Showing Posts For TundraQualle.8204:
Agreed I was quite shocked myself to see a dev make the thread considering all the other issues in this game.
Since when is Allie Murdock a developer?
Thief
Weapon Skills
Detonate Cluster: This skill now deals 18% less damage to keep it less effective than Cluster Bomb against a single target while still being more effective against groups of enemies. This skill now applies 2 stacks of bleeding instead of 1 stack.
Disabling Shot: This skill now has an initiative cost of 5, up from 4. Damage has been increased by 7% to compensate.
Choking Gas: This skill now applies 3 seconds of poison per pulse, down from 5 seconds.
Heartseeker: This skill now deals 9% less damage to foes over 50% health, 4% less damage to foes with 50%—25% health and 8% more damage to foes below 25% health.
Shadow Strike: This skill now applies 1 stack of torment for 8 seconds, down from 2 stacks of torment for 5 seconds.
Unload: This skill now has an initiative cost of 4, down from 5.
Healing Skills
Skelk Venom: This skill now has a cast time of 1/2 second, down from 1 second. This skill now affects the next 5 attacks, up from 4 attacks.
Utility Skills
Signet of Agility: Updated the tooltip to better represent its effect.
Ambush: This skill now summons the thief ally at the trap location if the user is not in combat and summons the thief ally at the user’s location if the user is already in combat.
Needle Trap: This skill now more reliably hits foes. This skill now has a recharge time of 25 seconds, down from 30 seconds.
Tripwire: This skill now has a recharge time of 25 seconds, down from 30 seconds.
Traits
Deadly Arts VII—Improvisation: This trait will now only attempt to recharge skill types that have a skill currently recharging. This trait now also increases damage from stolen skills by 10%.
Acrobatics XI—Assassin’s Reward: This trait now gains 8% benefit from healing power, up from 5%.
dubious source: http://pastebin.com/dmACCzwx
Hey TakeCare,
impressive gameplay footage. I am curious about your keybinds for weapon and utility skills. Can you explain to what keys you bound them?
The following Thief weapon skills got a visual bug with The Origins of Madness update:
- Shadow Shot (dagger/pistol skill #3)
- Infiltrator’s Arrow (shortbow skill #5)
Both skills lost their visual projectile animation.
On swap-effects have an internal cooldown of 9(?) seconds. Still no need to call the OP-police.
It would be great, if “Quick Pockets” gets a weapon swap CD reduction of 5 seconds. Of course the “gain initiative on weapon swap” receives an ICD of 10 sec. Then it would be more like a grandmaster trait in my opinion.
Just wanted to say: no developer will take notice about this bug if you only post it in thief subforum. Your chances to be heard are higher in game bugs subforum.
I hope you’ve created this thread as well in the bug report section. Otherwise all is vain, because this is no man’s land.
Ye, probably. But who knows what runes Karl used.
The duration is less than 1.25s, because the thief in the balance preview video had at least 30 points in Deadly Arts (+30% condition duration).
S/X #2 applies Immobilized, has a range of 600 and can be spammed. So, there is already something similar in the game :|
@TundraQualle.8204
Sigil of force (+5% damage) works only on one weapon.
I am not sure why you are telling me that.
Go to the Heart of the Mists, equip two one handed weapons, put into the off hand weapon Sigil of Fire (be sure you have enough critical hit chance to cause the effect of the sigil) and attack one of the dummies only with your auto attack. You will see that your auto attack will cause a fire explosion even though the sigil is in the off hand weapon. The effect of sigils is global.
And yes, you are right about that – two handed weapons are lacking an upgrade slot compared to one handed weapon sets.
By the way, the effect of two Sigils of Force in the same weapon set does not stack. You can test it by yourself with steady weapons in Heart of the Mists.
Far as i know, reading the forum, etc, the sigil only helps the skills related to the weapon
False. Every skill is affected by the sigil.
I don’t think it’s a bug. It’s just poor gameplay design and conflicts with Auto Attack (AA).
For example: When you use AA of the Pistol and steal while a projectile is midair you get revealed if the projectile hits your target. For melee weapons I’m not sure if Hidden Thief stops your AA chain.
Conclusion for you as player: Turn off AA
if i understood correctly then aegis will stacks 5 times which would mean 5 attacks will be blocked in the duration you have the buff minus the ones that their duration is up. If this is so the poison will be having added % heal reduced regeneration will have added healing in shorter interval and protection will have added % reduced dmg in shorter interval. Atleast regeneration stacks will be burst healing and stacking healing power might be OP. Maybe it puts pvp on a more strategical level using poison and weakness stacking to offset might stacking and healing stacking protection vs tags and aegis vs mindless aoe spamming. However i am worried about necro condition builds and engii boon builds being OP after patch in pvp.
Boons like Aegis, Fury, Protection, Regeneration, Retaliation, Stability, Swiftness, Vigor stack in DURATION not INTENSITY. Same for conditions like Blind, Burning, Chilled, Crippled, Fear, Poison, Weakness and Immobilized.
/Edit: Got ninja’d
I like my Thief in medium armor. So, no thank you.
Daze can’t interrupt with stability
Well, it does. Because he is using Bountiful Theft + Sleight of Hand. So your Steal rips two boons (in this case stability) and then dazes your target.
Dodge the “Vapor Blade” projectiles and keep yourself out of the “Swirling Winds” fields or use stability if your class has access to it. Problem solved.
There is a difference in functionality between Mesmer’s blink and Thief’s shadow step?
@DanH: Avoid sarcasm and facetious remarks. You never know who’s reading the thread.
Congratulations!
Sadly, your pet was 99% of the fight dead meat
At least, thieves have something similar to the Mesmers “Arcane Thievery” + “Signet of Inspiration” combo – it’s called “Bountiful Theft” and is a major trait in the Trickery line.
In terms of diversity Necromancers and Mesmers are also able to strip boons, but especially the last one has a boon stripping attack on their sword auto attack chain (so it’s for free). Why should anyone use somethin else than a Mesmer to get rid of boons? I mean Mesmers are already a T1 class for dungeons.
By the way thieves were already able to steal boons by using the trait “Bountiful Theft”.
From a Hot Join PvP view, I think the reason why they kept 4s revealed debuff in PvP is because newbies have an easier time to fight against thieves. Didn’t they mention in the last SotG that they are balancing the game around good and bad players?
Listen the thief fourm is not a dumpster where you can puke out some kitten, call it a post, and walk away.
Actually, this thread is a dumpster with the hidden agenda to keep this sub-forum clean of Q.Q threads.
Where can you see informations about next patch?
If the only way you can play thief is perma-stealth spam, you were never even decent to begin with.
The stealth nerf didn’t touch perma-stealth-spam. It is still feasible.
Since you have asked about videos for Sword/Pistol, here is a tutorial by Rainy Thief: http://www.youtube.com/watch?v=3rYaMCshvTg
Ask your self, what fun it is to play against a class you cannot see most of the time. I guess if other classes could do this you would whine a lot on the forums.
I don’t think so. Mostly none thief players are complaining about thieves. My main character is a thief and I don’t have not that much trouble to fight against them in hot join PvP or WvWvW.
Just get familiar with the thief – it helps to know your opponent and his dirty tricks.