Karl Please

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Posted by: Serious Thought.5394

Serious Thought.5394

Preparedness baseline or not? I’m antsy and wanna know >.>

Also, thanks for the venom.

Worst Thief in the world, yes I am.

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Posted by: Takato.4976

Takato.4976

Looking at the video ( twitch ) preparedness isn’t baseline thus far.
Who knows if it will be by the 26th or not though ( doubtful >_> )

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Posted by: Shovel Face.4512

Shovel Face.4512

This and 15k hp baseline!! Please Karl!!

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

This and 15k hp baseline!! Please Karl!!

I don’t think we should have 15k baseline hp…nor do I think they will give core Thief 15k base hp. Maybe someday as an elite spec…call it Enforcer or something and have it use hammer, idk

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Posted by: Serious Thought.5394

Serious Thought.5394

See, I really wanna take that new line right. But how do I give up Mug. How do I give up Preparedness? Thats already two trait lines, right? Then I play s/p and p/p…how do I give up Bound? :C If I get preparedness, I can finally stop playing with Trickery. FINALLY. Or Mug. Tbh, I’d take either. Especially if mug lost 30% damage and 10% heal so that it could crit again, I’d take that too…

Worst Thief in the world, yes I am.

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Posted by: Kicker.8203

Kicker.8203

either add 15k hp baseline or let us mix up pvp stats a bit more. ANY amulet without vitality is unplayable to thief and ele. (even healing power+toughness doesn’t save you from getting 1 shotted)

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Posted by: Serious Thought.5394

Serious Thought.5394

I really wanna try that new Acro line, but I can’t give anything up. I am legitimately sad. :C

Worst Thief in the world, yes I am.

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Posted by: Aeolus.3615

Aeolus.3615

This and 15k hp baseline!! Please Karl!!

I don’t think we should have 15k baseline hp…nor do I think they will give core Thief 15k base hp. Maybe someday as an elite spec…call it Enforcer or something and have it use hammer, idk

oh that would look cool :|, some Deldrimor skills would fit realllly nicelly.

http://wiki.guildwars.com/wiki/List_of_PvE-only_skills#Deldrimor_skills

1st April joke, when gw2 receives a “balance” update.

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Posted by: Grimreaper.5370

Grimreaper.5370

Preparedness baseline and steal 15 second cd baseline plz.

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Posted by: Cynz.9437

Cynz.9437

Pray that they don’t nerf something again, like per usual.

All is Vain~
[Teef] guild :>

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Posted by: MadCatSadPet.7649

MadCatSadPet.7649

Would be nice if they’d make thief viable but not OP. I tire of all the salt

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Posted by: style.6173

style.6173

Thief should have preparedness as baseline, but nothing else should be made baseline. Also, I’d still like to see the evade on staff 5 removed.

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Posted by: caerulean.4837

caerulean.4837

Thief should have preparedness as baseline, but nothing else should be made baseline. Also, I’d still like to see the evade on staff 5 removed.

Removing evades from a daredevil skill is like saying a reaper skill shouldn’t chill or a druid skill shouldn’t heal.

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Posted by: Rukia.9860

Rukia.9860

either add 15k hp baseline or let us mix up pvp stats a bit more. ANY amulet without vitality is unplayable to thief and ele. (even healing power+toughness doesn’t save you from getting 1 shotted)

Agree’d.

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Posted by: SlayerSixx.5763

SlayerSixx.5763

either add 15k hp baseline or let us mix up pvp stats a bit more. ANY amulet without vitality is unplayable to thief and ele. (even healing power+toughness doesn’t save you from getting 1 shotted)

Ele and guardian*. Thief can actually work with a zerker amulet if you’re fast enough once all of the bunkers are gone. Zerker can work on guard as well, to an extent, but they’ll find it far more difficult.

As for people talking about preparedness, I usually take trickery for the steal buffs. The extra intitative barely makes a difference IMO and can easily be made into a non-factor when considering trait lines if you can actually manage your initiative properly. Thief needs other things guys, let’s not ask for the little stuff.

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Posted by: Serious Thought.5394

Serious Thought.5394

It may not make a large difference as a whole, but all of our weapon values are based on 15 initiative. So either reduce all the costs and damages or just prep baseline. Its very straight forward. Two unloads or three. Two whips or three. One stealth combo in d/p or two and a shadowshot? That’s the problem. You can work around and learn around, but in a highly charged duel or group fight you are forced to burn initiative frequently. :C Idgaf if the trait replacing Preparedness said “Deciding new trait” and held no value as long as I got 15 init instead of 12.

Also the little stuff is the easiest stuff to increase the majority of players build diversity. Not having to rely on Trickery to play weapons (not thief) to the fullest capacity means new lines. But its just my opinion.

Worst Thief in the world, yes I am.

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Posted by: DeceiverX.8361

DeceiverX.8361

I don’t know if I agree with preparedness as baseline. If I had to change trickery, I’d reduce the base cooldown on steal to about 25 seconds and remove the cooldown reduction on Sleight of Hand, with the line when traited resulting in a 20s Cooldown.

I’d instead also put Kleptomaniac as baseline. This gives the thief better sustained combat potential with initiative if waiting to use steal, rather than using it almost entirely as an engage.

I’d then change Unrelenting Strikes in CS to give Fury on steal instead of the 90% health condition. It doesn’t really help CS’s early pressure and pushes AA damage too much and doesn’t really make sense with Ferocious Strikes. I’d also have HK remove a condition upon being Revealed to make it compete with the benefits of NQ and IP.

This way, CS can maintain the fury on engage it absolutely needs for bursting reliably, pushing out dependencies on ToTC and not needing Trickster, EA, or SE for a cleanse at the cost of a little damage but with bonus reliability, and all trait lines can end up sustaining better on initiative in the long run depending on how they choose to use Steal rather than simply just being innately stronger at burst/when on full initiative.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I don’t know if I agree with preparedness as baseline. If I had to change trickery, I’d reduce the base cooldown on steal to about 25 seconds and remove the cooldown reduction on Sleight of Hand, with the line when traited resulting in a 20s Cooldown.

The Steal CDR shouldn’t be exclusive to Trick. This is the kind of game design that limits diversity. It is obvious that a 20s Steal is a must have so make it available to any build, not just with Trick. Just like te Steal CDR, preparedness shouldn’t be exclusive to Trick.

I’d instead also put Kleptomaniac as baseline. This gives the thief better sustained combat potential with initiative if waiting to use steal, rather than using it almost entirely as an engage.

I totally agree.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: DeceiverX.8361

DeceiverX.8361

The big issue is that currently steal gets huge cooldown reduction from the combination of Trickery passive CDR and Sleight of Hand’s 20%. Without SoH, the cooldown is over 25s. Trickery still needs to be made appealing, and I think a 20% reduction to steal is pretty just. A lot of other classes have very similar sacrifices/benefits out of the “profession” line, and the overall loss is 5s or 20%. A 32% reduction is much more substantial than most others’, and by making thieves sustain in combat better innately with initiative, the Trickery line still has its initiative-handy aspects and very desirable utility, but doesn’t pigeon-hole all builds into running it into what are benefits that are simply way too good to live without.