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One of the big deals about this update was that when a trait based skill had a skill based skill counterpart it would gain the same benefits. So why is it that the Caltrops associated with Uncatchable are not classified as a trick, such that traits that affect tricks would also affect it. It’s a useful trait, but is it really more useful than its competitors? If it synergized with Trickster, yeah. Dodging removes a condition because it procs a trick is pretty useful.
Because dodging doesn’t trigger the trick skill “Caltrops”. It drops some caltrops, which is a mini version of the skill.
Think about it for a second – they won’t even give us a “clear a condition on dodge” trait in acro, do you really think they’re going to give it to you in Trickery with additional effects?
A remove condition on a successful dodge would be interesting. Just on dodge might be too much.
Uncatchable is an evade – not a trick.
If you make a skill like uncatchable a trick, you may as well make every dodge roll a thief does a trick.
Come on my friend, let us use common sense.
Uncatchable is an evade – not a trick.
If you make a skill like uncatchable a trick, you may as well make every dodge roll a thief does a trick.
This is a great idea! You heard it here everyone Peow Peow is in support of thieves getting condi cleanse on dodge!
And to be honest, making uncatchable a trick would make sense and this would make it a more viable trait to take. It would certainly help in the current climate of how strong conditions are.
Because dodging doesn’t trigger the trick skill “Caltrops”. It drops some caltrops, which is a mini version of the skill.
Think about it for a second – they won’t even give us a “clear a condition on dodge” trait in acro, do you really think they’re going to give it to you in Trickery with additional effects?
That’s what I said. Caltrops is a trick, but the version in Uncatchable is not.
Also, in this case they would not be giving us a clear a condition on dodge trait, they would be giving us a trait combo to do it. So it takes two traits just to get it. It might be problematic if I could still regen 25% endurance after dodging, but since that’s gone and I can’t dodge three times in a row anymore it has limited functionality, while still useful.
A remove condition on a successful dodge would be interesting. Just on dodge might be too much.
Is this a thing, though? Can they tell the difference between a successful dodge vs successful evades? I seem to recall them saying something like that in one of the earlier videos about HoT, but I don’t recall. If it was just on evades, though, that would be broken because it’s too easy for a thief to evade things.
Uncatchable would end up gaining an ICD if it actually procc’d a [Caltrops] on dodge instead of just the mini version.. that being said I was also sad due to lack of cleanse on dodge and would definitely like it see it have some synergy with other trick skills, traits even if it gains an ICD
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