Revival

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Player attempting to revive a NPC and its visuals: the marker and the F-key option to do so.

Revival is the process of bringing a player or NPC back from downed or defeated state. Any character can revive another by using the context-sensitive action (default key F) while next to the applicable target. Some NPCs will revive other NPCs and (occasionally) players. The more characters that assist, the faster the revival process completes.

Mechanics[edit]

  • Reviving a downed target gives 3% of total health every 0.2 seconds, for a total of 15% per second. It takes 2-7 seconds to revive a downed target based on its initial health.
  • Reviving a defeated target gives 1% of total health every 0.2 seconds, for a total of 5% per second. It takes 20 seconds to revive a defeated target.
  • Revival ticks equally fast when in combat. However when reviving defeated targets, the amount of health given is halved. It takes 40 seconds to revive a defeated target when in combat.
  • Revived targets get back with 50% of their maximum health and become invulnerable for one second.
  • "Revive speed" increases the healing done by adding more health ticks while reviving. When reviving defeated targets in combat, these additional ticks are not halved like the regular ticks.
  • "Health boost after revival" is based on the maximum health. For example reviving a downed target with 30% more health actually means the target gets up with 80% health. This extra health gain can be affected by healing modifiers.
  • Healing Power has no effect on revival.
  • Healing modifiers affect revival as follows:
    • Reductions to incoming healing, for example Poisoned and Agony, are effective on downed allies, while increases to incoming healing are not. These effects make it take longer to revive them and can also cause revival skills to not fully revive an ally.
    • Outgoing healing modifiers apply to the revival percentage, just like they do for regular healing. However, they cannot increase the speed of the normal method of revival beyond its base speed, in other words, the sum of applied healing modifiers is capped at 1. Because of this, outgoing healing modifiers can partially or even fully nullify incoming healing reductions when reviving a downed ally. For revival by skills or traits there is no such cap, such that the actual revival percentage can exceed the value stated in the tooltip.
  • Characters and NPCs requiring revival can be identified as follows:
    • Downed players have a blue ankh floating above their head, which is also displayed on the compass and map.
    • Defeated players are represented by the skull-and-crossbones icon, displayed on the compass and map also.
  • Environmental hazards like Lava or Venom may completely negate the efforts of one player to revive the downed or defeated ally. Such allies need to be revived by two or more players at once.
Downed players affected by lag or network latency are often dislocated from other players' game client and cannot be revived, except by certain NPCs.

Related skills[edit]

Skills that revive allies can only revive them from Downed state, not Defeated state. NPCs that respond to normal revival (via interacting) can always be revived by these skills; ones that don't are not intended to be revived, but will occasionally respond to a revival skill anyway.

Skills that revive[edit]

Weapon skills
Utility skills
Elite skills
Profession mechanics
Downed skills

Skills that instantly revive[edit]

Utility skills
Elite skills
Downed skills
  • Warrior icon small.pngVengeance (skill).png Vengeance - temporary (chance to be permanent if you defeat an opponent)

Related traits[edit]

Traits that revive

Traits that improve revival

Related masteries[edit]

Related equipment[edit]

Related consumables[edit]

  • Revive Orb.pngRevive Orb — double-click to revive yourself from the defeated state

Related achievements[edit]

Notes[edit]

Sometimes a character's location may become desynced with its visual representation. When this happens, it may not be possible to revive that character, as using their body will attempt to start a context-sensitive Revive which will fail since the target is actually too far to start. Players can only try to move around the character continuously attempting to revive in hopes they'll start the skill close enough to the actual location of the body. Your character will face towards the 'true' location of the downed person when you try and revive them. Certain skills can also resync the player, such as Transfusion or Search and Rescue
The contextual revive skill appears as [Resurrect] instead [Revive] in the combat log.
  • You gain a small amount of experience by reviving allies. Certain achievements are tied to reviving allies.
  • Quickness or Slow don't affect revival speed.
  • The contextual revive is considered a skill for most intents and purposes. Because of this:
  • Reviving 1000 allies grants the No One Left Behind achievement which in turn gives the Combat Healer title.
    • Reviving NPCs counts towards this achievement.
  • Channeling a revive skill (including the contextual revive) will increase the aggression value of some creatures against the character activating the skills, which will in turn increase the chances of the reviving character being attacked by those creatures; stopping or completing the activation will in turn decrease aggression in the same amount.

Trivia[edit]

  • Death and resurrection in the original Guild Wars were renamed to "defeat" and "revival" to match lore, as resurrections are no longer possible as easily as 250 years ago before the Human Gods ceased their direct interaction with Tyria. Because of this, defeated players are never considered to be dead in lore.
    • There are some remnants of the old terms still in the game. Examples of this are the /deaths command and the [Resurrect] effect that appears in the combat log when players use the context-sensitive revive action.
  • The Replica Job-o-Tron Backpack may randomly speak lines when reviving allies.
  • When a character is successfully revived, they will occasionally shout one of the following lines depending on race and gender:
Race Gender
Male Female
Asura tango icon 20px.png Asura I was getting tired of lying around
It's about time!
Guess who's back. It's me, by the way.
I don't think well on the ground!
Excellent timing!
I'm too smart to keep down.
I'm back, and brilliant.
Charr tango icon 20px.png Charr I owned you one
Glad you could help.
You can't keep a good charr down.
I can fight again! Thanks!
Lucky you came along!
Reporting in.
Human tango icon 20px.png Human Thanks for the help.
You can't keep a good man down.
I'm back!
I was in some deep trouble there.
All better.
Rejoining the fight.
Norn tango icon 20px.png Norn Good move.
Get me on my feet.
I will remember this.
They can't keep me down!
Let's get to it.
Sylvari tango icon 20px.png Sylvari Oh, thank you.
I owe you my life.
I nearly died. Thanks.
I am in your debt.
I'm up. I'm up.
That was too close for comfort.
See also: Rally#Trivia

See also[edit]