Thief Self Heals

Thief Self Heals

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Posted by: Kindread.9481

Kindread.9481

So this question often pops up, and after doing some research I was Shocked at the amount of self heals a Thief was capable of!

So lets get right into it: (All data assumed to be @ lvl 80)

Signet of Malice:
Healing: 100/hit
Healing Coefficient: 5%
EXAMPLE: with 1000 +Healing SoM would heal for 150/Hit

Assassin’s Reward:
Healing: 69/initiative spent
Healing Coefficient: 3.5%
EXAMPLE: with 1000 +Healing AR would heal you for 104 per initiative spent

Leeching Venoms
Healing: 325/hit while any venom was active
Healing Coefficient: 20%
EXAMPLE: with 1000+Healing LV would heal you for 525 per hit

Superior Sigil of Blood
Healing: 453/critical hit (30% chance)
Healing Coefficient: 10%
EXAMPLE: with 1000+Healing SoB would heal you for 553 per critical hit (30% chance)

Omnomberry Pie
Healing: 325/critical hit (66% chance)
Healing Coefficient: 10%
EXAMPLE: with 1000+Healing OP would heal you for 425 per critical hit (66% chance)

Shadow’s Rejuvenation
Healing: 293/sec while in stealth
Healing Coefficient: 10%
EXAMPLE: with 1000+Healing SR would heal you for 393 per second while in stealth

Shadow Refuge
Healing: 355/sec for 4 seconds+1 on initial cast
Healing Coefficient: 18%
EXAMPLE: with 1000+Healing SR would heal you for 535 on initial cast + 535/sec for 4 seconds

Shadow Refuge Combo Finisher (Dark Field w/Projectile)
Healing: 202/hit
Healing Coefficient: 10%
EXAMPLE: with 1000+healing the finisher would heal you for 302 per hit
note: Projectile finishers that hit multiple targets such as Dancing Dagger will trigger the Finisher heal for each enemy it hits. The Dark combo field will refresh each second you stand within it. So if you had 4 targets, you could use Dancing Dagger 4 times before the combo field ended for a maximum healing of 3232 (202*4=808*4=3232, or 4832 w/1000+Healing)

Shadow Protector
Healing: 130/sec (grats you and others that you stealth the Regeneration boon)
Healing Coefficient: 12.5%
EXAMPLE: with 1000+Healing SP would heal you for 255/sec

So lets talk for a moment about strategy…

Skill: Pistol Whip
Hits your target 9 times
Healing From:
*Signet of Malice: 900 w/no+Healing, 1350 w/1000+Healing

*Assassin’s Reward: 621 w/no+Healing, 936 w/1000+Healing

*Superior Sigil of Blood: 453/crit w/no+Healing, 553/crit w/1000+Healing
~~~Assuming a 50% crit chance, at 9 attacks you would heal 4.5 times which would = 2038/Pistol Whip w/no+Healing, 2488/Pistol Whip w/1000+Healing (30% Chance)

*Omnomberry Pie: 325/crit w/no+Healing, 425/crit w/1000+Healing
~~~Assuming a 50% crit chance, at 9 attacks you would heal 4.5 times which would = 1462/Pistol Whip w/no+Healing, 1912/Pistol Whip w/1000+Healing (66% Chance)

*Leeching Venom: 325/hit with no+Healing, 525/hit w/1000+Healing for 5 attacks which would = 1625 w/no+Healing, 2625 w/1000+Healing

TOTAL: 6646 w/no +Healing, 9311 w/1000 +Healing per use of the Pistol Whip skill (this of course varies based on your likelyhood of critical chance and the availiabilty of Venom skills).

Skill: Shadow Refuge
Cloak yourself and your allies and heal them over time
Healing From:
*Shadow Refuge: 355/sec for 5 ticks = 1775 w/no +Healing, 2675 w/1000 +Healing

*Shadow’s Rejuvenation: 293/sec for 5 ticks = 1465 w/no +Healing, 1965 w/1000 +Healing

*Shadow Protector: 130/sec for 5 ticks = 650 w/no +Healing, 1275 w/1000 +Healing

TOTAL: 3890 w/no +Healing, 5915 w/1000 +Healing

A Special Thanks to PopeUrban for the following information:
Shadow Refuge Combo Finisher (Dark Field w/Projectile)
Utilizing the skill Dancing Dagger from a Dark Combo Field

*Healing from: Combo Finisher = 202+10% of Healing Power

*Healing from: Signet of Malice = 100/hit+10% of Healing Power

*Healing from: Assassin’s Reward = 69/initiative spent+3.5% of Healing Power

TOTAL: per cast of Dancing Dagger hitting 2 targets: 1484 w/no+Healing, 2224 w/1000+Healing
**Please note this does not include the chance to lifesteal on crit, or all the passive healing you get from standing within the Shadow Refuge.

It would not be optiomal to take all of these forms of healing, as it would severly kitten your damage, also depending on the circumstances you may not get the full healing effect (i.e. the mob moves out of range of your Pistol Whip, or a mob plants an AoE on top of your Shadow Refuge forcing you to move.

If anyone can think of any other ways to heal I would like to add them to this list. Equally if you find any errors in my math, or something just does not make sence please let me know.

Thanks!

(edited by Kindread.9481)

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Posted by: PopeUrban.2578

PopeUrban.2578

You forgot that shadow refuge gives lifeleech as a dark combo field. That gives 5 shots of lifesteal, which stacks with the 5 heals from SoM when using pistol’s sneak attack with the 100% combo chance.

Even better, stacking lifesteal on top of dancing dagger (100% combo) spam. I use both of these methods in dungeons/fractals when I have an opportunity, and the group is trucking along well enough that I don’t need to save refuge to rez people.

Here’s a maths breakdown for dancing dagger with 1k healing power (using your math and the data on lifesteal from the wiki) which seems pretty accurate.

4x lifesteal
4x Assassin’s reward
4x Signet of malice

For each use, as long as it’s used from inside shadow refuge, and you have at least two targets to initiate the bounce. So, doing the math with 1000 healing power that’s:

Life stealing triggered by projectile finished combos heals for 202 health + 0.1 per Healing Power at level 80.

4x lifesteal (302*4 = 1208)
4x Assassin’s reward (104*4 = 416)
4x Signet of malice (150*4 = 600)

That’s a total of 2224 per dancing dagger used in the field. With a full bar that’s 2224*3 which is a 6672 heal. If you stay in the field the whole time for the heals from the refuge itself, that’s 6672+ 2675 = 9374.

That’s actually a better heal than what you’d get from the stealth traits, while also dealing damage and crippling, but you’d have to be willing to blow your entire supply of initiative to pull it off, and you’d need two targets. Even if you’re not using your entire bar, you’re still coming out only slightly less healed using one, and a much bigger heal using two.

Additionally, a lot of other thief attacks from stolen items, pistol and shortbow have a 20% combo chance. This makes them unreliable sources of lifeleech but they’re till technically heal effects.

The whirl finisher from dagger storm also gives leeching bolts, but they’re a lesser heal than projectile finishers and it’s patently impossible for me to count exactly how many bolts it generates to get a precise count, however it does supplement the already stellar healing from SoM+DS when used in large groups of enemies.

Also, pretty much all necro wells function as dark fields, so it would behoove you to dancing dagger, daggerstorm, or sneak attack through them when possible.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

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Posted by: Kindread.9481

Kindread.9481

Great addition PopeUrban, I will update the list!

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Posted by: sorrow.2364

sorrow.2364

Someone said that thieves are squishy.
lol

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Posted by: Kindread.9481

Kindread.9481

Someone said that thieves are squishy.
lol

It really depends on your build. If you focus on all the healing methods listed above your damage would suffer, but utilizing a few of these with all the abilities that Thieves have to avoid damage, then yes, thieves are actually quite tanky!

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Posted by: Incurafy.6329

Incurafy.6329

Someone said that thieves are squishy.
lol

Considering that if you use all of this healing ability at once you’d be hitting with rubber knives and shooting water pistols.

thiefhitfor2kbetternerf
all is vain

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Posted by: Kindread.9481

Kindread.9481

Someone said that thieves are squishy.
lol

Considering that if you use all of this healing ability at once you’d be hitting with rubber knives and shooting water pistols.

This list was not made to encourage people to utilize ALL of the possible healing availiable to the Thief class, but prehaps a few of them.

For example someone could use Signet of Malice, and Assassin’s Reward and find that they are healing for 1245 per cast of Pistol Whip with no healing gear. It is just simply a reference guide for people that are curious about what we have availiable to us.

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Posted by: Lymain.6723

Lymain.6723

Thanks for this list. I was just going to look into the viability of healing power myself. It’s not exactly a self-heal, but Cluster Bomb (Blast Finisher) + Water Field =

Area Healing: 1320
Healing Coefficient: 20%

[AS] Tarnished Coast

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Posted by: Rayya.2591

Rayya.2591

Someone said that thieves are squishy.
lol

they are compared with Overpowered guardians ^^

http://imgur.com/a/fKgjD
no.1 WvW kills

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Posted by: Malvagite.3254

Malvagite.3254

at the end of the day its just minor regeneration.

you arent outhealing any equal level damage source save some tank build enemy. regen or healing for 500 +300+100 every couple seconds wont keep you alive vs getting hit for 5000 + 1000 + 300+300 in the same time frame.

Proper dodging > than any healing .

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Posted by: Kurow.6973

Kurow.6973

Cause a thief, and ONLY a thief, has access to ALL of this at ALL times while dealing out those massive damage bursts from Backstab that people complain about…and thus makes them not “squishy”.

Did I understand this right?

This sub-forum is nothing but a bad player’s haven, where they can cluster up to complain about, just about anything (really doesn’t have to make sense logically).

(edited by Kurow.6973)

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Posted by: Eduardo.4675

Eduardo.4675

@ sorrow: you make me laugh, a baddie will be a baddie; BS thieves dont use shadow arts…
@ OP: Assassins reward increases on a 3.3% rate, not 3.5%, and it heals for the amount of initiative spent, not hits, so you should revise those maths for pistol whip, 5*69=345, not 621, and with 1000 compassion its 104*5=520, not 936.
And to add a note, cloak and dagger gives only 5 points initiative worth of reward.

Adapt or die. I never die.

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Posted by: TheAmpca.1753

TheAmpca.1753

Meh thiefs CAN run heal builds but it’s kind of pointless when you can either burst your enemy down or get bursted down in about half a second. However, for PvE encounters heal builds can be quite useful but aren’t really seen that much since people looking for that playstyle don’t roll thief.

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Posted by: Kaizer.7135

Kaizer.7135

This sub-forum is nothing but a bad player’s haven, where they can cluster up to complain about, just about anything (really doesn’t have to make sense logically).

Well, you are here. So I guess your statement that this is a “bad player’s haven” is a tiny bit correct.

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Posted by: Kurow.6973

Kurow.6973

This sub-forum is nothing but a bad player’s haven, where they can cluster up to complain about, just about anything (really doesn’t have to make sense logically).

Well, you are here. So I guess your statement that this is a “bad player’s haven” is a tiny bit correct.

Trying too hard there babe!

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Posted by: Loading.4503

Loading.4503

Right now, I’m running p/d with mostly apothecary gear and some shaman with 1100+ healing everytime I stealth and use sneak attack ( if my hp was low enough, usually not) I can heal myself over 2700+ hp or so with signet of malice and assassins reward. Now consider how many times p/d goes into stealth, it’s just rediculous.

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Posted by: Kerishan.8460

Kerishan.8460

Yes we can have all of this healing but if u go for all of this healing you don’t kill anyone.

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Posted by: brunohstein.9038

brunohstein.9038

The problem with Signet of Malice is that when you run out of initiative, you are in great danger.

Hide in Shadows, otherwise, heals more and let you run out of battle for a while.

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Posted by: stof.9341

stof.9341

The problem with Signet of Malice is that when you run out of initiative, you are in great danger.

Caltrops. Also, I’m pretty sure Signet of Malice heals you more on the long run even without the passive effect.

Bonus points if you trait the lower signet CD.

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Posted by: Rolyate.6753

Rolyate.6753

Great to mess about with, but who really wants a thief that just stealths a lot? :/

Rolyate
How do you pronounce your name?

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Posted by: Tulisin.6945

Tulisin.6945

The problem with Signet of Malice is that when you run out of initiative, you are in great danger.

Hide in Shadows, otherwise, heals more and let you run out of battle for a while.

Hide in Shadows actually heals for less over time when you factor in the much shorter CD on SoM. You’re right that HiS is excellent for a break from a fight though, due to stealth and condition removal. People often overlook that SoM has a very short CD (even shorter traited) and if you’re not actively engaging something that the best choice is to activate it (again, bonus points if you’re sig traited). I’m a big fan of how well the thief heals are balanced. SoM is my favorite, but all three are situationally very good depending on your build.

I think some people are missing the point the OP is getting at, though. Realistically, there’s little use for stacking a bunch of healing power and all of these healing effects, but integrating these semi-passive heal effects is how you build a sturdy thief that is able to stay in combat as opposed to one focused on jumping in, getting a kill, and jumping out. They’re different play styles, and many thieves overlook the idea that it is entirely possible to mix it up in the melee long-term if you’re pulling in enough healing. I don’t run a bunch of Cleric/Apothecary gear, but benefiting from several of these heals is one of the reasons I choose to run things like Triforge Pendant, Divinity Runes, and all-stat ascended rings.

(edited by Tulisin.6945)

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Posted by: PopeUrban.2578

PopeUrban.2578

Cause a thief, and ONLY a thief, has access to ALL of this at ALL times while dealing out those massive damage bursts from Backstab that people complain about…and thus makes them not “squishy”.

Did I understand this right?

This sub-forum is nothing but a bad player’s haven, where they can cluster up to complain about, just about anything (really doesn’t have to make sense logically).

I understand this is probably sarcasm, but just in case someone can’t read in to that and it causes another baseless panic…
Actually, the massive burst backstab builds have access to almost none of this, as you can’t run these heals effectively without traiting pretty heavily in to defensive trait lines as well as taking signet of malice, which is overall only extremely useful in the long term as healing in PvE or WvW zerg fights. Thief defensive builds have the same drawback as other class options in that if you want that kind of survivability you have to sacrifice the majority of your direct damage and rely on condition based DoTs for damage, effectively shutting off your ability to burst at all.

This can be effective in sPvP as point denial, in PvE due to the larger HP bars of bosses and mass mob groups, and WvW zerg fights due to the high number of potential targets. These are all also situations where the slower effective damage from DoTs is actually useful. You’re not getting heal based survivability on a burst build because you simply can’t run thief burst without giving up the toughness and vitality that let you survive enemy burst damage long enough to heal that damage. Burst builds have to rely on stealth and positioning to survive because they can’t get effective heals while maintaining burst potential.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Loading.4503

Loading.4503

Yes we can have all of this healing but if u go for all of this healing you don’t kill anyone.

Well, I don’t know bout you , but if I’m going bs build I’m going all out and not picking up healing, and as a p/d build with what I mentioned , I assume you already know its a condition build and not a straight damage build, my bleeds are still ticking for over 110+ and I’m not full exotics yet, I’m not sure how much someone full carrion picking up not as much healing is Doing, but 110+ a tick isn’t as "wet noodle" as it seems, but that’s just my style , I like running into bigger mobs and picking ppl out 1 by 1 so I prefer more healing to survive

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Posted by: Kindread.9481

Kindread.9481

Some great thoughts in this thread, thank you all for participating!

Everyone has their own ideas on how to build a good Thief, I have seen people sware by pure Berserker gear and relying 100% on dodge mechanics to survive. This actually works quite well for some people, others like to rely of a few of these healing methods to help get them back in the game when they make a mistake, or just for sustained survivability. Some people enjoy building tanky type builds that do very little damage but can survive pretty much anything!

The reason I made this list was not to try and encourage people to use every single type of heal that is listed, but to help make people aware that may not know that Thieves can actually be very durable. Even when you miss a vital dodge roll, or other evade mechanic you have some kind of backup plan to keep you from going down.

Please try and stay on topic and avoid flaming each other, just try to remember that everyone enjoyes this class in different ways.

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Posted by: Kardiamond.6952

Kardiamond.6952

Could somoene show me an optimized build for self healing?

I would like to try a Bunker Thief in spvp!

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

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Posted by: Kindread.9481

Kindread.9481

Haha, another crying kids topic XD So what happened? Some thief killed you and you need to go cry on forum? You are so much embarrassing.

Ummm … what?

I think you may have mistaken the reason for this post.

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Posted by: Slic.2406

Slic.2406

Well. All these self heals are justified, when you consider the following 2 things:

1) Thieves have ZERO direct mitigation (block, protection, etc.)
2) In order to use any of this healing, thieves have to actually attack/cast skills

Eles/Engies have way more healing and mitigation. Guardians are a close 2nd but theyre more of a damage absorption and survive-by-cc-ing-attacker class.

What you should be pointing out is how effective the thief is at STAYING AWAY from damage.

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Posted by: agnostAnts.7065

agnostAnts.7065

So, does no one use Withdraw? I’m personally in love with it. It’s an evade, it cleanses slowdowns, it’s on a 15 second (!) cooldown… The only downsides I can see to it is that it might not heal as much as the other heal skills, and that it doesn’t get as many trait benefits like the others would.

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Posted by: Kindread.9481

Kindread.9481

What you should be pointing out is how effective the thief is at STAYING AWAY from damage.

This is a great point. I personally only run SoM and Assassin’s Reward and rarely utilize them as I am in a nearly constant evade state. But when the time comes that I do take some spike damage from a bad dodge roll, or just not paying attention to the big baddie with the club, I have some way of staying in the fight that does not include running away and relying on a ranged weapon which does significantly less damage.

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Posted by: Kindread.9481

Kindread.9481

So, does no one use Withdraw? I’m personally in love with it. It’s an evade, it cleanses slowdowns, it’s on a 15 second (!) cooldown… The only downsides I can see to it is that it might not heal as much as the other heal skills, and that it doesn’t get as many trait benefits like the others would.

I tried to love Withdraw …. I really did. But at the end of the day I found that I already had plunty of ways to evade, and the healing from SoM with my fast attacking D/D build actually healed me for quite a lot more.

The saving grace of Withdraw is the Immobilized/chilled/crippled condition removal … which I sorely miss. Its a great heal, and if it works for you, then all the power to ya!

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Posted by: PopeUrban.2578

PopeUrban.2578

Well. All these self heals are justified, when you consider the following 2 things:

1) Thieves have ZERO direct mitigation (block, protection, etc.)
2) In order to use any of this healing, thieves have to actually attack/cast skills

Eles/Engies have way more healing and mitigation. Guardians are a close 2nd but theyre more of a damage absorption and survive-by-cc-ing-attacker class.

What you should be pointing out is how effective the thief is at STAYING AWAY from damage.

Well obviously we’re very good at that, but the topic at hand here is thief self heals. of course self heals are more effective the less you have to use them, and the saving grace of a skill like signet of malice is that you can avoid more incoming damage long enough for it to actually have a beneficial effect via its high volume of small heals over an extended period

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Shady C.5041

Shady C.5041

This thread is such propaganda against Thieves.

You wanna criticize the class, the only thing to mention is Heartseeker. And I can understand hating on other things like Steal or Cloak & Dagger, if you’re a bad player/scrub.

But saying they HEAL too much?

You just hit a whole new level of bad.

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Posted by: Kindread.9481

Kindread.9481

This thread is such propaganda against Thieves.

You wanna criticize the class, the only thing to mention is Heartseeker. And I can understand hating on other things like Steal or Cloak & Dagger, if you’re a bad player/scrub.

But saying they HEAL too much?

You just hit a whole new level of bad.

What the heck are you talking about? This is just an information post about the different ways a Thief can heal … no where did I mention that they heal too much, only that the option to take additional healing methods were possible. There have been posts in the past on these forums, and others from people asking about how to make their thieves more durable, so I compiled some information about different ways we can heal.

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Posted by: Shady C.5041

Shady C.5041

This thread is such propaganda against Thieves.

You wanna criticize the class, the only thing to mention is Heartseeker. And I can understand hating on other things like Steal or Cloak & Dagger, if you’re a bad player/scrub.

But saying they HEAL too much?

You just hit a whole new level of bad.

What the heck are you talking about? This is just an information post about the different ways a Thief can heal … no where did I mention that they heal too much, only that the option to take additional healing methods were possible. There have been posts in the past on these forums, and others from people asking about how to make their thieves more durable, so I compiled some information about different ways we can heal.

That’s not the way you present it, and you know it.

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Posted by: Tulisin.6945

Tulisin.6945

This thread is such propaganda against Thieves.

You wanna criticize the class, the only thing to mention is Heartseeker. And I can understand hating on other things like Steal or Cloak & Dagger, if you’re a bad player/scrub.

But saying they HEAL too much?

You just hit a whole new level of bad.

What the heck are you talking about? This is just an information post about the different ways a Thief can heal … no where did I mention that they heal too much, only that the option to take additional healing methods were possible. There have been posts in the past on these forums, and others from people asking about how to make their thieves more durable, so I compiled some information about different ways we can heal.

That’s not the way you present it, and you know it.

Could’ve fooled me, I don’t see any evidence of complaint in the OP. This thread is no more a “thieves are overpowered!” statement than the thread that breaks down thief skills by damage per initiative. Perhaps you feel that thief heals are overpowered (dunno why anyone would) and are projecting?

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Posted by: Shady C.5041

Shady C.5041

No – I can admit perhaps it was my own misconceived perception, if you are saying you didn’t get that vibe. But the way he says he was “shocked” at all the self heals, it gave me an implication that he thought thieves had way more than every other class, and were a tanky class because of the blind statement that COLLECTIVELY, thieves have lots of heal mechanics.

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Posted by: Kindread.9481

Kindread.9481

No – I can admit perhaps it was my own misconceived perception, if you are saying you didn’t get that vibe. But the way he says he was “shocked” at all the self heals, it gave me an implication that he thought thieves had way more than every other class, and were a tanky class because of the blind statement that COLLECTIVELY, thieves have lots of heal mechanics.

I appologize for taking so long in responding … Please rest assured that this post was in no way meant to imply that Thieves are overpowered, or could heal more than any other class. As I stated previously there have been several people asking for ways to make their Thieves more durable without gimping their damage and wearing Vit/Tough gear. This post is to help those people understand that Thieves have more than 1 way to self heal, and we can do it quite well! In fact all professions have similar ways to heal themselves and ANet seems to have done a pretty good job in balancing this.

I hope this clears things up for you, and I am sorry if my wording in the first sentence in my post was misleading.

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Posted by: diversecape.1465

diversecape.1465

Awesome information, thanks a bunch. It was exactly what I was looking for. Unfortunate though some of the kittening that went on, some people will complain about any little thing.

Would be great if you could add Skelk Venom info to the post.

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Posted by: Saturn.6591

Saturn.6591

Awesome information, thanks a bunch. It was exactly what I was looking for. Unfortunate though some of the kittening that went on, some people will complain about any little thing.

Would be great if you could add Skelk Venom info to the post.

Some of this data has changed since then. Maybe someone updates it in a separate post, though.

The last post in this topic is from one year and three months ago. And the last post of Kindread is from 11 months ago, so he will probably not be checking this thread anymore.

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Posted by: McFribble.2349

McFribble.2349

Yes we can have all of this healing but if u go for all of this healing you don’t kill anyone.

You don’t need all of it, that’s the problem. You only need 1 or 2, and with a combination of blinds/stealth, you’re going to be tanky as hell. This is even without needing healing gear, so all the people claiming “you’ll hit like a wet noodle” are wrong. Most of your damage comes straight from gear stats.

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Posted by: Warkupo.1025

Warkupo.1025

Very generally, thieves tend to be built towards stealth, dodging, or some married combination of both. You’ll notice that the heals available to thieves tend to reward one playstyle or the other; you can sit in stealth and regenerate HP, you can attack and regenerate HP, but you cannot regenerate HP from attacking if you are sitting in stealth. The heals are designed so that taking all of them doesn’t really work as well as you might think from simply looking at all the numbers on a sheet and adding them together. Our active heals are designed with the same philosphy (one gives stealth, one dodges, one works from attacking aggressively)

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Posted by: Zacchary.6183

Zacchary.6183

If a thief soaks up damage like a dry sponge it’s also going to hit like a dry sponge.

/thread

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Posted by: hihey.1075

hihey.1075

InB4 “nerf thief they heal more than my Healing Signet”

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Posted by: Jack.2975

Jack.2975

Small correction to OP, sigil of blood has a CD of 2 secs so it would proc at most like 2 times during a pistol whip, instead of 4.5, which would be around 1k less healing in your example. Still a lot of healing though if you build for it…

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Posted by: RedSpectrum.1975

RedSpectrum.1975

This thread is a year old, this is the Thief sub forum guys not the necromancer sub forum

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Posted by: Zacchary.6183

Zacchary.6183

Thiefcro ohpee.

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Posted by: Evilek.5690

Evilek.5690

So this question often pops up, and after doing some research I was Shocked at the amount of self heals a Thief was capable of!

So lets get right into it: (All data assumed to be @ lvl 80)

Signet of Malice:
Healing: 100/hit
Healing Coefficient: 5%
EXAMPLE: with 1000 +Healing SoM would heal for 150/Hit

Assassin’s Reward:
Healing: 69/initiative spent
Healing Coefficient: 3.5%
EXAMPLE: with 1000 +Healing AR would heal you for 104 per initiative spent

Leeching Venoms
Healing: 325/hit while any venom was active
Healing Coefficient: 20%
EXAMPLE: with 1000+Healing LV would heal you for 525 per hit

Superior Sigil of Blood
Healing: 453/critical hit (30% chance)
Healing Coefficient: 10%
EXAMPLE: with 1000+Healing SoB would heal you for 553 per critical hit (30% chance)

Omnomberry Pie
Healing: 325/critical hit (66% chance)
Healing Coefficient: 10%
EXAMPLE: with 1000+Healing OP would heal you for 425 per critical hit (66% chance)

Shadow’s Rejuvenation
Healing: 293/sec while in stealth
Healing Coefficient: 10%
EXAMPLE: with 1000+Healing SR would heal you for 393 per second while in stealth

Shadow Refuge
Healing: 355/sec for 4 seconds+1 on initial cast
Healing Coefficient: 18%
EXAMPLE: with 1000+Healing SR would heal you for 535 on initial cast + 535/sec for 4 seconds

Shadow Refuge Combo Finisher (Dark Field w/Projectile)
Healing: 202/hit
Healing Coefficient: 10%
EXAMPLE: with 1000+healing the finisher would heal you for 302 per hit
note: Projectile finishers that hit multiple targets such as Dancing Dagger will trigger the Finisher heal for each enemy it hits. The Dark combo field will refresh each second you stand within it. So if you had 4 targets, you could use Dancing Dagger 4 times before the combo field ended for a maximum healing of 3232 (202*4=808*4=3232, or 4832 w/1000+Healing)

Shadow Protector
Healing: 130/sec (grats you and others that you stealth the Regeneration boon)
Healing Coefficient: 12.5%
EXAMPLE: with 1000+Healing SP would heal you for 255/sec

So lets talk for a moment about strategy…

Skill: Pistol Whip
Hits your target 9 times
Healing From:
*Signet of Malice: 900 w/no+Healing, 1350 w/1000+Healing

*Assassin’s Reward: 621 w/no+Healing, 936 w/1000+Healing

*Superior Sigil of Blood: 453/crit w/no+Healing, 553/crit w/1000+Healing
~~~Assuming a 50% crit chance, at 9 attacks you would heal 4.5 times which would = 2038/Pistol Whip w/no+Healing, 2488/Pistol Whip w/1000+Healing (30% Chance)

*Omnomberry Pie: 325/crit w/no+Healing, 425/crit w/1000+Healing
~~~Assuming a 50% crit chance, at 9 attacks you would heal 4.5 times which would = 1462/Pistol Whip w/no+Healing, 1912/Pistol Whip w/1000+Healing (66% Chance)

*Leeching Venom: 325/hit with no+Healing, 525/hit w/1000+Healing for 5 attacks which would = 1625 w/no+Healing, 2625 w/1000+Healing

TOTAL: 6646 w/no +Healing, 9311 w/1000 +Healing per use of the Pistol Whip skill (this of course varies based on your likelyhood of critical chance and the availiabilty of Venom skills).

Skill: Shadow Refuge
Cloak yourself and your allies and heal them over time
Healing From:
*Shadow Refuge: 355/sec for 5 ticks = 1775 w/no +Healing, 2675 w/1000 +Healing

*Shadow’s Rejuvenation: 293/sec for 5 ticks = 1465 w/no +Healing, 1965 w/1000 +Healing

*Shadow Protector: 130/sec for 5 ticks = 650 w/no +Healing, 1275 w/1000 +Healing

TOTAL: 3890 w/no +Healing, 5915 w/1000 +Healing

A Special Thanks to PopeUrban for the following information:
Shadow Refuge Combo Finisher (Dark Field w/Projectile)
Utilizing the skill Dancing Dagger from a Dark Combo Field

*Healing from: Combo Finisher = 202+10% of Healing Power

*Healing from: Signet of Malice = 100/hit+10% of Healing Power

*Healing from: Assassin’s Reward = 69/initiative spent+3.5% of Healing Power

TOTAL: per cast of Dancing Dagger hitting 2 targets: 1484 w/no+Healing, 2224 w/1000+Healing
**Please note this does not include the chance to lifesteal on crit, or all the passive healing you get from standing within the Shadow Refuge.

It would not be optiomal to take all of these forms of healing, as it would severly kitten your damage, also depending on the circumstances you may not get the full healing effect (i.e. the mob moves out of range of your Pistol Whip, or a mob plants an AoE on top of your Shadow Refuge forcing you to move.

If anyone can think of any other ways to heal I would like to add them to this list. Equally if you find any errors in my math, or something just does not make sence please let me know.

Thanks!

Superior Sigil of Blood 2sec CD max 1 one proc per one PW
Omnomberry 1sec CD max 1 proc per one PW

PW Heals you for 3303 in the case=>Use venom with Leeching Venoms(45sec CD) +you must land all PW hits —> All food and Sigil must proc

Your calculations are really bad

Evilek lvl 80 Charr Thief Why no ?
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian

(edited by Evilek.5690)

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Posted by: NinjaEd.3946

NinjaEd.3946

Not sure what the point of this thread was. Thief can heal? We knew that already, try to compare a single thief build’s healing capability to not only itself but to the group, and put it up against an engi, or ele, or guardian, or shout warrior. Thief has mostly selfish heals, all of which scale horribly off healing power for some reason. I can understand a group heal being less than a self heal, but in 100% max healing power in spvp and thief heals are hardly increased. It’s not worth investing healing power on thief except for havoc squads in wvw when using venom share builds. Also sigil of blood and omnomberry are not thief related, anyone can use those so I don’t see the why it was mentioned :/

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Posted by: ich.7086

ich.7086

According to the wiki, Omnomberry Pie does not stack with healing power.

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