Showing Posts For Arthrone.7964:
We don’t have highest DPS, we can’t stealth whole time, we don’t have best mobility.
Please go back where you came from.
(edited by Arthrone.7964)
Mhm 8k HS? Sounds to me like extreme glass canon… And i think competent players can deal with glass canons fairly easy (I do). Just to add my biggest crit from HS was 4,5k (+/-200).
Sure going haste, HS spam deals loads of dmg, but hey everybody sees it, all you need to do is make him/her regret that she/he made that move (black powder work wonders here).
Funny comments regarding HS… Do you get this too? I mean every time i use HS spam below 33% of my target’s HP I am getting funny comments like: HS noob, or spam more noob. Which is quite bizarre if you consider situation, I thought it’s wise to maximize dmg output, increase pressure when your enemy is almost dead :P and i think HS is best for it (s/d, d/p build) . Just wanted to share my thoughts ;-).
Finally someone is asking questions instead complaining. Thank you!
Hi!
I am concerned about Assassins Reward trait (Acrobatics trait line) in conjunction with Infusion of Shadows trait (Shadow Arts trait line) . You see whenever I use C&D that successfully stealth me I receive 2 initiative back, therefore Assassins Reward should heal me for 6 ini , but at the moment it heal like I used 4 ini .
Working as intended or bug? Please clarify.
(edited by Arthrone.7964)
I am sorry I’ve misspelled “trait” word. It’s trait not train.
I am concerned about Assassins Reward trait (Acrobatics trait line) in conjunction with Infusion of Shadows trait (Shadow Arts trait line) . You see whenever I use skill that successfully healths me I receive 2 initiative back therefore Assassins Reward should “heal me for 6 ini” , but at the moment it heal like I used 4 ini .
Working as intended or bug? Please clarify.
(edited by Arthrone.7964)
I am concerned about Assassins Reward trait (Acrobatics trait line) in conjunction with Infusion of Shadows trait (Shadow Arts trait line) . You see whenever I use skill that successfully healths me I receive 2 initiative back therefore Assassins Reward should heal me for 6 ini , but at the moment it heal like I used 4 ini .
Working as intended or bug? Please clarify.
I am concerned about Assassins Reward trait (Acrobatics trait line) in conjunction with Infusion of Shadows trait (Shadow Arts trait line) . You see whenever I use skill that successfully stealth me I receive 2 initiative back, therefore Assassins Reward should heal me for 6 ini , but at the moment it heal like I used 4 ini .
Working as intended or bug? Please clarify.
(edited by Arthrone.7964)
Whenever i use this skill it turn-ons in my head, so there is no need to drink any beverages. It’s cheap and fun unless you want to kill someone.
…. if it had a built in shadowstep.. what would be the point of infiltrator’s strike?
^^This.
I would like just to add that making hard hitting skill that is impossible to avoid collides with skillful game concept. For example CnD+steal+bckstab combo.
This is caused by the bad update time from the range indicator.
The strike is appearing at your feet because your current target is out of range.
I must disagree. Distance between Infiltrator’s strike port circles were less than HS range in many cases yet it still behaved like shadow-step.
And this is occurring with different classes as-well.
I don’t know if its possible cause, but I have impression that this is happening mostly after using flanking strike.
I will pay attention to it next time i play.
I think Flanking Strike needs to be our I win button (unblock-able, striping all boons from target and giving them to thief, healing for 20k, and hitting 40k dmg an 2600 toughness target). Yes sounds about right.
Now being serious, all Flanking Strike needs is improved target tracking and maybe 0.25 – 0.5s animation time reduction. 0.25s should be perfect.
Aye then you can make ini regeneration focused build and no one can hit you (*skill+steal>>change target) rinse and repeat. Don’t need stealth anymore because thief will be everywhere and nowhere. Now add to it 200ms latency and this forum will become official public sorrow and anger exhibition.
Sometimes “shadow return” part of “Infiltrator’s Strike” does not exist, so whole “Infiltrator’s Strike” behaves like shadow-step. It happens quite often lately. Last night it didn’t work around 30% of a time.
(edited by Arthrone.7964)
I can confirm this. Sometimes “shadow return” does not exist, so whole “Infiltrator’s Strike” works like shadow-step. It happens quite often lately. Last night it didn’t work around 30% of a time.
I am sorry but to achieve 8k backstab you need to be behind target that is mobile can dodge, block etc. In addition you have 3s to land it so i believe that backstab damage by itself is fine because you can avoid it. CnD+mug is much much harder to avoid.
8k – half healthpoint many profession. Too much damage, which can be applied every 3 seconds. Besides, there is still heartseeker.
CnD+mug – 40-45 sec cd
Aye but remember it works both ways. Thief can 3-4 backstab most classes but most classes can 3-4 hit that thief (talking high burts thief) sounds fair to me.
Besides it’s my personal input i don’t see reason to argue considering topic of this post.
(edited by Arthrone.7964)
Hi as a thief i would like to see some following changes:
Major:
The CnD+steal+bckstab combo damage needs to be reduced, especially CnD+mug burst. Being hit for 6-8k from mug+CnD in many cases eats up to 50% of players HP and the damage done is almost unavoidable due to it’s nature. Perhaps lowering mug dmg will help.http://wiki.guildwars2.com/wiki/Stealth_skill
The only problem backstab.
8k backstab vs max 2k other stealth skill.
I am sorry but to achieve 8k backstab you need to be behind target that is mobile can dodge, block etc. In addition you have 3s to land it so i believe that backstab damage by itself is fine because you can avoid it. CnD+mug is much much harder to avoid.
Hi as a thief i would like to see some following changes:
Major:
The CnD+steal+bckstab combo damage needs to be reduced, especially CnD+mug burst. Being hit for 6-8k from mug+CnD in many cases eats up to 50% of players HP and the damage done is almost unavoidable due to it’s nature. Perhaps lowering mug dmg will help.
Flanking Strike need some rework/fix, 50% is missing the target who is either moving opposite direction or in some cases standing still. Major problem i have with it is the first part where target tracking is actually moving you away from your target and then to land 2nd strike you are already too far to do it.We need some +damage buff in our sword/dagger set i believe fixing issue with flanking strike would solve this problem.
Thank you.
PvP rune of mesmer does not increase daze duration of tactical strike. It remains 1,5s.
I have one question to Anet’s devs:
Will mesmer rune will ever work or will we stay with fixed daze duration of 1,5s?
Or you can go dagger/dagger 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 it’s like a Russian roulette. Just joking.
Hey guys it’s serious issue! Sometimes I play and bah lag+disconnection …Nerf anet, its worse than backstab build burst. I am with you Mystogan hang on there and don’t give up we all have problems.
So now it’s only bs build and condition builds that’s left. Sad really.
Ok just came back from battlefield and i dare to ask one question :
If CnD dmg reduction was aimed at bckstb build burst why i still get hit for 16k in steal+CnD+bs combo? (1400 toughness)
I am just pissed off because viability of s/d build is now completely ruined . Whats the point? All they had to do is to apply dmg reduction to mug50%, bs10% and CnD10%