tPvp Pistol/Pistol Venomshare
i think it was not intended for the thief to be usefull via VA
nerf incoming ?
I use something similar in wvw (same trait setup), though I just use three venom utilities and accept that I’m probably toast if I get caught out. Spider venom on unload is just excellent, skale venom is almost also very good though I can understand grabbing the shadowstep instead given the spvp setting. I don’t understand why take ice drake venom over devourer venom, though, now that immobilize stacks. 4 seconds of chill compared to 6 seconds of immobilize seems like an easy choice.
This is a build I made today and started using in tournaments more successfully than any P/P build I’ve tried before.
http://intothemists.com/calc/?build=-cRRV;1Rwk0-Z57PFd0;9;4T9T;037B4;018B;4INV4;2KJG4KJG45BI
Leeching venoms adds over 2k damage onto your unload skill as well as a 2k heal (from spider venom, less from the other two).
Basically you buff your teammates giving them longlasting might stacks and venom procs while dealing large amounts of damage from range with unload for single targets and clusterbomb for team fights. Try to stay out of the middle of the fight except to share your venoms.
Useless kitten.
So, you pick 5 second chill over shadow refuge (assuming you manage to land it)?
Utility you bring is almost non-existant, and you deal no damage as for a glass cannon. Putting 30 points in shadow arts gives you nothing. Pure trash spec.
I am surprised that you actually live long enough to use all those Venoms before you go down.
So, you pick 5 second chill over shadow refuge (assuming you manage to land it)?
Utility you bring is almost non-existant, and you deal no damage as for a glass cannon. Putting 30 points in shadow arts gives you nothing. Pure trash spec.
A 5 second AoE chill if I use it on clusterbomb. As well as a 5 second AoE chill for anyone on my team near to me on the point, which also does 1600 damage for each of use and a 1600 heal for anyone proccing it. If you think this build does no damage, I’d suggest actually trying it and you will be surprised.
Spider venom in addition is extremely useful for dealing with warriors because it allows for near constant poison duration on them in a midfight.
This is a build I made today and started using in tournaments more successfully than any P/P build I’ve tried before.
http://intothemists.com/calc/?build=-cRRV;1Rwk0-Z57PFd0;9;4T9T;037B4;018B;4INV4;2KJG4KJG45BI
Leeching venoms adds over 2k damage onto your unload skill as well as a 2k heal (from spider venom, less from the other two).
Basically you buff your teammates giving them longlasting might stacks and venom procs while dealing large amounts of damage from range with unload for single targets and clusterbomb for team fights. Try to stay out of the middle of the fight except to share your venoms.
Useless kitten.
I made this build believing both venomshare and p/p to be trash, and I was surprised that they turned out to not be. I suggest you don’t bother commenting since you obviously haven’t tried venomshare.
I am surprised that you actually live long enough to use all those Venoms before you go down.
Well, proccing the venoms separately is about an extra 4k heal on a 36 second cooldown as well as a lyssa rune proc during most fights using basilisk venom. Then the fact that I am usually kiting or standing somewhere out of immediate reach. Since I’m also taking shadow arts, that gets me an extra 300 toughness over a regular 10/30/0/0/30 D/P thief as well, even if it doesn’t help much.
First off all, there is no way you can get 5sec AoE chill by yourself. Venom doesn’t work that way. If your AoE hit 4 people then everyone of them will get 1.25sec chill and thats all you will get from a single use Ice Drake Venom.
Secondly, you have no initiative regen to pump out your Unload as much as you can.
Third, you can do very good damage IF no one dodge your obvious Unload attack animation.
Fourth, in a game like GW2 where jumping on someone and then burst him down is a simple task and you still think 2 dodges, 2 Stealths and one Shadowstep is enough to keep you last the fight then I have no idea what to say.
Lastly, 300 toughness is NOT going to touch the skin of what D/P offers in term of defensive and offensive.
This is a build I made today and started using in tournaments more successfully than any P/P build I’ve tried before.
http://intothemists.com/calc/?build=-cRRV;1Rwk0-Z57PFd0;9;4T9T;037B4;018B;4INV4;2KJG4KJG45BI
Leeching venoms adds over 2k damage onto your unload skill as well as a 2k heal (from spider venom, less from the other two).
Basically you buff your teammates giving them longlasting might stacks and venom procs while dealing large amounts of damage from range with unload for single targets and clusterbomb for team fights. Try to stay out of the middle of the fight except to share your venoms.
how many tPvP did you win with this crap?
or should I say, did you even find a team willing to play with you with that crap build?
sorry mate, I seriously like when people try to theorycrafting something unusual, but let’s not post everything that comes to mind
but they’re a lot stronger
than they will be next year!
Sry mate, but I have to agree with some of the posters here for serious tournaments.
P/P has potential in some builds (even though some ppl would deny this, it worked for me pre-stun patch cause it synergied well with my build)
So does venom share (heck i’m using it myself now but more for wvw than pvp).
But IMO P/P with venomshare is not going to work well after 1 initial fight. P/P lacks ability to kite, and using 2/3 venom further pushes you into a “sitting duck” position. The first fight you might surprise someone (which obviously is a good tactic, use methods unorthodox to take someone by surprise) but those tactics only work once per player (which would make this build better suited for wvw, where surprising ppl is a lot easier than in pvp).
Just my experience with these things at least. I played P/P before, I’m testing venom share right now with 30/0/30/0/10. I use the same utilities beside ice drake veno. Devourer’s venom when traited gives almost 7s immob per ally. Only 10s per victim (stack maximum)
I changed shadowstep to shadowrefuge in favour of protecting party members while buffing with venoms.
GL – “The Afternoon’s Watch” [OATH]
This is a build I made today and started using in tournaments more successfully than any P/P build I’ve tried before.
http://intothemists.com/calc/?build=-cRRV;1Rwk0-Z57PFd0;9;4T9T;037B4;018B;4INV4;2KJG4KJG45BI
Leeching venoms adds over 2k damage onto your unload skill as well as a 2k heal (from spider venom, less from the other two).
Basically you buff your teammates giving them longlasting might stacks and venom procs while dealing large amounts of damage from range with unload for single targets and clusterbomb for team fights. Try to stay out of the middle of the fight except to share your venoms.
how many tPvP did you win with this crap?
or should I say, did you even find a team willing to play with you with that crap build?
sorry mate, I seriously like when people try to theorycrafting something unusual, but let’s not post everything that comes to mind
Well, yesterday I believe I went something like 10-6 playing this build against people anywhere from 80%-top 100 in solo queue. I’m currently ranked at 86%, floating between 80%-800 depending on what class I’m playing.
It’s kind of funny how hostile the thief community is toward P/P. I posted this build because it’s the only thing I’ve ever tried with P/P that hasn’t gotten ground into a pulp, and because I’ve seen many people interested in trying to play P/P in medium level tournament play.
First off all, there is no way you can get 5sec AoE chill by yourself. Venom doesn’t work that way. If your AoE hit 4 people then everyone of them will get 1.25sec chill and thats all you will get from a single use Ice Drake Venom.
Secondly, you have no initiative regen to pump out your Unload as much as you can.
Third, you can do very good damage IF no one dodge your obvious Unload attack animation.
Fourth, in a game like GW2 where jumping on someone and then burst him down is a simple task and you still think 2 dodges, 2 Stealths and one Shadowstep is enough to keep you last the fight then I have no idea what to say.
Lastly, 300 toughness is NOT going to touch the skin of what D/P offers in term of defensive and offensive.
You are right about the 5 second AoE chill. However, P/P with a venom proc halves a D/P thieves HP right off the bat. It also locks on even if the thief stealths. (It can probably do almost 10k in a mid fight if I’m being buffed by allies. You are also forgeting that Shortbow has a dodge on 3, shadowsteps on 5.
This is a build I made today and started using in tournaments more successfully than any P/P build I’ve tried before.
http://intothemists.com/calc/?build=-cRRV;1Rwk0-Z57PFd0;9;4T9T;037B4;018B;4INV4;2KJG4KJG45BI
Leeching venoms adds over 2k damage onto your unload skill as well as a 2k heal (from spider venom, less from the other two).
Basically you buff your teammates giving them longlasting might stacks and venom procs while dealing large amounts of damage from range with unload for single targets and clusterbomb for team fights. Try to stay out of the middle of the fight except to share your venoms.
how many tPvP did you win with this crap?
or should I say, did you even find a team willing to play with you with that crap build?
sorry mate, I seriously like when people try to theorycrafting something unusual, but let’s not post everything that comes to mindWell, yesterday I believe I went something like 10-6 playing this build against people anywhere from 80%-top 100 in solo queue. I’m currently ranked at 86%, floating between 80%-800 depending on what class I’m playing.
It’s kind of funny how hostile the thief community is toward P/P. I posted this build because it’s the only thing I’ve ever tried with P/P that hasn’t gotten ground into a pulp, and because I’ve seen many people interested in trying to play P/P in medium level tournament play.
I agree that the overly hostile tone is completely unwarranted.
I also agree that I don’t see what P/P brings to the table here. Assuming the VS spec works (I haven’t played it, so I don’t know), what does P/P bring to the table that makes it so much better than any other weaponset? Being able to quickly proc your venoms with unload seems like a very minor bonus for all the negatives you get when running P/P. All the minor traits in SA are almost a complete waste, with your ability to go stealth once per 30 seconds when you heal, or when you get hit lower than 25% (hope you’re not mid-unload when that happens). I also can’t imagine any spec with 0 initiative regen boosting traits, much less one as Init hungry as P/P. Anet has nerfed thief burst over and over again, and haven’t bothered to adjust base init regen to reflect the fact that TTK is longer.
I haven’t tested the spec, but just from looking at it on paper it feels like you crammed P/P into it, which is the feeling I get 90% of the time someone tries to use P/P as a weaponset.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
If you think this build does no damage, I’d suggest actually trying it and you will be surprised.
Spider venom in addition is extremely useful for dealing with warriors because it allows for near constant poison duration on them in a midfight.
This build does no damage. A P/P build which does damage looks like this:
http://intothemists.com/calc/?build=-cRRV;1ZwV0-J5R-kd0;9;4TT9;059A54A3;6LRk0;2Ewk2Ewk25Bu
It gives tons of power with full sigil stack, not to mention 3x +10% dmg bonus, +20% dmg bonus against foes under half HP bar, and a few vulnerability stacks. Even a bunker can’t withstand this. It also supports allies and secures stomps with shadow refuge. Signet of malice protects you from retailation.
If you want to poison warriors in team fight, use shortbow, not spider venom. You could try using spider venom in 1 vs 1 fight, but then you won’t even win against any warrior with your poor build.
PS: don’t use sigil of force on P/P, because it increases damage of only one pistol, for example it gives only 2,5% dmg increase on unload (unless you have two of them , but it’s a waste of sigil slots).
(edited by Dagins.5163)
First off all, there is no way you can get 5sec AoE chill by yourself. Venom doesn’t work that way. If your AoE hit 4 people then everyone of them will get 1.25sec chill and thats all you will get from a single use Ice Drake Venom.
Secondly, you have no initiative regen to pump out your Unload as much as you can.
Third, you can do very good damage IF no one dodge your obvious Unload attack animation.
Fourth, in a game like GW2 where jumping on someone and then burst him down is a simple task and you still think 2 dodges, 2 Stealths and one Shadowstep is enough to keep you last the fight then I have no idea what to say.
Lastly, 300 toughness is NOT going to touch the skin of what D/P offers in term of defensive and offensive.
You are right about the 5 second AoE chill. However, P/P with a venom proc halves a D/P thieves HP right off the bat. It also locks on even if the thief stealths. (It can probably do almost 10k in a mid fight if I’m being buffed by allies. You are also forgeting that Shortbow has a dodge on 3, shadowsteps on 5.
ok I aplogize for being such aggressive. I just wanted to say that for me this build doesn’t bring to the table any support that other classes at the moment can’t do better.
Also its survivability is underperforming since no stealth, no high hp, no high evasion and only 1 breakstun every 50secs. Also venoms requires too much coordination (not that this is a bad thing) for a coordinated long CC and burst, something that actually warriors and necro can do much better with less effort and even with more frequency.
Also in high end pvp matches I think SR is a must, if you know how to safe and use properluy this skill, it’s always a free ress for a team mate.
I was aggressive because even if I don’t consider the thief too bad, I think that there are still too many classes that are better than us in almost every role in a team, and arguing that venoms can be in some way viable while they are not (they also require to to fully trait for venoms for being viable a bit), it’s bad information, and we don’t need to give A-Net bad informations about thieves viability in tournament.
but they’re a lot stronger
than they will be next year!