Monk Spell: Rebirth
D31337
Hello GW Gurus
With my last warrior char I once experienced a situation where only the monk survived and all team members where lying dead between lots of monsters (I think everyone knows this nightmare!). Our monk rescued the complete team and the mission with his "rebirth" skill by teleporting one after another out of the danger zone (great job!).
As a next char I also plan to do a monk and I want him to have this great rebirth skill. Unfortunately this skill is bound to the Protection attribute, which I do not plan to increase/learn, because I dont really like the other protection skills.
So now my question: I could not find any value in the description of the rebirth skill that was really depending on the protection attribute. So what happens if I learn this rebirth skill and do not have the protection attribute (or only have it at lvl 1,2,3)? Will the spell not work? Will the "patient" be less healthy? Or will there be any other restrictions?
Regards,
D31337 aka Medina Nocta (N/W) aka Little Honk (K/N)
With my last warrior char I once experienced a situation where only the monk survived and all team members where lying dead between lots of monsters (I think everyone knows this nightmare!). Our monk rescued the complete team and the mission with his "rebirth" skill by teleporting one after another out of the danger zone (great job!).
As a next char I also plan to do a monk and I want him to have this great rebirth skill. Unfortunately this skill is bound to the Protection attribute, which I do not plan to increase/learn, because I dont really like the other protection skills.
So now my question: I could not find any value in the description of the rebirth skill that was really depending on the protection attribute. So what happens if I learn this rebirth skill and do not have the protection attribute (or only have it at lvl 1,2,3)? Will the spell not work? Will the "patient" be less healthy? Or will there be any other restrictions?
Regards,
D31337 aka Medina Nocta (N/W) aka Little Honk (K/N)
StigTC
When you cast rebirth on someone all of their skills will be disabled for X amount of seconds after the resurrection, the protection attribute reduces that amount of seconds, getting the resurrected ready to battle again that much sooner. In other words, you'll do just fine without the protection attribute, just don't use it to res in the middle of a battle. (Which monks shouldn't waste time on anyway)
Paine
http://www.guildwarsguru.com/skill/192-rebirth
Maxiemonster
Yes, it will work, only the seconds that the ally you use Rebirth will be unable to cast any skills would be higher (with 0 Protection Prayers it would be 10 seconds), but that's not so bad.
Mavrik
As long as you have one point to protection it should work. The thing to remember about Rebirth is this. Yes its awsome for teleporting the fallen group out of range of enemies, however it also COMPLETELY uses any remaining energy you have. The more points you have to protection, the more health is restored to rebirthed people... I'm probably 2 or 3 points to protection for my E/Mo, the rest are to fire and energy storage. It works fine for me.
Sofonisba
Rebirth certainly rocks in PvE... but remember to take rez signet with you into PvP. Even with halfway decent protection prayers, those few seconds of disability can really hurt. Take restore life & signet instead.
stumpy
you may say that you do not like protection prayers now ... but when you play the monk ... you learn to love them more than healing. they look crappy on paper ... but in the game ... protection skills are highly just amazing.
audioaxes
ya rebirth is great for pve. I used it with zero att points in protection and its fine after the battle is over and you need to rez your teammates or try to teleport the dead out of a mob.
However, even with a full 12 in protection, rebirth is useless for pvp. With the insane casting speed + energy depletion its actually suicidal to use. By the time you rebirth a teammate, the enemies would have you dead and then they will kill the person you rezed easily.
However, even with a full 12 in protection, rebirth is useless for pvp. With the insane casting speed + energy depletion its actually suicidal to use. By the time you rebirth a teammate, the enemies would have you dead and then they will kill the person you rezed easily.
Tourist
Not to mention anyone seeing you start a long casting movement like that is going to disrupt you, assuming they aren't actively trying to make you the first person to die anyways. So yeah, PvP rebirth = lose, PvE rebirth = good.
p0t4T0
Rebirth isn't that great to ressurect in the middle of a battle situation as it uses 10 mana and any other mana you have, and thats not great for a monk to have 0 mana at any time, but if you only want it for teleporting them from mobs etc etc, then it's a great skill to equip, even with protection prayers at 0.
Dead Weight
Rebirth is a great skill for any caster w/ a monk secondary. Monks should never be rezzing in battle, they should be healing/protecting.
Necro's or Ranger's seem to be the ideal candidates, with El's and Me's as secondary choices, tank, and finally monks.
Losing your mana does suck and works fine in PvE, but I never bring this skill into PvP. In fact, a rez signet and Light of Dawyna is what I bring along, if I need to rez, it's usually a bad situation anyways.
-DW/Nymph of Light
PS A good prot monk + healing monk can be as effective as 3 healing monks IMO.
Necro's or Ranger's seem to be the ideal candidates, with El's and Me's as secondary choices, tank, and finally monks.
Losing your mana does suck and works fine in PvE, but I never bring this skill into PvP. In fact, a rez signet and Light of Dawyna is what I bring along, if I need to rez, it's usually a bad situation anyways.
-DW/Nymph of Light
PS A good prot monk + healing monk can be as effective as 3 healing monks IMO.
Zell Murasame
Oh man, I hate it when someone uses Rebirth... Here's my suggestion:
For Healing Prayers Monks: Restore Life; up to 50 something percent of their Health is restored and almost all of their Energy.
For Protection Prayers Monks: Rebirth; if it's down to 4 or 5 second skill recharge, sure why not.
For Other Monks: Ressurect; Heals to 50%, ranged. It's nice.
Of coarse, if you're out of battle and have a patient team it doesn't really matter.
Rebirth is statistically the best as it only takes 6 seconds.
For Healing Prayers Monks: Restore Life; up to 50 something percent of their Health is restored and almost all of their Energy.
For Protection Prayers Monks: Rebirth; if it's down to 4 or 5 second skill recharge, sure why not.
For Other Monks: Ressurect; Heals to 50%, ranged. It's nice.
Of coarse, if you're out of battle and have a patient team it doesn't really matter.
Rebirth is statistically the best as it only takes 6 seconds.
Mercury Angel
In PvE, I only see 4 rezzes as practical:
Rebirth: Permanent rez for outside of battle. Since the fight's over, you've got all the time in the world to recover lost energy and health. Most importantly, after all of the party is wiped except the person with rebirth, often, no other rez is useable, because it causes the mob that wiped your party out to aggro on the person you just rezzed, and/or you, either wiping out the ENTIRE party, or setting you back to where you were in the first place- all dead save 1.
Vengeance/Unyielding Aura/Resurrection Signet: Combat resurrection- Ranged, 4 seconds casting or less, and give full health and 2 give full energy as well. Rebirth is a horrible idea for in-combat resurrection, seeing as it heals a very small health percentage, locks out your ally's skills, gives your ally 0 energy, and empties out your own pool as well.
Restore Life has an 8 second casting, which is easily interrupted by most mobs, who often weild an interrupt or a knockdown, cancelling the spell, and then, to add on to that, it's touch-range, which means you have to also get close, another couple of seconds of running over to your target. Another note, if a person died from attacks, since it's touch-range, that means you're now in range to receive the same attacks that killed your ally.
Even using Glyph of Sacrafice to remove the casting time, having to run up to your ally and putting yourself into heightened danger's generally not a good idea.
Resurrect also has an 8 second casting, but barely gives any health, so it's impractical for combat resurrection. Given the choice between something only useful for reviving after a successful battle, and Rebirth, for reviving after a successful battle OR a failed battle, I'd go with Rebirth, because it's more versatile.
Rebirth is simply amazing for PvE, and can salvage a mission going horribly wrong, by bringing your entire party up again and again after each wipeout.
Rebirth: Permanent rez for outside of battle. Since the fight's over, you've got all the time in the world to recover lost energy and health. Most importantly, after all of the party is wiped except the person with rebirth, often, no other rez is useable, because it causes the mob that wiped your party out to aggro on the person you just rezzed, and/or you, either wiping out the ENTIRE party, or setting you back to where you were in the first place- all dead save 1.
Vengeance/Unyielding Aura/Resurrection Signet: Combat resurrection- Ranged, 4 seconds casting or less, and give full health and 2 give full energy as well. Rebirth is a horrible idea for in-combat resurrection, seeing as it heals a very small health percentage, locks out your ally's skills, gives your ally 0 energy, and empties out your own pool as well.
Restore Life has an 8 second casting, which is easily interrupted by most mobs, who often weild an interrupt or a knockdown, cancelling the spell, and then, to add on to that, it's touch-range, which means you have to also get close, another couple of seconds of running over to your target. Another note, if a person died from attacks, since it's touch-range, that means you're now in range to receive the same attacks that killed your ally.
Even using Glyph of Sacrafice to remove the casting time, having to run up to your ally and putting yourself into heightened danger's generally not a good idea.
Resurrect also has an 8 second casting, but barely gives any health, so it's impractical for combat resurrection. Given the choice between something only useful for reviving after a successful battle, and Rebirth, for reviving after a successful battle OR a failed battle, I'd go with Rebirth, because it's more versatile.
Rebirth is simply amazing for PvE, and can salvage a mission going horribly wrong, by bringing your entire party up again and again after each wipeout.
zehly
Rebirth is awesome to draw people from mobs.. I think it's best used for people who AREN'T in the middle of the battle, though, as it defeats the purpose of teleportation. Personally, if you die in battle, you're not getting resed by me unless you're a monk. I have better things to do than res you.. like avenge your death by killing those who slew you! Once it's clear, I'll happily bring you back to life!
D31337
I never expected that much feedback.
I tested it yesterday and it really works even without having this attribute.
But right, the reborn companions have some trouble if I try it in battle...
Thanx
I tested it yesterday and it really works even without having this attribute.
But right, the reborn companions have some trouble if I try it in battle...
Thanx
Kampfkeks
What some folks don't know is, just right after the spell is cast and the aftercast is in progress you can run around and the person will get dragged along a bit. So basically by just moving after it is cast you can get someone even more out of action.
And in PVE... it's the skill to be. I can't tell how many gone wrong missions have been saved by this little resurrection spell. I don't care if my buddys are blocked for a while. While i am ressing and my energy is down the team shouldn't be fighting anyways, now should they?
And in PVE... it's the skill to be. I can't tell how many gone wrong missions have been saved by this little resurrection spell. I don't care if my buddys are blocked for a while. While i am ressing and my energy is down the team shouldn't be fighting anyways, now should they?
Tul Armadas
I even find Rebirth useless with my W/Mo build. All it does is teleport them to you, and if you did Healing Breeze in succession, they MAY have a chance of living. I'd just stick to Ressurect, or your Res sig.
Vermilion Okeanos
lol this remind me... I saw a w/mo carry restore life... so I arcane condrum him... Then he stood there for 16 sec while I killed another of his team mate then came back for him and interrupt him on 15.7 sec when his arm already raise up for almost completing it... ouch
Tul Armadas
lol!!!
super dooper
he said he's going to be playing a monk, not a warrior. don't do it in the middle of battle ;p
Tul Armadas
yea..
Apoc
Quote:
Originally Posted by Dead Weight
PS A good prot monk + healing monk can be as effective as 3 healing monks IMO.
Amen.
Few days ago, I was spamming "Protector LFG" in Iron Mines, and no one wanted me
I usually see "Group LF healers" most of the time. So I try that, typed "Healer LFG" and suddenly, a group popped me an invite...
Few days ago, I was spamming "Protector LFG" in Iron Mines, and no one wanted me
I usually see "Group LF healers" most of the time. So I try that, typed "Healer LFG" and suddenly, a group popped me an invite...
sledgeunderhill
As a mixed healing protection monk I have used rebirth to recover a team after a wipeout as well as to do a combat res of a *critical* team member. Pulling a character even further out of harm's way during the "beam" phase is awesome and I do it nearly everytime.
I've not done any PvP, so I can't speak about the other resurrects.
I've not done any PvP, so I can't speak about the other resurrects.
Gecko
wat i dont think ppl understand is that if all your memebrs bring a res sig your fine. If your PvPing and your team of 4 all have res sig's then that means that u have 4 reserections if it takes more than that than there is no way you where gana win
stumpy
rebirth = pve res skilll ... it is useful if your team die and you run far enough until agro is dis engaged ... then go back res all 1 by 1 ... after a few minutes your all back to square 1 again
in pvp ... res sig on everything ... in tombs ... monks dont bring res ... for that matter dont bring breeze, dont really bring mending, dont bring restore life, dont bring ... well ... too many dont ... but exp will tell you over time.
in pvp ... res sig on everything ... in tombs ... monks dont bring res ... for that matter dont bring breeze, dont really bring mending, dont bring restore life, dont bring ... well ... too many dont ... but exp will tell you over time.
Aeron
Quote:
Originally Posted by Vermilion Okeanos
lol this remind me... I saw a w/mo carry restore life... so I arcane condrum him... Then he stood there for 16 sec while I killed another of his team mate then came back for him and interrupt him on 15.7 sec when his arm already raise up for almost completing it... ouch
Wonder how long it would have taken with dazed as well - or dont those two stack?
badgob
Is there a range to this skill or can you cast it from anywere in the zone?
Tul Armadas
anywhere in the zone, there is a zone...you cant do it safely across the map like some of us want to. you have to have the black dot, outside the rim of your bubble (the friendly zone?).
BunnyMaster
Quote:
Originally Posted by Tul Armadas
I even find Rebirth useless with my W/Mo build. All it does is teleport them to you, and if you did Healing Breeze in succession, they MAY have a chance of living. I'd just stick to Ressurect, or your Res sig.
Ehm.... Rebirth leaves you with 0 (zero) energy. Either use a signet (Devotion) or switch before casting to a non-energy weapon and after target's alife switch back to an energy weapon. Just to clarify that you CAN gather some energy after rebirth.
It's a nice skill during PvE, that is when you have a mature group that doesn't DC after dying. You can stay out of range and still revive your teammates out of harm's way. Like Sledge said, if you focus on the animation - white beam of light on dead body and after that on a spot near you - you can even drag them further away.
It's a nice skill during PvE, that is when you have a mature group that doesn't DC after dying. You can stay out of range and still revive your teammates out of harm's way. Like Sledge said, if you focus on the animation - white beam of light on dead body and after that on a spot near you - you can even drag them further away.
Tul Armadas
Oh shit! lol. Sorry. I didnt do Breeze after rebirth...i did breeze after ressurect...wow...anyway..yea..pretty pointless spell unless you're looking to res sum1 from a distance...in which case, both other res skills do that.
Tul Armadas
eghm...also...use rebirth if u want to teleport sum1 to where u are...ressurect and restore life dont do that but they leave u with energy to use breeze or another healing/protect skill with.
Tourist
That whole "omg no energy after rebirth can't heal!" thing...Hey, anyone heard of Signet of Devotion? 0 cost, heals a little more than an orison, and in the time it takes to cast You'll have enough energy back for an orison or some other cheap heal. Sure it's still a bad idea to use rebirth in mid-battle, but I think we've already covered that part. Oh yeah, and restore life doesn't res from a distance, you've got to stand over the corpse to use it. And if that corpse is being camped by AI mobs, well...Anyways, calling rebirth pointless is pretty shortsighted Tul, for all sorts of reasons we've already covered.
Tul Armadas
yea okay, i forgot that restore life doesnt go from a distance...but wtf is this calling me shortsighted?
Weezer_Blue
Quote:
Originally Posted by badgob
Is there a range to this skill or can you cast it from anywere in the zone?
The person you're rezing has to be within the range of the aggro circle on your radar, usually. Or a little further out, now that I think about it.
Tul Armadas
Thats what I said...
Old Dood
I use Restore Life, then hit them with Word of Healing. Bam...they are back in action!
lilith000
The range of rebirth is a few steps beyond the aggro cicrle. Having no energy after rebirth is fine because there should not be anyone attacking you or the person you res if you do it right.