[Skill Bar] Thief preview changes
Wow nothing but nerfs on a class that didn’t need it.
PVE thieves are getting kittened bad
S/D thieves just got kitten d bad too
The worst of all was how bad D/P trickery thieves just got hit.
Wow I’m shocked at how off they are
Are you kidding? These changes were freakin’ awesome. I understand where they’re going with flanking strike, it gives more reward for actually hitting your target and more counterplay. Black Powder nerf was fine… Though it might hurt s/p. Dagger Cleave was awesome, Invigorating precision was awesome, P/P got buffed. I think they were going in the right direction. If you’re crying because you think your precious S/D is going to be completely broken or you won’t be able to D/P spam stealth any more then theres something wrong with you.
Sorry, I got a little ranty
https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
Dagger 1 is getting a minor cleave?
interesting changes. well deserved nerfs.
unload buff could’ve been better.
wish they nerfed p/d thief.
smart changes to fs, adds counter, and black powder.
disappointed that they didn’t change deathblossom and dancing dagger.
If you’re crying because you think your precious S/D is going to be completely broken or you won’t be able to D/P spam stealth any more then theres something wrong with you.
Sorry, I got a little ranty
What’s funny is that D/P stealth spam is completely untouched. The smoke field is exactly the same as it was before.
If you’re crying because you think your precious S/D is going to be completely broken or you won’t be able to D/P spam stealth any more then theres something wrong with you.
Sorry, I got a little ranty
What’s funny is that D/P stealth spam is completely untouched. The smoke field is exactly the same as it was before.
Well guess what? I highly doubt they ever take away D/P having the ability to stealth. Else what is the point of the weapon set.
What they have created is more opportunity to break the constant melee blinding if you are near the blind field – or when the thief puts it on top of you. Gives Warriors and other Thieves more of a chance which is good. It’s been too easy for a while now
Dagger 1 is getting a minor cleave?
Yes. Only two targets though.
The flanking strike change seems a little heavy handed. Would have liked to have seen the change without the initiative adjustment. I understand why, since you’ll just use it a second time for another back to back evade etc. But still seems excessive for a weapon that is kind of lacking in burst and relies heavily on air+flame procs.
I too was expecting a nerf to the full dire 2x p/d thieves as well :/
One thing i’ve notice, Stealth hardly got touched…. meaning anet must be fine with it.
So can the stealth haters give up now?
Another note, i understand the thief can be a volatile class, where a small changes can mean big problems, but can’t they make it sound cool :P.
i mean; 1 3/4 cast to 1 1/2 ……… increase 1 to 1.5 seconds duration….. exciting stuff -.-
For a second there I thought karl said Ricochet would increase pistol to 1500 and i was like OMG!!! then i realize what he said i became really sad
plus i hope they think about increasing the boon steal back to 2 on Larcenous Strike, the requirement to hit alone should balance it out
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
Assassin’s Equilibrium: Increase stability from 1 to 1.5 seconds
lol this changes nothing.
Also, does the strike on choking mean that it break stealth, if so thats a bigger nerf than some might realize. As for s/d i don’t think it changes much, while damage wise it means less LS it lets a thief spam the evade if needed. Venoms and p/p will still be super niche despite the minor buffs.
Are you kidding? These changes were freakin’ awesome. I understand where they’re going with flanking strike, it gives more reward for actually hitting your target and more counterplay. Black Powder nerf was fine… Though it might hurt s/p. Dagger Cleave was awesome, Invigorating precision was awesome, P/P got buffed. I think they were going in the right direction. If you’re crying because you think your precious S/D is going to be completely broken or you won’t be able to D/P spam stealth any more then theres something wrong with you.
Sorry, I got a little ranty
You really don’t have a clue what you are talking about.
Let the changes sink in regards to fighting the OTHER classes in this game.
Dagger 1 is getting a minor cleave?
That’s right now we can further “periphary” in our Guild runs heh.
Wow nothing but nerfs on a class that didn’t need it.
PVE thieves are getting kittened bad
S/D thieves just got kitten d bad too
The worst of all was how bad D/P trickery thieves just got hit.
Wow I’m shocked at how off they are
So Dagger 1, Ricotchet, and Invigorating Precision aren’t buffs?
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
Panic Strike: Reduced immobilize from 5 seconds to 2.5 second, reduced CD from 30 to 20 seconds.
A sensible change. Wow, wasn’t expecting that. Too bad there isn’t a viable spec that has 30 points in DA.
Invigorating Precision: Increase healing % based on damage from 5 to 8%
Still laughable garbage no one will take, especially not at GM level. a 10k backstab (not an easy feat in PvP) would heal you for a mighty 800 health…which will vanish if a stiff breeze rolls by because a 10k backstab would make you total glass. See the problem here Anet?
Ricochet: Now also increases range to 1050, along with a few bug fixes to make it hit more reliably.
Still crap.
Assassin’s Equilibrium: Increase stability from 1 to 1.5 seconds
Still crap.
Venomous Aura, Allies will now use the thief’s condi damage and healing when applying the venoms.
Hey, lets continue to ignore the fact that venom’s are awful specifically because of this trait. There’s no way to design a venom that is worth using on its own without being ridiculously OP when combined with this trait – venoms will be a joke until that dichotomy is addressed.
Dagger 1 Combo will now hit max 2 targets, Posion will stack, but not the endurance gain.
At least it isn’t a nerf – effectiveness will need to be tested
Pistol 5 Black Powder: will now pulse every 2 seconds for 4 seconds instead of 1 second for 4, and the aoe blind has been reduced from 3 seconds to 2 seconds per pulse.
Because standing outside of a small circle is too hard *>:[ *
P/P Unload: cast time as been reduced from 1 3/4 seconds to 1 1/2, also applies to your summon thieves as well.
Awesome!
…As long as we ignore the fact that PP is a weapon set where the 2 non-utility skills don’t deal the same damage type – VS is entirely condition based with pitiful power/crit scaling, and Unload does absolutely nothing for condition specs. Oh, we have to also ignore how the weaponset has absolutely no access to the thief’s primary defenses (Evades, mobility, stealth), and BP was just nerfed (Remember, small circles are impossible to stand outside of) so it’s already pitiful defense access is even worse now. And it’s been that way since launch. So yeah, tl;dr – awesome change, if we ignore the fact that P/P is still the most poorly designed weaponset in the game and in an unusable state.
Short-bow 4 Choking gas: now delivers a strike when it lands.
Because shadow refuge followed by Choking Gas spam was a problem, I guess?
S/D Flanking strike: initiative cost increase from 3 to 4, and now requires to hit before it can combo into Larcenous Strike,
S/D Larcenous Strike: Initiative cost reduced from 2 to 1
Kind of kills the un-blockable on LS, but not really a huge deal in comparison to how bad some of the other nerfs/“buffs” are. How about getting LS back up to 2 boons stolen on hit, since it now relies on a spinning dance move to land first and considering how its worthless as a boon bunker counter at 1 boon stolen.
Batten down the hatches for for the “Thieves just keep FS-ing!” QQ storm in a week tho.
tl;dr – mostly nerfs and laughable garbage buffs to laughable garbage skills – SOP.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
(edited by evilapprentice.6379)
Wow nothing but nerfs on a class that didn’t need it.
PVE thieves are getting kittened bad
S/D thieves just got kitten d bad too
The worst of all was how bad D/P trickery thieves just got hit.
Wow I’m shocked at how off they are
So Dagger 1, Ricotchet, and Invigorating Precision aren’t buffs?
Worthless buffs and a complete waste of everyone’s time.
In fact if I proposed something on that level at my job I’d be fired on the spot.
so let’s see, pvp wise
d/p nerfed (again, because apprently BS nerf wasn’t enough)
s/d deleted
pp still useless
sb nerfed (again, argue all you want but using choke bomb from stealth was actually helpfull, can’t do it anymore)
dd still useless
s/p nerfed
p/d is still a joke in pvp
2000 range instant 6 sec reveal added to other classes to counter thieves entire defensive tree….
huge nerfs to pve thieves, huge nerfs to pvp thieves… tiny meaningless buffs for most part that won’t have any impact at all
Do they want people to quit thieves completely?
Suggestion: buff one of thief trait that allows thief steal apply debuff on engi/ranger and lock that target from using any heals, gettins any boons, using any blocks or dmging spells for 6 sec to make it fair with engi/rangers
[Teef] guild :>
(edited by Cynz.9437)
Are you kidding? These changes were freakin’ awesome. I understand where they’re going with flanking strike, it gives more reward for actually hitting your target and more counterplay. Black Powder nerf was fine… Though it might hurt s/p. Dagger Cleave was awesome, Invigorating precision was awesome, P/P got buffed. I think they were going in the right direction. If you’re crying because you think your precious S/D is going to be completely broken or you won’t be able to D/P spam stealth any more then theres something wrong with you.
Sorry, I got a little ranty
You really don’t have a clue what you are talking about.
Let the changes sink in regards to fighting the OTHER classes in this game.
Actually I do know what I’m talking about. All of you people are crying about you constantly getting nerfs. Here we didn’t really get that many nerfs, only nerfs that were needed or were compensated for with other buffs.
The other classes will still be fine to fight against, I’m sure they’re getting nerfs as well.
ooooohhhh such a big deal cus I cant spam flanking strike any moreee ughhh anet pls buffffffff
ooohhhh such a big deal cus I cant sit in blind field and moreee ughhh anet pls bufffffff
Seriously? You guys sound idiotic. Why don’t you actually use tactical play instead of doing these things that I see every day. Belive it or not it’s better for you to use autoattack pressure with sword than to spam flanking strike. It’s better to use a mixture of autoattack, 3, 4 and 5 on dagger pistol than to spam 5 —> 2 all day.
https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
In the mean time, Rangers, Engies, and Warriors got some pretty nice changes….
:(
Doom and Gloom as usual
All you gotta do is make sure you hit FS now instead of just using it to free up LS not paying attention to anything
IS > FS should be a good combo given the immobilize and even better if you pair it with basilik or sleight of hand from steal… honestly FS is not going to be THAT dificult to land considering it also cleaves too…
I think it is honestly a buff it will allow you to evade 2/3 attacks from range if you are low on health or endurance for a potentially easier reset
S/D and D/P will still be META stop the crying
S/D and D/P will still be META stop the crying
if the boon steal goes back too 2, then yes, S/D will still be good.
S/D and D/P will still be META stop the crying
if the boon steal goes back too 2, then yes, S/D will still be good.
S/D is not meta because of boon stealing…
S/D is meta because of 2/0/0/6/6 and acrobatics allowing ridiculous evades sustain and respectable dmg because of sigils… it is a balanced build not a bursting bunker killer
i’m ecstatic!
i often play a p/p unload thief with ricochet and signet of malice,
so to see unload and ricochet both getting a buff is amazing!
plus the potential of a more useful invigoration precisions!
(i have already tried IP with the current unload/ricochet signet of malice, but 5% was just too low to sacrifice executioner for, i actually suggested yesterday that they make it 8%, weird coincidence or did they listen?!, i also said how i thought black powder would get a nerf, and lets face it, it needed one )
i’m just worried that more people will realise how strong (and ridiculously easy) p/p is!
(edited by Liewec.2896)
I think the changes to Pistol 5 were needed. Same for the SB Choke Bomb.
The dagger 1 change is okay, but I hope it doesn’t result in a nerf to overall damage later just to justify the added cleave. Was it really necessary though? Think I would have rather had something else added to it. /shrug
S/D and D/P will still be META stop the crying
if the boon steal goes back too 2, then yes, S/D will still be good.
S/D is not meta because of boon stealing…
S/D is meta because of 2/0/0/6/6 and acrobatics allowing ridiculous evades sustain and respectable dmg because of sigils… it is a balanced build not a bursting bunker killer
i didn’t say what was or wasn’t meta about it, i would just like to see it go back to 2 boon steals, i would like to see it as a bunker buster,
One thing i’ve notice, Stealth hardly got touched…. meaning anet must be fine with it.
So can the stealth haters give up now?
Let’s remember— in the last Ready Up, Ranger’s Sic’Em revealed debuff is getting increased from 4 to 6 seconds, and Engineer’s Analyze (Goggles’ toolbet skill) is also being buffed to counter stealth by getting the ability to apply 6 seconds of revealed. Honestly, goggles might be a straight-up stealth build counter, as it is a stunbreak, 10 seconds of blind immunity, and applies 6 seconds of revealed.
I don’t like the changes. Mainly cause Choking Gas damage will be only for reveling you and it will make like 1 damage. That sucks. If they at least put up a decent dmg amout that will be better.
Invogating presicion diserved a 10% buff. Not that I’m not happy, but for it to be usefull without that the healing signet it must go as up as 15%.
Panic strike got half the effectiness and not half the cooldown. Thoughts?
And I’m ok with the lacernous strike change, if only the upper the boon stealing back to two.
About the Black Powder nerf I have mixed feelings…
But still, compated to the warrior’s changes I feel like we are lackluster.
(edited by MakubeC.3026)
One thing i’ve notice, Stealth hardly got touched…. meaning anet must be fine with it.
So can the stealth haters give up now?Let’s remember— in the last Ready Up, Ranger’s Sic’Em revealed debuff is getting increased from 4 to 6 seconds, and Engineer’s Analyze (Goggles’ toolbet skill) is also being buffed to counter stealth by getting the ability to apply 6 seconds of revealed. Honestly, goggles might be a straight-up stealth build counter, as it is a stunbreak, 10 seconds of blind immunity, and applies 6 seconds of revealed.
Goggles Engis are going to be the anti-D/P Thieves
Engi was already the anti thief…..
But still, compated to the warrior’s changes I feel like we are lackluster.
Welcome to the Guardian club.
Ha Ha… Warriors preview changes were disclosed today as well. And boy… damage increase buffs all over the place !! (some nerfs too but mainly to adrenaline and minor enough that they can be worked around easily compared to the new toys).
So much for any thoughts of me switching back to my thief main. All hail Warriors !! And may my thief R.I.P.
Rampagers venom PP gonna be nice now.
Currently @ some T1 server in EU
They ruined choking gas from stealth :/ oh well, guess it is unfair to stack damage while in stealth, so that is sort of ok.
The nerf to S/D was actually pretty good! It adds way more counterplay and heightens the skill ceiling.
Dagger cleave are cool, but not needed.
Oh well, there goes S/P god mode in pve…. Why nerf a skill in this way? Wouldn’t it have been enough to just decrease the blind time?
Ricochet: AWESOME! I use this trait for p/d condition. I’m going to get so much more hate and tears now! Oh joy!
Venomous aura: for a thief that regularly use this trait as a condition thief: this is just too good!
(edited by Geiir.7603)
Invogating presicion diserved a 10% buff. Not that I’m not happy, but for it to be usefull without that the healing signet it must go as up as 15%.
sadly you can not look at those abilities in a vacuum, you do get alot of healing combine with SoM. Effective? not really. will it get balanced for it, yeah.
:P healway thieves 4 reals yo!!
Engi was already the anti thief…..
I like seeing people get excited about pistol builds, but don’t get yourself too hyped up over the buffs. They’re not really that big of a deal and you probably won’t even notice them in actual gameplay.
Ricochet is only getting a +150 range increase. By comparison, most melee attacks are 130 range. In practical terms, what this means is that if you manage to shoot someone at exactly max range, your ricochet can now hit a person standing directly behind him, and that’s it.
The shorter cast time on Unload looks nice. Same damage in less time, right? The bad part is that the shorter cast time means that dodging will evade more of the hits. Either way, nothing really to write home about.
Panic Strike: Reduced immobilize from 5 seconds to 2.5 second, reduced CD from 30 to 20 seconds.
Still useless. I’d take a 1s immob with 10s CD. ArenaNEt is forgetting that this is a GM trait.
Invigorating Precision: Increase healing % based on damage from 5 to 8%
This is still crap. There is no way I’d pick this over HK or Exec. Even if you manage to have 100% crit hits, the heal will still be crap because you’ve sacrificed a lot of power to get 100% crit hit.
Ricochet: Now also increases range to 1050, along with a few bug fixes to make it hit more reliably.
Interesting that Pistol has farther range than SB. lol.
And Ricochet was “buggy” — wow, ArenaNet just can’t be honest on saying that this was a crap trait to begin with.
I love it because I’m bias, but I’m sticking with Trickster, so no thank you.
Assassin’s Equilibrium: Increase stability from 1 to 1.5 seconds
Now this is funny. We’ve told ArenaNet about this when it was first introduced back in Feature Pack.
Of course they didn’t listen…now I bet their reason for changing this is because they’ve listened. lol.
Venomous Aura, Allies will now use the thief’s condi damage and healing when applying the venoms.
No matter how much icing you put on kitten…it’s still kitten. So please, stop trying to shove this down our throat. Just get rid of this awful trait and fix our venom utility skills.
Dagger 1 Combo will now hit max 2 targets, Posion will stack, but not the endurance gain.
This one is actually a good change. It would be nice if they also change the animation to emulate the cleaving.
Pistol 5 Black Powder: will now pulse every 2 seconds for 4 seconds instead of 1 second for 4, and the aoe blind has been reduced from 3 seconds to 2 seconds per pulse.
This is horrible. 2s is a long window. If the blind doesn’t come off after a missed attack, sure, this is fine, but the fact that it does, ArenaNet just effectively flushed any defenses we’ve got left.
Horrible choice. This is why developers in ArenaNet needs to start playing Thieves and see if they can survive with this horrible Black Powder change.
I understand that they are trying to balance D/P, but they forget that this hits S/P and P/P also, which are the sets the needs less nerfs and more buff.
So much BS.
P/P Unload: cast time as been reduced from 1 3/4 seconds to 1 1/2, also applies to your summon thieves as well.
Cast time is not the problem here. It’s the pre-cast and after-cast timers.
Sneak-attack (Pistol stealth attack) fires off 5 shots in 1s, in an instant (no pre-cast), and it causes bleeds for zero initiatives. One would think that for a skill that cost 5 initiatives that it will do better than Sneak-attack.
I will never understand ArenaNet’s logic.
Short-bow 4 Choking gas: now delivers a strike when it lands.
lol. no more P/D trolls.
S/D Flanking strike: initiative cost increase from 3 to 4,
3 was perfect. If this is unblockable, sure, but it’s not.
and now requires to hit before it can combo into Larcenous Strike,
This suggestion was given way back in December 10, 2013. You’ve also seen this abused in your tournaments. Way to listen ArenaNet.
S/D Larcenous Strike: Initiative cost reduced from 2 to 1
Finally! This should have been done when you nerfed this to remove only one buff.
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.
so let’s see, pvp wise
d/p nerfed (again, because apprently BS nerf wasn’t enough)
s/d deleted
pp still useless
sb nerfed (again, argue all you want but using choke bomb from stealth was actually helpfull, can’t do it anymore)
dd still useless
s/p nerfed
p/d is still a joke in pvp
2000 range instant 6 sec reveal added to other classes to counter thieves entire defensive tree….huge nerfs to pve thieves, huge nerfs to pvp thieves… tiny meaningless buffs for most part that won’t have any impact at all
Do they want people to quit thieves completely?
Suggestion: buff one of thief trait that allows thief steal apply debuff on engi/ranger and lock that target from using any heals, gettins any boons, using any blocks or dmging spells for 6 sec to make it fair with engi/rangers
This sums things up nicely.
Highest ranked reached 28 soloq
Isle of Janthir
Wait, does that mean with Choking Gas if I use it while in stealth, it will give me revealed? That’s such BS, I only used it in WvW for those quick regens on enemy zergs with Signet of Malice. What was the point of that? It was already useless in PvP mostly, and didn’t need to be touched in PvE.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
Panic Strike: Reduced immobilize from 5 seconds to 2.5 second, reduced CD from 30 to 20 seconds.
This makes sense.
Invigorating Precision: Increase healing % based on damage from 5 to 8%
People still won’t take this trait over the other grandmasters in CS.
Ricochet: Now also increases range to 1050, along with a few bug fixes to make it hit more reliably.
This I like a lot, making pistol the only thief weapon to have more than 900 range is actually a nice way of buffing it.
Assassin’s Equilibrium: Increase stability from 1 to 1.5 seconds
This could actually be interesting now, as remember you’ll already have 30% boon duration from the 30 points in acro, making this give nearly 2 seconds of stability on a 3 second reveal timer. It’s a shame that the stealth builds that could benefit from this don’t invest in acrobatics though.
Venomous Aura, Allies will now use the thief’s condi damage and healing when applying the venoms.
I actually thought this is how it worked before.
Dagger 1 Combo will now hit max 2 targets, Posion will stack, but not the endurance gain.
Potentially nice.
Pistol 5 Black Powder: will now pulse every 2 seconds for 4 seconds instead of 1 second for 4, and the aoe blind has been reduced from 3 seconds to 2 seconds per pulse.
Makes sense for nerfing shadow arts D/P, apart from the fact you’re making a change to a weapon skill that negatively affects 3 weapon sets to nerf one build. As people have said, taking the blind off the projectile would have been a better way of doing it, but hey.
P/P Unload: cast time as been reduced from 1 3/4 seconds to 1 1/2, also applies to your summon thieves as well.
Not even sure the people who play P/P will even notice this one, given the black powder change above.
Short-bow 4 Choking gas: now delivers a strike when it lands.
I see why this was nerfed, although I wonder why it was a problem really.
S/D Flanking strike: initiative cost increase from 3 to 4, and now requires to hit before it can combo into Larcenous Strike,
So, now we have a situation where we can’t use an unblockable attack if the enemy is blocking. Genius. If you were trying to address the dodges on S/D you failed miserably on that one, as without a target we will have more dodges than before.
S/D Larcenous Strike: Initiative cost reduced from 2 to 1
Kinda redundant what with the previous change.
I didn’t expect a lot from these changes, there’s some nice things in here though. I really don’t understand the S/D changes, it’ll make it harder to burst by restricting access to larcenous strike but give us more dodges when we kite. If anything you just lowered the skill cap of S/D and made it more dodge spammy than it was before, which makes no sense at all.
Don’t follow me, unless you enjoy being chased by angry men with sticks.
Power Build Condi Build
It’s a shame that the stealth builds that could benefit from this don’t invest in acrobatics though.
It benefits a D/x power/acro build.
So, now we have a situation where we can’t use an unblockable attack if the enemy is blocking. Genius.
lol I was thinking the same thing. Now that it requires to hit before changing to LS, with the increase in cost, this and LS should be unblockable.
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.
They ruined choking gas from stealth :/ oh well, guess it is unfair to stack damage while in stealth, so that is sort of ok.
Tell that to Mesmers that stay in stealth while their Phantams/Clones do their work :p
They ruined choking gas from stealth :/ oh well, guess it is unfair to stack damage while in stealth, so that is sort of ok.
Tell that to Mesmers that stay in stealth while their Phantams/Clones do their work :p
You can do the same with Ambush Trap and Thieves Guild or minion-summoning runes * coughpiratecough *.
They ruined choking gas from stealth :/ oh well, guess it is unfair to stack damage while in stealth, so that is sort of ok.
Tell that to Mesmers that stay in stealth while their Phantams/Clones do their work :p
To add to this, Choking Gas literally did nothing. Oh wow, poison, it’s not like it did anything more than that. Seems like a pointless nerf to me. It’s the one skill that IMO should not have been touched, it was perfect.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
I disagree that this increased range to pistol not significant. I am not looking at it from hitting an extra target. I am looking at it as now out ranging a number of skills that also had that 900 range.
As example one can now stand out of range of Engineer turrets and hit them.
The range of steal is 900. Pistol with Ricochet means you can hit that thief before he gets in steal range. This can allow you more time to react to the same. As in shoot him, see him come your way, time your dodge.
You can now out range a rangers short bow and thrown torch again allowing a better ability to kite away as they come your way to get in range.
I see these as being the more significant benefits.
(edited by babazhook.6805)
How could they nerf black powder?! That was thieves only decent PvE support! I was thinking about returning to my thief but after all these unnecessary nerfs I don’t think I would feel comfortable playing it. I’m just going to spend the whole time feeling guilty because I have no good utility (stealth doesn’t count as utility because allies always unstealth themselves).
>>This is still crap. There is no way I’d pick this over HK or Exec. Even if you manage to have 100% crit hits, the heal will still be crap because you’ve sacrificed a lot of power to get 100% crit hit.
What do you consider “a lot of power given up”? to get a high crit rate.?
Power is 2185 on my thief using potent stones, Crit rate 85 percent base prior to fury.
Bloodlust and applied strength that adds 350 more.
yeah he a glass cannon (only 2k armor) BUT…..
Using invig precision and omnoberry ghost and SOM I get.
8*133 heal from SOM on average 1.kittens from The ghost for around 475 health and then the unloads 8 shots all crits ranging from 600 to around 1000 each hit dependent on armor. Taking the lower end of this that 4800 damage for 240 current heal.
This a minimum heal of 1800 per unload soon to be more with more range/ricochets/percentage over shorter time.
I think it will be very niche but I think it will be fine.
it like having two SOMS+ on ones utility bar.
Or go the way I prefer using a withdraw and a INV precision and it like having SOM and withdraw chosen at same time as you are getting nearly as much heal from the IP as you would from an SOM on every hit. (the auto attack chain s/d hits around 2k/2k/3k for 580 heal just on IP which is more then SOM would get me on the same attack chain)
(edited by babazhook.6805)
>>This is still crap. There is no way I’d pick this over HK or Exec. Even if you manage to have 100% crit hits, the heal will still be crap because you’ve sacrificed a lot of power to get 100% crit hit.
What do you consider “a lot of power given up”? to get a high crit rate.?
Power is 2185 on my thief using potent stones, Crit rate 85 percent base prior to fury.
Bloodlust and applied strength that adds 350 more.
yeah he a glass cannon (only 2k armor) BUT…..
Using invig precision and omnoberry ghost and SOM I get.
8*133 heal from SOM on average 1.kittens from The ghost for around 475 health and then the unloads 8 shots all crits ranging from 600 to around 1000 each hit dependent on armor. Taking the lower end of this that 4800 damage for 240 current heal.
This a minimum heal of 1800 per unload soon to be more with more range/ricochets/percentage over shorter time.
I think it will be very niche but I think it will be fine.
it like having two SOMS+ on ones utility bar.
Or go the way I prefer using a withdraw and a INV precision and it like having SOM and withdraw chosen at same time as you are getting nearly as much heal from the IP as you would from an SOM on every hit. (the auto attack chain s/d hits around 2k/2k/3k for 580 heal just on IP which is more then SOM would get me on the same attack chain)
That’s a whole lot of words for “30 points in crit strikes and a bunch of other buffs is worth 580 healing on 7k damage”.
It’s a garbage trait, even before you consider the fact that it’s competing for the CS GM slot.
Just because they jazzed up a kitten with some sprinkles doesn’t mean it’s any less of a kitten . What a waste of development, QA and testing time.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
If they were going to touch D/P at all (which I really didn’t think they would), I figured they would remove the projectile finisher from black powder, and maybe remove the unblockable effect from shadow shot.
Not this. It seems lazy to me.
If they were going to touch D/P at all (which I really didn’t think they would), I figured they would remove the projectile finisher from black powder, and maybe remove the unblockable effect from shadow shot.
Not this. It seems lazy to me.
Not to mention it nerfs EVERY weapon set with offhand pistol in a bad way except for D/P which only uses BP for stealth. Last I checked P/P needed a buff and S/P’s main complaint was about the #3 skill alone.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
I told you they would nerf SB again, still laughing at me?
Dagger cleave, more mindless aoe spam please, this will kitten up mesmer vs thief even more as the clones will no longer soak up the attacks, we needed a buff vs mesmers, haha, NOT.
Buffing venom share again, haha, to be expected but it will still suck, giving up all defensive options in both traits and utility slots is not an option at all, that will never change.
P/P will still suck because of AoE retaliation and reflects, you will kill yourself even faster.
Maybe d/p or d/d with 6 acro 6 trickery will become an option, I can already taste the tears, but that depends on the damage buffs to the other proffessions and if you will be able to use the reveald time to actually do damage or if you still die if you are not evading for more than 2 sec.