Shirking heals works well for me in open world pvp when it happens. One on one, I usually have enough time to kite and reset the cooldown. That with healthy/refreshing toast allows for me to be back at full health or damn near after a dodge.
I wouldn’t use it in any larger scale battle though. They need to either up the healing capacity, or shorten the cooldown for it to be effective in anything outside of duels/open world.
With Divine, Health, and 150 con, it gives close to 1.2k health per proc. There is some good fun to be had playing 150 con, 200 int, and 150 focus as a VG/IG spiker.
Gameplay was not too bad, got a 10 kill game yesterday while targetting bow users and other squishies in a dub with Ice Spike, Storm, and Tomb w/ Scream, Void Blade, and Orb of Decay. Since I am using the 5/5 PvP set, missing out on the Shirking Energy feels bad for light armor. Entomb is currently bugged and procs Shirking perks so it helps keep you topped off well if you have that in addition to Healing Tomb (I need to find a Tomb, Keen, and Refreshing Move IG myself).
Either the base heal on the perk needs to get adjusted or the heal on % max health should be increased. Shirking Heal needs a bit of love to make it feel worthwhile much like how Shirking Fort (and Energy for LA) is presently.
150 Dex + Medium + Hearty = 4 Dodges at 30 Stam Each (20 stamina left after your first three dodges)
150 Dex + Light + Hearty + Shirking Energy Procs = 4 Dodges at 40 Stamina Each (19 stamina left after your first three dodges with Shirking Energy Proc)
Fortify Caps at 50%, yes.
From the looks of it, Greatsword has some pretty sick Stamina Recovery perks (Critical Comeback & Step And Strike). GS scales well with Dex, so 150 is an easy pickup, from there you can elect to use any of the STR/DEX split stat weapons (Spear has the best stamina regen with a lot of tools to be a formidable medium bruiser too in compliment with GS). Fortifying Perforate on Armor will persist so long as you have it on your armor.