Showing Posts For Arte.2863:

Bleeding theif?

in Thief

Posted by: Arte.2863

Arte.2863

Man, every 2 months or so I check the forums specifically to see if they made condi thief viable in spvp and wvw… I haven’t played in months because it just depressed the heck out of me with the state its in.

I always figured if they added 5 stacks of bleed to back stab then this build would work but not even that has been done since I quit =/

Or maybe adding a thief mechanic to intensify raw damage based on stacks of bleed on the target.

Loading the game today though to check it out again over the vacation… maybe I can find something I like that I missed a year ago instead of longing for something that’s never going to happen…

Condi thief is very fun though… just that I can’t take that fun game mechanic to wvw unless I’m camp clearing.

Give us back 1200 range! Post ideas how.

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Posted by: Arte.2863

Arte.2863

An assassin could always use a sniper rifle…just saying.

Fine, but what exactly would they use it for?

Rangers move around with long bow and every other class uses it like a shot gun. =/
You’d probably need 1700 range for them to be useful.

Give us back 1200 range! Post ideas how.

in Thief

Posted by: Arte.2863

Arte.2863

Pistol…

Here’s an idea, drop vulnerability from 2 and replace it with a small aoe poison trail like the underwater speargun 4. Cause if you are using pistol mainhand on thief you are either a condition build or you have a pistol in your offhand which means your probably a zerker build. In which case having a ready poison and barrage means you can burst and when they heal they heal for 33% less and with barrage crit you can blast em away so their only option is to gtfo.

Dagger…

Give dagger back stab 6 stacks of bleed for 10 second and again get rid of vulnerability. Combine the effect of vulnerability with blind at a set amount so basically blind works the same but 1 blind counts and 10 stacks of vulnerability on its own. Not saying CnD should have blind, I’m saying that you can trait blind into CnD. Which will boost survivability but cost a little damage unless you nail it perfectly in which case you just landed a crit back stab on someone with 10% weakened defense. And left about 2k bleed damage on them even if you are full zerker. Condi thief now also has a reason to go into shadow arts as well and stop spamming death blossom. Makes condi viable in 1v1 scenarios in high level play.

Rifle… I never thought about it… I don’t know really what a thief would do with a rifle.

Short bow…

Fix the short bow 5… either make it cost like 2 or 3 initiative or fix it so elevation doesn’t mess it up. As it stands now, I ONLY use short bow 5 to move across a map. And I really don’t care about the nerf to cluster… I mean it ruins thief ranged mechanic with zerkers and in pulling attention to yourself but it’s easily replaced with short bow 4 which is also 900 but poison spammed on an enemy zerker group is EPIC they get 30-40 seconds of mitigated healing which is the point of poison. If anything that poison field could use a buff on it’s duration (The field duration)

Short Bow 5 rework, if Short bow 5 doesn’t get fixed then it’s intended purpose needs to be changed. Short bow 5 should work like speargun’s version where you shoot a target and you shadow step to the shot. Except it should be 3 parts, first fire the shot after a channeling, then the shot pierces and marks the target landing you where the arrow flight terminates, afterwards press 5 again to shadow step to the target.

Honestly though about the 1200 range thing… in 99% of the cases in pve you are using the short bow in way less than 900 range while kiting. In wvw you are using it to do weak but safe damage from a distance like support basically or to lure players to you… in which case you’d need 1200 since with 900 a player will be all over you before you can even detonate the arrow.

WvW mechanics:

Now with short bows in zerg groups is where they shine, while your group is being barraged by cannons and arrows you can basically have someone do a healing field and you can spam your 2 which turns into a near infinite hp pool for as long as the field lasts. At the same time you are chipping at the door as well. For that you don’t need 1200.

I really can’t think of 1 reason thief needs 1200 on short bow… there are so many other things wrong with the skills on that weapon anyway. =/ I would LOVE if the 5 worked properly and if it does work as Anet wants it to then they should just delete the weapon until they have better ideas and until the 5 is fixed I’m just going to call it my best mode of transportation through wvw.

For the roamers...

in Thief

Posted by: Arte.2863

Arte.2863

Same, I roll a condi thief, if you see me drop ihouse, I’m lurking around you not running. As soon as my steal comes off ini and I calm myself for the lay out. I drop everything again.

Now if a zerg is coming I just book it, as a condi thief though I focus on flipping so you’d have to corner me before I commit to a fight. My priority is always to flip the camp.

P/D sPvP build, need suggestions

in Thief

Posted by: Arte.2863

Arte.2863

Here’s the sum: drop condition build on thief in spvp. Condition works miracles in well structured dungeons or in soloing Orr. Heck condi thief is amazing for flipping in wvw as well as short bowing stuff in zerg v zerg.

But in 1v1 fights condi thief is only good against… never mind.

I’m not bashing condition here, it is totally viable my thing here is that you need to ask yourself what is the point when you say you are using a condi build in pvp on a thief.

Isn’t the point to get the job done and move on? If so then why go condition for pvp? I know condition feels fun for some people, and it feels very fun but it just wont get the job done quite like the dps options in pvp. Odd’s are you will be cleansed, healed out or the target will just run away.

In spvp non 1v1 situations what this means is that you will always spend way too much time fighting and not enough time killing. So you are holding back your team in the end and so I ask why go condition thief?

Ideally my condi thief would do about 37k with 25 stacks of bleed. But in pvp you will not land 25 stacks on anyone and expect that kind of return. It will be cleansed. Heck my hat’s doff to any thief that can land 25 stacks on even a crummy Mesmer.

Just go dps, that way you can kill your target and move on. I know it’s boring but at the moment there is no use for condition damage in pvp. I don’t use necro often enough to comment on them though, so maybe necro can go condi.

Mesmer can go condition also but what’s the point? A dps mesmer can insta gib anyone in pvp. It’s like going bleed warrior…. why!?

Death Blossom start up and hit box

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Posted by: Arte.2863

Arte.2863

Hello, I recently tried out pvp again, I played before and had a lot of fun as Mesmer which is a very good class for me in pvp, I’ve always had a fascination with Thief though and I liked the bleed ability so I went condition thief.

Now I also have my Thief at level 80 for wvw and I ran into an issue. Thieves that are condition build reek havoc on NPCs in WvW, I can clear camps solo, not easily but I can do it if I focus on what I’m doing and dodge A LOT (I <3 Vigor)

However in WvW I noticed a trend when I fought other players, other players seem to do one of three things, they either run away from me and since I have no chase aside from steal and don’t want to burn the ini on my leaping attack, I just have to let them go. The second thing is they just heal, which works AMAZINGLY well to mitigate bleed damage based on how bleed mechanic works with intensity or they just cleanse which is what they are supposed to do anyway. =P

My issue though isn’t all the ways a person can survive an encounter with me, its that people don’t have to actually evade me to win a fight. DB is my bread and butter, I try to space it out though so that it’s timed for when I know I can land all the hits and in wvw I can do that except in the case where the enemy is simply moving to the left or to the right even to the slightest degree, they will just walk out of the range of DB, at first I thought I was just seeing things but then I realized people in their attempt to get away from me after they exhausted their dodges simple had to walk away in order to completely make me blow 4 ini and look silly at the same time.

Is this how DB is supposed to work, or maybe I’m just doing it wrong? Sometimes I have to spam DB in spvp because a mini zerg is always just around the corner.

Anyway considering that I am a pure condition build thief the fact is that my opening strikes make the big difference and so I try to spam db until my target(s) realize I’m there. For me that is a total of 17k damage after 16 seconds or 1.1k damage a second. Most of the times this wont happen though since that requires 9 stack bleed within 3 seconds and most people are already walking when I see them so even if they don’t see me and aren’t trying to dodge they simply walk out of the db.

There might not be an issue here and I might just be a noob though. =/

So after all that my question is, is this how Death Blossom is supposed to work?

I would like to know because I do find condi theif to be much more fun that back stabbing thief but I don’t want to invest heavily in a character that really can’t do much in a major aspect of the game in my hands, I’m sure there must be someone out there that isn’t having the same problems I am, there always is and again I might just be a noob.