Good evening!
I just saw a topic about somebody asking for a new dodge roll mechanism, and I wanted to write an answer to that topic, explaining why there is no need for that. I don’t really feel a need for more dodge rolls. We already have 3 in a row with trait regen, plus Withdraw heal which an extreme long dodge that heals with a 15 sec cooldown, and you can add Roll for Initative if you want another. Plus you have dodge on s/p skill 3, d/d skill 3. Opening Post (in that topic) owner must learn when to dodge, that’s all. No wonder there is no detailed reasoning in that post.
So this got me thinking. He has problems with dodges and belives there is something wrong with the class, while clearly he needs to explore it more. I have problems with condition removal, and even after getting really close to 1000 hours spent with my thief, I question myself: do I know enough? So before I suggest any class changes or anything like that, I’d like to hear your opinions, ways, methods, whatever, about condition removal.
Condition removal is really a problem that IMO is really serious and thieves surprisingly lack compared to other classes. Rangers? Pet active, signet, heal spring. Guardians? Necros? Don’t need to say anything. Warriors have simply too high base health to really feel how painful (PvE) conditions can be. Mesmers feel balanced from this point of view aswell. I don’t know about elementalists and engineers, so I can’t say.
I’m going to list all condition removal ways I know that is aviable for a thief as a class (please note that items like sigils are not included).
1. Signet of Precision:
:passive: precision increase
:active: remove a SINGLE condition, cooldown 30s
I prefer to use this because it’s a very useful passive.
2. Sword Shadowstep (skill 2):
:active: shadowstep to your foe, activate again to get back to the starting position and remove 2 conditions. Good one, but I don’t want to use a sword and modify my entire playstyle because I don’t have any other viable options.
3. Shadowstep (Utility)
: Same as sword skill 2, except it’s a manual teleport like sb. skill 5. Cures 3 conditions, 50 second cooldown. I started to build this one into my PvE playstlye because I don’t want to use a sword or give up might building from dodges and endurance regen. Those, especially undurance regen is really needed for survival with a full berserk thief that gets downed by a single sit in many situations (that werewolf arena boss in Arah can make me mad. Really).
4. Traits.
:Shadow’s Embrace Remove one condition every 3 seconds while in stealth. Problem is, your stealth doesn’t really last 3 seconds while most of them should. Blinding Powder (40s cd) is a 3 seconds stealth for example, correct me if I’m wrong but that means 2 conditions removed. 7 out of 10 times it doesn’t lasts for more than a second even out of combat and I find no reasonable answer this. I’d even go for this if the stealth would work as it should work. Still, either I give up backstab trait, or power trait line which is a massive damage boost with that 10% more damage on conditioned targets and raw 5% dagger damage bonus. Not worth to give it up, for anything. Or, give up the endurance regen which requires 15 points.
(follow in 2nd post)