https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Thief d/d
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
In Summary(For now),
In short, I very broadly share the conclusions reached in the resolution to problems of Thief, for now:
- [MY opinion]For Problem of the high fragility (with low defense and Healt): 1 Perma skill passive [n°% Block and reflect fisical and conditional Dmg] OR [Auto-regenerates healing “n°” point for “n°” time];
- For Problem with Dots: Decent condition cleansing;
- For all thief
- Skill Death blossom: Resolve the problem of the long-lasting and reduce consumption of initiative;
- Skill Dancing dagger: Reduce consumption of initiative;
- [MY opinion]Skill Cloak and dagger: Increase stack of Vulnerability.
- For Thief D/D
- [MY opinion]For Problem of the high fragility (with low defense and Healt): 1 Perma skill passive [n°% Block and reflect fisical and conditional Dmg] OR [Auto-regenerates healing “n°” point for “n°” time];
This will not solve the “fragility” issue because poison reduces the effectiveness of health regen. The only real solution to this is to increase our base HP inline with other adventurer class (Ranger and Engi).
- For Problem with Dots: Decent condition cleansing;
ArenaNet is adding more condition removal in the next expansion and the one I like the most is condition cleanse on Trick Skill use.
ArenaNet is adding more condition removal in the next expansion and the one I like the most is condition cleanse on Trick Skill use.
Good info because I was worried for notice for all classes condition:
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
For me is hell for all class dps x)
(However, if Anet will not exaggerate the gap between Dps/condition, it stabilizes in Pve.)
(edited by Sein.5160)
- Skill Death blossom: Resolve the problem of the long-lasting and reduce consumption of initiative;
This has more problem than just the initiative cost. It also has a pre-cast and an after-cast delays that are cumbersome when used to evade attacks. The animation of Death Blossoms needs to be instant or have a reduced time delays.
At its current state, it is clunky and unreliable.
- Skill Dancing dagger: Reduce consumption of initiative;
…or make it bounce 5 times.
- Skill Dancing dagger: Reduce consumption of initiative;
…or make it bounce 5 times.
Or make it cast faster. However, with the way they will nerf all movement skills this might need more drastic changes.
- Skill Dancing dagger: Reduce consumption of initiative;
…or make it bounce 5 times.
Or make it cast faster. However, with the way they will nerf all movement skills this might need more drastic changes.
I’m fine with the current casting time, but I’ll agree with the projectile travel time being slow.
- Skill Dancing dagger: Reduce consumption of initiative;
…or make it bounce 5 times.
Or make it cast faster. However, with the way they will nerf all movement skills this might need more drastic changes.
I’m fine with the current casting time, but I’ll agree with the projectile travel time being slow.
Oh right the projectile speed is more important than cast time indeed. Faster dagger will be the best.
- [MY opinion]Skill Cloak and dagger: Increase stack of Vulnerability.
This might become problematic because CnD also deals a lot of damage and often followed up by Backstab. I rather see CnD to receive a reduced casting time by half.
This might become problematic because CnD also deals a lot of damage and often followed up by Backstab. I rather see CnD to receive a reduced casting time by half.
The only bad thing about reducing the casting time of CnD is that it’s a very powerful skill and needs some counter play, opponents need some time to react to it
The only bad thing about reducing the casting time of CnD is that it’s a very powerful skill and needs some counter play, opponents need some time to react to it
What more counter play you need in addition to Revealed?
Revealed is to keep CnD from being cast conscutively to extend the stealth duration — your target doesn’t even need to counter CnD, the game is already doing it for them.
It IS hard to land CnD on moving targets sometimes due to that delay. Maybe (and that’s a huge maybe) keep it as stealth granting skill, make it faster, stack more vulnerability, cost less initiative but reduce damage output? Or too much? (I guess P/D Thieves won’t mind)
It IS hard to land CnD on moving targets sometimes due to that delay. Maybe (and that’s a huge maybe) keep it as stealth granting skill, make it faster, stack more vulnerability, cost less initiative but reduce damage output? Or too much? (I guess P/D Thieves won’t mind)
P/D will be strong after the expac since vuln will also boost condi dmg but I doubt D/D and S/D will be happy if CnD is nerfed/rebalanced.
- A LITTLE “revamp” with a Increase stack of Vulnerability of the skill Cloak and dagger don’t change this skill in OP… [(x% x “Def” -> x/100 x “Def”) dmg in “tot” sec] o:
+1 to everybody saying the problem is essentially that 3 and 4 are poorly designed whether or not you’re some weirdo who personally feels otherwise.