Thief desperately needs build diversity.
And you are right. This profession does have diversity. However, does it really matter how much diversity a profession can have when a majority of it’s diversity is outperformed by other professions?
You make good points but you fail to look at the big picture. Other professions can outperform the thief in most aspects of combat which is the frustration plaguing most thieves today. If that wasn’t true, then all those vets would not have shelved their thief.
His point was probably that this venom-share build is rather unusable without a group. Not many people are going to want to retrain traits regularly, or enjoy logging off because there’s no group to play with.
You don’t need to retrain your traits. Venomshare is basically a condition build at its core (either D/D or P/D or both), and you just need to swap the GM trait from Venomous Aura to Shadow’s Rejuvenation (or to a Master trait, if necessary). The other venom-based traits (extra hit, leeching, reduced cooldowns) are perfectly usable solo.
EDIT: it’s also worth noting that you can keep using Venomshare solo if you use Ambush and/or Thieves Guild. Although that’s a bit of a gimmicky build, so generally I’d just expect people to swap traits.
(edited by Interceptor.2653)
His point was probably that this venom-share build is rather unusable without a group. Not many people are going to want to retrain traits regularly, or enjoy logging off because there’s no group to play with.
You don’t need to retrain your traits. Venomshare is basically a condition build at its core (either D/D or P/D or both), and you just need to swap the GM trait from Venomous Aura to Shadow’s Rejuvenation (or to a Master trait, if necessary). The other venom-based traits (extra hit, leeching, reduced cooldowns) are perfectly usable solo.
EDIT: it’s also worth noting that you can keep using Venomshare solo if you use Ambush and/or Thieves Guild. Although that’s a bit of a gimmicky build, so generally I’d just expect people to swap traits.
Cooldown makes them pointless.
Venomshare goes 30 into Deadly Arts, I believe, while P/D and D/D condition needs some Acrobatics and or Trickery (and some more solo utility then venoms provide). I’ve thought about trying venom-share on a P/D build (15/0/30/15/10 I used) but the venomshare lacks some of it’s DA traits then. If you can propose a useful venomshare – P/D trait distribution I’ll be happy to look at it.
Venomshare goes 30 into Deadly Arts, I believe, while P/D and D/D condition needs some Acrobatics and or Trickery (and some more solo utility then venoms provide). I’ve thought about trying venom-share on a P/D build (15/0/30/15/10 I used) but the venomshare lacks some of it’s DA traits then. If you can propose a useful venomshare – P/D trait distribution I’ll be happy to look at it.
There’s nothing wrong with a 30/x/30/x/x P/D build. Your damage is coming from condition damage (bleeds, torment) and power (regular attacks, Leeching Venoms). You have plenty of Might available. It’s not bursty, but it has a lot of pressure, healing, stealth, and attrition built in. Dire and Carrion both work.
The last 10 points can go wherever. Trickery has Thrill/Reach, Acrobatics has Might/Vigor, and even CS has an argument since you can take extra Pistol damage or leverage a bit of the Precision that ascended trinkets force onto condition builds.
Venomshare goes 30 into Deadly Arts, I believe, while P/D and D/D condition needs some Acrobatics and or Trickery (and some more solo utility then venoms provide). I’ve thought about trying venom-share on a P/D build (15/0/30/15/10 I used) but the venomshare lacks some of it’s DA traits then. If you can propose a useful venomshare – P/D trait distribution I’ll be happy to look at it.
There’s nothing wrong with a 30/x/30/x/x P/D build. Your damage is coming from condition damage (bleeds, torment) and power (regular attacks, Leeching Venoms). You have plenty of Might available. It’s not bursty, but it has a lot of pressure, healing, stealth, and attrition built in. Dire and Carrion both work.
The last 10 points can go wherever. Trickery has Thrill/Reach, Acrobatics has Might/Vigor, and even CS has an argument since you can take extra Pistol damage or leverage a bit of the Precision that ascended trinkets force onto condition builds.
There are 15 points in DA that would be better spend in Trickery and/or Acrobatics, that is the problem. Nothing in DA beyond Lotus Poison is particularly useful for P/D. Venoms are weak without a group to share them with, all the pressure, healing stealth and attrition comes from and is supported by other sources then Deadly Arts.
I am sure it’ll work mostly, P/D works mostly even on a Power/Crit build.
There are 15 points in DA that would be better spend in Trickery and/or Acrobatics, that is the problem. Nothing in DA beyond Lotus Poison is particularly useful for P/D. Venoms are weak without a group to share them with, all the pressure, healing stealth and attrition comes from and is supported by other sources then Deadly Arts.
I don’t agree. DA has no trait waste, either in terms of slottable skills (Venomous Strength, Quick Venoms, Residual Venom) or the Power/Condition duration that it raises. Don’t sleep on the Might stacks: P/D is double-dipping here, because you use both sides of it. Even that silly Vital Shot peashooter becomes a credible DPS generator when your Leeching Venoms are hitting for 380+ damage per shot.
That’s not to say that Trickery/Acro aren’t good as well, but builds are about choices. 30 DA is perfectly fine. This is the spec I’d recommend to anyone who wants to venomshare, but also wants to use venoms solo.
I don’t agree. DA has no trait waste, either in terms of slottable skills (Venomous Strength, Quick Venoms, Residual Venom) or the Power/Condition duration that it raises. Don’t sleep on the Might stacks: P/D is double-dipping here, because you use both sides of it. Even that silly Vital Shot peashooter becomes a credible DPS generator when your Leeching Venoms are hitting for 380+ damage per shot.
Venoms are on a 45 (36 traited) second cooldown, the might stacks they yield with Venomous Strength don’t match up against the might on dodge, or the loss of utility slots. And if you slot all venoms you have no IMS – unless you take runes which in turn takes condition damage output down), no caltrops or shadow refuge.
Leeching Venoms is in Shadow Arts, the 15 + 15 points in Deadly Arts do not contribute more then an extra strike and a 20% shorter cooldown on slotted venoms. The extra strike (@400 damage) is all you are getting for it, provided it lands and you want to sacrifice Cloaked in Shadow or Shadows Embrace for it.
Residual Venoms grants one extra strike on duration stacking conditions, which doesn’t help that much. Similarly, with all the cleansing going round the 15% extra condition duration is not what I’d spend trait point on that could give me more endurance, vigor, even fury and swiftness. I rather have solid traits with condition duration from runes or food.
All these traits are balanced for venom sharing, without allies to use them on they are weak.
That’s not to say that Trickery/Acro aren’t good as well, but builds are about choices. 30 DA is perfectly fine. This is the spec I’d recommend to anyone who wants to venomshare, but also wants to use venoms solo.
Starting with 30/x/30/x/x yields, imo, a weaker P/D then 0/x/30/x/x – it probably bursts a little better but looses on survivability.
Venoms are on a 45 (36 traited) second cooldown, the might stacks they yield with Venomous Strength don’t match up against the might on dodge, or the loss of utility slots.
Might on dodge is more limited by the nature of your endurance bar; might on venom application has more freedom for manipulation. A 36s recharge is no issue, since you can keep one or more venoms primed, as they last 30s. There are five potential spots for venoms, and you don’t need to use all of them (nor should you). Spacing out venoms for Leeching is probably a good idea just on general principle, since you are strike-limited.
And if you slot all venoms you have no IMS – unless you take runes which in turn takes condition damage output down), no caltrops or shadow refuge.
This is nonsense. You have 10 points left over for whatever you want, which can include Assassin’s Reward or Thrill. SoS is sufficient for covering distance in general, and can be swapped out prior to engagements (or not: it’s a source of Might/Blind if you run 10 CS).
Leeching Venoms is in Shadow Arts, the 15 + 15 points in Deadly Arts do not contribute more then an extra strike and a 20% shorter cooldown on slotted venoms. The extra strike (@400 damage) is all you are getting for it, provided it lands and you want to sacrifice Cloaked in Shadow or Shadows Embrace for it.
You can also sacrifice Shadow’s Rejuvenation. No rule that says GMs slots have to be used for GM traits. That extra strike applies to all venoms, and also comes with extra healing from the life leech, which helps sustain.
Residual Venoms grants one extra strike on duration stacking conditions, which doesn’t help that much.
What? Residual Venoms grants an extra hit all on venoms, including Skelk and Basilisk. Skale Venom has an intensity-stacking condition (Torment) that benefits from RV as well. I don’t know what you are talking about, here. Basilisk doesn’t even stack, but the second hit is nonetheless valuable for dealing with Aegis and evades.
Similarly, with all the cleansing going round the 15% extra condition duration is not what I’d spend trait point on that could give me more endurance, vigor, even fury and swiftness. I rather have solid traits with condition duration from runes or food.
Fight someone eating soup and rocking Melandru’s, and then tell me that condition duration doesn’t matter.
Starting with 30/x/30/x/x yields, imo, a weaker P/D then 0/x/30/x/x – it probably bursts a little better but looses on survivability.
I’m not sure you’d necessarily notice the difference, or care about it even if you did. The Dire or hybrid-Dire version of this build is incredibly survivable just from base stats.
It’s fine if your personal preference is to run something else, but that’s an entirely different kettle of fish than whether or not 30 DA is a good idea.
Venoms really need to be treated more like mantras with CDs based on individual strength of the venom rather than given a standardized (and currently long) CD. Until they look at it that way venoms won’t be there.
Some similar mantra traits:
http://wiki.guildwars2.com/wiki/Restorative_Mantras
http://wiki.guildwars2.com/wiki/Mantra_Mastery
http://wiki.guildwars2.com/wiki/Harmonious_Mantras
And of course the original mantras on shorter CDs to begin with:
http://wiki.guildwars2.com/wiki/Mantra
Might on dodge is more limited by the nature of your endurance bar; might on venom application has more freedom for manipulation.
You dodge, frequently, might comes with it, when so traited.
A 36s recharge is no issue, since you can keep one or more venoms primed, as they last 30s.
The 2 stacks of might from activating them last 20 second, averaged over time that is slightly more then 1 stack per slotted venom. Might on dodge is one stack for 15 second, but with 15 Acro you can dodge about 10 times in 36 seconds, which would be 4-5 stacks, averaged over time.
There are five potential spots for venoms, and you don’t need to use all of them (nor should you). Spacing out venoms for Leeching is probably a good idea just on general principle, since you are strike-limited.
No burst then, I figured part of the venom burst was getting all these leeches in short time frame.
And if you slot all venoms you have no IMS – unless you take runes which in turn takes condition damage output down), no caltrops or shadow refuge.
This is nonsense. You have 10 points left over for whatever you want, which can include Assassin’s Reward or Thrill. SoS is sufficient for covering distance in general, and can be swapped out prior to engagements (or not: it’s a source of Might/Blind if you run 10 CS).
Assassins reward is a Grandmaster trait these days, but you probably mean Assassin’s Retreat. I don’t think swiftness on kill is a hot thing when running an attrition build. SoS is still my favorite.
You can also sacrifice Shadow’s Rejuvenation. No rule that says GMs slots have to be used for GM traits. That extra strike applies to all venoms, and also comes with extra healing from the life leech, which helps sustain.
The extra strike amounts to a 400 HP heal (steal actually) per venom, every 36 seonds. A single second in stealth with Shadows Rejuvenation selected yields almost as much
Residual Venoms grants an extra hit all on venoms, including Skelk and Basilisk. Skale Venom has an intensity-stacking condition (Torment) that benefits from RV as well. I don’t know what you are talking about, here. Basilisk doesn’t even stack, but the second hit is nonetheless valuable for dealing with Aegis and evades.
You just said that you wouldn’t slot your bar full of venoms, so the extra strike is most likely on 2-3 venoms (max 3 when slotting). Torment is the only venom applied condition that stacks in intensity and not duration,
To sum it up, you can get 1 extra stack of Torment and, say 4 extra triggers on Leeching but you lose 15 trait points that could have given 30% endurance boost plus 4 stacks of might (or 10 seconds of vigor during those 36 seconds). I do not find that a convincing reward for the 15 trait points.
Fight someone eating soup and rocking Melandru’s, and then tell me that condition duration doesn’t matter.
It won’t stack beyond +100% (mhh, or do they calculate plus and minus duration before capping tp 100%??) and I rather use the traits better. I can get +% duration more easily then the functionality of the traits.
I’m not sure you’d necessarily notice the difference, or care about it even if you did. The Dire or hybrid-Dire version of this build is incredibly survivable just from base stats.
That is possible, only actual play-testing will tell you that. You don’t survive on tougness and hp alone though, you need healing, you probably need condition cleansing and you’ll likely need evades. How much you need or don’t really need is to be tested.
It’s fine if your personal preference is to run something else, but that’s an entirely different kettle of fish than whether or not 30 DA is a good idea.
Putting the extra 15 points in DA is not obviously a good idea for a solo P/D, they do not pay back their cost. If they did you’d see a lot more P/D builds posted with a full 30 Deadly Arts. The solo P/D is better served with 15/0/30/x/x distribution – which should still allow a venom-share spec. But if you are willing to take that loss for the sake of supporting venom-share group play, then by all means, I think there’s certainly a playable P/D build possible with 30/x/30/x/x. All depends on where your priority is.
[quote]
You dodge, frequently, might comes with it, when so traited.
No option to quickly stack might with PoI. Flexibility with venoms is the advantage, here. You can keep one simmering, you can run two, you can wombo-combo them, whatever the situation calls for. Noble is especially excellent for making this work.
Great, blow all venoms and get 6 stacks for 20 seconds, while might on dodge can have 4-5 stacks up at all time. You’re trying to prove that Venomous Strength will give our solo P/D more might then Power of Ineria, it’s not going to happen.
No burst then, I figured part of the venom burst was getting all these leeches in short time frame.
Leeches are limited to one per strike. You don’t burst leeching.
P/D – sneak attack, having a leech burst looked like it was an interesting feat, but I guess not. Without eh burst option the Leech really isn’t a good heal.
Assassins reward is a Grandmaster trait these days, but you probably mean Assassin’s Retreat. I don’t think swiftness on kill is a hot thing when running an attrition build.
You might change your mind when you see it stacked up to 3+ minutes. It’s very good when you are roaming around, getting your sigil primed. In any case, it’s literally one of three possible options for movespeed. Pick your favorite, because it doesn’t matter if you want the kill-stacking speed, Signet speed, or burst Steal speed.
P/D kills slowly and will not build up swiftness easily. The problem with the trait is you get the swiftness when you don’t need it anymore. Anyway, it’s in Acro, and as such doesn’t support the +15 DA
The extra strike amounts to a 400 HP heal (steal actually) per venom, every 36 seonds. A single second in stealth with Shadows Rejuvenation selected yields almost as much.
SR is good, news at 11. Builds are about choices. You are only healing when you are stealthed and not attacking. This isn’t always ideal.
P/D is in stealth a lot, it also removes an extra condition on the 3rd second in stealth
To sum it up, you can get 1 extra stack of Torment and, say 4 extra triggers on Leeching but you lose 15 trait points that could have given 30% endurance boost plus 4 stacks of might (or 10 seconds of vigor during those 36 seconds). I do not find that a convincing reward for the 15 trait points.
This song isn’t about you; RV aids Basilisk, and gets more stacks/Leeching into play, end of story. Anything that makes Vital Shot good ought to be put on a pedestal in the Smithsonian.
That’s a silly argument where you had none. You still only get one torment stack and somewhat longer duration on other conditions. Improving Vital Shot is a lost cause.
It won’t stack beyond +100% (mhh, or do they calculate plus and minus duration before capping tp 100%??) and I rather use the traits better. I can get +% duration more easily then the functionality of the traits.
See above. Going full 30 DA gives you +15% condition duration that you don’t have to get anywhere else, not to mention 150 Power while we’re on the subject.
We are going in it-is-isn’t circles here, you seem to care little for the effect of traits, so be it.
That is possible, only actual play-testing will tell you that.
This might blow your mind, but I’m not just theorycrafting, I have experience with this build.
30/x/30/x/x Venomshare on a solo roaming P/D? What build
But if you are willing to take that loss for the sake of supporting venom-share group play, then by all means, I think there’s certainly a playable P/D build possible with 30/x/30/x/x. All depends on where your priority is.
I don’t see why anyone needs your permission to run a 30/x/30/x/x venom build. There’s nothing fatally flawed about it; it’s just another build like any other, that gives up one thing to get something else.
You give up 15 points Acro or Trickses for one extra strike on 3 venoms.
In your opinion. As you said, Grenth forbid that someone pay 3.5s to change their traits for solo roaming. That’s like, two waypoints.
For 3.5 silvers you switch from any build to any other build (povided yo have the gear), the point of this exercise was examining a trait distribution suitable for a solo P/D and Venomshare.
Time to dial back the quote blocks here:
[…] blow all venoms and get 6 stacks for 20 seconds, while might on dodge can have 4-5 stacks up at all time. […] No burst then, I figured part of the venom burst was getting all these leeches in short time frame. […] Without eh burst option the Leech really isn’t a good heal. […] P/D kills slowly and will not build up swiftness easily. […] P/D is in stealth a lot, it also removes an extra condition on the 3rd second in stealth […] Improving Vital Shot is a lost cause. […] What build […] You give up 15 points Acro or Trickses for one extra strike on 3 venoms. […
You want to run runes like this when you are relying on Might stacks in a condition build, because this keeps the stacks cooking for a lot longer. Skelk double-dips on the #6 skill due to being both a heal and a venom (and it’s a strong burst heal with follow-ups). It’s relatively straightforward to maintain significant Might during battles. It also works quite nicely in the Venomshare setup, because boon duration depends on the source of the boon, not the target, so you’re giving out some fairly decent Might stacks to people.
I am very surprised that you thought Leeching was hit-based; it’s not the kind of error someone who has tried it would make. Adding ~1200-2000 damage to Sneak Attack with one venom application (that still retains its original effect) would be pretty ridiculous. I think we’d see a lot more LV in that case, which I guess is why it’s never worked this way. Hell, I’d find a way to get 15 SA and Spider venom into my S/P build if this was a thing.
Assassin’s Reward Retreat only cares about kills, not speed. With a 5 second ICD, it’s better not to shred things too quickly anyway. Dumb mobs don’t have condition duration reduction, bleed clearing, and they don’t know how to deal with Torment. But as I said, it’s not a linchpin to the build: Thrill is fine for tactical IMS, and SoS + 10 CS deserves a nod for having instant Might stacks and a very useful (stomp-assisting) Blind on it. Last time: AR is nice, but totally unnecessary if you don’t like the mechanics.
P/D is in stealth a lot… sometimes. You need stealth to set up Sneak Attack, but otherwise being stealthed is time when you’re not attacking. That’s useful when you either need to heal or you need to buy time for your conditions to do their work, but as long as you have venoms off cooldown on a build like this you can keep putting out pressure by creating space with Shadow Strike and applying LV with Vital Shot. People (rightly) poop on Vital Shot for being a bad skill, but LV makes it usable by adding ~400 damage a shot and healing you, while costing you nothing for initiative. It does have a venom pre-req, but that’s easier to make happen than Sneak Attack’s pre-req of stealth (which depends on being able to land CnD a lot of the time). tl;dr, Vital Shot is a lot harder to ignore when it’s doing double the damage and sticking conditions on you at 900 range.
I gave you the template. If you don’t like it, nobody’s gonna make you play it, but don’t give me baloney about 15 points in DA “only being” an extra hit on 3 venoms, as if the Power/Condi duration and Venom recharge/Exposed weakness traits didn’t exist. I’m done responding here; you can have the last word unless there’s something new you want to say.
Time to dial back the quote blocks here:
It got rather rather unwieldy, I agree.
[…] blow all venoms and get 6 stacks for 20 seconds, while might on dodge can have 4-5 stacks up at all time. […] No burst then, I figured part of the venom burst was getting all these leeches in short time frame. […] Without eh burst option the Leech really isn’t a good heal. […] P/D kills slowly and will not build up swiftness easily. […] P/D is in stealth a lot, it also removes an extra condition on the 3rd second in stealth […] Improving Vital Shot is a lost cause. […] What build […] You give up 15 points Acro or Trickses for one extra strike on 3 venoms. […
You want to run runes like this when you are relying on Might stacks in a condition build, because this keeps the stacks cooking for a lot longer. Skelk double-dips on the #6 skill due to being both a heal and a venom (and it’s a strong burst heal with follow-ups). It’s relatively straightforward to maintain significant Might during battles. It also works quite nicely in the Venomshare setup, because boon duration depends on the source of the boon, not the target, so you’re giving out some fairly decent Might stacks to people.
Skelk Venom is more then bad for a solo thief. Now I do want to see a video of you playing a solo P/D with a venomshare build, because I really don’t see Skelk Venom working.
I am very surprised that you thought Leeching was hit-based; it’s not the kind of error someone who has tried it would make
You are saying it triggers when activating the skill? It is that bad?
Adding ~1200-2000 damage to Sneak Attack with one venom application (that still retains its original effect) would be pretty ridiculous.
No, it wouldn’t, it would be useful. Going halleluja over a trait that gives all of <400 HP when activating a skill is ridiculous, especially when you could choose traits like Shadow Protector
Assassin’s
RewardRetreat only cares about kills, not speed. With a 5 second ICD, it’s better not to shred things too quickly anyway. Dumb mobs don’t have condition duration reduction, bleed clearing, and they don’t know how to deal with Torment.
Mobs? I wasn’t talking about PvE, you can take your average D/D build and run P/D on it and kill champs. And no worries, you’ll not kill players that fast with P/D. Not usually anyway.
But as I said, it’s not a linchpin to the build: Thrill is fine for tactical IMS, and SoS + 10 CS deserves a nod for having instant Might stacks and a very useful (stomp-assisting) Blind on it. Last time: AR is nice, but totally unnecessary if you don’t like the mechanics.
10 CS for Might on SoS stomping is an absurd waste of 10 traitpoint. You can’t be serious about this.
P/D is in stealth a lot… sometimes. You need stealth to set up Sneak Attack, but otherwise being stealthed is time when you’re not attacking. That’s useful when you either need to heal or you need to buy time for your conditions to do their work …
You could pick Shadow Protector for SA heal, I preferred that on S/D as I was in stealth a lot less.
but as long as you have venoms off cooldown on a build like this you can keep putting out pressure by creating space with Shadow Strike and applying LV with Vital Shot. People (rightly) poop on Vital Shot for being a bad skill, but LV makes it usable by adding ~400 damage a shot and healing you, while costing you nothing for initiative.
Now I am confused, you just told me it doesn’t apply per hit?
It does have a venom pre-req, but that’s easier to make happen than Sneak Attack’s pre-req of stealth (which depends on being able to land CnD a lot of the time). tl;dr, Vital Shot is a lot harder to ignore when it’s doing double the damage and sticking conditions on you at 900 range.
Ehm, the venoms are still on very long cooldown. You’re gonna want C&D to land with P/D, or it’s not the set to use.
I gave you the template. If you don’t like it, nobody’s gonna make you play it,
We’re replying to a topic, I thought, “play it or not” is not really an argument.
but don’t give me baloney about 15 points in DA “only being” an extra hit on 3 venoms, as if the Power/Condi duration and Venom recharge/Exposed weakness traits didn’t exist.
They aren’t useful enough for a solo P/D, it’s almost as bad as your suggestion on using 10 points on CS to get might when SoS stomping, now that one really was ‘baloney’ ….
I can’t believe people are still arguing Venom builds are bad.
I’m going to bookmark this post for later laughter after the TPvP picks up on the venom build and starts running it and all the sheep on this forum start running it.
Xsorus – Ranger PvP movies Creator of the BM Bunker
I can’t believe people are still arguing Venom builds are bad.
I’m going to bookmark this post for later laughter after the TPvP picks up on the venom build and starts running it and all the sheep on this forum start running it.
And then figure out necros are better.
I can’t believe people are still arguing Venom builds are bad.
I’m going to bookmark this post for later laughter after the TPvP picks up on the venom build and starts running it and all the sheep on this forum start running it.
vnom builds are so so in pve but not in pvp. they are horrid.
ive already put this challenge out to prove it.
if Player A (no armor) beats Player B( fully armored) then that goes to say the player b is either blind or using a HORRID build.
so …. ill fight with no armor on (naked) and you use full venomshare …..see how bad you get beat. im not hating on thieves…i only play thief pretty much. i just know venom builds are only about half way “there” . anet has no idea what they are talking about bc they dont play thief for more than 5 mins of testing or theorycrafting at a time.
^ You might as well challenge people to a game of Words with Friends for all that it has to do with what you’re trying to prove. “Venomshare” is not a solo spec.
In tPvP, why would you bring venomshare over a grenade condi-bunker engi? What strength can venomshare bring that an engi couldnt with shorter CDs?
In tPvP, why would you bring venomshare over a grenade condi-bunker engi? What strength can venomshare bring that an engi couldnt with shorter CDs?
a Single Venom Thief can grant everyone in the group a 5-9 second Immobilize
That’s not including the extra healing and damage, Or the other Venoms.
Give it 2 month’s, I bet you it starts being ran in TPvP
Xsorus – Ranger PvP movies Creator of the BM Bunker
In tPvP, why would you bring venomshare over a grenade condi-bunker engi? What strength can venomshare bring that an engi couldnt with shorter CDs?
a Single Venom Thief can grant everyone in the group a 5-9 second Immobilize
That’s not including the extra healing and damage, Or the other Venoms.
Give it 2 month’s, I bet you it starts being ran in TPvP
I highly doubt it. Even the new venom isn’t worth slotting unless you completely max out healing and use every venom trait while maintaining an organized group.
Aside from tPvP, nobody is going to care about venomshare. Most thieves hate them anyways.