Introduction:
This is probably more fit to be on a wvw discussion, but I thought it may relate more to profession balance issues therefore I decided to post this thread here. My thread seeks to bring attention to the recent meta shift of for the thief profession (pistol dagger condition shadow art thieves. As this is kind of long I decided to add subtitles as well as a tl:dr section at the end of this post. As a final note, I’m trying to sound like someone whose not just qqing.
Point of thread:
I seek to provide an illustration of my recent experiences when attempted to solo roam and am looking forward to any comments that experience agreement or disagreement.
Getting to the point now:
The Mesmer and Thieves are two professions that one is most likely to see the most off (practically every engagement) when solo roaming. Once you decide to roam solo in world vs world, it is imperative that you know how to handle Mesmers and theives more so than any other class. I did so by playing and leveling both professions to 80, roaming with it and experimenting with builds. It is also imperative that you understand how to read the map in order to search for contested areas, and how to avoid being ambushed by a zerg.
Solo Roaming Encounter:
As of recently, when I attempt to solo roam I constantly encounter Pistol Dagger condition thieves running 6 in shadowarts 6 in trickery I believe 2 in the first trait line for Mug trait, and condition bunker based gear. I believe the second weapon set can work with short, sword dagger or dagger pistol. On average about 90percent of my 1 vs 1 engagements are against this spec. For instance this morning was probably about 30mins of solo roaming, I met a total of 9 opponents in 1 vs 1, all of which were thieves running this same setup before I finally became frustrated and decided to do pve instead (yeah thats how you know I rage quit).
Reflection:
From my understanding, this build allows a fair bit of regen, stealth, condition application, mobility=amazing survivability. Typical rotation I believe involves: basilisks venom, auto attack to apply bleeds, pistol number3 if your opponents gets close. My counter is currently maintain a range to avoid allowing the thief to use cloak and dagger as well as pistol 3. Of course chaining ccs such as my flesh golem charge allows and fear allows me a window to apply a burst.
My Woes:
Unfortunately this method fails because my burst does not apply enough damage to actually down the theif, simultaneously the theif is able to stealth and come back with close to full health. I understand that this can be result of having the traits in shadowarts or use the heal in shadows.
Possible solution?
A possible solution for me may be increasing my burst capabilities, switching to a condition build overwhelm these type of thieves with conditions or playing minion mancer necromancer in order to to apply even more pressure and aggression perhaps forcing the thief to at least retreat or waste initiative cloak and daggering off minions.
2 vs 1 or outnumber encounters:
When I run into a 2 vs 1 90percent of the time the 2 vs 1 involves two pistol dagger condition thieves that coordinate body shot (pistol 2) to stack the immobilize. As a power necromancer roamer this usually requires that I cleanse the conditions with my heal, and run shrouded removal to cleanse additional conditions such as immobilize. However, due to the fact that pistol main hand theives do not have have an internal cooldown on immobilize it allows them to continue to stack immobolize as well as more conditions such as torment and bleed, because I am now left on cooldowns after cleansing the original conditions. 2 vs 1 engagements I use to find enjoyable, however I am now left practically helpless.
My concerns for developers based on experience (TL:DR section as well)
Therefore I have two primary concerns:
1. I would like to see an internal cooldown on body shot, to allow for leeway to allow me to actually move and potentially survive long enough to get my cooldowns or lifeforce.
2. I would like to see a change to the shadow arts trait line specifically. so that thieves are not instantly saved by going into stealth, it is like playing wack a mole, and is quite discouraging when you are winning a fight only to see them stealth and come back with full health or even worse stealth for long periods of time using smoke fields n blasts or shadow refuge if i fail to fear them out of it.
Final note challenge:
I would like to see how your solo roaming experiences have been recently to confirm if I’m just having bad luck or am I right and are 90percent of your 1 vs 1 engagements involving fighting pistol dagger condition thieves and being frustrated at the profession and current meta build. Oh ill take any suggestions for how to fight against this build as a power necro as well thanks:)