[RET] of Fort Aspenwood
Showing Posts For Battou.7832:
[RET] of Fort Aspenwood
I gotta admit, this made me exhale through my nose quickly.
[RET] of Fort Aspenwood
I must admit I am guilty of this sometimes. I am lucky if I get a half an hour to play everyday, and I get really frustrated when I see people in my RANKED game who genuinely shouldn’t be there. People that don’t even attempt to stomp down players, make countless poor decisions, fight in mid nowhere near a node, wander around aimlessly, keyboard turn, repeatedly run to die at far point, not playing defense on a node, leaving me (thief) to defend a node, and the list goes on. I understand it takes time to develop good pvp skills, and that’s why there is practice and unranked matchmaking. If you haven’t really come close to mastering your class please stay out of RANKED match making.
[RET] of Fort Aspenwood
Nice troll post, man. Engineers have too much access to swiftness as it is.
[RET] of Fort Aspenwood
Nice duels. Remember kids, never buy a keyboard with MX Blues :P
[RET] of Fort Aspenwood
n1 = q
n2 = e
n3 = r
n4 = f
n5 = c
heal = z
interact = x
n6 = 3
n7 = 4
n8 = 5
weapon swap = `
dodge = mouse 4
elite = mouse 5
[RET] of Fort Aspenwood
That video looks so smooth. What’s the specs on your rig?
[RET] of Fort Aspenwood
Love the cow finisher on an Asura
[RET] of Fort Aspenwood
Was watching this thinking to myself ’this guy reminds me of Amon"….
[RET] of Fort Aspenwood
Thanks for the info.
[RET] of Fort Aspenwood
Why did this topic get locked without explanation? It has been 3 weeks since we last heard from Anet on this issue and still no fix.
Shamefur…
[RET] of Fort Aspenwood
Still not fixed??
[RET] of Fort Aspenwood
Still not fixed????
[RET] of Fort Aspenwood
RAGE!!! I am so irritated right now.
[RET] of Fort Aspenwood
Confirmed, please fix asap!
[RET] of Fort Aspenwood
Was this intentional, or in the patch notes? I thought surely it was a bug.
[RET] of Fort Aspenwood
Its simple…
Dagger:
Autotatack (no nerfed, directly… )
HS: Nerfed
Dancing Dagged: Nerfed to the ground (50% dmg)
CnD: NerfedPistol:
No nerfs here (directly)Sword
Autoatack (no nerfed, directly)
infiltrator strike (nerfed)
infiltrators return (totally nerfed 2 times , removed stun breaker, and added casting time)Shortbow
autoatack (no nerfed, directly)
cluster bomb (nerfed, 2 times, range and dmg)
evade shot(nerfed)
poison field (nerfed, 2 times, 1 “weakness on poison” trait, 2nd poison duration)
infiltrator arror (nerfed)Dual skills:
Pistol Whip: Nerfed, -15% dmg and 1 ini cost.
Larcerous strike: Nerfed, 1 ini cost, and 1 less boon stealed.And the worst is… QQs still here…
You forgot they did nerf shortbow auto. It is now very unreliable for hitting moving targets at range.
[RET] of Fort Aspenwood
That’s some nice cleaving there. This vid really shows the weaknesses of black powder, which is zero protection from aoe and ranged damage. I would absolutely change one of those signets for blinding powder. Black powder + blinding powder = 5s stealth.
[RET] of Fort Aspenwood
With Valk armor, zerk trinkets, runes of air, food, and full WvW buffs I get just a little over 20K hp in WvW.
[RET] of Fort Aspenwood
[RET] of Fort Aspenwood
(edited by Battou.7832)
I think 10/30/0/0/30 would be stronger against them. I have won several recent thief fights because of the extra steals/dazes. Head shot is crucial against the trolly D/P builds.
[RET] of Fort Aspenwood
WvW – 10/30/0/0/30 S/P + SB
[RET] of Fort Aspenwood
Is the signet still giving the wrong amount of precision? I think this is a great signet to use in WvW. Endurance refill and aoe condi removal can come in very handy.
[RET] of Fort Aspenwood
I have been pretty successful with the Acrobatics heavy S/D spec in WvW. The in and out play style combined with the cleaving ability of the sword seemed to work pretty well. Of course I am sure this probably wont be viable if Infiltrators return is nerfed.
[RET] of Fort Aspenwood
How do you like Cavalier gear?
[RET] of Fort Aspenwood
When is this signet going to be fixed? It is still giving the old passive bonus.
[RET] of Fort Aspenwood
Has Signet of Agility been fixed yet?
[RET] of Fort Aspenwood
This is what I am running in WvW. Team support.
I actually roll in the zerg with the melee train and have enough survivability to do so. This build is mostly for team support as you give fury, might, and swiftness every 21 seconds to allies. I have found it to be pretty effective and a lot more fun to play than your typical D/P spec. Though it does take some getting used to evading though the enemy zerg.
[RET] of Fort Aspenwood
Yes, this game has the most kittened tabbing and targeting logic I have ever seen.
[RET] of Fort Aspenwood
Thanks for bringing attention to this bug OP. I use Choking Gas a lot in WvW, so this is an important fix.
[RET] of Fort Aspenwood
(edited by Battou.7832)
Shadow return still ports you back to the original location, it just doesn’t break the stun.
[RET] of Fort Aspenwood
I thought the stun breaker nerf on the s/d weapon set was gonna be huge, but it isn’t. You can still use the return when stunned. You will still be returned to the original location, it just won’t break the stun. So it still gets you out of harms way.
[RET] of Fort Aspenwood
It’s official, thieves are the new Witch Hunters from War
[RET] of Fort Aspenwood
I feel the runes are pretty strong in pvp. When combined with Thrill and S/D you have many ways of keeping boons on you in any given fight. Removing all conditions, and giving you all Boons for 5 seconds, and you get a random boon every time you heal. It’s a good way to set up some decent burst, disable someone, and give yourself some protection at the same time. I hope the runes don’t get nerfed.
[RET] of Fort Aspenwood
I watched this video, now I can bench press 400 lbs. Awesome video, sir.
[RET] of Fort Aspenwood
I would be very concerned if the Thief received more nerfs without buffs somewhere else. It’s fairly easy to see that Thieves are lackluster in Spvp and are struggling to bring anything meaningful to the team.
[RET] of Fort Aspenwood
I had pretty good success with Jumpers build last night, especially considering the massive amounts of Rangers and Engineers in any random match.
[RET] of Fort Aspenwood
Yeah the pets are a huge pain the kitten also. Mostly they seem to do nothing but get in the way and absorb most of my important attacks. Not to mention they will follow you over the hole map, making it nearly impossible to get out of combat.
[RET] of Fort Aspenwood
I tried out some Spvp last night using Jumpers build, and I thought I did fairly well considering I wasn’t even playing it to its full potential. Of course very game I jumped in had 5-8 Rangers in it. I know these guys are FOTM right but wtf? I fought a couple of rangers that were RIDICULOUS. Insane healing, and it seemed like they had more evasion than I did. Can anyone give me some insight or strategy as to what they are doing? I have seen many classes go ride the OP roller coaster, but this struck me as one of the most disturbing imbalances I have seen in this game yet.
[RET] of Fort Aspenwood
Link some builds people
[RET] of Fort Aspenwood
Good stuff, your D/P is very similar to what I run in WvW.
[RET] of Fort Aspenwood
So how do you cleanse conditions without HiS? Blinding Powder traited for Condition Removal on Stealth?
I ask because I’m a Venom-Crit thief, SB with D/P, and I find Withdraw not being as useful as HiS for my current build.
It won’t be optimal for everyone’s setup but I simply offset conditions with regen. I run D/P in WvW and spec in Shadow Rejuv and Shadow Protector. That’s 2 sources of regen every time I stealth(3 if you count the Refuge passive). I also run Blinding powder and Shadow Refuge. The only time I get in trouble with conditions is when a Necro dumps on me, but I find Shadows embrace to be pretty inefficient at removing conditions (especially post nerf). I feel like this setup has good survivability and decent team support (remeber this is a WvW build).
[RET] of Fort Aspenwood
I’ve been watching Seba Z since beta. I sent him a message about a week ago asking for more vids He said he is waiting on pvp changes.
[RET] of Fort Aspenwood
I’ve been using Withdraw in WvW for the longest time now. It’s just better at getting you out of sticky situations, whereas HIS just makes you invisible while still being in a bad situation. As for lacking condition removal, this can be taken care of by speccing into Shadow Arts. In fact I find speccing into Shadow Arts to be better at mitigating conditions than HIS alone.
[RET] of Fort Aspenwood
The thief trait “Meld with Shadows” is not being applied to all forms of stealth. Please fix this immediately to help offset the recent stealth nerfs.
[RET] of Fort Aspenwood
Fix please, this is the basis for some peoples builds.
[RET] of Fort Aspenwood
Fix please, this is the basis for some peoples builds.
[RET] of Fort Aspenwood
Then they need to word it differently. It clearly states “Stealth skills last 1 second longer”. This makes it seem like it applies to all stealth.
[RET] of Fort Aspenwood
I just logged in after the patch. Absolutely nothing has changed.
Yes it has, revealed lasts now 4 secs and quickness is nerfed a lot.
have to play a bit to judge if i like it or not, definetly kills a lot of thief rythms. S/D got nerfed a lot with that change, i wish they would have put in the change they talked about earlier, because it would have prevented bad play. (CnD spam) while this one kittens with rythms a lot.
I’m telling you I just logged in a played my thief, nothing about stealth has changed. They may have extended the Revealed debuff but if you have Meld With Shadows your playstyle has been unaffected. There’s nothing different about stealth in this new patch.
Have they fixed any of the other “Meld With Shadows” bugs? I know it doesn’t extend the time that mesmers stealth you, or that combo fields stealth you.
[RET] of Fort Aspenwood
Yeah, you can’t stomp anyone with a guardian around. That really needs to be looked at.
[RET] of Fort Aspenwood