break. I feel like they should be back by now..”
A few thief skills change.
break. I feel like they should be back by now..”
I’ve tried to work traps into my rotation without much success. You really need to spec for traps for them to be worthwhile it seems. I have started using tripwire in WvW a little bit but not in dire circumstanses. Needle trap I’ve found no use for except to setup next to tripwire. Have not tried the new shadow trap.
The ambush trap (call in a thief) the thief is underpowered and despawns quickly. It has skills (blinding powder, not sure what else) to supplement the sucky power. Lenthening duration from 20 to 30 secs looks like the best fix to start with.
If trap mechanics are not changed, they should at least have the casting times lowered from 1/2 to 1/4.
Infiltrator’s signet with my build seems underpowered. However there are traits which make it useful (+5 stacks of might on signet use, or -20% signet recharge and gain 2 init on signet use). It’s also good with backstab types but this signet seems trumped by shadowstep. It has it’s uses with certain builds so I wouldn’t change it atm.
Signet of malice I’ve successfully used with a vamp type condition build designed around attrition instead of burst damage. The shortbow’s aoe will heal for every hit you make (up to 5? not sure), dagger jump spin move, sword’s huge aoe etc.
Great combo with acro’s 10 (heal for every init used). Also, signet of malice and dagger spin in the middle of a mob is awesome.
(edited by nalovas.5961)
“as this post is not aimed at buffing them.”
Making skills better is not buffing, C/D?