(edited by Authority.6145)
Time to suicide[Back to D/P]
My GPU has just died, so I can’t play with builds as of now, but I’m sticking with 30 CS. From there, depending on how to make it work, I might run D/D or D/P with 15 DA for the weakness and 25 points elsewhere.
Resident Thief
Like this Idea.
I was running a simple D/D build on my Asura, using Haste and a few other minor things to spike with.
Now that its been nerfed, Im running my backup weapons, S/D more. I use Techno Babble and the swords Stealth strike to inflict Daze, along side my haste to help counter the nerf.
Honestly I dont have a set place I made it for.
Right now Im thinking of playing around with my Sigils to see about inflicting more stun’s to keep the target locked up. Not sure though.
I am going to just keep running my CnD/BS build. (For WvW)
The extra sec on revealed sucks but wont severely effect my ability to play and I never permastealth lol. What does effect it is the freaking broken hidden killer bug lol.
That being said I would have much preferred they keep it at 3 sec and do what they originally said they were going to do :/
Currently running 10/30/15/15/0 with Withdraw, Roll for Init, SR, Scorp Wire, and Bask Venom.
I will probably lose some kills due to not being able to land a 2nd backstab faster but oh well still gets the job done against plenty of people in WvW.
I created a tanky venom share build that is absolute ridiculousness when you team up with a GS warrior. Talking locking D/D ele down so hard they don’t budge til they die.
I created a tanky venom share build that is absolute ridiculousness when you team up with a GS warrior. Talking locking D/D ele down so hard they don’t budge til they die.
If I wanted a full venom share build how would I go about it?
@OP
Build Name : P/D + SB
Purpose : PvP (WvW)
Changes : None
Here is what it boiled down to for me. As a condition specced P/D Thief, I have gone from being able to stack damage when coming out of Stealth with guns blazin… to hanging around in Stealth a bit more and letting my Conditions do more of the work for me. The only real change to my playstyle is that I don’t run and gun anymore CnDing to get my burst damage off like I use to.
PROBLEMS:
The only real problem I have encountered is now that the revealed buff has been pushed back an extra second, GUARDIANS with outrageous Condition Removal pose more of a threat in numbers to me because I am stacking Conditions and having them removed more times over the duration of a fight.
SOLUTION
Time your attacks and use Stealthing abilities as a utility rather than an annoyance!
80 Human Thief – 80 Human Guardian
80 Norn Ranger – 80 Norn Warrior
now im trying to utilize
p/d + d/p combo
with the build 0-30-0-25-15
to have a lot of initiative pool and regeneration to maximize #3 skill of both weapon set in and out combo
(i really dreaming not having cooldown on weapon swap)
i did remove SA totally, i guess ill stick with this for a while and to get the hang of it
I created a tanky venom share build that is absolute ridiculousness when you team up with a GS warrior. Talking locking D/D ele down so hard they don’t budge til they die.
And what does the ele’s teammate do?
I’m running a HK D/D build (WvW only), but not now lol. HK is not working as stated before.
Other then that, I won’t be changing too much. Apart from SR and SoS, I switch between blinding powder and shadowstep for my third utility. I guess it will be shadowstep more often. The extra second revealed after an attack is not that bad, although when facing a serious opponent it can make all the difference. I don’t use Basilisk, so that doesn’t affect me.
Edit: I don’t know why people abandon Shadow Arts as a trait line. Restealthing is still possible like it used to be, so healing in stealth is still almost as viable as it was, barring the extra second being revealed if you do attack.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
(edited by Cygnus.6903)
I created a tanky venom share build that is absolute ridiculousness when you team up with a GS warrior. Talking locking D/D ele down so hard they don’t budge til they die.
If I wanted a full venom share build how would I go about it?
This is what I’m running atm. Almost as good 1v1 as my old dueling build (not quite but close) but also has insane group synergy.
I’ve tested the major traits, and the might, and lifesteal on venom hit both work for others in my party so i can provide an 8 stack of might for 20 seconds to my group and provide good support healing with the lifesteal.
Applying basilisk on inc, then popping devourer just as the stun is wearing while with a group of buddies can lock an entire 5-man down long enough to wipe them with cleave/aoe.
I created a tanky venom share build that is absolute ridiculousness when you team up with a GS warrior. Talking locking D/D ele down so hard they don’t budge til they die.
And what does the ele’s teammate do?
I’m running a HK D/D build (WvW only), but not now lol. HK is not working as stated before.
Other then that, I won’t be changing too much. Apart from SR and SoS, I switch between blinding powder and shadowstep for my third utility. I guess it will be shadowstep more often. The extra second revealed after an attack is not that bad, although when facing a serious opponent it can make all the difference. I don’t use Basilisk, so that doesn’t affect me.
Edit: I don’t know why people abandon Shadow Arts as a trait line. Restealthing is still possible like it used to be, so healing in stealth is still almost as viable as it was, barring the extra second being revealed if you do attack.
Doesn’t matter, ele (or any bunker) gets flattened before chance to react. Since I’m S/D I prevent revives with daze :-P.
I adapted by going back to my mesmer.
Doesn’t matter, ele (or any bunker) gets flattened before chance to react. Since I’m S/D I prevent revives with daze :-P.
I bet it’s fun to use man, nothing bout that. Being creative is a good thing.
But saying you can pwn a d/d ele if you use this build and team up with a gc gs warrior doesn’t mean anything, really. 2v1 should always be won, if the skill lvls of all 3 players involved are the same. If anything changes in that equation, then your statement loses any viability as to testament to the strength of your build.
That being said, your build can off course work very well in 2v2 or more large scale settings.
Still, I wonder what the partner of the D/D ele is doing, and I’m not talking about rezzing.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
I didn’t have to change a single thing since I don’t utilize stealth as a combat skill. I personally love the changes and think it will help with balance when all the little glass cannon noobs need to find a new cookie cutter trick to try and win. <3
Khan of The Burning Eden [TBE]
www.theburningeden.com
Doesn’t matter, ele (or any bunker) gets flattened before chance to react. Since I’m S/D I prevent revives with daze :-P.
I bet it’s fun to use man, nothing bout that. Being creative is a good thing.
But saying you can pwn a d/d ele if you use this build and team up with a gc gs warrior doesn’t mean anything, really. 2v1 should always be won, if the skill lvls of all 3 players involved are the same. If anything changes in that equation, then your statement loses any viability as to testament to the strength of your build.
That being said, your build can off course work very well in 2v2 or more large scale settings.
Still, I wonder what the partner of the D/D ele is doing, and I’m not talking about rezzing.
Bunkers are built specifically to hold points vs multiples. We were blowing up both ele and guardian bunkers without them having even the ability to react. Sure they’d have team mates, but with cleaves, and multiple charges, the venoms applied to them as well. Would mow down 2s and 3s if they were foolish enough to get caught in that cc spam.
I’ve adapted to this so far…
http://tinyurl.com/coxuubc
(edited cause gw2 forum garbles these links)
It’s a work in progress but it’s showing promise. It’s a heavy dodge build that relies on alternating between dodge rolls and death blossom for defenses. It will occasionally do a CnD + Backstab but the main point is sustained dodge caltrops. I’ve toyed with using that other caltrops too. Also not sure what to use for the healing skill.
I’d be still running a HK backstabber but Hidden Killer is broken too far now.
IMO the decision to go with the 1 second revealed nerf was too hasty and broke a lot of the thief mechanics. It used to be that you could fill the revealed debuff with 1 full dagger attack chain. Now you have to add something to fill the extra second like dodge rolls or a death blossom to recover the lost defenses.
To those who sing praises of these thief nerfs… we will adapt again and you’ll still QQ.
(edited by lioka qiao.8734)
Edit: I don’t know why people abandon Shadow Arts as a trait line. Restealthing is still possible like it used to be, so healing in stealth is still almost as viable as it was, barring the extra second being revealed if you do attack.
Prepatch i run duel surv build, it was like this:
from one cnd to another cnd (3 sec) i could take 3-7k dmg in my face (got 16k total), in between dodges and daze.
Now its 4 secks, i m taking 5-9k dmg, and i dont survive long naf to pull of my heal.
So +25% reval time is more then +25% of dmg i need to deal with.
And plz remamber that thief got one of the lowest starting hp pul.
Lets see what els. Oh: i start my combo from invis-tacktikal strike from behind(s/d), that i whant to do 3 strike series of auto and than i whant to go back to invis for
repeat. i dont whant to spend my time on a lame #1 sword first-of-a-chain. It would’n be such a problem if a could use flanking strike efficiently.
More than that: less stealth means less move speed, less hp regn from 30 SA trait, less dmg from bs
AND it affects all the builds since its a core mechanic.
(edited by gravestorm.2580)
Prepatch i run duel surv build, it was like this:
from one cnd to another cnd (3 sec) i could take 3-7k dmg in my face (got 16k total), in between dodges and daze.
Now its 4 secks, i m taking 5-9k dmg, and i dont survive long naf to pull of my heal.
So +25% reval time is more then +25% of dmg i need to deal with.
And plz remamber that thief got one of the lowest starting hp pul.
Lets see what els. Oh: i start my combo from invis-tacktikal strike from behind(s/d), that i whant to do 3 strike series of auto and than i whant to go back to invis for
repeat. i dont whant to spend my time on a lame #1 sword first-of-a-chain. It would’n be such a problem if a could use flanking strike efficiently.
More than that: less stealth means less move speed, less hp regn from 30 SA trait, less dmg from bs
AND it affects all the builds since its a core mechanic.
I can see what you’re saying to be bad for you, but put yourself in the position of your victim. They get hit for way more then half their HP when you BS-chain-CnD, without seeing you coming. If they are good, you ‘only’ receive 3-7k, let’s mediate that at 5k damage before restealthing. Thats less then 1/3rd…. The skill you will need to down a player like this doesn’t compare well to the skill your opponent needs to survive your burst and kill you in between stealths.
That being said, when you (and your opponent) reach a higher level of skill, it becomes a lot harder for the thief and a lot easier for your opponent. The 1 second extra reveal only speeds up that process.
Still don’t think that warrants foregoing SA completely. I wonder if reveal would have been 4 seconds from the start, if people would just have never used SA… Doubtful.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
Just curious who’s not running SA now? If for nothing else, the toughness/healing seems enough reason to have at least SOME, I’m with Cygnus on this.
SA is still useful in practical combat. You weren’t going to land your CND every 3s on people trying to stay afloat. Venoms are also useful.
I’d say more but I can’t even comprehend how people think its trashy now.
My immediate response after seeing PW die… Was to go to venom share since I didn’t need haste with that. However I solo que so it wasn’t as practical as it.could be. So…. I’m playing with 25/25/20 ATM while I brainstorm.
Really enjoying 4s immobilize on needle trap too.
SA is still useful in practical combat. You weren’t going to land your CND every 3s on people trying to stay afloat. Venoms are also useful.
I’d say more but I can’t even comprehend how people think its trashy now.My immediate response after seeing PW die… Was to go to venom share since I didn’t need haste with that. However I solo que so it wasn’t as practical as it.could be. So…. I’m playing with 25/25/20 ATM while I brainstorm.
Really enjoying 4s immobilize on needle trap too.
Yeah 1v1 thief traps are insane, wish they affected larger areas like ranger traps though……
ATM I’m using traps mostly like melee attacks esp against Rangers since the pet diffuses…
Just curious who’s not running SA now? If for nothing else, the toughness/healing seems enough reason to have at least SOME, I’m with Cygnus on this.
I actually put even more points into SA since they broke Hidden Killer. When they fix HK, I’ll go back to what I had before patch.
Nice thread. Here’s my contribs.
Build Name: Tactical S/D (off-set P/P)
Reason for using: Consumption of PvE contents
Changes applied: No changes post update
Considering trying/experimenting with: N/A (New build)
Pre-nerf to stealth, this build can chain daze any target using CnD → Tactical Strike with only 1s window (2s daze, 3s Revealed debuff) for the target to react before getting dazed again. Post-nerf to stealth, the window between dazes is now 2s and the only change I made is to add Flanking Strike in the equation. I typically save Flanking Strike for removing boon, but that 1s extra to window of opportunity is crucial and needs to be evaded or dodged every time. Also popping my Signet of Agility in case I need the extra Endurance for dodge.
Typically, those using the S/D build initiates with IS and that’s really not an ideal approach. Instead, initiate with either Steal or CnD (my Steal btw is spec’d to put me in Stealth – which works very well now post-update since it no longer auto-attacks) that puts you in stealth to begin with the semi-chain daze. In my playstyle, I save IS for getting away since it roots my target giving me a chance to dodge away, heal, then Shadow Return (back to my target) → CnD. As you notice I use IS to get back into the fight rather than using it to get away.
Dodge, evade, and shadowsteps are very good tactical defensive skills. I advice to save Stealth for offensive post-nerf, especially after the previous nerf to Stealth when the mob AI will stop and stare at me while in stealth rather than dropping aggro.
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.
Build Name: full beserker stealth
Reason for using it (i.e PvE, SPvP, WvW): wvw mainly
Changes applied: beserker armor changed to knight armor, beserker weapons changed to valkyrie
I was full beserker armor and trinkets, but invested in some defensive gear. Now using power/precicion/toughness armor with divinity runes, beserker trinkets, and valkyrie weapon for more hp. This gives you more defense and hp, and still sustaining about the same critical rate. Critical damage goes down a bit however, for me went from 111% to 95%. This gives you more defense for when you are out of stealth, which you are way longer now, and still sustaining great backstab damage.
Build: 0/30/30/10/0 playing with d/p
Just chiming in on the P/D WvW Condition build. Not noticing any real difference in style or effectiveness.
I used to solo non-upgraded supply camps with caltrops, shortbow poison from shadow refuge, and daggerstorm. Haven’t tried yet, but I imagine it would take slightly longer with the caltrops duration change.
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast
Without being able to test in-game, I think for a dungeon build I’ll try:
15/30/0/25/0 (this worked very well for me with D/D before the patch but I can’t test it now)
- D/P to keep weakness on auto-attack and off-hand blinds/interrupts
- Switch out Emerald Orbs for Runes of Lyssa and run BV for condition cleanse + boons
- Withdraw with Vigor on heal (might be slightly overkill and unnecessary but again I can’t test right now)
- Perhaps Spider Venom in place of my usual Signet of Agility to quickly apply Weakness when needed
Resident Thief
Before I was a D/D 10-30-30-0-0 thief, 80% berserker – 20% invader.
Now I’m trying this D/P build: http://gw2buildcraft.com/calculator/thief/?7.0|8.1g.h4.a.1g.h1b|5.1g.h4|1c.7j.1g.7j.1g.7j.1g.7j.1c.7j.1c.a7|2s.0.2s.0.3s.0.1n.67.1n.67.1c.67|0.a3.u45b.u6a9.0|2e.1|59.5b.5a.5f.5v|e
25/25/20
Mug, Quick Venoms
Furious something and or other + Side strike.
Slow pulse + Leeching venoms.
Berserker, srs.
Poison venom, filler venom, Filler skill/third venom, Basilisk or thieves guild.
(edited by ensoriki.5789)
SA is still useful in practical combat. You weren’t going to land your CND every 3s on people trying to stay afloat. Venoms are also useful.
I’d say more but I can’t even comprehend how people think its trashy now.My immediate response after seeing PW die… Was to go to venom share since I didn’t need haste with that. However I solo que so it wasn’t as practical as it.could be. So…. I’m playing with 25/25/20 ATM while I brainstorm.
Really enjoying 4s immobilize on needle trap too.
Devourer Venom also gives 4sec immobilize and doesn’t require you to lure your enemy into the trap that he may even not stand in it or disable it by dodging.
not to mention that it is useless vs ranged professions wile Devourer Venom is allot more efficient.
I didn’t have to change a single thing since I don’t utilize stealth as a combat skill. I personally love the changes and think it will help with balance when all the little glass cannon noobs need to find a new cookie cutter trick to try and win. <3
What’s hilarious is that the “little glass cannon noobs” you talk about weren’t affected by the patch in the slightest.
Get off your pedestal, not using stealth doesn’t make you superior to those of us who do.
all is vain
SA is still useful in practical combat. You weren’t going to land your CND every 3s on people trying to stay afloat. Venoms are also useful.
I’d say more but I can’t even comprehend how people think its trashy now.My immediate response after seeing PW die… Was to go to venom share since I didn’t need haste with that. However I solo que so it wasn’t as practical as it.could be. So…. I’m playing with 25/25/20 ATM while I brainstorm.
Really enjoying 4s immobilize on needle trap too.Devourer Venom also gives 4sec immobilize and doesn’t require you to lure your enemy into the trap that he may even not stand in it or disable it by dodging.
not to mention that it is useless vs ranged professions wile Devourer Venom is allot more efficient.
2s immobilize. Unless you got 100% more condition duration.
Quickness seems useless right now and I fairly notice it but I would like to believe that it is still good enough for a quick stomp when it is there. Used to make a lot of a difference before the nerf but I will keep on trying to see whether it can actually be worth it/decent or not and will decide later on. Used sigil of rage on off hand pistol and invested on the trait with quickness.
Also been meeting up quite a lot of double mesmers in team comps in SPvP so that forced me to switch to Hide in Shadows quite a lot from Withdrawl. Sad but true, but today I saw so far 0.01% thieves and same thing for warriors after probably 20-25 tournaments (lost count).
Quickness skills should have their negative side-effects removed in light of the changed AS bonus. Maybe even shorter cooldowns.
Just sayin’.
Beyond that, my build didn’t really change.
I’m a horrible bad and a scrub so I roll a Valk/Zerker SB + D/D Burst Thief.
Solo-roaming / Group Scout / Skirmisher
I’ve adjusted playstyles to suit the fact that I’m rocking base toughness by focusing more on slamming one person hard and escaping back to ranged to finish off the downed player + buddies that come to help.
Can’t say much about sPvP, WvW is where it’s at imo.
With how much I use Shortbow, I’d be convinced that I’m really a Ranger with awesome melee. Besides, I’ve grown tired of Anet nerfing all the non-gimmick builds for our favorite profession, so I’ve just slotted myself into the mold they seem to want us all in anyway.
[NEX]
#swaguuma
With how much I use Shortbow, I’d be convinced that I’m really a Ranger with awesome melee. Besides, I’ve grown tired of Anet nerfing all the non-gimmick builds for our favorite profession, so I’ve just slotted myself into the mold they seem to want us all in anyway.
So you can just say you’re a Ranger.
But I agree, the way thief is now, it’s a mess. I use HK.
Playing Mesmer or even Warrior just offers a LOT more versatility. When HK works again, I’ll be roaming again though, I bet.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
I made a video about the changes I made so far.
Re-applied lighting strike on main dagger and 5 percent damage on pistol offhand. Was reading a very old thread last night; http://www.guildwars2guru.com/topic/66879-rune-and-sigil-testing-for-glass-builds/
Been wondering whether following this;
Runes of the scholar 5/6, Rune of Divinity 1/6: Highest average damage when below 90% life out of all runesets.
+175 power, +10 all other stats, +10% crit dmg
Non crit dmg: 67
Crit dmg: 141
should be something I ought to stick with. Have been getting this push to try out a life steal build just for the sake of it. Will see.
Copy Paste to see it.
http://gw2skills.net/editor/?fYAQBgiY7xO1JR9PQWtC0s/wVB
Trying this build for the sake of it.
Runes of Strength
Sigil of Rage Main hand.
Going back to withdraw.
(edited by Authority.6145)
30/30/0/0/10 still going full glass cannon also that extra 10 points is not for back damage but for long hand to have 1200 mug range :P.
I created a 30/5/30/0/5 Venom-Crit thief. Valk+Rampager Gear. SB//DP. Withdraw/Shadowstep/Devourers/Skale/Basilisk. Very easy to switch from a Roaming to Venom-Share. More reliance on mobility than Stealth.
Fer Aline – Thf; Suralinta – Rgr; Alyra Va Tel – Ele; Mer Aline – War
I’ll start off by saying I only play WVW. I used to run Valk gear permastealth/sustained variants of 0/30/30/10/0 or 0/10/30/30/10. After the 4 second revealed nerf, I said eff it and changed to full zerker gear 118% crit dmg with scholar runes. 25/30/0/15/0. (Can’t give up fleet shadow, and love 3 dodges.) Swiftness on dodge and fleet shadow make it so I can live without SoS to free up another utility slot for something more useful. This is my first time doing it, but now I instagib people with mug/C&D/BS combo before they even figure out what’s going on. I’ve hit with backstabs as high as 16k and HS as high as 10k. I’ve even beat some bunkers who complimented me and asked for more duels, but I run away from fights that are too strong for me and choose my battles carefully, dying maybe once every 2 hours. It’s pretty satisfying. The downside is that I can’t really 1vX against larger numbers anymore. I can’t say I’m totally happy with the changes but if Anet wanted to pigeonhole us into this playstyle; I’ll happily roll with it.
The downside is that I can’t really 1vX against larger numbers anymore.
Then again, should any class be able to?
Hulk Roaming Montages/Build Vids
I always rage but never quit.
Copy Paste it.
http://gw2skills.net/editor/?fYAQJAoalUmaPHdy5E/JFy2jKcnIK/DglWBaq/wVB
Changed my mind and trying to see whether I should stick with this for a while.
The downside is that I can’t really 1vX against larger numbers anymore.
Then again, should any class be able to?
I absolutely agree to some extent. The things in which a thief could do to a large group of players was pretty ridiculous.
The thing is, most of those good 1vX videos were against bad/unaware players. I have seen similar warrior videos where I warrior goes into a zerg, trounces a few people, then escapes. I’ve seen a video where 4 staff Ele’s kill an entire 30 person zerg by slowly kiting them. I guess it’s just that the thief mechanics made it much easier to do such things against unaware players.
The downside is that I can’t really 1vX against larger numbers anymore.
Then again, should any class be able to?
I absolutely agree to some extent. The things in which a thief could do to a large group of players was pretty ridiculous.
The thing is, most of those good 1vX videos were against bad/unaware players. I have seen similar warrior videos where I warrior goes into a zerg, trounces a few people, then escapes. I’ve seen a video where 4 staff Ele’s kill an entire 30 person zerg by slowly kiting them. I guess it’s just that the thief mechanics made it much easier to do such things against unaware players.
No, culling made it possible. Fix to culling was enough to put a stop to that. The revealed nerf was completely unnecessary. It broke the class for me in PVE.
Ok, adapt.
I adapted before patch. To fractals.
Used to run 30crit/30sa/10tr before.
But things r hitting harder and harder. So why heal, if I can dodge?
And I made 30crit/10as/30acro. Zerker + 3 pieces of Soldier(I’ll change them for Valk soon). Swaping traits and weapons constantly.
It’s good for melee, good for unload or pw spam, has access to reliable condi-remover from 10sa.
It’s jack of all trades.
I didn’t drop D/D in PvE with revealed nerf, but I didn’t use them everywhere from the beginning. S/P sometimes is much, much better.
For P/P or S/P just pick 2ini/10 and 3ini/swap. -20%cd deception from sa seems useful in that case – you can life-steal with SR more often or provide better uptime of smoke screen.
I use the same build for sPvP and WvW. Just was too lazy to change traits and gave it a try. It worked just fine. It provides everything I need there too.
So… Ah… I use D/P in sPvP and WvW. +SB of course. Heal: Withdraw.
Overall performance of that build?
It slippery!
May be I’ll try 0/30/20/20/0 for pvp later…
(edited by Cost.6917)
Three Elementalists on Spirit Map.
I can’t adapt to that.
You could always reroll to Guardian or Elementalist. Much better classes. They are like Alpha Classes.
https://twitter.com/TalathionEQ2
Lol HS is only useful as a finisher and thief is only a wvw class.
@OP: ideally balancing is done to balance skilled endgame. Saying hs needs a nerf b/c its so good at lv 10 is simply troll or Anet.
(edited by Ekemeister.8905)
Lol HS is only useful as a finisher and thief is only a wvw class.
@OP: ideally balancing is done to balance skilled endgame. Saying hs needs a nerf b/c its so good at lv 10 is simply troll or Anet.
Why are you making an irrelevant post?