When used from stealth, this turns into a rapid fire attack that shoots five times and applies five stacks of bleeding. Body shot: A single target attack that does more direct damage than the auto attack, but instead of a bleeding condition, applies three stacks of vulnerability.
Outside of a group there are better skills to use. Again, this is most useful in a group. Pistol mainhand combo skills Pistol Pistol and Pistol Dagger sets. Unload pistol pistol : A channelled attack and you can move during it that does lots of little hits over a few seconds. Two examples are the Deadly Arts trait that applies vulnerability on crit which makes Body Shot redundant , and the weapon sigils that apply bleeds or area damage on a critical hit.
Shadow strike Pistol Dagger : A melee attack that stabs your opponent, before teleporting back range and shooting them. Does a hefty whack of direct damage, and is best used in a hit and run sequence. Start off with dancing dagger, move into a cloak and dagger, blast them with a stealth attack, then retreat with shadow strike. Black Powder: An expensive area blinding cloud that blinds everyone around you their attacks miss while standing in the cloud.
Useful for personal tanking, as well as creating smoke combo fields. In a group that needs more help tanking than damage you can cast this at the feet of your ranged characters to create a constant barrage of blinding projectiles. This can also be combined with leap attacks for a long five second stealth, albeit a very expensive one Black Powder with Heartseeker costs 9 initiative.
Headshot: A short, one second long daze that prevents the target from using skills. Useful to control a target, as you can just spam headshots at them to prevent the use of dangerous skills. Works well in both PvE and PvP. Sword mainhand skills sword dagger and sword pistol. Slice: Basic sword attack that seems to do a bit more damage than dagger attacks.
When used from stealth, this will either blind the target if in front of them, or daze them if behind. Does less damage than pistol or dagger stealth attacks. You can activate it again to teleport back to your starting location and remove a condition. Kindof clunky, since you have no way to cancel the return teleport. Sword mainhand combo skills Sword dagger and sword pistol.
Flanking strike sword dagger : Attack that sends you into an evasion immune to all damage and strikes a target twice for quite a lot of damage.
Main drawback is your target can easily get away from you by moving, since this locks you in place a little. This drawback makes it horrible for any kind of mobile fight. Pistol whip sword pistol : Stuns your target for a quarter second and during that quarter second does a flurry of hits for a lot of damage. This is a very good skill for toe-to-toe dueling, especially with the haste utility.
Trick shot: A shot that does low-ish damage half that of dancing dagger but hits three targets and costs no initiative. The stealth skill for shortbow immobilizes the target. However, shortbow lacks easy ways to get into stealth, and needs to use utility skills instead to accomplish this. Trick shot should really always be used with Choking Gas number 4 shortbow skill.
Cluster bomb: A powerful shot that does high direct and condition damage, and is a blast combo finisher, but is a bit fiddly to use at range due to its slow travel time.
The best use for this skill seems to be at point blank range, by just hitting the number 2 key as fast as possible, to constantly launch and detonate cluster bombs over your head. Especially combined with the haste utility, this will obliterate most things around you. Disabling shot: Basic single target ranged attack that also applies the cripple condition, and leaps you backwards.
Effective for kiting. Choking gas: Creates a gas cloud at point of impact that poisons opponents. The poison lasts for four seconds and reapplies a five second poison per second, for a total poison duration of 20 seconds. One of the best uses of this skill is to fire it at yourself.
This creates a poison combo field around you, and then you switch to firing trick shot into groups to carry the poison. This gets around the annoying problem of having to get enemies to stand still in your poison cloud. Choking gas is best used with the 15 point Deadly Arts trait that applies weakness on poison.
This gives you a lot of mobility for when you need to cover ground quickly like in WvW. The thief gets three heals: Hide in Shadows: thirty second cooldown, one second cast, heals for a largish amount, removes bleeds, burning, and poison, and sends you into stealth for a few seconds.
Withdraw: 15 second cooldown, free dodge backwards, removes immobilizing conditions, and heals a small amount. Signet of Malice: every hit gives a small amount of health returned. On use 20 second cooldown , heals for a larger amount. Although it might not seem it, the thief heal is one of your strongest skills. Many traits buff the heal, so the heal you take will depend on the trait. If you buff stealth through the Shadow Arts traits, then take Hide in Shadows for the extra stealth.
If you buff signets through Critical Strikes traits, then take Signet of Malice. This is quite the amazing buff, if you want to forgoe flexibility for power, and combine all your utilities into one mega-utility. For example, one trait in Trickery gives you four initiative every time you use a heal, and a trait in Acrobatics gives you double endurance regeneration for 10 seconds every time you heal.
Deception utilities focus on stealth, blindness, and movement. They are primarily buffed by the Shadow Arts trait line, but can be useful for any build. While it can help greatly in a ranged fight, its best general use is as a free smoke combo field on a 30 second cooldown. This allows you, for example, to leap through the screen with Heartseeker for only 3 initiative and gain a 5 second stealth. A heartseeker followed by a backstab can easily catch an opponent on low health by surprise and kill them.
Blinding powder: This is an area stealth that stealths nearby allies and blinds nearby enemies. One of its best uses is likely with multiple thieves to help them all activate their stealth attacks. It lasts for four seconds, and every second it reapplies stealth and heals. This makes it a pure defense skill for Shadow Arts thieves. Shadowstep: This gives a long range teleport on a 50 second cooldown.
Signet of Malice is still so extremely strong. These 2 paired are so high passive heals and you just have to hit the enemy.
This makes 3, If you play deadeye you can also use rune of tormenting and get 5x the bonus of rune of tormenting, I guess that was per torment stack? That adds to the 3, Not to mention skill 3 of pistol x dagger does 4 stacks torment too. That ele can is true but you have to kill the enemy if you wanna win right? And not just while running away.
Most bosses also have mobility skills or range attacks to follow you easily so that wont help, the best defense of ele is the damage, like: kill them before they kill you. Running away and does the opposite. Ele has no constant heal thats why you have to always dps in fights. I dont want to talk thief op now but signet of malice is 10x better than the signet of ele. Just to make that clear. Sorry, but you're the first one that brought it up in this thread lmao. I was comparing signets with signets and not with random other healing skills of the class lmao.
I still talked about the same skill type because the OP said the signet is bad but I said this to make clear that there are worse signets.
You randomly used water attunement to argue which has nothing to do with signets. Either way, the signet doesn't really need buffs OP has a choice of healing skills if he wants the active one and neither does the ele's and you trying to sell more ele tears which at this point is just a weak meme here or pretend like "this one is 10x better than the other" isn't really needed. All other signets have a fully different effect or are just not comparable, like Guardian, condition remove had nothing to do with healing on hit.
Tbh all classes could make profit out of signet of malice, maybe mesmer not because they lose damage then. You can go for Shadow Arts you can play Cloaked in shadow with pistol and Smoke screen, wanna know how many that heals if you use stealth attack of pistol paired with signet of malice?
The signet alone is not bad already but thief has so many passive heals to pair with this signet Howeeever sorry again, i really didnt see that someone else wrote that with water attunement. But you might also get what i mean with that. I was still comparing signets with signets and not including water attunement that has nothing to do with signet of malice anymore.
As i said, condi thief with that signet is fine, really fine. Due to Shadow Arts and however, but i dont want to argue about that anymore. Its called "Signets of Power". This trait does Dont use this trait, The last version of this trait had some uses, what they changed it to the current version is straight up garbage. You need to be a member in order to leave a comment.
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Prev 1 2 Next Page 1 of 2. Recommended Posts. Posted June 27 edited. Edited June 27 by pureskullz. Passive heal: Given the trait line that gives you 15 initiative trickery you can also trait for hastened replenishment, another trait hardly ever used. Posted by: DeceiverX. Increases to health gained would make it situationally powerful, but still nothing great. I think the only way to make this heal compete is to just give it the best cleansing effects and a shorter or instant cast, seeing as the class lacks it elsewhere.
Posted by: Seabreeze. I also feel that SoM needs something. A larger base healing stat would be nice, seeing as how thieves are typically the most fragile class. Also, I think adding a condition cleanse to it would make it more appealing to activate the signet i.
Admittedly, I still run SoM, because I do lots of dungeons where trash mobs are quite prevalent, so it has its use for me at least. Posted by: KevinB. PVP-wise I would have no opinion on it. I never play as a Thief in PVP. SoM seems to give a me better healing per second than Hide in the Shadows or Witdraw. Should SoM be improved healing pet attack wise I would really feel overpowered during thise boss fights.
Posted by: Orpheal. Thats the way how I would like to see how this Skill should work to get more on par with the other Healing Skills of the Thief, as each Skill is special for something else.
I think also the Skill should be renamed, I find it simply unfitting for the effect of what it does, there is absolutely nothing malicious about this skill…. So here is my version:. Passive: Whenever you deal any kind of damage, either by a physical hit or by a conditional pulse youwill receive Heals of instead of , which scale with HP by 0,1 instead of 0,05 now.
This means you get a heal, when you hit a foe for example with an AA.
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