Shadow Refuge-For the love of god, buff it already.
Lord Oranos
The Current Shadow Refuge
For 4 seconds, you gain 5...9 Health Regeneration. When Shadow Refuge ends, you gain 20...68 Health if you are attacking.(Taken from Guildwiki)
...craptacular, at 11 Shadow Arts, without the bonus(that goes against what the sin is believed to be designed for) You will be healed for 18 hp for four seconds-a 72hp heal... every 8 seconds, Ether Feast is better than this crap.
Now, with the bonus(which rarely takes effect, I know when Im healing Im staying the hell away from enemies) it heals for 136 health. A nice, decent(still weak) heal.The problem is, when Im healing, I stay away, so if I want this bonus heal, I have to scramble to something before the enchant wears off.
So, In order to heal, I have to be in combat, which is negated since I will most likely take more damage then what I healed...great.
Now, the old Shadow Refuge.(Taken from Guild Wars OGaming, hasnt been updated yet, but its nice to look at the past.)
Shadow Refuge
Description: Enchantment Spell. For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 30 - 102.
Perfect, STILL half of what a warrior can heal out, but atleast its not regen that can be negated, or some conditional crap. Now, about the supposed "abuse" this skill took, last time I checked, theres more to Guild Wars than Adrenaline spikes and melee damage, it might be less damage from a caster, but damn, it could change things for the better.
Now, this heal at 12 shadow arts(Im assuming) will heal for 13 hp per second.
The current Shadow Refuge with the bonus will heal for 17 hp per second.
Without it ... 9.
Now compare this to the Warrior class, another melee, while he needs to stay in combat, he is suited well to stay in the fight with Healing Signet. At 10 Tactics will heal for 115 health every 4 seconds, 28.75 or 29 hp per second.
A smart player can just run off, heal and be right back in the fight.
I like the new damage buff and other odd little buffs, but really, I never had a problem with the offense of an Assassin, Id just like to have an unconditional heal thats half of what a Warrior can heal. We already have fragile(easily countered) combos, let us atleast have some reliable way to heal.
Feel free do discuss, debate, etc, etc.
For 4 seconds, you gain 5...9 Health Regeneration. When Shadow Refuge ends, you gain 20...68 Health if you are attacking.(Taken from Guildwiki)
...craptacular, at 11 Shadow Arts, without the bonus(that goes against what the sin is believed to be designed for) You will be healed for 18 hp for four seconds-a 72hp heal... every 8 seconds, Ether Feast is better than this crap.
Now, with the bonus(which rarely takes effect, I know when Im healing Im staying the hell away from enemies) it heals for 136 health. A nice, decent(still weak) heal.The problem is, when Im healing, I stay away, so if I want this bonus heal, I have to scramble to something before the enchant wears off.
So, In order to heal, I have to be in combat, which is negated since I will most likely take more damage then what I healed...great.
Now, the old Shadow Refuge.(Taken from Guild Wars OGaming, hasnt been updated yet, but its nice to look at the past.)
Shadow Refuge
Description: Enchantment Spell. For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 30 - 102.
Perfect, STILL half of what a warrior can heal out, but atleast its not regen that can be negated, or some conditional crap. Now, about the supposed "abuse" this skill took, last time I checked, theres more to Guild Wars than Adrenaline spikes and melee damage, it might be less damage from a caster, but damn, it could change things for the better.
Now, this heal at 12 shadow arts(Im assuming) will heal for 13 hp per second.
The current Shadow Refuge with the bonus will heal for 17 hp per second.
Without it ... 9.
Now compare this to the Warrior class, another melee, while he needs to stay in combat, he is suited well to stay in the fight with Healing Signet. At 10 Tactics will heal for 115 health every 4 seconds, 28.75 or 29 hp per second.
A smart player can just run off, heal and be right back in the fight.
I like the new damage buff and other odd little buffs, but really, I never had a problem with the offense of an Assassin, Id just like to have an unconditional heal thats half of what a Warrior can heal. We already have fragile(easily countered) combos, let us atleast have some reliable way to heal.
Feel free do discuss, debate, etc, etc.
Vermilion Okeanos
Hmm... I don't understand your trouble, since I will always have a ranged weapon (wand/bow/staff/etc) in one of my weapon set (casters would have shields instead).
I just simply pull away, then shadow refuge and wand the bonus heal into my red bar.
I just simply pull away, then shadow refuge and wand the bonus heal into my red bar.
R. Mindwalker
Like Vermilion sas above, i see a lot of people doing that. Especially in GvG. The 50 % block etc is useless. If you use the refuge right it can heal you for quite a bit.
Use a bit more brain then most skills of the assy become usefull.
/disclaimer not saying your stupid or anything -.- before we get that problem..
Use a bit more brain then most skills of the assy become usefull.
/disclaimer not saying your stupid or anything -.- before we get that problem..
Yanman.be
Shadow Refuge right now is...ok.. BUT! It's not good enough to justify taking another skill out for this heal.
Tingi
I quite agree with Yanman. My suggestion though is this:
The only thing you need to change is the fact that you have to be attacking to get the bulk of the healing done. So, they could lower the amount that you get healed at the end BUT make it so that you don't have to be attacking to get it.
I think this is fair because shadow refuge is the ONLY assassin self heal.
The only thing you need to change is the fact that you have to be attacking to get the bulk of the healing done. So, they could lower the amount that you get healed at the end BUT make it so that you don't have to be attacking to get it.
I think this is fair because shadow refuge is the ONLY assassin self heal.
audioaxes
nothing wrong with how it is. Its a pretty good way to balance of the assassin's solo ganking ability to require a bit more skill.
tuperwho
I still remember being dissapointed after really liking this skill in the beta/preview, and then seeing it made mostly useless at release. I agree that it needs a buff, or I will just continue to use way of perfection (currently much more beneficial IMO).
Lord Oranos
Thats true, the wand trick is nice, but it still requires you to be near an attacker, who can then promptly outdamage the meek heal. I know it sounds ridiculus, but, Im even considering using Earth Prayers for a heal instead of shadow arts, the build I tried last weekend worked like a charm and had damage, while the common sig of piety+vital boon outperformed Shadow Refuge in every way. The Dervish is meant to stay in battle though, so I guess thats required.
It kind of pisses me off that another classes healing ability outperfoms the primary class.
The 50% chance for attacks to miss is pretty nice to me, you can avoid melee attacks alittle more when you have pressure on you(bound to happen).
I also hate the fact that our only self heal can be negated by a phantasm, or something like that. Its worse than Healing Breeze... which is crappy on its own.
Ive also been wondering why they made Assassins so in terms of the chain, and on top of that we have every weakness other melees have, like the common blind, etc, etc. It just seems to be fairly narrow in view. Just my opinion though,but I know Im going to be bringing that new Signet of Removal on my sin when I get Nightfall.
It kind of pisses me off that another classes healing ability outperfoms the primary class.
The 50% chance for attacks to miss is pretty nice to me, you can avoid melee attacks alittle more when you have pressure on you(bound to happen).
I also hate the fact that our only self heal can be negated by a phantasm, or something like that. Its worse than Healing Breeze... which is crappy on its own.
Ive also been wondering why they made Assassins so in terms of the chain, and on top of that we have every weakness other melees have, like the common blind, etc, etc. It just seems to be fairly narrow in view. Just my opinion though,but I know Im going to be bringing that new Signet of Removal on my sin when I get Nightfall.
Pick Me
I like to think of the chain attacks akin to Fighting games. You know, HP, HP, LP, LP, Spear, HK, HK, Back+HK. Nice combos. 
Anyway, Shadow Refuge is very poor indeed, but it is just 1 of 4 methods of healing. I think its there to help you remember that running away is better than standing there and getting hit. Putting a % to block on it doesn't give you that belief. As for the health boost when attacking when it ends... that is a mystery to me.
Blindness and anyother condition is removed with Signet of Malice. With so many skills causing a condition, you'll get to remove any condition quickly. Remember, touch skills are not affected by blindness.
For me (A/W) just use Critical Defenses, Jagged Strike, Wild Strike, Critical Strike/Twisted Fangs, Way of Perfection, Signet of Malice, Wild Blow, Rez Sig
You get healing, defenses, condition removal (unless the monster doesn't bleed), and constant critical hits. This of course promotes tanking (which should never be done by an Assassin).

Anyway, Shadow Refuge is very poor indeed, but it is just 1 of 4 methods of healing. I think its there to help you remember that running away is better than standing there and getting hit. Putting a % to block on it doesn't give you that belief. As for the health boost when attacking when it ends... that is a mystery to me.

Blindness and anyother condition is removed with Signet of Malice. With so many skills causing a condition, you'll get to remove any condition quickly. Remember, touch skills are not affected by blindness.
For me (A/W) just use Critical Defenses, Jagged Strike, Wild Strike, Critical Strike/Twisted Fangs, Way of Perfection, Signet of Malice, Wild Blow, Rez Sig
You get healing, defenses, condition removal (unless the monster doesn't bleed), and constant critical hits. This of course promotes tanking (which should never be done by an Assassin).
Evilsod
I don't understand why its not while not attacking... i really don't see how you can hide behind shadows (aka Shadow Refuge) when your trying to slash the enemy to ribbons.
Lord Oranos
Quote:
Originally Posted by Pick Me
I like to think of the chain attacks akin to Fighting games. You know, HP, HP, LP, LP, Spear, HK, HK, Back+HK. Nice combos. 
Anyway, Shadow Refuge is very poor indeed, but it is just 1 of 4 methods of healing. I think its there to help you remember that running away is better than standing there and getting hit. Putting a % to block on it doesn't give you that belief. As for the health boost when attacking when it ends... that is a mystery to me.
Blindness and anyother condition is removed with Signet of Malice. With so many skills causing a condition, you'll get to remove any condition quickly. Remember, touch skills are not affected by blindness.
For me (A/W) just use Critical Defenses, Jagged Strike, Wild Strike, Critical Strike/Twisted Fangs, Way of Perfection, Signet of Malice, Wild Blow, Rez Sig
You get healing, defenses, condition removal (unless the monster doesn't bleed), and constant critical hits. This of course promotes tanking (which should never be done by an Assassin). Yeah, Ive seen that build a couple times, Ive also watch someone Gaze it :P.
But yeah, I do like Sig of Malice now that its been buffed, I usualy cant fit it into a build with even 3 solid attacks, so I save it for Ab's
Iono, the 50% block may some try to tank, but atleast the poor bastards that try it now will have something going for them.
It would be a great restore I think, if Im trying to get away I dont have to worry as much about some ranger going for me, or melees.
Tbh, I was hoping Feigned Neutrality was going to be a more solid way of healing. Its a nice skill sure, but degen is still the easiest way to kill an Assassin.

Anyway, Shadow Refuge is very poor indeed, but it is just 1 of 4 methods of healing. I think its there to help you remember that running away is better than standing there and getting hit. Putting a % to block on it doesn't give you that belief. As for the health boost when attacking when it ends... that is a mystery to me.

Blindness and anyother condition is removed with Signet of Malice. With so many skills causing a condition, you'll get to remove any condition quickly. Remember, touch skills are not affected by blindness.
For me (A/W) just use Critical Defenses, Jagged Strike, Wild Strike, Critical Strike/Twisted Fangs, Way of Perfection, Signet of Malice, Wild Blow, Rez Sig
You get healing, defenses, condition removal (unless the monster doesn't bleed), and constant critical hits. This of course promotes tanking (which should never be done by an Assassin). Yeah, Ive seen that build a couple times, Ive also watch someone Gaze it :P.
But yeah, I do like Sig of Malice now that its been buffed, I usualy cant fit it into a build with even 3 solid attacks, so I save it for Ab's
Iono, the 50% block may some try to tank, but atleast the poor bastards that try it now will have something going for them.
It would be a great restore I think, if Im trying to get away I dont have to worry as much about some ranger going for me, or melees.
Tbh, I was hoping Feigned Neutrality was going to be a more solid way of healing. Its a nice skill sure, but degen is still the easiest way to kill an Assassin.
Terra Xin
well that's weird, how come you're not using it 'while' you're pulling off your chain? It's pointless to use it when you're almost dead, it needs to be activated just before you go in, or as soon as you pass 50% health.
I can't believe you made a comparison to Healing Signet, that skill is shocking...
I can't believe you made a comparison to Healing Signet, that skill is shocking...
Lord Oranos
Quote:
Originally Posted by Terra Xin
well that's weird, how come you're not using it 'while' you're pulling off your chain? It's pointless to use it when you're almost dead, it needs to be activated just before you go in, or as soon as you pass 50% health.
I can't believe you made a comparison to Healing Signet, that skill is shocking... How is that shocking? I made a comparison to another melee's healing capability?
Btw I usualy put refuge on when im at 75% or below.
I can't believe you made a comparison to Healing Signet, that skill is shocking... How is that shocking? I made a comparison to another melee's healing capability?
Btw I usualy put refuge on when im at 75% or below.
Ehrenia
Shadow Refuge is fine as it is. It is best when used in combat before a chain or out of combat near an enemy so you can wand to get the conditional heal. You do not even have to hit to get the heal, you can begin to wand as it ends and then cancel. So ganking NPCs you don't even have to aggro to get the extra heal from attacking. The assassin can go in, kill, get out. Not go in, kill, and stay there hoping to survive. There is nothing wrong with this skill.
Ehrenia
Ehrenia
Zui
Quote:
Originally Posted by Ehrenia
Shadow Refuge is fine as it is. It is best when used in combat before a chain or out of combat near an enemy so you can wand to get the conditional heal. You do not even have to hit to get the heal, you can begin to wand as it ends and then cancel. So ganking NPCs you don't even have to aggro to get the extra heal from attacking. The assassin can go in, kill, get out. Not go in, kill, and stay there hoping to survive. There is nothing wrong with this skill.
Ehrenia /QFT.
Ehrenia /QFT.
Lord Oranos
Quote:
Originally Posted by Ehrenia
Shadow Refuge is fine as it is. It is best when used in combat before a chain or out of combat near an enemy so you can wand to get the conditional heal. You do not even have to hit to get the heal, you can begin to wand as it ends and then cancel. So ganking NPCs you don't even have to aggro to get the extra heal from attacking. The assassin can go in, kill, get out. Not go in, kill, and stay there hoping to survive. There is nothing wrong with this skill.
Ehrenia Which promotes the Assassin staying close to an enemy, Ive already addressed that. The get in, kill, get out, is fine, but staying close to an enemy after you do so, not good, you leave yourself wide open for an ass kicking. A classes main heal is not fine when simple degen rips it a new one. Maybe the skill itself is fine, but as a primary heal, and as the only one avaiable thats the least conditional, its weak.
I can use other heals, Heart of Shadow-weak, Death's Charge-laughable, Way of Protection-rend fodder, bad recharge.
And Id like something more than a QFT, Zui, maybe you could expand in his idea.
Ehrenia Which promotes the Assassin staying close to an enemy, Ive already addressed that. The get in, kill, get out, is fine, but staying close to an enemy after you do so, not good, you leave yourself wide open for an ass kicking. A classes main heal is not fine when simple degen rips it a new one. Maybe the skill itself is fine, but as a primary heal, and as the only one avaiable thats the least conditional, its weak.
I can use other heals, Heart of Shadow-weak, Death's Charge-laughable, Way of Protection-rend fodder, bad recharge.
And Id like something more than a QFT, Zui, maybe you could expand in his idea.
Terra Xin
well... true, you cant use shadow refuge as primary heal, but it's not like a warriors heal sig is a decent primary heal, troll unugent is regen only and takes 3 seconds to use, ether feast is target enemy. Primary heals shouldn't be designed to keep you alive, you have 7 other skills that do that job. Killing things keeps you alive, because once they're dead, they aren't killing you.
Lord Oranos
Quote:
Originally Posted by Terra Xin
well... true, you cant use shadow refuge as primary heal, but it's not like a warriors heal sig is a decent primary heal, troll unugent is regen only and takes 3 seconds to use, ether feast is target enemy. Primary heals shouldn't be designed to keep you alive, you have 7 other skills that do that job. Killing things keeps you alive, because once they're dead, they aren't killing you.
Thats true, but usually for my Assassin and Warrior I make sure I take speed buffs, kd(warrior mostly), a snare, a res, and for my sin, something to quickly get me out of danger.
The self heals are supposed to keep you alive to an extent I think, when the damage exeeds the healing capacity you are screwed unless you kite, a warriors self heal is one of the best self heals in the game I believe(outside of a monks healing), it heals at a very good amount every 4 seconds at the cost of 40 armor, easy to counter by running off a small bit and using it.
The self heals are supposed to keep you alive to an extent I think, when the damage exeeds the healing capacity you are screwed unless you kite, a warriors self heal is one of the best self heals in the game I believe(outside of a monks healing), it heals at a very good amount every 4 seconds at the cost of 40 armor, easy to counter by running off a small bit and using it.
NinjaKai
The fact is assassin is a melee profession. Shadow refuge seems more like a skill you use to keep yourself alive while doing a string of attacks before high tailing it away from the target.
Zui
You don't need to be close to the target to get the heal. As already been explained, carry a wand, staff, or bow, you know, a ranged weapon. Time your attack with said ranged weapon so you're in the process of attacking when Shadow Refuge would end. Not that hard, and you always get the bonus off it, except when everything near you is dead, in which case you probably don't need the bonus.
Symbol
Shadow refuge is mediocre, enough so that I often find I get more mileage by going deadly arts and simply snaring anything that tries to pound on me. Sure that strategy leave me wide open to degen, but shadow refuge doesn't deal with any sort of serious degen anyway, so I'm not missing much.
Lord Oranos
Quote:
Originally Posted by Symbol
Shadow refuge is mediocre, enough so that I often find I get more mileage by going deadly arts and simply snaring anything that tries to pound on me. Sure that strategy leave me wide open to degen, but shadow refuge doesn't deal with any sort of serious degen anyway, so I'm not missing much.
Exactly what I was getting at, and Zui, thats what I mean, you have to be close to a target, within casting range, thats more than enough to get smoked for that extra heal at the end.
I guess well just have to wait and see what the new skills can offer us in Nightfall.
Though I have seen Earth Prayers to be a decent addition to an AoD sin, using conviction, vital boon, and sig of piety for defense.
I guess well just have to wait and see what the new skills can offer us in Nightfall.
Though I have seen Earth Prayers to be a decent addition to an AoD sin, using conviction, vital boon, and sig of piety for defense.
Symbol
My main problem with shadow refuge is that it's a skill with no clear purpose. The bonus suggests it's meant to be an in-combat heal, but the short duration and 1s cast time + aftercast makes it unwieldy for that purpose. The regen suggests it's meant to be an out of combat heal, but it isn't really enough without the bonus.
Even skills I would normally never consider (like way of perfection) suddenly become attractive in comparison to Shadow Refuge. In scrub PvP where no one is going to bother to remove an assassin's enchants (outside of immediately threatening stuff like AoD) WoP's drawbacks become negligible. In organized pvp Shadow Refuge is pointless outside of ganking, because it's basically terrible at mitigating any sort of serious degen or damage pressure, so you might as well devote that slot to something more useful (say a block/evade stance for avoiding physical spikes, or signet of malice for condition removal, or siphon speed for movement control, etc)
It's just one of those skills that people take, not because it's good, but because its the only alternative. Shadow Refuge is the only on-demand assassin heal available. So people find room to squeeze it into their bars, even if it never ends up doing much for them.
Even skills I would normally never consider (like way of perfection) suddenly become attractive in comparison to Shadow Refuge. In scrub PvP where no one is going to bother to remove an assassin's enchants (outside of immediately threatening stuff like AoD) WoP's drawbacks become negligible. In organized pvp Shadow Refuge is pointless outside of ganking, because it's basically terrible at mitigating any sort of serious degen or damage pressure, so you might as well devote that slot to something more useful (say a block/evade stance for avoiding physical spikes, or signet of malice for condition removal, or siphon speed for movement control, etc)
It's just one of those skills that people take, not because it's good, but because its the only alternative. Shadow Refuge is the only on-demand assassin heal available. So people find room to squeeze it into their bars, even if it never ends up doing much for them.
some guy
Shadow refuge is a bit mediocre, even ether feast is better than this.
Priest Of Sin
Assassins have NO decent self-heals, IMO. Thus, I pair Monk with the assassin when PvEing. I drop Vig Spirit or Live Vicariously and spam death blossom. Hitting multiple foes with vampiric daggers usually heals me up nice. As for out of combat heals, the assassin is truely lacking.
Phoenix Arrows
Troll > Refuge. You can get Troll up every 10/13 seconds, with Refuge only 8/16 seconds. True, you might get healed more from the health gain while attacking, but Refuge can get stripped, unlike Troll. A/W Heal Sig > A/X Refuge :S
Regen just sucks, especially as an enchant.
Regen just sucks, especially as an enchant.
TiggerDeathDagger
People you must realize that assassins dont take damage they get in kill and get out before the opponets blow lands. So this skill can work wonders along with a a couple other skills like Shroud of Distress
Lord Oranos
Quote:
Originally Posted by TiggerDeathDagger
People you must realize that assassins dont take damage they get in kill and get out before the opponets blow lands. So this skill can work wonders along with a a couple other skills like Shroud of Distress
We know they go in, kill, and get out, the point is the small amount of damage you can take during that time overpowers this weak spell. Most of the time you WILL be taking damage, the builds I use take abit longer than the Gps-Hoto combo to kill my target, he takes damage, I go back and heal, if I have any degen, Im screwed. Thats the point of this thread.
And btw, in any organized fight, its damn near impossible to kill before you are noticed...
And btw, in any organized fight, its damn near impossible to kill before you are noticed...
Ruricu
Honestly, I don't see a problem with how refuge is now. It's not a very good heal, and it shouldn't be. Assassins are meant to kill one target then get away. They have very little armor and very little healing, thus emphasizing the fact that they cannot stay in combat long. As of current, in the major PvP scope, assassins are mostly only used for base ganking in GvG. Most people who try to do this, however, die multiple times in the process, due to the mediocre healing of Shadow Refuge. To strengthen the ability for a single character to turn the tides of battle in GvG would encourage the feeling that the skill of a single person by themselves is more important than teamwork, the backbone of Guild Wars.
Just my two cents.
Just my two cents.
Lord Oranos
Quote:
Originally Posted by Ruricu
Honestly, I don't see a problem with how refuge is now. It's not a very good heal, and it shouldn't be. Assassins are meant to kill one target then get away. They have very little armor and very little healing, thus emphasizing the fact that they cannot stay in combat long. As of current, in the major PvP scope, assassins are mostly only used for base ganking in GvG. Most people who try to do this, however, die multiple times in the process, due to the mediocre healing of Shadow Refuge. To strengthen the ability for a single character to turn the tides of battle in GvG would encourage the feeling that the skill of a single person by themselves is more important than teamwork, the backbone of Guild Wars.
Just my two cents. So, whats the point? You say an Assassin is supposed to kill a target and get away, but they die multiple times in attempt to do so, something doesnt seem right with that. I want to see Assassins get more jobs than just a base ganker, they have alot of potential but they become a liability to the team because they have low armor and low self healing capabilities.
Shadow Refuge doesnt help that a bit... I could take a cripshot and do the same job as an Assassin, may take a couple more seconds to get to my target but its more reliable and actually supports the team in stopping runners, see my point?
I prolly interpreted this wrong but the summary of your paragraph is, "The Assassin is meant to kill one person and get out, but that messes up the idea of the game." So why have them in the first place when the one thing they can do good cant be accomplished?
Just my two cents. So, whats the point? You say an Assassin is supposed to kill a target and get away, but they die multiple times in attempt to do so, something doesnt seem right with that. I want to see Assassins get more jobs than just a base ganker, they have alot of potential but they become a liability to the team because they have low armor and low self healing capabilities.
Shadow Refuge doesnt help that a bit... I could take a cripshot and do the same job as an Assassin, may take a couple more seconds to get to my target but its more reliable and actually supports the team in stopping runners, see my point?
I prolly interpreted this wrong but the summary of your paragraph is, "The Assassin is meant to kill one person and get out, but that messes up the idea of the game." So why have them in the first place when the one thing they can do good cant be accomplished?
scamPOR
Assassins already got buffed a lot. Shadow refuge is by no means a get out of jail free card. Have you ever seen a good team run 1-2 assassins? Apparently not.
Lord Oranos
Quote:
Originally Posted by scamPOR
Assassins already got buffed a lot. Shadow refuge is by no means a get out of jail free card. Have you ever seen a good team run 1-2 assassins? Apparently not.
Yes, I have seen that, I saw two Coward Assassins devastate a team. The offense got buffed, I dont want a "get out of jail free card", I want a decent heal.
Flopjack
Shadow refugre doesn't need any buffs. It has a low cast time for a self heal at only 1 second. It doesn't only heal for 72 like you said in your first post at level 11 Shadow Arts, it heals for 136 at level 11. Not sure where you got 72 from.
How does it heal for 136? Well the second number is 64, that is the easy part. The first part of the spell gives you 9 regeneration for 4 seconds. Regeneration and degeneration take or give 2 health per second. So 9x4=36, but that is only 1 health a second. 36x2=72 then 64+72=136!
Also, if you happen to have a +20% enchantments wrapping on your daggers, you will get another .8 of seconds of that heal. That may not seem like all that much, but if your build works off other enchantments, it will help you. That 0.8 seconds gives you an additional... around 30 health.
Suddenly Shadow Refuge heals for over 160 health, remind me how this is a bad skill again?
If you think about it, if you teleport in on an enemy and unleash a quick strong combo, it takes only seconds to get it off and teleport back out... sort of like the duration of the Assassin's heal...
How does it heal for 136? Well the second number is 64, that is the easy part. The first part of the spell gives you 9 regeneration for 4 seconds. Regeneration and degeneration take or give 2 health per second. So 9x4=36, but that is only 1 health a second. 36x2=72 then 64+72=136!
Also, if you happen to have a +20% enchantments wrapping on your daggers, you will get another .8 of seconds of that heal. That may not seem like all that much, but if your build works off other enchantments, it will help you. That 0.8 seconds gives you an additional... around 30 health.
Suddenly Shadow Refuge heals for over 160 health, remind me how this is a bad skill again?
If you think about it, if you teleport in on an enemy and unleash a quick strong combo, it takes only seconds to get it off and teleport back out... sort of like the duration of the Assassin's heal...
swordfisher
0.8 seconds gives you in fact, nothing at all. GW math does not bother with fractions- it just takes the integer value and runs with that. 4.8 seconds turns into...4 seconds, right smack where you started. I assume this is why the 4 second duration was chosen in the first place- so you don't get free healing from a 20% enchant mod.
Flopjack
I don't think you're right. Where did you get this info? Link please? I know at the very least Expertise deals with fractions with mana costs.
Symbol
Both of you are wrong. Guild Wars rounds durations to the nearest seconds, so 4.8 seconds becomes 5. This is easy to test on the Isle of the Nameless.
Giga Strike
if you get to the positiion where you need to use shadow refuge, ur assassin buil sux. assassins were made to shadow step/dash to the target, fire off a combo, and get the hell out of the fight while they wait for their skills to recharge.
in fact, you shouldn't waste your time with any super powerful heals.
in fact, you shouldn't waste your time with any super powerful heals.
Lord Oranos
Quote:
Originally Posted by Flopjack
Shadow refugre doesn't need any buffs. It has a low cast time for a self heal at only 1 second. It doesn't only heal for 72 like you said in your first post at level 11 Shadow Arts, it heals for 136 at level 11. Not sure where you got 72 from.
How does it heal for 136? Well the second number is 64, that is the easy part. The first part of the spell gives you 9 regeneration for 4 seconds. Regeneration and degeneration take or give 2 health per second. So 9x4=36, but that is only 1 health a second. 36x2=72 then 64+72=136!
Also, if you happen to have a +20% enchantments wrapping on your daggers, you will get another .8 of seconds of that heal. That may not seem like all that much, but if your build works off other enchantments, it will help you. That 0.8 seconds gives you an additional... around 30 health.
Suddenly Shadow Refuge heals for over 160 health, remind me how this is a bad skill again?
If you think about it, if you teleport in on an enemy and unleash a quick strong combo, it takes only seconds to get it off and teleport back out... sort of like the duration of the Assassin's heal... Excuse me, please read alittle deeper, I said the regen at 11 shadow arts tops at a total of 72 hp.18*4=72. I dont understand why you bothered with the math when I already did it for you.
So you say that a +20% enchant mod increases it, when have you seen another class NEED a different weapon for better healing, bar monk skills that are already good with the set durations.
The reason its a bad skill is the fact that regen can be actively countered, and it has a conditional heal at the end. Think of it like this: Its a healing breeze with a lower duration, higher recharge, and a conditional heal tacked on the end, Id rather have a solid, reliable heal, even if it had a 2 second cast.
You can try to say that a ranger only has regen. Well, what the ranger has is (dur) range, allowing him to stay at a reasonably safe position, evade stances, and interrupts (meaning if I see some damaging spell coming my way, Ill interrupt it). He has all around more defense.
Even when the combos take a couple of seconds(more like 3 or 4 without an ias), any smart opponent will immediately either move, interrupt your attack chain, throw a stance, or unload damage on you. The heal is easily stripped, and you wont always have the benefit of being safe enough to activate that conditional heal.
@Swordfisher, 20% mod gives two more seconds of regen.
@Giga Strike, so you think that no one will attack you? I have yet to see ANYONE not need to use shadow refuge, bar monk heals. The Assassin is meant to fire off combos and get out, but the fact is its made them predictable to the point where it cripples them, countering is easy, people know the Assassin is weak in self defense so they go for him/her, knowing he/she cant take the pressure.
How does it heal for 136? Well the second number is 64, that is the easy part. The first part of the spell gives you 9 regeneration for 4 seconds. Regeneration and degeneration take or give 2 health per second. So 9x4=36, but that is only 1 health a second. 36x2=72 then 64+72=136!
Also, if you happen to have a +20% enchantments wrapping on your daggers, you will get another .8 of seconds of that heal. That may not seem like all that much, but if your build works off other enchantments, it will help you. That 0.8 seconds gives you an additional... around 30 health.
Suddenly Shadow Refuge heals for over 160 health, remind me how this is a bad skill again?
If you think about it, if you teleport in on an enemy and unleash a quick strong combo, it takes only seconds to get it off and teleport back out... sort of like the duration of the Assassin's heal... Excuse me, please read alittle deeper, I said the regen at 11 shadow arts tops at a total of 72 hp.18*4=72. I dont understand why you bothered with the math when I already did it for you.
So you say that a +20% enchant mod increases it, when have you seen another class NEED a different weapon for better healing, bar monk skills that are already good with the set durations.
The reason its a bad skill is the fact that regen can be actively countered, and it has a conditional heal at the end. Think of it like this: Its a healing breeze with a lower duration, higher recharge, and a conditional heal tacked on the end, Id rather have a solid, reliable heal, even if it had a 2 second cast.
You can try to say that a ranger only has regen. Well, what the ranger has is (dur) range, allowing him to stay at a reasonably safe position, evade stances, and interrupts (meaning if I see some damaging spell coming my way, Ill interrupt it). He has all around more defense.
Even when the combos take a couple of seconds(more like 3 or 4 without an ias), any smart opponent will immediately either move, interrupt your attack chain, throw a stance, or unload damage on you. The heal is easily stripped, and you wont always have the benefit of being safe enough to activate that conditional heal.
@Swordfisher, 20% mod gives two more seconds of regen.
@Giga Strike, so you think that no one will attack you? I have yet to see ANYONE not need to use shadow refuge, bar monk heals. The Assassin is meant to fire off combos and get out, but the fact is its made them predictable to the point where it cripples them, countering is easy, people know the Assassin is weak in self defense so they go for him/her, knowing he/she cant take the pressure.
Flopjack
Sorry I didn't catch your math in your first post.
Saying Shadow Refuge's healing can be countered is like saying Orison of Healing's healing can be countered. ANY skill can be countered, Shadow Refuge is not special in this way. Sure people know Assassin's teleport in and can start and end a strong combo in a few seconds. Does that mean they are easily countered everytime? No. I am well aware of an enemy Fire Elementlist in Team or Random Arenas is capable of dealing 100s of damage in a few seconds, does that mean I will always be able to counter it easily? Hardly!
You cannot just say: Any smart opponent will just blah blah. Even the BEST of people can't anticipate every move of people. Sooner or later you will catch someone off guard, at low mana, stranded or something.
Plus, I didn't mention to use a +20% enchantment duration mod JUST for heailng. If your build revolves around other enchantments, it will be one of many possible boosts.
It just sounds like you took one too many Lightning Orbs to your Assassin's face. Play smarter and maybe you won't die so often.
Saying Shadow Refuge's healing can be countered is like saying Orison of Healing's healing can be countered. ANY skill can be countered, Shadow Refuge is not special in this way. Sure people know Assassin's teleport in and can start and end a strong combo in a few seconds. Does that mean they are easily countered everytime? No. I am well aware of an enemy Fire Elementlist in Team or Random Arenas is capable of dealing 100s of damage in a few seconds, does that mean I will always be able to counter it easily? Hardly!
You cannot just say: Any smart opponent will just blah blah. Even the BEST of people can't anticipate every move of people. Sooner or later you will catch someone off guard, at low mana, stranded or something.
Plus, I didn't mention to use a +20% enchantment duration mod JUST for heailng. If your build revolves around other enchantments, it will be one of many possible boosts.
It just sounds like you took one too many Lightning Orbs to your Assassin's face. Play smarter and maybe you won't die so often.
Lord Oranos
Quote:
Originally Posted by Flopjack
Sorry I didn't catch your math in your first post.
Saying Shadow Refuge's healing can be countered is like saying Orison of Healing's healing can be countered. ANY skill can be countered, Shadow Refuge is not special in this way. Sure people know Assassin's teleport in and can start and end a strong combo in a few seconds. Does that mean they are easily countered everytime? No. I am well aware of an enemy Fire Elementlist in Team or Random Arenas is capable of dealing 100s of damage in a few seconds, does that mean I will always be able to counter it easily? Hardly!
You cannot just say: Any smart opponent will just blah blah. Even the BEST of people can't anticipate every move of people. Sooner or later you will catch someone off guard, at low mana, stranded or something.
Plus, I didn't mention to use a +20% enchantment duration mod JUST for heailng. If your build revolves around other enchantments, it will be one of many possible boosts.
It just sounds like you took one too many Lightning Orbs to your Assassin's face. Play smarter and maybe you won't die so often. When did this become a question of my skill? You dont have to turn this on me but sure, Ill throw something out. I teleport in on a target, seconds after I get the combo off im spiked, well great, the targets half dead, but so am I, my point is, if you have ANY pressure on you in the form of degen its painful to get back to close to full health. I dont rely on enchants much due to the fact that theres a large chance it will be stripped. Please dont take a debate on a skill to a challenge on my personal skill.
So, youd rather cat around and watch people then actually get in and do damage? Sorry, but if you actually do kill someone, they tend to be wary afterwards. I know you cant bring counters to everything, but, guess what? Many people take anti melee spells and skills, blind, evade, snares... get my point?
My point is I want a heal that you can actually depend on, the sad fact that if you even use two Orisons it blows away Shadow Refuge, do you see other class heals doing so little at 11?
Healing Signet-122 health every 4 seconds.
Troll Unguent-8(16) regen for ten seconds, total of 160 hp heal.
Blood Renewal-Regen of 5 and a boost of 150 at the end.
Ether Feast-one foe loses 3 energy and you gain 117 health.
Aura of Restoration-healed for 334% of the energy cost each time you cast a spell.
Shadow Refuge-+9 regen, plus a conditional self heal at the end if you are attacking.
Not to mention the fact that Shadow Refuge is shatter fodder, you have to either cast it as you go in or bow someone for the heal afterwards, you try to actually(gasp) get away from an enemy and that nice heal has suddenly turned into an 8 second recharge Orison of Healing, with regen instead. If you have any focus fire on you at all it defeats the point of bowing for the heal when you are going to get hammered by attacks anyway.
And sorry, but its pretty noticeable when some nut is running towards you with daggers, I guess its damn near impossible to guess what hes going to do next.
Saying Shadow Refuge's healing can be countered is like saying Orison of Healing's healing can be countered. ANY skill can be countered, Shadow Refuge is not special in this way. Sure people know Assassin's teleport in and can start and end a strong combo in a few seconds. Does that mean they are easily countered everytime? No. I am well aware of an enemy Fire Elementlist in Team or Random Arenas is capable of dealing 100s of damage in a few seconds, does that mean I will always be able to counter it easily? Hardly!
You cannot just say: Any smart opponent will just blah blah. Even the BEST of people can't anticipate every move of people. Sooner or later you will catch someone off guard, at low mana, stranded or something.
Plus, I didn't mention to use a +20% enchantment duration mod JUST for heailng. If your build revolves around other enchantments, it will be one of many possible boosts.
It just sounds like you took one too many Lightning Orbs to your Assassin's face. Play smarter and maybe you won't die so often. When did this become a question of my skill? You dont have to turn this on me but sure, Ill throw something out. I teleport in on a target, seconds after I get the combo off im spiked, well great, the targets half dead, but so am I, my point is, if you have ANY pressure on you in the form of degen its painful to get back to close to full health. I dont rely on enchants much due to the fact that theres a large chance it will be stripped. Please dont take a debate on a skill to a challenge on my personal skill.
So, youd rather cat around and watch people then actually get in and do damage? Sorry, but if you actually do kill someone, they tend to be wary afterwards. I know you cant bring counters to everything, but, guess what? Many people take anti melee spells and skills, blind, evade, snares... get my point?
My point is I want a heal that you can actually depend on, the sad fact that if you even use two Orisons it blows away Shadow Refuge, do you see other class heals doing so little at 11?
Healing Signet-122 health every 4 seconds.
Troll Unguent-8(16) regen for ten seconds, total of 160 hp heal.
Blood Renewal-Regen of 5 and a boost of 150 at the end.
Ether Feast-one foe loses 3 energy and you gain 117 health.
Aura of Restoration-healed for 334% of the energy cost each time you cast a spell.
Shadow Refuge-+9 regen, plus a conditional self heal at the end if you are attacking.
Not to mention the fact that Shadow Refuge is shatter fodder, you have to either cast it as you go in or bow someone for the heal afterwards, you try to actually(gasp) get away from an enemy and that nice heal has suddenly turned into an 8 second recharge Orison of Healing, with regen instead. If you have any focus fire on you at all it defeats the point of bowing for the heal when you are going to get hammered by attacks anyway.
And sorry, but its pretty noticeable when some nut is running towards you with daggers, I guess its damn near impossible to guess what hes going to do next.