Thief specialization traits
Very good traits aside the grandmaster ones.
I really hope they change impact disruption cause it will be totally broken on X/P
Maybe. The biggest question is what trait line would a thief be willing to give up in order to get this?
Maybe. The biggest question is what trait line would a thief be willing to give up in order to get this?
Only Deadly Arts and Trickery are mandatory, 3rd one is optional. SA is the next best thing and provides very decent sustain, but so does the elite spec.
It sounds like an acrobatic 2.0 with steroids.
Maybe. The biggest question is what trait line would a thief be willing to give up in order to get this?
Shadow arts, hands down.
I can easily see CS-Trickery-DD or DA-Trickery-DD being very good on already existing sets, and physicals will prolly be CC/damage oriented, covering the third spot on thief U-skills that has been a placeholder all time since release ( inf signet being the best, blinding powder getting better after stealth buff).
And if they give us something able to dwell with shadowstep, even better. I don’t see shadow refuge being replaced even in my wet dreams, it’s like the most op skill in the game.
Maybe. The biggest question is what trait line would a thief be willing to give up in order to get this?
Only Deadly Arts and Trickery are mandatory, 3rd one is optional. SA is the next best thing and provides very decent sustain, but so does the elite spec.
deadly arts is not mandatory.
It has a couple of totally broken traits and that is all.
Mug is mandatory for the health payoff, but since you’ll gain 500 health on evades, i’m not sure you’ll need it.
CS is better for damage and physicals will be about damage ( prolly) so i guess CS could be better, but it mostly depends on staff damage coefficients.
It also really depends if there will be a skill to replace Shortbow #5 or you are locked to staff/shortbow, speaking about tornament builds.
BTW they are datamined, probably there will be some change, we need to wait for friday.
(edited by philheat.3956)
Maybe. The biggest question is what trait line would a thief be willing to give up in order to get this?
Only Deadly Arts and Trickery are mandatory, 3rd one is optional. SA is the next best thing and provides very decent sustain, but so does the elite spec.
deadly arts is not mandatory.
It has a couple of totally broken traits and that is all.
Mug is mandatory for the health payoff, but since you’ll gain 500 health on evades, i’m not sure you’ll need it.
CS is better for damage and physicals will be about damage ( prolly) so i guess CS could be better, but it mostly depends on staff damage coefficients.
I’d say mug is more mandatory for burst combos. It’s a flat damage increase. Mug + the new damage on interrupt looks like it will be 3-4k damage together. Then add pistol whip/fire/air in the mix and it will be deadly.
I still have bigger gripes with this trait line. It’s what acrobatics should have been all along. It also seems as if ANet is reversing their previous decisions on nerfing acro. Feline grace was 3 dodges and got nerfed into the ground because it was “OP”, but now they’re just giving it back? I’m afraid it’ll just get re-nerfed.
It also really depends if there will be a skill to replace Shortbow #5 or you are locked to staff/shortbow, speaking about tornament builds.
BTW dash is not a full evade for the entire animation, it’s a 3/4 evade, it means there is a vulnerability at the end of the animation like other thief skills.
If spec line replaces every your dodges, ok you get 3 bars, but there are vulnerability inside.
BTW they are datamined, probably there will be some change, we need to wait for friday.
Dodging is a movement technique used to evade incoming attacks by quickly moving out of the way. A dodge consumes 50 endurance and players have a maximum of 100 endurance. You dodge 300 units over .75 seconds and can dodge in any direction. This speed is fixed and doesn’t change in combat like movement speed. If you are not moving, you will dodge backwards. Some mechanics prevent you from dodging, including being immobilized, immediately after being knocked back, or while under the effects of fear. In addition to its utility to avoiding attacks, several traits and some foods offer special benefits to characters after they dodge.
Dodge is 3/4 and dash replaces dodge, so you’ve no vulnerability frames.
Basically it will be a perma teleport thief, so you don’t actually need gap closers ( maybe).
Sbow btw is not only a movement bot weap, it’s like the most well designed thief weap by far and thief only aoe contirbution into ranged fights.
Even if sbow5 gets changed, people will still pick shortbow.
Yeah but it’s a dash with a traveled distance, i think it will be easier to interact with it instead of usual dodge (like withdraw for example).
dunno, we’ll see. in general i think other weapons set will be viable with this spec line, not only staff.
(edited by philheat.3956)
Yeah but it’s a dash with a traveled distance, i think it will be easier to interact with it instead of usual dodge (like withdraw for example).
Good thieves know that after “withdraw like” skills u need to time better your dodges in order to not be vulnerable.
Against a good “old” acro thief you had to play a guessing game in order to land your skills ( thx god that kitten got nerfed).
Current " gain endu for each ini spent" while wielding staff could make dodge thief broken again according to numbers.
But why am i complaining, current thief is a stealth bot based on stealth spam, even old acro thief was better when compared to this so i’m kinda okay with it.
About SR I’m not really sure it will be always an obligated choice.
With HoT there will be A LOT of stealth counters, so i think it could be alternatives.
if you have Dash u cant dodge in SR since it will make you travel forward 360 units granting you reveal…
if you have Dash u cant dodge in SR since it will make you travel forward 360 units granting you reveal…
This is a good point but you can get the extra dodge with the minor trait, the new dodge option is an adept trait.
Wait… so it’s called DareDevil and wields a staff.
Why does this sound so familiar?
Well, there’s the answer to why acrobatics is as it is….
With all this Culling fixes in the past, all i want is be able to chain Stealth again using my offhand Dagger of course i cannot contest point while in stealth. they can give all the Stealth attack an internal cooldown if they wanted while maintaining Pressure in Teamfights.
Oh well, who am i, game must be balance around those people who don’t play the game and lets not forget the balance around 1v1. geez.
Between a master and apprentice, i would love to see the differences.