Trait fix suggestions
Regen for allies on stealth should be combined with condition removal on stealth.
Condition damage and duration should be one trait line and steal/power should be another.
Why have steal (melee) on a condition (ranged mostly) stat?
Regen o. Stealth should stack duration or at least renew duration.
Movement speed while stealth should combine with swiftness on kill.
Reduce cool down internal on stealth on falling DMG.
10% damage when over 6 initiative is pure crap. Suggest any replacement such as 5% of precision becomes vitality (this will also reduce glass cannons)
Blinding powder at 25% health can do more harm than good if it goes off as you channel cloak and dagger. Replace trait with tier 2 minor and make tier 2 minor give 2 init when using a stealth ability.
New trait idea: reduce all offhand initiative requirements by 1.
New trait idea: revealed also grants retaliation
Increased steal range should also decrease steal cool down by 5s and make it unblock able.
30pt acrobatic traits are lackluster.
I love the increased short bow range
New trait: signets passive remain on use and activated signets provide stun breaker
Or:
Activating a signet provides 2s stealth instead of 2 init.
Replace random utility line being refreshed with using a utility from one line refreshes 1 or 2 random utilities from the next line. This may or may not include signet heal or basilisk poison
(edited by Kitono.9152)
Merge slowed pulse with pain response trait. Merge fleet of foot with fleet shadow.
New trait: signets passive remain on use and activated signets provide stun breaker
Or:
Activating a signet provides 2s stealth instead of 2 init.Replace random utility line being refreshed with using a utility from one line refreshes 1 or 2 random utilities from the next line. This may or may not include signet heal or basilisk poison
Some of us actually use those signets for Initiative xD
Get rid of combo crit chance and damage
Great ideas…
Replace merciful for shadow refuge,lololol, can you imagine the crying? automated unstopable rezzer, in a trait line where almost everyone already goes 15 points for preparedness? right…
retain signet passive AND turn them into stun breakers whilst getting all the actives?? sure, me wants…
merge slowed pulse with pain response???? this is a paradox,coz pain response removes bleeding…. and gives regen for 10 secs…
My favourite: revealed grants retaliation, ahahahah, if i stealth you cant see me, if you see me you cant hurt me, lol….
1 is OP – we aren’t rangers
2 Is OP – that would make an medic from thief
1 is OP – we aren’t rangers
2 Is OP – that would make an medic from thief
People already play thief medics, thieves are quite good at the role. It is a unique and fun playstyle and I wouldn’t mind seeing more traits that synergized with it.
automated unstopable rezzer,
Stealthed revive is only unstoppable if you’re PvPing against someone who is actually AFK while a cat walks across their keyboard.
As far as the Sundering Strikes change, I’d like to see it have the internal CD removed and become something like 20 % chance to vuln on hit, not crit. This would allow thieves to pump hit volume and AE effects (poison field, caltrops, etc) to apply a good number of vulnerability stacks. Overall vulnerability seems to come pre-nerfed, as if ANet fears what too much vuln will do and makes it very inaccessible, but it really isn’t that good.
(edited by Tulisin.6945)
- Merciful Ambush (I): Create an Ambush Trap when reviving an ally. This can only occur every 20 seconds.
- Suggest: Remove and Replace with a trait that creates Shadow Refuge when reviving an ally.
This is a good idea.
At the very least, the “trap” needs to have a circular effect area, not the current rectangle. In it’s current form, an enemy will most likely trip the trap only once on top of the thief, making the “ambush” come far too late.