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Why is Specter being put in a box and stripped of Autonomy?


AikijinX.6258

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10 minutes ago, AikijinX.6258 said:

Explain brotha 😊

The class is built on using its tricks to deceive and confound its opponent by making it hard to pin down on its offensive and defensive maneuvers.  D/P and SA however exacerbate this stratagem thanks to sustained stealth and non-cooldown hard-engage shadowsteps; the thief always gets to close in and leave on their terms while retaining a lot of defensive value in doing so thanks to denial of information from stealth paired with raw defenses from SA.  This forces a lot of inherent waste on your enemy's end to make predictive play, often in contention with their ability to retaliate.  It's why historically, the only competitive solo builds are high-stealth and high-mobility, or ones which can bypass common defenses like S/D can with boon denial and persistent evasion.

Since thief's power comes by removing agency from the other player thanks to these mechanisms, allowing a thief to have the stats to take down others with relative ease becomes an impossible task; it either has the potency to do so, and can then simply enter and leave engagements however it wants, making it basically impossible to deal with if played competently, or it needs all its defensive utility removed (which many people don't want to part with) in favor of the stats to actually execute others.

D/P is ubiquitous because it provides blanket capabilities for all of thief's best tools; low-animation blinds, mobility/choice engages, high burst damage, low-animation interruption, and critically, sustained stealth that aside from a clutch interrupt by its opponent to negate the very first HS cast, cannot really be negated that much, and if interrupted, can still be offset with other tools like IArrow, Shadowstep, etc., since most of the AoE CC abilities in the game are on melee-centric, lower-mobility builds, which may still struggle to deny  casts thanks to the PBAoE blind first inflicted on them by BP itself and subsequent blind pulses.

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6 hours ago, DeceiverX.8361 said:

The class is built on using its tricks to deceive and confound its opponent by making it hard to pin down on its offensive and defensive maneuvers.  D/P and SA however exacerbate this stratagem thanks to sustained stealth and non-cooldown hard-engage shadowsteps; the thief always gets to close in and leave on their terms while retaining a lot of defensive value in doing so thanks to denial of information from stealth paired with raw defenses from SA.  This forces a lot of inherent waste on your enemy's end to make predictive play, often in contention with their ability to retaliate.  It's why historically, the only competitive solo builds are high-stealth and high-mobility, or ones which can bypass common defenses like S/D can with boon denial and persistent evasion.

Since thief's power comes by removing agency from the other player thanks to these mechanisms, allowing a thief to have the stats to take down others with relative ease becomes an impossible task; it either has the potency to do so, and can then simply enter and leave engagements however it wants, making it basically impossible to deal with if played competently, or it needs all its defensive utility removed (which many people don't want to part with) in favor of the stats to actually execute others.

D/P is ubiquitous because it provides blanket capabilities for all of thief's best tools; low-animation blinds, mobility/choice engages, high burst damage, low-animation interruption, and critically, sustained stealth that aside from a clutch interrupt by its opponent to negate the very first HS cast, cannot really be negated that much, and if interrupted, can still be offset with other tools like IArrow, Shadowstep, etc., since most of the AoE CC abilities in the game are on melee-centric, lower-mobility builds, which may still struggle to deny  casts thanks to the PBAoE blind first inflicted on them by BP itself and subsequent blind pulses.

Very interesting take bro! And honestly you’re right. But I am still not understanding how this has to limit us to be shoe horned into these types of avenues. D/P is great and has a lot of utility behind it, but why does this automatically make thieves unable to do anything else? D/P inherently brings massive levels of support because of the ability to blackpowder and daze. But with this thinking, so does S/P and P/P. Specter brings the ability to blast smoke field and aoe stealth, etc, which is one of the biggest and best supports in the game. But why does all of this have to limit us to only being able to 2v2 and +1

 

5 hours ago, Obtena.7952 said:

Seems better than not being shoehorned into any.

You serious? You actually want to be controlled by someone?

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7 hours ago, DeceiverX.8361 said:

D/P is ubiquitous because it provides blanket capabilities for all of thief's best tools; low-animation blinds, mobility/choice engages, high burst damage, low-animation interruption, and critically, sustained stealth that aside from a clutch interrupt by its opponent to negate the very first HS cast, cannot really be negated that much, and if interrupted, can still be offset with other tools like IArrow, Shadowstep, etc., since most of the AoE CC abilities in the game are on melee-centric, lower-mobility builds, which may still struggle to deny  casts thanks to the PBAoE blind first inflicted on them by BP itself and subsequent blind pulses.

If anyone took a critical look at the elite specs and d/p, d/p as a set and its meta build has little to no synergy with any of them.

  • Daredevil provides some improvements to core builds, but it excels in evasion, mobility and interrupts. It has more synergy with d/d conditions, to an extent s/d, and x/p as long as you build for heavy interruption, specifically because each of these sets are capable of focusing on the daredevil's strengths mentioned.  d/p meta benefits from daredevil mostly through increased damage and an extra dodge. Unless you build for interruption, that is really the extent Daredevil boosts d/p.
  • Deadeye is better at range, even without rifle. It also provides more opportunities to stealth yourself, a godly amount of self-buffing and more hard CC for targets. d/p actually takes a hit from this because Deadeye's Mark does not Shadowstep and requires a target to work, thereby removing a staple opener. Most of it's damage also comes from malice build up which requires the thief to hit/crit with skills that have an initiative cost, forcing a build to have means of initiative gain. Otherwise you can't take advantage of the spec's strength's very much.
  • Specter is heavy with shadowstepping, barrier, HP through shroud and healing through traits and scepter. All of what it has to offer is designed with support in mind. It even has good synergy with core traits that do not see much use (like quick pockets and shroud). One of it's stronger qualities is Siphon and its VERY low CD, allowing thieves to take advantage of steal traits every 10 seconds (like hidden thief). While it has natural torment application, the torment applied is miniscule and requires allies for you (as a source) to see much impact in combat. The damage on scepter outside of the stealth attack is also below average (at least from what I have seen), but its support capabilities with allied-targeting are decent. Shroud is also good for tanking and all of it's skills scale well with power (modifier of 1 minimum) albeit more telegraphed than normal. It even has an advantage over Necro shroud since skills do not drain force. d/p does not benefit very much from Specter unless you take wells and Traversing Dusk. d/p 3 will proc TD's healing and force gen in a group while the wells will give you good access to Dark Aura, considering they are all dark fields (torment when struck and -20% incoming condi damage). Other than that, the kit is wasted. x/d is a much better set for this elite imo.

While d/p itself is a ubiquitous set, it is a master of none and mostly incapable of giving thief much of a purpose besides decap and dueling which, if built for it, most other professions can do. It seems like the elite specs' designs intentionally leave out d/p when you think about it. Moreso specter since it allows for power builds to create dedicated and potent aoe healers with three traits alone. Considering all this, the way thief is built and the the way the community uses it shoehorning is pretty much the only way to break its mould.

Edited by Zacchary.6183
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14 hours ago, AikijinX.6258 said:

You serious? You actually want to be controlled by someone?

I don't think you understand how MMO Development works here; the idea that players 'control' class development is extremely naïve. We don't have control in class concept and very little to none for the design, especially if suggestions aren't inline with the class concept Anet wants.

It's OK ... you're going to tell me I'm wrong or whatever and continue to believe whatever you want ... and you will eventually see how it works, whether you like it or not. It's The Matrix here.

Edited by Obtena.7952
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On 12/18/2021 at 8:43 PM, AikijinX.6258 said:

Very interesting take bro! And honestly you’re right. But I am still not understanding how this has to limit us to be shoe horned into these types of avenues. D/P is great and has a lot of utility behind it, but why does this automatically make thieves unable to do anything else? D/P inherently brings massive levels of support because of the ability to blackpowder and daze. But with this thinking, so does S/P and P/P. Specter brings the ability to blast smoke field and aoe stealth, etc, which is one of the biggest and best supports in the game. But why does all of this have to limit us to only being able to 2v2 and +1

It's twofold; the first is thief's mobility in sPvP drives it to need less raw combat power because otherwise it'd just be 10x thief to maintain node control.  ANet has historically designed for sPvP, so rather than nerfing the mobility (historically), they've generally taken down numbers and effects.

And by extension, the answer revolves around why 1v1 and short-term 1vX is allowed to exist on other classes and analyzing their tools.  Generally, it's a mix or high-uptime stat-check defenses or lots of hard-sustain with solid raw damage and longer, but more significant cooldowns.  But most critically, is that their efficacy is mostly in predictable methods and with fair levels of commitment to their engages; disengaging comes at a pretty big cost to cooldowns and general mid-combat chase potential, so they need to make much bigger decisions on how to use their mobility to try and add or remove pressure.   Because there's so much power behind individual skills and their overall presence, a failed decision here of WHAT to do generally spells death -whereas on D/P thief which has such an extreme of unconditional offensive and defensive utility - the decision of WHEN to engage or disengage - repeatedly - defines their success or failure.

Providing the thief the capability to have meaningful power to win an outright fight can't be done in a balanced way when there persists a set of weapons which functionally give it its necessary tools to play how the class is intended to be played in the first place.  Short of massively overhauling the weapon skills and how dual skills work, there's no way to balance out traits/the innate properties of the class to function better with other weapons while retaining the +1/decap style D/P thief so strongly supports, since by design the kit is intended to let skilled players be effectively impossible to shut down without direct hard-counter answers like forced Reveal mechanics.  The problem here is those same mechanics have an even bigger impact on some of the other weapons and styles of play.

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On 12/18/2021 at 9:21 PM, Zacchary.6183 said:

If anyone took a critical look at the elite specs and d/p, d/p as a set and its meta build has little to no synergy with any of them.

  • Daredevil provides some improvements to core builds, but it excels in evasion, mobility and interrupts. It has more synergy with d/d conditions, to an extent s/d, and x/p as long as you build for heavy interruption, specifically because each of these sets are capable of focusing on the daredevil's strengths mentioned.  d/p meta benefits from daredevil mostly through increased damage and an extra dodge. Unless you build for interruption, that is really the extent Daredevil boosts d/p.
  • Deadeye is better at range, even without rifle. It also provides more opportunities to stealth yourself, a godly amount of self-buffing and more hard CC for targets. d/p actually takes a hit from this because Deadeye's Mark does not Shadowstep and requires a target to work, thereby removing a staple opener. Most of it's damage also comes from malice build up which requires the thief to hit/crit with skills that have an initiative cost, forcing a build to have means of initiative gain. Otherwise you can't take advantage of the spec's strength's very much.
  • Specter is heavy with shadowstepping, barrier, HP through shroud and healing through traits and scepter. All of what it has to offer is designed with support in mind. It even has good synergy with core traits that do not see much use (like quick pockets and shroud). One of it's stronger qualities is Siphon and its VERY low CD, allowing thieves to take advantage of steal traits every 10 seconds (like hidden thief). While it has natural torment application, the torment applied is miniscule and requires allies for you (as a source) to see much impact in combat. The damage on scepter outside of the stealth attack is also below average (at least from what I have seen), but its support capabilities with allied-targeting are decent. Shroud is also good for tanking and all of it's skills scale well with power (modifier of 1 minimum) albeit more telegraphed than normal. It even has an advantage over Necro shroud since skills do not drain force. d/p does not benefit very much from Specter unless you take wells and Traversing Dusk. d/p 3 will proc TD's healing and force gen in a group while the wells will give you good access to Dark Aura, considering they are all dark fields (torment when struck and -20% incoming condi damage). Other than that, the kit is wasted. x/d is a much better set for this elite imo.

While d/p itself is a ubiquitous set, it is a master of none and mostly incapable of giving thief much of a purpose besides decap and dueling which, if built for it, most other professions can do. It seems like the elite specs' designs intentionally leave out d/p when you think about it. Moreso specter since it allows for power builds to create dedicated and potent aoe healers with three traits alone. Considering all this, the way thief is built and the the way the community uses it shoehorning is pretty much the only way to break its mould.

 

You assume synergy by augmentation is needed in the first place in respects to the individual weapon skills - that's just false.  Deadeye was hurt most by the shortbow initiative cost nerfs not because it was augmented by shortbow but because its mobility problems were covered by it.  D/P has a track record of being able to change its approach to combat based on the power and styles brought on by its elites BECAUSE it's got the best of everything.

What makes D/P so ubiquitous and so potent across every build is that it inherently *is* the basis of the design of the thief on all levels, and any additional power provided to the class on the whole inherently makes it better by either covering its weaknesses or giving it further advantages than other weapon sets available, and most of any consequence brought on by additions elsewhere are negated by its supremacy as well.

  • To say D/P has no synergy with DrD is asinine.  The reason why power Daredevil stayed relevant is solely D/P; Dash gives it priority on engage and disengage spacing when weaving melee, and was solely by DrD was rated by the best players as the best spec in the game for YEARS.  P/D has similar spacing control and combo potential, and D/D condi is the result not of any combination of weapon skills or traits on the thief itself but a larger state of the game.
  • Deadeye has the most synergy with D/P of all the melee kits because DE has no mobility like you said.  Every melee build on thief needs shadowstep engage, and DE offers none.  S/X *requires* short animations to function due to dependence on weapon skill evasion (which DE does not provide in any form across all its mechanics), and DE only offsets these weaknesses with SMeld, which, while decent, does not justify taking an entire trait line to do what Acro and DrD do strictly better.  And further, when raw damage was provided as the core of DE prior to its rework, it was not rifle that broke DE, but instead D/P's sustained stealth and MBS raw damage which was not available to D/D or S/x kits dependent on Malice stacking and getting nothing from it.  We all know D/D DE is awful except in stationary PvE encounters, which is irrelevant, because the OP is talking about PvP roles.
  • Your discussion about Specter/Scepter, again, is irrelevant, because you even said it yourself - it only works around limited quantities of allies based on its available target selection; inherently, this generally means +1 and small-scale encounters/ganks.  The barrier and defenses are just not sufficient for anything more where someone can just call target and they're instantly dead.  Nothing about Specter will scale well beyond this due to how poor the self-sustain is designed for Specter in larger engagements (hint:  It's trash and will never be useful for anything over 5v5), and its shadowstep potential is poor in the context of smallscale when it's forced to burn all its wells/support utilities to get just over what Shadow Step and Shot get for burst mobility while running no stunbreaks afterwards, and no subsequent disengage; beyond ganking, which D/P already excels at and will (in your own words) far-exceed Sc/X, Scepter does absolutely nothing for the thief except function as a slightly-improved P/P set to combo with.  Similarly, no engage on Siphon shuts down usability with the other melee kits, since it forces them all to burn initiativeor utility skills in order to engage, which is doubly punishing since the max pool is reduced on the elite, too.

Your closing argument that thief's lack of diversity is because of how the community uses the class is worryingly wrong.  Every time an alternative exists, it's nerfed into oblivion, and the slow degradation of thief's options over the years has pigeonholed it into one or two builds in order for it to have remote efficacy at higher-level play.  The best in the game will all agree to that, because abstract things like controlling spacing and being able to deny burst are the most critical parts of the class' success in the PvP modes, and for all other options, the class by comparison is just downright mediocre and highly-dependent on what else ANet buffs or nerfs.

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5 hours ago, DeceiverX.8361 said:

 

You assume synergy by augmentation is needed in the first place in respects to the individual weapon skills - that's just false.  Deadeye was hurt most by the shortbow initiative cost nerfs not because it was augmented by shortbow but because its mobility problems were covered by it.  D/P has a track record of being able to change its approach to combat based on the power and styles brought on by its elites BECAUSE it's got the best of everything.

What makes D/P so ubiquitous and so potent across every build is that it inherently *is* the basis of the design of the thief on all levels, and any additional power provided to the class on the whole inherently makes it better by either covering its weaknesses or giving it further advantages than other weapon sets available, and most of any consequence brought on by additions elsewhere are negated by its supremacy as well.

  • To say D/P has no synergy with DrD is asinine.  The reason why power Daredevil stayed relevant is solely D/P; Dash gives it priority on engage and disengage spacing when weaving melee, and was solely by DrD was rated by the best players as the best spec in the game for YEARS.  P/D has similar spacing control and combo potential, and D/D condi is the result not of any combination of weapon skills or traits on the thief itself but a larger state of the game.
  • Deadeye has the most synergy with D/P of all the melee kits because DE has no mobility like you said.  Every melee build on thief needs shadowstep engage, and DE offers none.  S/X *requires* short animations to function due to dependence on weapon skill evasion (which DE does not provide in any form across all its mechanics), and DE only offsets these weaknesses with SMeld, which, while decent, does not justify taking an entire trait line to do what Acro and DrD do strictly better.  And further, when raw damage was provided as the core of DE prior to its rework, it was not rifle that broke DE, but instead D/P's sustained stealth and MBS raw damage which was not available to D/D or S/x kits dependent on Malice stacking and getting nothing from it.  We all know D/D DE is awful except in stationary PvE encounters, which is irrelevant, because the OP is talking about PvP roles.
  • Your discussion about Specter/Scepter, again, is irrelevant, because you even said it yourself - it only works around limited quantities of allies based on its available target selection; inherently, this generally means +1 and small-scale encounters/ganks.  The barrier and defenses are just not sufficient for anything more where someone can just call target and they're instantly dead.  Nothing about Specter will scale well beyond this due to how poor the self-sustain is designed for Specter in larger engagements (hint:  It's trash and will never be useful for anything over 5v5), and its shadowstep potential is poor in the context of smallscale when it's forced to burn all its wells/support utilities to get just over what Shadow Step and Shot get for burst mobility while running no stunbreaks afterwards, and no subsequent disengage; beyond ganking, which D/P already excels at and will (in your own words) far-exceed Sc/X, Scepter does absolutely nothing for the thief except function as a slightly-improved P/P set to combo with.  Similarly, no engage on Siphon shuts down usability with the other melee kits, since it forces them all to burn initiativeor utility skills in order to engage, which is doubly punishing since the max pool is reduced on the elite, too.

Your closing argument that thief's lack of diversity is because of how the community uses the class is worryingly wrong.  Every time an alternative exists, it's nerfed into oblivion, and the slow degradation of thief's options over the years has pigeonholed it into one or two builds in order for it to have remote efficacy at higher-level play.  The best in the game will all agree to that, because abstract things like controlling spacing and being able to deny burst are the most critical parts of the class' success in the PvP modes, and for all other options, the class by comparison is just downright mediocre and highly-dependent on what else ANet buffs or nerfs.

A majority of thief's playstyle is done through its weaponset. So yes, to a large extent, synergy via augmentation is needed if the thief is to get anything out of the spec itself. Anything might make d/p better like it would any other set, but does d/p make the spec better? Absolutely not.

However, you seem to misunderstand me when I say synergy. DrD synergizes well with d/d conditions because it lets it chain deathblossom with Impaling Lotus, allowing the drd to use their endurance as another resource for attacking. That is the definition of synergy. d/p does not treat endurance as a second resource in daredevil, only an extra dodge and, like you said, for engaging capabilities with dash. DE gets compensated for it's weaknesses with d/p's kit like you stated but neither enhance one another, merely patch up. 

As for specter, you forget that there is more to specter than scepter and barrier. I even stated it at the bottom of that bullet point. Secondly, it does not matter what you are when your a called target because you're going to die under concentrated fire anyway. That is a moot point. Thirdly, its sustain comes from Shadow Shroud and TD. You can take Invigorating Precision to supplement them but ultimately you really just need a good source of force gen. TD is why I suggested x/d at the end. In fact, you don't even need these to do well in even 5v5 (Azza playing specter, destroying everything with tethered vind 4:5 games). OP himself has already posted a few videos of the Specter's staying power by using shroud as another HP bar, exactly like a necro player would. And if you honestly think this (-33% of those #s for pvp) on top of shroud HP is poor self sustain on a power build with minimal commitment to group support, I promise you the problem isn't with the spec. Players can't expect the same thing to carry them everywhere all the time and specter enforces that in its own way.

Hence my closing argument. Like you said, "Every time an alternative exists, it's nerfed into oblivion,". Why is this? Considering anet makes a lot of their decisions based off of the metrics they get and forum gripes, builds only ever get nerfed when they become popular because anet does not have enough data to justify nerfing them beforehand. Those Thieves then fall back onto d/p, which has only seen minor and indirect nerfs for the past few years (probably because anet can't nerf it anymore without destroying it). Anet then does not touch the former build because there's no data to justify working on it, because nobody is playing them to provide the data. Why? Fear of more nerfs, cult mindset preventing thieves from trying to make something else work in spite of nerfs, and/or is the average thief player so bad at the profession they can't innovate or theorycraft? We'll never know, because nobody budges.

Edited by Zacchary.6183
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On 12/19/2021 at 1:43 AM, AikijinX.6258 said:

Very interesting take bro! And honestly you’re right. But I am still not understanding how this has to limit us to be shoe horned into these types of avenues. D/P is great and has a lot of utility behind it, but why does this automatically make thieves unable to do anything else? D/P inherently brings massive levels of support because of the ability to blackpowder and daze. But with this thinking, so does S/P and P/P. Specter brings the ability to blast smoke field and aoe stealth, etc, which is one of the biggest and best supports in the game. But why does all of this have to limit us to only being able to 2v2 and +1

The easy simple answer is

It's overpowered AF. 

Alot of top thiefs were absolutely dominating and even after the nerfs were still dominating PvP.

You can't just have something growing continously stronger so you have to knife it somewhere now as CmCs new approach is nerf elites and not core for the sake of elites, it means instead of axing the problems that SA cause and more they axed the elite down a few notches. 

But as far as I know top thiefs are still stating the proffession is brokenly strong so i would expect more unless they do the right thing and just rework shadow arts and axe it's ludicrously high sustain. 

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On 1/29/2022 at 5:34 PM, Daddy.8125 said:

The easy simple answer is

It's overpowered AF. 

Alot of top thiefs were absolutely dominating and even after the nerfs were still dominating PvP.

You can't just have something growing continously stronger so you have to knife it somewhere now as CmCs new approach is nerf elites and not core for the sake of elites, it means instead of axing the problems that SA cause and more they axed the elite down a few notches. 

But as far as I know top thiefs are still stating the proffession is brokenly strong so i would expect more unless they do the right thing and just rework shadow arts and axe it's ludicrously high sustain. 

 

Funny thing is power Specter with a Scepter/dagger combo was even stronger than current D/P SA thief. You could cast back to back to back Eviscerates from range with S/D 3 while still retaining high stealth uptime, mobility, blinds and another HP bar on shroud to top it off... WHILE also having very decent support capabilities, so: top tier roamer, top tier side noder AND top tier support. It was plain absurdity. You should expect some very heavy nerfs to Specter (understandably so) come the expansion, regardless of how strong current thief is (hint: very).

 

Let's be realistic here.

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7 hours ago, Khenzy.9348 said:

Funny thing is power Specter with a Scepter/dagger combo was even stronger than current D/P SA thief. You could cast back to back to back Eviscerates from range with S/D 3 while still retaining high stealth uptime, mobility, blinds and another HP bar on shroud to top it off... WHILE also having very decent support capabilities, so: top tier roamer, top tier side noder AND top tier support. It was plain absurdity. You should expect some very heavy nerfs to Specter (understandably so) come the expansion, regardless of how strong current thief is (hint: very).

I just want The current Thief meta to shift in all honesty.

D/P + Shortbow thief as been the ultimate build for how long? I remember using this build back when i tried this game the first time before quitting.. and it seems to just not changed.. i think Anet need to look into this because i think things Need to be Shifted.

Outdated Weapon kits Changed up dramatically, Unused trait lines changed up dramatically, and maybe even some nerfs in cases where some of these weapon kits are Insanely strong and Prevelent. SA thief imho, creates a Incredibly boring meta realistically. it forces Sidenoders to build a Specific Way to handle the thief which creates this more bunkerish Meta and ontop of that basically makes AFKing a Side node normal play.

I dont want Spectre to be overpowered, i'm fine with the nerfs tbh, and it sounds like it was still Overpowered after its change up, alot of people are screeching it needs to be overpowered to be 1 target, i dont exactly agree, Every boon in the games stacked to oblivion, everyone has a HP Cap, u cant heal past it. so Saying "lets go mad with applications" it wont matter, too many 10 man and 5 man boon Pulsing exists already for it to make a dramatic difference.

the only way they'll get this working is very simple: It doesnt take a DPS hit for the healing ability in PvE because its a 1 man target healer. so u carry it as a DPS / Emergency healing hybrid where effectively your Spectre would Heal the targets taking the most Damage while outputting Damage alike a DPS and you leave the bulk healing and AoE Healing to a primary healer alike a tempest.

i think people want Thief to be a Primary healer, i dont rly agree with it... a Pure Team Support thief in PvP with all its Stealth and Mobility would Actually be Absolute AIDS on the meta. which means forcing thief into a Priamry healer role, annihilates this Elite in every enviorment outside of Raids realistically.... and after thief metas been stale for how many years? i dont think this was be positive longevity wise.

Edited by Daddy.8125
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