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Posted by: Maesk.8753

Maesk.8753

They actually improved the scaling with healing power, of assassins reward.

Here I was hoping they would improve the base healing, but I guess its just time to start stacking dat healing power.

Cleric thief new meta?

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Posted by: Menzies The Heretic.3415

Menzies The Heretic.3415

Monksassin: revives and heals enemies while in stealth

* Twitch – Mênzîes – Mesmer pvp
* YouTube – Fun, guides and gameplay

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Posted by: bobomb.5209

bobomb.5209

I believe you mean the “Ninja Nurse”. Look it up it was a hilarious thread on the thief forums.

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Posted by: Clockwork Bard.3105

Clockwork Bard.3105

Is it at all significant? I’m assuming “by 35%” they mean 35% of its already negligible scaling. Which comes out as a nerf for me, because I’m having to give up 100 healing power from my Shadow Arts line to chase the thing into the grandmaster tier.

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Posted by: Maesk.8753

Maesk.8753

Is it at all significant? I’m assuming “by 35%” they mean 35% of its already negligible scaling. Which comes out as a nerf for me, because I’m having to give up 100 healing power from my Shadow Arts line to chase the thing into the grandmaster tier.

Yeah, thats what it looks like for me. Tooltip still says 69hp/init. So I guess its the scaling with healing power.

I wouldn’t mind it if they reworked it to give regen. Say, very little/none at full init, and a decent amount when your init. is empty.
Or would that be considered too passive?

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Posted by: Travlane.5948

Travlane.5948

Is it at all significant? I’m assuming “by 35%” they mean 35% of its already negligible scaling. Which comes out as a nerf for me, because I’m having to give up 100 healing power from my Shadow Arts line to chase the thing into the grandmaster tier.

check mate.

this alone poitns out the uselessness of the trait. would have to do x x 30 30 x just to make it work. and you always want p/p ricochet build for assassins reward or dagger dagger Death Blossom spam…. buuuuuuuuut ohwell.

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Posted by: Qaelyn.7612

Qaelyn.7612

I have a build that would be well suited for this trait and see no point in taking it. The healing scaling was improved from so low as to be useless, to still so low as to be useless. It’s still a negligible amount for a full initiative bar.

Maybe if you ran a setup entirely designed around healing power, but in that case you’d be useless anyway.

ETA: I checked and the difference after the patch comes to 100 points of healing, total, if I use my ENTIRE 15-point initiative bar. Awesome.

ETA2: Oh, they moved it to Grandmaster. Now I can’t use it without mucking up my build anyway. LOL.

(edited by Qaelyn.7612)

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Posted by: Clockwork Bard.3105

Clockwork Bard.3105

Is it at all significant? I’m assuming “by 35%” they mean 35% of its already negligible scaling. Which comes out as a nerf for me, because I’m having to give up 100 healing power from my Shadow Arts line to chase the thing into the grandmaster tier.

check mate.

this alone poitns out the uselessness of the trait. would have to do x x 30 30 x just to make it work. and you always want p/p ricochet build for assassins reward or dagger dagger Death Blossom spam…. buuuuuuuuut ohwell.

Aye, and it gets worse. You give up a lot of potential offense by going 30 in Acrobatics. Then you have to gear Healing Power, which only comes on gear combinations one offensive stat boost. You’re giving up more there.

So, any build that is not raw-conditions gives up a LOT of offensive potential. Raw condition and bunker thieves do not stand toe-to-toe in an engaged fight, as was the stated goal of the change. They win by attrition and lots of avoidance. And since this is a trickle heal, they’re going to have to avoid damage entirely until it manages to top them back off.

Tentative Conclusion: The change has the opposite effect of that which was intended.

(edited by Clockwork Bard.3105)

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Posted by: Undeadkemea.4865

Undeadkemea.4865

I’m just so sad they moved it to grandmaster tier. the 35% healing power scaling was a START to make it a slightly less horrible MASTER tier trait….the next step was for it to give a better base healing per initiative spent. But I don’t get money to balance things so what do I know about it? :P

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Posted by: MrAmputatoes.6031

MrAmputatoes.6031

Bunker thieves new meta? Lol!!!!! 30pts into acrobatics for this lackluster healing trait.

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Posted by: Undeadkemea.4865

Undeadkemea.4865

Everyone do it!

0/0/10/30/30

wooooooooot! :P

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Posted by: Clockwork Bard.3105

Clockwork Bard.3105

Bunker thieves new meta? Lol!!!!! 30pts into acrobatics for this lackluster healing trait.

Yup yup.

I mean, it sounds like a fair change to me. Thieves should totally have to engage in combat if they want their healing.

Guardian: “rofl, yeah, don’t be a dodge-noob!” perma-vigor; dodge-heal, dodge-heal…

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Posted by: stinkypants.8419

stinkypants.8419

nononono 0/10/30/30/0 !!!

we’re supposed to be tanky now! amirite?

(Alvyn | Crystal Desert )

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Posted by: Undeadkemea.4865

Undeadkemea.4865

haha yeah true true. Luckily I already have a soldier and magi armorset. Time to get some soldier runes and pretend my signets count as shouts!

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Posted by: Travlane.5948

Travlane.5948

Is it at all significant? I’m assuming “by 35%” they mean 35% of its already negligible scaling. Which comes out as a nerf for me, because I’m having to give up 100 healing power from my Shadow Arts line to chase the thing into the grandmaster tier.

check mate.

this alone poitns out the uselessness of the trait. would have to do x x 30 30 x just to make it work. and you always want p/p ricochet build for assassins reward or dagger dagger Death Blossom spam…. buuuuuuuuut ohwell.

Aye, and it gets worse. You give up a lot of potential offense by going 30 in Acrobatics. Then you have to gear Healing Power, which only comes on gear combinations one offensive stat boost. You’re giving up more there.

So, any build that is not raw-conditions gives up a LOT of offensive potential. Raw condition and bunker thieves do not stand toe-to-toe in an engaged fight, as was the stated goal of the change. They win by attrition and lots of avoidance. And since this is a trickle heal, they’re going to have to avoid damage entirely until it manages to top them back off.

Tentative Conclusion: The change has the opposite effect of that which was intended.

skelk venom = 9573 hp per minute heal (16350 traited (1 strike/leeching))
skelk venom = 159 hp per second heal (272 traited (
1 strike/leeching))

withdraw = 18100 hp per minute heal
withdraw = 301 hp per second heal

Hide in shadows = 12440 hp per minute (17014 traited)
Hide in shadows = 207 hp per second heal (284 traited)

If you count the damage/mitigation from condition removal and avoidance from stealth….. the other heals not only BEAT skelk venom but blow it out of the water.

Now is that really worth sacrificing all your defense for ? a bunch of maybe hits and maybe buffs if allies are close enough? low hp, low defense, no invulnerbilty, no protection, no aegis, no blocks etc etc.

Im gonna pass. i guess venoms are “almost there” STILL. Perhaps put them on f2 f3 f4 and replace them with real utilities. right now they are just sub par and garbage UNLESS you use 30/x/30/x/x build and even then your defenseless.

Might i add that skelk venom is probably about 25% less due to half the strikes of venom not hitting.

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Posted by: stof.9341

stof.9341

Skelk Venom tuning is on the base of Venom Share though. As usual with all venoms.

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Posted by: Undeadkemea.4865

Undeadkemea.4865

And that’s exactly why it’s bullcrap. Venom Share isn’t overpowered enough to warrant these numbers in my opinion. Venoms on a base cooldown of 35 seconds or hell, even 30.
That would make them useful.

Throw in a stunbreak on one of the lesser used venoms and BHAM!

But this goes against arenanet of systematically destroying Thief viabillity and build diversity, so I suppose I shouldn’t have mentioned it.

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Posted by: Clockwork Bard.3105

Clockwork Bard.3105

Oh I’ve not even begun to open the Skelk Venom can yet. I could rant for pages about venoms, utilities that demand hyper-specialization and more. Pages that would be filled with many, many words, some of which would likely be very colorful.

I’ll leave all that put aside, because they made this one easy. On the profession with the least non-avoidance mitigation and tied for tiniest health pool, I am not waiting 45 seconds for my heal. Especially considering it offers no other utility what so ever.

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Posted by: Travlane.5948

Travlane.5948

it should give regen like the skelks get. 15% hp per pulse now THAT i would take.