4 Skill changes for thief

4 Skill changes for thief

in Thief

Posted by: NinjaEd.3946

NinjaEd.3946

Ink shot(speargun):
-Change the initiative cost to 3.
-Bump the detonation (Smoke trail) initiative cost to 2(total still remains at 5).
-Remove the forced teleport at the end
-Change Smoke trail to detonate at the end of the trail.

For example.
I press 5 (default) and ink shot makes its way. At 450 units I click 5 again activating Smoke trail. Instead of porting a lame 450 units, which in water is about nothing, it will recognize smoke trail at the end of its travel. Reason? Maybe I want to use ink shot as a blind and not a 5 initiative cost teleport. Currently smoke trail is pointless, because you get forced to teleport at the end. In water there is no reason to shorten a teleport, but there is a use for blind and it would be nice if I had the option to choose how I use ink shot without tossing all my initiative away.

Scorpion wire:
-Please work. WAY too buggy, often it just knocks the foe down. Mesmer’s get a multi target pull for 5 seconds more and it never fails to pull people (unless they got stability ofc).

Cluster Bomb:
-Bump duration of bleed. Whether it be 12 seconds or 9, 1 stack of bleed for 4 seconds is kinda moot. Detonate cluster bomb works fine imo although I was saddened when it was nerfed to 900 range ; ;

Body shot(pistol #2):
-Return to its former glory(5 stacks for I think it was 5 or 6 seconds). 3 seconds is not good, especially if they have a pistol in their main hand the last thing they are gana be able to pull off is a big hit like backstab or crippling strike. Idk why this was changed, it was a lot better the old way.. If you’re using dual pistols you can hardly get unload off by the time the vulnerability expires. If you’re using pistol for condi dmg, well I know you’re not gana be able to hold onto those bleed stacks by wasting time on a 3 second vulnerability, condi pistol has a lot of upkeep.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

4 Skill changes for thief

in Thief

Posted by: OIIIIIO.7825

OIIIIIO.7825

Ink Shot- Being able to end the teleport sooner has at least one use I have found.

Since the change so you can’t teleport to land from water when you use this close to the shore it will just fire a harpoon and not teleport you. It is useful when you approach the shore so you can detonate it early to actually travel some of the distance as opposed to it hitting the shore and traveling no distance.

Scorpian Wire- This skill can often miss due to terrain, or fail to perform the pulling action for reasons unknown to me.

Body Shot- The Devs have said this is getting changed again. I’m personally excited to think there could be an immobilize on it.

A victor gives no quarter when the victor shows no clemency or mercy
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.

4 Skill changes for thief

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Posted by: Linguistically Inept.6583

Linguistically Inept.6583

Scorpion wire:
-Please work. WAY too buggy, often it just knocks the foe down. Mesmer’s get a multi target pull for 5 seconds more and it never fails to pull people (unless they got stability ofc).

incorrect
… this bug affects into the void (mesmer), path of scars (ranger) spectral grasp (necro) and binding blade (guard)… and id guess its related to that ‘obstructing air’ bug

(and i really dont understand why clusterbomb range was nerfed… at 1200 range it took ridiculously long to reach its target anyway (similar to nades… but less spammable because of the chain)

Desolation: 80 ranger [Nightwither], 80 necro [Dusk Grimsoul]
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]

4 Skill changes for thief

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Posted by: TeamBattleAxe.3901

TeamBattleAxe.3901

I love running scorpion wire, but it’s definitely buggy as hell. I’d be happy with a shorter cooldown to compensate for only being single-target and somewhat unreliable.

Ink Shot is perfect as is, in my opinion. It’s an amazing escape skill and has saved my life many times. The blind on it is negligible… you’d be better off using spear evade skills if you want to stand your ground.

I don’t use shortbow, so my opinion is somewhat skewed. But don’t you get 3 stacks of bleeding if you detonate your shot? Add that with the usual pieces of a condi build (caltrops, venoms, etc) and it’s pretty strong. I do wish it were still 1200 range, though.

Body Shot – My personal preference would be to have a short-range cone-shaped aoe (like Blunderbuss for an engi, but with vulnerability instead of bleed). But at this point, I’m happy to try out any ideas they’ve got.

4 Skill changes for thief

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Posted by: NinjaEd.3946

NinjaEd.3946

Ink Shot is perfect as is, in my opinion. It’s an amazing escape skill and has saved my life many times. The blind on it is negligible… you’d be better off using spear evade skills if you want to stand your ground.

I don’t use shortbow, so my opinion is somewhat skewed. But don’t you get 3 stacks of bleeding if you detonate your shot? Add that with the usual pieces of a condi build (caltrops, venoms, etc) and it’s pretty strong. I do wish it were still 1200 range, though.

I wouldn’t suggest the slightest removal of ink shot, I love the skill a lot. It can negate a ton of burst and can make for some amazing escape acts. My issue is it has a use of blind that I can’t use without wasting a ton of initiative. I only suggest to change how it can be used, not to raise its cost or nerf its ability to teleport.

Cluster bomb was my issue, not detonate cluster bomb. Cluster bomb only applies 1 bleed stack for 4 seconds. Detonate cluster bomb applies 3 bleeds for 4 seconds, which I’m ok with (only real condi dmg from sb is choking gas, spamming #2 is just too difficult to upkeep and not worth the effort. Best off leaving it undetonated and blasting the poison field from choking gas, weakness is a better result at that point.

I should probably change the title but I forgot 1 important issue with a thief trait.

Shadow protector currently will not apply regen to allies who already have it, which in group fights is likely to be always. Don’t punish player’s, especially thieves, for trying to dish out some group boon, just put an internal cooldown of 10 seconds so it can’t be stacked to outrageous durations.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)