Trickery and Initiative
I think there’s a strong case for what you suggest. I always want to try a set of specializations that doesn’t include Trickery, but the extra 3 initiative (and also the 2 initiative on steal) are just so big that I can’t get away from it. I think if Preparedness were baseline and they had something else in that slot such as a 1 condition clear on steal, that would make it much easier to get away from being locked to that line.
It is the same for every class I believe it’s intended for easier balance purposes. Those “should be baseline or minor” traits are seen as conditional by them.
The Dhuumfire thread
(edited by Sagat.3285)
but initiative is our ability to use our weapon skills and when we use our skills we have 1 or 2 second wait for our initiative to comeback just to use another skill plus it would allow us a bit of build diversity which is sorely needed for thief
I don’t think the Traits of Trickery are OP, the only thing that really is, is the recharge reduction:P
i can live w/o trickery traits on some builds, having less ini tho is too painful…. hence why it is mandatory
i know it would cause endless QQ but i do think extra ini should be baseline, it would open so many more builds~
Wait until you get to Daredevil. There is only one build that has synergy: Daredevil, acrobatics, trickery.
Exactly. This one reason I am opposed to vault being 6 ini. Too many of our weapon skills that integral to the build costs 6 ini. This half the INI of a base build meaning use that skill and there little left for any followups.
Preparedness to baseline please.
Exactly. This one reason I am opposed to vault being 6 ini. Too many of our weapon skills that integral to the build costs 6 ini. This half the INI of a base build meaning use that skill and there little left for any followups.
Preparedness to baseline please.
All the other ones cost 6 that never really was an issue Vault just isn’t good/worthy I would put it under CnD even now that CiS is wrongly competing with SRej if you are not using d/p. Instead of max initiative they should provide more regen. Less initial burst but better in fight potential, the weak-ish initiative gain on evade is stuck in Acro, it sharing a third of evade base sustain and with Trickery being mandatory DD isn’t offering positive diversity.
A lot of wrongs happened and are being ignored but 6 initiative cost for #5 wasn’t one of them. Funny how DD is sold as a “staying in combat and evading spec” but the only staff skill that evades puts you of you combat.
Edit: When is CiS going to master tier or what is being done to compensate is the main thing what I am trying to get out of “he who knows his name” stop requesting constructive feedback when it’s been given since trait preview and you’ve ignored it. It was a surprise to see mesmer get IP baseline but I don’t see it as the same level as DE so baseline Preparedness or similar will be hard to get.
The Dhuumfire thread
(edited by Sagat.3285)