Your Dream Thief
That sounds a bit as if you’re looking for a new game.
My dream thief: Old SA, all bugs in game gone, a balancing teaming consisting of 9 specialists who actually play the game and know what they’re talking about: All my problems would be solved.
I forgot that the reveal skills of other classes should be gone too and the stealth attack cooldown should be reduced to at least 0,5 seconds or gone entirely.
(edited by Jana.6831)
With these kind of fundamental changes to the Basic Thief Gameplay, would naturally have to be changed as well also the Utility Skills due to Venoms getting baselined into the overall Gameplay of the Thief with the basic Thief beign able to use two Venoms simultanously as venoms would receive under this change a complete redesign of their Gameplay Mechanic and would be from under this concept no utility Skills anymore.
The Thief Class would receive a completely new and different Type of Skills, so called “Dynamic Skills”.
Dynamic Skills functionally would work like Utility Skills, just with the difference, that only Thieves can use them, and that they are bonded to the Skill Slots under F3 and F4, where players iwll be acble to choose out for these Slots then Dynamic Skills, which a Thief Player can use then at any given time whenever you wan,t after you have spent first some Initiative and each Dynamic Skill requires a different amount of spent initiative, before you can use it.
Venoms for example under this concept would get changed from being simple Utility Skills into becoming Dynamic Skills.
Dynamic Skills – Venoms:
Spider Venom
Requires to use 15 Initiative firstfor Activation.
When you activate Spider Venom, you and your nearby allies receive the Spider Venom Buff. Your Dual Weapon Skills will change out for 10 seconds when you activate venoms in case of 1H Weapons used and in case of 2H Weapons, the AA will change out, while your allies will deal within the next 5 seconds with every Hit they deal just. Stacks of Torment
Snake Venom
Requires to use 5 Initiative first for Activation
Same as above, just the difference is, that your allies deal instead Poison.
Frog Venom
Requires to use 10 Initiative first for Activation
Same as above, just with the difference, that your allis deal instead Vulnerability
Lizard Venom
Requires to use 15 Initiative first for Activation
Same as above, just with the difference, that your allies deal instead Confusion.
@ Jana:
yeah, this kind of thread is more about like
“What would you do with the thief, if you could just change what you want in your dreams”
Simply speaking about such things, without looking aat these mentioned things as suggestions or proposals of what you think ANet should do with the class.
Basically its like the question about, if you were responsible to design the Thief Class from scratch, what woudl you give to it?? What is for someone the gameplay, what you basically “expect” from a Thief, what a Class like this should be able to do.
Many different people, many different views of expectations about what people think about, what a thief should be able to do and what they shouldnt be able to do and thats something I’d like to find out here, how much congruent the thief community is about the “image” of the thief.
Simple question I want to throw for this example into the room.
How much congruent for example is the opinion amogn the thief community, that thieves should be able to control the trapping of other classes with trapper builds, themself included?
Do you believe this belongs to the image of a thief to be able to control trappers for a better game balance and for a more trustworthy thief class?
I for myself would answers to this question straightly with YES, but I can speak only for myself and to find out, if people share this opinion or not, I’d like to see peopel describing their dream thiefs, this way I can see by the resonance, if many people share that opinion, or not by seeing if they put in their dream versions of the thief the ability for trap control in too, or not.
(edited by Orpheal.8263)
copy daoc problem solved
I’ve been dreaming of sword OH for a looong time.
Twitch Stream
I’ve been dreaming of sword OH for a looong time.
Something, that should have been part of the Thief Class from release date on imo, thats why I listed it up also under my Dream Thief
Yeah well, since I accidently became a thief.. My 2 thief buddies: “Jana, you should really create a thief!!” "Nah, I’m good on ranger (need to save your butts in PvE on my bearbow anyway) (and that’s no lie, one of them recently: “Ohhh I miss the old times, you on your ranger….”)
I didn’t want to be an assassin, but it would be nice if thief would make sense again: Ok, we’re squishy, then at least give us our stealth back. Ok, we die in one hit, then at least give us our damage back – and that’s why I said a balancing team would solve the issues I have with thief. The role was pretty good until forced reveal, stealth given to other classes, burst of other classes got out of control and so on.
If I really and truly wanted to play an assassin I would play a different game.
OH sword would be nice, yes. would have been nice to get revs shiro as an elite which was probably planned anyway but PvE folks wanted a new class.
Since we’re dreaming;
- Scorpion Wire to scale walls.
- Climbing ability (edge grabbing feature).
- Evade frame on shadowstep (during and after).
- Teleport flat plane calculation to exclude all obstructions (zero fail shadowstep).
- Mid-air skill activation (e.g. aerial shadowstep, aerial Unload).
- Original Feline Grace.
- Steal (F1) at 15s CD.
- F3 – stealth at 15s CD.
- D/D and P/P gets 5 new skills.
- Stealth Attack reconfigured to Flanking Attack. Backstab no longer require stealth as long as the attack is performed behind or side of the target. Flanking Attacks will have 3s CD.
- Abolish Revealed.
- Reconfigure Thieves Guild to Shadow Clones, making copies of the Thief. These clones will mimic the Thief attacking the same target and using the same skills.
- Weapon Swap will refill the initiative bar to full without requiring a trait.
- 150 endurance baseline.
- 15 initiative max baseline.
- Shadow Refuge grants Stability and Resistance.
- Stealth will have a diminishing return. 100% invisible for first 3s, every second in stealth afterward will reduce the stealth effectiveness by 25%. At 4s, the Thief will be a smokey silhouette. Thus at 5s of stealth, the Thief will be an outlined blur, almost visible. Effectively maxes stealth time to 6s.
- Arcane Thief Elite Spec.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
(edited by Sir Vincent III.1286)
- 150 endurance baseline.
- 15 initiative max baseline.
These really should be baseline without much question. And give the Daredevil an actual unique mechanic like it should have had at the beginning.
As for a few of my own desires…
1. Weapon swapping… either take away the cooldown to swap weapons or give each weapon set its own initiative pool.
2. Make Shortbow unneeded as a second weapon set… either make the Shortbow it’s own F3 kit, or make a shadowstep (similar to Infiltrators Arrow) an F3 function that costs 6 initiative, or add equivalent vertical mobility to other weapon sets.
Those are the biggest enhancements I’d like. Though here are a few other things…
1. Fix the pathfinding for shadowsteps.
2. Give the Thief a base movement speed increase.
3. Give the Thief a way to break through defenses (mainly passives, but some actives also).
(edited by Kageseigi.2150)
Some good points Sir. But I don’t agree to everything there, however, thats your dream anyways
I’ll continue dreaming about some more Dynamic Skills under my dream thief.
Dynamic Skills – Dodge Styles
With this change I’m going to make the Daredevils Dodge Styles changeable in out combat easier, thus giving the Daredevil a bit more quality of life, without that Trait Slots need to be wasted for a feature, that should be integrated as a feature into this ES
Phantom Rush
Activate your Phantom Rush Dodge Style.
When you Dodge under this Style, you gain for 3 seconds Super Speed, you reflect Projectiles back to their source, you blind foes which you dodge through, while losing all Movement impending Conditions and receiving for the next 3 seconds also 15% lesser damage, while being also immune to critical hits in that time.
Crimson Lotus
Activate your Crimson Lotus Dodge Style.
When you dodge under this Style, you’ll throw to all surrounding enemies in your near a flurry of all kinds of throwing knives and shurikens, which causes to hit enemies the conditions Torment, Poison and Slow, if enemies are hit with under 50% Health, then Torment is replaced by Burning and the thrown weapons have an increased chance to deal critical hits which can cause the weapon’s Sigil Effects to proc. After performing this Dodge Style is your Damage of any source for 3 seconds increased by 15%
Sleeping Dragon
Activate your Sleeping Dragon Dodge Style.
When you dodge under this style, you perform an acrobatic jump attack, which deals at your ground target AoE Damage to all foes in its near. This Attack can stun foes that have more health than you with a difference of at least 20% of each individual’s Max Health and using this Dodge Style works for you also like an immediate Stun Breaker. After performing this Dodge Style, you gain for 3 Seconds Stability and Resistance
Night Shade
Activate your Night Shade Dodge Style.
When you dodge under this Style, you gain for 3 Seconds Stealth, Regeneration and Fury while your next Stealth Attack will deal now additionally 5 Stacks of Confusion and recharges your Steal/Disarming/Stripping Skill with an ICD added to this Recharge Effect of 15s
Dynamic Skills – Sabotages
Sixth Sense > Trap Removal
Requires to use up first 5 Initiative to be able to activate this Skill.
When you use your Sixth Sense, you become able to see for the next 10 seconds in a range of 2000 units around you all layed traps on the ground of your enemy, including WvW Traps, within these 10 seconds you are immune to Traps and running over them won’t harm you, Sixth Sense changes then within that time into Trap Removal. If you press the F-Button, while standing in the near of an Enemy Trap, you wil lremove it from the field safely for you and your allies within a second of time.
Dynamite
Requires to use up first 100 Initiative to be able to activate and use it.
Put some dynamite to your target location, which will explode some time later, causing a big explosion that deals damage, causes burning and vulnerability to all nearby foes and knocks them down by the force of the explosive shockwave. Especially powerful against Siege Weapons to destroy them quickly.
Will instant kill a player if it explodes, while that enemy is using the Siege Weapon.
Will instantly destroy smaller Siege Weapons like Arrow Carts and Ballistas, while heavily damaging Rams, Catapults, Golems and Trebuchets.
You will be able to recognize sabotaged siege weapons only, if you are an Engineer or a skileld Thief thats skilled in acting like a Saboteur by using Sabotage Dynamic Skills as well. These types of players will see a count down timer of the Dynamite and are able to remove Dynamite..anybody else will be surprised by the sabotage and won’t be able to remove the Dynamite (Nice Sabotage Skill for Stealth Action among the enemies xD – quick in, quick out and watching the enemy freak out, while their siege user suddenly is dead and the siege most likely destroyed as well, if it was something smaller ^^ priceless)
E.M.P -Grenades
Requires of you to have used up first 15 Initiative to be able to activate them.
Throw at your target some E.M.P-Grenades that cause on impact explosions of electromagnetic pulses. This Sabotage Skill will be very effective against all kinds of Gyros and Turrets, dealing significant damage agaisnt them, while also slowing and weakening these types of targets. Against any other type of target will cause these Grenades lesser damage and daze the enemy, while removing also up to two Boons.
Cursed Filth
Requires of you to use up first 30 initiative to be able to activate this skill.
When you use Cursed Filth, then this skill will add to the next Steal Usage additionally the Effect of adding the Curse Condition to the Target.
A cursed target will have all of its Attributes reduced by 100 Points and won’t be able to gain Boons as long as the condition lasts. Curse will last for 5 seconds. This won’t be thief unique, Necromancers will gain this new Condition as well.
Dynamic Skills – Boon Steals
Pilferage
Requires of you to have used up first 15 Initiative.
After the required initiative has been used up, Pilferage automatically activates itself and lets your next hit target lose up to 2 Boons, which you will gain then with a duration of 5 seconds. Had the foe absolutely no boons to steal, then the next hit enemy will receive instead up to 2 Conditions from you with their remaining durations.
Kissed by Lady Luck
Requires of you to have used up first 15 Initiative to let this Skill activate automatically.
Once the required amount of initiative has be used, all your nearby enemies will lose 1 random boon, that you will receive. Your Critical Hit Chance will increase for the next 10 seconds by 2% per every Boon received through this effect.
Voracity for Power
Requires of you to have used up first 30 Initiative.
The next time you use either Disarm or Stripping, you gain 10 Stacks of Power, you steal a Boon of your enemy, that is not Might and the Disarm/Stripping will deal Damage. When combined with the Trait Mug, then you will deal more Damage and heal yourself for 50% more than without the effect of Voracity for Power being active.
Contempt of Boons
Requires of you to use up first 30 Initiative.
After the required amount has been used, will you steal from all nearby targets a boon.
After the boons have been stolen, will receive all nearby targets Damage according to a Multiplyer thats based upon the total amount of boons you have stolen by this skill by Damage x + Power affected Damage times Stolen Number of Boons/ Number of Players being affected, making this a very effective skill against large crowds of players that are full of boons, making this skill a very effective counter weapon against boon sharing builds.
Example Base Damage = 1500 + 1500 Power Damage * 5 stolen Boons/ 10 Players = Damage to all affected Players of 2250 Damage to everyone.
Dynamic Skills – Shadow Walks
Mirrors of Darkness
Requires first of you to have used 15 Initiative.
The Next time you use a Shadow Step Skill/Mechanic, you create at your Location a Mirror of Darkness, that will work for you as long as it lasts as a Portal to quickly return to the position where you used the Shadow Step Skill.
In combination with a Shadow Trap does this dynamic skill allow you to quickly travel between locations with a maximum distance of 10000 units and return to your old position, if someone run into your Shadow Trap. Mirror of Darkness also works while its up as a Dark Field, letting projectiles leech health from hit targets.
You can place up to 3 Mirrors of Darkness. The moment you would normally place a fourth one, the first one will end to exist. Mirrors of Darkness will help you in combat to effectively flee out of sight from your enemy or to distract them with quick position changes into the back of your targets by cleverly using the Mirrors to reposition yourself into a favourable position where you have the advantage over your target, making this Dynamic Skill especially useful with weapons like OH Pistol and Shortbow, but also the new Claws/Gauntlets of the Swindler would include a Shadow Step Mechanic.
Camouflage
Requires of you to use up first 30 Initiative to be able to activate it.
When Camouflage has been activated, it will allow your next Stealth Attack to be used twice, before you will get revealed.
Shadow Runner
Requires of you to have used up first 20 Initiative.
For the next 30 seconds are all your Dodges instead Shadow Steps with a Range of 900 Units and whenever you Dodge will you Stealth Allies around you for 3 seconds.
These stealthed allies under the effect of Shadow Runner will lose then for those 3 seconds periodically every second a Condition.
Twilight Eclipse
Requires of you to have used up first 15 Initiative
Perform Twilight Eclipse, a Shadow Walk Attack with a range of 1200 Units to your Target Enemy, which blinds the enemy, confuses it and taunts the hit target for two seconds with the second hit.
You gain Protection and Regeneration after the Attack for 3 seconds.
So, now this part is completed
Speaking of dynamic skills, this is a post of mine from another thread the other day…
Assuming that the Thief is meant to have the active and adaptive playstyle (improvisation, anyone?), being able to switch “fighting styles” on the fly would allow much more versatility. It may not improve any certain aspect of the Thief, but it would allow it to better match up against the threat at hand instead of being locked into one build/style that is completely countered by one of its opponents.
Think of the Jedi Knight games. Being able to switch from heavy style to light to mid. All with the same saber, but giving so much versatility and ability to adapt to any situation.
Just imagine if the Thief had its own version of attunements. With the ability to go from power-oriented to condition-oriented or from aggressive to evasive to stealthy with a press of a button.
The difference between Thief “attunements” and those of the Elementalist is that the Thief’s would be used on an as-needed basis, where the Ele goes through rotations to maximize their potential.
Yes, I know… but dreams are dreams :-P
A Dynamic Skill works under the F-Buttons for the Thief, mainly F3 & F4 as a kind of “Sub Utility Skill” where the player can choose between 1 of 4 Dynamic Skills, which one you want to use actively, which can changed out as well out of combat, like all other skills.
The difference between a normal Utility Skill and a Dynamic Skill is, that Dynamic Skills are unique to the Thief, because Dynamic Skills live from the system behind the Initiative mechanic of the ovrall Thief Gameplay, thus can work due to this only with the Thief, as the activation of a Dynamic Skill requires of the playr to have to use up first a specific amount of Initiative, before the Skill can be used.
In this case works Initiative for the Skilsl as the Recharge Cost Factor, which balances the power and effectiveness of the Skill. SO more powerful or effective the Skill is and can affect the overall Game Balance, so higher the cost of Initiative a Thief must have used up first by usign their Weapon Skills in combat, before the Dynamic SKill becomes ready to use.
“Dynamic Skills = Out of movement relating abilities that happen either actively or passively due to your personal initiative of getting into movement or which change characteristics of your movements due to different dynamically changing situations.”
One could say simply to this description in regard of a Thief – they are just super*flexible* as masters of improvisation and act like chameleons changing themself naturally according to their environment.
—-
Now dreaming about Utility Skills
When I dream about a Thief, I have following Utility Skill Types in mind for the Basic Thief.
- Traps
- Signets
- Tricks
- Deceptions
- Motions
- Improvisations
- Martial Arts
And with this I mean, yes, all Classes should have more Utility Skill Categories and can easily have that. All classes are able to have 7 types of Utility Skills easily.
Each of them providing 5 Skills – so 7*5 = 35 Utility Skill per Class is, what I find is optimal, for better Build Diversity, instead of our current 5*4 Skills endign up with only 20 Utility Skills per Class, which is lesser Build Diversity.
Utility Skills are in GW2 the only Option besides of Equipment Upgrades, with that you have the most build diversity access as a player where your decisions have great influence on your build, because all the rest in this game is with its Weapon Skills very static, so I think its only neccessary to increase the amoutn of Utility Skills to provide more Build Diversity for all.
I’ll begin with Tricks – That are the 5 Tricks my Dream Thief would have to choose from
Grappling Hook
Shoot with your Grappling Hook at your enemy or a target location.
If it was an enemy, then the enemy will be pulled to you. If the location was an object like a wall, then you will scale that wall, or get pulled to that object instead.
The Initial Hit of this Attack causes 4 Stacks of Bleeding and is unblockable, as the arrow of the Grappling Hook just pierces through armor/flesh and the moment the arrow opens up it works as barb, which is why enemies get pulled to you if you reel in the rope of the grappling hook. Against unpullable enemies this Skill works like 3s of Immobilization against its Break Bar.
Smoke Bombs/Flash Grenades (underwater)
Throw Smoke Bombs, which cause in the thrown area a circular Stealth Field, which blocks also incoming projectiles, while periodically blinding foes inside of it.
Underwater you throw instead Flash Grenades, which work similar, but cause instead a massive bright light in which you can’t see the thief anymore, while getting periodically blinded
Cape of Invisibility
Grants you stealth for 5 seconds, as also additionally Super Speed and Protection.
If you don’t attack an enemy and let the skill run out normally, then you gain Fury and Vigor for 5 seconds when CoI ends.
Distracting Daggers
The original Daredevil Skill moved to this place now
Mask of Sins
Equip your Mask that hides all your sins behind of it. While wearing your Mask of Sins, you become alot more cruel and ruthless.
Mask of Sins grants you Quickness and 5 Srtacks of Might while also removing up to 3 Conditions from you, which you apply twice as strong to your next target that you hit first after activation of MoS for 5 seconds in regard of stacking Conditions.
Example: You have 2 Stacks Burning, 2 Stacks Vulnerability and Weakness with 5s remaining duration on you.
You activate MoS, hit a target, that target will suffer now for 5 seconds on 4 Stacks of Burning, 4 Stacks of Vulnerability and 10 Seconds of Weakness.
While the effect of this skill is also active, will be the efficiency of Vulnerability for you doubled.
This Dynamic Skills look too similar to Revenant’s.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Can you be about this a bit more concrete? Which one(s) exactly?
In my opinion ther revenant needs anyways a bigger design overhaul, because the class received too much things that should have received the Thief.
Also especially because its problematic design doesn’t let it functionate like all other classes, which can make usage of racial skills…
If I would have been responsible for the decision if that class would have made it into the game, I would have made sure, that this crap doesn’t get into the game under this not well thought out gameplay design…however, different topic.
If you meant the mechanic of Dynamic Skills itself, not it has absolutely no similarity with Revenants at all, as Revenants have no own Sub-Utility Skills they can put into F3/4 which can be used only when the Class Mechanic Skills have been used often enough.
There exists no Skill under the Revenant, that he can use first after having used first some of his Weapon Skills, or in this comparison some of his Legendary Stance Skills first, like how I want Thieves to be able to make usage of Dynamic Skills, once they have often enough used first their Initiative Skills to activate this way their Dynamic SKills to be ready for use or to automatically activate eventually.
Should you have meant anythign with your postign from my last postign, these 5 examples aren’t for Dynamic Skilsl, they are for my 5 dream Trick Utility Skilsl that I’ll ove to see under that Skill Type for Type, because I think they fit better.
Tricks should be Utility Skills based around typical “Thief Tools”, like a Grappling Hook, which would be a better version of Scorpion Wire that would be alot more useful and something that you should be able to expect from a Thief to own in its kitten nal of abilities.
A Stealth Tool, a Distraction/Flee Tool (Smoke Bombs) a Throwing Weapon Tool and another Equipment Tool as what Thieves wear (Masks to hide their faces) are what I think would be the five most fitting Tricks a Thief should use
However, the mask is somethign that I’d switch out maybe, the other 4 are pretty much obvious and fix.
Total QQ but it would be dreamy if they rolled back the P/P and D/D nerfs so that was a strong combo again.
“Youre lips are movin and youre complaining about something thats wingeing.”
My thief dream ? getting ahead of time in a world with +10-20 elite specializations to choose from, as the system was designed.
Or an elite skill combining both assassin’s promise and silhouette. But it means perma invulnerability so too OP.
(edited by Wargameur.6950)
Now continuing with my Thief Dream Utility Skills, next Section – Traps
This are the traps and the gameplay about them I dream about, when I envision a Thief for GW2
Thief Traps don’t have now anymore Recharge Times, they work like Kit Skills, you can lay each Trap Type only once, the moment you lay a Trap, the Skill turns for you into “Trap Removal” with that you take immediately the trap away to be able to place it again somewhere else.
With that Trap Removal will be a Thief able to remove also Enemy Traps, but if you do that, then you won’t be able anymore to remove you own Trap, it has to run out then of its duration, before you can use it again. In that time will be your Trap Skill deactivated, until the duration of the current used Trap is over, then you can place it again somewhere.
While a Trap is layed, you gain passive Side Effects, like Signets, where it is the other way around, you begin with a passive effect and you lose it when you activate it, with Traps its the exact opposite. You have the active effect the moment an enemy runs into the trap, from that moment on you lay the trap until you remove it, you will have a passive effect and thats unique to Thieves, to make their Traps feel different than those of the Ranger or the DH, therefore that Thief Traps deal no huge Damage, because if they deal direct damage, they would reveal us and thats counter productive.
Now to the 5 Trap Skilsl my Dream Thief would be able to use:
Needle Trap (Underwater its a Needle Mine)
From the moment on that you lay this trap you will gain the passive effect of “Silent Hunter”. While that Effect is on, will be your Stealth Durations increased by 2 Seconds and you gain periodically every second for 2 seconds duration Fury and Super Speed while being in Stealth and movement impending Conditions are 50% lesser effective on you in Stealth.
The Trap activates and all foes in its circular area will get imobilized for 3 seconds, poisoned and bleed with 4 stacks for 10 seconds. After Activation until its removal, will suffer foes that move in or out of its AoE periodically Cripple and Bleeding like running into Caltrops
By this example you see the 3 stages of the new Thief Trap Style
Stage 1 = Unique Passive Effects when laying the Trap, until Removal
Stage 2 = Activating Effect, which happens when a foe runs into the Trap
Stage 3 = Lingering Effect, which stays after Activation until the duration of the Trap runs out, or until it gets removed by either you or an enemy with Trap Control Skills, which in this case is also a Thief that is builded and played for this task to do.
Explosive Trap (Underwater its an Explosive Mine)
from the moment you lay this trap, you gain the passive effect “Art is an Explosion”
While this Effect is active, is your defense against Grenades, Bombs, Missile Turrets and the like increased and these things can deal only half their usual damage against you.
The moment a foe runs into the Explosive Trap, all foes in its circular area will get launched away, and suffer on massive Stacks of Vulnerability and Burning for 10 seconds.
Shadow Clones
From the moment on you lay this Trap, you gain the passive effect “Twilight Twins”
Your called Shadow Clones leech health from foes they hit and take over Conditions that you would normally receive. The leeched health of their attacks will you receive partwise as healing while TT is active.
On activation of the trap get the Shadow Clones summoned within a Smoke Bomb/Flash Grenade. The Combination of the Shadow Clones with the Trick of using Smoke Bombs/Flash Grenades to summon them is afterwards the lingerign effect of the Trap, until it runs out or gets removed by the Thief or an enemy with Trap Removal Skills
Hallucinogen Trap (Underwater its a Gas Mine)
From the moment on you lay this trap, you will receive the passive effect of “True Assassin”, which increases your Critical Hit Rate agaisnt Enemies that suffer from Conditions by 10% and Conditions like Confusion and Torment are 50% lesser effecttive against you.
The moment this Trap activates will receive all foes inside of it and gett for 3 seconds Mass Taunted, while they lose their “friendly fire”, so that they will start to attack all each other under their hallucinations and gain with each hit that they deal to anyone nearby two Stacks of Confusion and Torment for 5 seconds. After activation lingers a confusing gas in the area which causes periodicalyl Confusion, until the Trap runs out of Gas Duration, or it has been removed by the Thief or an enemy with Trap Control Skills.
And lastly.
Decoy Trap
The moment you place this trap, you gain the passive effect "Good Bait Catches Fine Fish*. While this effect is active, will be the efficiency of your Venoms doubled against foes that have been caught by your Traps.
The moment one runs into the time bomb trap (for players it will look like a Loot Chest with something valuable inside before activation steals up to 3 Boons from them that the Thief will receive. While the curse is up, can’t affected foes by this trap receive new boons. The Decoy Trap with its time bomb will emit further as lingering effect weakening cursed gas, until it runs out of its duration, or until the Thief or an enemy with Trap Control Skills removes it. When laying this Trap, you can choose 3 Time Bomb Options for the delayed Time Bomb, which will make this trap automatically go active after some time, unlike the others, which require an enemy to run into them..
10 seconds, 2 Minutes, or 5 Minutes, because once the surprise is away with them, you will want to let them activate faster eventually
Thats the way how I’d rework Traps for Thieves to give them more bang, without needing to make them super hard hitting direct damage traps like those of the DH.
The Damage of Thief Traps comes mainly from Conditions only.
(edited by Orpheal.8263)
I forgot one last thing: Shadow Form
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
my dream thief would be able to cancel mid dodge to flashy op dmg move
I forgot one last thing: Shadow Form
Ooooh yes! Shadow form s/s with a #3 move similar to Unrelenting Assault on Revanent! Just imagine s/s thief fighting like Night Crawler from the X-Men combined with Daredevil dodges. Mwhahaha.
Twitch Stream
I forgot one last thing: Shadow Form
Ooooh yes! Shadow form s/s with a #3 move similar to Unrelenting Assault on Revanent! Just imagine s/s thief fighting like Night Crawler from the X-Men combined with Daredevil dodges. Mwhahaha.
Actually, using X-men for reference, Shadow Form will function like Shadow Cat’s power.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.