(edited by crouze.3078)
State of the thief [Potent Poison]
My idea:
33% chance to inflict poison for 5 seconds on critical hits. This effect can only trigger once every 10 seconds.
that trait is not so bad… you can keep poison up forever …
[The Burning Poison]:
When you poison an enemy, you also add burning for 1 second.
That would make the dagger auto attack to strong.
But on the other hand it would buff the spider venom as well and thats a good thing.
When decreasing damage of the dagger chain 3 skill it would be great.
i would add also when you crit you add burning for 1 seconds (5-10 seconds cd)
[The Burning Poison]:
When you poison an enemy, you also add burning for 1 second.
Sounds like chemical burns! Yay for chemistry!
GL – “The Afternoon’s Watch” [OATH]
Kinda comes from the idea behind assassin signet (because it acts like a venom).
Increase damage output while a venom is active (15%?) Goes away once you run out of venom charges.
Mix in venom sharing and this would be a real good group skill in wvw if using spider venom (which is next to useless).
break. I feel like they should be back by now..”
a) 10% crit on poisoned foes.
b) poisoned foes within 600 range of you heal 15% less. Poison duration is 20% longer.
Its an adept trait end of the day.
Mug is an adept trait as well
So it should be powerfull enough to make you think about which one you pick
- Whenever you apply poison to your target, they take X damage (think like leeching venom without the heal, with a properly tested number)
- Poison you apply reduces healing by an additional 17%
Or
- Poison you apply does 100% more damage (poison is a utility condition, the damage itself is pitiful – dont let 100% more damage fool you)
I Don’t know exactly how Anet tracks multiple different sources of a time stacking condition like this, so I don’t know how feasible this is.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
Poison duration is just not relevant as a trait. If the designers feel it is relevant then it should definitely include torment duration and possibly include something else like weakness, fear, or burning duration as well (not having those on tap keeps it balanced).
2 ideas:
1. 33% chance to inflict poison (5s) and vulnerability (5 stacks) for 5 seconds. Can only Trigger once every 10 seconds.
2. 33% chance to inflict poison (5s). If your target is moving, you also inflict 2 stacks of tourment for 5s. Can only Trigger once every 10 seconds.
2 ideas:
1. 33% chance to inflict poison (5s) and vulnerability (5 stacks) for 5 seconds. Can only Trigger once every 10 seconds.
2. 33% chance to inflict poison (5s). If your target is moving, you also inflict 2 stacks of tourment for 5s. Can only Trigger once every 10 seconds.
I think adding more then just poison would be to strong.
Looking at similar traits (100% burning on crit 4 sec with 10s ICD). (for engineer an adept trait)
And your ideas are not on crit? maybe you forgot to add that, but 33% with every hit would be very strong for condition builds without precision.
Looking at the damage of poison compared to burning, i would change my initial idea from
33% chance on crit to poison 5s with 10s ICD to
100% chance on crit to poison 5s with 10s ICD
It would be less damage then the engineer trait but the main reason to pick this trait would be to lower the healing.
But i also like the other ideas.
2 ideas:
1. 33% chance to inflict poison (5s) and vulnerability (5 stacks) for 5 seconds. Can only Trigger once every 10 seconds.
2. 33% chance to inflict poison (5s). If your target is moving, you also inflict 2 stacks of tourment for 5s. Can only Trigger once every 10 seconds.
I think adding more then just poison would be to strong.
Looking at similar traits (100% burning on crit 4 sec with 10s ICD). (for engineer an adept trait)
And your ideas are not on crit? maybe you forgot to add that, but 33% with every hit would be very strong for condition builds without precision.Looking at the damage of poison compared to burning, i would change my initial idea from
33% chance on crit to poison 5s with 10s ICD to
100% chance on crit to poison 5s with 10s ICDIt would be less damage then the engineer trait but the main reason to pick this trait would be to lower the healing.
But i also like the other ideas.
Don’t like it behind an “On Crit” barrier – thieves are already forced to go very bursty if they want to remain effective, more traits that encourage taking a high crit % aren’t necessary, and the fact that this trait is in DA doesn’t help.
I like Ensoriki’s “10% more crit against poisoned targets” trait the best so far – it gives a thief a way to get more crit (as I said above, something important) outside the normal CS/Precision path.
The only real problem is it still doesn’t compete with Mug – nothing competes with Mug. Mug isn’t OP, it’s just so generally useful.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
2 ideas:
1. 33% chance to inflict poison (5s) and vulnerability (5 stacks) for 5 seconds. Can only Trigger once every 10 seconds.
2. 33% chance to inflict poison (5s). If your target is moving, you also inflict 2 stacks of tourment for 5s. Can only Trigger once every 10 seconds.
I think adding more then just poison would be to strong.
Looking at similar traits (100% burning on crit 4 sec with 10s ICD). (for engineer an adept trait)
And your ideas are not on crit? maybe you forgot to add that, but 33% with every hit would be very strong for condition builds without precision.Looking at the damage of poison compared to burning, i would change my initial idea from
33% chance on crit to poison 5s with 10s ICD to
100% chance on crit to poison 5s with 10s ICDIt would be less damage then the engineer trait but the main reason to pick this trait would be to lower the healing.
But i also like the other ideas.
Make it without crit and an ICD of 15-20s. And btw, ist not with every hit, ist with 33% per hit. Maybe reduce it to 20% Chance. In that case as well condi builds without crit can use this trait.
Your 100% Chance on crit is not good i think. This makes it only useful for condi-crit builds. Don’t like it. In that case, you can also say 33% chance without crit and the ICD, maybe increased ICD to 15-20s.
(edited by Kydar Schattendolch.6879)
My idea:
[General]
Reduce CD’s of Venoms to 35 Secs
+
[Improved Venoms]
Venom skills recharge 20% faster and have a higher duration of 25%.
I think you’re in the wrong topic. My venom disscusion is here: https://forum-en.gw2archive.eu/forum/professions/thief/State-of-the-thief-Venom/3007746
There allready is a trait that increases the venom recharge rate by 20% in game. But adding a duration effect to it would be nice.
Ups, my mistake.
I thought it were those thread
-Charr Thief-
It’s good to be bad!
(edited by Black Teagan.9215)
Potent Poison:
Poison is harder to remove (condition remover just half it’s duration)