I’ll be doing a thread with my opinions on each Specializaiton line:
- Ready Up AMA Inititial thoughts: Deadly Arts
- Ready Up AMA Inititial thoughts: Shadow Arts
- Ready Up AMA Inititial thoughts: Acrobatics
High Level thoughts:
- Screen shots of the traits
This line is the weakest line currently. It doesn’t have a role, besides grabbing certain traits for pistol and minor damage. An important thing to remember is that this line was taken originally for its Grandmaster damage modifiers and the stats from trait points.
Minor Traits
- Keen Observer – Unchanged. Basically do 1 more crit out of every 20 hits while you have high health. It’s pretty RNG, so you never notice it. Maybe numbers get tweaked or change this to have a decent ICD and guarantee 1 crit upon recharge.
- Unrelenting Strikes – This one confused me a bit, the description says one thing while the tool tip indicates another. Executioner fulfills this role already.
- First Strikes – Unchanged. Still a good damage modifier.
Adept Traits
Currently these are subpar due to potency, but numbers can change. Basically your only option is the situation to do more damage, it feels like they all have the same role.
- Side Strike – It’s an okay trait. 1 more crit while flanking out of every 15 hits.
- Signets of Power – An okay trait. You get some more damage when you Infiltrator’s Signet. Works with the signet burst build, though not viable in competitive play. Maybe merge with Signet Use and move to Master.
- Combo Critical Chance – This translates to one out of every 20 skill three hits does a crit. Maybe junk this.
Master Traits
Currently you only take Critical Haste or Signet Use from this line. Both of those are gone, but as I mentioned Signet Use can be merged. Here we have another potency issue for the AMA traits. I’d bring back Critical Haste.
Weapons Traits aside
In my opinion weapons traits being specific to one weapon is not something anyone would want unless it’s very potent. Even then you’re only ever going to take that trait if you use that weapon, so these traits limit build diversityheavily by existing. Since Weapon traits are build defining, if they are going to stay, they should be put into Grandmaster, which means they should also be extremely potent in their effects and should compete in the same specialization so that you aren’t stuck as stongly with weapons defining your specialization used.
- Sundering Strikes – Unchanged. Weak. The overall effect is an average of 3-4 vulnerability for melee and only works out for Pistol Whip and Unload. Maybe look into giving this an internal cooldown and giving 5+ stacks of burst vulnerability like the domination line.
- Practiced Tolerance – More health is always a nice choice, depending on how the final set of Master and Adept traits shakes out, I’d considering moving this back to adept.
- Ankle Shots – The Pistol Traits need to be either one trait or core in my opinion. Weapon trait aside this again has another potency issue for the Master Line.
Grandmaster Traits
2/3 I like in concept. There’s a weapon trait here, weapon traits sadden me. I like the idea of guaranteeing crits or getting benefits from them though.
- Ricochet – Unchanged. Please put the range as core to pistols. If I got rid of this trait and I’d add the bounce as core to unload.
- Hidden Killer – Unchanged. I like the concept, but the potency isn’t build defining. I’d change this to "Gain bonus critical-hit chance while in stealth or revealed. Maybe keep the 100% for stealth but do 30% for revealed. This helps Pistol Whip builds and Unload builds benefit. Also revealed training synergy.
- Invigorating Precision – The design of this trait is not happy for a thief. You don’t want to take hits. This trait’s design is low potency all the time and fits a warrior better as they can trade blows. A thief plays hit and run, so allow this trait to play more like mug so you can turn a fight around on someone. Give it an ICD and maybe make it static heal on crit plus a percentage the critical damage inflicted retuned as well, seems more build defining this way.
Currently Crit strikes is by far the weakest line. It only does low potency damage. I’d like to see some other objective added to the critical strikes line, offensive utility, incoming critical hit counters, trigger self revealed removal.. something.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
(edited by Shockwave.1230)
I now wait on what new base attributes will be and how much boontime will be increased via armors/runes if at all given none of our traits allow it.