Thief traits : Where is the sword?

Thief traits : Where is the sword?

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Posted by: Nico.8427

Nico.8427

Hi guys and sorry for my english. I have a little question , why there is not trait that trigger with sword? I check on the wiki but i couldn’t find anything. All professions have at least one trait that trigger with their weapons except for the thief …Why????

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Posted by: Topher.1684

Topher.1684

Ele don’t get anything for focus either, but I agree, as a main hand weapon, this is kind of annoying and hopefully an oversight.

(Necros and Thieves also don’t have anything for spears, Necros and Ele don’t have anything for tridents.)

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Posted by: Daecollo.9578

Daecollo.9578

Guardian
Main-hand
Right-Hand Strength – Critical-hit chance with one-handed weapons is increased by 15%.
Powerful Blades – Sword and spear damage is increased by 5%.

Warrior
Main-hand
Blademaster – Increases your critical-hit chance with a sword by 10%.
Off-hand
Dual Wielding – Damage is increased by 5% when wielding an axe, mace, or sword in your offhand.

Ranger
Main-hand
Martial Mastery – Sword, greatsword, and spear skills recharge 20% faster.

Mesmer
Main-hand
Blade Training – +50 precision while wielding a one-handed sword or a spear. Reduces the recharge of sword and spear skills by 20%.

Everyone who uses a sword gets a trait for it, except us!

Combo Critical Chance should be changed to “Swashbuckler” “15% Critical Chance while using a sword in the Main hand.”

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Posted by: ensoriki.5789

ensoriki.5789

We had a trait called Martial Agility. Increased your speed with a sword.
They deleted it and put in Assassins Reward.

Would take Martial Agility instead of Fleet of shadows (srs).

The great forum duppy.

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Posted by: Daecollo.9578

Daecollo.9578

We had a trait called Martial Agility. Increased your speed with a sword.
They deleted it and put in Assassins Reward.

Would take Martial Agility instead of Fleet of shadows (srs).

Increases attack speed, or movement speed?

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Posted by: ensoriki.5789

ensoriki.5789

Movement speed.
If I recall. 10% movement speed while wielding a sword or spear. Acrobatics major trait.

The great forum duppy.

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Posted by: Marduh.4603

Marduh.4603

Movement speed.
If I recall. 10% movement speed while wielding a sword or spear. Acrobatics major trait.

http://wiki.guildwars2.com/wiki/Rune_of_the_Centaur
+
http://wiki.guildwars2.com/wiki/Withdraw
=
perma swiftness

Sword master.
Critical-hit chance with sword is increased by 15% – Master Critical Strikes

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Posted by: PopeUrban.2578

PopeUrban.2578

Straight crit chance is a boring trait, like straight damage buffs is boring. I hate traits that just do stuff you can do with gear. Sword is a set that’s all about the disables and rips, so how about something that synergizes with that? How about:

Martial Malice – You have a 15% chance to add one stack to any condition suffered by your target while wielding a sword. If your target has no conditions, remove a boon in stead. If your target has no conditions or boons, gain 2 initiative. Cooldown 5 seconds.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

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Posted by: Nico.8427

Nico.8427

@ensoriki.5789 , nothing about it . I never played thief before the last update so maybe there was before. Nothing here http://wiki.guildwars2.com/wiki/List_of_thief_traits . Perma swiftness is cool but i agree with PopeUrban , i would prefer a “funny” trait…damage and critical should be the very first choice for the classic “power player” but lack in originality . (well..personal opinion obviously ^^)

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Posted by: Daecollo.9578

Daecollo.9578

Um.. I don’t see that as a mastery trait.. they must of removed it.

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Posted by: evilapprentice.6379

evilapprentice.6379

Straight crit chance is a boring trait, like straight damage buffs is boring. I hate traits that just do stuff you can do with gear. Sword is a set that’s all about the disables and rips, so how about something that synergizes with that? How about:

Martial Malice – You have a 15% chance to add one stack to any condition suffered by your target while wielding a sword. If your target has no conditions, remove a boon in stead. If your target has no conditions or boons, gain 2 initiative. Cooldown 5 seconds.

Drop the condition part (which is kind of a crapshoot – if you extend cripple, chill, immob, or even poison, it would be awesome. If you add a stack of/extend confusion, burning, or bleeding, it would suck). Boon strip (with init regen on no boons to strip) would actually be fairly useful.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

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Posted by: Daecollo.9578

Daecollo.9578

15% Critical Chance for Sword would be a very NICE trait, because it lets us drop things for other things…

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Posted by: Tulisin.6945

Tulisin.6945

15% Critical Chance for Sword would be a very NICE trait, because it lets us drop things for other things…

Too nice, 15 % is huge. Other +crit chance traits range from 5 to 7 %. 10 % would be the upper end of reasonable for a crit chance trait boost.

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Posted by: Daecollo.9578

Daecollo.9578

15% Critical Chance for Sword would be a very NICE trait, because it lets us drop things for other things…

Too nice, 15 % is huge. Other +crit chance traits range from 5 to 7 %. 10 % would be the upper end of reasonable for a crit chance trait boost.

……

Guardian

Main-hand
Right-Hand Strength – Critical-hit chance with one-handed weapons is increased by 15%.

Warrior

Main-hand
Blademaster – Increases your critical-hit chance with a sword by 10%.

Warriors/Guardians have similar traits, and warriors have adrenaline criticals as well which adds up to 10%+9% Extra Critical Chance.

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Posted by: Tulisin.6945

Tulisin.6945

15% Critical Chance for Sword would be a very NICE trait, because it lets us drop things for other things…

Too nice, 15 % is huge. Other +crit chance traits range from 5 to 7 %. 10 % would be the upper end of reasonable for a crit chance trait boost.

……

Guardian

Main-hand
Right-Hand Strength – Critical-hit chance with one-handed weapons is increased by 15%.

Warrior

Main-hand
Blademaster – Increases your critical-hit chance with a sword by 10%.

Warriors/Guardians have similar traits, and warriors have adrenaline criticals as well which adds up to 10%+9% Extra Critical Chance.

You can’t cross-compare profession traits like that without taking the whole profession into account. 15 % is way over the top for thieves in comparison to the other available traits.

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Posted by: Daecollo.9578

Daecollo.9578

15% Critical Chance for Sword would be a very NICE trait, because it lets us drop things for other things…

Too nice, 15 % is huge. Other +crit chance traits range from 5 to 7 %. 10 % would be the upper end of reasonable for a crit chance trait boost.

……

Guardian

Main-hand
Right-Hand Strength – Critical-hit chance with one-handed weapons is increased by 15%.

Warrior

Main-hand
Blademaster – Increases your critical-hit chance with a sword by 10%.

Warriors/Guardians have similar traits, and warriors have adrenaline criticals as well which adds up to 10%+9% Extra Critical Chance.

You can’t cross-compare profession traits like that without taking the whole profession into account. 15 % is way over the top for thieves in comparison to the other available traits.

Not really, I’ve played three classes already and the combinations are actually quite balanced.

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Posted by: Tulisin.6945

Tulisin.6945

15% Critical Chance for Sword would be a very NICE trait, because it lets us drop things for other things…

Too nice, 15 % is huge. Other +crit chance traits range from 5 to 7 %. 10 % would be the upper end of reasonable for a crit chance trait boost.

……

Guardian

Main-hand
Right-Hand Strength – Critical-hit chance with one-handed weapons is increased by 15%.

Warrior

Main-hand
Blademaster – Increases your critical-hit chance with a sword by 10%.

Warriors/Guardians have similar traits, and warriors have adrenaline criticals as well which adds up to 10%+9% Extra Critical Chance.

You can’t cross-compare profession traits like that without taking the whole profession into account. 15 % is way over the top for thieves in comparison to the other available traits.

Not really, I’ve played three classes already and the combinations are actually quite balanced.

You can’t speak to how well another 15 % crit bonus on thieves would work because it doesn’t exist. How well a given bonus works on one profession does not translate directly to how it’ll affect a different profession.

Thief traits : Where is the sword?

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Posted by: Daecollo.9578

Daecollo.9578

15% Critical Chance for Sword would be a very NICE trait, because it lets us drop things for other things…

Too nice, 15 % is huge. Other +crit chance traits range from 5 to 7 %. 10 % would be the upper end of reasonable for a crit chance trait boost.

……

Guardian

Main-hand
Right-Hand Strength – Critical-hit chance with one-handed weapons is increased by 15%.

Warrior

Main-hand
Blademaster – Increases your critical-hit chance with a sword by 10%.

Warriors/Guardians have similar traits, and warriors have adrenaline criticals as well which adds up to 10%+9% Extra Critical Chance.

You can’t cross-compare profession traits like that without taking the whole profession into account. 15 % is way over the top for thieves in comparison to the other available traits.

Not really, I’ve played three classes already and the combinations are actually quite balanced.

You can’t speak to how well another 15 % crit bonus on thieves would work because it doesn’t exist. How well a given bonus works on one profession does not translate directly to how it’ll affect a different profession.

Critical Bonus would be overpowered.

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Posted by: PopeUrban.2578

PopeUrban.2578

Straight crit chance is a boring trait, like straight damage buffs is boring. I hate traits that just do stuff you can do with gear. Sword is a set that’s all about the disables and rips, so how about something that synergizes with that? How about:

Martial Malice – You have a 15% chance to add one stack to any condition suffered by your target while wielding a sword. If your target has no conditions, remove a boon in stead. If your target has no conditions or boons, gain 2 initiative. Cooldown 5 seconds.

Drop the condition part (which is kind of a crapshoot – if you extend cripple, chill, immob, or even poison, it would be awesome. If you add a stack of/extend confusion, burning, or bleeding, it would suck). Boon strip (with init regen on no boons to strip) would actually be fairly useful.

I fail to see why adding confusion, burning, or bleeding would suck (aside from condition necros, but that’s just conditions in general.) The idea here is that the primary function of the trait is passive pressure and group utility via condition extension, but that its still useful without. Randomized simply to keep it from being straight up overpowered essentially as a 5s cooldown is really, quite short when you consider the effects.

Basically, if you’re looking at it in terms of PvE this is all around group synergy without going in to stack madness. What you’re getting is essentially a free built-in boon strip or init refund on your alpha, which is already really powerful by itself. The condition extension mechanic is a control mechanism to keep you from being able to spam that benefit too reliably, while still making it a useful trait that supports sword’s role in both solo and group play.

Here’s a better worded version:

Martial Malice – You have a 15% chance to add one stack (5 seconds) to any non-stun condition suffered by your target while wielding a sword. If your target has no conditions, remove a boon in stead. If your target has no conditions or boons, gain 2 initiative. Cooldown 5 seconds.

Alternately

Flourish – While wielding a sword, daze all nearby targets for 1 second when initiative reaches 2 or less. Cooldown 10 seconds.

Flourish was a neat skill in GW1 that was hard to use, but it definitely seems more thief than warrior in the current game, and this is basically how I would see it used by a thief. The original skill basically reset all of your weapon cooldowns when you used it, but this is thematically more like “You just did a bunch of cool stuff, your enemies gape in awe for a moment.” Inherantly balanced as an escapre/reposition mechanism due to the fact that it only activates when you’ve blown all your initiative.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)