Improving our utilities

Improving our utilities

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Posted by: Super Riceman.8702

Super Riceman.8702

There are some utilities that are meh to bad and I think that something should be done to help Thieves not rely on the same skills for most builds.

Signet of Agility: [Active] Refills endurance and removes 1 condition + 1 per 15% missing health.

The problem with it is that shadowstep outclasses it even if you used agility 2 times a min vs 1 shadow step a min. Shadowstep is better because it is an escape, stun breaker and cures 3 condis, while in the same time agility would not cure stun, blink away and only cure 2 condis. If Signet of Agility cures based on missing health; there is value to saving it until near death, it can potentially cure more than Shadowstep meaning it might be considered over it.

Skale Venom: Also breaks stun

Venoms have a stun breaker

Spider Venom: Also transfers 1 condition on each attack(does not transfer for allies affected by Venomous Aura).

Solves the lack of condition removal with venoms, brings more people to venoms since it can remove more than Shadowstep and isn’t based on missing health like Signet of Agility.

Ice Drake Venom: Also grants stability for 5 seconds.

Justifies the long cooldown, brings people to venoms since it is the only non-elite form of stability, opens up more options for the thief since they are less reliant on guardians for stability. Each of the venoms have a unique reason to be chosen

Ambush: The summoned thief takes 1 condition from you for every 5 sec they live.

Gives condi removal to trap skills, can be counteracted by the enemy through killing the summoned thief, potential defense since the enemy will focus the summon and not the main thief.

Haste: Also grants vision of stealthed enemies and traps.

There are a lot of bad things about giving up your dodges/getting fewer over time. Seeing stealth would give it a unique value over all other stun breakers meaning there is more of a reason to choose it. Helps counteract the negative effect/quickness nerf and opens up options for counter-stealth/ counter-trap builds.

Shadow Trap: [Destroy Shadow Trap] Blast Finisher
[Shadow Pursuit] Range 1500, Breaks stuns

Gives traps a stun breaker, allows for more self comboing. Unique over other blinks since it has the longest range.

Scorpion Wire: Also removes protection, vigor, and regen

More reason to use it than just a CC, helps tackle boon-reliant enemies, justifies cooldown.

Smoke Screen: Grants fury (or some other boon) to allies that pass through

Temporal Curtain is a similar skill that recharges faster and does more, i think smoke screen should be brought up to TCs level

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

(edited by Super Riceman.8702)

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Posted by: Auesis.7301

Auesis.7301

You realise that’s not how Signet of Agility works? It cures one condition FOR each ally. One condition on each ally nearby is cured. Maximum of one.

Gnome Child [Gc]
Resident Thief

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Posted by: Softspoken.2410

Softspoken.2410

I think you’re trying to ‘fix’ Venoms in a way that they simply aren’t broken. Venoms are about adding additional control conditions to the thief’s bar: running four of them shouldn’t give a thief absolutely everything. Especially because you don’t have to run 4 venoms and all their traits to make them useful. See: devourer venom in burst damage builds.

Now, on to the specifics and ideas I liked more.

Shadow Trap: [Destroy Shadow Trap] Blast Finisher
[Shadow Pursuit] Range 1500, Breaks stuns

Gives traps a stun breaker, allows for more self comboing. Unique over other blinks since it has the longest range.

Currently, Shadow Pursuit has a massive range (when it works). Adding a stun breaker does feel right for the skill. It may be a bit too much? But I think it could be an acceptable amount of power.
I don’t think a blast finisher on destroying the trap is a good idea though. It encourages people to bring the trap without actually using it.

Scorpion Wire: Also removes protection, vigor, and regen

More reason to use it than just a CC, helps tackle boon-reliant enemies, justifies cooldown.

This is an interesting idea for scorpion wire. It could be another source of boon rip / steal for the thief. I don’t think you need to make it specify what boons specifically, just adding “Removes two boons” / “Steals a boon” makes it have a lot more usage.

Smoke Screen: Also impassable for summoned units and pets

Helps vs classes like mesmer, necro, ele, ranger that can easily pressure the thief w/ summons.

Adding a restrictive impassibility to this skill doesn’t make a lot of sense. Especially because with you can already use this skill to blind any summon that’s trying to stick to you. Plus abilities that put up impassible walls is already a Guardian gimmick.

Haste: Also grants vision of stealthed enemies and traps.

There are a lot of bad things about giving up your dodges. Seeing stealth would give it a unique value over all other stun breakers meaning there is more of a reason to choose it. Helps counteract the negative effect and opens up options for counter-stealth/ counter-trap builds.

Okay while I like the idea of “see all invisible objects”, and would love to see it implemented on multiple professions, I really don’t think Haste is the place to put it. Haste is an all-out aggressive utility, so you can deliver that burst / stomp even faster. Detection seems a lot more defensive, or maybe counter-defensive, but not strictly aggressive the way Haste is. Just seems like the wrong place.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: Super Riceman.8702

Super Riceman.8702

You realise that’s not how Signet of Agility works? It cures one condition FOR each ally. One condition on each ally nearby is cured. Maximum of one.

I never put it on because I went off of the tooltip, should have remembered this is guild wars 2. Either way it isn’t a good condi removal and could be better to make an all signet build a thing at one point

1) I think you’re trying to ‘fix’ Venoms in a way that they simply aren’t broken. Venoms are about adding additional control conditions to the thief’s bar: running four of them shouldn’t give a thief absolutely everything. Especially because you don’t have to run 4 venoms and all their traits to make them useful. See: devourer venom in burst damage builds.

2) Currently, Shadow Pursuit has a massive range (when it works). Adding a stun breaker does feel right for the skill. It may be a bit too much? But I think it could be an acceptable amount of power.
I don’t think a blast finisher on destroying the trap is a good idea though. It encourages people to bring the trap without actually using it.

3) Okay while I like the idea of “see all invisible objects”, and would love to see it implemented on multiple professions, I really don’t think Haste is the place to put it. Haste is an all-out aggressive utility, so you can deliver that burst / stomp even faster. Detection seems a lot more defensive, or maybe counter-defensive, but not strictly aggressive the way Haste is. Just seems like the wrong place.

1) The reason venoms have problems is because of the importance of stun breakers and condi removal. As long as venoms have no way to do either the game is indirectly forcing you to use other skills/weapons. Maybe it shouldn’t be exactly be like above, but venoms need some way to deal with it or Thieves are still going to be forced into certain skills/builds. You will always need 1 or 2 skills that are not venoms otherwise.
As for Skale and Ice Drake, I feel they could be buffed to fill niches for thieves that would both open up new builds and making venoms a stronger choice.

2) As for the blast finisher, it was an idea for making it useful to destroy. It currently says it grants stealth but actually does not. Unless that gets fixed, there should be a working benefit to deciding to end the life of the trap.

3) I wasn’t really sure what would be the most correct skill to put it on but giving up your evades was really bad if you don’t build to use/benefit from stealth and seeing invis would help counteract that negative effect (if Anet does not plan on reducing it).
Either the negative effect should come down or it should give more, or there should be a way to trait to remove the effect. And stealth reveal belongs on stun-breakers that way it makes it a tough decision to make to see the enemy, not just a skill that you always pick up vs stealth and automatically activate when they go into hiding.

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

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Posted by: Enjoyluck.2618

Enjoyluck.2618

I think thief does’t need buffs… Well except for his traps.

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Posted by: Softspoken.2410

Softspoken.2410

1) The reason venoms have problems is because of the importance of stun breakers and condi removal. As long as venoms have no way to do either the game is indirectly forcing you to use other skills/weapons. Maybe it shouldn’t be exactly be like above, but venoms need some way to deal with it or Thieves are still going to be forced into certain skills/builds. You will always need 1 or 2 skills that are not venoms otherwise.
As for Skale and Ice Drake, I feel they could be buffed to fill niches for thieves that would both open up new builds and making venoms a stronger choice.

2) As for the blast finisher, it was an idea for making it useful to destroy. It currently says it grants stealth but actually does not. Unless that gets fixed, there should be a working benefit to deciding to end the life of the trap.

3) I wasn’t really sure what would be the most correct skill to put it on but giving up your evades was really bad if you don’t build to use/benefit from stealth and seeing invis would help counteract that negative effect (if Anet does not plan on reducing it).
Either the negative effect should come down or it should give more, or there should be a way to trait to remove the effect. And stealth reveal belongs on stun-breakers that way it makes it a tough decision to make to see the enemy, not just a skill that you always pick up vs stealth and automatically activate when they go into hiding.

Again, I think you’re trying to ‘fix’ venoms in the wrong way, by changing them from control skills to survival/escape skills, which the thief already has in other places. They need to carve out a stronger niche, but I don’t think switching their focus completely is the right idea.

I guess I’m not inclined to make the trap useful to destroy yourself, though it could be a further distinction between thief and ranger traps. I’ll think on it a bit more.

Also, they’ve already reduced the drawbacks of haste to match the reduced benefits of quickness, since now it doesn’t put you into negative endurance and you still recover some endurance while under its effects. I honestly feel like this skill is in a pretty good spot, it’s just that quickness doesn’t win things for you quite as handily as it used to.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: Super Riceman.8702

Super Riceman.8702

Again, I think you’re trying to ‘fix’ venoms in the wrong way, by changing them from control skills to survival/escape skills, which the thief already has in other places. They need to carve out a stronger niche, but I don’t think switching their focus completely is the right idea.

The problem is that the game is indirectly forcing you to those “other places” because venoms are helpless against control skills/condition skills. The game is saying that at least one utility cannot be venoms unless you want to die. While I won’t argue that the only way to fix them is the way I listed, venoms have to have some way to deal with them or forever remain UP

The reason I suggest adding stun break and condi removal is because I don’t think they will become useful if they just added more condi or did more damage. Right now if you don’t take a “survival” skill you won’t survive so venoms must become those skills or at least rival them, breaking stun and removing condis seems like the simplest change.

What do you think they need to change to carve out a stronger niche?

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

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Posted by: miriforst.1290

miriforst.1290

The venom suggestions are interesting, i would love to see support based thieves become a force to be reckoned with. Stability alone could be a reason to roll shared venoms, although i think devourer venom is fine as it is and really isn’t the one needing a stunbreak.

Also trippwire should launch. So. Frickin. Yes.
Imagine being chased around a corner of clocktower or so and putting that down, the enemy proceeds to get launched of the tower. Thats what thieves should be about, trickery and subterfuge, not the mlg 360noscope-backstabbingXXLwubwubwubdubbsteppremix class. Because of the initiative mechanic sadly the thief can’t have too much hard CC as that would be abused pretty extensively, meaning that the utilities and stolen skills should cover that. One thing that would be nice would be for the traps to persist for X (say 5) seconds after activation, meaning you can trip a bunch of people if they run in a group.

I don’t think condiremoval on ambush really makes sense though, would be ineresting if it caused 5 stacks of confusion in the area though.

Scorpion wire maybe could chain into a stun allwing you to not only grab them but also keep them there long enough to follow up? Also you should shout “get over here!”.

I really want to see a more competitive condition thief build, maybe changing blind on stealth to confusion on stealth and lowering the pulsing of blackpowder to once every 2 seconds (like smoke bomb and turret smoke on engineer got updated to) but adding in addition to the blind 3 seconds of burn and making the projectile always blind and making the smoke field a firefield (yes i know this is going to be highly unpopular since its a source of stealth spamming, but on the other hand you can stack large stacks of might now).

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Posted by: Softspoken.2410

Softspoken.2410

Again, I think you’re trying to ‘fix’ venoms in the wrong way, by changing them from control skills to survival/escape skills, which the thief already has in other places. They need to carve out a stronger niche, but I don’t think switching their focus completely is the right idea.

The problem is that the game is indirectly forcing you to those “other places” because venoms are helpless against control skills/condition skills. The game is saying that at least one utility cannot be venoms unless you want to die. While I won’t argue that the only way to fix them is the way I listed, venoms have to have some way to deal with them or forever remain UP

-snip-

What do you think they need to change to carve out a stronger niche?

Yeah see, that decision (Bring a non-venom or be very vulnerable) isn’t actually a problem. Not every set of utilities needs to make a build that has some survival in it, a build should be able to be all about control, or support, or escaping on its utilities, just with the “If you choose to do X, you can’t do Y” rule. You’re allowed (encouraged?) to pick utilities from various categories to make a well rounded build: picking them all from the same one should allow for some powerful specialization at the cost of that general survival.

I think venoms need to be a bit stronger in terms of control – Spider venom is great at what it does, and actually adds condition damage, so it’s fine. Devourer venom is pretty good because immobilize is so good at making someone eat a burst in PvP.

By comparison, the weakness / vuln from skale venom just isn’t as great. If you have 15 in Deadly Arts, spider venom is just as good at putting on weakness, and the vulnerability is ignorable. I think the solution there could be to make the vulnerability 3 or even 4 stacks, or switch it out for increased weakness and another application. Chill is a desireable control condition, but ice drake venom has a base of a mere 3 seconds if you use the 3 attacks on the same target. I’d like to see it just get a strict buff to 2s per application with 3 or 4 applications.

Basically, I want them to individually be “This build could use periodic chill to help me kite. Let’s take IDV.” and collectively be “You aren’t going to be doing anything” in the way a full set of condition-based control utilities would on other professions.

Edit: Also, I think that complete debilitation of your enemy is its own defense, really.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: RogueTigeR.3160

RogueTigeR.3160

actually… the thing is…and i am a sole thief… main toon…. only 1 toon… althou i do not use but the elite one… venoms are OP….when in groups…. they are not meant for duo’s or solo use…
2 reasons:
Venomous Aura:
gives any frienly around u same venom… ANY… 8 members in vicinity… 8 venoms coming up….

in combo w/
Leeching Venoms: steal hp when triggering a venom…

if u slowly cycle thru venoms.. and stack or place friendlies in strategic proximity or even converge at regular intervals…say cross paths every 10-15 secs…let each venom run its course b/c healing doesnt stack for multi venoms triggered…

Spider venom= 5 attacks; Skale= 3; Ice Drake=3 Basilis=1
(x2 for all if grand master DA trait)

Thats MASSIVE amts of friendly heal+enemy control/conditions given out.. by whole team… initiated by YOU.

thats the way I see it atleast… venoms=the more the merrier (utilities/elite AND friend share)