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  1. #1

    Patch notes 15/11/2012 Thief Edition

    Here are the patch changes for the thief class with the latest patch:

    Thief

    Piercing Shot: Fixed an error in this skillís damage tooltip.
    Dancing Dagger: This skillís damage has been reduced by 50%.
    Blinding Powder: This skillís recharge has been reduced from 60 seconds to 40 seconds.
    Smoke Screen: This skillís height has been increased to help it absorb projectiles.
    Shadowstep: This skill is temporarily disabled underwater to keep players from circumventing walls when using it.
    Tactical Strike: This skillís damage has been increased by 10% in all formats. This skillís daze duration has been reduced from 2 seconds to 1.5 seconds in PvP.
    Leeching Venoms: This trait now scales based on the thiefís power.
    Cluster Shot: This skillís damage is reduced by 15% in PvP.
    Cloak and Dagger: This skillís damage has been reduced by 33% in PvP only.
    Body Shot: This skill now allows players to activate other skills sooner after the ability ends.
    Sneak Attack: This skill will now only apply the Revealed buff on the first attack that hits an opponent.
    Stab: Damage for this skill has been normalized so that it doesnít deal less damage from behind the target.
    Bountiful Theft: This trait no longer applies aegis at odd times.
    Scorpion Wire: This skillís range has been increased to 1200.
    Shadow Trap: This skill no longer shadowsteps the thief when the trap is triggered. This skill now has two additional abilities: The first ability becomes available when Shadow Trap is cast and will destroy the current trap. The second ability, Shadow Pursuit, becomes available when an enemy triggers the trap. The thief may choose to activate this ability and shadowstep to the enemy that triggered the trap. If this ability is not activated after 10 seconds, the ability will fade and Shadow Trap will be available.
    Piercing Shot: This skill is now a small projectile combo finisher.
    Ink Shot: This skill is now a projectile combo finisher.


    Thoughts?
    IGN: Zero Djinn
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  2. #2
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    My Thief, lvl 39 - PvE stuff only so far - will miss the damage on Dancing Daggers, which was a really nice skill when having a S&D melee weapon selection.

    The rest of the update leaves me kind of puzzled:
    >> Buffs and beneficial fixes outweigh the nerf & reduces - which I did not expect from a profession that has an insane "one-shot-kill" potential
    >> Scorpion Wire - range to 1200? Really. The benefit from fighting on walls in WvW is small enough, but now even more people will be pulled off and slaughtered by the attacking Zerg.
    >> What's the idea behind all those under water combo finishers? Where are the under water combo fields on the professions? My Elementalist, who can set up numerous fields on land has no under water field at all. Are other classes under water field experts?
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  3. #3
    Guardian has 2 Fields I believe, Refraction is a Light combo field and Purging Flames, which is a Fire field, might be more in the consacration line, but those are the only 2 fields I know of underwater.

  4. #4
    I think the buff to everybodies underwater skills are because of one of the fractal dungeons taking place underwater. Not to mention for most professions underwater skills are not very well thought out (synergy wise) and feel underwhelming.
    IGN: Zero Djinn
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