Shadow Rejuvenation working as intended?
Yes, ini resotoration part of this trait is absolutely useless.
I liked infusion of shadows better
I think they combined SR and old useless Patience for the new trait that doesnt even work properly
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
This has been reported already I believe.
The Dhuumfire thread
don’t think any1 reported it.
funny think is that the passive heal is of SR is lower than the heal you get on the regeneration boon when entering stealth, my god this trait is so good it really deserves to be GM
not xD
I do believe it’s meant to be that way; 1 initiative gained per effective stealth cycle. I believe it’s done to remove the ability for thieves to maintain permanent stealth uptime.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I do believe it’s meant to be that way; 1 initiative gained per effective stealth cycle. I believe it’s done to remove the ability for thieves to maintain permanent stealth uptime.
It’s a still a GM and the “perma” stealth was d/p related and was not a issue. I’m not liking where they are going.
The Dhuumfire thread
I do believe it’s meant to be that way; 1 initiative gained per effective stealth cycle. I believe it’s done to remove the ability for thieves to maintain permanent stealth uptime.
It’s a still a GM and the “perma” stealth was d/p related and was not a issue. I’m not liking where they are going.
It wasn’t just D/P. X/D had permanent stealth uptime without needing any utilities and effects other than Infusion of Shadows. If played properly, a thief could maintain permanent stealth if it was near an attackable structure, which was a huge problem in WvW. It also subtly nerfs stealth abusers and raises the skill ceiling/lowers the skill floor in general by making them think about initiative management instead of just 5—> 2 —> 3/1 --> 3 —> 3 --> 11111222.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I do believe it’s meant to be that way; 1 initiative gained per effective stealth cycle. I believe it’s done to remove the ability for thieves to maintain permanent stealth uptime.
It’s a still a GM and the “perma” stealth was d/p related and was not a issue. I’m not liking where they are going.
It wasn’t just D/P. X/D had permanent stealth uptime without needing any utilities and effects other than Infusion of Shadows. If played properly, a thief could maintain permanent stealth if it was near an attackable structure, which was a huge problem in WvW. It also subtly nerfs stealth abusers and raises the skill ceiling/lowers the skill floor in general by making them think about initiative management instead of just 5—> 2 —> 3/1 --> 3 —> 3 --> 11111222.
I’ll call that a change affecting a bystander mode however I do see the WvW point of view.
The Dhuumfire thread
I think it’s because of what DeceiverX mentions, chain stealthing using D/D inside WvW structures was doable and troll worthy.
Still the SA line promotes rather passive play, I’m still not a fan of it, I wish we could just take Shadow’s Embrace an that’s it.
Plays completely opposite professions to his main Teef.
(edited by CrimsonNeonite.1048)