Question about Assassins Reward Trait

Question about Assassins Reward Trait

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Posted by: Faux.1937

Faux.1937

I’ve check the wiki for Assasssin’s Reward and doesnt seem to say.

Does Healing Power effect/boost the healing gain from this Trait?

I do a Condition thief that uses Signet of Malice to spam Death blossom, I gain lots of healer per DB, if 4-5 mobs I hit i will gain over 4k Health per DB.

I dont really need anymore healing, but I would still like to know and test it out, I cant really test it out well enough to say if it does or not.

This could be very useful information.

SAB or RIOT

Question about Assassins Reward Trait

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Posted by: Lymain.6723

Lymain.6723

I have an old spreadsheet that says the heal is 69+0.035*Healing. I think that’s for each initiative spent. I’m not sure where I got that from or if it has changed in the 6.5 months since then, but maybe you can easily test if that formula matches what you’re seeing?

[AS] Tarnished Coast

Question about Assassins Reward Trait

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Posted by: BobbyT.7192

BobbyT.7192

AR does goes nicely with SoM, thing you got to watch out for is the heal come 1-2 seconds after you spend the initiative.

Question about Assassins Reward Trait

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Posted by: Faux.1937

Faux.1937

Yeah, but does healing power effect it?

SAB or RIOT

Question about Assassins Reward Trait

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Posted by: Rafahil.2857

Rafahil.2857

Assassins Reward is a lousy trait really. The heal is too little to make a difference that warrants it as a trait. Would be ok I guess if it was there in place of Last refuge, but that’s another issue all together. Assassins Reward needs either better base healing or better healing power scaling.

Let’s hope that the upcoming trait fix patch will touch it.

Question about Assassins Reward Trait

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Posted by: Wiser with Age.3714

Wiser with Age.3714

Yeah, but does healing power effect it?

As stated above, yes. Healing does affect the AW healing values. Yet the reduction multipler to your +Healing stat hits you really hard, which means that there’s little point in taking +Healing gear for that trait.

We are Test Group F. (Don’t ask about what happened to the previous Test Groups.)

Question about Assassins Reward Trait

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Posted by: Faux.1937

Faux.1937

Does it matter how bad a trait for me to wont to know more about it and how it works? Why would you even commit on how bad it is and dont use it for questions regarding the mechanics of it?

And some info 6 months could be wrong now days with the way Anet changes things ^^

TYVM for the answers.

SAB or RIOT

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Posted by: Tulisin.6945

Tulisin.6945

Assassins Reward is a lousy trait really. The heal is too little to make a difference that warrants it as a trait. Would be ok I guess if it was there in place of Last refuge, but that’s another issue all together. Assassins Reward needs either better base healing or better healing power scaling.

While I’m not opposed to Assassin’s Reward getting a boost or rework, the effectiveness of the trait varies highly with weapon and combat doctrine. A lot of thieves run heavily frontloaded ambush-style builds that are necessarily going to burn a ton of initiative and then need healing when they have none. Conversely, S/x builds work great with AR since they are much less frontloaded and have the initiative to burn at a later time. Both PW and FS serve as spammable evades that now, thanks to Assassin’s Reward, can be used to heal up in an emergency. AR also works well for shortbow, cluster bomb is a great initiative dump for healing and disabling shot can function as a spammable healing evade.

It isn’t nearly powerful to rely on for a full heal, but it gives a lot more longevity to builds that don’t blow their load in the first five seconds of a fight.

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Posted by: ensoriki.5789

ensoriki.5789

Assassins Reward is a lousy trait really. The heal is too little to make a difference that warrants it as a trait. Would be ok I guess if it was there in place of Last refuge, but that’s another issue all together. Assassins Reward needs either better base healing or better healing power scaling.

While I’m not opposed to Assassin’s Reward getting a boost or rework, the effectiveness of the trait varies highly with weapon and combat doctrine. A lot of thieves run heavily frontloaded ambush-style builds that are necessarily going to burn a ton of initiative and then need healing when they have none. Conversely, S/x builds work great with AR since they are much less frontloaded and have the initiative to burn at a later time. Both PW and FS serve as spammable evades that now, thanks to Assassin’s Reward, can be used to heal up in an emergency. AR also works well for shortbow, cluster bomb is a great initiative dump for healing and disabling shot can function as a spammable healing evade.

It isn’t nearly powerful to rely on for a full heal, but it gives a lot more longevity to builds that don’t blow their load in the first five seconds of a fight.

Assassin’s Reward is wonky and won’t heal you if you do not finish the animation. So if you dodge during your skill you don’t get healed. Which ends up making it problematic for PW when you may want to end PW prematurely and end up receiving no reward for the initiative spent…. As far as I’ve known AR works best with sets that have short animations so you get the heal on demand and not waiting 2s like if you took S/P. I guess it’s different with new S/D than it was for the old one (which was lengthy too) since I haven’t run it with new FS yet. Though I remember AR often not healing me if I cancelled FS with FS to chain evades or if dodged after the first hit or was interrupted…just nonsensical.

The great forum duppy.

(edited by ensoriki.5789)

Question about Assassins Reward Trait

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Posted by: Tulisin.6945

Tulisin.6945

Assassin’s Reward is wonky and won’t heal you if you do not finish the animation. So if you dodge during your skill you don’t get healed. Which ends up making it problematic for PW when you may want to end PW prematurely and end up receiving no reward for the initiative spent…. As far as I’ve known AR works best with sets that have short animations so you get the heal on demand and not waiting 2s like if you took S/P. I guess it’s different with new S/D than it was for the old one (which was lengthy too) since I haven’t run it with new FS yet. Though I remember AR often not healing me if I cancelled FS with FS to chain evades or if dodged after the first hit or was interrupted…just nonsensical.

I’d agree that it is poorly implemented, if not a bad idea.

TBH for a total rework I’d look at Assassin’s Reward giving X seconds of regeneration per initiative spent. This would synergize well with Acrobatic’s +boon duration. The ability to burst heal with it would be lost, but in return it would actually benefit init-dump builds by allowing them to stack up 10-15s of regen during their burn phase to allow them to survive for the duration of their downtime. The problem is that regeneration is about as powerful as burning 2 init/second with the current AR, so it could get out of hand pretty quickly if the regeneration duration was decent in length. It also wouldn’t stack as well with Shadow Arts, but (in my experience) builds leaning heavily on both Acrobatics and Shadow Arts aren’t good for much except for being incredibly annoying.