So I overhauled my build for teh lulz...
sorry for negative answer but this might help you improve
your build is paper, and not viable for pvp /wvwvw.
reasons :
1. you lack escape ability
2. you lack survaivability
3. any decent oponent will dodge away from your pistol wisp /caltrops
4. scorpion wire won’t pull ( an ranger for example ) from 1200 range to you
5. you cannot toe to toe big boys, like melle guardians (greatsword / sword+focus) or warrior (greatsword / axe +shield)
6. your traits are an mix betwen condition damage /direct damage and dodges
Sugestions for improvements :
1.decide for what you want to go :
direct damage or condition damage
survaivability or burst
2. get at least 1 escape ability (withdraw /hide in shadows /blinding powder /shadow refuge /shadowstep)
3.
pistol /pistol is an paper weapon set. 1 dodge and your entire unload will do 0 damage
It is also easy countered by retailation , and does not works good with 30 points in acrobatics. it works better with shadow arts.
sword /pistol – pistol wisp is easy to dodge /avoid, nothing more to say
4. you got 0 acces to stealth. thieves strongest attacks come from stealth
It depends I guess. If you’re going for the “lulz” factor (nothing wrong with that), then it succeeds I guess, only in PvE that is. In pvp I doubt itll work but like you said it’s untested there so I won’t go there. If you like the build and find it fun, go with it.
Tyronee Biggums- Warrior SBI
“If fifty people say a foolish thing, it is still a foolish thing”-Bertrand Russell
Well done man! Games are awesome for competitive play and group coordination and all but in the end… Games exist for the fun of playing them!
You are doing it right!
sorry for negative answer but this might help you improve
your build is paper, and not viable for pvp /wvwvw.
reasons :
1. you lack escape ability
2. you lack survaivability
3. any decent oponent will dodge away from your pistol wisp /caltrops
4. scorpion wire won’t pull ( an ranger for example ) from 1200 range to you
5. you cannot toe to toe big boys, like melle guardians (greatsword / sword+focus) or warrior (greatsword / axe +shield)
6. your traits are an mix betwen condition damage /direct damage and dodges
Sugestions for improvements :
1.decide for what you want to go :
direct damage or condition damage
survaivability or burst
2. get at least 1 escape ability (withdraw /hide in shadows /blinding powder /shadow refuge /shadowstep)
3.
pistol /pistol is an paper weapon set. 1 dodge and your entire unload will do 0 damage
It is also easy countered by retailation , and does not works good with 30 points in acrobatics. it works better with shadow arts.
sword /pistol – pistol wisp is easy to dodge /avoid, nothing more to say
4. you got 0 acces to stealth. thieves strongest attacks come from stealth
Negativity is expected as long as its constructive. I do have a problem with your suggestion though because it looks like the suggestions and criticisms are aimed more towards trad WvW/PvP builds. I am trying to get away from that.
I do have a few questions…
1.) Did you look at the gear and trait setup as well?
Both weapon sets each have a Superior Sigil of Purity and Nullification (60% chance to remove boon from foe a/o remove condition from you on crit). The reason I used them is to help fill that condition removal hole without having to resort to stealth and there really wasn’t anything better imo. As for runes, I went with Superior Warrior to increase my vitality. I am trying to keep my HP above 20k and make switching weapons less severe with the rune’s.
For Traits, I wanted to apply the same concept I applied to HP: High amount, constant regen. Quick Recovery, Infiltrator’s Signet passive and Opportunist (not so much) provide Initiative regen (+3 per 10 seconds minimum). Signet of Malice + Assassin’s Reward gives me tiny amounts of HP back and bigger chunks when I use a skill. I can also use them more often with the initiative regen boosts.
Then there is Feline Grace which replenishes some of my endurance. This minor trait lets me perform a 3rd dodge less than a second after my second dodge if I were to use up all of my dodges at once. Even then, I don’t have to wait as long for another dodge to become available. In a sense, I do have extra dodge. My dodge also grants me Swift (2s), Might (5s) and leaves Caltrops behind. With my 2 gap closers (3 if you count Infiltrator’s Signet active) I can force foes into melee combat range where I can immediately lay on more cripple and Unloads.
If anything, the utility Caltrops and Wire can be replaced with more gap closers or defenses. The point of this build is to control the battle without any reliance on stealth while using tools nobody bothers with in a (hopefully) effective manner.
2.) I understand what you mean about the Scorpion Wire vs. Ranger, which can be addressed, but what about everything else?
Scorpion Wire interrupts from a distance and pulls the foe to right in front of the spot you launched it. It only works on those without stability or CC immunity, in which case it damages for the same amount as sword 1. I think its an amazing concept because it allows you to separate the enemy of your choice from the group. Trick Master allows you to use it 20% more often.
3.) What about Shadow Step/Return as a form of escape?
IMO Shadow Return can be great for avoiding incoming damage if timed properly. All shadow returns have condition removal so using them would not only help keep your distance from your enemy (and possibly force them to use up their gap closers) while keeping your character clean. You can also use Shadowstep and Infiltrator’s Signet active to break stuns. Infiltrator’s Strike is better for immobilization. But that is just how I look at Shadow Step/Return.
I have 2.9 dodges and 2 shadow returns if I equip Shadowstep instead of Caltrops. I think that is plenty for now.
Other than that, thank you for your input.
(edited by Zacchary.6183)
the point is :
1.you got high base defence wich can survive an initial burst
2.you lack burst /CC to finish 1 enemy very fast (2800 attack -2950 with 4 stacks of might -wich is maximum you can keep up with might on dodge) 50 critical chance with double precision food
your burst is imobile, compared with dagger main hand who got HS and backstab, you rely on an chain.
3. you lack sustain, malice signet will heal you for 110 /hit /target – so in 1 vs 1 situations for 110 /hit and assasin reward 69 /point of initiative spent (maximum 1000 -1200 /10 seconds) meantime an retailation will punish you for 300 /hit.
those will not allow you to sustain an fight against
D/D elementalist for example wich is very mobile and can heal constant
Guardian – since he can mentain retailation and high regen /heals, and can output same amount of damage as you in an toe to toe fight.
List can go on, ofc you will test the build viability.
Good point. I have a few friends who are good with Guardian and Ele. I will spar with them and see how it turns out.