You’re a cloth class. I main a mesmer and the only direct damage utility skill we CAN get is mantra of pain. If you don’t use utility skills for escapes and.. Well, utility, then I don’t know what else they’re for. “Good” doesn’t allow thieves to teleport to you and HS has a pretty short range compared to other leap skills. If you can’t get out of it with mist form or blink then there’s a bug worth reporting. As for “needing” that many. I’d say you at least need one. If that isn’t enough I can go through the list.
Staff -fire -burning retreat
Staff -Water – AOE chill area
Staff -Air -Ring of stun and a blowback
Staff -Earth -Snare and cripple.
Dagger MH -Fire -Burning charge move.
Dagger MH -Water -Another aoe chill
Dagger MH -Air -Aura of Stun
Dagger OH -Water -Chill Aura
Dagger OH -Air -Blowback
Dagger OH -Earth -Knockdown
Focus -Water -Daze
Focus -Air -Knockdown
Focus -Earth -InvincibilityNow Chill and Cripple won’t get you home free on their own but combined with just one cantrip like mist form or blink should put enough distance between you and the thief to cause problems for them.
Perhaps you should play an Elementalist before coming in here then?
Staff -fire -burning retreat -> Nice
Staff -Water – AOE chill area -> Barely any duration, making it pretty useless
Staff -Air -Ring of stun and a blowback -> Blowback misses more often than it hits, stun is only on the border of the ring and due to startup animation easily dodged.
Staff -Earth -Snare and cripple. Snare that just like blowback misses more often than it hits (a small sidestep avoids these already, don’t even need to dodge) and that cripple is a very small line with again start up duration so easy to dodge.
Dagger MH -Fire -Burning charge move. Eh to use this as gap opener you need to turn your back on the thief. Here’s a hint. NEVER TURN YOUR BACK ON A THIEF. Extra dmg when hitting from behind traits will kick you hard. Not to mention I don’t think this would even get you out of HS leap range.
Dagger MH -Water -Another aoe chill -> With very very small range. I’m not sure if I ever chilled someone with that really.
Dagger MH -Air -Aura of Stun -> Nice, to bad it activates after you get hit and therefore still get hurt. Effective against Pistol Whip, not so much against something like HS.
Dagger OH -Water -Chill Aura -> Well it chills when you get hit. Problem is just that a Thief can keep leaping at you and thus doesn’t care that he’s slowed, since he’s already in range anyway.
Dagger OH -Air -Blowback -> With 40s cooldown and rather close range, nice otherwise though.
Dagger OH -Earth -Knockdown -> This is one of the few great CCs we have, no comment on it.
Focus -Water -Daze -> That hangs in the air for an hour and therefore almost never hits.
Focus -Air -Knockdown -> Well it does hit more often than staff blowback.
Focus -Earth -Invincibility -> This one is actually good.
I’m also amused how you failed to mention the one good getaway skill we really got. Ride the Lightning. Deselect your target, turn around (yes in this case you can do this even on a Thief since you get loads of distance) and hit RTL. Then pray you don’t get stuck.
No offense but Elementalists got lowest survivability and toughness and I’ve seen it happen more than once that a glass cannonish Thief just spikes one down with 15k damage. Heck few days ago I saw a screenie in the sPvP forum Thief (glass cannon) vs Necro (with quite a bit of toughness). Went something like this: Steal 5k dmg Backstab 13k, necro dead. You can totally react against a combo that basically oneshots you. Totally.
(edited by Freakiie.8940)