Raids: Will anyone take thief?
The fights aren’t going to be against target dummies, it’s illogical to use target dummy tests to claim what’s best before we ever see the encounters.
Yeah except with how thief DPS works you can reliably say unless steal somehow provides a massive DPS boost thieves will be on the bottom end of DPS.
A good player on any class is going to be better than the average player on pretty much any other class. Problem being we don’t have any great ways to show this due to lack of DPS parsers and logs that can’t get you banned. So people who are going for progression simply won’t bring classes based on class vs class comparisons rather than player vs player comparisons.
If thats truely your opinion then raids getting legendary armor would be unfair to the player base
Why would it be “unfair” to ask for encounters designed in such a way that a certain level of organization and communication between players is required to be successful? Not everybody has to run around in legendary armor anyways
Thief dmg is good in theory, sadly you lose a lot in practice.
So, there are a few things anet could do to make thief viable (looking at the first raid boss):
1. Make WC 1 or 2 hits, with same dmg as the 3 hits before
2. Make Mug baseline
3. New trait: Hitting a target with steal applys a debuff for 10 sec, making all teammmebers (10 in raids) do 10-20% more dmg for that time.
This would ensure thief can do dmg while also giving some offensive teamsupport.
The other option:
Buff thief dmg by a huge amount, to make it worth for the not existing team support.
Thief dmg is good in theory, sadly you lose a lot in practice.
So, there are a few things anet could do to make thief viable (looking at the first raid boss):
1. Make WC 1 or 2 hits, with same dmg as the 3 hits before
2. Make Mug baseline
3. New trait: Hitting a target with steal applys a debuff for 10 sec, making all teammmebers (10 in raids) do 10-20% more dmg for that time.This would ensure thief can do dmg while also giving some offensive teamsupport.
The other option:
Buff thief dmg by a huge amount, to make it worth for the not existing team support.
Those are good ideas. How about making assassin’s signet’s active affect the whole group (like SoA), maybe add condi damage to it as well.
exscript from my other post in another thread
The only ways i can see thieves being viable is:
1) venomshare CCs with Basilisk Venom, maybe Devourer’s Venom. With Alacrity affecting our venoms, it just might work.
2) The bosses become EXTREMELY vulnerable when their break bar is broken, as thieves still have arguable the highest SPIKE damage among the classes. Staff 5 can be spammed up to 5 times in a short amount of time with Roll for Initiative (yes even without Trickey), and if lets say each Vault deals 20k damage (which I’ve heard is possible in full DPS gear, full Might stacks, Full Vulnerability, full DPS build, namely DA, CS and DD), that’s a 100k damage spike, multiplied by the increased damage bosses take when their break bar is broken.
3) We get OP stolen skills from Bosses.
4) Certain mechanics requires a single, fast-moving class, much like a trigger at the edge of the map that will wipe the team if there is no one to press it within a few seconds. (Similar to Desert Dragon Raid in Dragon Nest back in the day)
With all that being said………
I’m still gonna take my thief into raids with my guildmates. Unless proven that thieves are absolutely worthless, my full ascended armor is sticking on my thief, despite having an engineer in my character screen.
where bashing people over the head with a stick deals more damage than a stab to the heart.
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