A rework of Steal is what I feel would be the most important and impactful change they can make for the Thief class at this point.
If Steal itself is potent and genuinely useful at its base level, it would decrease the dependance of Thieves on certain weaponsets for survivability (Sword) and mobility (Shortbow), and open up so many build choices for Thieves due to the fact that it is available for every Thief build to make use of, regardless of weaponsets, stats, or traits.
Iterating on my earlier suggestions, my ideal Steal mechanic would do the following:
1) Have a 30 second base cooldown shared between F1 and F2 (can only use one or the other)
2) F1 – Targeted Shadowstep. Instant, but does not break stuns. Upon success, steal 2 items, one offensive in F3, one defensive in F4. For 10 seconds after using F1, this will be available as a Shadow Return that is also instant but does not break stuns.
3) F2 – Ground targeted Shadowstep. Instant, but does not break stuns. Shares a cooldown with F1. Also available as a Shadow Return for 10 seconds after use. Randomly selects an enemy in the AoE and populates F3 and F4 accordingly. Does not populate F3 and F4 if no enemies are in the AoE.
4) F3 & F4 – Use offensive or defensive item, respectively. Only one of the two can be used per Steal. Overridden by another set of items if F1 or F2 is used successfully on a target
This new Steal would accomplish the following:
1. Give all Thief builds at least 1 way to counter CC through reaction and preparation, instead of through the passive mitigation that all other classes have access to, bringing all builds a step closer to pre-nerf S/x in terms of viability
2. Give all Thief builds a mobility boost in F2, so that Shortbow becomes less of a requirement for roaming (Even with shortbow, many warrior builds have clearly superior sustained mobility)
3. Make it easier for ANet to balance the Shadow Return mechanics since Steal is cooldown based
4. Make Steal inherently useful as more than just a gap closer and situational utility tool without traiting for it, and give it better situational utility through the choice between an offensive and defensive ability
5. Add a survivability aspect to the Trickery line so that it could be a more viable alternative to Acrobatics and Shadow Arts, and possibly making it possible to build more interesting traits around the new Steal to address some of Thief’s weaker areas (see some of my suggestions below)
Possible traited effects for the new Steal below. These are just some ideas I’ve thought of that could address some of the problems Thieves have with low sustain, condi removal, and group utility. It should go without saying that some of them could be problematic when paired with eachother or existing traits, and therefore should be tested and cherry picked accordingly and is not meant to be blindly implemented in bulk.
1) Lower bound of 20s cooldown shared between F1 and F2 (scales with Trickery line)
2) Shadow Returns on F1 and F2 break stuns and AoE heals (Grandmaster Acro, Hard to Catch) – Remove rng and detrimental element from HtC, add more sustain options to Acro
3) Shadow Returns on F1 and F2 remove 3 conditions (Master Acro, new) – Condi removal option for Acro
4) F1 transfers 3 conditions and stuns target, F2 AoE boon rip and daze (Grandmaster Trickery, Sleight of Hand) – Condi removal/application option for Trickery, group utility in AoE boon rip + interrupt
5) F1 leeches from target (2k base dmg + heal), F2 lowered AoE leech (800 base dmg + heal per target) + blast finisher (Adept DA, Mug) – AoE dmg component, situationally higher sustain, blast for utility
6) F1 immobilizes and bleeds target, F2 AoE chills + torment (Master DA, new, moves Improvization to Trickery) – Control + condi dmg option
7) F1 Stealths self, F2 AoE smoke field (Master SA, Hidden Thief) – Group utility through AoE blind field, AoE stealth option when combined with the new Mug
8) Use of F3 does not preclude use of F4 and vice versa, Stealing recharges a random subset of utilities (Master Trickery, Improvization, moved from DA) – Gives Improvisation a useful non-rng component
9) F3 grants might, F4 heals (Adept Trickery, new) – Sustain and hybrid damage boost option in Trickery
Thoughts?
(edited by Kaon.7192)