There are two new trinkets for this week’s Conquest’s Reward. One is the Sinister Gladiator’s Maledict, which does some damage and “absorb[s] up to 51922 healing for 6 seconds”.
What does “aborbs healing” mean? Does it mean the same thing as “absorbs damage”? Does it mean the user of the trinket doesn’t get healed for 6 seconds? Or does it mean the target of the effect doesn’t get healed for 6 seconds? Has anyone tried it out?
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its a targeted trinket, ive gotten one after a match before and used it.
So you target someone, you are rooted while casting for the cast time, then it hits them with some damage and forces them not not receive healing for the amount listed. In effect its like getting hit for bigger damage if you can make use of the healing debuff on them.
Think of it like a disc bubble, which prevents damage, but this one prevents healing.
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Wow. This from the self-proclaimed god of pvp
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It’s basically the same mechanic as UH DK necrotic strike. So let’s say you have a 50k healing absorb on you, that means the next 50k healing received will be useless. You should definitely get it this week.
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It’s a really good trinket. I have it myself, and use it whenever we’re bursting on a healer.
The trinket doesn’t stack though. Two people using it on a healer won’t cause the 50k absorb to stack, only refresh. It’s also a magic debuff which can be dispelled.
You’re not rooted. You use it, the little orb is summoned above your location, sits there for a sec (even if you walk away from it) and then shoots towards the target hitting them and debuffing them.
So if someone is 1/2 a sec away from getting off a huge heal, this wont effect that big heal, because of the delay before the orb launches towards the target, But it does not root you while using it.
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I did get it, though it was roleplay that tipped the scales since I’m a void elf. It does sound like it would be great in arenas; in world PVP or for that matter battlegrounds, it’s less likely there will be healing to interdict, though it would have been useful trying to down the bounty in the Horde raid I encountered in the Stormsong assault today.
Healing is pretty common in world pvp simply due to how many classes have been given self-healing abilities. And in BGs, healers are pretty critical as well. Each team is given the name number of healers for a reason.
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Good point about self healing. Healing is important in battlegrounds, yes, but healing timing is not as predictable as in arenas, plus there are generally a smaller percentage of healers.
reason i say rooted is im melee, i move alot, so when i want to cast something, i have to stop running and cast it. It doesnt phyically root you, just you have to stop and cast it, which for melee can be painful if your gap closers are down.
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You don’t have to stop to cast it.
Another riveting post by Irisse lol
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I’m glad you made this post. I don’t arena and wasn’t sure what it does, so I’m glad many nice people have shed light so to speak. 
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so i still had it in my bags and it is true that it doesnt actually have a cast time on it, which is weird since i know when i first got it i tested it and it would never go off if i didnt stop running.
It’s instant cast. The shadow bolt launches 1.5 seconds after you activate the trinket. This delay may have given you the false impression that it has a cast time, or you have to stand still.
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When you co ordinate this trinket with other players using theirs, you can literally eliminate healing from your target. It is fantastic and might be the most powerful trinket i’ve seen in a looooong time.
If you didn’t get it, you done F’d up.
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Yeah, I really think any item that is so essential probably doesn’t belong in the game. It’ll be fun in the meanwhile, but I won’t be sad to see it go when it eventually happens.
I like it but i’m biased as i play double dps in 2s or tank +dpsx2 for arenas. Also, it’s a cure for rated bgs against 4 healer trash games where nobody on either side dies the entire bg.
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I view it as a bandaid to help moderate the excessive effectiveness healing has in PVP, along with the mana regen nerf. Essentially it allows people to be bursted down in arenas again provided the team is very well coordinated. I don’t see it as overpowered in world PVP because it doesn’t prevent escape, but the arena environment is too small for that to be an option.
Being back viper sting in its mana burn form, and you wouldn’t need this trinket. But that opens another can of worms.
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It does seem pretty clear to me it’s a necessary response to the class design of this game today (other than fixing it being another response.)
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