Quote Originally Posted by Rjain View Post
Why the hell would you put three on there? Put the best one you have. That's like putting Concussive Blow 1 and 2 on your bar when 2 is vastly superior. You put the best one on there and be done with it.
Unlike abilities like Concussive Blow the raises are actually different from one another.

Raise/Ressurect sounds like they will have the same effect as using Return but with the effect that you can get up from where you're at rather then starting back the the beginning

Raise 2= 2.5 min recast and only 1 min weakness. Raise 2 allows you to have 1 target get back into the battle faster since in dungeons you will be pressed for time so you'll have to prioritize who should be getting the higher tiered raises.

Rebirth= 30 min recast no weakness. This abiilty allows you to basically give your tank a second life. A move like Rebirth would most likely be used if a tank gets knocked out fast and the mob goes out of control. With a 10 second casting time the tank will be back in action in no time allowing you to easily recover from a near fatal situation.

In the end unlike the other tier abilities you'll most likely want to have 3 or all of them tagged odd so you have options to raise at a fast pace. Though it would be nice if Raise 2/Rebirth or even just Raise 2 could be used by other mage classes rather then tag it all to Conjurer. These spells may make Conjurer's a staple to any raid/instance until players become more confident and find themselves not needing to rely on the raise spells anymore.