy was right when he said that all pve people want is to have the strongest most imba bullshit to cspace their way to the exciting world of pve and this just proves it. You're all retarded if you think this skill is useless. Die less, suck less, bitch less.

Funny thing is, if people would die less and suck less, they will realize that this skill does indeed suck. WoH is better in both full healing and heal/prot builds, and any good player won't need the res. Seriously, PvE is easy enough as it is, you don't need something like this :/Axel Zinfandel 01:59, 12 September 2008 (UTC)
HB/UA > WoH in high level PvE.Pika Fan 14:48, 13 September 2008 (UTC)

OMFG/RAGEQUIT do the people who nerf and buff actually play this game? Please at least make it compass range.... (Narziss 02:33, 12 September 2008 (UTC))

I dunno about running uses but my fav about it was the fact that I could avoid a full party whipe, just run away and rez the hench and heros when out of range was great for the huge mobs...sucks so bad with spell range I'll prob drop it from my skill bar, pity was one of the reasons I loved the game. Randon T.--69.221.232.179 04:24, 12 September 2008 (UTC)

It'd be perfect with a compass range res, but still otherwise I'm STILL fine with it even now, full rez and crazy lasers healing buff? woop woop! Nikdanbro 16:06, 14 September 2008 (UTC)

I really grow tired of the "nerfs", we paid for the game as is, and it keeps getting tweaked. Always for the worst. Almost wonder what other games are out there, maybe it's time to spend my money elsewhere.

Are you seriously complaining because you prefer the functionality of the skill prior to the August 7th update, or have you only been playing the game since then and hadn't heard what a laughable skill UA was before then? Oh, by the way, good luck finding an MMO to spend your money on that leaves the game for you to enjoy "as is." Skill balances like this are beneficial to the community, and as long as game companies will want their games to be successful, there will be buffs and nerfs. User Woop sig.pngWoop ‧ talk ‧ 01:03, 16 September 2008 (UTC)
Look at the pvp version. that was the old ua. If anything, we should focus on amity... wtf...
"Yeah I'm not sure why it got changed to earshot and not radar, I'll look into this, it should be radar range, and it should pick from targets within range first. Izzy @-'---- 01:26, 13 September 2008 (UTC)" There we go, now shhhhhhh ;) - Byakko User Page 07:33, 22 September 2008 (UTC)

Combo with Seed of Life[edit]

... does not work. I think this is a bug 'cause description says "your Monk spells heal for +...", while Seed of Life is clearly a Monk spell.--The preceding unsigned comment was added by User:91.120.115.206 (talk).

Seed of Life is an Enchantment Spell. Since it's an enchantment and more of a passive effect, I don't think that it should work with Unyielding Aura. — Eloc 15:43, 16 September 2008 (UTC)

A similar combo with life attunement and spirit bond works well; even Healer's covenant affects patient spirit correctly. I think this is clearly a bug of implementation (or more the lack of it)

Healer's coventant was patched specifically to affect patient spirit (because it was too win), previously the healing was unaffected. --Ckal Ktak 11:49, 21 September 2008 (UTC)
perhaps Seed of Life may be considered a "Sunspear Skill" and not a Monk skill ?69.165.135.227 23:04, 30 May 2009 (UTC)
Doubtful, Expertise reduces the energy cost of Never Rampage Alone. PowerGamer 23:55, 31 December 2009 (UTC)
but NRA is a 'skill' and expertise affects all 'skill's --Xellink 13:52, 9 October 2010 (UTC)
Expertise effects Ranger skills, attack skills, rituals, and touch skills. NRA doesn't fit into the latter three categories, so it must be a Ranger skill. PowerGamer 09:36, 27 November 2010 (UTC)

SKill Popup[edit]

Hi, the popup window for this skill (when shown in builds), is now out of date and incorrect. Can it be updated? --BramStoker (talk, contribs) 17:03, 16 September 2008 (UTC)

What do you mean? — Eloc 17:24, 16 September 2008 (UTC)
Hi, I think you mean the tooltip, when you hover your mouse over the skill icon. Remember that UA has a PVE/PVP split so the description will be different in different places (e.g. a guild hall vs. a town).--Mira Castillo 17:43, 16 September 2008 (UTC)
Oh lord, I need to watch what windows I type in :-( This was meant to go on pvxwiki! --BramStoker (talk, contribs) 19:18, 16 September 2008 (UTC)

Functionality with Frozen Soil[edit]

As i see it, its more fair and close to the skill description, that this skill can't res at all when under Frozen Soil. But it should be changed also that it can be cast while under Frozen Soil. The enchant might get removed or the monk for some reason misclicks and loses it. Why shouldn't he be able to recast it so he heals for more? - doesn't make much sense. Also it would be better if the description was updated to reflect the earshot range of the ressurection. Eth 10:37, 20 September 2008 (UTC)

This skill will work under Frozen Soil, so long as you have already cast UA before entering the area of FS. If you have, cancelling UA will result in a random rez. What you can't do is cast UA whilst under the effect of FS. To cast UA, you have to be outside the area of FS. 195.183.80.137 14:17, 3 December 2008 (UTC)

Not guaranteed[edit]

The skill fails to mention that if UA is used and removed within 5 seconds of enchantment the resurrection will not occur.Quetzal 21:38, 27 September 2008 (UTC)

No, I'm pretty sure you're just confusing earshot range with spellcasting range. -- Ritualist euphoracle | talk 01:40, 8 October 2008 (UTC)

Divine Favor[edit]

Does this skill affect divine favor? Say you have 10 divine, which is 32HP heal, does UA effect the divine as well making it 46HP?Tristin 17:40, 19 October 2008 (UTC)

Just checked, the bonus does not apply to a passive effect like divine favor - Byakko User Page 04:41, 26 November 2008 (UTC)

Divine Boon[edit]

I am curious to why this does not work with Divine Boon. Is this a bug? Cruznik 12:32, 01 November 2008 (UTC)

Nah, it was made to work for spells you can cast rather than the passive heal of Divine Boon - Byakko User Page 04:42, 26 November 2008 (UTC)

I love this skill[edit]

Just dont change it anymore

it's like HB but even better since its a lil more heal. plus its a rez which some people feel they HAVE to have.

I just wish the pvp version could be more useful. but one strip enchant and ugh. sure you could cover but rend and others still own you.

and heros actually use it properly.

So, what happens if[edit]

2 monks with unyielding aura on die at the exact same time, if they are in the same party? Nothing would be my guess, but it might rez them both again? anyone try this? 24.233.254.51 17:14, 17 May 2009 (UTC)

I used 2 heroes and killed them with the catapult in the Isle of the Nameless and only 1 got rezzed instantly. Unless theres a slight difference in when they died, I think it is random which one is rezzed. El33t 00:04, 2 June 2009 (UTC)

UA + Healer's Covenant[edit]

I am currently using both of these and am not seeing the bug mentioned on the page.

  • 13 Divine Favor, UA = +54%
  • 13 Healing Prayers, Orison = 63 hp
  • Actual Heal: 42 + 73
    • 42 = Divine Favor Portion
    • 73 = 63*1.54*.75 = Orison X UA X HC
(Forgot to log in and sign) Xlegna 23:28, 30 May 2009 (UTC)
I think the bug note should be removed anyways. You can only have both skills on your skill bar once per character and it can't happen anywhere other than the areas where you cap them. 68.113.151.226 17:48, 20 July 2009 (UTC)
Or Arcane Mimicry. --87.102.19.99 23:45, 31 July 2009 (UTC)

UA ain't a priority for Heroes...[edit]

...it seems, if there's a bunch of fools in need of healing. My Dunk won't cast it automatically if we're getting hammered hard, no matter if he's got the energy reserves or not. I've gotta manually MAKE him cast UA otherwise, my corpse just ends up laying there watching the fight. Just thought I'd mention it on the UA page. If you all think I'm in error, no hard feelings if you remove my comment. ;) 122.20.215.27 14:07, 19 September 2009 (UTC)Ryoko Yonekura

Really? Generally, when I don't cancel their use, they'll throw it on instantly, and only take it off to res. And even then, they'll throw it back on if they can. Rain and Dark 21:43, 20 September 2009 (UTC)
Hero+rechargedUA==ultimate guru instant rez on death wtf. | 72 {U|T|C} - 02:33, 22 September 2009 (UTC)

Anomaly[edit]

There's evidence that this skill doesn't affect "reactive" heals; that is, enchantments that trigger a heal on some condition being met. I plan to test it myself eventually just to confirm (as the poster didn't sign the comment and so is basically just an anon), but if anyone would like to handle it more immediately themselves, please do. --[-Kyoshi-]::[-Talk-] 22:49, 18 November 2009 (UTC)

Randomization[edit]

I'm not certain if it ressurects a random party member as the skill description says. I've tried a few times to manipulate who I want to ressurect by standing closer to them (than other party members) when I remove UA, and it seems to work. Can anyone test if this is true? Elimuros 11:46, 1 January 2010 (UTC)

Totally random, you have been lucky or you were not in earshot range. (I UA all the time and almost never is it the closest.) Roflmaomgz 01:47, 14 April 2010 (UTC)
IT IS ALWAYS THE CLOSEST.

Heroes[edit]

I was using this in tombs on my oggy.....and when i died i couldn´t manually end it on him and he didn´t end it aswell.....he was standing at my corpse >.< 82.95.65.117 14:47, 9 February 2010 (UTC)

Your looking for the pvp version of the skill, not this one. the pvp one sucks.
Tombs isn't PvP anymore. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 19:30, 17 August 2010 (UTC)
You have to be viewing your body to be able to end maintained enchants on heroes. If you in Ogden's view, you can't. --JonTheMon 19:31, 17 August 2010 (UTC)

Confusing note about resign effect[edit]

"If a party resigns while one or more of them are maintaining this skill, the enchantments will end and resurrect players even after they have resigned. " How do you resurrect players that are not there anymore? 76.164.71.104 23:13, 22 April 2011 (UTC)

As far as I remember, when you resign, you aren't forced to leave the area. You just die, and a box comes up to click and take you back. But if you don't click, UA ends and you're resurrected -- and the game goes on, regardless of the box or the fact that you've resigned! | 72 User 72 Truly Random.jpg | 23:55, 22 April 2011 (UTC)

Godly, yet frustrating.[edit]

Heroes usually (or rather, almost always) use this immediately after someone dies, but I really hate being forced to manually reapply it. Auto-res is sweet, though. --The preceding unsigned comment was added by User:Bladebyte (talk).

Actually I've found heroes will automatically reapply it and use it to res as highest priority... provided the party isn't taking serious damage, otherwise they focus on keeping whoever's left alive. I guess the devs decided not to make monks only res machines. -- Diseraph 04:03, 5 September 2011 (UTC) --The preceding unsigned comment was added by User:Diseraph (talk).

I guess it doesn't work that way for me because my party always takes heavy damage (I tend to use 5 eles, 2 monks, and whatever else I feel like.) -- Bladebyte --The preceding unsigned comment was added by User:Bladebyte (talk).

My Test Results[edit]

My builds have shown the hero AI has no clue how to properly use this skill. It is a great boon for any single player PvE mission, if the player keeps the monks casting it. When a combatant dies they instantly resurrect with full health and energy. I recommend flagging the monks to the back and keep this skill engaged at all times. --Wendy Black 05:58, 8 December 2014 (UTC)