Create a Trait.

Create a Trait.

in Guild Wars 2 Discussion

Posted by: MakubeC.3026

MakubeC.3026

I made a thread on reddit as well.
Please keep it balanced and bring diversity, remember devs read these and you might be the one who inspires them.

Thief:

I think its time thiefs move a little away from stealth traits and reinforce other aspects they have. With this in mind I intended to address the gunslinger, venom/condition and evasion builds.

  • Quick hands: If you have two pistols equipped, increase critical chance by 10%. Decrease weapon swap by 30%.
  • Surprise entry: When you shadowstep daze for 1.50 seconds two nearby foes. Cooldown 20 seconds.
  • Anti-toxine: Gain a random boon everytime you use a venom. (Up to 4 stacks).
  • Trained reflexes: When you steal gain evasion for 2 seconds.
  • Venomous break: If you are stunned, dazed or knockback while your health is less than 40%, break away and leave a random venom cloud in place. (Poison, Torment, Chill. Cooldown 20 seconds).
  • Tainted blood: If you kill an enemy who had a venom you inflicted, recharge that venom. (Cooldown 20 seconds).
  • Master of tricks: Gain up to 4 IP when you use a Trick. (Cooldown 15 seconds.)
  • Expulsion: When you shadowstep, teleport away a foe in a random direction.
  • Bad behaviour: Inflict one stack of confusion everytime you interrupt an enemy.
  • Side effects: Poisoned enemies also become vulnerable or crippled.
  • Three Stage Traps – Traps now may trigger two times before they are exhausted.
  • Boon Traps: Traps remove 1 boon from up to 5 enemies when triggered. (480 radius)
  • Forsee: Walking backwards for 2 seconds will instantly teleport you a short distance backwards. (60 sec cooldown).
  • Persistent Venoms: Venom application cannot be blocked, missed, or evaded.
  • Rewarding Daring: Successful evades grant random boons.
  • Master of Signets: All signets can be used twice within 10s before going on a 30% longer cooldown.(not using the second charge keeps the signet on the origional CD).
  • Trixter Training: All tricks have their range/duration increased by 300/20%.
  • Sneak Attack Master: Auto attacking a target at the 50% health threshold will use said weapons sneak attack. (30 second CD)
  • Dagger Training: All dagger skills get a 7% damage boost, and a range increase of 30.
  • Down but not out: Downed state skill CD’s reduced by 50%. Downed skills are more effective.
  • Impossible to Catch: If your Steal is on cooldown, stun break from CC once every 30s.
  • Random charge: Posionous cloud now applies a random condition.
  • Flexible Bow: Shortbow skills have their range extended by 300.
  • Bandit’s Reward: Increased effectiveness of all stolen objects.
  • Dangerous Smoke: All smoke fields now apply poison.
  • Trap Education: Traps are now larger. Needle and Trip are persistent for 5s after activation. Ambush and Shadow have increased effectiveness.

Some of the ideas above come from other users.