tl;dr – I’m pretty sure I’m not doing this right, but I want to try to understand what’s wrong about it so I can figure out if I should give up or explore new options. Preferably before I go through the trouble of making ascended gear.
Experts at stealth and surprise, thieves can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Thieves practice an agile, acrobatic fighting style, which can make them very hard to hit.
When I was choosing my first class, I read the stealth part and cringed a bit, then read the agile, acrobatic…hard to hit part and was hooked. I love the idea of surviving based on my ability to avoid enemy attacks, but I hate using stealth as it removes any meaningful interaction with the other player.
I tried every weapon set and settled on pistol/pistol, which I now gather to have been a poor choice, but nothing else seemed remotely viable without spamming stealth. Of course, pistol/pistol is apparently not viable under any (non-PvE) circumstances, so…
Thing is, the non-stealth utility skills seem really lackluster. The venoms don’t work well at all with pistols and many of the others are designed around melee. I’ve had the best luck with Signet of Agility and Assassin’s Signet, then Roll For Initiative or Smokescreen depending on the enemy. I usually roll Withdraw as a heal since it gives me an extra disengage and has a low CD. I tried Hide in Shadows, but the stealth it gave was pretty useless since the pistol sneak attack is laughable on a non-condi build and it didn’t help with giving me breathing room against melee enemies. Signet of Malice is a mainstay in PvE, but against players I just don’t land as many hits due to lower hp pools and more dodges. Also, the burst healing is a must.
That said, the passive stat boost from the signets doesn’t make them worthwhile, though Agility is great for the extra dodges alone. Assassin’s active is awful on pistols, though. It doesn’t even last for a Full unload, and since the per-hit damage is so low anyway, the overall boost is miniscule compared to how great it is with melee attacks.
I don’t think I need to get into how disjointed P/P skills are, but as an overview…P1 hits for less damage than the random Shortbow I picked up the other day and at a shorter range and with only one target. It has a little bleed on it but I don’t have the hp pool to rely on bleeds unless I can watch safely from stealth. When I played (briefly) around a year ago, it had a combo progression like other skills…except that it was bugged. It seemed like it was supposed to be more of a rapid fire sort of thing, which was nice…guess that was scrapped?
P2 has rare uses. It’d need to immobilize longer to be worthwhile in general, though.
P3 is great after baiting out dodges but…since it’s the only way to do any damage (see: P1 sucks), it’s hard to bait said dodges since nothing else is a threat.
P4 is wonderful in that it rewards me for reading enemies, but it does less damage than P1 (which sucks) and uses nearly half of my initiative. I interrupt one enemy action by giving up an action (P3) that was probably more important to me than whatever I interrupted.
P5 is nice in that it is the only P/P skill that gives me a Combo Field, but said field is almost totally useless. It very rarely is nice when I’m out of dodges and in melee range since P3 will put a few more blinds out when used within it, but it uses over half of my initiative and…well…face tanking a melee is less than ideal.
I’m guessing that everything has to be balanced for the D/P and P/D builds as well, so rather than getting a full skill-set, I’m working with the sloppy seconds of more traditional stealth spam thieves?
Then, in terms of build…I really liked acrobat traits, but one more dodge didn’t amount to much since my damage to initiative ratio plummeted. Full damage (6/6/0/0/2) seems most successful. On that note, any foray into survivability gets slapped in the face by the fact that I need to be able to resolve fights quickly since other classes are much stronger if they get a second round of cooldowns and other thieves won’t take much longer to kill me. Not that one can really dodge a stealthed enemy anyway, since it means they keep their stealth q_q
I can tell from these forums and other’s comments that P/P is seen as rather weak, but I’m not sure whether Anet is planning to do anything about it. Thus, I may have chosen a class where interacting with the enemy means I’ve made a huge mistake. Any tips? Or hope?