Does Spear 5 seem silly to anyone else?
Since thieves love hearing about how their buttons need nerfed, does anyone else feel like spear 5 is honestly over the top? The amount of time you can spend evading with this skill with certain builds strikes me as very silly. I’ve used it many times to simply sit on the contested Ruins node in Capricorn and just evade away and it lasts so long that it’s easy to keep the initiative coming with certain skill/trait setups and fill in the blank with dodge rolls.
Also, running into another thief doing the same thing is extremely annoying.
Normally I wouldn’t give this much scrutiny, but I rarely see water combat get addressed here and I feel like this is something that surely the devs would want to look at.
Why does everyone always look at one aspect of the situation and ignore the rest? Yes #5 is silly, but our entire underwater weapon sets suck hugely. It’s not like #5 is awesome damage wise, it just keeps you in evade mode.
As a condition spec thief I do not even fight in water. All my attacks hit for kitten. I have no AoE at all, just some lined up shots that hit for nothing. The other day I followed a ranger into the water that I had downed, whatever his downed underwater ability is, out healed my damage to the point that I just left, waited for him to come out and made sure he didnt get back into the water the next time. Had a guardian to a sliver of health, he ran into water and was healing and out dpsing me at the same time, again was easier to just leave the water but of course he just ran back to it whenever he was low.
Yes I can evade for a long time, but if I cant kill anyone it really is useless outside of point guarding in spvp. I think all underwater abilities need a review across the game, and rebalanced.
All it does is keep evade up, the damage… is lackluster
No.2 Warrior NA/Irl behind Mr Kitten.7359
I found our underwater stuff to be rather powerful. Harpoon Gun is like having a warrior rifle with a spammable 3, and the Spear stuff is pretty crazy once you figure out how to use it. As for spear 5, I’m pretty sure it’s entire purpose is to hold Ruins in sPvP.
There is no “grand scheme of things” to “Thief 5 lets you hold a node indefinitely.” If other thief underwater skills bother you, you should probably post in the “Buff something” thread and not here.
The point is that being able to bunker a node and essentially never be hurt is silly and I’m pretty sure was not in their design philosophy. If it was something you could do on land they would nerf it in a heartbeat. Water really shouldn’t be any different, as the only real reason there might be is “it’s water combat so it doesn’t matter much.”
There is no “grand scheme of things” to “Thief 5 lets you hold a node indefinitely.” If other thief underwater skills bother you, you should probably post in the “Buff something” thread and not here.
The point is that being able to bunker a node and essentially never be hurt is silly and I’m pretty sure was not in their design philosophy. If it was something you could do on land they would nerf it in a heartbeat. Water really shouldn’t be any different, as the only real reason there might be is “it’s water combat so it doesn’t matter much.”
Shadow Assault uses 5 initiative. We’ll get back 1 initiative during the cast animation. How exactly are we indefinitely “bunkering” a node with that?
If you are specced a certain way, you can gain an extra 2 ini per 10 secs, and also if you are hitting stuff with your attacks, gain ini on crits.
Most thieves in pvp arent specced for that though, meaning you cant sit in evade mode forever.
The thief underwater arsenal is sooooooooo incredibly terrible, that I dont think the #5 skills utility in holding the ruins is really a problem.
In PvE, #5 dodge and the #3 block/stabby lets you tank boss mobs. In PvP, it’s only really great if your opponent is melee too (usually only warriors).