This should be the Utility Skills for Thieves actually:
Each Utility Group should consist of 5 Utility Skills
Signets
Signet of Assassination (renamed from Assassin’s Signet, as all other signets have prefixes)
Passive: Increases the Power by 180 and grants +25% Movemen Speed
Active: Performs a Shadow Step to a Ground Target, Range 1200.
Was there an Enemy, will the enemy be blinded, was there an ally, will you create for 20 seconds a Shadow Doppelganger, that will use exactly the same skills as like you.
If that Shadow Doppelganger gets into a Stealth Field, then it will try to Back Stab an nearby enemy. Recharge Time: 60 Seconds
Signet of Agility
Passive: Grants +180 Precision and +1 Initative whenever you perform a Dodge Roll
Active: Refills your Endurance, and gives you for 10 Seconds Stability and Quickness.
For every Endurance Bar being refilled, you and your allies in near will be cured by 1 condition. After that will be your Endurance regeneration decreased by 50%
Recharge Time: 45 Seconds
Signet of Shadows
Passive: Increases the maximum duration of Stealth by 100%, but disables the usage of Attack Skills while being in Stealth. Grants Protection, while being in Stealth.
Active: Perform a ground target Shadow Step, that will create a Dimension Rift, which will put nearby allies into stealth for 3 seconds and periodically hit nearby enemies with 5 stacks of torment. Duration: 12 seconds. Durations stack, if those periods hit you multiple times over the duration.
Signet of Infiltration (renamed)
Passive: Increases the movement speed while in stealth by 66% and health being over 90% Increases the maximum range from shadow steps by 20% and lets those skills recharge 20% faster
Active: Lets you stealth automatically the next 2 times, whenever you perform a dodge roll for 2,5 seconds
Recharge Time: 60 seconds
Signet of Toxicity
Passive: Increases Condition Damage by 180 and improves Venom Charges, adding + 1 to all of your Venom Charges
Active: Adds a Life Leech to your attacks for every Condition you are suffering on., which increases also so more stacks of a condition you have on you.
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Traps
Needle Trap
Set a Trap, which puts trapped enemies on Poison and Bleeding, when triggered.
Adds also Torment, if the Enemy Health was over 50%.
Changes under water into “Needle Mine” having the same effect there.
Thiefs can lay now multiple traps of the same type, when traited for that.
Shadow Trap
Set a Trap that calls for a Shadow Doppelganger for 20 seconds whose attacks mark the enemy. The Skill changes to “Shadow Pursuit” which lets you instantly shadow step to every enemy, that got marked by your Shadow Doppelganger meanwhile.
So if it hits multiple targets, you can shadow step between all those targets quickly around. But doing so disables your attack skills for a few seconds.
Changes under water to “Ink Trap” that creates a stealth field under water similar to Shadow Refuge, that also keeps enemies in that field on blindness and lets thiefs perform with spear skill 2 attacks under water back stabs, if they hit enemies from behind, while being stealthed
Caltrops (Now counts as trap, doesn’t bleed anymore, makes vulnerable now)
Set a Trap that scatters caltrops on the ground crippling enemies and make them vulnerable, which walk over them.
Changes under water to “Acid Capsules” with the same effects, those capsules are very light and break on touch crippling enemies and making them vulnerable.
Sling Rope
Sets a trap that first knocksdown an enemy and immobilizes them then by launching them into the air and holding them there, until the rope gets cut., what can be done only by an ally destroying the trap.
Changes under water to “Octopus Wire”, that will pull enemy to you and immobilize them after that and set them on Torment for every second that immobilize was active on the enemy as this wire will hold its enemy tighter and tighter with every second. torturing the enemy more and more.
Explosive Trap
Sets a trap, which explodes if the player activates it. Enemies will suffer on burning and weakness for quite some time. The effect can be changed to chill and weakness, if traited.
Changes under water to “Explosive Mine” with exact the same effects
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