pre-ordered HOT at this point,
save yourself the money and don’t bother.
While SoH is good, it doesn’t really fit the traitline its in so well – instead of a 20% Steal reduction, lets have it transfer X conditions to your target instead – this gives thieves slightly better condition mitigation, and works well with Trickery’s boost to condition damage.
DA suffers from some really kittenty trait choices after Mug – gives Improvisation the 20% steal CD reduction instead of the currently awful % Dmg boost while wielding a kit.
The % Damage boost is good, the only trick is getting it to trigger.
So far in my testing it only works with Ele summoned weapons.
The % Damage boost is good, the only trick is getting it to trigger.
So far in my testing it only works with Ele summoned weapons.
It seems to cater almost exclusively to the WvW crowd, which is silly (it doesn’t even become a “good” trait then, just less awful) – why have a 20 point trait that it mostly useless in 2 of the 3 formats?
If you sit here my forum poster I will tell you a tale of how steal used to be.
Once in the land of Tyria, there was a time (we’ll call it Beta) when a thief would use steal he would essentially lose his weapon set and gain 5 new skills in 1-5 slots. Similar to an engineer kits. The Stolen item was a bundle and this skill boosted the damage of those skills. Now, it is just a shadow of it’s former self where you have to group with another class to get any effect from it. There are rumors that it could boost siege weapon damage. With a new skill balance coming I hope this one gets fixed. It dodged the last set of trait changes for thief lets see if it does it again.
Crosses Fingers
SoH is good in current state. I would take of 10% dmg wielding a bundle from improvisation and replace it for something like this:
options
1) stealing converts up to 3 conditions into boons
2) stealing applies random venom
3) after stealing your next attack steal health
4) stealing have chance (30%) to reduce steal cooldown by 50%
SoH is good in current state. I would take of 10% dmg wielding a bundle from improvisation and replace it for something like this:
options
1) stealing converts up to 3 conditions into boons
2) stealing applies random venom
3) after stealing your next attack steal health
4) stealing have chance (30%) to reduce steal cooldown by 50%
RNG is bad (Which is why Imrpov is bad in the first place), so 2 and 4 are out.
3 is too similar to what Mug currently does, and mug deals damage – the Improv heal would have to be large to differentiate it from being a kittentier version of mug.
1 is basically what i suggested, though a bit modified. Transferring 3 conditions works better IMO – it gives condition thieves some options, fits both thematically and design wise in the Trickery line for a skill called “Sleight of Hand”, and is a GM Trait (converting 3 condi’s on steal feels a bit strong for 2nd tier trait)
INB4SOMEONECRYINGOHPEE
It would be nice to see something like this
http://wiki.guildwars.com/wiki/Shadow_Shroud
For dealing with bunkers now that our LS is getting shaved.
I think improv would be great if they just changed it to 2% damage for each type of utility skill equipped.
The % Damage boost is good, the only trick is getting it to trigger.
So far in my testing it only works with Ele summoned weapons.It seems to cater almost exclusively to the WvW crowd, which is silly (it doesn’t even become a “good” trait then, just less awful) – why have a 20 point trait that it mostly useless in 2 of the 3 formats?
It’d be really good in PvE with a Lightning Hammer Ele in the party
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