Trait Shakeup: Definition and Diversity.

Trait Shakeup: Definition and Diversity.

in Thief

Posted by: Kageseigi.2150

Kageseigi.2150

Hallo, all! I’ve just been thinking up a way to shake up the Thief’s traitlines a bit, so here’s what I’ve come up with. I moved several traits around, combined others, and even created some new ones. The goal is to make each traitline more well-defined.

Notice that this does not include Daredevil. These changes are for the base Thief. Daredevil changes can be based on these, however, though I’m not the one to do that.

First, here are some traits that I made baseline…

Preparedness: Every Thief needs the extra 3 initiative. In doing so, Trickery becomes less needed.

Side Strike / Flawless Strike: Every Thief should be working to flank its targets, and should be rewarded for doing so. “Side Strike’s” critical hit chance is unchanged. However, “Flawless Strike’s” damage increase is now based on flanking instead of health, granting a 5% increase to all direct damage instead of a %7 increase to critical damage.

Sleight of Hand’s Recharge: The trait Sleight of Hand still exists in the Trickery line, but no longer includes the Steal recharge increase. The 20% recharge is now baseline. The actual trait has had its daze duration doubled to 2 seconds to make up for this.

Now, on to the traitlines…


DEADLY ARTS: The purpose of this line shall be for conditions (mainly poison) and other methods of damage other than direct damage such as venoms and traps. Even though it is most effective for Condition-Thieves, its focus on poison’s heal reduction and weakness application can be benificial to Power-Thieves as well.

Adept Minor:
Serpent’s Touch: No Change

Adept Majors:
Poisoneer: Formerly “Dagger Training”
This removes the requirement of using a dagger to apply poison. All weapons now have a chance to apply poison on hits.

Uncatchable: Moved from Trickery
No change other than the traitline. It’s a condition-based skill and similar to traps, so it fits in Deadly Arts.

Trapper’s Respite: No Change

Master Minor:
Lotus Poison:
The cooldown has been lowered to 4 seconds to match the duration of weakness applied. The goal is to give the Thief the chance to keep the target weakened continuously, increasing the sustainability of the Thief in close combat.

Master Majors:
Trapper’s Respite: No Change

Leaching Venoms: Moved from Shadow Arts
No change other than the traitline. It’s venom-based, so it fits in Deadly Arts.

Pressure Striking: Moved from Trickery
No change other than the traitline. It’s condition-based, so it fits in Deadly Arts.

Grandmaster Minor:
Resistant Strain (NEW): Replaces “Exposed Weakness”
Every time the Thief applies a condition to the target, three pulses of 1-second vulnerability is also applied, one after the other. This has a cooldown of 3 seconds.
Because Exposed Weakness mixed conditions with direct damage, it has been replaced with a trait that focuses purely on conditions. This trait’s goal is to make conditions more difficult to cleanse by blocking the actual damaging conditions with a weak non-damaging condition.

Grandmaster Majors:
Venomous Aura: Moved from Shadow Arts
No change other than the traitline. It’s venom-based, so it fits in Deadly Arts.

Bewildering Ambush: Moved from Trickery
No change other than the traitline. It’s condition-based, so it fits in Deadly Arts.

Potent Poison: No change


CRITICAL STRIKES: This traitline is focused on direct damage and attacks. It no longer focuses solely on critical hits. Several traits have been combined in one form or another.

Adept Minor:
Keen Strikes: Combined “Keen Observer” and “Unrelenting Strikes”
No changed to the original traits.

Adept Majors:
Finishing Touches (NEW):
Do 50% more direct damage to downed targets.
This trait is simply to help Thieves finish off opponents that have been downed. Not every Thief has Impact Strike or Shadowstep available after a fight. This will help avoid getting into downed duels with Rangers and Necros, or simply help in team fights.

Sitting Duck (NEW):
Do 10% more direct damage to targets that are stunned or have movement impairing conditions.
This trait can make up for the loss of Exposed Weakness. It can also be combined with “Ankle Strikes” and “Panic Strike” with great effect.

Signets of Power: No change

Master Minor:
Sundering Tolerance: Combined "Sundering Strikes and Practiced Tolerance
No change to the original traits.

Master Majors:
Ankle Strikes: Formerly “Ankle Shots”
Again, removing the weapon requirements. Now, any critical hit has the chance to cripple the target. Chance to cripple has been lowered to 50%, and cooldown has increased to 10 seconds.

Critically Rolling (NEW):
Every consecutive critical hit increases your next attack’s direct damage by 1%. Resets to 0% when a direct attack does not do critical damage. Maximum of 15%.

Actively Passive (NEW):
Signets’ passives are always in effect.

Grandmaster Minor:
Ferocious Executioner: Combined “Ferocious Strikes” and “Executioner”
No changed to the original traits. Moved “Executioner” here from Deadly Arts. “Ferocious Strikes” affects a target until it hits 50% health, then “Executioner” will take over.

Grandmaster Majors:
Glancing Precision (NEW):
All attacks that would normally result in no damage will result in a Glancing Blow instead.
This trait allows a Thief to do some damage to targets that are otherwise protected from direct attacks such as targets that are blocking or have immunity from direct damage (not including evasions).

Invigorating Precision: No change

No Quarter: No change


SHADOW ARTS: This traitline is now focused purely around Stealth. Again, some traits have been combined, and some have been modified to make them not useless. Also, there are a few additions that add some fun Thief-vs-Thief scenarios.

Adept Minor:
Shadow’s Embrace: No change
This was moved to be a minor to improve build diversity. Now, there are actually real choices in the Adept Major slots.

Adept Majors:
Concealed Defeat: Combined with “Last Refuge”
This trait now does what its name implies. In addition to reducing Deception skill recharges, the Thief will now use Blinding Powder on becoming downed instead of creating a Smoke Screen. This will give the Thief a few seconds of Stealth in order to reposition before the opponent even knows it has been downed.

Ninja Nursing: Combined “Merciful Ambush” and “Cloaked in Shadow”
Yes, it needed to be done. You don’t have to choose between Blind on Stealth and Shadow’s Rejuvenation. You revive allies faster as well as grant them Stealth… which will also blind nearby enemies. The Stealth on fall damage and reduced falling damage remains.

Shadow Protector:
In addition to Regeneration applied per Stealth application, 3 seconds of Resistance is granted only when initially entering Stealth.

Master Minor:
Meld with Shadows:
In addition to the 1-second extension to Stealth, striking a Stealthed target removes Revealed from you and also applies 3 seconds of Stealth. Can be combined with “Hidden Thief” and “Shadowsight” for invisible Thief battles. Yes… invisible Thief battles.

Master Majors:
Hidden Thief:
In addition to granting Stealth on Steal, it Reveals the target for 4 seconds. Can be combined with “Shadowsight” to target Stealthed enemies.

Hidden Killer: Moved from Critical Strikes
No change other than the traitline. It’s Stealth-based, so it fits in Shadow Arts.

Revealed Training: Moved from Deadly Arts
In addition to its power increase, this trait grants immunity from being Revealed by opponents. However, you are not immune to Stealth Disruptor traps or leaving Shadow Refuge.

Grandmaster Minor:
Resilience of Shadows: No change

Grandmaster Majors:
Shadowsight (NEW):
You can now see and target Stealthed opponents. When you are not in Stealth, you will see the opponent’s “ghostly” form. When you are in Stealth, you will see the opponent as completely visible.
Keep in mind that this trait is competing with Shadow’s Rejuvenation, so it must provide significant value. In combination with “Hidden Thief,” you will be able to Reveal opposing Thieves. And you will also be able to take full advantage of “Meld with Shadow’s” new Stealth-granting ability.

Shadow’s Rejuvenation: No change

Elusive Shadow (NEW):
Entering Stealth grants 2 seconds of evasion.
Again, it’s competing with Shadow’s Rejuvenation. This will finally allow the Thief to use Stealth to escape channeling skills like “Rapid Fire.” Yes, it will also make using “Shadow Refuge” safer, though not completely.


ACROBATICS: This traitline is all about defense without Stealth. Speed and evasion are focuses. Passive defenses are lessened. More traits are combined. The goal is to make the Thief harder to pin down.

Adept Minor:
Expeditious Dodger: No change

Adept Majors:
Instant Reflexes:
This still gives passive evasions, but in a different manner. There is no health threshold. Whenever a single strike reduces your health by 25% or greater of maximum, you will auto-evade the next strike. Basically, it will act like a blind, only you will get an evasion credit for it, assisting other traits that are based on evades. This will have a cooldown of 5 seconds.

Pain Response:
This trait will reduce its effectiveness along with its cooldown. The cooldown will now be 3 seconds. It will remove one condition (now including Confusion) and will apply 2 seconds of Regeneration.
Basically, it will not go wasted as condition removal any longer.

Vigorous Recovery:
In addition to the Vigor, this trait will now grant 50% Endurance on heal.

Master Minor:
Feline Grace: Combined with “Endless Stamina”
No change to either original trait… unless we are allowed to have the old Feline Grace back.

Master Majors:
Guarded Initiation:
In addition to its original benefits, this trait will now protect the Thief from harming itself while its health is above 75%. That means no more stunning yourself, fearing yourself, or burning yourself based on your opponent’s traits.

Soap on a Rope (NEW):
This trait effectively replaces “Hard to Catch,” though that trait still exists. The purpose of this trait is to make the Thief very difficult to pin down, while doing so without passives. What it does is make every utility a stun-breaker.

Swindler’s Equilibrium:
Removes the weapon requirement. Because this is Acrobatics, it also removes the damage increase. However, you also gain 10% endurance for every evasion. There is no longer a cooldown. If you evade several attacks at once, you are rewarded for it.

Grandmaster Minor:
Hard to Catch:
Increases movement speed by 25%. Also refills 100% endurance when you break a stun (on a 15 second cooldown).
The movement increase is to help the Thief avoid attacks without evading, flank the enemy, and get somewhere quickly without the Shortbow. Swiftness is still helpfull, however.

Grandmaster Majors:
Assassin’s Reward: No change

Don’t Stop: No change

Upper Hand:
No changes other than to removed cooldown. Again, if you evade, you get rewarded.


TRICKERY: This focuses mainly on Steal and other “tricks” and “controls” that don’t really fit in any other line.

Adept Minor:
Kleptomaniac: No change

Adept Majors:
Flanking Strikes: No change

Thrill of the Crime: No change

Trap Awareness (NEW):
You can now see where enemy traps are placed. You also auto-evade any trap that is placed on top of you (cooldown of 10 seconds).

Master Minor:
Panic Strike: Moved from Deadly Arts
No change other than the traitline. It is more of a control effect than anything, so it fits in Trickery.

Master Majors:
Bountiful Theft: No change

Improvisation: Moved from Deadly Arts
No change other than the traitline. It’s only Steal-based, so it fits in Trickery.

Trickster:
With the recent upgrade to “Bountiful Theft,” tricks will now remove 2 conditions in order to compete.

Grandmaster Minor:
Lead Attacks: No change

Grandmaster Majors:
Mug: Moved from Deadly Arts
No change other than the traitline. It’s Steal-based, so it fits in Trickery.

Quick Pockets:
Initiative gained on weapon swap is now 6. This allows at least one use of any skill.

Sleight of Hand:
No longer reduces Steal recharge (that is made baseline). Instead, dazes the opponent for 2 seconds on Steal.


And there you have it. The names and numbers could use some work. But one of the main goals is to make each traitline serve its own purpose. Another goal is to expand build diversity by presenting true choices. One way of doing that is to combine weak or useless traits together or moving them to other positions. That is what lead to vacant trait slots, which resulted in my new traits… whether they are too powerful or just crazy. Alternatives are welcome.


EDIT: Corrected “Keen Strikes”

Suggestions to overhaul the Thief…

* * * Thief Trait Shakeup * * *

(edited by Kageseigi.2150)

Trait Shakeup: Definition and Diversity.

in Thief

Posted by: Moonsinn.5382

Moonsinn.5382

I really like these suggestions. This is probably one of the best change threads I’ve read. Some of them might be a bit much, but not over the top like others I’ve seen on this forum.. I could see some actual viable build diversity in there. Well done!

Aethelweard Rex – Guard
Trist Lockwood – Thief
Aelius Swift – Warrior

Trait Shakeup: Definition and Diversity.

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Posted by: Kageseigi.2150

Kageseigi.2150

Thank you. I was actually quite surprised when I compared the available damage modifiers of the current traitlines to the changes I made. They are actually quite even (not counting the modifier against downed opponents). I believe it is 55% compared to a possible, but unlikely 65%.

I am considering increasing the critical damage modifier of “Ferocious Executioner” to 15-20% so there would be more incentive to invest in Precision as opposed to simply Power.

Another question I have is should “Ankle Strikes” retain its 10% damage modifier against crippled targets? “Sitting Duck” would already do this, but would “Ankle Strikes” be worth taking as just a watered down “Panic Strike” if it did no damage?

Personally, I am leaning toward leaving the damage modifier seeing that it could still be useful even without Precision. In turn, I am thinking about increasing the maximum modifier for Critically Rolling to 20%, because it would be rare to max out, but it would make for better competition against a damaging “Ankle Strikes.”

Suggestions to overhaul the Thief…

* * * Thief Trait Shakeup * * *

Trait Shakeup: Definition and Diversity.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

“We gave you a buff to make up for the buffs we gave you”

Fishsticks

Trait Shakeup: Definition and Diversity.

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Posted by: DeceiverX.8361

DeceiverX.8361

All-weapon-effects to traits like Poisoner (shouldn’t be two e’s) are a little busted on some weapon groups. It’s nice that DA is a condi line now, but the options aren’t really expanded on for power builds. Further, you’ve basically taken all the goodies for condi and consolidated them into a single trait line, reducing the impact of build choices, making overly-defensive builds like DA/Acro/DD extremely strong for really no reason. The line synergized nicely by providing the damage bonus from EW after a steal via Serpent’s Touch and Lotus Poison with benefits of control helpful to keep power non-stealth functioning due to applied weakness and heal cuts. To get just the damage gains, you’d need to get lucky on RNG from crits via CS with Ankle Shots, or would need to pre-engage with a mobility-inducing condition, which against many classes, is very difficult to maintain. Both of these aspects with an unmodified SoP are implicit nerfs to signet build potential.

You took away Hidden Killer from CS, which I fundamentally disagree with here. SA is a defensive line. Shouldn’t be putting the trait which sums of the whole flavor of CS – critting – into a line focused on being hard to kill and difficulty being tracked. HK might have synergy with SA builds, but it’s definitely the CS skill.

Elusive Shadow is just way too strong. Resilience is aimed to cut incoming damage so that burst while the thief is in stealth is partially negated. Straight-up invuln + RoS is way too good defensively, especially since you’ve consolidated damage so much from DA into CS alone.

With Hidden Thief (and most of these suggestions in general), you’ve also gored D/D power entirely in respect to D/P. Gutted. Gone. D/D stands no chance against a D/P player now, and D/P gets buffed and D/D gets nerfed here again. Other classes being in stealth is a pain and bad design, but that’s on other classes to get stealth access reduced or baseline functionality cut as a consequence. We shouldn’t be putting in even more Revealed effects into the game but reducing stealth access and then subsequently Revealed effects. You made a mechanism to stop being revealed in SA, yet you’re pushing for it more, and made a trait line (SA) so powerful with its stealth and reveal access (especially Meld) that it’s a non-option for any power spec, and even arguable for conditions. It’s honestly even better and imho more of a hard requirement than Trickery is now.

2s Daze on SoH is a little overboard. That’s 10% daze uptime on steal alone. Too strong for PvP environments. We should be aiming to reduce CC uptime in this game, not boost it just for the sake of being competitive with clearly overpowered professions.

(edited by DeceiverX.8361)

Trait Shakeup: Definition and Diversity.

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Posted by: ESKan.6782

ESKan.6782

You’re killing condition thief now. Of course we’d spec your Deadly Arts, but this means we can’t venomshare while also having Potent Poison.

[PD] – Far Shiverpeaks.
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