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View Full Version : Abilities you would like to see for Thief at level 95 and 99?



hordecore
04-16-2011, 03:05 AM
1-Flash bomb 1 min Cooldown:stuns the enemy for few seconds making it vulnerable for Sneak Attack.

2-Smoke bomb 5 min Cooldown: resets the cooldown on flee.

3-Treasure compass: ability to locate treasure locations functions much VNM abyssite
/rest loc

4-Special Thief tools much like ninja universal tools for coating Thief's weapon with various kinds of poisons.

Juri_Licious
04-16-2011, 03:15 AM
Job Abilities

Deadly Attack - 5 min Cool down - Does 2x the amount of damage that sneak attack does and inflicts poison to the target.
Does not stack with Sneak attack.

Bloody Strikes - Lasts for 5 minutes - 10 minute cool down - Enables all strikes by THF to inflict drain.

Job Trait

Dagger Boost - Does more damage while daggers are equipped.

Higher level of Dual Wield

Crocker
04-16-2011, 03:39 AM
I think Thf should get Widescan.
Steal / Despoil 5 mins is too long and should not share the same timers.

Mystile
04-16-2011, 09:48 AM
Level 95

Detect - Detects items that can be stolen from the enemy.

Robbery - Deals damage and steals gil from the enemy. Damage dealt and chance of stealing gil increased with Sneak Attack. (Shares timer with Mug)

Level 99
Two Hour: Whirling Dervish - All thief abilities are reusable instantly upon use and attack speed increased. (30 second timer, shares timer with Perfect Dodge)

Karbuncle
04-16-2011, 10:05 AM
1-Flash bomb 1 min Cooldown:stuns the enemy for few seconds making it vulnerable for Sneak Attack.

2-Smoke bomb 5 min Cooldown: resets the cooldown on flee.

3-Treasure compass: ability to locate treasure locations functions much VNM abyssite
/rest loc

4-Special Thief tools much like ninja universal tools for coating Thief's weapon with various kinds of poisons.

Actually, I don't hate those. the Stun should last ~10 Seconds, giving you time to use SA, Or just simply make it "Next SA can be used from Any Direction"

Some I'd like to Toss in.

Dual Wield III or up.

A Job Trait that Increases our Critical hit Rate (Starting from level ~15. Every 20 levels. Total of 20% by 95)

a Job Trait That would increase our efficiency in Daggers some way. Rather it be a Damage Boost, or maybe the above Critical hit JT when using Daggers.

I can't wish for much else, I kinda like the job, We just need a Small Damage boost when it comes to outside Abyssea.

Atomic_Skull
04-16-2011, 05:38 PM
A+ rank dagger skill

Triple Attack II at 75 and Triple Attack III at 95

Attack Bonus I though III (if DNC gets Accuracy bonus we should get Attack Bonus)

Cut Sneak Attack and Trick Attack timers in half

Adjust Sneak Attack so that it does reduced damage when attacking from the sides.

Adjust Trick Attack so that when you are behind another player with Trick Attack and Sneak Attack active it counts as being "behind" the target.

Change DW tiers to same as DNC.

Vold
04-17-2011, 11:00 AM
I'd like to see a trait that occasionally assassinates a monster. Something like a chance for it to proc after a monster reaches 50% hit point remaining or whatever. I guess maybe as part of sneak attack.

Karbuncle
04-17-2011, 11:15 AM
Thief is a great job. I'll start by saying that. Also, Look for Bolded parts if you wanna get past the "Talking". A+ Dagger would be lovely, But wouldn't complain without it.

Triple Attack II/III would be nice, As such WAR should get Double Attack II/III.

Triple Attack I/II/III coming at 55, 75, 95 wouldn't be bad.

Attack Bonus IDK, Maybe a new Job Trait all together. I guess in terms with the "Mastery" Line.

"Dagger Mastery" - Increases Accuracy and Attack When using a Dagger. Starting level 15, giving us another Tier every 20 levels, total of 5. Stage 1 Would give 10acc/atk, +5 Each Trait, Total of +30acc/atk by 95.

--------------------------------

a Job Ability or Job Trait that allows the use of Sneak Attack from Any direction that works on any mob (I.E i know hide can do this, but its very limited). Could even impose a penalty. (I.E, If used from sides, only does 75%, if used from front, Only 50%).Some naming: (Job Trait)
Edit: This Trait would be High Level. Possible 95+.

"Trickery" - allows use of Sneak Attack from Any Direction. Imposes Penalty to Damage when not used From Behind.

----------------------------------------

How about an Ability that Powers up Sneak attack and Trick Attack over time similar to "Restraint"? Say, Each Successful hit would raise your SA/TA Damage by 0.5%. For a total of an additional 50%. (I.E, 100 hits would give you an additional 50% mod to SA, or TA). This would actually meld well with the new job trait i listed where you only do 50% damage from the front. with a full "Restraint", you would do normal Damage. however if you did it from behind it would gain a substantial boost. I call it "Patience", think of it as "Waiting for the right time to strike". Of course once you SA or TA it would reset to 0% and you'd have to build it up again (like Restraint)

Patience
Raising the potency of Sneak Attack or Trick Attack with each Successive hit you land.
Recast: 10min
Duration: 5 min

--------------------------------

How bout a Job trait that increases our Critical Hit rate?
"Critical Rate Bonus" I~IV. Starting Level 25, Increasing a tier every 20 levels til 85. Lv. 1 Would increase Critical hit rate 5%, Each level would increase an additional 5%, Total of 20% Boost at level 80.

Atomic_Skull
04-17-2011, 05:44 PM
I'd like to see a trait that occasionally assassinates a monster. Something like a chance for it to proc after a monster reaches 50% hit point remaining or whatever. I guess maybe as part of sneak attack.

Wouldn't work on NMs and would therefor be useless.




"Trickery" - allows use of Sneak Attack from Any Direction. Imposes Penalty to Damage when not used From Behind.

I don't like the idea of SA working when you are in the monster's site.

Karbuncle
04-18-2011, 12:59 AM
Wouldn't work on NMs and would therefor be useless.



I don't like the idea of SA working when you are in the monster's site.

Me too, But at the same time, I'm tired of never being able to use those Key abilities of Thief When i'm Solo/Duo/trio/etc where I'm generally the main tank. and i know i know, its a party-oriented ability... but still.

The idea would be, Thief's being so good at their job now (Maybe this ability would be 95+) That they've learned ways to fool Enemies, and still launch a Sneak Attack. however since it requires such effort, the Damage will suffer when used from anywhere but from behind.

It would simply allows us to utilize more of our Abilities solo. THF has been adapted as kinda a "Low man Tank" for so,e groups, Like my own in abyssea, I can survive most things (Anything i can't i go on MNK). I just wish i could use more of my Abilities Low-man. Thats all. Maybe you do everything in large groups where you're not the tank though. if so, i envy you.

I can see the gripe with most THFs, It takes away the RP element, Which is why i added the "Story" behind Trickery, So it still falls into some RP role with THF as to not anger those people who hold that aspect of the game close.

Plus I don't think it would be too Broken, Considering THF itself is rather weak (outside), and SA/TA are the only things that make it kinda Viable.

Plus with the introduction of many more mobs with "Flail" Type moves, being able to SA a mob without your leader or someone going "YER GUNNA FLAIL IT!1111" would be lovely.

Laphine
04-18-2011, 02:41 AM
yeah lol SA from anywhere also makes me think of rogues from dragon age 2. Backstab automatically teleports you behind the target~ That's real power!

Treasurehider
04-19-2011, 04:36 AM
Thief's are given the ability to "hide" which also can have the effect of losing one's hate with a mob they've all ready agro'ed or "shedding hate" on a mob that one's all ready attacking.

I'd love to see a "sneak" version of this ability added.

I use Hide for invis sometimes, but I know that Hide doesn't last long and therefore would expect only the same from "sneak". And of course to use this "sneak" as a form a sneak for short jaunts would be nice. :)

Anyways, trying to keep my wish list reasonable and not stupid like "I want octuple attack!"
I'm not a fan of some of the previously mentioned /wants; but the idea of not having to sleep a mob to SA him in the middle of solo'ing sounds very attractive!

Also, I kinda understand why, but I'd REALLY like to have access to ranged weapon weaponskills! /sigh :(

Atomic_Skull
04-19-2011, 08:27 AM
Also, I kinda understand why, but I'd REALLY like to have access to ranged weapon weaponskills! /sigh :(

Why? I have a RNG with full +2 Sylvan and a +2 fire path magian bow and even with VV Stout Arm and Drifter atmas Sidewinder doesn't out damage an unstacked Evisceration on my THF.

The only way RNG WS out damage THF is if they have Jishnu's Radiance or Wildfire and there's no way SE is giving THF access to those.

Treasurehider
04-21-2011, 12:48 AM
Why? I have a RNG with full +2 Sylvan and a +2 fire path magian bow and even with VV Stout Arm and Drifter atmas Sidewinder doesn't out damage an unstacked Evisceration on my THF.

The only way RNG WS out damage THF is if they have Jishnu's Radiance or Wildfire and there's no way SE is giving THF access to those.

Yeah, I hear ya. Why? Mainly selfish reasons :) Would be great for having more options with proc'ing without a Ranger and would be nice just to have some more variety in weaponskills. I imagined it as having access to something like half of the weaponskills. Anyways, feel free to ignore it, I think Abyssea things brings the most attention to it.

Glamdring
04-21-2011, 01:57 AM
Job Trait "Elusiveness" Every attack you evade raises your evasion +1-4 (random) for the duration of the fight, does not carry over to the next mob, but can get bonus from 2nd mob. i.e. if you are fighting and you get a link, you already have +8 eva on the original pull, but you evade an attack for +2 from an add; you will continue to have +8 versus the original mob, but after kill IF you /autotarget 2nd mob (so you never sheathe your weapon) you will already be +2 on the add- you can change target with low HP on the 1st mob to the 2nd then use an AoE WS to kill the 1st as well, just never put away your weap or u lose any bonus accumulated.

Job Trait "Displacement" Random proc (25%) chance of evading a magical attack or TP attack.

Ziero
04-23-2011, 07:35 PM
Always did love these "wish-list" threads. It's a challenge to try and come up with unique-yet-useful and balanced skills that also fit well into a job's "theme".

Personally, I've always been a fan of the idea that Thief should be a class with lots of short recast "griefing" JAs and attacks. While their DoT can be strong, their JAs should focus on indirectly boosting that DoT or having debilitating effect on the mob. Skills like Feint, with it's strong Eva down, or Aura Steal, with it's dispelling and buff stealing ability, illustrate what I feel Thf abilities should be like. Not simple self buffs and such like War or Mnk, but things that weaken the mob so the Thf can do more damage. Thf should also have it's abilities be based off positioning so the job is always moving and trying to find the best angle of attack, however the abilities shouldn't be totally useless if the right position is impossible/improbable to obtain.

That said, I'll start by fixin what's "broke"

Thief Main, Steal recast is lowered to 2 minutes, can only successfully steal from mob once. When subbed, Steal recast is 5 minutes.

Thief Main, Mug recast lowered to 2 minutes, steals gil (once per mob) and causes Addle. When subbed, Mug recast is 5 minutes only steals gil with no added Addle effect

Despoil is set to it's own 3 minute timer, the status effect is reduced to 60 seconds and it does damage based on Dex when used. (To despoil is to violently steal something, as such it should deal damage accordingly to suit the name)

Assassin not only increases the damage mod to TA, but it allows the Thf to transfer a percentage of it's current built up hate to a party/alliance member instead of just the hate gained from a single strike.

DW I is gained at 50, DW II at 80, DW III at 95. For some reason SE wants Thfs to have DW, but not have a lot of it naturally. That's fine, whatever....but DW I at 83? That's just ass.

Crit Att Bonus I at 60, CAB II at 77, CAB III at 90, CAB IV at 99

As for new stuff

Abilities:
lvl 80 Blackjack - Stuns target, effect is enhanced when used from behind. Instant use, 1 minute recast. Based on melee accuracy and does no damage. (For those who don't know, a "Blackjack" is a small, easily-concealed club with a leather-wrapped weight at the end of a leather-wrapped coil spring or handle, commonly used to render people unconscious. Very similar to saps and billy clubs)

lvl 90 Throat Slash - Causes strong DoT and Silence, DoT effect is increased when used from behind. Instant use, 3 minute recast. DoT stacks with other DoT effects and is non-elemental with the amount of damage done increasing per tick. 60-120 sec duration depending on mob/level difference.

lvl 93 Raider's Boon - Enhances Triple Attack rate for party members within area of effect. 1 Minute duration, 5 minute recast. Grants 5% Triple Attack.

lvl 97 Flash Powder - Blinds and debilitates enemy, only effective when face to face with target. Causes a strong Flash effect, Def down, mDef Down, Att down and mAtt down. Flash effect last 3 swings or 30 seconds, all other effects last 45 seconds. 3 minute recast.

Traits:

lvl 55 Treasure Master - Enhances lock picking. This trait would give Thfs a boost at unlocking *all* locks in the game, Chests, Coffers, Caskets, Abyssea Pyxis etc etc etc. If it's a box that can be opened, Thf should be the best at opening it. With chests, it increases lock picking chances. For caskets and Pyxis etc, it allows thf to get more chances to open it or better clues etc. It would even allow Thfs to open boxes with Keys but not have the key break after use. Really, it's an overall "useless" ability, but ever since the coffer change a few years back I felt something needs to be done to give Thfs an edge in this most niche of niche activities.

lvl 85 Misdirection - Increases the effectiveness of Hide. Increases the duration of hide's effect and allows it to be used effectively on far more monsters, including Sound aggro mobs.

lvl 95 Precision - Enhances Sneak Attack. Allows Sneak Attack to be used from the sides of monsters as well as from behind.

lvl 99 Dagger Master - Increases attack, accuracy and critical hit rate when using Daggers and Knives.

...the names could use some work, but overall they're generally abilities and traits that allow Thief a bit more versatility while being more then straight up damage boosts.

Karbuncle
04-23-2011, 07:38 PM
I like a lot of the at, Won't comment on all!

But, The Trick Attack applying some of your enmity seems like a nerf i Don't want. I low-man a lot, Sometimes i trick attack the mage just to use it lol... Giving them a chunk of my Enmity feels like it would just further limit the ability.

Then again theres conspirator..

Arcon
04-23-2011, 08:19 PM
More than like, it's awesome. One of the very few suggestions I've seen that are thoughtful, improve THF in the strengths it's supposed to have and is not broken in any way.

Khajit
04-24-2011, 03:58 PM
I'd like to be able to give my enmity away to another person. I was co-tanking earlier today when I got the idea because it was so annoying when the mob kept on turning back and forth because we were both at the enmity cap.

Laphine
04-25-2011, 07:04 AM
I like this concept. If we can shed our enmity we could stay behind enemies more. I don't like changing TA around it though hehe (same reason karbuncle gave). Increasing the usability of hide could do the trick too, and with less of a hassle.

Currently i see two paths to fix thief. Either increase the usability of sa/ta and other JAs while soloing/lowmaning, or specialize even more on our current path (needing ppl to be effecitve). I like both, but i kinda prefer the latter lol, because well, it has potential to do more damage, and i like damage. I don't think this is unreasonable, considering needing others is a very big limitation as it is, and i believe what we gain from sata today really doesn't translate very well with its restriction.

Gallen
04-25-2011, 12:37 PM
I'd like to see some form of "Perfect Hide", the current hide only works on mobs that track by sight, so useless on sound and scent mobs such as orcs, crawlers and most of the other mobs in the game. "Perfect Hide" would cover everything, meaning that no matter what mob you face, you have a chance of dumping all hate and maybe even giving a full sata off from behind the tank.

Atomic_Skull
04-25-2011, 08:14 PM
I'd like to see some form of "Perfect Hide", the current hide only works on mobs that track by sight, so useless on sound and scent mobs such as orcs, crawlers and most of the other mobs in the game

Hide works on mobs that agro by sound but don't track by scent e.g. undead (although it will fail on undead if you have yellow HP)

Atomic_Skull
04-25-2011, 08:21 PM
lvl 95 Precision - Enhances Sneak Attack. Allows Sneak Attack to be used from the sides of monsters as well as from behind.

No need for a job trait, SA should just be changed to work like that. It actually *did* work like that before 2004.




lvl 55 Treasure Master - Enhances lock picking. This trait would give Thfs a boost at unlocking *all* locks in the game, Chests, Coffers, Caskets, Abyssea Pyxis etc etc etc. If it's a box that can be opened, Thf should be the best at opening it. With chests, it increases lock picking chances. For caskets and Pyxis etc, it allows thf to get more chances to open it or better clues etc. It would even allow Thfs to open boxes with Keys but not have the key break after use. Really, it's an overall "useless" ability, but ever since the coffer change a few years back I felt something needs to be done to give Thfs an edge in this most niche of niche activities.


This should simply be called Lockpicking.

Ziero
04-26-2011, 05:57 PM
Hide works on mobs that agro by sound but don't track by scent e.g. undead (although it will fail on undead if you have yellow HP)

It can also work on Orcs and other Sight aggro, scent tracking mobs, if you use it in water and out of the mob's line of sight. I've trained many a Davois way back when and survived by jumping in the river and hitting hide.


No need for a job trait, SA should just be changed to work like that. It actually *did* work like that before 2004.

This should simply be called Lockpicking.

While I would prefer that myself, SE changed it way back when for some reason. At the very least, something has to be done to make SA easier to land in burn PTs when mobs are spinning all over the place.

As for the name, I really couldn't care less what it's called, but god dammit Thf should be the best at opening boxes regardless of where those boxes come from. Back when Coffers and Chests were the only boxes in the game, Thf had it's niche and used it frequently, then suddenly SE kicks us in the balls when it comes to boxes then makes them a damn near central part of the new content? That's just mean.

Arcon
04-26-2011, 07:21 PM
It can also work on Orcs and other Sight aggro, scent tracking mobs, if you use it in water and out of the mob's line of sight. I've trained many a Davois way back when and survived by jumping in the river and hitting hide.

While this is true, it's merely a consequence from the internal tracking mechanism. Walking through water erases the scent by which mobs track. So technically, Hide only works when the mobs can't track you by scent. Whether it's because those kinds of mobs never track by scent, or because the player's scent has been erased by water or Deodorize doesn't matter.

Gallen
05-01-2011, 01:48 AM
I was mainly speaking of after combat has been initiated, you can't hide from an orc after you've started fighting it... Perfect Hide would allow this.

Judge
05-02-2011, 05:41 AM
I would like to see some adjustments towards soloing AND party orientation.
A real thief would not be running around in a big battle going crazy swinging blades and intentionally drawing attention. They would be hiding and vanishing and nicking away at a target. So having moves that help keep a thf undetectable are more on par with the class imo. hide, SA, and TA getting enhancements would be nice.

But we also expect THF to be soloing or farming alone. So something to benefit that would be handy.

Hide could have a 30 second duration that initially resets hate as normal. but does not wear off unless attacked directly. During the duration there could be an increased critical hit rate and damage.. not 100%(we dont want a mini mighty strikes) but perhaps a 30% increase.

Sneak attackcould be modified so that all attacks that don't qualify as "behind the mob" have some sort of DoT dmg. ("Hey when did you poison me?!" type of thing) a long duration for the DoT would be desirable to assist when soloing tougher mobs.

Trick attack could be modified that any attack that misses or isn't "lined up" to do enfeebles similar to Despoil.

Despoil should do DEX based dmg as well and have its own separate timer.

Some new ideas

Bleed Deals Normal Crit dmg and deals DoT dmg equal to the initial attack every 3 seconds for a short duration. maybe 20-30 seconds? 5 minute recast

Tactical Pursuit Doubles Weapon Delay and TP gain, reduces evasion, 40% chance for Enstun, 10% chance for SA dmg crit. 60 second duration 8 minute recast.

Decoy Successful use plants a decoy target on the mob. next WS it befores detonates the decoy instead of hitting a player. would require accuracy similar to how steps can miss. 5 minute recast

Laphine
05-02-2011, 11:56 AM
ohhhh i really like that hide idea lol. More reasons to bring af body too~

When i read your ideas i also thought on some fun tweeks as well. What if while hidden our base damage was boosted by dex! And at the same rate Sneak Attack is, but without the added 100% crit. Sounds like fun to me! Crit rate could stay the same of our usual melee hits, or maybe completely negated so this doesn't get "that" strong lol. Could add other fun stuff like our attacks would generate no enmity while hidden too~

lol if we could stay hidden while meleeing it would be the end of people side stepping our Tricks Attacks too. Man i like this lol.

Another tweek i thought about was your SA planting poison. Instead of poison, make it plague! That will help us solo even more, and even fix some of our tp feeding aspect to boot.

Anneliese
05-03-2011, 01:33 PM
=] i like some of the ideas portrayed here~
Personally id like to see...
Flee II- 250% Movement Speed [Recast 5min?]
:D like Cactrot Rapido >.>

Arcon
05-03-2011, 04:42 PM
=] i like some of the ideas portrayed here~
Personally id like to see...
Flee II- 250% Movement Speed [Recast 5min?]
:D like Cactrot Rapido >.>

While it may sound stupid, I'm fataly in love with Flee. I merited it over SA/TA and would love to see it boosted even more in some way (or, well, Flee II). It was one of the main reasons I leveled thief, right up there with the Optical Hat + Rapparee Harness + Denali Kecks look.

Phen
05-04-2011, 01:52 PM
Going on with what others said with Hide, make it so it doesn't cancel the invis effect even if the mob is tracking you- and make sneak attack doesn't cancel it (like trick attack doesnt cancel it). I'd love a every 5 minutes frontal sneak attack at least.

noodles355
05-06-2011, 08:11 PM
I would like to see some more Steal/Pilfer abilities to be honest. Things like Pilfer/Steal HP/MP/TP. Or Other Steal abilities that do something to the mob (Like Soul Swipe, Steal Will, Steal Heart)
Could have like:
Pilfer HP: Steals 200ish HP
Pilfer MP: Steals 30ish MP
Pilfer TP: Steals 30ish TP
Pilfer Soul: Inflicts ____ Status ailment on the enemy (Not sure which)
Pilfer Heart: Inflicts ____ Status ailment on the enemy (Again, not sure what)

Of course, HP and MP would be there just to complete the set, but Pilfer TP or Steal TP (Think Steal JP or Steal Limelight from past games) could be good, maybe similar in function to Drks's Absorb TP. Some other sort of Pilfer/Steal ability giving a set status affect as it's primary action would be cool too, although I haven't thought about what status ailment. Whatever it would be, it'd be fixed and not stupid and random like Despoil.