Showing Posts For CodenameZeus.3945:
I saw the implementation of the dodges in the UI and thought of new GM traits. So what if we could choose 1 out of 3(+1 for standard dodge?) dodges.
1 would be increased dodge distance
2 would be leap finisher dodge
3 would be whirl finisher dodge
The GM traits could be independent of the type of dodge, so something like
1: Gain swiftness and remove immobilizing conditions when you dodge
2: Throw out 2 daggers that do some conditions when you dodge
3: Deal damage at the end of your dodge roll
That way, we could customise our dodges more freely while still being able to pick a dodge that can be used without rolling out of Shadow Refuge.
Will i main revenant? It all depends on if thief will get a somewhat interesting elite spec, since revenant got all the weapon sets i wanted on thief ._.
As long as rifle gives me a frontline build, sure.
^if only i could use my quip as dagger skin, yeah xD
Just tested on my lvl 80 engi, works just fine. weapon swap key puts away any kit, èven when the toggle of the kit is on the small internal cooldown. (tested with med kit, flamethrower and elixir gun)
1. Sundialer
2. Wristwatcher
3. Clock Blocker
4. Flavor Flav
5. Warclock
6. Hourglasseress
Warclock.. had a good laugh. xD
Thief invigorating precision and ricochet
in Guild Wars 2: Heart of Thorns
Posted by: CodenameZeus.3945
Hello guys, first i’d like to mention that i really enjoy the changes to the trait system and for my main class, thief. But there’s one problem out there. I’m sure many p/p users (yes we exist) agree, and i’ve read several small replies to other threads regarding this change. The ricochet trait (make pistol shouts bounce) and the invigorating precision trait are now in the same traitline as grandmaster traits. That means that you cannot choose both at the same time anymore. Yet those two traits were key to getting a p/p build that does okay. Roll out of a fight and unload to regen some health. We won’t be able to do that anymore with the new trait. Good thing is, these changes are not final. So i thought i’d let something hear in hope that we’ll see some changes.
as a proud owner of quip, i approve of this.
Since anet doesn’t want thieves to be high-damage assassins, why not focus on another point many RPG thieves have: Agility. We have high mobility, mediocre burst but little to none sustain outside of stealth (which is either used to run away or land backstabs).
Simply give thieves more dodges and evades. replace d/d 3 or d 4 by some dodge, give pistol a roll backwards while shooting or something. i’d love something in this direction. I’m okay with all classes having same access of damage, just give us something that allows us to deliver that damage as long as other classes.
(maybe irrelevent for this topic, but a dual pistol 3 skill change would be cool too. like it would be a skill that allows you to fire as long as you pressed the button, consuming X initiative per second, for the sake of continous damage nuking. y’know, for the sake of build diversity)
(edited by CodenameZeus.3945)
Just how does one get there?
p/p is perfectly viable. well. maybe not in PvP. I do like this idea though, since p/p has no form of mobility skills like shortbow 5 or shortbow 3. Maybe some skill that would allow us to shoot and then roll backward would be nice.
Funny… 1/3 of the players say that thief is OP.
The other 1/3 say that thieves are the most useless class ever and they are outplayed by anything.
The last 1/3 are engineers.
Anyways, i play as a thief myself. Thieves are pretty powerful, and can reset fights easily, but we’re really weak to conditions and heavy CC (talking to you, kitten hammer warriors..)
Anything that gives me condition removal in trickery? yes please.
I agree tho… we get 1 second of stability AFTER backstabbing someone?
That’s not worth it at all… not for a GM trait at least
Power Precision Toughness
and assassin’s trinkets (i want the ascended assassin’s :O)
I would post something, but i threw my town clothes in the mystic forge and got a level 10 rawhide mask.
Yeah, i encountered the same bug. I fixed it by going to the camp with NPCs not far from there. There’s a NPC asking for help there, talk to it to remove the invulnerabilty