Improvisation (Trait)
It has a 20% chance to reset a certain set of skills (venoms, signets, blabla).
GL – “The Afternoon’s Watch” [OATH]
It has a 20% chance to reset a certain set of skills (venoms, signets, blabla).
It should say so in the description then. It clearly says it resets all the skills of one type. Not mentioning 20% at all.
It has a 20% chance to reset a certain set of skills (venoms, signets, blabla).
It should say so in the description then. It clearly says it resets all the skills of one type. Not mentioning 20% at all.
yes all skill of one types
there are 5 types
that’s why 20% for each type
but not only the types you equipped
you really understand English? need translate?
It has a 20% chance to reset a certain set of skills (venoms, signets, blabla).
It should say so in the description then. It clearly says it resets all the skills of one type. Not mentioning 20% at all.
yes all skill of one types
there are 5 types
that’s why 20% for each type
but not only the types you equippedyou really understand English? need translate?
It does not say it resets one type of skills that you do not have equipped. So no, i don’t need translation. ArenaNet should make the description more clear.
I think the description is quite clear.
I love the skill. Swear by it. I have a 21 percent steal cycle and use it diligently meaning the chances are 1/5 any ONE of those skill types resets. I generally have 2 of the types on my tool bar at minimum meaning in 100 seconds of combat I will get that instant recharge twice.
Very useful and I find more effective overall then the skills that give 20 percent cooldown on a single skill type.
Nothing feels better then to have in the thick of battle your shadowrefuge that you just used to cleanse conditions come up and be ready again or another instant refresh of skale venom or RFI and it makes the enemies ability to wait till you blow your skills and put them on cooldown a bit less predictable.
The longer the cooldown on one of those skills in general, the more effective the skill.
(edited by babazhook.6805)
This and sleight of hand + mug are the best combo for a teef.
This and sleight of hand + mug are the best combo for a teef.
Yeah mug is really good.
mug is only good bc its in bottom tier…any higher its arguable.
Mug+heartseeker in ranger tree water field is about 4.5k heal. mug is great.
Improvisation text is pretty clear. But somewhere the rumor got started that if you slot all of one type it will reset that type 100%. Terribly false.
I’m on the fence about the talent. I’d rather take dagger training or sundering strikes.
Mug+heartseeker in ranger tree water field is about 4.5k heal. mug is great.
skill A + skill B + Skill C all used inside of Combo field D makes skill A a fantastic skill.
LOL…..
Dagger training and sundering strikes of little use to a Condition thief. I was playing with this just for fun in Orr and while acknowledging it hardly practical , I just wanted to see what I could do with a toolbar with all venoms relying on Improv.
I got improv to kick in two times in a row on venoms with that 21 second steal. My might was at 25 stacks pushing Condi damage over 3000 and putting my attack at 2900. The Veteran giant never knew what hit him and just melted.
I suppose if one a direct damage dealer that 5 percent there all the time is significant and hard to resist. I just tend to like trying to load up my steal with all that I can and improv is a lot of fun.
I’m on the fence about the talent. I’d rather take dagger training or sundering strikes.
I say this to everyone. If I was forced to bring 25 into deadly arts, i would automatically choose improv over all other master traits. So many clutch plays with it. It also makes you rip through things using ele greatsword:
Ah yes. The one instance where the other half of the trait is useful.
@babazhook Would be curious to see your Condi build. I usually go 10/0/30/0/30, though lately I’ve been going power for the more versatile weapon loadouts and useful pve damage. Can’t say your post didn’t make condi sound enticing again, though.
I would hope people would recognize the more important part of the trait: the clutch plays. I guess I’m just a terrible writer.
My other toon is an engineer, so forgive me if I’m not a fan of RNG
I hope they never fix the bundle part honestly.. It’ll just divert the QQ to this trait, and it’ll be nerfed more than it was fixed prior…
GL – “The Afternoon’s Watch” [OATH]
I hope they fix it. This RNG is bad.
top tier lel
Change to ‘+10 damage when using a bundle’, applying to damage from thief stolen bundles (F1), damage from bundle (replacement) weapon skills, and not other skills when carrying a bundle. Would solve many misunderstandings.
Ah yes. The one instance where the other half of the trait is useful.
@babazhook Would be curious to see your Condi build. I usually go 10/0/30/0/30, though lately I’ve been going power for the more versatile weapon loadouts and useful pve damage. Can’t say your post didn’t make condi sound enticing again, though.
This is what I currently use though I have switched the runeset to Anti-toxin recently. I may or may not go back to grenth (or even balthazar). I am just trying to see which runes allow more surviving in WvW.
I also have a dagger that adds corruption stacks which I use to build stacks before switching off. I also have a sigil of battle on another set which allows might on weapon swap to add yet more stacks.
Note that in the conditions Chilled should be highlighted and the only conditions I can not inflict are fear, confusion and burning unless I get a steal that allows it. This chill comes from weapon swap and I do that a lot using the DB and poison of the daggers then swapping to p/d (chilling) and getting the torment in.
With the grenth runes I also get the chill on heal and with the 20 percent increased duration those chills last close to six seconds. Using withdraw with them can be tricky though as you withdraw IN to the foe. You can sub in HiS and chill without worrying about this but I just like the movement withdraw allows and it great for all those immobilizes.
I also like the proc on heal type runes which greatly favors withdraw and the 15 second cooldown.
I was using Balthazar the same way for a bit and could even lay burning down on a heal. Grenth and Balthazar are dirt cheap and indeed the runesets of condition damage are all so very much cheaper then those for the backstab builds that are preferred so it no big deal to play around with them and find a set you like.
I never change improv. If I have one skill of each on that utility bar (deception, trick and venom as example) one usually recharges instantly on that steal . The Utility bar is also very flexible on skills chosen.