(edited by Marlafox.8715)
My proposed suggestions for the thief:
(Utility)
Venoms: [Spider Venom, Skale Venom, and Drake Venom] no longer have charges. They each have 33% chance on hit to apply their effect on a 5 second ICD with the duration reduced by 10 seconds. Drake Venom is now a Stun breaker.
Traps: Man they are so bad I can’t even think of any way to fix them.
Deception: [Blinding Powder] now works underwater.
Tricks: [Scorpion Wire] now destroys two boons.
(Weapon Skills)
Sword: [Infiltrator’ s Strike/ Shadow Return] since I can’t see Arena Net ever making it instant again; the return portion now removes 2 condition for 5 initiative seems fair since we can no longer use it to deal with control effects.
(Traits)
Deadly Arts: [Venomous Strength]Gain two stacks of might when using a venom skill, Spider and Skale venoms apply Cripple to the target for 2 seconds along with their effect. Drake Venom grants stability for 4 seconds on skill use. [Venomous Strength] moved to Master tier [Quick Venoms] moved to adept tier.
Shadow Arts: [Last Refuge] now blinds targets around you and triggers at 33% health instead of 25%.
Acrobatics: [Quick Recovery] grants 1 initiative every 10 seconds, disabling effects are now reduced by 50% or 33%. [Hard to Catch] when Hit with a disabling effect ignores it and gain stability and swiftness for 5 seconds on a 30 second cool down.
I would also like to see a trait somewhere that allows sword critical hits to have 33% or 50% chance to remove a boon on a 10second CD.
Maybe not all my ideas are good but I at least hope some are. I really don’t even use venoms very often. But, from the most part after you use all the charges on them the cool downs seem a bit long. It would be nice to give venom thieves a stun breaker.
(edited by Marlafox.8715)
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