this elite spec is
And it look likes it will greatly improve the state of S/D, S/P and P/P. Well done.
it brings ALOOOOT of new play
THE COOLEST ONE YET agreed, lets see the animations.
Finally positive post! I think it will be awesome too!
“Viable” is the word that comes to my mind right now.
For the rest, I’m waiting the POI.
I wish the damage on dodge wasn’t staff exclusive >.< It’s so nice, but this line is going into my D/p build it looks like >.>
I wish the damage on dodge wasn’t staff exclusive >.< It’s so nice, but this line is going into my D/p build it looks like >.>
I don’t see staff being required for the dodge traits… Where did you get this from? Only one that specifically mentions staff is deal more damage while you do not have full endurance and wield a staff. Did you mean this one?
I wish the damage on dodge wasn’t staff exclusive >.< It’s so nice, but this line is going into my D/p build it looks like >.>
I don’t see staff being required for the dodge traits… Where did you get this from? Only one that specifically mentions staff is deal more damage while you do not have full endurance and wield a staff. Did you mean this one?
Yea, it’s definitely not required to use a staff. Staff Master is definitely a good talent for evades, but you could also just skip Staff Master and get the condi clear on dodge, which is also a good option. I’m sure we’ll probably even see some staff users with Escapist’s Absolution if there’s too much condi in the meta. I mean, this would even make it incredibly easy to counter single condi-focused builds like burn guards.
As for the elite spec overall, I’m definitely excited to try it out. My only worry is what the final damage numbers will look like since this will make or break the build in several areas. I mean, if the dps is high enough, it could become the new PvE meta, but if it doesn’t do more dps than dagger, it won’t become meta regardless of the utilities.
I think right now, I’m really excited to get the Vault skill on staff since it sounds a lot like Jump Shot, but I wish it wasn’t half the range.
And it look likes it will greatly improve the state of S/D, S/P and P/P. Well done.
I don’t really see why S/D would come back. So far it looks D/P is gonna get the most out of it once again. Pulmonary impact on headshot, damaging evade that combos stealth in smokefields. Probably players will replace Blinding Powder with signet of agility to get all the benefits it already gives + more stealth and dmg. And then they take the weakness on crit or the +x%dmg after dodge rolling for insane backstab ganks.
The new heal skill will be only viable for use in stealth.
I wish it was more Sword reliant… or Staff reliant if its fun. I don’t think that it has the kind of outplay mechanisms that other s/d and d/p have tho. (teleports, stealth)
6k+ PvP games
And it look likes it will greatly improve the state of S/D, S/P and P/P. Well done.
Actually it will do NOTHING to improve the state of P/P. It’ll keep it just as bad as it is, due to the lack of utility and 0 AoE. At best, it’ll make P/P a slightly more viable niche build for PvP.
And it look likes it will greatly improve the state of S/D, S/P and P/P. Well done.
Actually it will do NOTHING to improve the state of P/P. It’ll keep it just as bad as it is, due to the lack of utility and 0 AoE. At best, it’ll make P/P a slightly more viable niche build for PvP.
Getting access to Leap Finishers on dodge with a Smoke field won’t help P/P?
Resident Thief
I wish the damage on dodge wasn’t staff exclusive >.< It’s so nice, but this line is going into my D/p build it looks like >.>
I don’t see staff being required for the dodge traits… Where did you get this from? Only one that specifically mentions staff is deal more damage while you do not have full endurance and wield a staff. Did you mean this one?
Yea, it’s definitely not required to use a staff. Staff Master is definitely a good talent for evades, but you could also just skip Staff Master and get the condi clear on dodge, which is also a good option. I’m sure we’ll probably even see some staff users with Escapist’s Absolution if there’s too much condi in the meta. I mean, this would even make it incredibly easy to counter single condi-focused builds like burn guards.
As for the elite spec overall, I’m definitely excited to try it out. My only worry is what the final damage numbers will look like since this will make or break the build in several areas. I mean, if the dps is high enough, it could become the new PvE meta, but if it doesn’t do more dps than dagger, it won’t become meta regardless of the utilities.
I think right now, I’m really excited to get the Vault skill on staff since it sounds a lot like Jump Shot, but I wish it wasn’t half the range.
I just wish they’d swap “after dodging gain 10% damage” and “while wielding a staff, gain 10% damage when endurance isn’t full”. Put staff damage on dodge, and general damage on endurance lack. =/ But that’s just me. I’m trying to find a way to incorporate this into my d/p build for nuking things instantly.
And it look likes it will greatly improve the state of S/D, S/P and P/P. Well done.
Actually it will do NOTHING to improve the state of P/P. It’ll keep it just as bad as it is, due to the lack of utility and 0 AoE. At best, it’ll make P/P a slightly more viable niche build for PvP.
‘Greatly improve the state of’ =/= ‘Will make viable’
I don’t really see why S/D would come back. So far it looks D/P is gonna get the most out of it once again.
I wouldnt really say so. To use Daredevil you’ll have to give up either Deadly Arts or Shadow Arts or Critical Strikes if you run that. There’s no way any Thief can give up Trickery for Daredevil.
So if you give up DA, that’s no Mug, no Revealed Training/Panic Strike, and no Executioner.
Give up Shadow Arts and say goodbye to increased Stealth, Shadow Rejuv, and Shadow Embrace.
And so on with Crit Strikes.
My point is you will lose out on either a ton of damage or a ton of survivability speccing into Daredevil and if you do spec into it, the damage increase from Daredevil should in Theory balance out with the damage loss so it will just be a different way of playing D/P
Staff just makes it look meh. It all looks like a kitten monk/assassin. Honestly rather disappointed.
Finally positive post! I think it will be awesome too!
Once you see it all put together in a detailed post it gives you a proper feel for the class. Initally people just saw a very weak staff (staff AA has to be buffed though but its just number tweak problem now ), no vision/description, bunch of unorganized traits (missing a very good one) and extra dodge. GM trait design is absolutely brilliant, now that extra endurance feels like a unique customizable mechanic. Trait distribution benefits all playstyles and weapon sets.
And the best is yet to come – the awesome staff and ninja utilities animations
Hype, hype. Best looking spec so far, and ofc we can expect further improvements/tweaks after betas. Great job
And it look likes it will greatly improve the state of S/D, S/P and P/P. Well done.
Actually it will do NOTHING to improve the state of P/P. It’ll keep it just as bad as it is, due to the lack of utility and 0 AoE. At best, it’ll make P/P a slightly more viable niche build for PvP.
Getting access to Leap Finishers on dodge with a Smoke field won’t help P/P?
Yeah. It won’t. Far too little to compensate anything regarding what was lost in PvE viability with Ricochet and in PvP, P/P has never been anything but a niché build. Our single target DPS is lower than what it was prior to the changes to the traitlines and these changes could be described as trying to use a small bandage to stop a person who has had his innards carved out and thrown in the open, from bleeding out.
Perhaps a little “dramatic/graphic” comparison, but that is the true state of P/P thief in all aspects of the game. It is not viable for the majority of PvE content and sure as hell not viable for any PvP content. You can play it, but you’ll be gimping yourself heavily by not playing S/P or D/P and you’ll be getting your rear handed to you on a platter by any competent opponent, outside of another P/P thief.(On that note; Don’t even care about the PvP aspect that much, always been more PvE oriented, even if I did enjoy playing both.)
Do note that the complaints are not about survivability: They’re about utility and DPS, where P/P just gets outperformed by pretty much everyone. I could give a massive list of problems such as: short range, low DPS, 1# skill is a bad hybrid skill that doesn’t work for condi or for power, too heavy initiative cost for Headshot etc. for us to be able to deal even the subpar DPS we’d be dealing with Unload, since we’ll die without the use of said skill and the main utility was lost in WvW or any group PvP for that matter, with the removal of Ricochet and the AoE interrupt/root capability, which wasn’t even 100% guaranteed, but helped immensely when it worked.
TL;DR P/P has never been above mediocre in any aspect of the game, hardly even mediocre, but the changes that came, completely destroyed the fact that it had atleast been a viable option. The loss in DPS compartment however pales in comparison to the utility and AoE capability lost with the removal of Ricochet. These changes do nothing but increase our survivability marginally, without addressing the REAL problems with the skillset and traitlines.
Edit; Fixed a couple of typos.
(edited by Shimekiri.1580)