Suggestions to survive in zergs
as a thief you have no choice but to rely on your mobility. try to stay on the outside edge of the brawl unless you are in the middle of bursting a target down, then get back outside with some form of shadow step or stealth or both. also, signet of malice can be a life saver in large fights. combined with caltrops or dagger storm it can pump out a ton of healing. if you are cluster bombing on top of the caltrops and occasional dagger storms even better. if none of that works for you, you may want to try to find a way to get 15 points in acrobatics. the extra dodges work wonders.
Gungnir Aurus – 80 Guardian
[AUX] Isle of Janthir
I play a similar build (0/30/30/10/0) with around 15k hp and 1500 toughness. When I end up helping the zerg, how ever that might be, I normally sit on the edge of my zerg spamming cluster bomb into relevant fields. As I can’t stand toe to toe on the front lines, I’ll make sure to hit as much AoE might, healing, ret, blind as I can. (not limited to those fields they just seem to be the most common) After it clears up a bit (assuming were winning) I’ll switch back to D/D and flank to the back of the enemys and start picking off people. I find this is the best way to run with the zerg for me and my play style.
Zikory – Retired Thief
Zikkro – Zergling Necromancer
Any suggestions? How do YOU survive inside an organized group? How do you survive in situations in which you are forced to stay with your commander and you can’t rely on your mobility to save yourself?
By your description, that’s not a very “organized” group.
In an organized group, every profession knows their role. As for me, and all other thrieves in the group, don’t fight in the front line where you can get AoE to death. Our commander assigned us to do what we do best, infiltrate the front line and take out the casters and the first target on the list are Necros, then Memers.
We follow the commander from the flank and not in the zerg, thus we’re never concern with survival as long as we get the job done. It only takes 3-4 thieves to take out a caster in split seconds, then each summoning the Thieves Guild just to generate choas in this backline.
So yeah, your group needs to be more organized first.
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.
By your description, that’s not a very “organized” group.
In an organized group, every profession knows their role. As for me, and all other thrieves in the group, don’t fight in the front line where you can get AoE to death. Our commander assigned us to do what we do best, infiltrate the front line and take out the casters and the first target on the list are Necros, then Memers.
We follow the commander from the flank and not in the zerg, thus we’re never concern with survival as long as we get the job done. It only takes 3-4 thieves to take out a caster in split seconds, then each summoning the Thieves Guild just to generate choas in this backline.
So yeah, your group needs to be more organized first.
You probably don’t wvwvw a lot. Be aware, I don’t mean to be harsh. In an organized group if you don’t stand on your commander you don’t receive buffs, heals, and you cannot provide blasts. I am able to take out a caster in less than 1 second alone, but that’s ONE caster, what about the other 20? What if they ress him up while he’s downed? Also.. thieves guild? Really? I’m talking about surviving inside organized zerg vs zerg fights, not 2 parties of friends vs 2 parties of pugs.
An organized group run like a “deathball” (quote from a friend) and I’m trying to find a way to stay alive and be useful in that situation.
By your description, that’s not a very “organized” group.
In an organized group, every profession knows their role. As for me, and all other thrieves in the group, don’t fight in the front line where you can get AoE to death. Our commander assigned us to do what we do best, infiltrate the front line and take out the casters and the first target on the list are Necros, then Memers.
We follow the commander from the flank and not in the zerg, thus we’re never concern with survival as long as we get the job done. It only takes 3-4 thieves to take out a caster in split seconds, then each summoning the Thieves Guild just to generate choas in this backline.
So yeah, your group needs to be more organized first.
You probably don’t wvwvw a lot. Be aware, I don’t mean to be harsh. In an organized group if you don’t stand on your commander you don’t receive buffs, heals, and you cannot provide blasts. I am able to take out a caster in less than 1 second alone, but that’s ONE caster, what about the other 20? What if they ress him up while he’s downed? Also.. thieves guild? Really? I’m talking about surviving inside organized zerg vs zerg fights, not 2 parties of friends vs 2 parties of pugs.
An organized group run like a “deathball” (quote from a friend) and I’m trying to find a way to stay alive and be useful in that situation.
I think his comment is on par if your talking about keep fights. If your talking about open field thieves don’t have much they can do to be useful. Please keep in mind that this is a generalization not a fact. Built right and much more tanky then the common thief could last a bit longer but over all thieves don’t do well attacking a “deathball”
Your best option is Shortbow, mainly cluster bomb as I stated above. There are some S/P builds that rely on PW for evades and probably could do well but in the mist of a zerg your probably not going to last long.
Also, yeah I dno about the thieves guild, I never use it as dagger storm is more useful for me and I would guess the thieves would get AoE’d down to fast to do anything really game changing.
Side note: If you can organize 3-5 thieves to get together and from the flank stealth in and all dagger storm together it will really throw off any pugs (and some of the less experienced players) and do some damage to the group. Notably, you’ll all probably die if the zerg your hitting is any good but it will thin things out a bit if your zerg is going to push them from the front. Its more of a fun novelty tactic…
Zikory – Retired Thief
Zikkro – Zergling Necromancer
By your description, that’s not a very “organized” group.
In an organized group, every profession knows their role. As for me, and all other thrieves in the group, don’t fight in the front line where you can get AoE to death. Our commander assigned us to do what we do best, infiltrate the front line and take out the casters and the first target on the list are Necros, then Memers.
We follow the commander from the flank and not in the zerg, thus we’re never concern with survival as long as we get the job done. It only takes 3-4 thieves to take out a caster in split seconds, then each summoning the Thieves Guild just to generate choas in this backline.
So yeah, your group needs to be more organized first.
You probably don’t wvwvw a lot. Be aware, I don’t mean to be harsh. In an organized group if you don’t stand on your commander you don’t receive buffs, heals, and you cannot provide blasts. I am able to take out a caster in less than 1 second alone, but that’s ONE caster, what about the other 20? What if they ress him up while he’s downed? Also.. thieves guild? Really? I’m talking about surviving inside organized zerg vs zerg fights, not 2 parties of friends vs 2 parties of pugs.
An organized group run like a “deathball” (quote from a friend) and I’m trying to find a way to stay alive and be useful in that situation.
That’s more like a gang riot to me.
They rez the downed player because you failed to generate chaos behind enemy line, thus your effort was wasted. Even a single Engineer dropping a Big Ol Bomb behind enemy line, preferably on top of the down player, will generate the chaos needed.
But whatever, if you think that is “organized” then so be it. But you have to also accept the fact that it is the reason why you don’t survive even with those precious buffs.
Yes, thieves guild is effective in breaking enemy ranks and weakens the enemy frontline so that the main group can penetrate through.
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.