To start out, I will point out why people think that thief is op. I have heard about 3 reasons: 1. “perma-stealth” D/P builds, 2. Insane burst with D/X Backstab builds, and 3. “perma-evade” S/D builds
So let me shoot down every one of these reasons that the thief is op.
1. “perma-stealth” D/P builds.
First, you can’t perma-stealth and do damage, because of this wonderful debuff called “revealed” which prevents stealth for 3 seconds. You might think “so what, it’s only 3 seconds!” but I have news for you: three seconds is easily enough to take out 50-100% of a thief’s health, depending on how much damage you do. And, contrary to popular belief, stealth != invulnerability. You can still hit a thief while he is in stealth, and if you’re smart, you will hit them, and possibly even down them. Next, a perma-stealth D/P build is very initiative heavy, and this can be used against them. Third, and the most underused, but easiest counter: when you see that ring of black smoke, go stand in it. 99.9999% of the time the thief will heartseeker through it MULTIPLE TIMES to get maximum amounts of stealth, and if you’re standing in it when he does it he will get revealed and waste about 10 initiative, leaving him extremely vulnerable and most likely dead.
2. Insane burst with D/X builds
Really, there’s not much to this one. I already explained how to counter D/P builds, so here I will explain the counter to D/D builds. To get stealth, a D/D thief will either have to Cloak and Dagger (which has 130 range) or pop either a heal or utility with a 30s+ CD. Most of the time the thief will attempt a backstab about 3-4 seconds into the stealth, so a simple dodge after approximately 2.5 seconds will usually prevent the backstab (if anything taking you too far away for the thief to catch up to you with what little stealth he has left). At this point you simply burst him as much as possible, rinse, and repeat until he dies. Also, for those getting one-hit by a backstab, let me throw some numbers at you. Base damage on a backstab with a full ‘zerker thief is approximately 1200 IF AND ONLY IF YOU GET HIT IN THE BACK. If hit from the front the damage is approximately 600 (aka, half). Now, compare this to a full ’zerker warrior. Base damage for eviscerate stage 3 (full adrenaline) is approximately 1800. That’s 1.5X a backstab that hits in the back, and 3X a backstab that hits in the face. Then, we have a ‘zerker mesmer. Mind wrack when traited for more damage ALSO DOES MORE DAMAGE THAN A BACKSTAB. I don’t recall exact numbers, but I can say I have seen a 15k mind wrack. So the only reason people complain about backstab is it’s “spammability” aka, it’s ability to be used over and over. However, people fail to recognize the 3 second reveal debuff, and the requirement to both be in stealth AND hit in the back. Also, a ’zerker warrior has WAY more survivability than a ’zerker thief, and a ’zerker mesmer has plenty of ways to survive as well (multiple invulnerabilites, clones to tank for them, and lots of cc). Given all of this information, there is no way you can claim that thief has the advantage over other classes that typically have ’zerker builds.
3. Perma-evade with S/D builds
First and foremost, it is not perma-evade. The only way a thief can get perma-evade is through spear 5 spam with withdraw, roll for initiative, and infiltrator’s signet while underwater, which is op. Otherwise, the thief is vulnerable approximately 50% of the time if played well, and 55-60% of the time if played poorly. This is about equal to the 3s stealth 3s revealed of a D/X build. If you can’t hit a thief playing S/D, it’s probably that the thief is out-playing you, not simply 3-spamming. A ’zerker S/D thief is going to drop very quickly and is very succeptible to channel attacks and rapid fire attacks (ranger short bow, engi flamethrower/grenades, etc.). Also, the only move that does reasonable damage is Larcenous Strike (with a base damage of about 1k), and is very obvious and easily avoidable.
So, next time you fight a thief, take these things into account and see how easy they are to kill. Granted, there are thieves out there that are very good, learn from their mistakes, and will simply outplay you. However, this is no different than every other class out there. The problem most people have with thieves is that they have never played one and thus don’t understand how they work. My main advice if you’re still having trouble fighting thieves is to play one and level it to about 40 just to learn the basic rotations that work so you can effectively anticipate their next move.
If there is any complaint about thieves I missed, please point it out and I’ll do my best to prove that wrong too. If you disagree with anything I said feel free to debate me and I’ll do my best to prove my points.
[TFI]