shadow refuge- didnt anybody notice?
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Rancour
Wilds Pathfinder
I'm a free spirit (that's not what the guild is called, I just am)
W/R
Joined Aug 2005
So that's the 3rd change since the PvP-preview?
First it was 50% evade, heal when ends. During the FPE, it was 50% damage reduction, and now it's health regen? Am I correct?
Anyway, many people have been complaining about assassins being smashed to bits in a matter of seconds because of the "Wammo"-mentality of many newbies.
This looks like an attempt from Anet to make it easier* for those newbies...
*When I say "easier" it's because many newbie Wammos will use Shadow Refuge and still keep on attacking the target, instead of moving to a more safe position, ensuring that they get the heal in the end.
First it was 50% evade, heal when ends. During the FPE, it was 50% damage reduction, and now it's health regen? Am I correct?
Anyway, many people have been complaining about assassins being smashed to bits in a matter of seconds because of the "Wammo"-mentality of many newbies.
This looks like an attempt from Anet to make it easier* for those newbies...
*When I say "easier" it's because many newbie Wammos will use Shadow Refuge and still keep on attacking the target, instead of moving to a more safe position, ensuring that they get the heal in the end.
S
It needs one of the following to be useful.
1. An instant cast time
2. A longer duration. 10 seconds or so
3. Remove the 'while attacking' requirement for the final heal.
I like two the best, and one the least. One would be implying that the assassin is just suposed to stay in combat swinging away with its daggers forever.
Two would be a pre-cast thing you do before you jump in, have the minor regen helping you throughout the attack, and the heal kick in as you are about to run away. Thats useful.
The final would be a minor heal that you can use on yourself once you have already escaped combat. But they could just remove the regen totaly from that and give it a flat heal amount... But if they did that then it would be semi-useufl to cast in combat =x argh.
I think twos the best option ^-^
1. An instant cast time
2. A longer duration. 10 seconds or so
3. Remove the 'while attacking' requirement for the final heal.
I like two the best, and one the least. One would be implying that the assassin is just suposed to stay in combat swinging away with its daggers forever.
Two would be a pre-cast thing you do before you jump in, have the minor regen helping you throughout the attack, and the heal kick in as you are about to run away. Thats useful.
The final would be a minor heal that you can use on yourself once you have already escaped combat. But they could just remove the regen totaly from that and give it a flat heal amount... But if they did that then it would be semi-useufl to cast in combat =x argh.
I think twos the best option ^-^
As far as I can see, ANet decided to make this skill designed espically for the hit and run aspect of the assassin. Warp in, attack your target, use Return to get out of combat and heal yourself back up. Because it only takes a moment to heal you up, and also encourages you to be back in the fight at the end of those 4 seconds, this is what I see to be what they intended.
However, I'm not going to state if I like it or not. Take a guess. ~.~
However, I'm not going to state if I like it or not. Take a guess. ~.~

