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Assassin's Reward:
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I don’t think caltrops need to be made even stronger in the healing department :p
I don’t think caltrops need to be made even stronger in the healing department :p
People still stand on them? LOL
Even if they stood in all of them the healing would be almost as much as a warrior shout heal. (14 × 69 × 2?)
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(edited by Daecollo.9578)
Currently, relying on Initiative kind of makes the skill poor, applying conditions to heal would be a fun mechanic and would open up a lot more options to thieves besides stealth.
Consider this, though: what are the thief’s actual condition builds?
The #1 condition build is the super-stealth-spammy P/D. Many of them already invest into Acrobatics. So, you’re just giving more healing to a build that already heals pretty hard.
The #2 condition build is the PvE Death Blossom spam build. These builds generally use a lot of initiative regeneration to spam Death Blossom more, so they can already make pretty good use of Assassin’s Reward in its current state.
Currently, relying on Initiative kind of makes the skill poor, applying conditions to heal would be a fun mechanic and would open up a lot more options to thieves besides stealth.
Consider this, though: what are the thief’s actual condition builds?
The #1 condition build is the super-stealth-spammy P/D. Many of them already invest into Acrobatics. So, you’re just giving more healing to a build that already heals pretty hard.
The #2 condition build is the PvE Death Blossom spam build. These builds generally use a lot of initiative regeneration to spam Death Blossom more, so they can already make pretty good use of Assassin’s Reward in its current state.
Wait, don’t they need full trickery/full toughness?
They would need the 2 initative every 10 seconds to spam death blossom, wouldn’t they?
https://twitter.com/TalathionEQ2
I don’t think caltrops need to be made even stronger in the healing department :p
People still stand on them? LOL
Even if they stood in all of them the healing would be almost as much as a warrior shout heal. (14 × 69 × 2?)
Per target, up to 5 targets, from one utility that does a bunch of other good stuff. Yeah. Not to mention there’s dodge-trops too, which are even cheaper.
Assassin’s Reward is a good mechanic. If it is too weak then the power/scaling on it should be tweaked. It is pretty much the only thief mechanic ATM that rewards initiative dumping with something, which is a pretty neat dynamic.
I don’t think caltrops need to be made even stronger in the healing department :p
People still stand on them? LOL
Even if they stood in all of them the healing would be almost as much as a warrior shout heal. (14 × 69 × 2?)
Per target, up to 5 targets, from one utility that does a bunch of other good stuff. Yeah. Not to mention there’s dodge-trops too, which are even cheaper.
Assassin’s Reward is a good mechanic. If it is too weak then the power/scaling on it should be tweaked. It is pretty much the only thief mechanic ATM that rewards initiative dumping with something, which is a pretty neat dynamic.
The only problem is its not responsive, and it usually doesn’t reward the proper initiative spent.
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Wait, don’t they need full trickery/full toughness?
They would need the 2 initative every 10 seconds to spam death blossom, wouldn’t they?
Well, you don’t need to max out Trickery in a condition build just like you don’t need to max out Deadly Arts for a direct-damage-based build.
You can take Quick Recovery as your 20-point trait and Assassin’s Reward as your 30-point trait. It’s usually better than both of the GM traits.
I mean, what other condition builds are there? (Even bad ones?) Seems like thieves don’t really have a lot of options on this front. I’m willing to be proven wrong.
I mean, what other condition builds are there? (Even bad ones?) Seems like thieves don’t really have a lot of options on this front. I’m willing to be proven wrong.
Close-range shortbow shotgunning is very effective in any kind of target rich environment, and not bad against a single target. Just like the other condition builds, it works very well with Acrobatics and Trickery.
That’s the same build as the Death Blossom thing, isn’t it?
That’s the same build as the Death Blossom thing, isn’t it?
Well, it would allow me to heal more by applying conditions from weapons I guess?
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and what about the thief’s who do not use conditions but use the trait in a PvE dung build as a healing source for some content?
I typically run initiative regen, but there are some bosses (mainly fractals) that the switch is needed and without the extra heals i’m as good as dead in. If it was made to heal when a condition is applied i’d heal on.. very few attacks and be a useless thief on the floor too much in some fights.
There are already enough “bad rep” for theifs from those who are always on the ground and bring very little to a group in PvE, lets not make it worse by potentially messing with a healing method that currently works for both crit and condition builds and make it only viable in a condition build…
and what about the thief’s who do not use conditions but use the trait in a PvE dung build as a healing source for some content?
I typically run initiative regen, but there are some bosses (mainly fractals) that the switch is needed and without the extra heals i’m as good as dead in. If it was made to heal when a condition is applied i’d heal on.. very few attacks and be a useless thief on the floor too much in some fights.
There are already enough “bad rep” for theifs from those who are always on the ground and bring very little to a group in PvE, lets not make it worse by potentially messing with a healing method that currently works for both crit and condition builds and make it only viable in a condition build…
Thieves weapons have conditions on them already, it would be about the same healing for condition thieves/power thieves.
Dagger/Sword/Pistol ‘s ’1’ all apply conditions.
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and what about the thief’s who do not use conditions but use the trait in a PvE dung build as a healing source for some content?
I typically run initiative regen, but there are some bosses (mainly fractals) that the switch is needed and without the extra heals i’m as good as dead in. If it was made to heal when a condition is applied i’d heal on.. very few attacks and be a useless thief on the floor too much in some fights.
There are already enough “bad rep” for theifs from those who are always on the ground and bring very little to a group in PvE, lets not make it worse by potentially messing with a healing method that currently works for both crit and condition builds and make it only viable in a condition build…
What crit-based build are you running that doesn’t apply conditions at a decent rate? I agree that Assassin’s Reward should keep its existing mechanic, but I think the suggested implementation was pretty fair (if a little too powerful), condition application is pretty universal to thieves regardless of build. Only build I can think of that won’t apply conditions commonly is perhaps Unload-spamming P/P, and even that applies a good amount of conditions via procs.