Easy way to make thieves needed in raids

Easy way to make thieves needed in raids

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Add a downstate to every mobs in raid (with a high amount of downstate health), that can’t be finished by pressing " F ".

Done.

Every raid will ask for a Daredevil. We win.

PS: On a totally unrelated side note.
Staff #3 : replace the cripple by a knockback
Staff #4 : reveals ennemies hit (because it makes sense)

(edited by Tabootrinket.2631)

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Posted by: Narkodx.1472

Narkodx.1472

The only thing needed in raids are good players whom can coordinate together – the prof you choose doesn’t matter

Raids have been completed with Thieves already

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Posted by: Tabootrinket.2631

Tabootrinket.2631

If only people would let me in their raid group with my Daredevil I would be able to confirm what you say.

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Posted by: Cuddly.5340

Cuddly.5340

It’s true that raid groups have no reason to accept thieves/daredevils into their raid groups, and I don’t blame them; they want optimal damage/utility.
Thieves/daredevils don’t provide enough of neither of those to be viable in raids.
In Arah(which no one runs anymore because of nerfs to that as well), players used to rely on thief to do clean stealth runs through elite trash mobs whom have devastating crowd control to catch revealed players out, this is what made thief so unique and relied upon!
Nowadays, engineer who has extremely high condition DPS and jack of all trades utility (including just as much stealth as a thief w/ stealth gyro), just knocks thief’s PvE viability almost to necromancer pre-expansion.

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Posted by: PopeUrban.2578

PopeUrban.2578

Easier fix:

Give the bosses fulcrum shifting stolen items. if, for instance, you could steal an item from the guardians that give a shield against seekers, thieves would be instantly viable.

Stolen items are hands down the easiest way to balance/implement thief balance for raid encounters as unlike other professions its actually natural to give thieves a different skill in different encounters through steal.

You know how easy having a thief makes mai trin? It’s because thieves can steal 3s invuln on a 20s cooldown and just facetank her in the lightning fields. Similar design should have been the first idea for thieves in raid encounters. It’s literally our class mechanic.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Easier fix:

Give the bosses fulcrum shifting stolen items. if, for instance, you could steal an item from the guardians that give a shield against seekers, thieves would be instantly viable.

Stolen items are hands down the easiest way to balance/implement thief balance for raid encounters as unlike other professions its actually natural to give thieves a different skill in different encounters through steal.

You know how easy having a thief makes mai trin? It’s because thieves can steal 3s invuln on a 20s cooldown and just facetank her in the lightning fields. Similar design should have been the first idea for thieves in raid encounters. It’s literally our class mechanic.

Why not both ? :p

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Why not both ? :p

I know this is probably a joke, but it’s because thief should not have to be a mandatory pick either.

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Why not both ? :p

I know this is probably a joke, but it’s because thief should not have to be a mandatory pick either.

Well technically, it wouldn’t be.
The downstate bar would still be able to be burst normally with attacks (and the length of this hp bar can still be balanced accordingly)
And people can already manage without having to steal stuff.

It would be no more than compensation without having to buff our class.
The finisher would balance the argument of not bringing enough dps.
The steal would compensate the lack of knockback against the seekers.

(edited by Tabootrinket.2631)

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Posted by: PopeUrban.2578

PopeUrban.2578

Why not both ? :p

I know this is probably a joke, but it’s because thief should not have to be a mandatory pick either.

Yeah, basically, think of it this way:

You can either bring people with knockbacks for the seekers, or say you could bring a thief that can steal a “vale essence” that gives him a 10s buff that lets him destroy them by colliding with them.

So he’s not strictly better than using knockbacks, and knockbacks remain a valid strat, but you have the option of taking the thief and letting people in stead take different skills since the thief can be the raid’s “seeker killer”

Basically, you continue to design the raids around the idea of basic mechanics, but with stolen skills you provide the thief a unique role that resolves a specific mechanic for each encounter. like, say, with the guardian, give him the seeker killing buff as a steal, with gorsevol, give him an aoe buff that increases damage against walls, etc.

In this way he’s a viable pick and gets to use his class mechanic in unique ways, but he isn’t necessary to complete things. he just lets other people be more flexible in their build decisions by being there, as his role is more explicitly defined.

The idea of steal as a mechanic really lends itself to a unique class specific role for the thief, but that role should be optional. Since thief doesn’t through his basic nature have a lot of team suport, that specific stolen item defined role would make up for that, as you could give him different kinds of support roles for different encounters very easily.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Doggie.3184

Doggie.3184

Giving us a knockback or medium tier hp would help. :P Or a group AoE Power of Inertia…

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

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Posted by: Auesis.7301

Auesis.7301

You only need to make a few small changes since our damage is mostly fine and we have good utility in certain situations, especially the mobility to get to Sabetha’s platforms and the Vale Guardian’s circles.

Exposed Weakness: Change to “foes afflicted by your conditions take 10% more damage”. This means that EVERYONE does 10% more damage to the target, not just you. Pretty much most if not all of our main damaging skills apply a condition, whether it’s a damaging one or just Vulnerability/Weakness/Cripple etc. Through this, we can have viable offensive group support.

No Quarter: Change this to “Landing a critical hit while under the effects of Fury grants extended Fury duration to allies. Allies affected by your Fury gain increased Ferocity.” Functionally the same, except now your 2s Fury is AoE and has the Ferocity buff.

Now we have the options for a 10% group damage buff, Fury uptime that can let you fill in for a Revenant plus 250 Ferocity for your group.

Instantly, Thief is desirable.

Gnome Child [Gc]
Resident Thief

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Posted by: Cubotrix.1723

Cubotrix.1723

yes but we still need a damage buff. Warrior and other classes that have more HP and more survivability ( invul for example) WHILE bringing good support to the team can deal more dmg than a full dmg full zerk thief…… WTH.