HOW TOO make thief viable in pvp?

HOW TOO make thief viable in pvp?

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Posted by: messiah.1908

messiah.1908

hi fellow thieves

as we know ppl screaming for anet to nerf the bunker mesmer and rev maybe its an opportunity for us to ask some good adjustment

what would you consider a good buff to the current meta for the thief to be able to enter it again
also try to consider the use of all weapon set and not just d/p. like p/p, condi thief, d/d

please keep it reasonable and easy to implement

i will start

p/p set –
need some unbloackable abilities/trait as too much block ,reflect flying around
range 1200 must
evade skill from weapon set like every other weapon set

d/d set
cnd – more dmg
need some unbloackable abilities/trait as too much block flying around
skill #3 more dmg in power set

condiset –
shadowstrike 3 torment
bodyhshot – immobilize 3 sec , vulnerability 5 sec
dancing dagger – add slow effect for 2 sec
pressure strike – 2 torment are too low for interrupt and as for now its so hard to interrupt so maybe change it to cause 2 stack of torment to slow foes OR foes with 5 stacks of bleeding .

i tried to keep it simple
thief atm has enough power dmg but all other class has too much dmg mitigation like protection, dmg modifiers blocks, reflect which prevent the thief to do his job

lets hear yours

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Posted by: Fat Disgrace.4275

Fat Disgrace.4275

Fix sword AA, make the dual attack on s/d over ride the AA.

Staff is fine altough it’s silly to have a stealth attack on a stealthless weapon.

CnD is okish, blind on it would be nice, even if it’s just 1 target.

Would like to have wild strike to remove stances like it use to, or unblockable.

Fat Disgrace (banned) Man Flu Survivor – war/The Cabbage -Thief (gunners hold / [TaG])

gw1 – healing signet/frenzy/charge

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Posted by: Serious Thought.5394

Serious Thought.5394

Preparedness baseline.

Fix bugs.

Go from there.

Worst Thief in the world, yes I am.

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Posted by: lvis.3824

lvis.3824

Nerf certain idiotic util / traits / passives that OTHER professions have.
You cannot simply buff thiefs , they would break everything again.

Or, we could start over again, like it was done by for nearly EVERY other profession out there.

Everyone got vigor/endurance for doing x, or using a utilitly ….
Everyone got +25% runspeed, be it through an util or a trait.
Everyone got tons os stability, protection, regen.
Many professions got stealth.
Many professions got stuff to directly counter stealth .

You could do the same for thief, what does thief not have ?
Protection, Stability, Regen .

But i tell you, the moment you would give these buffs to thief it will become OP again.

(edited by lvis.3824)

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Posted by: Silverbolt.2301

Silverbolt.2301

Fix sword AA, make the dual attack on s/d over ride the AA.

Staff is fine altough it’s silly to have a stealth attack on a stealthless weapon.

CnD is okish, blind on it would be nice, even if it’s just 1 target.

Would like to have wild strike to remove stances like it use to, or unblockable.

Staff is fine? What are you playing? I think we’re playing a different game.

Staff 2-4 is garbage, and waste of initiative. The only time 2 is remotely useful is on PvE enemies with a MASSIVE hit box.

3 and 4 are a complete joke.

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Posted by: Fat Disgrace.4275

Fat Disgrace.4275

Yes, we must be playing a different game. Staff 2 could do with added weakness but you can land all 3 hits with out the steal trick (not checked but I am sure that stacks weakness duration). Staff 4 is good for people running away as it hits twice (sometimes) and I find this great vs necro and warriors, well any class that’s in melee range.

Fat Disgrace (banned) Man Flu Survivor – war/The Cabbage -Thief (gunners hold / [TaG])

gw1 – healing signet/frenzy/charge

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Posted by: EazyPanda.6419

EazyPanda.6419

Fix sword AA, make the dual attack on s/d over ride the AA.

Staff is fine altough it’s silly to have a stealth attack on a stealthless weapon.

CnD is okish, blind on it would be nice, even if it’s just 1 target.

Would like to have wild strike to remove stances like it use to, or unblockable.

Staff is fine? What are you playing? I think we’re playing a different game.

Staff 2-4 is garbage, and waste of initiative. The only time 2 is remotely useful is on PvE enemies with a MASSIVE hit box.

3 and 4 are a complete joke.

Yes, we must be playing a different game. Staff 2 could do with added weakness but you can land all 3 hits with out the steal trick (not checked but I am sure that stacks weakness duration). Staff 4 is good for people running away as it hits twice (sometimes) and I find this great vs necro and warriors, well any class that’s in melee range.

^ This.
And staff 3 is useful for the cripple and immob cleanse. Crippled foes are easier to hit with both Staff 2 and Staff 5.

Anet logic:
where bashing people over the head with a stick deals more damage than a stab to the heart.
-My D.A. = http://eazypanda.deviantart.com/

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Posted by: rennlc.7346

rennlc.7346

Staff is fine? What are you playing? I think we’re playing a different game.

Staff 2-4 is garbage, and waste of initiative. The only time 2 is remotely useful is on PvE enemies with a MASSIVE hit box.

3 and 4 are a complete joke.

He’s playing GW2. #2 is fantastic when using steal, inf signet, or shadowstep to stick the entire whirl on a target, when people kite straight enough for all 3 hits to land, and for cleaving downed once the a player figures out how much windup space they need. #3 is fantastic against druid immobalizes and thieves who would rather +1 by using the immobalize on shortbow rather than meleeing into the numerous bounds and vaults. #4 is fantastic against other staff thieves and necros who prefer to counter vault by interrupting it with cc wells (hopefully it’s damage will be increased by the time the multi-hit bug on it is fixed).

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Posted by: messiah.1908

messiah.1908

guys try to keep it on constructive thread and give suggestions . try not to argue with each other

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Posted by: Silverbolt.2301

Silverbolt.2301

Fix sword AA, make the dual attack on s/d over ride the AA.

Staff is fine altough it’s silly to have a stealth attack on a stealthless weapon.

CnD is okish, blind on it would be nice, even if it’s just 1 target.

Would like to have wild strike to remove stances like it use to, or unblockable.

Staff is fine? What are you playing? I think we’re playing a different game.

Staff 2-4 is garbage, and waste of initiative. The only time 2 is remotely useful is on PvE enemies with a MASSIVE hit box.

3 and 4 are a complete joke.

Yes, we must be playing a different game. Staff 2 could do with added weakness but you can land all 3 hits with out the steal trick (not checked but I am sure that stacks weakness duration). Staff 4 is good for people running away as it hits twice (sometimes) and I find this great vs necro and warriors, well any class that’s in melee range.

^ This.
And staff 3 is useful for the cripple and immob cleanse. Crippled foes are easier to hit with both Staff 2 and Staff 5.

If you need to rely on cripple from 3 to land 2 and 5, then you have other problems.

If you need to rely on 3 for cripple and immob cleanse, then you have other problems too.

Last I checked, 3 is a waste of initiative, 4 has extremely limited plays (even lower than body shot), and 2 can’t reliably hit all 3 hits unless you’re abusing targeted shadowsteps, or are fighting something massive in PvE.

Perhaps you’re one of the players that likes to waste initiative on useless skills, but that’s your choice.

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Posted by: EazyPanda.6419

EazyPanda.6419

Fix sword AA, make the dual attack on s/d over ride the AA.

Staff is fine altough it’s silly to have a stealth attack on a stealthless weapon.

CnD is okish, blind on it would be nice, even if it’s just 1 target.

Would like to have wild strike to remove stances like it use to, or unblockable.

Staff is fine? What are you playing? I think we’re playing a different game.

Staff 2-4 is garbage, and waste of initiative. The only time 2 is remotely useful is on PvE enemies with a MASSIVE hit box.

3 and 4 are a complete joke.

Yes, we must be playing a different game. Staff 2 could do with added weakness but you can land all 3 hits with out the steal trick (not checked but I am sure that stacks weakness duration). Staff 4 is good for people running away as it hits twice (sometimes) and I find this great vs necro and warriors, well any class that’s in melee range.

^ This.
And staff 3 is useful for the cripple and immob cleanse. Crippled foes are easier to hit with both Staff 2 and Staff 5.

If you need to rely on cripple from 3 to land 2 and 5, then you have other problems.

If you need to rely on 3 for cripple and immob cleanse, then you have other problems too.

Last I checked, 3 is a waste of initiative, 4 has extremely limited plays (even lower than body shot), and 2 can’t reliably hit all 3 hits unless you’re abusing targeted shadowsteps, or are fighting something massive in PvE.

Perhaps you’re one of the players that likes to waste initiative on useless skills, but that’s your choice.

Is evading, countering and crippling an enemy, whilst saving a dodge considered unskillful, as opposed to just using a dodge?
So you rather the enemy to not be crippled rather then being crippled? Skill 2 can pretty reliably hit all 3 hits if the target is not under the effects of swiftness, ie crippled.
Why use withdraw/dash for an immob cleanse when you can use initiative instead? And lets say you are running Channeled Vigor and Bound, and a thief uses Surprise shot on you. What do you do? Spam dodge whilst Immobed, swap to Sb and use sb5, and still be immobed?
Skill 4 can deal up to 2k dmg per hit, and blinds a target. It’s a ranged Blind, how is that not useful?
Once you learn to use all the staff skills, you’ll find staff to be a decent weapon set. If all you do is Vault Spam, it’s no wonder you find this weapon set to be garbage, as any decent player can counter a Vault Spamming DD.

Its the same case with D/P back in the day. People used to think D/P was crap, without realizing it’s potential.

Anet logic:
where bashing people over the head with a stick deals more damage than a stab to the heart.
-My D.A. = http://eazypanda.deviantart.com/

(edited by EazyPanda.6419)

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Posted by: Fat Disgrace.4275

Fat Disgrace.4275

Fix sword AA, make the dual attack on s/d over ride the AA.

Staff is fine altough it’s silly to have a stealth attack on a stealthless weapon.

CnD is okish, blind on it would be nice, even if it’s just 1 target.

Would like to have wild strike to remove stances like it use to, or unblockable.

Staff is fine? What are you playing? I think we’re playing a different game.

Staff 2-4 is garbage, and waste of initiative. The only time 2 is remotely useful is on PvE enemies with a MASSIVE hit box.

3 and 4 are a complete joke.

Yes, we must be playing a different game. Staff 2 could do with added weakness but you can land all 3 hits with out the steal trick (not checked but I am sure that stacks weakness duration). Staff 4 is good for people running away as it hits twice (sometimes) and I find this great vs necro and warriors, well any class that’s in melee range.

^ This.
And staff 3 is useful for the cripple and immob cleanse. Crippled foes are easier to hit with both Staff 2 and Staff 5.

If you need to rely on cripple from 3 to land 2 and 5, then you have other problems.

If you need to rely on 3 for cripple and immob cleanse, then you have other problems too.

Last I checked, 3 is a waste of initiative, 4 has extremely limited plays (even lower than body shot), and 2 can’t reliably hit all 3 hits unless you’re abusing targeted shadowsteps, or are fighting something massive in PvE.

Perhaps you’re one of the players that likes to waste initiative on useless skills, but that’s your choice.

No, sounds like you need more practice with staff. You can hit all 3 hits with weaning charge if you move back as if they had black powder on them. Why is using #3 a problem to cure imbo? Would you rather use a utility skill that has a cd? Sorry but sound sound like 1 of them notorious vault spammes.

Fat Disgrace (banned) Man Flu Survivor – war/The Cabbage -Thief (gunners hold / [TaG])

gw1 – healing signet/frenzy/charge

(edited by Fat Disgrace.4275)

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Posted by: Fat Disgrace.4275

Fat Disgrace.4275

With all of the reveal flying about, maybe have shadow refuge as a smoke feild instead of dark. At least if the thief gets revealed they still get blinded if they come to clevee, may be that’s too much.

10% added health gain on withdraw like anet said :p

Fat Disgrace (banned) Man Flu Survivor – war/The Cabbage -Thief (gunners hold / [TaG])

gw1 – healing signet/frenzy/charge

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Posted by: herzeleid.3719

herzeleid.3719

would be nice to have less after- and/or precast on some abilities. especially on staff. I guess that would be enough of a buff. And reduce all that AE daze flying around.

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Posted by: Travis.3487

Travis.3487

We need a small dmg buff honestly. Our dmg is awful compared to other classes such as Necro/Reaper. We are meant to be the High dmg, high risk class, but right now we are just the “high risk.” We are completely useless because we are so easily killed and our dmg/dps isn’t even comparable to the other classes. I mean if you can’t make us more tanky at least make us Deal enough dmg to make us somewhat special. give us a reason to be thieves again. No point if we do worse dmg than every other class, and die three times as fast which is the current situation. If we dealt more dmg we would be more useful in bursting down targets, and hit and run attacks. (also, it’d be great if Mug could crit again, just sayin’)

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Posted by: Lyger.5429

Lyger.5429

We seriously need more unblockable attack via trait or something, I can’t stress this enough. Like if we actually hit hard this might be ok but we don’t. BLOCK BLOCK BLOCK, BLIND, CONDI, KO GG

Also why is our condi removal on evade and not dodge like Rev, SERIOUSLY?!

(edited by Lyger.5429)