No initiative better for thieves?
I use all of my skills from d/d constantly: HS is decent damage, DD for anti-kite, DB for evading while immobilized.
If you want to utilize on swap sigils, you can use another d/d set or use this trick:
weaponset 1: mainhand dagger, offhand nothing
weaponset 2: mainhand nothing, offhand dagger
Then you can trigger weapon swap effects every 10s while constantly running around with d/d.
[…]
I just think initiative has made it too hard to balance the thief. Consequently any change you make either op’s it or nerfs it. Since anet don’t seem to want to buff/change the functionality of the thiefs abilities, most changes are nerfs.
Correct. The currently Ini system is very hard to balance, but that is the reason for the ini change at 10 Dez. The balance between builds with and without Initraits (especially Opportunist) is to difficult.
But generally: The inisystem is fine and make the class to something special in this game.
-Charr Thief-
It’s good to be bad!
(edited by Black Teagan.9215)
Absolutely not!
Part of playing the Thief profession is knowing how to budget Initiatives. If you prefer a cooldown mechanic and you enjoy playing that kind of profession, feel free to roll a Warrior (or an Elementalist) and leave the Thief as is.
Note: Outside of auto-attack, Elementalist gets 4 skills per swap for each element for a total of 16 skills plus utilities. Engineer gets 4 skills per kit for each heal and utility slot for a total of 16 skills. You might like these professions instead.
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.