Another way to make venoms usable!
in the past it was possible to do so.
they called it bug and fixed it.
same was for dancing dagger.
How about just get rid of venoms since thieves dont use venoms in this game or irl for that matter?
The problem with venoms in general is they’re skills. They would have to be obscenely good to ever be worth more than shadow refuge, shadowstep, blinding powder or roll for initiative.
The only one people consider using is basilisk and that has less to do with how good it is and more to do with the fact thieves guild and dagger storm are very narrow in their use.
Even if the new patch notes are true, I can’t imagine anyone would bother using the new condition attached to the venom.
The problem with venoms is that they are balanced on the premise that thieves MAY share them and MAY make them last an extra dose.
That makes its usage extremely inefficient if not under those circumstances.
Hint to Anet: Build versatility is not forcing people to spec in specific ways to get a benefit. Because in that case, people will simply choose the option with the best ‘benefit’. Build versatility is having several viable, functional, options from vanilla state, and traits should only slightly ‘improve’ or ‘boost’ those options or add certain ‘utility’ powers, not being an absolute prerequisite to make those builds work.
Or they could stop all being kitten CD’s and they could drop Ice and Poison to 30s for a starter.
maybe they just need to amend the sharing venoms tgrait and make the actual venoms stronger. so both work fairly. right now they arent even a choice. i mean maybe if they were on 20 sec cooldowns i could see using them but to use a utitlie for ONE condition that most othe proffessions have on their weapon bars is just a waste.
Even if shared, they aren’t powerful effects that can’t be achieved a dozen different ways.
All poisons should deal the same damage and provide cripple base. They could then do something more depending on the one you use. This way they would at least be marginally valuable to a condition based thief as a damage source if nothing else.
Still though, they’d have to be insanely powerful to ever be more useful than the defensive skills many thieves consider to be obligatory just to compete.
yeah its not even that blinding powder or shadows refuge is really OP or amazing but there is just no other choice to use. shadowstep is the one true skill that should b in every build regardless of traits/weapons.
Tried my venom build for almost 3 weeks now in WvW… my K/D spread is down about 70%. Venoms are just useless, plain and simple. Unless they buff traits with them, or remove the un-godly amount of evade, immune, dodging, or stability—venoms will remain pointless. It’s sad though too, one of my favorite builds, or at least it is when the venom hits the 2% of the time that someone is NOT evading or immune.
Here is to hoping we will have a game to play and look forward to on Tuesday… :/
thieves have had only one real buff so dont hold your breath too long buddy :P (FS-LS) i thought about a difkittend of venom that i DEF would take on any build…check it out.
Coagulated Blood: 40 second cooldown
Target loses all energy with -50% energy regeneration (7 seconds) crippled (5 seconds) 5% vulnerability (5 seconds) for a total of 2 strikes.
any thoughts? would be one helluvan openingn strike. strong but not overpowering. would really let thieves play a build thats non stealth. just go in there hit him and prevent some mobility but not prevent dmg to yourself. would stop the need for stealth and allow you to get into a fight.
The problem with venoms in general is they’re skills. They would have to be obscenely good to ever be worth more than shadow refuge, shadowstep, blinding powder or roll for initiative.
The only one people consider using is basilisk and that has less to do with how good it is and more to do with the fact thieves guild and dagger storm are very narrow in their use.
Even if the new patch notes are true, I can’t imagine anyone would bother using the new condition attached to the venom.
Is roll for initiative even that good? +6 ini every 60 seconds isn’t that much dps, and that evade isn’t really something thieves are starving for.
6 ini is enough for 1 CnD and a backstab, takes around 3/4 second to cast subtract 3/4 second of 3 daggers auto attacks from that and I think you are around a potential 6-12k increase in damage over 1 minute. But we haven’t even thought of how much dps is lost after we roll out of place then have to run back.
Comparing that to signet of agility which gives us a potential FOUR evades instead of 1 in 60 seconds on top of the fact its passive 9% increase of crit rate far exceeds the dps increase that 6 ini over 60 seconds would give.
Roll for initiative sucks, Shadow step blows, blinding powder blows and SR is amazing. I guess this is from a PvE perspective tho.
Another problem with Venoms is that as far as I know, some of their abilities do not stack despite providing multiple strikes. Devourer Venom for example, gives you two immobilization strikes for some reason (immobilization doesn’t actually stack so the second attack is wasted).
On the flip side, with strikes that do stack there are situations where you would ideally not want to blow all your stacks at once, but the way venoms work you have no choice.
To make venoms good: Make all venoms insta-cast and single strike (buff the duration of said effects to compensate), whose application is unblockable. Add in additional effects when you load a venom, like stunbreaks/swiftness.
(edited by roamzero.9486)