Patch Analysis

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I have not played GW2 since December nor posted here in the forum since then, but the change to the Choking Gas is worth mentioning. It now violates the DH’s safe place (inside their traps) and that’s a good thing. In PvP, Thief now has a tool to fight on the node albeit it still not good enough, since in PvP I’d rather use P/P than S/B.

The Nerf
These nerfs aren’t a big deal since they are PvP only and I personally do not care about PvP. This is a good start since PvE and WvW are do not deserve these nerfs.

The Buffs
The changes in DA is huge, not massssive, but huge nonetheless — it favors my PvE/WvW D/P condition build even more.

- Potent Poison – it states that it increases the stacks of other traits — meaning, Stealing adds 2 stacks of poison without Potent; with Potent, it will add at least 3 stacks instead. The number of stacks is very vague from the patch note.

- Panic Strike – this buff is not that great albeit it’s not a nerf so I guess it’s good. I’m still not inclined to take it over Deadly Trapper.

The weapon skills also received some buffs and it also favors my build.

- Palm Strike – Now this buff for PvE is great and it’s about time. I’m not sure how this impacts the PvP but if anyone uses this in that game format, it’s 100% damage increase (of course after the 15% nerf, but still a net increase in damage output). In my opinion, this is the kind of balance I’ve been waiting for. If they nerf something, they better compensate it with something with equivalent value without nerfing PvE.

- Body Shot – This is not really a buff per se since this skill needed this change for a long time. Now, the extra .5s will finally offset the after cast delay which will make the Unload follow up more smoothly.

- Unload – Ok, this change actually put a big smile on my face since this is a really good buff for PvE — in other modes, not so much since I have to rely on luck to have all bullets to hit the same target.

- Trick Shot – This change is very good in WvW and really favors a hybrid build. However, it still suffers from the problem I have with S/B for a long time that is, the projectile speed.

- Detonate Cluster – Ok, this one didn’t really need a buff but I won’t complain.

- Choking Gas – Now this is a big deal. Ever since they nerfed this skill, they never given it a proper compensation. The damage increase and the daze effect are good compensation for the nerf. Applying 5 stacks of poison is not hard and shouldn’t rely on CG to apply the poisons since it only has 4 pulses. In my build, I can apply 5 stacks and use CG to daze them. The problem with this though is it will generate a lot of QQs since anyone caught in the gas will not be able to do anything but dodge away. Since this skill don’t have any cooldown in between uses and it only cost 4 init, chances are if someone get caught in the gas will be GG. I can already see how this will play out in WvW and how much QQ it will generate especially from DH — no more safe zones.

Thief Buffs due to other’s Nerfs
Speaking of DH. They have been overpowered with their longbow for a long time now and the nerfs they received are buffs for the Thief.

- True Shot – For a long time, this skill deals so much damage for a 4s cooldown. It’s so broken that even the 6s cooldown nerf is not enough. Compare to another Longbow user, the Ranger don’t even have that much damage from one skill with cooldown in single digit. It not only deals a lot of damage but it also pierces up to 5 other targets. This kind of damage potency belongs in PvE, not in PvP or WvW. The nerf is rightly applied even though it still not enough since the damage is still ridiculous. Nevertheless, the long cooldown will at least allow enough time for a dodge which is a buff for the Thief fighting DH.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

(cont.)

End Note
All other changes are no big deal and the Revealed application is meh at most since ArenaNet being ArenaNet still trying hard to make Revealed to work. I might login just to test these changes out also I’ve never been a fan of Warrior but that Axe/Axe buff looks interesting and the Engineer change too. Thief is definitely worth logging in. Even though Thief has a log way to go, I think ArenaNet finally woken up from their apathy and finally given their game the needed concern and interest — the lack of sales will do that (more that 50% down YoY — the players have spoken).

It would be a miracle to rebound from this which would depends on the next expansion. A piece of advice for the next pre-expansion update, take or ignore it, unlink the weapons from the Elite Trait. Make the weapon as preference for the Elite trait but do not force players to take the Elite if they want to use the weapon. Core Thief should be able to use the staff without DD so should the new weapon (whatever it might be) from the next expansion.

This balance update is moving towards a good direction. I’m still waiting for them to treat D/D and P/P like a two-handed weapon with their unique 5-skills set independent from other weapons set combination. They just keep on buffing Unload but they have to admit it to themselves that it will never be enough since P/P needs a lot more in terms of survival. The buff on Body Shot has also empowered P/D which in my opinion didn’t really need it. All in all, it’s a positive update.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sly.9518

Sly.9518

Notes on the CG buffs, the Skill has two ICDs tied to its Daze one for the Poison pulse which is the only thing that can prove the daze and one on the Daze itself, if anything it can receive an increase to the daze ICD and it will be great since by itself CG can’t apply 5 stacks of poison in one use to prod the Daze to begin with and people have to stand in it to be dazed, now the skill will be impactful on bads that don’t move out of AoE red circles

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Posted by: saerni.2584

saerni.2584

The buff on body shot previously was applied in pvp. This patch merely normalized it in all game modes.

My thought is that lotus in choking gas will be a new condition damage meta.

Northern Shiverpeaks (NSP)
Thief (Daredevil)
Commandant of Pistol-Dagger and Apex Predator

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Posted by: saerni.2584

saerni.2584

Note:

Spider Venom + cluster bomb + choking gas = 6 stacks of poison and pulsing daze on all four pulses. (Single target with no blocks/evades/invulns)

Northern Shiverpeaks (NSP)
Thief (Daredevil)
Commandant of Pistol-Dagger and Apex Predator

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Notes on the CG buffs, the Skill has two ICDs tied to its Daze one for the Poison pulse which is the only thing that can prove the daze and one on the Daze itself, if anything it can receive an increase to the daze ICD and it will be great since by itself CG can’t apply 5 stacks of poison in one use to prod the Daze to begin with and people have to stand in it to be dazed, now the skill will be impactful on bads that don’t move out of AoE red circles

Yes, I’ve noted how easy it is to stack poison and shouldn’t rely on CG to apply them. CG should now be used as Daze zone rather than a poison zone.

Here’s how I see it. Thief regenerates 4 init in 4 seconds, but opponents will only fill 20 endurance in that same time frame which means, after 2 CGs, the target’s endurance is exhausted and the 3rd CG will keep them in place. Now, there are other ways to force dodges without investing init, which means when they used up all their dodges and crippled inside the CG, they can’t really do anything. In my build, once that happens, I can swap to my D/P and simply finish them off.

Of course I am aware that not all skills will be interrupted since it only pulse once per second, however, it is enough to limit the skill use of whoever is trapped inside the gas.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: saerni.2584

saerni.2584

It may also prove deadly to those who try to panic heal and end up getting interrupted.

Northern Shiverpeaks (NSP)
Thief (Daredevil)
Commandant of Pistol-Dagger and Apex Predator

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Note:

Spider Venom + cluster bomb + choking gas = 6 stacks of poison and pulsing daze on all four pulses. (Single target with no blocks/evades/invulns)

That’s expensive for 6 stacks of poison and not ideal.

Here’s how I apply poison;
- Spider Venom + Impairing Daggers + Steal = 5 stacks
Initiatives is still full for at least 3 CGs.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sly.9518

Sly.9518

Also just as a caveat to my earlier analysis, CG can only apply two Dazes max per target with how the Two separate ICDs work out.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Also just as a caveat to my earlier analysis, CG can only apply two Dazes max per target with how the Two separate ICDs work out.

Typically, I stack CG on the target. Since I have not tested this new update in the game yet, I would assume that each application of CG will overlap the timers since each CG will pulse at a different rate. My Impairing Daggers will ensure that they stay inside the gas at least for 3 pulses.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sly.9518

Sly.9518

Also just as a caveat to my earlier analysis, CG can only apply two Dazes max per target with how the Two separate ICDs work out.

Typically, I stack CG on the target. Since I have not tested this new update in the game yet, I would assume that each application of CG will overlap the timers since each CG will pulse at a different rate. My Impairing Daggers will ensure that they stay inside the gas at least for 3 pulses.

Yes but in theory and in practice are two completely different beasts due to the dynamic nature of this game and combat system, there are so many factors to take into account.

You might be able to overlap timers but that’s 8 initiative and if they are able to get out of it which isn’t too difficult that’s 8 ini wasted.

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Posted by: saerni.2584

saerni.2584

If you can use it around downed players it will do plenty to keep them off the downed though. And it makes point fighting much more defensible.

Northern Shiverpeaks (NSP)
Thief (Daredevil)
Commandant of Pistol-Dagger and Apex Predator

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Also just as a caveat to my earlier analysis, CG can only apply two Dazes max per target with how the Two separate ICDs work out.

Typically, I stack CG on the target. Since I have not tested this new update in the game yet, I would assume that each application of CG will overlap the timers since each CG will pulse at a different rate. My Impairing Daggers will ensure that they stay inside the gas at least for 3 pulses.

Yes but in theory and in practice are two completely different beasts due to the dynamic nature of this game and combat system, there are so many factors to take into account.

You might be able to overlap timers but that’s 8 initiative and if they are able to get out of it which isn’t too difficult that’s 8 ini wasted.

You’re overlooking half of what I said.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: JonnyForgotten.4276

JonnyForgotten.4276

And I just finished finally building a power set of gear. . . oh well. Hello d/d sb condi PI thief.

Edit: Upon further review. . . oh kitten yeah. Love the changes. Absolutely deadly against DH point campers.

(edited by JonnyForgotten.4276)

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Posted by: Sly.9518

Sly.9518

The SB 4 need me the ICD increased it will daze every second each pulse if the person has more than 5 stacks upon entering the field but we will have to test to see if it’s a real issue since that is only if they are completely stationary for the full field which rarely ever the case in actual pvp

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Posted by: Limodriver.4106

Limodriver.4106

I donno why so many times I got interrupted message but I look at the log there was no Pulmonary Impact and I have traited for it. It works on pve mobs but for some reason doesnt work on players.

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Posted by: Sly.9518

Sly.9518

Yeah it doesn’t seem to proc PI in the slightest

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Posted by: Straegen.2938

Straegen.2938

Choking Gas with the DA changes is OP now. Most players don’t even know what hit them they go down so fast. Good players can deal, but whew I am wrecking everything outside of solid players on a build a scrub can play effectively. That Daze tripping all the interrupt secondary effects is just brutal. Sigil of Draining at the very least needs a cooldown now.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: babazhook.6805

babazhook.6805

Choking Gas with the DA changes is OP now. Most players don’t even know what hit them they go down so fast. Good players can deal, but whew I am wrecking everything outside of solid players on a build a scrub can play effectively. That Daze tripping all the interrupt secondary effects is just brutal. Sigil of Draining at the very least needs a cooldown now.

I do not think it OP at all. I think that just as with other changes that have been introduced to the game people are caught off guard as to what it can do. It used to be people would just sit in the field because the consequences of doing so were not that onerous. They can not do that now.

They need to get out of the field first and foremost. Do that and remain mobile. It like any other “red circle”. You do not stand in it or walk into it.

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Posted by: Cynz.9437

Cynz.9437

These nerfs aren’t a big deal since they are PvP only and I personally do not care about PvP.

Aaand you lost me there. Change topic to wvw/pve analysis. While IP change was probably bound to happen in one way or another simple because of QQ and trolls, the spear change was completely unnecessary and added another extra instant spell that you have to dodge by all means → yay more random dodges!

All is Vain~
[Teef] guild :>

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

These nerfs aren’t a big deal since they are PvP only and I personally do not care about PvP.

Aaand you lost me there. Change topic to wvw/pve analysis. While IP change was probably bound to happen in one way or another simple because of QQ and trolls, the spear change was completely unnecessary and added another extra instant spell that you have to dodge by all means -> yay more random dodges!

I haven’t duelled my DH friend since the patch, but I imagine the reveal is going to be way more of an issue for dash thieves than bound thieves. Judge and spear when he sees black powder go down is going to be brutal once DH players adapt to the timing.

Critical Kit, Thief.
Don’t follow me, unless you enjoy being chased by angry men with sticks.
Power Build Condi Build

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Posted by: Cynz.9437

Cynz.9437

These nerfs aren’t a big deal since they are PvP only and I personally do not care about PvP.

Aaand you lost me there. Change topic to wvw/pve analysis. While IP change was probably bound to happen in one way or another simple because of QQ and trolls, the spear change was completely unnecessary and added another extra instant spell that you have to dodge by all means -> yay more random dodges!

I haven’t duelled my DH friend since the patch, but I imagine the reveal is going to be way more of an issue for dash thieves than bound thieves. Judge and spear when he sees black powder go down is going to be brutal once DH players adapt to the timing.

The problem, as always, is team fights. There is so much crap flying around and you still need to predict DH using spear at specific moment to dodge it (assuming there is only 1 DH which really unrealistic considering how everyone and their mother were riding the dh bandwagon for seasons and matches are still flooded with those). If you don’t then you sit in 6 sec reveal while everyone on enemy team is training you. The result? I do not want to engage team fights at all. The irony is that Anet admitted in this patch that core specs could use some help, especially with teamfights, and yet they have done the opposite.

All is Vain~
[Teef] guild :>

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Posted by: saerni.2584

saerni.2584

I feel like the tether duration and revealed duration should be reduced given the advantage this gives the DH in fighting classes with stealth

Northern Shiverpeaks (NSP)
Thief (Daredevil)
Commandant of Pistol-Dagger and Apex Predator

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

These nerfs aren’t a big deal since they are PvP only and I personally do not care about PvP.

Aaand you lost me there. Change topic to wvw/pve analysis. While IP change was probably bound to happen in one way or another simple because of QQ and trolls, the spear change was completely unnecessary and added another extra instant spell that you have to dodge by all means -> yay more random dodges!

I know I have not posted for a long time, but I try to avoid any PvP conversation as much as possible in my posts, thus the disclaimer. The only thing I can assume is based on my personal experience where DH camps a node with traps. The changes to the SB can counter the camping part — to what extent, I have no idea — but the option is there.

You’re welcome to comment on the PvP part of the changes if you want.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sly.9518

Sly.9518

In regards to DH it’s a yes and no, in the Meta builds there are enough baked in Cleanses that they can shrug off most Condi pressure easily still, but once you force CDs the SB can shine