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Undorett
01-14-2009, 08:22 PM
<p>With the increase in usefulness to the pally death save, any chance we can get Unyielding Will looked at?  Maybe so it doesn't kill you?</p><p>Thanks</p>

Jrral
01-15-2009, 12:18 AM
<p><cite>Undorett wrote:</cite></p><blockquote><p>With the increase in usefulness to the pally death save, any chance we can get Unyielding Will looked at? Maybe so it doesn't kill you?</p></blockquote><p>You can already get that. One of the EOF AAs removes the die-upon-expiration effect of Unyielding Will at least if you're berserk (which you probably will be).</p>

forge32
01-15-2009, 02:24 AM
<p>You do realize guards cant go bezerk right? nice of you thinking that zerks are the only class with this spell.</p>

BleemTeam
01-15-2009, 04:20 AM
<p>Widely under-used CA in a Guardian's arsenal.</p><p>It's useless. I have never used this ability.</p>

Jrral
01-15-2009, 12:33 PM
<p><cite>forge32 wrote:</cite></p><blockquote><p>You do realize guards cant go bezerk right? nice of you thinking that zerks are the only class with this spell.</p></blockquote><p>I tend to think of it as a 'zerker-only ability because of that, yep.</p>

Terron
01-15-2009, 12:58 PM
<p><cite>Brailyn@The Bazaar wrote:</cite></p><blockquote><p>It's useless. I have never used this ability.</p></blockquote><p>I have. It once enabled me to survive long enough to kill a named before dying.</p><p>That's once it was useful in 3 years <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p>

Obadiah
01-15-2009, 01:09 PM
<p><cite>Jrral@Unrest wrote:</cite></p><blockquote><p><cite>forge32 wrote:</cite></p><blockquote><p>You do realize guards cant go bezerk right? nice of you thinking that zerks are the only class with this spell.</p></blockquote><p>I tend to think of it as a 'zerker-only ability because of that, yep.</p></blockquote><p>I think most people do, which is why forge32 was somewhat surprised that you told a Guardian he'd probably be berserk. <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p>

Prrasha
01-15-2009, 01:40 PM
<p>Also, with the GU51 changes, the "usefulness" of the pally death save will be dropping again.</p><p>It worked well with Amends, since you could probably hold aggro post-trigger.</p><p>With no passive aggro-gaining skills at all, that 12-second stifle/daze means Divine Favor is leaning back towards "useless".</p>

Junaru
01-15-2009, 01:55 PM
<p><cite>Prrasha wrote:</cite></p><blockquote><p>Also, with the GU51 changes, the "usefulness" of the pally death save will be dropping again.</p><p>It worked well with Amends, since you could probably hold aggro post-trigger.</p><p>With no passive aggro-gaining skills at all, that 12-second stifle/daze means Divine Favor is leaning back towards "useless".</p></blockquote><p>Sadly Monks have lived with a skill like that for 5 years. It became useful for a few weeks before SOE nerfed Peel from 1min 30sec to 10sec. We finally got an AA to remove the stun part making it once again useful till SOE nerfs something else.</p>

LygerT
01-15-2009, 02:08 PM
<p>i don't see a problem with giving guards an ability now to use UW without the death effect, but it should either be free to both warriors or it should cost both of us since zerks have to spend a handful of points to get it.</p>

Draco the Grey
01-15-2009, 02:26 PM
<p><cite>Prrasha wrote:</cite></p><blockquote><p>Also, with the GU51 changes, the "usefulness" of the pally death save will be dropping again.</p><p>It worked well with Amends, since you could probably hold aggro post-trigger.</p><p>With no passive aggro-gaining skills at all, that 12-second stifle/daze means Divine Favor is leaning back towards "useless".</p></blockquote><p>That hardly makes it useless.  Many Guardians have been using Dragoon's Reflexes for a long time now, and it has essentially the same effect.  Warn the DPS that it's active so they don't unload on the mob, but it's not a guaranteed loss of aggro.</p><p>I use Unyielding Will regularly when I play my Guard.   It is rather amusing when I seemingly drop dead at random while running down a hall or something, but it would be nice to not have to deal with that at all.</p><p>At a minimum, it would be nice if Exploding Heart showed up as an uncurable detrimental so it's easier to tell if it triggered.  It tends to get lost among the many icons in the buffs window.</p>

Undorett
01-15-2009, 03:39 PM
<p>Guards have 1 aa that adds like 6 seconds to the time before we die if it fires for each point spent...only reason to put points in it though is to get to the next ability in the tree.  If it was like spend x points and it doesn't kill you, that would be wonderful.</p><p>If exploding heart could be prevented by a second Death Intervention from a priest the skill would be quite a bit more useful, especially if you had an uncureable for exploding heart in your detrimental effects window.  Or, as stated above give us an AA to make it so we dont die when using it.  And the best thing possible would be to have it only fire if no other death intervention is on you.  If you pop this skill at the same time your priest hits DI, you just killed yourself for not reason, unless you can cancel it faster than it fires.</p><p>For pallys, can't the incureable stun/stifle on your skill be mitigated by just poping the purple potion that makes you immune to stun/sfifle right after the skill fires, or even punching the last skill in your crusader shadows tree?</p>

BleemTeam
01-15-2009, 05:13 PM
<p>Understand, Guardians should never, ever have to use this CA. Ever.</p><p>Block, ToS, DR - etc... There are plenty of tools provided to us. Unyielding Will is a skill that should never have to be used. Of course my opinion is based off of the 1% of 1% community.</p>

RafaelSmith
01-15-2009, 05:42 PM
<p><cite>Brailyn@The Bazaar wrote:</cite></p><blockquote><p>Understand, Guardians should never, ever have to use this CA. Ever.</p><p>Block, ToS, DR - etc... There are plenty of tools provided to us. Unyielding Will is a skill that should never have to be used. Of course my opinion is based off of the 1% of 1% community.</p></blockquote><p>I think ive actually used exploding heart and have it actually trigger twice.</p><p>I have popped it numerious times because I believed i was about to die but it did not trigger and was able to cancel it.</p><p>Would be nice if it were changed somehow to make it more usable....I hate having abilities that get so little use or never.  Only other one that ive used less is Recapture =P</p>

Undorett
01-15-2009, 05:59 PM
<p>So we shouldnt use the skill because we have other skills that can absorb damage?  By that logic should shaman not use heals because they have wards, and the wards would absorb the damage anyway?  ...not sure I even follow your logic at all.</p><p>Anyway, regarding recapture, its a great skill.  I call it tower of pally or tower of monk, whichever is higher on the list when I need a "stoneskin" proc.</p>

Seomon
01-15-2009, 06:16 PM
<p><cite>Undorett wrote:</cite></p><blockquote><p>With the increase in usefulness to the pally death save, any chance we can get Unyielding Will looked at?  Maybe so it doesn't kill you?</p><p>Thanks</p></blockquote><p>It heals us for about 3k, stifles and dazes us for 12 sec, and this is useful? It's still crap for Paladins. Zerkers (with the AA) and SKs are the only ones with useful death saves.</p>

Undorett
01-15-2009, 06:35 PM
<p>Again, there is a purple potion that makes you immune to stun/stifle even the incureable kind.  I think your endline crusader shadows skill also will make you immune even if it cannot cure it as long as it was on you when you clicked the button. </p>

Prrasha
01-15-2009, 06:51 PM
<p>The shadows-crusader-line cure can't be used here.</p><p>1) it won't cure an incurable effect</p><p>2) it only gives you temporary immunity to an effect if it cures that effect.</p><p>So they only way it's useful here is if you happen to be both stifled and dazed just before you die, and Aura of the Crusader is the about the last thing you cast, and you cast it before your healers cure you of those effects.  Then it might save you from the stifle/daze on Divine Favor.</p><p>I don't know if the 10 sec immunity potions work on self-inflicted effects or not. You can't use them to block the stun/root associated with some priest spells, for instance...</p>

Elanjar
01-15-2009, 08:04 PM
<p><cite>Undorett wrote:</cite></p><blockquote><p>Guards have 1 aa that adds like 6 seconds to the time before we die if it fires for each point spent...only reason to put points in it though is to get to the next ability in the tree.  If it was like spend x points and it doesn't kill you, that would be wonderful.</p><p>If exploding heart could be prevented by a second Death Intervention from a priest the skill would be quite a bit more useful, especially if you had an uncureable for exploding heart in your detrimental effects window.  Or, as stated above give us an AA to make it so we dont die when using it.  And the best thing possible would be to have it only fire if no other death intervention is on you.  If you pop this skill at the same time your priest hits DI, you just killed yourself for not reason, unless you can cancel it faster than it fires.</p><p>For pallys, can't the incureable stun/stifle on your skill be mitigated by just poping the purple potion that makes you immune to stun/sfifle right after the skill fires, or even punching the last skill in your crusader shadows tree?</p></blockquote><p>The zerkers (not sure if you're aware) costs 5 points (all at once) and it basically removes the death effect. Perhaps this time increase in the guards tree should just get changed to the same as the zerkers. I think that would be fine. That or they could just remove the death effect entirely and replace that zerker and guard aa with something useful. Maybe add Damage reduction 1% per point (5 total) to our defensive stance berserk proc. Not sure what guards would want</p><p>edit: hmmm 5% might be a bit much, perhaps .5% per point so 2.5% total??</p>

Undorett
01-16-2009, 02:59 AM
<p>interesting, according to our raiding pally apparently pallys can just "click off" the ill effect (stifle) of their death save...wish we could do that with exploding heart</p>

Natthan
01-16-2009, 03:06 AM
<p><cite>Elanjar@Nagafen wrote:</cite></p><blockquote><p><cite>Undorett wrote:</cite></p><blockquote><p>Guards have 1 aa that adds like 6 seconds to the time before we die if it fires for each point spent...only reason to put points in it though is to get to the next ability in the tree.  If it was like spend x points and it doesn't kill you, that would be wonderful.</p><p>If exploding heart could be prevented by a second Death Intervention from a priest the skill would be quite a bit more useful, especially if you had an uncureable for exploding heart in your detrimental effects window.  Or, as stated above give us an AA to make it so we dont die when using it.  And the best thing possible would be to have it only fire if no other death intervention is on you.  If you pop this skill at the same time your priest hits DI, you just killed yourself for not reason, unless you can cancel it faster than it fires.</p><p>For pallys, can't the incureable stun/stifle on your skill be mitigated by just poping the purple potion that makes you immune to stun/sfifle right after the skill fires, or even punching the last skill in your crusader shadows tree?</p></blockquote><p>The zerkers (not sure if you're aware) costs 5 points (all at once) and it basically removes the death effect. Perhaps this time increase in the guards tree should just get changed to the same as the zerkers. I think that would be fine. That or they could just remove the death effect entirely and replace that zerker and guard aa with something useful. Maybe add Damage reduction 1% per point (5 total) to our defensive stance berserk proc. Not sure what guards would want</p><p>edit: hmmm 5% might be a bit much, perhaps .5% per point so 2.5% total??</p></blockquote><p>Wrong on the Zerkers. If your beserk then it doesn't kill you when exploding heart goes off, so save your clicky zerk for that and all is well no AA points in UW needed to prevent death for a zerker</p>