(edited by Zacchary.6183)
Assassin's Reward needs a MAJOR buff
A guilde and me once created a regen/condi thief build, and in some variation this
trait contributed to make the overal regen better. But well even if you couple it with
the Signet of Malice, the warriors healing signet heals way better, and he doesn’t even
have to attack his enemies, so yeah it’s kitten weak.
Assassin’s Reward is healing on top of regen. You get healed for using any weapon skills so it fits all play styles and builds. You don’t have to sacrifice offence for heals. You presumably get it even if your skill is interrupted. You have 10 initiative for heals before it relies on sustained initiative recovery.
The first comparison should be with Shadow Rejuvenation by the way. Neither seems impressive.
if you’re calculation is correct! well it really needs a major buff! i tried this trait before but i didn’t like it seems like a useless Master trait. or they shud move this to adept trait.
It needs to heal when initiative is used and not after the end of the skill.
When you use an initiative, it heals for every one used.
1 being 120 base and +0.05*healing power.
https://twitter.com/TalathionEQ2
it’s fine as is.
if you’re calculation is correct! well it really needs a major buff! i tried this trait before but i didn’t like it seems like a useless Master trait. or they shud move this to adept trait.
They need to buff the base heal and perhaps double the modifier. It is so underwhelming.
It is true, but there are many traits like this that are a joke, so this one is not particularly glaring. It’s not a good trait, don’t use it, that’s all.
The day they give me regen like a warrior, will be the day thieves kill WvW roaming.
Legendary counter: Twilight, Bolt, Incinerator, Incinerator Nr. 2, Meteorlogicus, The Dreamer
If anything, they should have different healing per init spent.
For example:
.035X healing power (current scale according to wiki) +
If a skill costs 2 ini heal for 180 (80 per init)
If a skill costs 3 ini heal for 270 (90 per init)
If a skill costs 4 ini, heal for 400 (100 per init)
If a skill costs 5 ini heal for 600 (120 per init)
If a skill costs 6 ini, heal for 840 (140 per init)
In other words, the more init spent, the greater the healing per init is. Warrior’s have a minor trait that regen’s health based on their adrenaline bar, the higher the bar the more the healing multiplier is. I feel the same should apply to this MAJOR trait, to make it more worthwhile to pick. Obviously the above is just an example, and the numbers are much to high, some builds can make and dispense initiative really quickly making this too strong. But the idea is the same, more initiative spent the greater the heal per init is.
break. I feel like they should be back by now..”
You don’t have to sacrifice offence for heals.
You just have to drop a good trait for a crappy heal.
But that’s a common problem. Simply some traits are better than others
if you’re calculation is correct! well it really needs a major buff! i tried this trait before but i didn’t like it seems like a useless Master trait. or they shud move this to adept trait.
They need to buff the base heal and perhaps double the modifier. It is so underwhelming.
So…what happens if this is coupled with Signet of Malice?
This is the main issue with the Thief as a whole. Individual skills/traits are not that great but has a potential to be broken in a combination.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I tried that combo. There are better skills.
if you’re calculation is correct! well it really needs a major buff! i tried this trait before but i didn’t like it seems like a useless Master trait. or they shud move this to adept trait.
They need to buff the base heal and perhaps double the modifier. It is so underwhelming.
So…what happens if this is coupled with Signet of Malice?
This is the main issue with the Thief as a whole. Individual skills/traits are not that great but has a potential to be broken in a combination.
It’s not impressive enough to occupy the slot its in – even when you combine it with Signet of Malice.
In fact, I can’t think of a 10 point trait in any tree that I’d replace with Assassin’s Reward (in its current form) off the top of my head (maybe if it was 10 points into crit strikes?) – it’s generic enough to fit into any spec, just not powerful enough to be chosen over better/more synergistic traits. It could use a slight bump.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
Switchs Tier with Hard to Catch. Makes it heal you on both spend and gain ini.
80hp per ini spend. (Healing(.01))
40hp per ini gained/regenerated. (Healing(.01))
Fixs the trait so it would heal you when you ini depleted from you bar and not when you completed your skill. For god sake, right now if you fail to finish your skills this trait won’t heal you and your ini are spend for no heal.
I tried that combo. There are better skills.
I was asking the question in response to this;
They need to buff the base heal and perhaps double the modifier. It is so underwhelming.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
It would heal over 1k per DB if it was coupled with Signet of Malice and assuming you had 1500 healing and DB completely hit.
However, as it is right now it isn’t worth considering unless you plan on using all healing traits and utilities.
if you’re calculation is correct! well it really needs a major buff! i tried this trait before but i didn’t like it seems like a useless Master trait. or they shud move this to adept trait.
They need to buff the base heal and perhaps double the modifier. It is so underwhelming.
So…what happens if this is coupled with Signet of Malice?
This is the main issue with the Thief as a whole. Individual skills/traits are not that great but has a potential to be broken in a combination.
Nothing.
Assassin’s Reward heals when the animation is finished.
Even then if you run clerics it’ll heal for peanuts. It’s base almost seems high, but it doesn’t work, as the real potency of Assassin’s Reward is based on how long the animation of your initiative skill is. Once you narrow it to short animation skills you still find it crap because the heal is lackluster. You can throw it with malice if you want you’ll forget about it, it’s not heal on hit.
One skill use one heal, hit 12, 18 targets it doesn’t matter, it’s out of Sync with Signet of malice, the real significance of the heal varies based on animation time, and it heals for a low amount regardless.
I tried running it with my S/P, what a mistake. You want to roll this with D/x or P/D, and Death blossom is mediocre for it.
(edited by ensoriki.5789)
It would heal over 1k per DB if it was coupled with Signet of Malice and assuming you had 1500 healing and DB completely hit.
However, as it is right now it isn’t worth considering unless you plan on using all healing traits and utilities.
Yes I agree with its poor current state. I won’t spec for it either.
I’m just curious if you actually ran the numbers with your suggestion. Because to me it seems that with your suggestion, it will be too high of healing output. I’m looking at close to 2k heal per Unload using your suggested change in combination with SoM.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I do my best to catch all of them and make sure the numbers are right. Although, my second suggestion would definitely be OP. Pretty much turning Thief into a guard without the boons.
I messed around with Assassin’s Reward in Heart of the Mist, and it looks decent if you plan to Heartseekerx4 into a Black Powder in WvW. I was getting like 244 health per heartseeker with next to no healing gear.
I messed around with Assassin’s Reward in Heart of the Mist, and it looks decent if you plan to Heartseekerx4 into a Black Powder in WvW. I was getting like 244 health per heartseeker with next to no healing gear.
Assuming that you are fighting against another Thief using S/D and he’s simply auto-attacking while you are using HS. Based on your observation, you will be healing 244 health per HS, while the S/D thief will deal close to 1k per hit. Now replace that S/D Thief with a GS Warrior…gg.
To me, that’s waaay below decent.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
(69 amirite + Healing(.035))
I was far more amused by that than I really should have been.
Also, I’m glad I looked at this thread. I’ve been curious about this trait, but I was hesitant to try it because I suspected it would be weak healing.
By Ogden’s hammer, what savings!
(69 amirite + Healing(.035))
I was far more amused by that than I really should have been.
Also, I’m glad I looked at this thread. I’ve been curious about this trait, but I was hesitant to try it because I suspected it would be weak healing.
Attachments:
It’s useless, anyone who takes it over 2ini every 10s is crazy. (quick recovery)
I was thinkin on this build, maybe worth a try, dunno
No, it really doesn’t need a major buff. Slight (and I mean very slight) buff might help.
Is it worth taking assassin’s reward over vigorous recovery/power of inertia/pain response? That’s debatable, but if your opponents don’t run a ton of condi, then assassin’s reward is a very good trait to take.
Keep in mind that this is additional healing on top of your heal skill, regen, lifesteal, etc. The trait isn’t meant to be used as your primary method of sustaining. Keep in mind also that acro thief already has good sustain, and buffing its sustain further risks pushing acro thief over the top.
It did get buffed, and it’s still not used. This thread is from a year ago.
http://www.twitch.tv/impact2780
(69 amirite + Healing(.035)) * initiative spent with 1500 healing is:
69 + 52.5 = 121.5 for each initiative spent
1458 for 12 initiative spent, 1822 for 15.
Initiative regens at 1 point every 1.33 seconds for a total of 16 seconds for 12 and 20 seconds for 15. Assuming you are using a MAX initiative regen build, maintaining max gain/usage and hack GW2 so that you have 1500 healing and Assassin’s Reward active for this build you have:
Regular Regeneration: .75 ini/sec
Signet of Malice: .5 ini/sec
Roll for Initiative: .1 ini/sec
Infusion of Shadows: .5 ini/sec if chaining CnD back to back.
Patience: .33 ini/sec
Shadow Refuge: ~.1 ini/sec.
Infiltrator’s Signet: .1 ini/secThat’s ~2.38 initiative a second give or take some RNG. 289 HP a second on an impossibility. IMPOSSIBILITY.
Does anyone even care to use it?
Yes it needs a buff in the way it scales with healing power or in the base healing.
I run this and invigorating precision together to get a lot of healing.
I know what you’re thinking. This guy’s crazy. But for my build (0/6/2/6/0) I don’t have shadow’s rejuvenation which is why I run both assassin’s reward and invigorating precision for extra sustain. You can actually get a crap ton of healing from these two combined. You can heal for around 800 on a single cloak and dagger. And on a non crit you still get ~450 hp. I also run roll for initiative because that helps with intiative management and gives more healing to you by doing this. It’s also a good stunbreaker.
Although I think it could use a slight base healing buff, I don’t think it’s entirely useless.
https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
I think the calculations in this thread is outdated. But its a good thing you necroed it because I forgot the titles to all of the OP’s threads.
“Please stop complaining about stuff you don’t even know about.” ~Nocta