Can you buff thief condition spec!
Necro and engineer have more conditions but they give up alot to get it. Both the engi and the necro are very easy to kill if focused. They have no stealth, no shadow steps. little vigor, little or no invuln.
If thief was given such conditions it would be utterly broken and insanely OP. They would appear, load these conditions and then vanish before doing it again. You ideas would be game breaking.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
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1) condition thief need burn, all decent condition spec need excess to burn. Best way is to let thief apply burn through pistol #2 and remove body shot.
2)Some poison must be more accessible and much shorter cooldown especially spider venom.
3) Let thief be able to apply some RNG condition, so that we can use it as a condition protection for the useful dmg condition like burn or bleed.
1) I disagree. In fact I think Necro focused on Terror is actually better than one with burning after testing it the last couple days.
2) Some of the CDs could be adjusted for Thief. Agree with you there, but you have the ability to apply poison at will anyway, so I don’t think that Spider is necessarily an issue.
3) This game does not need more RNG. At all. Ever. It is already overused.
I suspect that some of the good thieves are taking a look at venom share again after the patch. Perhaps one of them can weigh in with findings. Torment + Venom Share on a Condi-Cleave comp might turn out to be pretty scary. Haven’t tested, but sounds nasty in my head.
Necro and engineer have more conditions but they give up alot to get it. Both the engi and the necro are very easy to kill if focused. They have no stealth, no shadow steps. little vigor, little or no invuln.
If thief was given such conditions it would be utterly broken and insanely OP. They would appear, load these conditions and then vanish before doing it again. You ideas would be game breaking.
That it true.
Conditions are too much forgiving for stealth builds.
While Necros and Engineer are always on sight when conditions are taking effect, any decent thief can just stealth, wait for stealth do end, apply conditions and stealth again.
That’s pretty the same situation of Caltrops thieves. Nobody wants to come back to those old, dark, days.
Necro and engineer have more conditions but they give up alot to get it. Both the engi and the necro are very easy to kill if focused. They have no stealth, no shadow steps. little vigor, little or no invuln.
If thief was given such conditions it would be utterly broken and insanely OP. They would appear, load these conditions and then vanish before doing it again. You ideas would be game breaking.
being in stealth does no dmg, if you want to have that amount of condition on thief u have to give up 2 utility slot too have spec for all that misc condition on crit and application, end up they will give up a lot of stealth to achieve it too, for them to apply condition like engineer and necro. Engineer though doesn’t give up much, their 1 kit and p/p alone can stack multitude of condition with 2 adept trait line or i may be wrong 1 adept and 1 major.
Necro and engineer have more conditions but they give up alot to get it. Both the engi and the necro are very easy to kill if focused. They have no stealth, no shadow steps. little vigor, little or no invuln.
If thief was given such conditions it would be utterly broken and insanely OP. They would appear, load these conditions and then vanish before doing it again. You ideas would be game breaking.
That it true.
Conditions are too much forgiving for stealth builds.
While Necros and Engineer are always on sight when conditions are taking effect, any decent thief can just stealth, wait for stealth do end, apply conditions and stealth again.
That’s pretty the same situation of Caltrops thieves. Nobody wants to come back to those old, dark, days.
Stealth is not the question, see your complain is about good escape, engineer possess them too. Stealth does not guarantee that good player don’t kill in while your stealth. Engineer can stealth too, they are even better in a senese they can trait for perma vigor and swiftness, fast weapons swap. they can escape much better with block and perma dodges while keeping you at bay with their kits and cripple, immobilize and stun.
Sneak attack has to be changed.
“Condition thief”. That’s cute.
Call it what it is – Bleed thief. It’s the only damaging condition thieves can apply with any regularity.
You can add all the tricks in the world, it doesn’t matter – when your spec has 1, UND ONLY VONE! condition to do damage with, it’s nigh worthless in the current meta.
In addition to that, our only consistent access to “cover” conditions (you know, crappy conditions we don’t really care about because they’re literally just there to eat cleanses instead of bleed) is limited to venoms… which are currently ridiculously kittenty, unless you dedicate at minimum 50 trait points AND all your utilities AND generally your Elite just to using venoms. Then they become kind of Ok…at the cost of a completely dicated setup (which surprise surprise, doesn’t mesh well with condition specs).
Adding burn to a specific weapon ability won’t do a kitten thing. The initiative system practically guarantee’s that the duration will be laughably short (or else it would be overpowered), so how do we fix this situation?
IMO, traits. Give us traits that expand our access to damaging conditions. Something along the lines of
“whenever you apply bleeding to a target, they also suffer confusion for X seconds, 5s internal CD”
“Venoms also apply burning for Xs on application” (lets roll that one into the might on venom trait, so as to make it suck less)
Change Lotus poison (since Anet kittened it up, like they do most things) to add torment whenever a target is poisoned instead, with no ludicrous internal CD.
Make venoms less god-kittening-awful in general. Give trickery more condition damage traits (Since its our kittening condition damage traitline, you mooks)
Here’s another brilliant one – Normalize Utility Venom applications. Make every single venom have the same number of applications – adjustdurations and Leeching venom as needed, but cut this kitten out where spider venom applies 5 times, and devourerers applies twice. Make all venoms apply 5 times. Duh.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
(edited by evilapprentice.6379)
“Condition thief”. That’s cute.
Call it what it is – Bleed thief. It’s the only damaging condition thieves can apply with any regularity.
You can add all the tricks in the world, it doesn’t matter – when your spec has 1, UND ONLY VONE! condition to do damage with, it’s nigh worthless in the current meta.In addition to that, our only consistent access to “cover” conditions (you know, crappy conditions we don’t really care about because they’re literally just there to eat cleanses instead of bleed) is limited to venoms… which are currently ridiculously kittenty, unless you dedicate at minimum 50 trait points AND all your utilities AND generally your Elite just to using venoms. Then they become kind of Ok…at the cost of a completely dicated setup (which surprise surprise, doesn’t mesh well with condition specs).
Adding burn to a specific weapon ability won’t do a kitten thing. The initiative system practically guarantee’s that the duration will be laughably short (or else it would be overpowered), so how do we fix this situation?
IMO, traits. Give us traits that expand our access to damaging conditions. Something along the lines of
“whenever you apply bleeding to a target, they also suffer confusion for X seconds, 5s internal CD”
“Venoms also apply burning for Xs on application” (lets roll that one into the might on venom trait, so as to make it suck less)
Change Lotus poison (since Anet kittened it up, like they do most things) to add torment whenever a target is poisoned instead, with no ludicrous internal CD.Make venoms less god-kittening-awful in general. Give trickery more condition damage traits (Since its our kittening condition damage traitline, you mooks)
Here’s another brilliant one – Normalize Venom applications. Make every single venom have the same number of applications – adjustdurations and Leeching venom as needed, but cut this kitten out where spider venom applies 5 times, and devourerers applies twice. Make all venoms apply 5 times. Duh.
Yeah very true, and i forgot to add that bleed will most probably be cleanse off the bat on p/d as your normal atk refreshes the bleed too often, and taking ensoriki feedback i think they should change sneak atk bleed duration to 3 sec but let it stack it up to 10 or 12 stacks. and make AA for pistol#1 stack bleed on 3-2 sec but with each shot apply 2 bleed or maybe have is atk speed increase.