A role for thieves request

A role for thieves request

in Tequatl Rising

Posted by: Neodefination.3759

Neodefination.3759

As my main, a thief, doing this Tequatl fight makes it frustrating due to the lack of a range 1200 weapon.

As a result when tequalt moves, most attacks can easily becomes misses and while running to once again stack, we are out of range. Having a 1200 range weapons allows you to res the people at the back due to the shockwave and continuously attack while heading to stack again.

Going too close makes it easier to be hit by the shockwave and the stack doesn’t go that close and can vary from 900 range to further when attacking.

Our traits don’t aid in any way for this fight. venoms just add conditions stacks which are useless, stealth ,tricks ,deceptions all become useless compared to other classes. Stealing becomes useless except to regenerate initiative, go into stealth or slightly buff the zerg.

The only role I find that we can excel in without pulling down the server/zerg, is defending the turrets, but you can’t be asking all thieves that since you are a thief to automatically defend the turrets. Not everyone is willing to just switch to a full power build just for a world boss fight, and with that many people are already heading to defend the turrets role.

And as we all know, too many people defending the turrets causes an increase in mobs attacking the turrets.

Thus I find the roles of thieves just useless/less effective compared to other classes in this major boss fights.

A role for thieves request

in Tequatl Rising

Posted by: Samhaim.8956

Samhaim.8956

P/P and S/P for main zerg, P/P will be close enough for ranged zergs and S/P is prob the best meele option, its how i’ve been doing this since it was released and i’ve had no problem.

Regarding traits, you can go 30 into Crit line for executioner, or you can go for survivability traits, i personaly went for 0/0/20/30/20 with faster recharge on deceptions and cond removal on stealth, 2 ini every 10 sec and heal on ini points used and ricochet for pistols. Using Refugee, Dagger Storm and Signets of Malice, Assassin and Infiltrators, using refugee whenever its avaliable in the middle of the zerg helps keeping ppl up.

Samhaiim ~ Thief

A role for thieves request

in Tequatl Rising

Posted by: Neodefination.3759

Neodefination.3759

P/P causes you to be standing extremely close the the claw/ start of shockwave when it appears else you shots won’t hit when he moves his hands or his head with the range of 900. I’m not even sure if the pistols ricochet can even work on Tequalt.

Regarding the melee section I can agree with you as those being the best.

The problem is trying to contribute to the zerg’s damage of getting Tequalt health down to 75% before 8 minutes.

I do use Refuge and the Signets but going into Crit when you can’t crit Tequalt makes it not as great, through executioner if the server can get him below 50% is great.

Those are the best options we have but I feel we are kitten compared to the rest of the classes in contributing with these fights.

A role for thieves request

in Tequatl Rising

Posted by: Lostwingman.5034

Lostwingman.5034

Thus I find the roles of thieves just useless/less effective compared to other classes in this major boss fights.

There are guides for this stuff you know?
http://www.guildwars2guru.com/topic/85369-guide-damaging-tequatl-guide-by-the-gates-assassin/
And as I figured, the SB w/ Blast Finisher are going to be your main damages.
Also just do what I did and spend the ~2g on rare equips. You can’t get soldier armor cheap but Clerics was inexpensive.

Bad@Ele: Alaric Von Manstein
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.

A role for thieves request

in Tequatl Rising

Posted by: Stooperdale.3560

Stooperdale.3560

I’ll agree with the OP here. If you are manning the turrets you need nothing but a high health pool, so presumably not a thief. Standing in the waves fighting Tequatl seems a poor role for a thief. Defending the cannons is viable but there are so many mobs that explode for area damage (the kraits explode with little or no animation) that thieves are even poorly suited to that.