Thieves & Rifles: Snipers.
Shadowsteps, evades, stealth…. there are a plethora of ways. Also, don’t fight the front line? Thief isn’t a front line fighter. Try flanking and outmaneuvering.
If you want to stand and mow down their front line, try a different class. The thief is about battlefield positioning and maneuvers. Case in point, when I steal I both stealth and gain swiftness. If I’m still caught out of position, I can shadowstep away, juke back with the same skill, and stealth.
Can you provide a good example when there is no option to maneuver? Not being offensive, nor antagonistic. I apologize if I come off this way, but whenever I played WvW I always had the option to adjust my positioning.
Also, I’m not claiming to be the end-all expert here. It’s just that the thief really shines in maneuverability and positioning, which is why I stated that you have to play to the profession’s strength.
Okay, picture this.
Stone mist castle, we are sieging. They are at the door and everybody is usimg 1200 range weapons, there is no flanks no nothing, you are forced to either not dps or just run in and back while other just stay back and shoot you.
I do enjoy SB WvW and i trully enjoy D/D ganks and suck but im really missing a option that actually gives me the range other professions have, all of them.
I get your point. Thinking back, I don’t really partake on sieges because I don’t feel that the thief is a profession that is meant to. I have an image of the assassins in Stronghold: Crusader whose purpose was to not siege but scale walls and open gates. Kinda wish that as a thief we had a similar option to take advantage of, but that’s digressing.
I strongly feel that the thief should not be able to match the other profession’s ranges. However, I currently don’t have a counterpoint to the situation you presented. Also, I’m tired. The thing is, a thief with that kind of range would be the ultimate kiting machine. It’s too easy for it to be OP. If it does get implemented, it has to be done so with the utmost care. Again, I really don’t think that the thief requires this kind of range.
One more time, today, a lot of situations in WvW where i was just sitting on a wall spaming Cluster bomb, because all my other attacks were out of range, while everybody down the wall was able to hit me.
It is kind of frustrating in that kind of situations…
The whole idea is that thieves are near useless in WvW, and there are hundreds if not thousands of thieves. They may be able to appear and disappear but in events like WvW, do you think the tug of war line stays the same the whole time? No. Its very dangerous for thieves to push forward as they have no tank abilities other than stealth which has a cd inbetween stealthing which only lasts about 4-5 seconds at best(and you can still be crippled, if not channled onto revealing you the entire time). I don’t agree to a 1200 range since thats more of a far caster but atleast 1000 base from a trait line so its a sacrafice for WvW thief builds that want to be more beneficial to their server.
break. I feel like they should be back by now..”
I really hope Anet takes a look at this, THief really feels awkward when defending keeps, and we are forced to sit in the wall spamming 2 every 4 secs, because anything else will be out of range.
Revival of a dead thread incoming! Just to see what the current community response is, and because I have an updated skill list.
Update:
- Damage is now ranked as 1-100, instead of Low-Medium-High, to give a clear indication of relative power levels.
Slot 1 – Piercing Shot: Fire a shot that pierces the target’s armor. (0 Initiative, 40 Damage, 1200 Range, Ignores 500 Armor.)
- Stealth Slot – Sniper Fire: Line up a shot at the target over 3 seconds, dealing more damage the longer it’s aimed. (Executes if stealth drops during charge.) (2 Initiative/Second, 100 Damage, 1500 Range, +28% Damage/Second.)
Slot 2 – Marker Round: Mark your target, increasing the damage of your next shot. (4 Initiative, 30 Damage, 1200 Range, +25% Damage, 10 Seconds.)
Slot 3 – Opening Round: Fire at your target, dealing double damage if their health is above 66%. (5 Initiative, 40 Damage, 1200 Range.)
Slot 4 – Gut Shot: Fire a snap shot at your target, stunning them. (4 Initiative, 1/2 Second Activation, 25 Damage, 1200 Range, 1/4 Second Stun.)
Slot 5 – Ghillie Suit: Camouflage yourself, gaining stealth for 6 seconds. (Move 33% slower while wearing it.) (6 Initiative, Self-Target.)
Problems. Stealth + range has no effective counter. A target that I cannot see and cannot attack, yet can see me and attack me. Currently, stealth works in that you cannot attack me without putting yourself in danger. Yet with 1200 range, you are no longer in immediate danger. 3s revealed is enough for melee because I can instantly retaliate. For range it wouldn’t be, because I can’t.
Okay, picture this.
Stone mist castle, we are sieging. They are at the door and everybody is usimg 1200 range weapons, there is no flanks no nothing, you are forced to either not dps or just run in and back while other just stay back and shoot you.
I do enjoy SB WvW and i trully enjoy D/D ganks and suck but im really missing a option that actually gives me the range other professions have, all of them.
Really? You attack a castle by just sitting back at 1200 range autoing? Even if that were the case, you can spam blast finishers on the zerg.