Well I posted my ideas here
I don't think it would be too popular over all with the THF populace in general though.
but here it is again in spoilers:
I've lurked these forums for quite a while, and have to say, I like what they are adding to thief but I also think current abilities need to be adjusted. I can see both sides of the Steal/Aura Steal/Mug/Despoil issue (Mug worst of all).Anyway, when neither side of an argument can come to an agreement, they compromise.
So, in the spirit of compromise I suggest a few changes for the better.
1. Steal/Despoil/Mug/Aura Steal/Feint
No thief has been happy with despoil or mug... they are pretty useless, the Devs think otherwise.
Players hate shared timers, Devs seem to love it. So why not go with the middle ground and give us charges.
I say lump them all into a sub menu and give us a Charge System.
Prowler's/Vagabond's/Vigilante's/Transient (dunno what to call it) Arts/Tech/Ways: 2-5 charges (charges increase as you level) on a 5 min per charge timer. (reducible through the current group 1 steal merits and makes these merits useful!) This would be a job ability much like SCH Stratagems with the abilities nested within. Abilities within are usable as long as a charge is present.
Abilities:
Steal Item: Steals an item like normal (combine the current Despoil item pool)
Steal Gil: Steals gil (the current mug, could reduce the amount stolen if needed, or just get rid of it, none of us would care.)
Mug: Stuns the target
Hide: Removes all hate from the Thief regardless of the mob and allows Sneak attack from any angle, also grants Sneak, Invisible, and deodorize. (This needs to be changed and making it share charges is even more reason to do it)
Replacements for Despoil:
Ransack: Steals 8% of the targets attack. Effect lasts 1 minute.
(mob receives effect of Attack down player receives the effect of Attack up)
Bewilder: Steals 8% of the targets Accuracy. Effect lasts 1 minute.
(mob receives effect of Accuracy down player receives the effect of Accuracy up)
Merit-able abilities:
Aura Steal: Dispels an enhancement from the mob and has a chance to apply it to the player
(chance to gain on player increased by merits)
Feint: reduces enemy's evasion by 50%, grants the player 8% evasion boost. Effect lasts 30 Sec.
(1st merit gets the EVA down then each merit after adds 2% evasion boost)
All of these abilities would be under the "Thief's Art" JA, This would allow players to choose what to use when appropriate and still limit the player to 5 min per steal and make the player plan ahead for the upcoming battle. Placing Feint in this category is a sacrifice I am personally willing to make... This also leaves room for stances later should SE ever decide to implement them.
While this is not as much as players want, its more than we currently have so I see it as a win win situation. Also placing other abilities like Hide with in this would allow it the ability to be upgraded to a more desired level by adding sneak, and/or the ability to loose hate on Sneak type mobs.
2. Perfect dodge:
Thieves were told long ago that they would receive an upgrade to their 2 hour. Currently the ability is purely defensive, I would like it to remain this way but to add more to keep in line with the enmity control aspect of the job. Add an enmity stealing effect when activated that steals the ALL enmity of any and ALL party members located behind the Thief.
This could become a risk/reward factor to the ability and add another positioning aspect to the job. Choose to save the dying PLD of the over-nuking BLM? It would also be nice if ranged attacks are also dodged, Nukes and AoE abilities would still damage the THF.
It would also be nice if you could Sneak Attack from any side while Perfect Dodge is active and allow Trick Attack to transfer 25 - 50% of the thief's hate to the player in front of him in addition to the hate generated by the attack. (A smart THF would pre-charge SA and/or TA before using the 2 hour.)
3. Sneak and Trick Attacks
I don't see this happening but wouldn't mind it either, but placing Sneak and Trick attack in another Charge System scenario.
Assassins Art's: Max charge of 2 with a 30 second per charge timer. SA and TA nested within and working like SCHs stratagems abilities.
The idea here is that every 30 sec, the player chooses Sneak attack or Trick attack or to wait until both are up. This would help us thieves in that if a mob is moving too much we can just use Trick Attack to help keep hate on the tank and forgo Sneak Attack. In the opposite way, the THF could use sneak attack more often if they wish to attain hate and/or co-tank. Both attacks could be used together same as they can be now with SATA if desired every Minute. The Sneak and Trick merits could be combined into 1 and lower the charge timer a few seconds.
Another thing that could make a difference is making both Sneak and Trick attacks have a Boost like effect when used over and over again before hitting a mob. This would help us out in fights where we are in the party mostly for hate control and not allowed to melee as much.