Before I go into the buffs, I want to talk about the nerfs thieves should have. I think the thief gameplay is getting stale, and I want to change things up. Just two only, bear with me.
Nerfs
Black powder
- I think the blind should trigger every 2 seconds. For an AOE blind, this ability is really powerful, and is pretty much the reason why D/P is considered to be a survival build.
Shadow’s Rejuvenation (nerf/buff)
- Should be nerfed to 175 (originally 293) + 0.25 (originally 0.1) * healing power (Typically 250 HP per tick heal, in case you were wondering, I think the warrior’s healing signet is actually 200 hp per tick, but since thieves HP, is significantly lower…). I haven’t done an exact calculation here, but I think thieves can use Apothecary items (toughness, healing, condition). P/D users using carrion items will get a nerf on this, while there will be benefits to using healing runes/sigils/armor. S/D users may benefit from a cleric’s build with the other buffs I propose.
Either way, I do think that the idea where a thief heals up to 75% hp+ (or 12000-14000 hp) from healing in stealth + healing ability is indeed too powerful, without even putting heal items on yourself. That’s kind of… lame from a RPG perspective. (Although I have huge, questionable remarks on Elementalist users as well).
Buffs
All poison skills to be single charge through TRAITING (Residual Venom trait – Grandmaster).
- Basically, each time you swing your weapon, you use your bow to hit an AOE of 5 enemies, it uses ONLY ONE CHARGE. On the other hand, if this is changed, the duration needs to be tweaked. Venom share users WILL NOT be able to use it as charges (but by hits). (PP users will only apply one poison’s duration from one unload.)
It gives a relatively big change to PvP and WvW. Thieves will suddenly find themselves to be able to hamper WvW zerks better and force a new perspective on the game.
Heartseeker inflicts 1 stack of vunerability for 10 seconds when target is below 25% hp.
- This is meant to be a PvE boost for fighting bosses.
Dancing daggers cost 3 initiative
- Sure, you nerf the damage, I don’t mind it, but it’s good if you can lower the init cost.
Pistol whip is now a combo finisher – Whirl
- Again, nerfing the damage without putting back some buffs to it, really hurts the PvE factor. Dungeon thieves may now use other players’ fields to better effects.
Scorpion wire buffed to 20 seconds cooldown
- Who really uses scorpion wire…? 30 Seconds cooldown, really?
Needle Trap damage increased to 250, inflicts 3 stacks of bleeding. (should do same damage tick as caltrops.)
Tripwire Trap now adds inflicts 3 stacks of confusion. (10 seconds)
- I have never seen thieves use traps other than ambush trap in PvP. By using traps as a means of holding points in PvP? Hmmm..
Headshot damage increased to 200, inflicts 1 stack of confusion for 5 seconds.
- I think PP thieves need a buff somewhere….
Body shot – Cast time to 1/4 seconds from 1/2 sec
- Basically a slight increase to DPS by shooting faster.
Unwind – Cast time 1 1/2 sec from 1 3/4 sec, 10% chance to inflict bleeding
- Increase in DPS by shooting faster, as well as bleeding damage.
Cluster bomb projectile speed increased by 25%.
- Increase in DPS by speed increase.
Assassin signet removes 1 buff each time for the next 5 attacks.
- Boon stripping should be interesting. Since this is supposed to be an Assassin’s Signet, stripping the boons off to get a damage spike will be useful.
Quick pockets trait allow weapon swap to be quicker by 1 second.
- Minor buff to weapon swapping for initiative gain.
Hard to catch cooldown 45 seconds from 60 seconds.
- This feels more like a PvE dungeon kind of trait rather than a PvP or WvW build…
Sleight of hand dazes 2.5 seconds.
- I find it ridiculous that Mug heals 2000 hp and damage 2000 hp, while your Grandmaster trait does 1 second of daze that doesn’t really do anything much.
Ricochet increased to 33%.
- Overall boost to making PP a very annoying class. P/D gains a buff as well.
Instinctual response 40 seconds cooldown.
- More likely to be a PvE thing. But even if it’s not, I don’t see why it needs a 60 seconds cooldown, when your Cloaked in Shadow trait is on available on demand.
Slash (2nd normal attack for 1st sword skill) does 2 stacks of vulnerability for 5 seconds.
- Some minor boost for sword DPS thief.
Final words
Rather than switching up the base damage of the weapon sets, I think the overall traits should be looked at first. Also, I don’t want this to be in the thieves discussion. This thread should primarily be about the buffs you want to have.
(edited by LoneWolfie.1852)