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Heartseeker
Leap and strike your foe. The further away, the more damage you cause.
Damage < 300: 336 + 1 stack of bleed.
Damage 300-600: 504 + 2 stacks of bleed.
Damage 600-900: 672 + 3 stacks of bleed.
Combo Finisher: Leap
Range: 900
Dancing Dagger
Throw a dagger that cripples nearby foes and returns to you. Does more damage to wounded allies.
100%-50%: 336
50%-0%: 672
Maximum targets: 4
Crippled: 5 s
Combo Finisher: Physical Projectile
Range: 900
This turns heartseeker into a mobility skill that does damage the further away you leap, while giving dagger thieves more mobility.
Its made to be an opener for both condition and power damage users.
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An idea: burst skills heal the Warrior for X% of the damage dealt, where X is the number of points you have in the Discipline line.
X doesn’t need to be 1:1 (i.e. 1 point grants 1%), especially not for AoE burst skills. For ST it could be alright.
That is not really sustain, that is pretty much burst and way too uncommon of one.
Warriors atm are way too much about burst, if you add even more burst to a burst class, what you have left is a class with little to no staying power. If it has little to no staying power you can pretty much leave it out of the fight like thief is.
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Warriors don’t have the extra 48% damage reduction guardians have.
Warriors can’t remove 3 conditions every 10 seconds, and then convert all there conditions into boons.
3% HPS seems big, but they don’t have high damage reduction or condition removal. Infact we have little to none.
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Ranger is one of the most tanky classes in the game, even in full zerkers.
this is hands down the funniest thing i’ve ever read on these forums.
http://www.guildhead.com/skill-calc#mcom0zm9MMmwMMMmwMM0xx0amsqmkbM
Protection, Traps, 30% damage reduction when your dieing…
you don’t know what glass canon means do you?
Condition Damage and the other abilities for the traps isn’t Glass? The 300 condition damage and the other damage would make the ranger deal more damage then the other tree.
I would make my ranger to deal as much damage as possible.
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Ranger is one of the most tanky classes in the game, even in full zerkers.
this is hands down the funniest thing i’ve ever read on these forums.
http://www.guildhead.com/skill-calc#mcom0zm9MMmwMMMmwMM0xx0amsqmkbM
Protection, Traps, 30% damage reduction when your dieing…
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And thus you reveal your ignorance once again, professions have differences if you want to have one of the potentially best bursts that isn’t limited by immediate cooldowns you roll thief, if you don’t then you don’t.
Complaining that your ranger isn’t a thief and that your incapable of using it to its maximum potential at what ITS good at then its YOUR fault.
professions are different? you don’t say? different shouldn’t equal totally unbalanced. i’m not complaining that my ranger isn’t a thief (where are you getting this from?), i’m complaining that the thief can full GC and do hit 3x as hard as a ranger with a skill that can be spammed (222222) and still have stealth every few seconds.
thieves have absolutely nothing to worry about when they run GC, unlike every other class. rangers have absolutely no defense in GC and they don’t even get heavy DPS to compensate for the risks.
if you think that is fine you’re oblivious. rangers should not be forced to run bunker merely to survive a few seconds longer when thieves can parade around with heavy rewards and 0 risk.
Yes, because rangers arn’t one of the best PVP classes in the game and nobody runs them in tournaments like they do with thieves…
Ranger is one of the most tanky classes in the game, even in full zerkers.
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Complaining about theves burst?
90k from an elementalist!
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I just tried it, does not remove it.
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Cultural T3 / TA armor have the same shine.
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It would be lovely if we had more hairstyles, especially longer ones and more for Sylvari
(Male and Female, I like Unisex hairstyles more then anything.)
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All in all, exactly what the theif needed. ANet hit the nail on the head- doing massive burst whilst only appearing for a fraction of a second is not balanced, nor is having the highest burst DPS, highest mobility, and ability to stealth for 90% of the time all in one class.
Theif still has much more than, say, tf2 spy- where the high mobility was sequestered to a separate class (scout), and one had to wait through a reveal exiting stealth before they could attack at all.
All said though, this should bring better balance to the game. If it does indeed turn out to be overkill, I’m sure ANet will react acordingly.
WAT
?!“Having the highest burst DPS, highest mobility”?!
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Maybe they could make head shot do some damage as well?
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Meanwhile, other classes can be perma fury or perma swiftness, or perma regeneration, or perma protection.
You would think the most “mobile.” class would atleast have perma swiftness.
The thief is not the problem here. Other classes are the problem. Their boons last for too long. That’s why bunker builds are so strong. I expect Anet to shorten the boon duration of other classes to match the thief, not the opposite way.
They said they were NOT going to do that in the videos, they wanted more traits that did that, not less.
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what is boon punishment?
Hopefully something more significant then +2% extra damage per boon.
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What are you expecting? All boons in one trait line? You have to choose, of course.
Fury on an enemy reaching 50% health? all this does is help burst builds even more, the Fury lasts next to nothing.
It lasts 10 seconds. That is certainly NOT next to nothing. Also, Swiftness on kill is not worthless. It’s a wonderful outdoor PvE trait.
Meanwhile, other classes can be perma fury or perma swiftness, or perma regeneration, or perma protection.
You would think the most “mobile.” class would atleast have perma swiftness.
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Don’t mind reading ideas but why not consolidate them in one thread instead of making a new one every time? That’s literally 75% of the reason I’m even letting myself post in this one, to ask you to just make one thread on Warrior mitigation improvements.
^This.
Seriously make a megathread of what changes you want, don’t spam our forums with 12 new threads every day.And no to all those unbalanced changes, except the stance CD reduction which is something we lack.
: < That is very mean, i’m trying my best to make good ideas you know. q.q
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Don’t mind reading ideas but why not consolidate them in one thread instead of making a new one every time? That’s literally 75% of the reason I’m even letting myself post in this one, to ask you to just make one thread on Warrior mitigation improvements.
To stay on topic: I wouldn’t mind an update to stances to either improve their overall effectiveness or to synergize better with traits (the whole 1 extra second for such-and-such stance trait is crap and the other passive stance traits are decent, but bugged in some cases).
I even like the idea of a more toggle-like stance mechanic, but 1% health per-second is not going to cut it. 1% of a 22,000 HP pool is 220 HP/second which can be covered by regen alone…if you have 18k HP, kitten Adrenal Health will dang near negate that. Not only is it kitten easy to bypass, but it penalizes you for slotting vitality as once you hit over 30kHP, it becomes harder for plain regen to negate, resulting in eventually being forced to turn it off or requiring more effort like active healing to overcome vs a non-vit warrior who simply needs a Adrenal Health and/or some regen food.
The problem with having one big thread is people are like: YOUR GIVING Them this and this at the same time!!! OP OP OP!!!
I just have my ideas thrown around now, because of that.
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Yeah, but the change you proposed doesn’t need any healing power at all to be useful. Guardian bunker often run much over 1k healing power sacrificing a huge amount of damage in exchange.
Guardian Bunker does not need healing power.
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Another silly question… why do we have 30% boon duration when we have little to no boons?
Swiftness on kill, Swiftness on dodge, Might on dodge, Might on stealth, Regeneration on Stealth, Fury/Might/Swiftness on steal, Vigor on steal, Regeneration on reaching 75% health, Regeneration on bleeding 5 times, Might on venom, Regeneration on heal (HiS), Might on signet, Fury on enemy reaching 50% health
In addition, some runes/sigils give boons, too.
To boons that last 3-10 seconds, and spread around so there is no way you can take all of them.
Swiftness on Kill is worthless, IMO. Swiftness on Dodge is ok, except you waste a dodge roll if you go for it. Fury Might and Swiftness is ok, except its in the wrong tree. Regeneration when bleeding 5 times, again in the wrong tree. Regeneration on heal, sure, if you use that heal. Fury on an enemy reaching 50% health? all this does is help burst builds even more, the Fury lasts next to nothing.
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So the warrior would have more passive heals than a guardian? Won’t be happening.
Guardians have more then just passive heals.
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The problem is, you take 50% more damage, so even with perm quickness you go down really fast.
And with the Endure Pain, you can’t really hurt anyone because you move so slow.
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I really need to work on this one.
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Warrior stances are a huge part of the warriors defensive tree, yet they are some of the weakest abilities the warrior has.
Lets start with the stances themselves.
Balanced Stance Stance
You gain stability.
Stability: 10 s
Breaks stun
Cooldown: 25s
Berserker Stance Stance
Immediately gain full adrenaline, the next 5 attacks are critical hits.
Adrenaline: 30
Your next five attacks are critical hits.
Cooldown: 25s
Endure Pain Stance
Cuts movement speed in half. Take 50% less damage for the duration.
Lose 1% Life every second when enduring pain, cannot exit combat until canceled.
Cannot be used with Frenzy.
(No Limit, but can be canceled early.)
Cooldown: 90s
Frenzy Stance
Frenzy to gain quickness. Take 50% more damage for the duration.
Lose 1% Life every second when frenzied, cannot exit combat until canceled.
Cannot be used with Endure Pain.
(No Limit, but can be canceled early.)
Cooldown: 90s
Traits Adept
Sure-Footed
Balanced stance grants 15 seconds of swiftness.
Stances recharge 20% faster.
Defy Pain Grandmaster
Some of the penalties of Endure Pain and Frenzy are reduced.
Movement speed is reduced to 25% from 50%.
Damage taken is reduced to 25% from 50%.
They are quite powerful, but they also come with powerful restrictions and can be canceled early if the warrior is recieving to much damage, this brings in a unique play-style to the defense tree.
Actually, it might be better to make all stances do something crazy, but with restrictions, like you can only use one of them.
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Problem is those are gap closers, not slippery get away abilities.
Being slippery and retreating are entirely different things.
Being slippery is being able to get in and out of situations quickly.
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Try playing a ranger.
Rangers have some of the best traits in the game, they just have weaker class skills due to being a pet class.
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Problem is those are gap closers, not slippery get away abilities.
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Using soldier runes is enough, I don’t think additional condition removal on shouts is needed. I think the main problem is that those shouts are used as support and more in a defensive way, as they heal, BUT mostly give offensive boons or vulnerabilty to the oppenent. I wish there would be a trait that would give shouts a defensive aspect, like granting protection for 3 seconds. Or giving shake it off stability too. A way to give those shouts some more use than little offense and little defensive and little support.
Shouts have everything already, why not give them more power! :>
What about Stances… ?
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Warriors need Sustain BADLY…
It does not matter if we have powerlevel 9000 super amazing DPS if we get shut down and destroyed so quickly.
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Compared to the other classes, almost all the thief traits have “set-limits” that are completely lack-luster, and most of the boons are completely temporary compared to the other classes.
With all the nerfs coming to thief, I wonder if they are going to look at our “shared” traits with other classes and realize (Hey… these guys have the same traits, except there traits are horrible compared to the other classes!)
Stealth traits are some of the best ones we have, and with them being nerfed by half by doubling the reveal buff, I wonder what else a thief should be able to do.
Another silly question… why do we have 30% boon duration when we have little to no boons?
Why do almost all our traits have a ridiculous GCDs? Why are half our weapons useless?
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These are medium armor sets you can pretty much only get in SPVP, you can get the commando chest in storymode, but the rest of the pieces are not available.
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Fun little exercise in comparison for sustained regeneration. Assuming 300 Healing Power, Warrior gets:
Healing Signet: 209 /second
Adrenal Health: 120 /second
Total: 329 / second
Active Heal: 3620
Total regen drops to 120/second assuming full adrenaline for 20 secondsRanger:
Signet of the Wild: 80 / second
Natural Healing: 67 /second
Total: 147/secondActive Healing:
Heal as One: 6820 hp
Total: remains 147 /second.If you maintain full passive healing, with adrenaline maintained full, a Warrior will heal 19740 per minute and a Ranger will heal 8820 per minute. Advantage Warrior. Even if you assume that Adrenal Health is not healing for half of the time, the number comes out to be 16140 which is roughly twice the ranger’s passive.
HOWEVER, as soon as a burst situation comes into play, where you are cycling heals as fast as possible, the numbers change. HAO and HS both have the same activation time and untraited cooldown. Let’s assume for a moment that you can activate them 3 times in one minute (20s cooldown, disregarding 1.5 second casting)
Warrior: 18060 per minute assuming full adrenaline.
Ranger: 29280 per minuteYou’ll note that there’s a possibility that the sustained heal of the warrior actually goes DOWN when in a burst defense situation, while the ranger burst heal more than triples. Even with traits, estimating Healing signet to cast 4x in one minute, the warrior burst heal only moves up to 21680, which is a mere 2k improvement. Let’s take it ONE step further.
“Signet of the Wild is an additional utility slot so we need to even up the comparison.” Okay I’ll buy that. Let’s add a traited FGJ with healing shouts to that. You have now bumped up your healing to 25976 per minute which is still over 3000 less healing per minute than a ranger using Heal as One.What those numbers suggest to me is simply that Healing Signet does not provide sufficient burst heal response unless traited to allow other abilities to provide heals.
The problem is Ranger is pretty much IMMUNE to conditions, whilst the Warrior is not.
They also have heavy access to protection/regeneration/vigor.
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thats full heal in a little over 14seconds, too strong
Well it is a full heal in 33.3333333324 seconds.
However, its not really a healing ability. Its the Warriors own regeneration.
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Increase of increasing burst damage, it could add sustain.
Warrior is healed for 0.1% every second, per trait point spent.
This would add a unique play-style for the Warrior, the longer the fight goes the more in favor it goes to the Warrior, however it favors a more tanky play-style rather then the usual “Kill it before it kills you” play-style the Warrior has.
It would go well with what the warrior as advertised as “We want the Warrior to have a sturdy body” the problem is the stable body part, they not only have lack of condition removal, but a weak body due to lack of protection or boons.
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Unload should also shoot through people who stand infront of it.
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What Warriors want:
More sustain, some condition removal…What devs think warriors Want:
More support and more damage!0/0/0/30/0 Might as well be the main for all warriors, since they need the condition removal from it for pvp and pve.
Warriors already got plenty of condi removal: Mending removes 2, SIO removes 1, SoS removes all conditions, Charge removes all movement conditions, Mobile Strike removes immob.
I never have issues with conditions, if I know my enemy has conditions SoS will just remove them all.
Maybe your issue is that you go 30 tactics (terrible for both frac40 and pvp) instead of getting Mobile Strike from Discipline.At most I could ask for Mobile Strikes or dodging to remove Chill/Cripple but that’s about it.
Those are the only 2 conditions that a good Warrior should ever be worried about.
Cripple/Chill get me WAY more then Immob does most of the time.
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This video explains why the developers, don’t nerf classes because some people are way better at them then others, there is no way you can balance it around bads.
Just because the same 10 bad people are being destroyed by one person, does not make a class overpowered, it means that they need to get better, if you bring everyone up to the same level and nerf builds, it just destroys individualism.
We will all eventually be using the same builds, like we all are now. Why? because we will just use whats powerful.
If you brought back nerfs and continued to add more power to useless traits instead of nerfing what we have, then this game would be much funner overall.
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What Warriors want:
More sustain, some condition removal…
What devs think warriors Want:
More support and more damage!
0/0/0/30/0 Might as well be the main for all warriors, since they need the condition removal from it for pvp and pve.
https://twitter.com/TalathionEQ2
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Warriors need more sustain so they can stay in the fight longer, with a sacrifice to DPS for doing so. (AKA defensive tree…)
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I think the majority of animations actually are based on your race.
Rangers sword skills actually look quite different.
((Plays a Sylvari/Human.))
Ranger:
http://www.youtube.com/watch?v=55aavm4T4xg
Thief:
http://www.youtube.com/watch?v=WBQ5PeuwwH4
Thief uses the same animations Warrior and Guardian does for the most part.
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But when you do that they also do no damage. And if he wants to be melee he’s not going to enjoy that. Guardians can last long in a battle but a single glass cannon warrior can force a melee/tank guardian to pop cooldowns. Paired with teammates guardians are also the worst at getting out of battle when times do get rough.
If you want to be a guardian and run in circles blocking and healing yourself without feeling like you killed anyone on your own accord go ahead. If you want to be a glass cannon guardian with 12k health that’s fine too.
He can be a D/D ele though. Glass or not they have the mobility to stay in melee to mid range and still have an escape plan.
If you talking about a tanky warrior dealing no damage, than you are pretty wrong. 5% of your thougness is given to power. This will give a full thougness warrior still 2.1k power. Your precision will be low, but if you go for oil (precision based on thougness %vitality) you still get around 50 crit chance with fury. The only thing you are missing now is crit damage. But who cares, warrior autoattacks already hit like a truck compared to other classes. So his burst damage ain’t super OMfg awesome wadakitten high. But guess what you don’t need that… Overkill is easily done fighting in group. Survivability > damage any day baby.
People got too addicted to the 100b burst damage and forgot the longer you survive the more damage you deal. Warriors can deal tons of damage, that is why they still deal good damage going super tanky.
http://wiki.guildwars2.com/wiki/Strike
http://wiki.guildwars2.com/wiki/Greatsword_Swing
Actually, you are wrong. Guardian/Warrior skills actually hit for similar results. Guardians just have less +% damage buffs, however they get easy access to there 30% critical bonus tree, whereas Warriors do not.
http://www.guildhead.com/skill-calc#mcc9hx This is pretty much the basis for all Guardian builds, its probably one of the most powerful trees in the entire game because it provides both amazing offensive and defensive traits and stats.
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A lot of the thief animations do not look acrobatic enough in my opinion, especially since you claimed they are going to be the most mobile soon, if they are suppost to be that quick, why are there moves animated like a Warriors and not moreso like a rangers?
Add an option to add animations like rangers are, place it somewhere like “Feline Grace.” additionally adds different animations to weapons.
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Why are you using worthless SoM over withdraw?
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It doesn’t really matter where it goes. The Disc tree is about manipulation of adrenaline and about burst skills. Defense is about enduring damage. Either fits for gaining health on burst IMO, but it probably shouldn’t be a 30-point trait.
But Disc is broken in that the passive 3% is worthless, while a burst cooldown reduction in the tree that allows for extra adrenaline gain is a good thing. So getting rid of Quick Bursts leaves room for another trait.
Adrenal Health is perfect, aside from it’s lack of scaling with healing power. It’s low-ish in the tree, and works with the playstyle of holding adrenaline. I don’t think we want to remove a playstyle, we want to add some benefit to bursting often.
And now going waaaay back to the OP’s description, that’s just too much health gain (100 points/strike+healing power scaling), whether you get it as you gain adrenaline or expend it. That’s 3000 healing every 10 (8) seconds with good adrenaline management, making it better than a main heal skill.
Explain how that works, because in my world, people actually avoid your attacks and use things to block them as well, or move away and kite you, and some attacks are slower and faster then others.
Explain your build, your weapons. And what happens if your burst misses, or is blocked, or is dodged? thats 10 seconds you have to wait again to heal.
How is it better? Its completely skill based.
And the fact that its capped at 3000 healing every 10 seconds makes it all the better, and balanced.
Yes, in a perfect world where people stand in your attacks, you may gain that much HP, but this isn’t a perfect world, and unless you outwit your opponent and your opponent is stupid and takes everything you throw at him (in this case, you deserve the healing, you earned it.) You will not have that kind of healing, sorry.
I mean, in case of Greatsword (the most popular weapon!) as an example, you may be able to get that if multiple people stand perfectly still in hundred blades…
However, I believe gaining 30 strikes of adrenaline in less then 10 seconds would be kind of hard, I mean a dodge roll alone takes 2-3 seconds, and its not like everyone just stands still…
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It would be useful because it’s an upfront burst of damage.
I don’t see the point in making suggestions.
Unless Sundering strikes is improved, Mug will be kept (or should be) somewhat proportional to it at an upfront burst vs the increase over time that is Sundering Strikes.Change Mug to do less then half its current damage.
Mug
Damage: 202
10 Vulnerability: 10 s
Knockdown: 2 sYou’re a funny poster.
Sorry, it wasn’t powerful enough.
Mug
Steals two defensive boons from the target, giving it to the Thief.
Damage: 202
Knockdown: 2 s
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It would be useful because it’s an upfront burst of damage.
I don’t see the point in making suggestions.
Unless Sundering strikes is improved, Mug will be kept (or should be) somewhat proportional to it at an upfront burst vs the increase over time that is Sundering Strikes.
Change Mug to do less then half its current damage.
Mug
Damage: 202
10 Vulnerability: 10 s
Knockdown: 2 s
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On another note, Mug is also supposedly being nerfed. While I never use the burst build that incorporates it, what’s the point of having the trait at all if the damage is non-significant? Instead of doing damage at all, it should be something like a short knockback that steals one boon. That sounds more “Mug”-ish to me, and it can be incorporated in to multiple builds as it’s not for one cheesy burst that was the complaint the devs themselves had about the trait.
Ive been hit for 8k by mug out in wvw, this is just crazy on top of the other hits. 8k mug, 8k cloak and dagger, 8k+ backstab all in 1.5 seconds = anyone dead. Yes I know cloak and dagger recieved a nerf, but out in wvw I still get hit by the occasional 8k surprisingly. IMO mug should only be critting for 3k max, 8k is just silly.
You just ignored everything I said. Completely.
Im sorry I wasnt more clear, I was just pointing out that reducing it from 8k potential damage to 3k max would still keep it useful if they were to keep the trait as is.
It would make it a useless trait, since it does less damage then auto-attack does.
Mug does about 504 base damage.
Autoattack does 269-437
Your wanting mug to deal about 201 damage.
So basicly, less damage then autoattack?
Steal has a 45 second cooldown, so every 45 seconds I can deal less damage then sword Autoattack, HOW IS THAT A USEFUL TRAIT?!
http://wiki.guildwars2.com/wiki/Sigil_of_Air Would out damage “Mug.” and it has a 5 second cooldown, how does that even make sense?
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0/0/0/30/0 Warrior is the only viable one after changes it seems.
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Instead of causing burning, it could also heal allies or minions who are also in the beam as well.
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Critical Strikes
En Garde
- Increases your critical-hit chance with a sword and spear by 10%.
- Gain 5s of Protection and revealed on critical hit with a sword or spear. (The protection and revealed applied by this trait will not apply when protection is already on the character, this is to prevent boon stacking and the fact that if the pirate is not in melee, he should not gain any benefit from running away.)This trait allows for a “duelist” type thief who mostly focuses less on stealth and more on staying alive with sustain, the protection allows him to sustain melee combat with other classes, but he is also revealed as well so he cannot stealth as long as he has this protection.
Note: It would also be very nice is sword skills were more fluid like ranger attacks, and had more fluid looking animations, we don’t rely on brute force like warriors, we should be attacking with our movement and body, not just our arms.
Another Note: I would also like to add, that I love pirates, and I would like to see more pirate thieves then ninja thieves…
Sword Traits need a comeback for the Thief, I totally agree.
That said I think that 5s of Protection for simply landing a crit with a Cleaving weapon has the situational potential of becoming grossly overpowered, considering that a Pistol Whip Thief could potentially hit 3 people 8 times in a very small time period.
(As I’m sure you can already see, stacking up/past 10s(+) of Protection for the cost of 5 initiative throws class balance out the window.)
Why not this-
Duelist (Acrobatics, Master Tier)
Gain 3s of Retaliation when you evade an attack. (5s internal cooldown)
Additionally you gain a 25% chance to apply Confusion (2s duration) on a critical hit with Sword.Uptime on Retaliation is controlled by the internal cooldown, and the incredibly short duration of the Confusion means that stacking anything above 3x stacks will be kitten near impossible unless the Thief sacrifices a ton of damage/stats for Condition Duration. Hell, I’d rock S/P if that suggestion becomes a reality.
I honestly like the idea, but the idea above was to have perma-protection, but also its controlled by a global cool-down.
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