Thief venoms, the attention they deserve!
It was a bug and was fixed; the same fix was also applied to similar skills of many other classes such as Arcane Power, Incendiary Ammo, Sharpening Stone, Opening Strikes…
And venoms don’t need buffs, L2P.
You’re the kind of Thief that gives us a bad name.
Lol…I’m pretty sure Venoms already worked that way…
They did. Anet just put all that in the patch notes to make the thief haters think that they nerfed thieves.
That made me LOL
Ferg Crossing
Actually I know about venoms I just found it funny that they got no buff – if you think any thieves out there use venoms you’re high
(aside from basilisk of coursein pvp)
They need buffs dramatically.
This thread is just pointing out what a joke ANet thinks thieves are in which they get no real changes at all, same old crap with text updates and no real changes.
They got buffed immensely in fact.
They got buffed immensely in fact.
Now that’s the spirit! xD
edit; I know you weren’t being sarcastic, and that ooh big whoop venoms don’t disappear now from being out of range – yet that’s how they were to begin with (never should have changed.) and are still incredibly underpowered, save for basilisk in pvp.
(edited by Rukia.4802)
Now that’s the spirit! xD
Yes they did :
The charges are actually no longer reduced if you receive a ‘Miss’ notification or are just swinging your weapon out of range. They’re still removed if you’re blocked/evaded/obstructed (combat misses, essentially). They also used to remove if they were on a projectile that lasted too long, or on non-attack skills such as Caltrops or Smoke Bomb. All in all, venoms and other charge-based attack bonuses have been improved and made much more reliable.
-Karl
For example, Shortbow + Basilisk Venom with the trait for 2 charges on a target far away = often you’d get no effect at all.
Now that’s the spirit! xD
Yes they did :
The charges are actually no longer reduced if you receive a ‘Miss’ notification or are just swinging your weapon out of range. They’re still removed if you’re blocked/evaded/obstructed (combat misses, essentially). They also used to remove if they were on a projectile that lasted too long, or on non-attack skills such as Caltrops or Smoke Bomb. All in all, venoms and other charge-based attack bonuses have been improved and made much more reliable.
-KarlFor example, Shortbow + Basilisk Venom with the trait for 2 charges on a target far away = often you’d get no effect at all.
I’m fully aware of the changes xD
still useless venoms, save for basilisk of course (as stated multiple times)
conditions are a joke in both pve and pvp, pve because they’re under powered, pvp because they are removed with lol no effort at all let’s face it.
It makes Venom Share + Leeching Venoms a lot more reliable. The radius still sucks but at least your party members won’t waste all charges even before they get in range of the boss.
It also makes Devourer Venom a lot more reliable for the same reasons. It makes C&D+Steal without Mug not losing the Basilisk Venom charge on the way.
All in all, you cannot disagree that it is a huge buff to venoms. Enough of a buff? Remains to be seen. But it IS a good start.
Sure, a convenience buff… good enough? Not imo. I often waste my opponents dodges before even attempting a steal stun because it’s so obvious and commonly used it gets dodged 90% of the time if you open with it. Honestly these “buffs” don’t affect me at all.
Sure, a convenience buff… good enough? Not imo. I often waste my opponents dodges before even attempting a steal stun because it’s so obvious and commonly used it gets dodged 90% of the time if you open with it. Honestly these “buffs” don’t affect me at all.
Luckily it’s not all about you anyways. :P
They are still useless outside a heavy venom-traited build.
They are still useless outside a heavy venom-traited build.
They are useless because they are so redundant.
Why bother with a dedicated poison when your auto-attacks apply most of the Conditions for free?
While Venoms are still a bit weak (especially Basilisk), this was a needed bug fix and an appreciable buff; it should not be mocked.
would love to see a venom thief build viable in any sort of fashion, right now they really are just generally pathetic
and why is there no burning or confusion venoms!
this is a HUGE buff for venom thief i am a R31 venom thief and 80 % of my pvp experience is with venom thief.
this “fix” makes me able to stun / immobilize the entire enemy team while my team bashes through them together with life steal etc. before this fix the stuns were wasted alot of times so i rlly love this buff other thieves should try it.
My only complain with venoms is that somehow they felt the need to give all them the same recharge (same applies with many skill families).
For example, Skale Venom feels very lacking for 45 seconds (specially when Spider Venom + Lotus Poison already adds 15 seconds of Weakness), put it on 20 seconds cooldown and suddnly it’s a good way to trigger Venom traits and the effects are justified.
The only 2 that are worth it are Spider (because of the 5 strikes of leeching and the extra weakness from the mentioned trait in adition to very long poison) and Devourer as it’s a ranged Inmob. Ice Drake and Skale (and maybe one of the other 2) could get some balance on their cooldowns or effects.
Basilisk Venom causes a lot of balancing headaches and having a separate longer cooldown (and probably altering how it works a bit) could help its efficency on non bursty builds while not being so OP on them.
I’m acually running a venom share thief build and its rly good.
The amount of cc you can do to 3 targets who are close to eachother with your shortbow autoattack is a bit Op acually… and then you share it with your team and laugh at everyone being stuck for 10 sec in basilisk and immobilize. Rly underrated build!
Dont want to Brag but was running it in paids(Temple) and Team Curse was a easy win for us.