-Charr Thief-
It’s good to be bad!
AI Squire. Elite skill concept.
So I’ve read some posts here and there on the access to 3 weapon slots. And I wanted to bring that idea to a plausible means. The basic idea behind this Elite skill is as follows:
The squire would be an elite skill which summons an armored fighter. The squire would remain idle and passive, having high defensive stats, only attacking enemies in a short vicinity of itself and follows the warrior at a safe distance. A passive buff will be granted to all allies in a much higher aoe such as might or bonus to armor.
The main function of the squire is allowing the warrior to access 1 out of 5 weapons once reactivating the elite, the squires activated ability. The ability would call the squire (“Squire!”) altering you current weapon skill set (1-5) once the squire reaches you. 1-5 will become different weapon options for a short time. For example: (1) Sword, (2) Axe, (3) Mace, (4) Hammer, (5) Greatsword. Activating that skill will equip that weapon and change the weapon skills accordingly.
Furthermore, to ensure a sense of true variety and usefulness of the squire’s active ability, the weapons available for selection (1-5 once the squire is called) will be weapons other than your original set of weapons.
Example:
Your main weapon slot is Hammer and your secondary weapon slot is Mace / Shield. You use the active ability of the squire “Squire!”; he runs to you and your weapon skill set becomes (1) Sword, (2) Axe, (3) Greatsword, (4) Rifle, (5) Longbow. You select one of these options and equip that weapon (possibly gaining a short boon).When you swap weapons from the set you gained from the squire both of your weapon sets will revert back to its original sets.
To more detail: The weapons would of course not have any enhancements or anything like a normal weapon. Their base damage would scale based on level and could possibly gain the same stat bonuses as the (real) weapon it replaced.
So tell me what you guys think.
And which Elite, should it replace?
Every class has only 3 Eliteskills.
Don’t warriors have a signet that improves endurance recovery rate by 50%?
It’s like 5 points in Wilderness Survival for Rangers, but you can put points into other things AND it acts as a full condition cleanse on use.
The downside of that is it takes up a utility slot and if you use it as a cleanse say bye to your endurance regen until it refreshes. Personally, I would rather put a mere 5 points into a line for the regen alone.
If all warriors think like you about the active effects of signets, then its no wonder that I destroy them.
The active effect is strong and most very useful in the right situations.
/Agree
Condtions need an overhaul, to give them more sense and make the thief more important against bosses.
I don’t only play WvW so I can’t say I suggested this to balance the game around WvW as the second poster said one person doesn’t do anything to WvW.
I am an PvPer myself(SPvP) and still I find perma stealth thieves awfuly annoying and unbalanced there, not because they can kill you, but because if they know how to do it, they won’t die.
I don’t really see how a longer Revealed would harm the other thieves, I suggested a 5-8 cooldown on stealth, while you can’t stealth you can still dodge/blind/cc, but right now ontop of that you can also stealth w/e you want.
Thief damage looks balanced right now(after lots of nerfs) and unless they build for a full zerk they won’t make crazy damage, but if they do they are just too squishy. I believe damage is not the problem.
The combination of all the tricks a thief has and how they synergize ,this is what is crossing the balance line, and I can give you examples for both WvW and SPvP on that.The problem is only half the stealth builds work the way you understand. D/D and D/P benefit from long stealths, they’re all about landing that one big hit. On the other hand S/D and P/D use stealth in completely the opposite way. Neither has a burst, but their stealth attack is thier strongest skill. Tactical Strike, is a control skill with which S/D attempts to stunlock (technically impossible) the opponent. Sneak Attack stacks bleeds and allows P/D to maintain passable condi pressure. Both these sets thrive off of using their stealth attacks as often as possible, so increasing revealed really hurts them. In otherwords, nerfing revealed, crippled S/D and P/D, and is little more then a slap on the wrist to D/D and D/P.
(On a side note: true S/D has Larcenous Strike now, but it’s still losing its control role.)
What I mean
An intern CD of 3 sec into “Infusion of Shadow” would help alot, without destroy any weaponset or the stealthmechanic.
while in structured pvp or wvw being downed is not always the end when one can fight to survive. however while an opponent is trying to finish off the downed player it is still not the end, the finisher can be interrupted or teleported away from. however as almost anyone who has been killed by a thief will know a finisher cannot be interrupted if the person doing it cannot be targeted due to stealth. while stealth is one of the thief’s greatest assets it is incredibly frustrating that a single class gets a free pass to finish someone just because of stealth. stealth is a great function to help avoid combat, re-position and get the jump on enemies, however, someone should not be allowed to activate a finisher while in stealth. activating a finisher during stealth should either break stealth or not be able to be activated for the duration of the stealth.
But a finisher with mistform, invulnerable, stability, shrinked, and blocks should be still possible?
I don’t only play WvW so I can’t say I suggested this to balance the game around WvW as the second poster said one person doesn’t do anything to WvW.
I am an PvPer myself(SPvP) and still I find perma stealth thieves awfuly annoying and unbalanced there, not because they can kill you, but because if they know how to do it, they won’t die.
I don’t really see how a longer Revealed would harm the other thieves, I suggested a 5-8 cooldown on stealth, while you can’t stealth you can still dodge/blind/cc, but right now ontop of that you can also stealth w/e you want.
A longer Revealed , would destroy the rotation of thiefs and how I wrote have thiefs only a few possibilities to avoid dmg. Also would this only work if they hit something out of stealth and as long as this doesnt happen they can stay in stealth as long they will.
And a thief hasnt so many dogdes how you think, also not with Feline Grace.
Except they skill itself for that, but then they cant permastealth.Your suggestion would have a influence on all modes, also PvE and there give it to many situations were a longer revealted could be your death sentence, or should you be the targets of a champion.
Thief damage looks balanced right now(after lots of nerfs) and unless they build for a full zerk they won’t make crazy damage, but if they do they are just too squishy. I believe damage is not the problem.
The combination of all the tricks a thief has and how they synergize ,this is what is crossing the balance line, and I can give you examples for both WvW and SPvP on that.I agree, the general dmg is good balance in pvp, but in PvE….
not too worried about damage atm. i wish they could revert some of the nerfs that we didn’t deserve…
for example, fix the shadowstep pathing (revert to original pathing), revert range reduction on cluster bomb, revert lotus poison nerf, and revert the stunbreak removal on shadow return.
Why, nothing make us thiefs happier that a little stone which interupt our shadowstep. /sarcsm
but if they won’t fix any of those which I think are more important, then yea i’ll take some increased damage on sword and shortbow.
I have the feel they have little increase the dmg from the sword, but im not sure.
(edited by Black Teagan.9215)
As a long time Thief aficionado, some criticisms I have for the class would be:
• Steal: I don’t really see the Steal mechanic as successful in terms of gameplay; it’s powerful in usage, without a doubt. However, it’s used as a mobility & set-up tool more than anything; the actual stealing portion of the ability (acquiring the single use item/skill from your target) is probably the last reason anyone uses Steal. For a mechanic that’s supposed to define the class, it really fails to deliver when it comes to a rewarding gameplay experience.
The mechanic works well in when playing alone or in small-scale PvE excursions, but in larger-scale PvE, as well as sPvP, tPvP, and WvW, the entire concept behind mechanic is completely lost.
My two cents: I believe it would make more sense if Steal worked more along the lines of “stealing” a unique buff/boon from your target, based on what they are, rather than an item or skill. It would be more universally useful for its intended purposes in all gameplay outlets, easier to balance, and probably more fun for the player, while not necessarily being any more or less powerful in gameplay.
Maybe it would also be a good idea, if they integrate a double boonstealing to the mechanic, how in “Bountiful Theft”, or more like “Arcane Thievery” with the full boon duration and not only 5 secs. This could make the thief more useful against boonbunkers also without S/D.
• Venom: Venoms, with the exception of Basilisk Venom, are all pretty lackluster outside being used to give yourself Might stacks via Venomous Strength. The conditions they cause are usually just overridden by classes who are more apt at applying conditions (or in the case of Spider’s Venom, the Thief itself) and their effect goes unnoticed. As result, they’re not very fun in usage for the Thief and not very useful in multiplayer situations. On top of this, they lack any animations whatsoever.
My two cents: Venoms suffer in functionality as well as failing to grant a rewarding gameplay experience to the player. Perhaps Venoms should be unique debuffs or effects that work better in the presence of other conditions, or entirely new mechanics.
My suggestion for the basiliskvenom, similiar like above, is:
Turning your enemy to stone and remove all boons from your target. Your target cannot be the target of boons for 5 secs.Ex: This venom makes your target more susceptible to poison. Poison causes an additional X% damage to the afflicted target for Y seconds.
Stealth is a utility skill blamed for killing folks because they can see the target. Give permastealth to thieves, reduce damage from sneak attack, 10 second revealed. The only reason stealth is blamed is because you cant see your target, the reason you die is because of the damage. Also, during 15 second reveal, stealth skills could work like mesmer blur.
High damage (out of the stealth) is only possible with ONESINGLE Weapons. Against 2 or more enemies are these weapons very weak, and every ae weapons are stronger, so weaker against one target. Maybe it were good if stealth would have an longer revealted, but thiefs arent build for this, see the low base hp, the low base dmg(not backstab) + the missing deffskills and weak conditionremove outside of stealth.
And btw the dmg of the thief is terrible low and slowly, go on YT and see what other classes can do to bring about damage, many are much stronger.
The only advantage that a backstab thief have is that his low dmg concentrate in one attack on one target and that from stealth, which is necessary otherwise a thief would never come close and live long enough to bring this out .
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bad programming :P ok thanks for the tip
Dont forget its only a theory, which I developed through many testings, and only Anet know how their programm work.
so the sigils also share the same cooldown if they are on a diff weaponset?
I believe so, yes.
For the same reason two weapons in the same set share a recharge; the recharge is tracked on the player, not the weapon. They probably don’t even have the proper game mechanics available to track it on the “weapon”.that sux…i believe it SHOULD be different on a diff weapon set. makes sense. but prolly to hard for them to program. i mean they cant even made shadow step a teleport. shadow step is actually just a really quick sprint that u cant see bc its so fast. youliterally walk the surface area and trip stuff
(Stack)sigils are no enchantment or effect that lies on the weapons or armor, they are on the character, like food or buffs. This is attributable by the game programming.
And how food and buffs, cant sigils dont coexist with multiple versions of the same sigil.
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@natsos
It’s crazy what you understand about a “fix”.
This could help against the 5% of permastealth thiefs, but will harm all other thiefs also they wo dont use this “tactic”. And this is more a nerf than a suggestion.
I think you forget that stealth is no deff- or offskill, only a support skill and beside blind and dodges the only thing that can prevent damage.
A longer revealed debuff, would dont help, they would be as long in stealth until their healskills are recharget.
My suggestion, for your suggestion is:
Add an intern CD of 3 sec into “Infusion of Shadow”* and permastealths are much harder and more expensive.*
*and maybe also into “Patience”
(edited by Black Teagan.9215)
they are spamming skillz ! cheaterz !
wtf, why thief has no CD on skills !!!!??
They have, it calling Ini-System
I like how warriors got the most buffs this patch.
Like every patch
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As a warrior, the banner cast times are too much for my play style, and rooted? eh, no thanks. If they were back mounted or they were, instead of being picked up by other players, could have a 60%(configurable) cooldown reduction if they are retreived, meaning that you could say take a banner and if you let it despawn, it would take ages to come off cooldown, but if you retreived it you could have it in like 10 seconds to cast again
Why want you have a reduction of the cooldown?
One Trait (Inspiring Banners) and you can keep up banners permanent.
And with “Inspiring Battle Standard” you give your team and yourself a strong and perma regeneration, also if you are dead. This make warriors do a good alternative to guardians.
There can you see, why a Ghostranger is weaker in support than a warrior.
Every Ranger who dies lost all of his ghost, and these cant keep up permanent.
Since the riposte change 25% to 50% i play a p/p thief. And therefore my feedback is regarding p/p only. What i think about the p/p skills by skil number:
- is ok. I’m not a fan of physical and condition damage on a skill but as i said it’s ok.
- the duration of vulnerability is too short. Either increase the time or remove it and add cc on it.
- This is my main skill. The damage could be tweaked maybe +10% or 20%. Or change it to 5 bullets with more damage and maybe with bleeding damage as well. The skill sometimes fails to hit in PVE group events where the creature dies faster then your bullets hit so your 8 bullets are often a waste. I would prefer something like the stealthed #1 burst skill without the bleeding.
- I don’t use this much it’s kind of useless in PVE
- Maybe OP but that OP is sometimes needed.
Since a thief does not support via boons. And stealth is rather useless. The thief should be the close and range damage king.
The sad truth is, the thief is in the most aspects a broken class, in Deff, Off, skills and many traits.
The base dmg of the range weapons is very low, and they have no support skills.
Unload is the only suitable skill, weak but better then the rest.
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I dont hate Banners, but I hate it that they are indestructible and their effect in many situations much stronger, than the support skill of the other classes.
The ghosts from the ranger, for example.
This is a good place to start.
A great “sworddance”
They buffed RAMPAGE!
Warriors are competitive now! Let’s all hold hands and be happy!Bullsh*t.
Ontopic;
The real Warrior buff these last few patches, have been the fact that they are actively nerfing other loved classes. This sounds crazy, I know.
Indirectly this is giving Warriors a HUGE buff, because when everyone is lowered to poo-poo status, WE WILL, float out on top as the smelliest and meanest one.To be honest, I’d rather ALL classes be POWERFUL, DIVERSE and OP in their own sense, than have all classes in the game be dragged in the nerf mud and end up like lowly Warriors.
. . I don’t want this game to end up like other popular games (LoL, WoW, etc) where they simply make all classes/champions homogenous in order to easier balance the game . . . .
Disagree with this wholly. The devs have said many times that they made Warrior first and it was the benchmark that all other classes were gauged against. Warrior is also the most “balanced” of the classes. The only reason they have been underpowered is because every other class was too powerful. If everyone is brought down to the level of the warrior then the game will be much better.
If you are worried about homogeneous classes then worry bout everyone being “OP” and having access to every buff, every condi, all the burst damage, all the sustain etc etc, that is when things become samey and boring. Every class should have a major flaw or weakness.
Torment?
Rework of Jug?!
Rush/Bull?!?
Healing Buffs?!?!?!
Apparently I’ve been sucked into parallel dimension where ANet actually <3’s warriors!
We care about all professions. =)
Any plans to give thiefs a perma +25% speed trait?
I mean warrior have one and the requirement is really absurd for a melee class, that have an elite signet with 30 sec haste + the massive movement of the greatsword or the burstskills from the hammer.
Thiefs should be the fastest class, but they dont.
Ok thiefs have the Fleet Shadow Trait an the Signet of Shadows, but the requirement for the Trait is very expensive for a short speedbuff(it saves one sec.), and in stealth the most times useless, because noone know where you are or what you do.
And for the Signet, its necessary to use a skillslot, which has much more effect on the survivability than a Tier 1 trait.I think the thief has deserved a better passive speed and mobility, if they must fight without any deff and the smallest base hp in this game.
Shortbow? If a thief is being outpaced by anyone then you’re doing it wrong fella…
Shortbow has the same speed, but cost ini which has an effect on all skills not on only one.
And acrobatic is, without grandmaster, a very weak traitline
Torment?
Rework of Jug?!
Rush/Bull?!?
Healing Buffs?!?!?!
Apparently I’ve been sucked into parallel dimension where ANet actually <3’s warriors!
We care about all professions. =)
Any plans to give thiefs a perma +25% speed trait?
I mean warrior have one and the requirement is really absurd for a melee class, that have an elite signet with 30 sec haste + the massive movement of the greatsword or the burstskills from the hammer.
Thiefs should be the fastest class, but they dont.
Ok thiefs have the Fleet Shadow Trait an the Signet of Shadows, but the requirement for the Trait is very expensive for a short speedbuff(it saves one sec.), and in stealth the most times useless, because noone know where you are or what you do.
And for the Signet, its necessary to use a skillslot, which has much more effect on the survivability than a Tier 1 trait.
I think the thief has deserved a better passive speed and mobility, if they must fight without any deff and the smallest base hp in this game.
For the most: DMG Numbers, nothing else.
Survivability, base hp, traits, skills, deff, armor, numbers of max target per weapon, CD’s or inicosts; all of this will ignored.
WvW belongs to PvE ,so if we have repaircosts in PvE, why then not also in WvW?
i think the +2 ini on stealth trait should be removed from the game!
Just put it on a 3 seconds internal cooldown. This way you don’t screw those who use it legit.
And that would mess with blinding powder, HiS and Shadow Refuge.
It’s not something someone notice, but it’s passive and helps out a lot.My solution would be to increase the initiative cost of heartseeker by 1
and a slight increase on its range.
That must be the most stupid suggestion I ever read.
The “problem” isn’t heartseeker, its the possibility to increase the stealth time without costs. An intern CD of three second, were the best thing what they can do again this.
Would they increase the costs of Heartseeker would that harm all D/x thiefs also these they dont use stealth or this combo and HS is already very expessive as long as an enemy has more than 25% life.
And btw, the shortbow have an explosion finisher, which do the same.
(edited by Black Teagan.9215)
Not hard, D/P and a few of the initive regen traits. Done
I know its not hard. This is mostly for the devs to see
To see what? A thief that jump like a monkey for 5 min? Or a thief that can’t do anything when doing this?
And waste 3 utiliti slot for nothing without stun break must be very powerfull !!!
With
http://wiki.guildwars2.com/wiki/Infusion_of_Shadow
http://wiki.guildwars2.com/wiki/Signets_of_Power
http://wiki.guildwars2.com/wiki/Signet_Use
http://wiki.guildwars2.com/wiki/Signet_of_Malice
and 4 hs per bp
you can do it forever without uslot skill
Yes and everyone, special your own team, will hate you for this
You can’t capture, fight or help your team, in other words: You waste a charslot.
Now show us the same against an enemy, I’m sure that wont work again.
https://forum-en.gw2archive.eu/forum/professions/thief/Full-Tournament-Gameplay-Thief-Video/first
http://www.twitch.tv/nosuchthingashalfwaycruuk
0/30/30/10/0Yes, it is practically useless build for hotjoin, but in tpvp you can’t counter this permatrololo.
I can, just trust me
(edited by Black Teagan.9215)
Give this the guardian not the warrior, and change the values of your suggestion to +50% Heal -50% Dmg and +25% damages suffered. CD: 90Secs
(edited by Black Teagan.9215)
Now show us the same against an enemy, I’m sure that wont work again.
At first: ROFL
Secound: Black Powder dont negate the complete dmg, only 1 time per second for max 4 secs and only melee attacks, no range attack, no conditions, and no aes.
the warrior block or negate all physical dmg from every distance, all the time.
And btw Black Powder cost 6 Ini the half of our whole pool, or 9 ini (3/4) with heartseeker, thats mean a stealth for 3 (4) seconds has an recharge time of 12 seconds.
And the 9 inis have on effect on all weaponskills and not only on this one.
But stealth doesnt make the thief Invulnerability, only invisible, every attack, all conditions, and all cc skills have still effect.
Warrior has a maximum of 8 second physical damage negation
13 Sec, after my calculation.
Thief can pop black powder, and combo field stealth a kittened amount of times staying in stealth for like 30 seconds+ if timed right. They have access to traits that allow faster initiative regeneration in stealth.
A thief that use 4 skills or let his inipool at zero to stay in stealth, do no dmg and cannot cap or gives much help to other allies, also make him helpless against cc skills.
And while this time all of your skills end their cd phase, include Endure Pain.
Thiefs have no deff skills or boons so they are heavily dependent from stealth and blinds to reduce the dmg, special with their shrimpy base hp and the paper armor.
IF Anet improve the survivability of the thief, then can we talk about.
For comparison only: Warriors have +80% life and a basic dmg reduction of 15%.
EDIT: If you wont like to get blinded then dont stay in the field from Black Powder and use the full range of your melee weapon or change to a range weapons (Longbow or Rifle).
(edited by Black Teagan.9215)
/Has my endorsement
Even together this suggestion breaks S/D control and P/D condi, they’ll lose they’re offense and defense in one fell swoop, setting them down lower than S/P and P/P. Completely ineffective in PvP and PvE.
Do you read what I wrote?
EVERY Thief Weapon get a higher dmg, not only Dagger, but the dmg bonus of Backstab will reduce to +50%, so that BS isnt much stronger, but all other weaponskills has a better efficacy.
Nothing of that would have a negative effect on the dmg or weapons.
BTW: S/D has nothing to do with Control. S/D is an evade and movement weaponset, for Control use S/P.
(edited by Black Teagan.9215)
if you are dying in 3 hits thats your own fault for being glass cannon. glass cannon comes with the responsibility of knowing how to mitigate and avoid damage.
I don’t usually comment on these threads, but out of what must have been dozens of thieves i’ve fougt in WvW, there was one thief that wiped the floor with my server. I kid you not, the thief could stealth so fast, he killed 2 of us when we stepped onto the field, killed another 3, with a mesmer next to the guy killing 2 players until we finally got the mesmer, another 2 players dead and then we finally got the thief. There were atleast 20 players on my side. And it was just the thief and mesmer. During that hour of WvW, nobody went alone because that thief three shotted anyone he blinked at.
Now don’t get me wrong, i’ve had plenty of fights with thieves and mesmers, and i’d like to think of myself of average capability in WvW specifically, some fights you win, some fights you lose, but that one thief was stupidly overpowered. Find whatever build that thief was using and nerf it, but thieves as a whole? they’re fine. low health thieves who stealth and run gets annoying, but that’s an aspect of the game i can live with. A thief that can hit so hard and stealth so often it takes 20 players to take him down? nerf that monster of a build down to the ground.
A thief is very easy to counter, but not with dmg alone.
A longbow and the bolas are enough to kill thiefs within 10 sec
mesmers are already the worse dps in the game.
should have some balance to make it stronger in pve…
a nerf in pvp comes with nerf in pve.. and its already too weak.
I doesnt know the mesmer in pve, but in spvp I do 6k dmg with only one illusion on one target, that is really strong and much higher than thiefs can do.
But you have right that the nonexisting splitting between the gamemodes, make balance very hard till impossible.
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I hope the thief get finally his perma +25% movement speed trait.
The thief should be a very fast class but every warrior with “Warrior’s Sprint” is faster.Are you kidding me? Thieves are the BEST gap closer’s! You don’t need any more speed options. If stealth isn’t enough for you you are doing it wrong.
To reach the same speed like other classes you must offer your ini or a place of your skills, what have a massive negative effect on your deff and offensive.
And pls forgive me, but no all thiefs use stealth or can spam it as they like!Not all classes have passive 25% movespeed either, and those that do have to spec for it
I know, but if the “most mobile” class is slower than other classes, then must be something wrong.
I hope the thief get finally his perma +25% movement speed trait.
The thief should be a very fast class but every warrior with “Warrior’s Sprint” is faster.Are you kidding me? Thieves are the BEST gap closer’s! You don’t need any more speed options. If stealth isn’t enough for you you are doing it wrong.
To reach the same speed like other classes you must offer very much ini or a skillslot, and that have a massive negative effect on your deff and offensive and btw who need a speedbuff if s/he is stealth? In 3 second it makes no big different and with 10 sec you dont need it because the enemies dont know what you do or where you are(, while you runnig away), except you are predictable, then it has also no advantage to you.
And pls forgive me, but no all thiefs use stealth or can spam it as they like!
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Any adjustment that increases revealed time ruins non-burst stealth builds. The non-burst stealth builds ideally stealth and immediately use their stealth skill, and need to do so as often as possible to be effective. So this nerf won’t balance thieves, it’d just force them all to be D/x backstabbers.
You mean like 85% in the last 10 months?
A burst should be more than only use two buttons, I wont said that a thief dont should have a burst. But my suggestion based on the thought to increase the dmg of all thiefs weapon without make Backstab to strong. The revealed time between two BS should increase, without to reduce dmg, therefore the much higher base dmg (Dagger base dmg could increase by circa 50% per chainskill).
TL:DR for a better grasp
BaseDmg of BS = BDBS
Current:
BDBS: 1k points (e.g.)
In the back: BDBS*2 = 2k points
My Suggestion after the increase of the base dmg e.g. by 35%:
BDBS: 1,35k points
In the back: BDBS*1,5 = 2025 points
This wouldn’t make BS much stronger but improve the other daggerskills and would give them a better balance between the skills and the fact that daggers could only hit one person.
PS: Pls dont read and comment only one of my suggestions, they belong together.
i play thief and i say nerf in some way. they are very OP in many aspects of the game.
Let me guess Stealth +BS.
This two thinks are a little OP, yes BUT all other traitslines and weaponskills are so UP, incl. their low base hp, that every thief without stealth and BS, would has no chance against the other classes.
On the other side the dmg that a thief do on one target, with dagger and pistols are slight higher, than others do with their ae weapons. At two enemies are the other classes much stronger (2-3 times). That means that the thief must normaly do the double dmg than ae weapons on one target, but this would be to strong for spvp/semiWvW.
PS: Before some tell me that im trolling and try to protect the thief, show me an example for the “OPness” of the thief, which has nothing to do with fullberserker thief with Stealth +BS they fight against fullberserker geared players in WvW. This are the only examples that I saw in the last 6 months.
Before I forget it, my suggestions for the thief:
— General —
(edited by Black Teagan.9215)
I hope the thief get finally his perma +25% movement speed trait.
The thief should be a very fast class but every warrior with “Warrior’s Sprint” is faster.
Also the big delay of 1-2 sec between the secound and third dodge with Feline Grace is really to long for a simple dodge.
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WoW? I never heard about it.
And what are Rogues, a new class in the next expansion??
I think that warrior’s weapon traits could be like in another proffessions, targeting 2 or more weapons at same time, and opening trait slot for another more usefull trait.
I think that some weapon trait could be mixed, for example:
Slashing Power (strength IX): 10% more dmg with greatsword and spear, also grants might on critical hit and reduce CD in 20%.
Cant work, “reduce cd 20%” is already on arms, except you want 40% reduceCrack Shot (arms VII): Longbow, rifle and harpoon shots pierces. Reduce CD in 20%.
Merciless Strike (defense X): Hammer and Mace deals 25% more dmg in disabled foes. Reduce CD in 20%.
The mace has three cc skills and then +25% could make it to strong
Quick Providence (Tactics IX): Sheld and warhorn skils convert 1 condition into a boon. Reduce incoming dmg in 10% and CD in 20%.
How should a warhorn reduce the dmg, there is no rly logic
Blademaster (discipline IX): +10% critical hit chance with sword and axe. Reduce CD in 20%.Obs: Obviously some traits would be replaced for another traits
IF you want increase the burstdmg for warriors, then must they also increase the burst dmg from the thief, because the thief is the best burst class
Was just rolling in WvW and i got double back stabbed by thief in same second…this a bug anyone is aware of?
i think it’s a new thief cheat/expoit…
Why?
1 Thief: Stealthskill →Backstab→waiting till the end of revealed→Stealthskill→Backstab
or
2 Thiefs: Both Stealthskill → both Backstab
i always wonder about this question
since healing is usually 1/4 – 1/3 of the toon health bar
how much health does a warrioir need to be viable. i am thinking of the extreme end to daecollp suggestion
i vote 60k health
Good question.
Many people seem to think, that a healskill must heal xx% from the max hp.
No wonder, that they say the warriorhealskills are weak.
Which class heals more with her first healskill?
Warrior: Healing Surge heals 5,240 till 8,440 from 18k BH = 29,11% till 46,889%
or
Thief : Hide in Shadows heals 5,760 from 10k BH =57,6%
(edited by Black Teagan.9215)
Our heals is what needs to be looked at.
Um what!
You can heal with Healing Surge 8,5k hp, that is one of the best healskill in this game.
Ok it has an cd of 30, but on the other hand have you the best base hp (after necro) and more as enough skill to reduce incoming dmg to 0.
No. End of story bro
Why not?
The thief has less than 15k hp, no deffskills and do less dmg with the same gear/traits.
I think, in many things the thief need rly a complete overhaul.
E.g. in the mobility and hp pool, also should the dmg of BS reduce and the base dmg increase.
Thief doesn’t need a rework, end of discussion.
No Arguments inside, so your post can be ignored.
(edited by Black Teagan.9215)
Stealth isn’t a realm in this game, its a distraction. At best, the only thing I believe stealth needs adjusting in is increased stealth duration, increased revealed time by a couple seconds. I don’t think 20 seconds of stealth or only allowing ooc stealth would work, because soooo many traits are centered on entering stealth.
Agree, that would give the thief more possibilities for infiltrate and give them a better deffensive,which is really necessary, on the other side (Backstab) thiefs will lost many dmg, but this would make the way free to increase their basedmg. And this stupid “OP QQ” finds an end.
But if they do this they have to increase our base hp, because we have then less capabilities do reduce dmg. This were the best way to compensable it.
Basilisk Venom is a joke , also with Residual Venom and Venomous Aura.
The thief guild prevents more dmg and hostile skills than 4x the venom, and they make damage.
And ClusterBomb is, addicted from the distance, very slow. Autoattack were stronger (except by 5 enemies).
The best part is where thief is one of the 3 BEST dungeon professions.
every time i go fotm 48 i ’d want a thief in my party…..as many fotm groups.
And it works even for dungeon farming…for once we can say its a l2p issue :/
P.S.
-projectile reflect
-best resser
-skip mechanic (stealth for party)
-strong DPS
-can even outheal maw agony via healing combo
-has pets
-perma Blind
-One of the BEST CC in the game that bypass defiant
-grreat AoEWhat else do you want?
P.P.S how did i end up in thief forum
__? i thougt i was in dungeon <.<
Ähm, what!?
nice tips.
Infiltrator signet – not only does it have a nice passive – it also teleports you toward your target without interrupting your current channel. EVEN if it is out of range. This means it can be chained with steals to increase gap closings.
Infiltrator’s strike will also tp you toward your target (though it does interrupt channels). So it can be chained with infiltrator signet as well.
Steal will only tp you if your target is in range, so it should always be the last in a group of gap closers. If your target isn’t in range, steal gets a 4 second cooldown
With the new 15k steal range trait, you can gap close around 3k in a second or so: infiltrator signet – 900, infiltrator strike 600, steal 1500. Ere on the side of caution here, as you do not want to underestimate the distance.
One of the reasons, because I love my thief
I will be great, if smokebomb would summon a thief companion like by the mesmer downedskill #3.
But no companion who only use backstab or something, I mean more npc like them from the trab or the elite.
Can we P L E A S E please please have a way to turn off our current story objective(s)?
since ruining dungeons (https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-1-28/1314817) guarantees I’ll never complete the last step of what has become my primary character’s story line, i’m pretty tired of looking at “Victory or Death” up there in the top corner of the screen, and have even thought of doing the dungeon just so it would go away… till i attempt one and realize what a piece of garbage they are and come to my senses again and live with screen clutter and go back to playing WvW and live with it.
Since there’s UI revamp coming out anyway, why not add an option to hide story objectives (you do it in WvW) with some option in the options dialog? I’d love to never see anything PVE related on my screen again if i could toggle it.
Better yet.
Can we P L E A S E please please have the same UI interaction that GW1 has.
Agree, but only for the ChatUI. All other UIs I find fine and are good array
Holf Leftmousebotton + Move the mouse
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