Thief Running Orbs in Spiritwatch

Thief Running Orbs in Spiritwatch

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Posted by: Prince.7198

Prince.7198

Something that has been bothering me for quite a while when i play spvp with my thief is that when running orbs in the spirit watch map, i am not able to use any of my mobility or defensive abilities (teleport or stealth). I realize that being able to run the orb is stealth would be op. Dropping the orb when usign a teleport ability is however not fair as it is the thiefs main way of mobility. Warrior are however able to use their weaponskills (sword 2, GS 3 and 5) to very quickly outrun any chasers and reach the cap points very quick. Same goes for elementalist using mistform, allowing them to get the orb in without almost any risk. Necromaner, can still use deathshroud absorbing all dmg trown at them.

I am not necessarily asking that thief can tele with the orb, but i don’t think these other classes should have these highly advantageous abilities in this scenario, while thiefs are supposed to be the experts in mobility. I suggest that when picking up orb, your weapon skill bar should go blank. Abilities that give invulnerability should also not work (go immune) (so no elixer S, Mistform, focused renewal). This will put all classes at an even pace for orb running + orb running will be harder so that fights can exist over the orb (in stead of warrior just quickly jumping away with it, ele mistforming it out of combat).

Let me know what you think!
Grtz Prince

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Posted by: Liewec.2896

Liewec.2896

thieves still have options, you can become projectile immune with dagger storm,
you can use bow 3 to take leaps forward and also evade,
combine that with Roll for Initiative and Withdraw and you have some pretty good mobility tools combined with damage immunity.

you also have access to more blind fields than anyone else.

i’m not saying that thieves are the ultimate orb runners, i’m just saying that you have options if you want to orb run

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Posted by: OIIIIIO.7825

OIIIIIO.7825

Personal Thief Orb Running Setup (WTB Flag Stand)
——————————————————————
Withdraw
Signet of Shadows
Signet of Agility
Roll for Initiative
Daggerstorm

Weapon Shortbow + S/D

A victor gives no quarter when the victor shows no clemency or mercy
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.

Thief Running Orbs in Spiritwatch

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Posted by: Rarnark.5623

Rarnark.5623

30 In acrobatics
Shortbow + Sword/Dagger
Signet of Agility
Roll for initiative
Withdraw

Learn to dodge jump and evade your way to victory my friend

Spirit Bae
Bad Boy Teenager Club [BBTC]
twitch.tv/rarnark

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Posted by: DaliIndica.9041

DaliIndica.9041

Thief orb running comes down, for me at least, to two options.

If no one is at orb, thief is great as they can move pretty fast when not under direct assault.

If enemies are at the point, then its not worth the hassle and most other classes will be better. You cannot defend yourself as well and people will target you. Best you let that hambow take it, he will see you straight with his endless healing and condition immune/removal.

Thief Running Orbs in Spiritwatch

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Posted by: Cynz.9437

Cynz.9437

the problem with all those spells is that in soloq you can’t just change utilities at will

if i run certain build those utilities will mean i mostlikely won’t be able to fight at all unless i make build only specifically for this map

wars for example, just need to equip GS and run usual set up

besides even if you make a build just for that map and run it, wars would be still 100% times more effective due to condi removal, invul, tankiness etc.; right now it all comes down to who has more warriors on team, sadly

i do think certain spells need to be reworked or orb mechanics themself; if someone wants to carry orb, let them but team should be motivated to defend him as well

i kind of agree with OP suggestion

Anet: hahahahah we all play warriors~
http://www.twitch.tv/guildwars2/b/496005243?t=53m39

All is Vain~
[Teef] guild :>

(edited by Cynz.9437)

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Posted by: OIIIIIO.7825

OIIIIIO.7825

As Cynz.9437 mentioned you can’t change your skills during the match. I have left a small checklist of the skills I find optimal for running the orb.

A victor gives no quarter when the victor shows no clemency or mercy
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.

Thief Running Orbs in Spiritwatch

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Posted by: Proven.2854

Proven.2854

Dagger main-hand also gives you the option of using Heartseeker for movement.

Mesmers are the ones that really get screwed on Orb Running. Them and Necros.

Call me Smith.

Thief Running Orbs in Spiritwatch

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Posted by: Cynz.9437

Cynz.9437

Dagger main-hand also gives you the option of using Heartseeker for movement.

Mesmers are the ones that really get screwed on Orb Running. Them and Necros.

HS spam while carrying orb is sooooooooooooooo slooooooooooow, you make mini steps compared to what warrior can do

All is Vain~
[Teef] guild :>

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Posted by: Proven.2854

Proven.2854

The question was if there were any mobility options. Not if there were any good ones. And everyone else already mentioned all the rest. Oh, I suppose there’s also Death Blossom.

Call me Smith.