AikijinX- [Mada] [MILF] [HUNT] 7.3k Thief Hours
Defend Your Back
(edited by AikijinX.6258)
I haven’t really posted much lately, but when I do, it’s because of something irritating, or something i’m promoting.
Just like the title proposes.
I want to be able to have dash Unhindering Combatant (Dash Dodge) and have my Bounding Dodger on land. I can’t tell you how SLOWWWWWWW I am underwater while having to chase someone.
Use signet of shadows you say? sure. Still slow as Kitten.
Use Infiltrator signet and Roll for Initiative? Yup i got those already equipped, still slow.
The Bounding Dodger trait under water has little to literally no effect to ambient creatures let alone players. Pfft half the time you are not close enough to land the skill damage, or trying to run (swim) for your life because everyone else’s underwater skill is more Overpowered. Side Note: Our Tow Line (#4 Spear skill) still self dazes. Fix that. we’re already so under powered underwater. I’m not asking for a buff. I’m asking for a fix, because that is not working as intended, for 4 years
EDIT: Although I must admit, Spear has a lot more sustainability than gimmicky harpoon gun, where you teleport #5 and you end up either down by the nearest ambient creature, or actually make a successful teleport towards the direction you want, but after the port auto attack the nearest seahorse, thus slowing you down, thus killing you if you’re running away (Swimming)
any who I digress. Make DD Underwater Great Again (Btw, I hate Trump)
(edited by AikijinX.6258)
Honestly, you should use speargun and give it another chance; it has a learning curve on Ink Shot but I think it’s one of the better skills the thief has underwater. I find it very strong and in general better than the spear, and in the event you actually need to fight, its power scaling on Deluge is devastating (identical to backstab), while also having decent AA power scaling and a permanent ranged cripple on 4. You end up not needing dash to keep an enemy within range and not needing it for movespeed by the nature of the underwater weapons not having so much spammable mobility as other kits on land.
Frankly I think U/W spear is only good for PvE or people who are deliberately going to stay in your face when underwater to let you keep dodging them.
I will probably say something wrong but isn’t ink shot + action cam a short bow #5 ?
I will probably say something wrong but isn’t ink shot + action cam a short bow #5 ?
Doesn’t even need action cam; it defaults to the vector of the camera in normal mode if used without a target.
Honestly, you should use speargun and give it another chance; it has a learning curve on Ink Shot but I think it’s one of the better skills the thief has underwater. I find it very strong and in general better than the spear, and in the event you actually need to fight, its power scaling on Deluge is devastating (identical to backstab), while also having decent AA power scaling and a permanent ranged cripple on 4. You end up not needing dash to keep an enemy within range and not needing it for movespeed by the nature of the underwater weapons not having so much spammable mobility as other kits on land.
Frankly I think U/W spear is only good for PvE or people who are deliberately going to stay in your face when underwater to let you keep dodging them.
Quite frankly Ink Shot in my opinion. (May be a matter of perspective) but I feel as though ink shot moves slower than my chances at getting a chak egg sac. Other times you use it (As in the projectile has been released from the harpoon gun), you get stunned or floated or whatever, and then the skill is cancelled, thus wasting initiative and my time
And honestly yes the numbers from #2 Harpoon gun are high, but if I’m too slow to even catch the person to use it, for instance a warrior in the water is EXTREMELY DEADLY and fast. I would just be wasting initiative again and time.
I propose they give us more underwater utilities but that would just be another “Thief buff” but a rightful one. But if not the added utility, let me have the ability to switch my dodges underwater separate from land. That’s what I’m stressing, harpoon gun vs spear is another topic I just added as side comments. I don’t see any harm in separating the land and water GM DD skills.
I mainly wonder why so many Daredevil abilities are locked underwater… Doesn’t make sense for most of them.
As for a more on topic opinion… I think there would an issue with the dodges alone being interchangeable. Either Anet would need to create a new feature to allow us to do this, or they got to make all traits interchangeable (like our utilities are now).
Considering the latter option makes more sense, I feel there’ll be a massive rant and outcry just because of the infinite stupidity that the vast majority of players displays.
I just don’t think that they’ll understand, lol.
The game is too hard, you know… So there’s my sarcastic note(s) on the matter!
Honestly, you should use speargun and give it another chance; it has a learning curve on Ink Shot but I think it’s one of the better skills the thief has underwater. I find it very strong and in general better than the spear, and in the event you actually need to fight, its power scaling on Deluge is devastating (identical to backstab), while also having decent AA power scaling and a permanent ranged cripple on 4. You end up not needing dash to keep an enemy within range and not needing it for movespeed by the nature of the underwater weapons not having so much spammable mobility as other kits on land.
Frankly I think U/W spear is only good for PvE or people who are deliberately going to stay in your face when underwater to let you keep dodging them.
Quite frankly Ink Shot in my opinion. (May be a matter of perspective) but I feel as though ink shot moves slower than my chances at getting a chak egg sac. Other times you use it (As in the projectile has been released from the harpoon gun), you get stunned or floated or whatever, and then the skill is cancelled, thus wasting initiative and my time
And honestly yes the numbers from #2 Harpoon gun are high, but if I’m too slow to even catch the person to use it, for instance a warrior in the water is EXTREMELY DEADLY and fast. I would just be wasting initiative again and time.
I propose they give us more underwater utilities but that would just be another “Thief buff” but a rightful one. But if not the added utility, let me have the ability to switch my dodges underwater separate from land. That’s what I’m stressing, harpoon gun vs spear is another topic I just added as side comments. I don’t see any harm in separating the land and water GM DD skills.
It’s not land-movespeed-level, but it does provide the best underwater sustained mobility in the game. As I mentioned, there’s a big learning curve.
One of the biggest advantages to it is that it can be casted and during its projectile before the teleport, you can still make attacks and move freely. In the case of U/W, you can start the fight using it, attack and pressure your enemies with the rest of the kit and coerce them into the finishing location or fire it in the opposite direction and steal for the engage while flanking behind them to send them in the same direction as your shot (giving you a free catch-up and then some if they try to disengage where you started), which if they turn-and-burn you like a warrior may, also gives you get a free teleport out without needing to stunbreak or teleport. Even if you’re CC’ed after you cast it, you still teleport when it reaches 1200 range, stunned/floated/sunk or not; it works the same as IArrow.
I rarely lose fights underwater with speargun and almost never have issues running away. I think once you really get the hang of Ink Shot and setting up your positioning with it rather than trying to react or catch up, it proves an invaluable asset (plus provides heal cuts via skill #3). It’s an amazing kiting weapon, and I’d honestly love to play its kit on land if I could, and was part of the inspiration behind the development of the Fakeout Bolt ability for my elite spec proposal, as well as a big motivator in the general desired style of play for the Deadeye as a whole.
The problem I see with split evades, particularly for WvW, is that it’d allow people to play such things like D/P thief with bound for stealth and then run into the water for a second to stack swiftness from auto-switching to dash while getting weapon swap procs such as Sigil of Energy to allow for said swiftness to come at no cost.
(edited by DeceiverX.8361)
The problem I see with split evades, particularly for WvW, is that it’d allow people to play such things like D/P thief with bound for stealth and then run into the water for a second to stack swiftness from auto-switching to dash while getting weapon swap procs such as Sigil of Energy to allow for said swiftness to come at no cost.
I think the intention with Elite Specializations is that you can only have one active at a time. Can’t recall where they mentioned this though.
Looking at Anet’s track record though… They’ll probably allow more powercreep, lol.
There’s a lot of things underwater Thief needs but since Anet unfortunately discontinued underwater development you mind as well not worry too much about it.
Anet needs to look into this, or atleast consider it imo
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