pre-ordered HOT at this point,
save yourself the money and don’t bother.
My usual note: All my opinions are about sPvP -
I see a lot of people kvetching about the Mug change…but very little talk about Larcenous strike.
Though we’ll have to wait til the 30th to see exactly how it works, on paper, it sounds absolutely amazing. Just judging from the description, it fixes almost every issue S/D has (our current most versatile weaponset)
- Better pathing on Flanking strike to begin with
- A split between the Evading-low damage first strike and the open-to-getting-your-face-smashed-in high damage second strike, giving the player a ton more control
- Lower initial cost for when you really need an evade (admittedly a more minor point than the rest of these)
- Boon theft
I unfortunately did not get to watch the SotG and only read the “cliff notes” someone posted – any mention on whether or not the first strike will retain unblockable and a single boon strip? Or has unblockable been moved to Larcenous strike, and the boon strip replaced with the boon steal?
No one mentioned anything about the second strike (Larcenous) hitting for high dmg, and since it will cost 1 init it will probably just steal a boon wile dealing residual to no dmg at all (in my humble opinion)…
About the unblockable part of the skill, i have no idea and would also like to know how it will work.
No one mentioned anything about the second strike (Larcenous) hitting for high dmg, and since it will cost 1 init it will probably just steal a boon wile dealing residual to no dmg at all (in my humble opinion)…
About the unblockable part of the skill, i have no idea and would also like to know how it will work.
why would they change the damage when the overall Initiative expense hasn’t changed? (3 for the evading spin stab, 1 for Larcenous, rather than 4 and both strikes lumped together)? its not like larcenous strike can be abused for 1i, since it chains off the 3i flanking strike
(edited by evilapprentice.6379)
I think people are less vocal about this change because the thief class is still forced into a predominantly burst role and S/D offers no real burst. This means in order to get burst you have to use d/p or d/d in the other slot which means no shortbow which mans your ranged AE is removed (of course sword is AE in exchange so /shrug). This on top of the loss of burst from Mug and people see the class losing its identity a little.
Now all that said, I made a Rogue for Sword/Dagger, but after having played it for a while I found it very difficult to use effectively. I’m hoping the new pathing really changes things. But even still, I found Sword/Pistol more valuable because if you’re using Sword, you know you’re not coming for damage and Pistol offers more utility. Plus stealth and sword don’t really mix all that well so CnD is of questionable use.
Sword/dagger will still be the wet noodle with a means for dazing or boon theft. On a side note I challenge you to go and try to kill Karka with a s/d build. The fight is so epic the karka almost wins.
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