Haste.

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Posted by: randomfightfan.4091

randomfightfan.4091

Makes sense that it rips out all of your endurance (you need something to sacrifice) but why does it make it so you can’t gain ANY endurance while under the effects of haste. That just isn’t logical in any way.

So I use haste, get the 2nd hit from daggers off, no endurance; get vigor from something, it doesn’t regen; have an endurance on weapon swap sigil, doesn’t proc.
This makes this into a HIGHLY situational skill instead of a great ability to complement many builds.

Comparing this to the other haste abilities, if they all worked the same, it would be disgusting.
Warrior would be, activate frenzy, now takes double damage from all attacks, also immediately loses half of your current hp.

Ranger would be, activate w/e it’s called, can’t heal from any sources, also your healing skill is now put on cool down.

The ONLY skill that gives haste that is worse than the thief’s haste is the one engis have (just the haste, not accounting for the toolbelt skill here) only because they don’t get a stunbreak upon use and the ability has a cast time. All the weaknesses, none of the strengths. If they didn’t get 2 abilities from that it wouldn’t be worth the slot.

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Posted by: Dasorine.1964

Dasorine.1964

It doesn’t stop you regaining endurance with moves like signet of agility or dagger auto attack.

What it DOES do however is remove an entire bar of endurance, lets say the endurance bar is 100/100 endurance, haste removes 100 endurance so if your full when you use it it takes you to 0, however if your NOT full it takes you into negative endurance.

If used while empty of endurance you go down to -100/100 meaning you have to regen an amount that would otherwise be a full bar before it starts actually filling the bar.

But as useful as the hasten moves can be, for 4 seconds use on a hefty cooldown the downsides are rather silly.

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Posted by: randomfightfan.4091

randomfightfan.4091

It doesn’t stop you regaining endurance with moves like signet of agility or dagger auto attack.

What it DOES do however is remove an entire bar of endurance, lets say the endurance bar is 100/100 endurance, haste removes 100 endurance so if your full when you use it it takes you to 0, however if your NOT full it takes you into negative endurance.

If used while empty of endurance you go down to -100/100 meaning you have to regen an amount that would otherwise be a full bar before it starts actually filling the bar.

But as useful as the hasten moves can be, for 4 seconds use on a hefty cooldown the downsides are rather silly.

Didn’t know about the – endurance thing. If that’s the case though then why is it, regardless of my endurance after I use it, I have 0 endurance UNTIL the haste is gone. Soon as the buff is gone, my endurance immediately starts regenerating normally. Notice this even if I have 0 vigor and 0 endurance, use haste, soon as haste ends, endurance immediately starts showing up on my bar.

Assuming the -endurance thing is true, does having the haste buff end also reset your endurance to 0 if it’s anything >0

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Posted by: Dasorine.1964

Dasorine.1964

sounds like you were filling your endurance in some fashion during haste.

When I use haste at 0 endurance (after dodging twice) after it ends I have to wait twice as long to fill my endurance with the first half not showing any bar increase.

Also keep in mind signet of agility would be +100 endurance not a “instantly fill endurance” move

(edited by Dasorine.1964)

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Posted by: randomfightfan.4091

randomfightfan.4091

dagger auto attacks would be the only way but I’ve noticed this even if I was using sbow and only sbow (with no swap sigils or food or anything).

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Posted by: Dasorine.1964

Dasorine.1964

I’d suggest trying it out, roll twice, pop haste and wait and see how your endurance regens.

In PvE at least you keep the negative at the end, who knows wether they put a strange silly rule in pvp situations.

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Posted by: Rafahil.2857

Rafahil.2857

Well to me Haste is good enough. Maybe a slightly lower cooldown would be nice, but other than that it’s my guaranteed kill move starter.

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Posted by: randomfightfan.4091

randomfightfan.4091

I’d suggest trying it out, roll twice, pop haste and wait and see how your endurance regens.

In PvE at least you keep the negative at the end, who knows wether they put a strange silly rule in pvp situations.

I guess I was just gaining back more end than I though with just d/d autos. I tested it with using all my end (out of combat) then poping haste, and it took forever to gather up again. Same trick but with daggers, the endurance gain on hit shifted the balance to make it just seem like it was paused at 50%. My bad, you learn something new every day.

Check out my page for some good thiefisms :)
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Posted by: ensoriki.5789

ensoriki.5789

It means you can’t just Bottom out your endurance dodging and use Haste and effectively have no consequence since you were empty to begin with.

The great forum duppy.

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Posted by: randomfightfan.4091

randomfightfan.4091

It means you can’t just Bottom out your endurance dodging and use Haste and effectively have no consequence since you were empty to begin with.

that strat should be available though since it’s effectively a last resort kind of attack. You’re already out of defensives so now you can go all out or do nothing and hope for the best. One of those best defenses is a strong offensive kind of ideals. Sounds solid in theory but probably would be broken in practice.

Check out my page for some good thiefisms :)
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Posted by: ensoriki.5789

ensoriki.5789

It means you can’t just Bottom out your endurance dodging and use Haste and effectively have no consequence since you were empty to begin with.

that strat should be available though since it’s effectively a last resort kind of attack. You’re already out of defensives so now you can go all out or do nothing and hope for the best. One of those best defenses is a strong offensive kind of ideals. Sounds solid in theory but probably would be broken in practice.

This makes it consistent. The idea is that there is a defensive consequence for using these skills. If you want to negate them you can use a skill; Endure pain for War, Signet of Agility for thief negate the consequence essentially at the cost of another utility. So if you want to strat “I’ll burst him, then SoA and dodge the counter attacks” you can do so.

The great forum duppy.

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Posted by: evilapprentice.6379

evilapprentice.6379

Haste is kind of dumb to begin with. I can’t accurately judge its effects from other classes, but from a thief’s perspective, its a guaranteed win or a guaranteed loss when you hit it – either your target can’t defend and you win (because as a thief you have great burst as a base; made unbelievable by haste), or your target hits some kind of immune/block/evade skill, and you’re boned (even if you manage to escape between shadowstep and stealth, you’re still useless for nearly a minute).

I’ve never been a fan of the binary play style (which is why I’ve never gone instagib) – “I hit this combo/this ability so I either win or I lose”; that’s exactly what haste is.

While I agree thief takes the harshest penalties for haste, we’re also the most benefited from it – a warrior or ranger doesn’t have steal to re-close with their target instantly if they try to escape (as a base skill btw, and Inf sig in addition, if you’re running it). We hit hard (extremely so when spec’d as a glass cannon), so we take the biggest penalties for upping our Burst by 100%.

Its only fair.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

(edited by evilapprentice.6379)

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Posted by: wookie.8934

wookie.8934

Makes sense that it rips out all of your endurance (you need something to sacrifice) but why does it make it so you can’t gain ANY endurance while under the effects of haste. That just isn’t logical in any way.

So I use haste, get the 2nd hit from daggers off, no endurance; get vigor from something, it doesn’t regen; have an endurance on weapon swap sigil, doesn’t proc.
This makes this into a HIGHLY situational skill instead of a great ability to complement many builds.

Comparing this to the other haste abilities, if they all worked the same, it would be disgusting.
Warrior would be, activate frenzy, now takes double damage from all attacks, also immediately loses half of your current hp.

Ranger would be, activate w/e it’s called, can’t heal from any sources, also your healing skill is now put on cool down.

The ONLY skill that gives haste that is worse than the thief’s haste is the one engis have (just the haste, not accounting for the toolbelt skill here) only because they don’t get a stunbreak upon use and the ability has a cast time. All the weaknesses, none of the strengths. If they didn’t get 2 abilities from that it wouldn’t be worth the slot.

I’d say thieves have it easy compared to warriors. If you want to attack twice as fast, there should be consequences. I see no reason why this should be changed for thieves. There’s a risk involved for every class. Coming from a warrior, it’s hard to land frenzy and get enough hits off to actually down the enemy before they down you. More often than not one uses frenzy on a glassy build – for warriors, this is oftentimes a death sentence. Especially against a thief.

In any event, I don’t think it should be changed. At all.

Havok Legion [HL]
Fort Aspenwood