Feb 07, 2008, 05:55 AM // 05:55
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#1
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Jungle Guide
Join Date: Jan 2007
Location: New Zealand
Profession: A/D
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Shadow Refuge...back in the trash.
Oh well.
Guess it's back to secondaries for a viable self-heal.
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Feb 07, 2008, 05:59 AM // 05:59
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#2
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Academy Page
Join Date: Jan 2008
Guild: Mafia Of Annhilation
Profession: D/Mo
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its called heart of shadow, feigned nutreality, deaths charge, deaths retreat and.... iono combine ur self healing with monk spells or sumthing
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Feb 07, 2008, 06:01 AM // 06:01
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#3
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Lion's Arch Merchant
Join Date: Sep 2006
Location: USA
Guild: Babes N Bastages [BNB]
Profession: A/
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anet guys need to make up their minds....either keep the dang sins nerfed or let them be sheesh
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Feb 07, 2008, 06:06 AM // 06:06
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#4
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Jungle Guide
Join Date: Jan 2007
Location: New Zealand
Profession: A/D
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Quote:
Originally Posted by Pvp4lyfe
its called heart of shadow, feigned nutreality, deaths charge, deaths retreat and.... iono combine ur self healing with monk spells or sumthing
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Sorry man but your clearly either new to the class or bad.
Shadow Refuge was the only viable self-heal for Sin, with the possible exception of FN and it's conditions being down time, without going to a secondary outside the Sin line especially in PvP.
Imo those other skills just don't cut the mustard.
Just seems weird they buffed SR and allowed builds to use secondaries for motives other than a decent self-heal only to make it crap a few months later.
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Feb 07, 2008, 07:27 AM // 07:27
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#5
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Academy Page
Join Date: Jan 2008
Guild: Mafia Of Annhilation
Profession: D/Mo
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i mean use those skills listed as emergancy healers. the refuge update is absolutly not going to make SR extinct, it can still be used easily
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Feb 07, 2008, 07:53 AM // 07:53
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#6
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Jungle Guide
Join Date: Jan 2007
Location: New Zealand
Profession: A/D
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Ummm....no.
There are vastly superior secondary self-heals which, in the past and again now, has steered most Sins towards choosing a secondary class with a large focus on the self-heal on offer.
The buff to SR gave many freedom from such restraints allowing a pure sin build with secondary focus on other goals such as IAS, Interupts, etc, etc.
If you still think SR is viable when compared to other secondary self-heals...well.....
SR is back in the trash, deny all you want.
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Feb 07, 2008, 11:57 AM // 11:57
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#7
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Even before this 'stealth-nerf' (more likely, a mistake on A-Net's part), Shadow Refuge was worthless trash that never touched my bar.
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Feb 07, 2008, 02:10 PM // 14:10
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#8
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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lol they tried to make it good and made it worse
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Feb 07, 2008, 09:46 PM // 21:46
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#9
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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could some one explain to me how shadow refuge was good?
I usually dont ever need self heal and if I do its just the crappy feigned or /mo for restful breeze
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Feb 07, 2008, 10:10 PM // 22:10
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#10
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Shadow Refuge: the break down
OK so let's have a look
- requires heavy Shadow Arts investment to offer significant(-ish) regen. As the Shadow line is bad overall, this is a big minus.
- has a 1sec casting time, which is a big risk to take in the place where you'd seemingly want to use it (in combat).
- 4 or 6 sec duration wasn't really an issue. We're generally talking 32HP here. In a way, the shorter duration is a BUFF because the (conditional!) health spike arrives sooner.
- Awesomely bad on defense. The condition for the health spike can't be met, while the regen is not enough to justify the casting time.
- Those who value self-heals tend to go /Mo for Restful Breeze, SR's main competition. Comparing them is just... unfair. That says enough.
- On a personal note: it takes up a skill slot that could have been used for something far more interesting, though this is personal preference above all else.
Shadow Refuge died a long time ago, and despite ANets recent attempts at reanimation, the trash can remains the only right place for this disaster.
Last edited by Bobby2; Feb 07, 2008 at 10:13 PM // 22:13..
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Feb 07, 2008, 10:19 PM // 22:19
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#11
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über tÄ›k-nÄsh'É™n
Join Date: Jan 2006
Location: Canada
Profession: R/
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the ultimate problem is shadow refuge is its design itself. typically, when the assassin needs to heal, he should be running away. keep attacking just to gain that heal spike at the end is just foolish most of the time. basically, the heal at the end usually never occurs.
the 6 second version therefore, it generally better. for shadow refuge to be good, it needs to have longer duration and less conditional heal.
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Feb 07, 2008, 10:39 PM // 22:39
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#12
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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exactly
12charthingie
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Feb 07, 2008, 11:13 PM // 23:13
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#13
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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It's an arguable point. 'Twas still crap. But if they reduced the casting time to 1/4, it would make a lot more sense.
/12charthingynotneeded
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Feb 08, 2008, 07:37 AM // 07:37
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#14
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: The Underground PvP Society (PVPS)
Profession: N/Mo
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Shadow Refuge was always crap because it is an in-battle heal with a one sec casting time. There never was a reason to use it when you can get the same healing from a secondary without the conditional requirement or possibility of being shattered.
For the love of God, six second duration and 1/4 casting time please. Then, maybe there will be a reason to use this skill. Or at least keep the one sec casting time, but make it a Skill rather than an Enchantment.
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Feb 08, 2008, 06:50 PM // 18:50
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#15
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Frost Gate Guardian
Join Date: Jun 2007
Profession: A/
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I personally don't mourn Shadow Refuge much because I only used it on one build in PvP, which is solved by adding Feigned Neutrality.
For everything else I relied on Earth Prayers or Restful Breeze
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Feb 08, 2008, 08:23 PM // 20:23
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#16
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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agreed with that one there
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Feb 09, 2008, 12:14 AM // 00:14
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#17
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Academy Page
Join Date: Aug 2006
Location: Tyria
Guild: Pyromaniacs Inc
Profession: A/E
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Well used in the right build it can work. 1 thing would be something like:
1. Enchant removal is there and ur build relies on enchants. U need a quick recharge and a heal wouldn't hurt.
2. Cover enchant for main enchant. If ur good enough u know how to time it right.
3. Works great with an AoD build that I use and won't tell.
4. Dervish could make good use of it.
I'm not sure what the nerf was so my reasons may not be viable so don't flame them. If someone would can the post the nerf?
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Feb 09, 2008, 01:00 AM // 01:00
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#18
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Frost Gate Guardian
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nerf was from 6 secs of regen to 4. Health gain on attack may have been reduced too, I'm not sure...though honestly, that health gain was fairly underutilised anyway.
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Feb 09, 2008, 01:11 AM // 01:11
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#19
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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People were using shadow refuge before?
In comparison to warrior and most dervish self heals it still heals for more at a comparable attribute btw.
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Feb 09, 2008, 06:11 AM // 06:11
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#20
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: Nite
Profession: A/D
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I always thought Shadow Refuge was a pretty good skill. If it's 4 second duration, they should at least make it 1/4 or 2/4 cast time. -.- Because I used to use Shadow Refuge or my main heals during combat. Feigned Neutrality ends if you attack, same with Restful Breeze.
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