Thief Dungeon Support?
I suspect that thieves are intended to bring more condition effects against enemies as support (rather than boons for the group). In that respect, venoms and traps are a pretty much failing and need sorting out. Utilities with knockdowns, cripples, freeze, weakness, poison, immobilize etc are currently just not worth a slot. Traps need a total rethink and venoms need to be worth a slot even without venom sharing.
(edited by Stooperdale.3560)
For fractal runs, for like lvl 40+, a thief can bring a decent amount of weakness on mobs with the aoe shortbow and the trait in the deadly arts line to largely mitigate the damage, but on champions/bosses the duration is cut in half. And blinds are 10% effective and the condition is remove even if it lands.
It is possible that they intended to bring the condition effects as a supporty type build as they buffed the venom share build. I just wished it wasn’t so bad.
Stealth and blinds are pretty good support tools. Granted, engineers have a lot of it too without having to dedicate a slot to it but there are still plenty of situations where you can make use of the thief’s longer-duration and faster-application stealths.
I switch out alot between sets but I usually use x/p and shortbow.
Head Shot would be spammed to punch through Defiant and Black Powder to keep downed players from dying too quickly. When the group was having a hard time I would try to draw aggro with stealth blasts while using clusterbomb to help me regen some health back.