viable S/D meta
I don’t use acro and dd… seems waisted on too much swiftness and vigor. Nor do I use pack runes ad you already get 62% crit chance.
I use the first build with scrapper runes.
gw1 – healing signet/frenzy/charge
Thief wont be Meta and S/D will surly not be Thief’s Meta. Power creep sill present, Thief still dies to random AoE; blocks, invulns and passives still determines which class is stronger than the other. Protection boon still being thrown around like candy, every class except teef has it. I’m done with PvP. If you wanna play something competitive, play Street Fighter V.
Thief wont be Meta and S/D will surly not be Thief’s Meta. Power creep sill present, Thief still dies to random AoE; blocks, invulns and passives still determines which class is stronger than the other. Protection boon still being thrown around like candy, every class except teef has it. I’m done with PvP. If you wanna play something competitive, play Street Fighter V.
Even Dark Souls 3 PvP is more fun than playing a thief in GW2’s joke of a PvP.
Im starting to consider acro again.
With the super scrapper nerfed right now a lot of engis are trying to hop on to the condi train and we can no longer auto cleanse the necros strongest condition.
Pain response has become extremely powerful and makes it easier to run w/o escapists absolution.
I would probably go with assassins reward tho. The initiative is nice, but you already have a high uptime of regen from pain response alone.
so what u think makes the better s/d?
the old offensive meta:
http://gw2skills.net/editor/?vZAQNAsYFn0MhFOBmOBkmiFYCTLBEA2NzdwSYL0LNcGaDA-TpBEABIcCAI4BAAwhAIijAQO7PYeZAA
or how anet sells a new s/d
http://gw2skills.net/editor/?vZAQNAsYVn8lCFmiFOBmOBkmilriae6v+vv7mmuAwbDygPA-TpBEABAcIAi4IAYeZAEOBA5s/ABPAAA
do u use something in between?
ok so i have to make things clear he i guess…
The acro rework wasnt helping any build once again. mby the 4th time they ask people who actually play the class before doing something like this.
I find this topic REALLY important so i am going to make a summary of thief changes and theyr effects in the PVP subforum to let devs read it lmao.
+ I would STRONGLY suggest to use inpacting-trait in poth of the builds couse it’s broken as f.
This is the builds I have been testing.
I have been running the DA/Trick/DD which has been working a bit, will be testing a DA/Acro/Trick build to try and maximize Steal spamming, see if it can be close to viable or not.
This one is Acro/Trick/DD, have been swapping around the Bountiful Theft and Trickster to see which I prefer more, as well as testing between PI and EA in DD.
http://gw2skills.net/editor/?vZAQNAsYVn0MBlOhFmCGOB8Phlriq7mmuAwbDGhPY+5z+tH-TJBFABIt/ABnAAAeAAiXGAA
Why would you even think this patch changed anything regarding the situation of acro? +2% dmg with half uptime(doesn’t help bow), and 4s cd reduction on random proc condi removal that does not remove anything if it procs when u have no condis.
Deadly arts and trickery are both twice as good as acro even for S/D. S/D still isn’t good enough and the larcenous buff doesn’t help vs other thieves either who continue to counter and outshine s/d.
@OP: If you play s/d anyway, you should try impacting disruption, bandit’s def, (basi venom if enemy team has thieves or maybe DHs). Leeching sigil and vampirism runes would be good but they don’t work ATM. So you should change that sigil to Air/Fire. You have a lot of boonsteals, thrill of the crime and dash so Pack is a overlapping with these. I’d suggest: http://gw2skills.net/editor/?vZAQNAsYVn8lCFmiFOBmOB8PhFYCTLBEAyAzhwTYL0LNcGaDA-TZBFABCcIACe/BAeCAiXGggTAAA
Impacting Strike and Improvisation are better for certain matchups. Lyssa runes and escapist’s absolution maybe if they have a ton of condi / if you are not good at evading condis. Bloodlust sigil is also ok.
6k+ PvP games
(edited by Kicker.8203)
I just wish there an easier way of determining just how many seconds off steal cooldown that swindlers gets you in a typical fight. I can only go by feel and it seems to me to be around 4 seconds. Any others input appreciated.
I do find that this goes UP depending on what profession you fight. Ie a mesmer allows more evade chances which dovetails nicely into more plasma and resistance. Those condi mesmers are easier to deal with now.
I just wish there an easier way of determining just how many seconds off steal cooldown that swindlers gets you in a typical fight. I can only go by feel and it seems to me to be around 4 seconds. Any others input appreciated.
I do find that this goes UP depending on what profession you fight. Ie a mesmer allows more evade chances which dovetails nicely into more plasma and resistance. Those condi mesmers are easier to deal with now.
Iirc it was 1% of max duration but with the Patch it reduced it to 1 Second
s/d got stronger but d/p is still stronger and d/p counters s/d so… the gap between s/d and d/p got atleast closer. d/p is still our best spvp build.
I just wish there an easier way of determining just how many seconds off steal cooldown that swindlers gets you in a typical fight. I can only go by feel and it seems to me to be around 4 seconds. Any others input appreciated.
I do find that this goes UP depending on what profession you fight. Ie a mesmer allows more evade chances which dovetails nicely into more plasma and resistance. Those condi mesmers are easier to deal with now.
Iirc it was 1% of max duration but with the Patch it reduced it to 1 Second
Someone else mentioned that and I am not sure of what the source of that information was. As long as I have used swindlers it has been one second decrease per evade. When another mentioned that 1 percent I weant way back to the original patch notes and they still read one second per evade.
I just wish there an easier way of determining just how many seconds off steal cooldown that swindlers gets you in a typical fight. I can only go by feel and it seems to me to be around 4 seconds. Any others input appreciated.
I do find that this goes UP depending on what profession you fight. Ie a mesmer allows more evade chances which dovetails nicely into more plasma and resistance. Those condi mesmers are easier to deal with now.
Iirc it was 1% of max duration but with the Patch it reduced it to 1 Second
Someone else mentioned that and I am not sure of what the source of that information was. As long as I have used swindlers it has been one second decrease per evade. When another mentioned that 1 percent I weant way back to the original patch notes and they still read one second per evade.
Here
I just wish there an easier way of determining just how many seconds off steal cooldown that swindlers gets you in a typical fight. I can only go by feel and it seems to me to be around 4 seconds. Any others input appreciated.
I do find that this goes UP depending on what profession you fight. Ie a mesmer allows more evade chances which dovetails nicely into more plasma and resistance. Those condi mesmers are easier to deal with now.
Iirc it was 1% of max duration but with the Patch it reduced it to 1 Second
Someone else mentioned that and I am not sure of what the source of that information was. As long as I have used swindlers it has been one second decrease per evade. When another mentioned that 1 percent I weant way back to the original patch notes and they still read one second per evade.
Here
Interesting.
SE was released with June 23 patch as I recall and I got this right from those patch notes.
Swindler’s Equilibrium: Successfully evading an attack while wielding a sword recharges steal by 1 second. This effect has a 1-second internal cooldown.
The only thing I can figures is the folk behind skills net got it wrong .
In any case whatever its history it a hard thing to measure.
Idk how they got it wrong I thought they pulled all of their data from the Api
so what u think makes the better s/d?
the old offensive meta:
http://gw2skills.net/editor/?vZAQNAsYFn0MhFOBmOBkmiFYCTLBEA2NzdwSYL0LNcGaDA-TpBEABIcCAI4BAAwhAIijAQO7PYeZAA
or how anet sells a new s/d
http://gw2skills.net/editor/?vZAQNAsYVn8lCFmiFOBmOBkmilriae6v+vv7mmuAwbDygPA-TpBEABAcIAi4IAYeZAEOBA5s/ABPAAA
do u use something in between?ok so i have to make things clear he i guess…
The acro rework wasnt helping any build once again. mby the 4th time they ask people who actually play the class before doing something like this.
I find this topic REALLY important so i am going to make a summary of thief changes and theyr effects in the PVP subforum to let devs read it lmao.+ I would STRONGLY suggest to use inpacting-trait in poth of the builds couse it’s broken as f.
made the topic earlyer today. here is a link for ppl who are intrested: https://forum-en.gw2archive.eu/forum/game/pvp/Analysis-on-Thief-changes-Acro-and-more/first#post6111726
Thief wont be Meta and S/D will surly not be Thief’s Meta. Power creep sill present, Thief still dies to random AoE; blocks, invulns and passives still determines which class is stronger than the other. Protection boon still being thrown around like candy, every class except teef has it. I’m done with PvP. If you wanna play something competitive, play Street Fighter V.
Even Dark Souls 3 PvP is more fun than playing a thief in GW2’s joke of a PvP.
Just came back for quoting you. Now I’m going back invading Farron Swamp. Bye
but they’re a lot stronger
than they will be next year!
S/d is not.viable.and never will be
S/d is not.viable.and never will be
Either you don’t remember the days when S/D was meta or you have have some magical crystal ball the rest of us don’t, lol.
And honestly, considering that there’s no re-established meta yet, it’s hard to say what is or isn’t viable. I would be surprised if S/D does become viable/meta, but half of what makes one build strong in PvP is determined by what other builds are popular along with how well it can counter them. Sharp scissors don’t matter in a world of rocks. =P