(edited by Zacchary.6183)
Thieves need rifles next Anet :I
Rifle or longbow for thief with 1,200 range is indeed needed.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Let anet focus on the weaker classes like ele, before they give the hard to already beat thieves a way to stay out of your range so you can never kill them.
Also no, it’s a terrible idea and would break the game unless anet made it really suck.
I would like to see a hammer on an engie before considering additional weapons for other classes .
Excuse me while I take my thief, stealth, move to 1200 range, dump, stealth, etc.
Yes, Rifles for Thieves are excellent idea, fits so well with the class, and my playstyle.
I love bein’ Sniper.
Campin’, Scoppin’ and Droppin’!
Able to deal helltons of damage from range and gtfo fast if someone is chasin’ me.
The only reason I play Ranger, actually …
But I don’t want to play Ranger and I’d like to have reliable, ranged weapon for Thief. Pistols and Shortbow are crap, especially in PvP…
Well, ok Shortbow is good if it comes to runnin’ away, Pistols are not…
Dear ANet, please consider Zacchary’s idea!
No no no, you’re all wrong.
Replace death blossom with Horns of the Ox (Knockdown).
Make Backstabs stun the target for 5 seconds, plus cripple and weakness.
Dancing Dagger to be replaced by “You’re All Alone!”, which in GW2 will not only cripple and weaken, but give you fury, 10 stacks of might, and regeneration.
/Seriously
No no no, you’re all wrong.
Replace death blossom with Horns of the Ox (Knockdown).
Make Backstabs stun the target for 5 seconds, plus cripple and weakness.
Dancing Dagger to be replaced by “You’re All Alone!”, which in GW2 will not only cripple and weaken, but give you fury, 10 stacks of might, and regeneration.
/Seriously
U mad bro?
We don’t want Thieves to be “Imba Op”….although it would be nice, very nice! ;>
We want a ranged weapon that doesn’t suck both in range and damage!
Since Pistols and Shortbow are beyond salvation, new weapon is required…
So it’s either a Longbow or Rifle!
Current range weapons are not suited for purpose of destroyin’ enemies…
Shortbow – escapes, Pistol – offhand-only!
U got it now?
^ Grow up.
And what is wrong with pistols?
Combined with Runes of Perplexity they can stack a ridiculous amount of confusion on 1-2 targets using Headshot with bounce (Which can also apply blind by shooting through 5th skill), let alone 5th skill is almost entirely anti melee). And unload is pretty decent in terms of constant pressure.
There is no problem with thief, only the players playing it.
But you do come across as being too young to realise that stealth and shadow steps (that can be used while in CC) are in the game to help bad players compete. The class is designed to be closer to the target to deal damage BECAUSE it has those mechanics.
What you are asking for is:
- Long range;
- With HUGE DAMAGE;
- Whilst spamming the same one skill over and over for said HUGE DAMAGE
- While still being allowed to shadow step and stealth
Essentially what you are asking for is a weapon/skill that is the equivalent of dagger Backstab, except with 1200 range.
If you cannot see what is wrong with that, there is no helping you.
(edited by Have No Faith In Me.1840)
What you are asking for is:
- Long range;
- With HUGE DAMAGE;
- Whilst spamming the same one skill over and over for said HUGE DAMAGE
- While still being allowed to shadow step and stealth
This is how I know you havn’t read anything in this post and don’t know what you are talking about.
- The only thing that can be spammed here is 1, 2 and 3. They are weak.
– 4 and 5 root you for 5 seconds minimum and require the entire bar to get the best effect.
– And there is a built in weakness: Close Range Combat.
interesting ideas, but if you use the #4 or #5 skills I think you would need to get the revealed debuff after using them, and upon activation, not the whole time its being used would have to give off some visual trigger. I also don’t see the close range weakness in this I would actually think of this as more of a strength (especially in Spvp) you could do a massive burst using the 5 skill from rifle get up and use roll for inititive or other ways to quickly regain initiative and follow it up with 2+ hearseekers (after switching to dagger pistol or dagger dagger) would make this a dangerous very possibly OP burst.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
interesting ideas, but if you use the #4 or #5 skills I think you would need to get the revealed debuff after using them, and upon activation, not the whole time its being used would have to give off some visual trigger. I also don’t see the close range weakness in this I would actually think of this as more of a strength (especially in Spvp) you could do a massive burst using the 5 skill from rifle get up and use roll for inititive or other ways to quickly regain initiative and follow it up with 2+ hearseekers (after switching to dagger pistol or dagger dagger) would make this a dangerous very possibly OP burst.
You just broke #4.
This is how I know you havn’t read anything in this post and don’t know what you are talking about.
- The only thing that can be spammed here is 1, 2 and 3. They are weak.
– 4 and 5 root you for 5 seconds minimum and require the entire bar to get the best effect.
– And there is a built in weakness: Close Range Combat.
That post was directed at the post above mine.
Regardless, long range plus super movement is even more game breaking than the current melee plus super movement thieves have.
Fine, constructive feedback:
The fourth skill and fifth skill, and the traits, make me feel like I’m reading the contents of a nooby call of duty game.
The third skill is a massive no. You want mega range/damage 5th skill plus super movement? On top of stealth/shadow step utilities? Lmao.
The fifth skill is essentially a much stronger, much longer, Killshot.
I’ll admit it is incredibly funny to picture 5 thieves 1 shotting everyone from a mile away, on cliffs, on walls, picking off a commander in a zerg. It’ll be even easier than it already is for 5 perma stealth thieves to insta gib someone. But that is where the idea ends, as a joke.
(edited by Have No Faith In Me.1840)
Then I apologize.
However thieves are supposed to have the greatest in combat movement and every 3 skill has some form of evade added to it. EVERY weapon set has an evade or some sort of damage avoidance.
I support this primarily so I can equip a Predator
Thieves aren’t snipers. I use a Dagger/Pistol + Shortbow and happen to like it. It requires a lot of moving about, a little creative evading, but overall it’s manageable. If you want a sniper alter the Engineer using a rifle. Or make a new class somewhere between a Ranger and an Engineer.
My idea compilation thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Seven-ideas-in-one-post/first#post3038023
I think the combination of max range with the thief’s escape utilities would be a bit much.
Most of the time, when a thief is in melee range, they can escape at any time they choose. Give them a 1200-range head start, and you’d never even have a chance at catching them.
ANet would have to figure out a way to reduce escape effectiveness on a Thief when the 1200-range weapon is wielded, otherwise it could be inherently imbalanced. Infiltrator’s Arrow is already sitting on that fence as it is, IMO.
Have somebody else put 12 seconds of stealth on you, go charge the #5 skill for 10 seconds.
How about giving it something opposite to the Ranger’s Longbow #1 skill.
Stronger at close distances but weak from afar. Think of a shotgun here.
How about giving it something opposite to the Ranger’s Longbow #1 skill.
Stronger at close distances but weak from afar. Think of a shotgun here.
Well, now you’re getting even further away from a Thief. We were already making a sniper/comando/assassin thing with the rifle, but now you want a shotgun? In what world does any of this make a thief?
My idea compilation thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Seven-ideas-in-one-post/first#post3038023
TBH the general consensus in the thief community is that the initiative system is the thief’s primary mechanic.
All stealing is is fire and forget RNG. Doesn’t even compare to the initiative system but arenanet coaxes us to use it with things like mug and other traits that make one semi-useless button do so much, like with signets or venoms.
Aside from larcenous strike and stealing, there is nothing that makes a the thief a “thief”. Its an assassin with sticky fingers. With that said I think anything is fair game with this class.
(edited by Zacchary.6183)
How about giving it something opposite to the Ranger’s Longbow #1 skill.
Stronger at close distances but weak from afar. Think of a shotgun here.
Well, now you’re getting even further away from a Thief. We were already making a sniper/comando/assassin thing with the rifle, but now you want a shotgun? In what world does any of this make a thief?
You haven’t seen me do thieves guild missions in TES…
You haven’t seen me do thieves guild missions in TES…
Bad example, lol. In Skyrim you’re character is officially clkitten, though you can play in certain styles. In Oblivion you had classes, but there were no restrictions to entering or advancing in guilds. In Morrowind there were skill restrictions (i.e.: Sneak must be X before your next rank), but so long as you could make the cut and do the quests you were golden. TES is a great fantasy universe and an amazing franchise, but it doesn’t compare to an MMO with the rules and criteria that must be met, plus Guild Wars is a whole new universe with a whole new set of rules.
A thief is what they have made it to be, it’s a little closer to a Rogue than a true Thief from what we understand based on D&D, EQ and even a little of WoW. It is not, however, a sniping class. Honestly, I don’t think it needs pistols, but I won’t make the arguement because I think my Asura looks cool with them, lol.
My idea compilation thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Seven-ideas-in-one-post/first#post3038023
I very much so enjoy this idea! Especially as I am someone that enjoys playing a thief inconventially with sword/pistol, and Pistol/dagger. Although I do very much agree that some other proffs need a bit more weapon love first, maybe melee or actually long ranged weapon with engi (rifle is more of a shotgun), and a tanky melee weapon with necro, similar to the ele d/d (the dagger with necro isn’t really worth using and doesn’t make you tankier like i wish).
Ideas :
What if the Rifle took up both weapon slots and was too encumbersome to swap in combat? Then you’d have to focus on all long range.
OR
What if you’d only be able to have a main hand off hand? So as a thief you’d be able to actually use those 3rd ability weapon abilities that you forget about at level 2.
This would mean no shortbow, no backstep with the dagger/pistol, no sword bash.
This is some of my thoughts
Well if thief gets a new weapon then it is almost guaranteed that other professions will also get access to another weapon as well. In fact, I wouldn’t care who gets what because the increased diversity would make for a nice change so bring it on.
I just want a ranged option that isn’t underwhelming and so I put this out there so anet hopefully considers it. Besides I did 35% of the work for them.
^ Grow up.
And what is wrong with pistols?
Combined with Runes of Perplexity they can stack a ridiculous amount of confusion on 1-2 targets using Headshot with bounce (Which can also apply blind by shooting through 5th skill), let alone 5th skill is almost entirely anti melee). And unload is pretty decent in terms of constant pressure…
Grow up yourself, kid.
Though I agree with your second point, I still believe that Thieves simply lack a good, ranged weapon. It’s my opinion and you – surprisingly – don’t have to agree with me!
Yes, it’s that easy! Just say it, instead of insulting ppl you don’t know…unless you’re a troll or hater or something like that…
Also, I don’t know what’s your issue with Thieves bein’ hard to catch.
It’s the way they are. Hit and Run, or you Die.
Zacchary’s idea of Thief’s rifle is far from being OP or Imbalanced.
It renders them completely defensless in melee range and requires a huge amounts of initiative to inflict some serious damage.
If you’re having problems fighting thieves, then learn to play that class, srsly.
Once you figure it out that, it will be easy to predict your opponent’s next move.
^ Grow up.
And what is wrong with pistols?
Combined with Runes of Perplexity they can stack a ridiculous amount of confusion on 1-2 targets using Headshot with bounce (Which can also apply blind by shooting through 5th skill), let alone 5th skill is almost entirely anti melee). And unload is pretty decent in terms of constant pressure…
Grow up yourself, kid.
Though I agree with your second point, I still believe that Thieves simply lack a good, ranged weapon. It’s my opinion and you – surprisingly – don’t have to agree with me!
Yes, it’s that easy! Just say it, instead of insulting ppl you don’t know…unless you’re a troll or hater or something like that…
Also, I don’t know what’s your issue with Thieves bein’ hard to catch.
It’s the way they are. Hit and Run, or you Die.
Zacchary’s idea of Thief’s rifle is far from being OP or Imbalanced.
It renders them completely defensless in melee range and requires a huge amounts of initiative to inflict some serious damage.
If you’re having problems fighting thieves, then learn to play that class, srsly.
Once you figure it out that, it will be easy to predict your opponent’s next move.
Someone actually read the skills! T~T oh happy day…
I’ll admit it is incredibly funny to picture 5 thieves 1 shotting everyone from a mile away, on cliffs, on walls, picking off a commander in a zerg. It’ll be even easier than it already is for 5 perma stealth thieves to insta gib someone. But that is where the idea ends, as a joke.
To add on this, I, and every other person on this planet besides you 2, do not want to play an MMO where every moron is camping around trying to snipe people. I played FPS games (real ones like Cs 1.5/1.6 not noob cod) for many years, that is where snipers and campers belong, not in a MMORPG.
Of course we could say thieves are already snipers with stealth and backstabs but that is subjective.
But snipers/camping with perma stealth and shadow steps? Oh yeah, great idea! /sarcasm.
And you still can’t seem to grasp the fact that combining noob mechanics with huge range and damage potential will be absolutely game breaking. You will NEVER be able to get near them as a melee. You’re like a mother that thinks its demon baby is an angel.
You will LITERALLY have teams of thieves CAMPING around walls, on walls, on roofs, on cliffs SNIPING OUT A SINGLE TARGET AND INSTA GIBBING THEM, and then perma stealthing away from any remote threat. You gave it 2200 range and 20k damage potential per hit (if not more on both range and damage).
That’ll make for a fun MMORPG, having 95% of the players in WvW camping with thieves trying to snipe each other from cliffs and tower/fort walls. Not to mention thieves would annihilate catapults and ballistas from walls
And please don’t resort to ‘play one to know one’ or any of those garbage ‘you can’t beat thieves’ comments. It doesn’t even make sense when we are talking about a Weapon/skillset that does not exist in game. But as for literal weapons/skillsets I played thief for 3 months straight in wvw and spvp. I now play warrior and win 70% of fights against them, 20% of the time they run away, and lose 10% of the time because I’m slouching low in my chair, eating/jerking with one hand, and playing at 5 APM whilst watching a movie.
This is NOT a first person shooter or third person shooter. I think you are playing the wrong game.
(edited by Have No Faith In Me.1840)
Actually it does. L2P is a valid argument against any bad player because bad players lack experience. Even thieves who kitten about other classes are told L2P by other thieves because they at least know best way to know your enemy is to be your enemy.
EDIT: As a supplimental, if I was using this, I would be sacrificing my entire resource just to pick you off from a distance. I would be rooted and easily telegraphed to the point where if you fail to maintain situational awareness and fail to dodge or strafe out of the way of the bullet that you’ll see come at you then you deserved the death.
And if you havn’t forgotton, before the most recent meta shift thieves were best at roaming. Now stunlock-warriors are the flavour of the month and they tend to dominate every class.
(edited by Zacchary.6183)
They just need to get rid of steal altogether, if not, make it more useful.
That wont do anything.
Read my whole post, not the start and end.
Read the parts about camping and where the camping will happen, as well as the implications of the mega range and damage. Those are genuine issues with your idea and why I keep pointing it out.
I’d also like to point out your idea has a weapon in which only 2 skills will be used by every single player wielding it. 4 and 5. Camp and insta gib respectively. The first 3 will never be used as a weapon swap is favourable.
“Rooted on spot”
Here’s why it means nothing.
- Every thief will be hiding on walls;
- Or on cliffs;
- Or behind other players
- Or on higher ground etc, the root means nothing.
If someone comes close, they’ll use Shadowstep
“Uses all the initiative”
Here is why that doesn’t matter.
Right after firing, players will use any stealth skill, and combined with the below;
- Infusion of Shadow – Gain 2 initiative when using a skill that stealths you.
- Patience – Regain initiative faster while in stealth.
- Quick Recovery – Gain 2 initiative every 10 seconds.
- Quick Pockets – Gain 3 initiative on weapon swap while in combat.
- Infiltrators Signet – Passive: Regenerates one extra initiative every ten seconds.
They will be on half to full initiative within a few seconds after firing. Have you played a thief before? It isn’t hard to get initiative. I’m beginning to think you have never even played thief.
It is fine to make suggestions like this, but there needs to come a point when you stop acting like a mother, where you think your baby is a shining beacon of good, no matter how bad/evil to the core it is, just because you created it. I’ve pointed out quite reasonably the incredibly overpowered game breaking game changing problems with the idea more than enough.
The idea is LITERALLY stupid. I’m sorry it had to end this way. The end.
Yeah I have. Have you?
Have you even read my post thoroughly?
Did you see that the activation cost for Snipe is 7 + 1/sec?
Effectively half of initiative pool?
Both Ghillie Suit and Snipe cancels on skill usage and wastes w/e initiative you just spent on it. With that I have effectively blew your shadowstep theory out of the water.
It is fine to make suggestions like this, but there needs to come a point when you stop acting like a mother, where you think your baby is a shining beacon of good, no matter how bad/evil to the core it is, just because you created it.
And there is a time where you need to admit that you were outplayed instead of holding onto a subtle grudge against the most useless class this game has to offer.
Every scrub that has ever gotten killed by a thief has cried and moaned about the thief to death. Then someone comes along with an idea that would help the thief in the slightest bit and suddenly the thief looks OP. The problem now is not with the class, it is with the players and their refusal to learn.
For a day old idea, it has gotten plenty of support already. So if it happens I guess you’ll have to deal with it.
You see though the problems are the range which could be greater than any other skill in the game, matched with thieves best mobility in the game, matched with the insane damage you have given this 5 skill makes it far too OP. With this skill you have essentially made a class that when used in a pair could kill ppl in wvw with no chance for them to respond, for these reasons.
1) with the +200 range for ever extra initiative used bring u 2100 max range? not to mention traits such as infusion of shadow that another theif, engi, Mesmer could apply to you to boost the range up to 2500? now I know you said that initiative regeneration would stop when you are using this skill so im still assuming that since infusion of shadow isn’t “initiative regeneration” that it would still work. Can you see now how this would be an incredible issue to be doing such a large amount of damage to enemies from possibly over double their max range? This could easily be used by multiple thieves in conjunction to kill enemies before they have any chance to respond because they wouldn’t be able to get anywhere near you before they were killed/downed.
can add more to this argument but I think this is the most glaring problem
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
No traits should give you any more initiative while in Snipe or Ghillie Suit. I would like it this way because I also believe that it would make snipe OP.
However Snipe is not like backstab that doubles damage output while landing from behind. In fact its more like Cloak and Dagger in terms of damage. Now, no, it is not spammable and the root I put in there has to last for 8 seconds before the thief can get the full range and damage bonuses. That’s 8 seconds for someone to notice them kneeling and pointing the gun at them before the shot fires and another second to dodge, strafe or take cover. It may be as powerful as a GC CnD but it will be the most telegraphed attack the game has.
In a worst case scenario, the Rifle thief will be running signets for utilities and will burn the signets to “Reload” using the Signet use and possibly Hastened Replenishment. Otherwise they will be running a few traps and Shadow Refuge. That’s 0/20/0/0/30 at minimum leaving 20 points left to place in Acrobatics or Shadow Arts for survivability.
Traiting for rifle damage would seem OP however the moment you get close enough to that glass rifle thief his good attacks become a liability. Better yet you can get within 1200 and wail on them and they will melt.
what if pistol range is adjusted to 1200 instead?
Then they would have to increase pistol range for everything. Anet intended the pistol and shortbow to be used closer than longbow and rifle, probably to offset the lack of upgrade slots.
Ok I like that you are saying that there would be no way to gain initiative until the skill was used. I am still worried about the burst this could do from a range where you cant be touched, just keep thinking of WvW 2 thieves in all zerk gear using shadow refuge before the shot with 25 in shadow arts, 30 in critical strikes for hidden killer (auto crit coming out of stealth) and assassin’s signet with signets of power allowing an autocrat from 2100 range? with 15 stacks of might (10 from the stacks of might from shadow refuge, and 5 more from activating assassin’s signet) and 15% more damage from the assassin’s signet active ability. I don’t know it just seems to me that 2+ thieves using this skill in conjunction makes it far too dangerous.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Oh God, please don’t.
Don’t support the Gem Shop, it’s that easy.
Read my whole post, not the start and end.
Read the parts about camping and where the camping will happen, as well as the implications of the mega range and damage. Those are genuine issues with your idea and why I keep pointing it out.
I’d also like to point out your idea has a weapon in which only 2 skills will be used by every single player wielding it. 4 and 5. Camp and insta gib respectively. The first 3 will never be used as a weapon swap is favourable.
*"Rooted on spot"
Here’s why it means nothing.- Every thief will be hiding on walls;
- Or on cliffs;
- Or behind other players
- Or on higher ground etc, the root means nothing.*
If someone comes close, they’ll use Shadowstep“Uses all the initiative”
Here is why that doesn’t matter.Right after firing, players will use any stealth skill, and combined with the below;
- Infusion of Shadow – Gain 2 initiative when using a skill that stealths you.
- Patience – Regain initiative faster while in stealth.
- Quick Recovery – Gain 2 initiative every 10 seconds.
- Quick Pockets – Gain 3 initiative on weapon swap while in combat.
- Infiltrators Signet – Passive: Regenerates one extra initiative every ten seconds.They will be on half to full initiative within a few seconds after firing. Have you played a thief before? It isn’t hard to get initiative. I’m beginning to think you have never even played thief.
It is fine to make suggestions like this, but there needs to come a point when you stop acting like a mother, where you think your baby is a shining beacon of good, no matter how bad/evil to the core it is, just because you created it. I’ve pointed out quite reasonably the incredibly overpowered game breaking game changing problems with the idea more than enough.
The idea is LITERALLY stupid. I’m sorry it had to end this way. The end.
Try reading this again, your reply indicated that you did not.
You are literally too stupid to insult. Good luck with everything.
Ps having the support (2 people?) of like minded 13 year olds is not a good indication of anything. All they/you want is to be overpowered.
Let me put this here again
- Every thief will be hiding on walls;
- Or on cliffs;
- Or behind other players
- Or on higher ground etc, the root means nothing.
And this
Right after firing, players will use any stealth skill, and combined with the below;
– Infusion of Shadow – Gain 2 initiative when using a skill that stealths you.
– Patience – Regain initiative faster while in stealth.
– Quick Recovery – Gain 2 initiative every 10 seconds.
– Quick Pockets – Gain 3 initiative on weapon swap while in combat.
– Infiltrators Signet – Passive: Regenerates one extra initiative every ten seconds.
They will be on half to full initiative within a few seconds after firing.
Maybe it will sink in.. maybe. I keep coming back to this thread because it is hilarious how narrow minded and deluded some people can be.
(edited by Have No Faith In Me.1840)
want me to read all that a 4th time?
Try reading this again, your reply indicated that you did not.
You are literally too stupid to insult. Good luck with everything.
Oh believe me, I have read your comment 3 times already I already know what your gripes are but quite frankly, I don’t care. You never read my post or comments and your replies have shown EXACTLY that.
In a weapon set with no synergy (something important to thief builds) and is obviously very weak at close range (something someone has already pointed out), one would think that maybe the way to counter rifle thieves is to get close? The fact that you posted Quick Pockets tells me that you are another biased bandwagoner who doesn’t know what they are talking about.
If they used quick pockets, guess what…. they need to wait 10 seconds more before firing the next shot. 18 seconds total for max range and damage.
Think about what your argument entails before you argue with someone more experienced than you.
(edited by Zacchary.6183)
Try reading this again, your reply indicated that you did not.
You are literally too stupid to insult. Good luck with everything.
Ps having the support (2 people?) of like minded 13 year olds is not a good indication of anything. All they/you want is to be overpowered. (6th readover)
Let me put this here again
- Every thief will be hiding on walls;
- Or on cliffs;
- Or behind other players
- Or on higher ground etc, the root means nothing.And this
Right after firing, players will use any stealth skill, and combined with the below;
– Infusion of Shadow – Gain 2 initiative when using a skill that stealths you.
– Patience – Regain initiative faster while in stealth.
– Quick Recovery – Gain 2 initiative every 10 seconds.
– Quick Pockets – Gain 3 initiative on weapon swap while in combat.
– Infiltrators Signet – Passive: Regenerates one extra initiative every ten seconds.They will be on half to full initiative within a few seconds after firing.
Maybe it will sink in.. maybe. I keep coming back to this thread because it is hilarious how narrow minded and deluded some people can be.
Keep talking because I am done trying to reason with you. I am going to highlight the things that are killing your credibility until you get it.
After reading that little bit for the 5th time I think its worth mentioning that traited signets is alot better than what you are thinking.
(edited by Zacchary.6183)
HAHAHAHAHAHAHAHAHAHA
Oh wow. You are… wow.. hahahahaha… how do you even function….? Bahahahahaha.
Well now I know this is a troll thread and a troll idea, by a troll person. Or do you literally have nothing inside your skull? I’m not sure which of the two it is. Please tell me, I need to know!
Why are we talking about a horrible idea and theory-crafting the uses and restrictions and reprecussions of the abilites as though it were a real and viable build within the game today?
My idea compilation thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Seven-ideas-in-one-post/first#post3038023
As this topic has run it’s course, it is locked.