Question about Assassins Reward Trait
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?
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.
Yeah, but does healing power effect it?
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.
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.
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.
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.
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.
(edited by ensoriki.5789)
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.