So I was thinking, what if

So I was thinking, what if

in Thief

Posted by: Serious Thought.5394

Serious Thought.5394

We reset the trait lines in our own manner? So things that don’t make sense where they are, things that shouldn’t have to be traited, traits that should me part of other traits? Kinda want to make Collaborative on this. Doubt a dev looks at this, last dev response on Thief was an undocumented and unspecifiable time in the far distant past seeming to extend safely into 2014. Correct me if I am wrong on that, but I see no Red for at least a year. Worth a try, however. And maybe throwing this into HoT or GD or PvP…just somewhere else and linking might help?

Anway, I was looking at Trickery. (incoming rambling)

It seems like our base initiative raise trait in that line should be base. That’s why I take it in EVERY build I make. You run out of init far faster than you can get your desired effects. Change Lead Attacks and Sleight of Hand- merge the steal cdr into the minor. Just all 35% in that trait. Then make Sleight of hand give damage and daze. I personally do not like the daze, so many “If I get cc’d, cc them back” traits around the block- however I need that cdr. Merge Thrill of the Crime and Bountiful Theft together, then add a new Adept Major. Flip the conditions on Bewildering Ambush and Pressure Striking- it makes no sense, if not just merge them together as well (interrupts apply torment/confu OR steal applies, I vote interrupt so there is a good set of options mid trickery). Whichever one gets the open space, make a trait for it. Move Quick Pockets into Acrobatics or make it more useful…as a stand alone trait, I have absolutely no reason to take it… Why do I need 3 initiative when I swap from my damage set to my shortbow or vice versa? All of our abilities cost more than 3 init (minus Sword 3 part 2, and possibly sword 2 chain?).

Basically Sleight of Hands Steal cdr goes into Lead Strikes, the damage from Lead leaves and goes into Sleight of Hand. Bewildering Ambush and Pressure Striking merge, preferably into masters so that interrupts (I would just change to dazes and stuns, then add an icd perhaps? Or just number check) apply torment and confusion, then add a new grandmaster. Preparedness is now base, we need a new minor in that spot. Quick Pockets just needs a look, it has absolutely no purpose for existing in 99% of builds.

Thoughts on this? Anything you would do to the differing trait lines?

Worst Thief in the world, yes I am.

So I was thinking, what if

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Posted by: Maugetarr.6823

Maugetarr.6823

The CDR from SoH should just be baseline. If they knocked steal down to 25 seconds, taking trickery would knock steal down to 21.75 seconds (where it was pre patch). This would help immensely to narrow the gap between untraited steal (mediocre) and traited steal. On top of that they could roll trickster into quick pockets and/or make quick pockets reduce weapon swapping to 5 seconds (restoring only 1 initiative on swap). Pressure striking and bewildering ambush could definitely be merged and put in the master tier (I mean 5 confusion for 5 seconds? Really? -.-). That would still be 5 confusion on steal, but maybe just change pressure striking to 2 confusion (5 sec) on interrupt instead of 3 torment(5 sec). Well, now we’ve eliminated 1 master trait and 1 GM trait. In the GM slot maybe we could make pistol shots pierce (since apparently bouncing RNG is something they don’t like). I don’t know what to put back in the master slot though.

Acro needs help more, but trickery could be refined a little bit more as well.

Blank Players [BDL]-Anvil Rock
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Rebalance Ideas for Thief

(edited by Maugetarr.6823)