03-30-2012, 12:46 AM (This post was last modified: 04-02-2012 06:19 AM by Tapz.)
Table of Contents
I. Profession overview
The Thief looks like the stereotypical rogue class from other MMO games. A Thief can use stealth and shadow stepping to quickly engage an opponent, unleash a flurry of offense, and escape back into the unseen. They appear to share a lot of similarity to the Assassin profession from the original Guild Wars.
The Thief is a melee DPS class, and is part of the adventurer category, wearing medium armor.
a. Unique ability
The Thief can 'steal' items from opponents, turning them into environmental weapons (think catapult from the original Guild Wars). The stolen items can be stored for later use. Items are not actually stolen from a player's inventory.
Thieves also use a unique resource call initiative, which is their resource used for weapon skill activation instead of a cooldown. Initiative caps at 10 points, and will replenish at the rate of one point per second.
b. Unique stat
Cunning is the unique stat for the Thief. It reduces the cooldown on the Steal unique ability.
III. Weapons and skills
Below is a list of weapons the Thief will use.
Below is a list of skills tied to each weapon. Note that a two-handed weapon grants five skills (1-5 on the skill bar), a one-handed weapon grants three skills (1-3 on the skill bar), and off-handed weapons grant two skills (4 and 5 on the skill bar)
The Thief has five trait lines to choose from; Deadly Arts, Critical Strikes, Shadow Arts, Acrobatics, and Trickery. Below is a list of each trait and the benefits they grant.
Deadly Arts Traits
Deadly Arts per point:
Adept Serpent's Touch Stealing applies poison.
Master Sundering Strikes Critical hits cause vulnerability.
Grandmaster Exposed Weakness Deal extra damage if your target has a condition.
Back Fighting Increased damage while downed.
Combined Training Dual skills deal more damage.
Dagger Training +5% damage while wielding a dagger.
Improved Venoms Stealing has a 33% to recharges[sic] all venom skills.
Lotus Poison Weaken targets whenever you poison them.
Mug Deal damage while stealing.
Poisonous Traps All traps apply poison.
Quick Venoms 20% reduced cooldown on venom utilities.
Residual Venom Applied venom lasts one extra strike.
Venomous Strength Gain might when applying venoms.
Critical Strikes Traits
Critical Strikes per point:
Adept Keen Observer Precision over 90% health.
Master Opportunist Critical hits have a chance to restore initiative.
Grandmaster First Strikes Initiative improves critical damage.
Combo Crit Chance Combo skills (3-slot) have increased chance to crit.
Critical Haste 10% chance to get haste on crit (this effect cannot trigger more than once every 15s).
Executioner Deal extra damage when target is below 25% health.
Fast Signets 20% reduced cooldown on signets
Flanking Critical Chance Better chance for a critical hit while flanking.
Furious Retaliation Gain fury when health reaches 50%.
Hidden Killer 50% crit chance while stealthed.
Pistol Mastery Improved damage with pistols.
Ricochet (Thief Trait) Pistol shots have a chance to bounce.
Signet Use Gain initiative when activating a signet.
Signets of Power Deal extra damage for each recharging signet.
Shadow Arts Traits
Shadow Arts per point:
Adept Last Blind Release Blinding Powder when health reaches 25% (90 second cooldown).
Master Meld With Shadows Your stealth skills last 1 second longer.
Grandmaster Hidden Assasin Gain might while in stealth.
Cloaked in Shadow Stealthing blinds nearby foes.
Cowardly You regenerate health while stealthed.
Fleet Shadow You move 10% faster while in stealth.
Hidden Thief Stealing stealths you.
Infusion of Shadow Gain 2 initiative when using a skill that stealths you.
Patience Regain initiative faster while in stealth.
Power Shots 5% increased damage with shortbow and harpoon gun.
Quick Traps Reduced trap arm time. (not in yet)
Shadow's Embrace Remove one condition every three seconds while in stealth.
Shadowy Strength When you shadow step you gain might.
Trap Master Your traps do 25% more damage.
Traps Training Traps are instant.
Venomous Aura When you use venom skill you apply the effects to all nearby allies as well.
Acrobatics per point:
Adept Expeditious Dodger Gain swiftness on evade.
Assassin's Retreat You gain Swiftness when you kill an enemy.
Combined Tactics Dual skills return Initiative when completed.
Descent of Shadows Release Blinding Powder when taking fall damage.
Fleet Shadow You move 10% faster while in stealth.
Hard to Catch Gain haste when you are disabled (Stun, Daze, Knockback, Knockdown, Launch, Float, Sink)
Martial agility Move faster when wielding a sword or a spear.
Master Trapper Trap skills have 20% shorter cooldown.
Nimble Landing You take reduced falling damage.
Power of Inertia Gain Might whenever you dodge.
Quick Pockets Gain 2 Initiative on weapon swap while in combat.
Quick Recovery Gain 2 Initiative every 10 seconds.
Vigorous Recovery You gain Vigor upon healing.
Trickery per point:
Adept Kleptomaniac Stealing gives you initiative.
Grandmaster Lead Attacks You deal 2% more damage per initiative.
Bountiful Theft When stealing get a 10 second might, swiftness or fury.
Flanking Stikes Flanking attacks deal 5% more damage.
Long Reach Your range on stealing is increased.
Nimble Fingers Your trick utilities have 20% faster cooldown.
Pickpocket's Revenge Deal 25% extra damage with stolen weapons.
Sleight of Hand Stealing also dazes your target.
Thrill of the Crime When you steal you and all allies gain might, fury and swiftness.
Uncatchable You leave behind Caltrops when you dodge.
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