Showing Posts For plancton.7390:
Hi,
I will go straight to the two changes I propose and that would, I believe, greatly improve the viability of thieves’ weapon sets other than d/p in PVP (though these changes should not be game-breaking in WvW and PvE)
1. Dancing dagger (X/D number 4): now suppresses one boon to all targets it hits
2. Absolute poison (Deadly art trait line), becomes corrosive poison: does not increase poison damages and duration by 33% anymore, but applies one stack of vulnerability, each time you apply one stack of poison instead. You inflict more damages to enemies suffering from vulnerability (+1% damage power and condi alike) per stack. Meaning: if your target has 10stacks of vulnerability: you will deal 10% +10% (20%) extra damage (your allies will still deal only 10%).
Ideally, by making intelligent use of skills such as bodyshot, CnD and other skills/trait dealing poison or vulnerability such as “dagger training”, the thief should be able to reach 10 to 15 stack of vulnerability on its targets in 5-10 sec and to maintain them through the fight.
How does it increase diversity?
1. Dancing dagger suppressing one boon: X/D offers now a real alternative to X/P: suppressing one boon seems like a good trade-off against the possibility to interrupt from X/P. It synergizes well with S/D and D/D and can gives the thief another dimension in a team fight, acting more like an AOE debuffer and offering some nice potential combos with other professions.
2. Corrosive poison: nowadays thieves burst hard, and become increasingly ineffective as the fight becomes longer. This trait allows flipping the table. Think of vulnerability as a “might boon” in reverse: by building more and more vulnerability stacks during a fight, the thief raises its damages and the ones of its allies providing in this sense a form of team support. The fact that building vulnerability stacks will require time prevents the issue of thief one-shooting light classes. It suits also well with the thief background I believe. This would finally allow hybrid builds to shine but would also be interesting for full power of full condition builds. I am aware than making the thief be able to stay longer in fight would be critical.
Those changes will be better with some other small scale changes:
- making CnD unblockable/stealth nearby allies for 1 sec, reducing the number of initiative points required and increasing the vulnerability stacks (I believe that to make CnD apply blinds only makes it a worst version of d/p, it must differentiate itself it term of its utility).
- making dancing dagger also bounce to allies/thief, suppressing conditions.
- making dagger training trait having 50% chance to deal poison with daggers/ lower the initiative cost of x/D skills.
etc…
Overall, the idea is to give options that are not interesting for typical d/p meta build but would give new dimension to other weapon sets. I will not write another paragraph as it would be too long to read, but I can give further arguments in the comments if some of you find those ideas worth debating.
(edited by plancton.7390)
Salut, c’est dommage que je ne joue presque plus en ce moment, je suis aussi sur mer de jade. Mon perso s’appelle Kill Barbie, tu peux me mp si tu me vois connecter.
Pour moi voleur en mcm c’était ça:
http://youtu.be/y5qs2iUGzNE
J’ai 2-3 autres videos sur ma chaîne si tu veux dont un 1vs5
Bonne soirée!
Hi everyone, shadowstep is currently part of my playstyle and it works as you all said as intended. But I admit that you should have at least 15 sec to use or not shadow’s return. It should also stay GT, allowing a more skilled gameplay.
Here is a video of me duelling an engi and using (I think) all this skill effectivness ( gap closer and condi removal) at the beginning of the 2nd video it shows the retreat potential of this skill after a stomp. Sorry that my first post on this forum is to show my videos
Engi: http://youtu.be/GJqMYJBZ-cM
Outnumbered roaming: https://www.youtube.com/watch?v=y5qs2iUGzNE