Showing Posts For Calamus.5487:
Link to full build please.
See post 2 above yours. I, at least, acknowledge your point.
That being said. I have a level 80 ele and thief. Those are my two main characters. My healing, condition, elementalist is a beast at taking on 2 man teams (vapor form is all about taking out the downed man while the friend scratches his head)… until a group of over 2 comes along and then I am meat because I have no speed without switching to staff (which we can’t do in combat).
At least now I can choose to remove Mist Form and socket air for an additional blind and speed. Or sacrifice Signet of Fire (i have enough condition stacking anyway).
Basically this allowed for versatility. The slow moving bunker elementalists can maintain that status while still having the speed to escape now.
I have been rocking Fleet Shadow and I have to say that there isn’t anyone out there I can’t catch when I position myself correctly.
Not to mention backstabbing on the run has become a joke at close range.
I have to say though, it doesn’t seem like it doubles my speed bonus (25% — 50%) and/or add 20% to my speed total (25%/125%). I feel like it is maxing out at around 33% where the previous cap was.
My logic for using Fleet Shadow is this. I was using a 10/30/30 build before with 5 different ways to go into stealth. It was silly and I was constantly rolling most anyone.
Now I am using a 20/30/10/10/0 build. While I don’t get healing while in stealth I do keep condition removal. In addition I lose 1 second of stealth (25% in most cases) but I can cover an additional 20% more ground and do it quicker per each second of stealth (Normal = 100 yards, 25% speed = 125 yards to Fleet Shadow 50% speed = 150 yards … 25/125 is the 20% boost in distance).
So now I hit harder, travel roughly the same distance in stealth, and travel faster.
The only class that is hard to get a hold of is a good elementalist.
EDIT: Just a note. I did some very basic research and found that, contrary to popular belief, there is no 33% hard cap to speed bonuses. The game simply takes the higher of whatever speed buff you are using. Therefore, when stealthed a thief can run at 150% which is the fastest known in the game. In addition, the elementalist can’t stack Windborne Dagger and Signet of Air which won’t allow them to have a constant 33% movement speed.
(edited by Calamus.5487)
I thank ANet… They fiddle with the title of my post. Really moderator? Really? LOL
—
This is an automated message. Your post in Arena Net – Thank You for FotM was infracted.
Moderator Notes:
Thanks for your thread but please refrain from making staff callouts in your thread titles as they are forbidden by our code of conduct. We understand that you wish your thread to receive the attention it is due, however using ArenaNet in your thread title does not aide in making this happen. Your thread title we will be changed now.
If you believe you have received this infraction in error or wish to make an appeal, please send an e-mail to forums@arena.net.
—
There has been a lot of folks in the forum who are upset with certain aspects of the Lost Shores content and the three weekend events. I have to say, as someone who participated in them, there are definitely some things that I hope you learned from this event.
That being said… When it comes to FotM I think you guys are champs. I have been impressed with the detail and level of care that you designed this dungeon with. It shows that, in this respect, you have been listening to the community.
I know some people are feeling “left behind” as they can’t find groups. I look at this dungeon more for teams, guilds, and groups of friends that play together often. Finding a good PUG to run this dungeon with is an extreme challenge, but I don’t think that it was designed for that type of group.
Aside from that small problem for some individuals, I consider this to be a tremendous success.
Thank you for releasing content so soon after launch that has this kind of caliber. You have designed a terrific game. Please keep up the good work!
Please do not respond in this thread with negativity, this is really for those who are grateful. There are many other threads out there to critique the shortcomings, post there
Edited by moderator: removed CoC infraction from the thread title
(edited by Moderator)
How much power, precision, crit chance, crit damage do you have your builds?
If you’re expecting some kind of magic stat balance that is the most efficient you’re going to be disappointed. Your personal play-experience is probably just as good a basis as anyone’s.
Should my base crit-rate drop below 35% I’ll replace “Executioner” with the auto-crit from Stealth.
I’m definitely not expecting some kind of magical ratio that is perfection. I am mainly trying to reconcile my play style with other’s attributes to see if I can be more efficient within my own style of play.
For instance, you actually gave me something to look into. I have 47% precision and I am starting to wonder how inefficient that is when compared with pure power. Your number of 35% with heavy power seems right to me. Especially with fury and the auto-crit to consider.
Which leads me back to my initial question…
How much power, precision, crit chance, crit damage do you have your builds?
But... But.... I wanted to be different!
Ok ok, I will try the D/D but there has to be a reason that I have won 99% of my fights versus thieves...
I haven’t experienced a direct problem with D/P (unless that is really resulting in Backstab hitting for less damage).
It provides GREAT AoE duration blind in close quarters, provides a wonderful ranged interrupt ability, and allows you to enter stealth at will while closing distance.
I know CnD is a nice damage hit, but currently Stealth (mug) + SS + Heartseeker + Backstab + Heartseeker seems to be taking them to 90% or dead range.
Is there really that much of a base damage difference?
Hello all,
I am a level 80 Thief with full exotic set etc etc… I play a D/P direct damage, harass, stealth, blind build.
Things have been going pretty well in WvWvW and PvP. I am winning 90% of my engagements with my current 10/30/30/0/0 build.
The tricky part is balancing my attributes. Right now I am running with the following:
*Power – 1,995
*Precision – 1,827
*Crit Chance / Damage – 47% / 78
*Toughness – 1,326
*Vitality – 1,229
*Total Health – 13,935
*Average Damage Backstab – 4.5k
*Sigils are Force and Air
I’m feeling like my attacks are a little bit light hitting. Compared to other theives I am doing far less damage (i feel) while being much more survivable while having far less health.
Basically I feel like I am missing something as to why I am not really laying on heavy damage as well right now.
Can others please shed light on what their attributes are running for direct damage builds? Thanks!
Alright so here is my updated build
I added in sigils and switched a couple of skills.
That being said; what do you think about engaging with steal for this build? Then you can roll into whatever follow up chain you wish.
Edit: {Link wasn’t working} —- http://gw2skills.net/editor/?fYEQNAoaVlUmiO3ey5E9JFx2jeqTeypwoI1rAZ1KQTA;TMALKGEMHB
Yeah I was a little worried about condition removal myself. Haste doubles as a stun-breaker. Was considering swapping Haste for Shadow Step for more condition removal.
Your build link isn’t working though. Eager to see it.
I wanted the community insight on this build.
My goal here was to provide a build that played like a “thief,” had some livability, and when executed appropriately good burst damage.
Build -
This is a 10/30/20/0/10 build.
Here is the link to that build.
Dagger / Pistol -
I feel that D/P is a bit underutilized by the community. With the recent update I feel like this build is in an even better position. Using dagger as main hand provides us with HS, and SS. Using the pistol offhand gives us access to Black Powder which is central to how this build operates.
Engagement and Avoidance -
The idea here is to quickly engage an enemy using one of two methods (depending on situation).
- Drop BP, followed by HS, followed by Back-stab. With this engagement BP gives you a combo field, leaping through it provides stealth, and the back stab provides the primary damage dealing. At this point you have them down close to half health (depending) and can proceed with popping haste immediately or waiting for them to burn their escape button. You follow that with steal, another back stab try, then going for SS and HS to burst down.
- This is a more conservative approach. You would use SS, followed by steal, back stab try, haste, and BP+HS.
The idea with both engagements is to capitalize on stealth / back-stab opportunities while aggravating and avoiding with blinds and the ability to close distances rapidly.
The escape here is hide and shadows and refuge. Thieves guild is preference.
Thanks ahead of time for your constructive critiques and advice.