Something Left Out Of Patch Notes 4 Thief...

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Posted by: ReeferKeeper.1865

ReeferKeeper.1865

Elite Skill : Thief Guild : No more auto-attacks.

I noticed this doing my regular cof runs on the control. Usually popped TG stealthed us and ran in without a worry for flamethrower because the thieves would aggro him for me and pull him half out of the room. But now the thieves run right past him, past me (they follow you very attentively now), leaving me with the aggro. They don’t attack anything now unless you hit it. Maybe this is as the skill was intended but I did enjoy the way it was before patch.

Time for new tactics on control.

This isn’t a QQ or rage thread, Even if I think its bullkitten :P. Just pointing out a change they didn’t put in the notes… Which I believe should have been.

So don’t expect your thieves to take aggro for you on their own will anymore!

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Posted by: Gungnir Grimm.7123

Gungnir Grimm.7123

that may be part of the pet AI rework they did for necros. they did it to stop the pets running off and attacking things you didn’t want them too, and the thieves may share the same AI.

Gungnir Grimm – 80 Thief
Gungnir Aurus – 80 Guardian
[AUX] Isle of Janthir

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Posted by: Sylvers.5261

Sylvers.5261

On the whole I don’t take this as such a bad thing, because while they may have aided in a given situation as you mentioned they can also work in reverse when they attack mobs of their own accord, aggroing ones you had no intention to aggro.

Additionally I can only assume (as I can’t test yet; still updating) that this change in AI behavior would also mean that minion governed AI summons will now attack selectively, perhaps only attack the targets that you do more effectively.

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Posted by: stof.9341

stof.9341

You can still use the attacks that don’t break stealth to cause them to pick a target I suppose

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Posted by: Volrath.1473

Volrath.1473

if you pick a target and swing your daggers/Sword in the air they will attack the targeted mob/player without braking stealth.

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Posted by: ReeferKeeper.1865

ReeferKeeper.1865

I didn’t even think of the necro AI, you’re probably right in they share the same kind of AI as minions/pets.

Cheers for the tips! I’ll give them a shot once I get on.

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Posted by: ReeferKeeper.1865

ReeferKeeper.1865

So tested the swinging at your target away from them (having them targeted of course), thieves don’t attack unless you make physical contact with your target one way or another.

Lose a little initiative but CnD start works well to lose the aggro.

@Sylvers your right it’s not so much a bad thing, just cramped my style on controller for cof and making it take longer, and usually that’s one of the only reasons a thief gets into a “farming” party lol.

Probably helps a lot outside cof when you actually want them to follow you instead of wondering off attacking a useless monster instead of your intended target.

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Posted by: Koga.7215

Koga.7215

isnt the hole point of thiefs guild on the gate controller to have all 3 attacking it and drop it in like 5second before it could have event killed you anyways?

use ranged on the controller as soon as gate pops up, both thiefs will start attacking it and get initial sight agro on the hellstorm and you can then jump in and melee it or stay ranged and just run in to get your chest and go to the boss.

still works as I used it as far as i could tell

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Posted by: Koga.7215

Koga.7215

@Sylvers your right it’s not so much a bad thing, just cramped my style on controller for cof and making it take longer, and usually that’s one of the only reasons a thief gets into a “farming” party lol.

if this is the only reason for a thief in the farming party, why dont they just ask for 1 human with hounds? no need thief then

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Posted by: Volrath.1473

Volrath.1473

will this game EVER be fixed?! from what i have seen so far since beta, they fix one thing and brake 2 in the process. just look at the traps, (yeah i know no one uses them but still, they are triggering on RARE occasions atm most of the times they just disappear with no effect whatsoever…

again, it doesn’t bother me much as I don’t use them but anyway its another bunch of broken abilities to the already long list…

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Posted by: ReeferKeeper.1865

ReeferKeeper.1865

@Sylvers your right it’s not so much a bad thing, just cramped my style on controller for cof and making it take longer, and usually that’s one of the only reasons a thief gets into a “farming” party lol.

if this is the only reason for a thief in the farming party, why dont they just ask for 1 human with hounds? no need thief then

Please re-read what I said and don’t take it out of context… ONE of the only reasons… not the only reason. There is other reasons a thief is valuable.

Hounds are not a good replacement for TG on controller. But as for asking for 1 human class for hounds I assume you have no idea how fast a thief can down controller, most classes can’t compare to the speed. Placing hounds on a random class and deeming it as fast as a thief is just silly.

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Posted by: Fizzlepip.5218

Fizzlepip.5218

But as for asking for 1 human class for hounds I assume you have no idea how fast a thief can down controller, most classes can’t compare to the speed. Placing hounds on a random class and deeming it as fast as a thief is just silly.

Side note:
It’s silly how few people don’t know this. It’s often an absolute max of 5 seconds, delays only coming when some clown leaps too far from a pillar and we have to dodge spam to avoid the flamethrower. I try to /join groups and they’re like… “no warrior?” Then I get kicked. Sad that they don’t realize that adding a single good Thief will benefit the group’s speed.

I actually like the change, I think. Keeps these guys more in control. (Though I didn’t mind abusing their autoattack while invised in WvW.)

Ink The Stained, Fizzlepip, Playground Bullies [SNFU]
Darkhaven
…beware the unicorns.

(edited by Fizzlepip.5218)