Increased the base rate of initiative gain from .75/second to 1/second.
This change is good, a higher base initiative regeneration was needed due to the fact that everyone whom did anything other than engaging in C&D/backstab combinations would run out of initiative a bit too fast without investing in the proper trait lines. Having some more initiative to play with in extended battles allows for more trait diversity.
Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.
A thief using S/x can no longer escape a disable when using proper positioning. The need for more stun breakers as utilities is required as a single disable is usually more then enough for someone to kill you, so there is a pressing need to invest in Travelers Runes to free up the movement speed slot for another breaker. Even so, a non-stealth dueler will be forced to stealth often in the hope to migrate disables.
Pistol Whip. Reduced the after cast on the first half of this skill by .25 seconds.
Good for those who still use S/P. The delay between disable and damage was ridiculous. The skill still roots and the weapon set still leaves you otherwise completely vulnerable, so I suspect that the majority of thieves will still neglect the weapon set. There might still be the occasional skilled thief that uses it, but since the teleport in disable is gone, I’m not sure how effective it will remain (lack of everything, including stealth?).
Deadly Arts VI – Sundering Strikes. Increased the trigger chance from 50%. Remove ICD. Decrease Vulnerability duration to 6s.
A high critical rate paired with vulnerability stacking without cooldown on a very accessible trait? This change might give us the support we needed, as regular attacks will start to stack vulnerability on everyone in a group that is hit (e.g. shortbow bombing for vulnerability). I suspect that this change might warrant the most cries due to every thief suddenly having access to vulnerability. This would also be most effective on D/P blind spamming for additional damage.
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
ICD is too high to actually ever use now (not that it was decent before).
Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.
A useless trait that became more useless.
Critical Strike X – Critical Haste. Increase trigger chance to 25%.
Critical haste is nice but also rather unpredictable. This change might make the bursting thieves have a more reliable access to haste without the sacrifice of a utility slot to do it. Assuming a thief with 80% critical change, you will have 20% chance to trigger the trait, so an attack consisting of Steal/C&D/Backstab/Heartseeker has an overall chance of triggering 80% of the time for a follow-up auto attack flurry. Not bad I suppose, but the trait chance should be higher to become a dependent tool.
Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
This might be a result to counter the perma-stealth D/P leaping through the blinding field, but also screws up other viable tactics such as regenerating initiative in a Shadow Refuge pulses. If this was only intended to deal with D/P leaping then it was a bit overkill to apply it on everything else as well (including healing skill giving stealth in stealth), instead a change to disallow initiative regeneration on a combo effect while in stealth would be preferred.
Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.
This was an amazing trait to get a high up-time of vigor. Being the least defensive profession around, we were in dire need of tools to help us achieve migrate damage. Vigor was one of these tools and has been effectively reduced from ~53% to ~26%. A good and viable tactic to migrate damage has been reduced in effectiveness.
Acrobatics IV – Assassin’s Retreat. Increased swiftness duration to 20s.
Nobody cares.
Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.
Effectiveness was moved into base initiative regeneration, so less motivation to actually take this trait over Assassin’s Reward. Oh, wait, Assassin’s Reward was moved into a Grandmaster trait. The viable remaining traits to choose from are Pain Response or Hard to Catch (being moved to Master) so this might actually migrate some pain from losing the sword shadowstep in a disable.
Acrobatics X – Assassins Reward. Increased healing scaling by 35%. Moved to Grandmaster Tier.
The heal scaling change might be nice for condition thieves running a condition/healing set, but otherwise is moot. Moving this up to Grandmaster restricts access to it from a 20/30/20 trait configuration so this trait will probably see even less action then it does now (albeit 0/10/30/30 duelers might like the healing increase).
Inactive: Guardian, Elementalist, Ranger, Thief (ex-main)
Leveling: Engineer, Necromancer