I have always been a big fan of withdraw but in Beta two of the heals are significant enough so as to see tremendous benefit.
As others have mentioned the added heal is a very good heal as you can get right back in combat and with endurance gained can fill right back up on those dodges. You no longer have to spend time waiting for a regen of health if in stealth. Couple this with Adventurer runes and you can fill endurance up in short order. Its cooldown is so very low if traited this heal is dynamite.
SOM. I had speculated on this earlier as synergizing well with other skills. Traited for Conditions and using regular dodges this heal pulls in a whole pile of ongoing healing while in battle. Every dodge heals and the more of the enemy around the more the healing. Every regular attack heals and added to that the damage utilities heal such as impairing daggers. I did several tests on large mobs with this deliberately allowing health to drop to near death and then going on the offensive. My health replenished quickly. The beta test had me in all shamans gear which gave a very noticeble boost to the healing I received. With cleaves on staff and using a power build this would likely work good there as well with skills like Fists of flurry drawing in that health. Keep in mind that even if using impairing daggers in that power build you get that heal. It a little harder to draw in heals off bound due to the small aoe of the skill.
Now if only something could be done about skelk
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