New healing skill is supposedly a venom
Depends entirely on how much it heals.
If the heal is decent, then it will still be kinda meh.
If the heal isn’t decent, then it will be as expected for venoms.
Resident Thief
So a new healing skill that will heal you on activation is something new to discuss?
And how do you know it will be Venom?
There was a thread up earlier with all the new healing skills datamined, but it was taken down. However they are all still listed on reddit. The new Thief healing skill is:
-Skelk Venom: Venom. Your next few attacks heal you.
I’ve neen mulling it over.
It said 5 stacks, so will activate on the next 5 attacks.
Pros:
1) 5 attacks with 5 decent heals can give you some sustain.
2) With venomshare your team gets 5 attacks each giving them a decent sustain in a fight which in a big burst fight could spell victory.
Cons:
1) 45 second cooldown.
2) Venomshare is a top tier ability, and replaces the heal in stealth, which is a superior healing ability solo.
3) Venomshare with healing does nothing if you’re solo.
4) If you can hit someone 5 times consecutively without being evaded/blocked etc, then theres’s a good chance that person will be dead anyway.
5) Anything venom related needs trait points invested for it to be worth taking as other abilities are just far superior. All the other classes heals seem to be independent.
6) If 2 venom strikes take you to full health, unless you’re taking damage, those other 3 are wasted. It’s basically an all or nothing.
7) If you are on low health, would you rather use a healing skill which guarantees a heal, or one which meant you had to stay in combat, with the chance of taking more damage, whilst not being able to land a hit to activate the heal.
Hmmm….more cons, but then again i am jaded.
Wouldn’t hold my breath for a building changing ability….
i wish venoms allowed us to remove conditions, would make a venom share much more intresting
Well if it’s base heal is good and combined with trained venoms you could look at it like this. The heal skill COULD provide the following on top of its base heal. 2 stacks of might, 20% cdr, life steal, and apply all the prior to 4 others around you. Seems legit to me.
Everything Purple
What I don’t understand is how this thief heal was supposed to “change everything”.
If it’s true, then it will be the only venom which cannot be pre-casted before combat (doesn’t make sense to heal when you are full already).
And probably the only healing spell interrupted by aegis, blind and evades… I hope this venom has some extremly low cooldown, or unique healing effects I don’t know.
That it, my dream of having a new healing just shattered like a mesmer shatter their illusions.
I was kinda expected this to happened but didn’t want to believe it.
Now this healing skill will only be used by a venom build and how is this going to give us more variety build?
The only thing that would make this good is that if you have this equipped it makes your blood venomous and when you take damage and bleed all over the enemy in your death throes they get some on them and die also.
The end.
You mean this?
http://www.gw2db.com/skills/23539-skelk-venom
Water Spirit: Spirit. Summon a water spirit that grants nearby allies a chance to heal when attacking. Aqua Surge: Heal yourself and cause your water spirit to heal nearby allies.
Signet of Vampirism: Signet Passive: Siphon life from enemies that strike you. Signet Active: Mark an enemy. Allied players will steal life from that enemy.
-Signet of the Ether: Signet Passive: Heal yourself based on the number of active illusions you control. Signet Active: Heal yourself and refresh all phantasm skill recharges.
-Litany of Wrath: Meditation. Heal yourself. For a brief time, you heal each time you strike an enemy, based on a percentage of damage dealt.
-A.E.D.: Gadget. Activate your A.E.D., enabling the system to heal you after a brief period of time. If your health drops below 1%, you are healed for a massive amount and your A.E.D. is deactivated. Static Shock: Use your A.E.D. to stun an enemy.
-Arcane Brilliance: Arcane. Blast the target area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit.
-Skelk Venom: Venom. Your next few attacks heal you.
-Defiant Stance: Stance. Absorb all incoming strikes for a period of time. All incoming attacks heal you.
^ warrior. LOL!!! OP as usual
You mean this?
http://www.gw2db.com/skills/23539-skelk-venom
LOL!!! kitten scaling suck so bad… wth…
You mean this?
http://www.gw2db.com/skills/23539-skelk-venom
Wooh! Heals for 20 guys! If you add that up and hit all 5 attacks without being dodged, blinded or blocked that’s a whole 100 health!!!
Worst healing skill i’ve never seen….
you forgetting that you can activate b4 battle so basically you have 2 heal skills in 15 seconds
still 45 icd no matter how much its heals is too much
What if you get blocked or evaded?! No Heals no charges and 45sekittenill next heal.
Good luck on that!
Water Spirit: Spirit. Summon a water spirit that grants nearby allies a chance to heal when attacking. Aqua Surge: Heal yourself and cause your water spirit to heal nearby allies.
Signet of Vampirism: Signet Passive: Siphon life from enemies that strike you. Signet Active: Mark an enemy. Allied players will steal life from that enemy.
-Signet of the Ether: Signet Passive: Heal yourself based on the number of active illusions you control. Signet Active: Heal yourself and refresh all phantasm skill recharges.-Litany of Wrath: Meditation. Heal yourself. For a brief time, you heal each time you strike an enemy, based on a percentage of damage dealt.
-A.E.D.: Gadget. Activate your A.E.D., enabling the system to heal you after a brief period of time. If your health drops below 1%, you are healed for a massive amount and your A.E.D. is deactivated. Static Shock: Use your A.E.D. to stun an enemy.
-Arcane Brilliance: Arcane. Blast the target area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit.
-Skelk Venom: Venom. Your next few attacks heal you.
-Defiant Stance: Stance. Absorb all incoming strikes for a period of time. All incoming attacks heal you.
^ warrior. LOL!!! OP as usual
The thief heal is by far the least interesting, the least innovative, and the least useful of all these proposed new heals. It is potentially good (not definitely, just potentially) for one build (venom share) which requires dedicating 5 out of 7 major traits entirely to making the build work.
This means these are probably all accurate, as Anet has made it painfully clear they do not know how the class they designed works, and have no clear vision on how it should work.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
(edited by evilapprentice.6379)
I hope this is Not true…
I hope its a fake on that heal amount and the true amount will be revealed next week.
It’s in the healing slot. Healing is 5 × 1/6 of that of Withdraw, but on a 45 sec cooldown, while Withdraw is on 15 seconds. It also very likely doesn’t trigger on-heal stuff, so, it looks LAME. Whatever they were smoking when creating it, it should be destroyed asap.
It’s in the healing slot. Healing is 5 × 1/6 of that of Withdraw, but on a 45 sec cooldown, while Withdraw is on 15 seconds. It also very likely doesn’t trigger on-heal stuff, so, it looks LAME. Whatever they were smoking when creating it, it should be destroyed asap.
The actual numbers (as long as they’re not ridiculously OP or UP) don’t really matter. If we assume that the description of the other classes heals (contained in this thread) are accurate, this venom heal looks downright awful. It’s nowhere near as interesting, versatile, or innovative as the other listed heals, which all sound really cool.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
gonna be ok only with venom sharing trait
still garbage (unless ridicilously high healing numbers) compared to HiS or withdraw
nothing to see here
[Teef] guild :>
still garbage (unless ridicilously high healing numbers) compared to HiS or withdraw
The numbers are so high it’s over 90!!!1!!! (if you hit all kittens)
gonna be ok only with venom sharing trait
still garbage (unless ridicilously high healing numbers) compared to HiS or withdraw
nothing to see here
I think it’s useless also in a venom share build, you waste your healing skill because with one dodge (2-3 hit evaded),block,blind and other crap you can’t heal. Oh, you also need a target to heal yourself!
I think that to be usefull should heal for a base amount of 2000-3000 hp, with 5 strike that can heal you for 300-400. Maybe so it would be used!
Otherwise is useless in pve/pvp/wvw, you will dead many and many times if you carry this heal.
wow what lazy brainstorming this heal is just plain awful compared to other class heals we get a 45 sec CD heal(if true) with kitten healing that can be easily countered by blocking attacks so you dont get the heal benefit….
I mean really devs? game changing? this is downright lazy and being awful at the same time.
still garbage (unless ridicilously high healing numbers) compared to HiS or withdraw
The numbers are so high it’s over 90!!!1!!! (if you hit all kittens)
Which is still less than getting hit once with the new warrior skill assuming equal scaling!!!!
You mean this?
http://www.gw2db.com/skills/23539-skelk-venomWooh! Heals for 20 guys! If you add that up and hit all 5 attacks without being dodged, blinded or blocked that’s a whole 100 health!!!
Does the scaling work that way? GW2db has Sig of Malice’s passive heal is rated at 4 and Withdraw is rated at 120. Plus if you’re going that deep into SA, you may as well grab Leeching Venoms.
Part-time Kittenposter
I was joking about how the new healing skill would be called Healing Venom (or Healing trap) and that i’d uninstall the game after it was shown to be true.
A heal that heals for kitten, that CAN MISS and requires 30 points to be somewhat decent? Really? I just can’t believe it.
lets wait till dec 10th
everything here is just brainstormed
, devs know how venoms works, sooo it would be the inefficent heal skill of the game
Skilled Thiefs are dangerous
I’ve neen mulling it over.
It said 5 stacks, so will activate on the next 5 attacks.
Pros:
1) 5 attacks with 5 decent heals can give you some sustain.
2) With venomshare your team gets 5 attacks each giving them a decent sustain in a fight which in a big burst fight could spell victory.Cons:
1) 45 second cooldown.
2) Venomshare is a top tier ability, and replaces the heal in stealth, which is a superior healing ability solo.
3) Venomshare with healing does nothing if you’re solo.
4) If you can hit someone 5 times consecutively without being evaded/blocked etc, then theres’s a good chance that person will be dead anyway.
5) Anything venom related needs trait points invested for it to be worth taking as other abilities are just far superior. All the other classes heals seem to be independent.
6) If 2 venom strikes take you to full health, unless you’re taking damage, those other 3 are wasted. It’s basically an all or nothing.
7) If you are on low health, would you rather use a healing skill which guarantees a heal, or one which meant you had to stay in combat, with the chance of taking more damage, whilst not being able to land a hit to activate the heal.Hmmm….more cons, but then again i am jaded.
Nice said. So, if I got this right, if you miss all the 5 attacks = no heal for you. The only useful thing about this skill, is healing your team with venom share (supposedly their attacks also heals them). I guess the Ninja Nurse build is going places.
Meanwhile, other professions (except our Ele bros)…
Water Spirit: Spirit. Summon a water spirit that grants nearby allies a chance to heal when attacking. Aqua Surge: Heal yourself and cause your water spirit to heal nearby allies.
More passive bs autoattack for AI buildSignet of Vampirism: Signet Passive: Siphon life from enemies that strike you. Signet Active: Mark an enemy. Allied players will steal life from that enemy.
Welp, it’s even more tankier than before-Signet of the Ether: Signet Passive: Heal yourself based on the number of active illusions you control. Signet Active: Heal yourself and refresh all phantasm skill recharges.
Ladies and gentlemen, the new Healing Signet!-Litany of Wrath: Meditation. Heal yourself. For a brief time, you heal each time you strike an enemy, based on a percentage of damage dealt.
Seems excellent for DPS guards, but this is pure power creeping-A.E.D.: Gadget. Activate your A.E.D., enabling the system to heal you after a brief period of time. If your health drops below 1%, you are healed for a massive amount and your A.E.D. is deactivated. Static Shock: Use your A.E.D. to stun an enemy.
It could be OP or pure trash-Arcane Brilliance: Arcane. Blast the target area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit.
I don’t get this skill. Why do you want a fragile class to get near your enemy to achieve more heal?-Skelk Venom: Venom. Your next few attacks heal you.
Lol-Defiant Stance: Stance. Absorb all incoming strikes for a period of time. All incoming attacks heal you.
Same thing as engie. Either trash or OP
(edited by Asomal.6453)
lets wait till dec 10th
everything here is just brainstormed
, devs know how venoms works, sooo it would be the inefficent heal skill of the game
They’ve known how poorly performing venom’s have been for a year and have yet to do a thing about it. The Dev’s have set a very poor precedent for trusting them with anything concerning the thief class.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
I was hoping so much for a heal that would heal over time while evading incoming attacks. Preferably that would also let us maintain control over our character so we could still do damage :/ Instead we got the worst kitten ever. Im happy my mesmer almost is as complete as my thief now gearwise.
I was hoping so much for a heal that would heal over time while evading incoming attacks. Preferably that would also let us maintain control over our character so we could still do damage :/ Instead we got the worst kitten ever. Im happy my mesmer almost is as complete as my thief now gearwise.
Something like flashing blades:
evade attacks for 2 or 3 seconds; damage people around you when you evade attacks (range 130). Gain health when you evade attacks.
(my mesmer is almost completely geared as well and I will probably use the new signet if these are accurate)
I was joking about how the new healing skill would be called Healing Venom (or Healing trap) and that i’d uninstall the game after it was shown to be true.
A heal that heals for kitten, that CAN MISS and requires 30 points to be somewhat decent? Really? I just can’t believe it.
Yup your nightmares are true!
This is pretty lackluster. Basically Signet of Malice, but has to be activated and only works on 5 attacks.
That said, it could be interesting paired up with say Pistol Whip. Stun your opponent, heal and evade during the flurry portion. Or maybe tie it together with d/d Lotus Blossom.
Still, I’d probably rather just use Signet of Malice.
I was hoping so much for a heal that would heal over time while evading incoming attacks. Preferably that would also let us maintain control over our character so we could still do damage :/ Instead we got the worst kitten ever. Im happy my mesmer almost is as complete as my thief now gearwise.
Something like flashing blades:
evade attacks for 2 or 3 seconds; damage people around you when you evade attacks (range 130). Gain health when you evade attacks.
(my mesmer is almost completely geared as well and I will probably use the new signet if these are accurate)
Except, we don’t get it but warriors do!
I was hoping so much for a heal that would heal over time while evading incoming attacks. Preferably that would also let us maintain control over our character so we could still do damage :/ Instead we got the worst kitten ever. Im happy my mesmer almost is as complete as my thief now gearwise.
Something like flashing blades:
evade attacks for 2 or 3 seconds; damage people around you when you evade attacks (range 130). Gain health when you evade attacks.
(my mesmer is almost completely geared as well and I will probably use the new signet if these are accurate)
Except, we don’t get it but warriors do!
Ofc they get it because they’re warriors and not thieves, duh.
If they would have added a condi cleanse or stun break to the skill, it may have gotten me to consider venoms.
I was hoping so much for a heal that would heal over time while evading incoming attacks. Preferably that would also let us maintain control over our character so we could still do damage :/ Instead we got the worst kitten ever. Im happy my mesmer almost is as complete as my thief now gearwise.
Something like flashing blades:
evade attacks for 2 or 3 seconds; damage people around you when you evade attacks (range 130). Gain health when you evade attacks.
(my mesmer is almost completely geared as well and I will probably use the new signet if these are accurate)
Except, we don’t get it but warriors do!
Ofc they get it because they’re warriors and not thieves, duh.
I just wish they would come to us and ask for some design ideas rather than coming and telling us how much they think they’ve buffed/nerfed us after the fact…
We do actually give some positive/balanced ideas on how thief gameplay could be improved…..
this game is bad and poorly designed
Usually I would wait and see for myself when changes are made before voicing my opinion, but in this case, Skelk Venom has terrible written all over it imo.
The CD is 45 seconds untraited, which makes it the longest healing skill CD (ok, it actually is a tie with Sylvari’s Healing Seed skill).
Venoms are usually applied before battle so that you can get the next stack quicker. There is 0 reason to go into a battle with this pre-stacked as you will almost certainly be attacking at full health. 5 attacks will go in no time, especially if you burst.
The only potential comes from venom sharing but even this has it’s disadvantage, as you have to trait it and properly share with party during battle (as mentioned above, pre-stacking is useless).
As it stands, my feelings are that as a solo heal skill, it puts you at risk with it’s reliant on attacking and long CD; as a group heal, it is situational and requires traiting (unless you already do venom share builds).
If it doesn’t trigger the “on heal…” trait, it’s not a healing skill — yet another straw man to be used to justify the up coming nerfs.
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.
So, if I understand this correctly, it heals for the same amount as Withdraw overall, but it’s split into 5 small heals…and has a 45 second cooldown?
Wow
So venom
Such heal
Many interesting
Wow
By Ogden’s hammer, what savings!
So, if I understand this correctly, it heals for the same amount as Withdraw overall, but it’s split into 5 small heals…and has a 45 second cooldown?
Wow
So venom
Such heal
Many interestingWow
That dog looks like a potato chip….
So, if I understand this correctly, it heals for the same amount as Withdraw overall, but it’s split into 5 small heals…and has a 45 second cooldown?
Wow
So venom
Such heal
Many interestingWow
That dog looks like a potato chip….
Doge is love. Doge is life.
By Ogden’s hammer, what savings!
We have no idea how much it heals overall.
It’s an incredibly bad skill and if it makes it to live will only prove that the devs have no idea how to balance anything. If you look at the necromancer new heal it heals and deals damage passively even if only a small amount where skelk venom does nothing. On activation it heals the same amount as skelk venom, also does damage, and doesn’t have charges that get wasted. The marked target heals everyone that hits them, so a built in venom share without worrying about range. Then just to top it off the necro heal is on a 20s cd vs skelk venoms kitten
in order for Skelk venom to begin to even compete with the necro’s new heal they need to get at least 3 traits(Leeching venoms, Venomous Aura, quick venom) and even then it’s still not as good. That of course assumes that the necro doesn’t pick up signet mastery that is nearly equal to quick venom and venomous strength combined.
It’s an incredibly bad skill and if it makes it to live will only prove that the devs have no idea how to balance anything. If you look at the necromancer new heal it heals and deals damage passively even if only a small amount where skelk venom does nothing. On activation it heals the same amount as skelk venom, also does damage, and doesn’t have charges that get wasted. The marked target heals everyone that hits them, so a built in venom share without worrying about range. Then just to top it off the necro heal is on a 20s cd vs skelk venoms kitten in order for Skelk venom to begin to even compete with the necro’s new heal they need to get at least 3 traits(Leeching venoms, Venomous Aura, quick venom) and even then it’s still not as good. That of course assumes that the necro doesn’t pick up signet mastery that is nearly equal to quick venom and venomous strength combined.
I can see the necro vamp-retal-well tanks already…. Second coming of spiteful spirit