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January 26th Update: Your feedback

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Posted by: Cronicle.5691

Cronicle.5691

Daredevil:

Impairing Daggers does not act as projectile finishers although it states in the skill description

BWE 3 Daredevil Specialization Changes

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Posted by: Cronicle.5691

Cronicle.5691

Hey all,
here’s some other changes that happened today.

note: There was a bit of feedback that the auto-attack wasn’t up to snuff. We took a look today and decided that it was quite the case, being that damage on this weapon set is more localized onto the auto-attack.
Staff Strike: Increased damage by 5%.
Staff Bash: Increased damage by 18%.
Punishing Strikes: Increased damage by 20% per attack. Added a missile reflect skill fact.
Hook Strike: Increased damage by ~250%. note: The damage is still on the lower side for the weapon, but now deals more than practically zero. This ability is intended to set up high damage combos through crowd control, thus we’re trying to keep the damage lower than other from-stealth abilities.

Weakening Charge: This ability is now targeted, with the animation being cleaned up a bit. Distance traveled is slightly less, to increase the ease of landing multiple hits on a target. Reduced aftercast slightly (120ms).

Debilitating Arc: Included an evade fact. This ability continues to evade from the start of the ability.

Impaling Lotus: Removed the hidden initiative cost.

EDIT FOR BOLD!!!!!!

""""*Punishing Strikes*: Increased damage by 20% per attack. Added a missile reflect skill fact."""""

OMG YES!!!!!! I was so wanting this to be a thing and now you made it. (And here is to the prayers that this stays)

Thief Adjustments to the CORE

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Posted by: Cronicle.5691

Cronicle.5691

Here is a suggestion.

Signet of Shadow removes Reveal debuff plus its original traits but have its cd on 40 sec instead of 30. This should add more incentive to use Signet of shadows instead of its 25% movement speed passive and its really not so much crappy… 1 time blind… active

[Daredevil] animation feedback & propostion

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Posted by: Cronicle.5691

Cronicle.5691

I am quite disappointed with every animation on daredevil so far. vault and bound are at least new. all the other animations are or looks recycled. with does daredevil get out of ALL elite specs so far the most recycled animations??
this is just so lazy…

Except that the vault and bound animations are direct copies of each other. When you bound, the character literally thrusts an invisible staff into the ground, even if they’re not wielding a staff at all.

I don’t like calling devs in any game lazy, I really don’t. Animating takes a lot of work, but it’s… you know, their job as animators. And I don’t really know how else to describe something like this, unfortunately…

I also dont like to call somebody who animates for a game lazy as but i have a feeling its not the animators fault at this as its more of a “save time, re-use it” choice that anet devs have taken since HoT is almost a 1 1/2 months away. I study and learned animation at university and i honestly do not want to believe that that was all the heart and soul put into the Daredevil animation because for somebody who loves animating, you want it to look as close as believable than anything. And what we currently got just doesn’t sell to me.

[Teef] - A daredevil impression (vid)

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Posted by: Cronicle.5691

Cronicle.5691

Guilds: Activate Recruit Mode!

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Posted by: Cronicle.5691

Cronicle.5691

NA guild: RUIN
Are you a new player and looking to join a large community of gamers to share you interest with?

RUIN openly PVE and WvW, with a bit of PVP to spread activities and provide self made content and social experiences among players. We are a close gaming organisation that spans through multiple online games with a big community.
Come and join popular streamers or guide creators such as Kalisi and Ayin and a diverse range of people with a creative minds.
Ayin
https://www.youtube.com/watch?v=wO9sJtpnr7o
Kalisi
https://www.youtube.com/user/Mindychristy
DarkPopulous
https://www.youtube.com/user/Darkpopulous
Shino Kemtsu
https://www.youtube.com/watch?v=8e8nvzT-8eo

Requirements:
Teamspeak
Joining ruinnation.com

Server: Sea of Sorrows.

The guild is most active during 8pm to midnight EST. We do have Oceanic and EU players as well but we are mostly an NA guild.

We run guild missions every Friday and Saturday at 7pm EST
We are in WvW as a guild event every reset night and during organized weekly raids.
The player base is primarily mature and friendly with lots of laughter and a solid active social Teamspeak.

Website: https://www.ruinnation.com
You can check us out to find out more and write to us on our forums.

Contact
Rands.8256
Cronicle.5691

Attachments:

[BUG] Ankle shots reducing damage on combos

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Posted by: Cronicle.5691

Cronicle.5691

lol it actually does change the range on the tooltip on the weapon when picking ankle shot.

Gimmick build!?! Hybrid D/D

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Posted by: Cronicle.5691

Cronicle.5691

for spvp the best hybrid you can do is celestial which in all honesty doesnt fair like it does in wvw/pve. I do run it though as it is a gimmick spec but if your looking to using something serious competitive i can only recommend Marauder amulet going the heavy spike damage because condition clear is heavy in spvp.

Gimmick build!?! Hybrid D/D

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Posted by: Cronicle.5691

Cronicle.5691

lol i accidentally clicked post too quickly

Gimmick build!?! Hybrid D/D

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Posted by: Cronicle.5691

Cronicle.5691

So months now ive been testing and making D/D viable and playing with many different setups since the spec patch. There is no definitive way to build a hybrid in terms of spec but in terms of stats this is what i have concluded after having seen Teef overview on Hybrid spec.

its really a video of me blabbering on my choices but im making it for most new thief players who doesnt know every trait.

But here, i hope you enjoy it. Let me know what i should change for my future videos. I appreciate all feedback to video making/editing.

(edited by Cronicle.5691)

Staff Thief is NOT CONFIRMED

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Posted by: Cronicle.5691

Cronicle.5691

ranger is getting staff…so no thief wont be getting it.

Both Elementalist and Necromancer got Shouts. Exclusivity isn’t an argument. I’ve actually never read or heard anything from Arenanet saying that 2 Elite Specialisations can’t get the same weapon.

skills are one thing

i mean weapon

But we also know and reason to believe that Revenant is getting shield for their Elite (glint) spec and we have already been shown that Mesmer getting shield….

So yea, 2 classes getting the same weapon for their elite wont surprise me. And as others have said, no one has stated as of yet that only “2 Elite Specializations can’t get the same weapon.

Until something else is datamined to prove it, im 100% sure that thieves will be staff wielders for their elite spec.

Quality of life changes for Venom suggestion

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Cronicle.5691

Since the specialization patch i was very much in love with the merge of venom traits into 1 trait line.

I am a venom d/d thief at heart and love to play that role of getting ready for battle by coating my daggers in deadly venoms that will hurt my enemy and give me the advantage i need. Sadly, venoms are not looked at like i do and for good reason. They are out-shined by other utility skills which bring more variability to the table in stunbreaks, condi removal, gap closing etc, etc. You get the idea. Venoms dont really bring much flavor apart from just having # of stacks and that’s it until CD is back and reapplied. Secondly if the enemy blocks or evades an attack a charge is used. I understand for basilisk venom, when balancing, we must avoid making it extremely powerful as it can break the fun for others (cough-Confounding Suggestions- cough).
Sadly i look at thief venoms, Ice Drake venom in particular, and i get a sad feeling that just like scorpion wire, its intentions are good, but its usage is vastly inferior.

Current issues with venoms:
Venoms are obsolete, and not consistent. Stacks are too quickly used and then nothing. Other classes have utility that span over a duration to prolong fights in their favor.

Suggestive solution:
You can only have 1 venom active but does not have any charges instead of a % chance coherent to the number of charges it used to have before to proc its affect triggering its venom. Example: Spider venom first strike has 100% chance to proc but then diminishes down over duration of 6 reoccurring procs to a a flat 15% chance. After that, if the venom is not refreshed or another is activated, it will have only have a 15-20% proc chance. (This is to avoid venom’s being too powerful when traiting into leeching venom or condition venom’s to apply way too many stacks in a short period.)
The venoms still has its original cd of 40 seconds but all venoms also now have 1/2 second activation timer.

This new mechanic for venoms should keep Basalisks elite where its at but also make it somewhat stronger and more dangerous towards the enemy e.g. Basalisk 1st proc chance is 100%, 2nd proc is 50%, procs after 2nd proc are 15% chance. (or less, 15% for basi is a bit high)
What it also allows is Ice Drake Venom and/or other venoms to play a role in chosing which venom’s you want to slot.
This in my opinion will allow venoms to be more utility wise and less of what we thought should have been a F1 ability.

These numbers are just examples and not final of course and should be tweaked regardless. But when looking at existing traits, utilities, from other classes i realize that the numbers arnt big and match what somewhat already exist.

What do you guys think?

[BUG] Shadow Trap

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Posted by: Cronicle.5691

Cronicle.5691

In the tooltip to shadow trap it says it applies 8 stacks of invulnerability but on trigger it does not apply any stacks on the opponent that triggered the trap.

Crashes

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Posted by: Cronicle.5691

Cronicle.5691

Im running windows 8.1 64bit, AMD FX™-6300 six core processor (3.50 GHz)
8 gb RAM.

Recently had my AMD graphics driver CCC updated which included Raptr (Gaming Evolved app) which i found sneakingly running in the background. Does anybody have any experience with this app if this is the culprit?

Crashes

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Posted by: Cronicle.5691

Cronicle.5691

This is the crash report

  • Crash <—*
    OOM: Heap, bytes=1338268,
    App: Gw2.exe
    Pid: 5212
    Cmdline:
    BaseAddr: 00FB0000
    ProgramId: 101
    Build: 50837
    When: 2015-07-11T14:49:09Z 2015-07-11T16:49:09+02:00
    Uptime: 0 days 2:31:12
    Flags: 0
  • System <—*

Crashes

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Posted by: Cronicle.5691

Cronicle.5691

since the beta has begun i have been experiencing my game crashing. Ive sent in crash reports but i want to know if this is something others are experiencing too? It seems to be happen at any time after a certain time period but more frequent during larger wvw zerg fights.

Rework Death Blossom?

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Posted by: Cronicle.5691

Cronicle.5691

My thoughts on this haven’t changed since the last 100 iterations of this thread: An emphatic Yes to the more reliable evade frame. And a No to any other change.

Specifically to your proposition I think that having two different stealth access mechanics on a single weapon set might be a wee bit unbalanced.

Yea i would LOVE a more reliable evade frame which doesnt root us for 1/4 second when we land so that its much smoother.

P/P is garbage

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Cronicle.5691

If rifle is the specialization, I’m out. Played Thief forever, and I’d drop it like a bad habit. Please no rifle.

I dont think you have to worry. From what was datamined by that_shaman a specialization picture of thief wielding a staff in shadows/smoke.
Source: http://imgur.com/a/cIOW3

Another hint i would like to note is a shortbow called Shadow Assassin Shortbow
https://www.reddit.com/r/Guildwars2/comments/3aswh4/datamining_upcoming_features_from_the_june_22/

With all the other pictures showing their elite spec pictures like guardian, necro, ele and mesmer ones… i am in no doubt that this is the thief elite spec picture wielding a staff.

Revert Burning

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Posted by: Cronicle.5691

Cronicle.5691

Whats the average burn damage? WP posted a video where he got 19k for about 2-3 seconds using every burn duration and proc he could. How is 19k burn different from a 19k backstab or 100blades?

Because you can’t do a 19K backstab or 100-blades every second while actively avoiding being hit? Burning SHOULD hit hard, but not that hard.

You know, just like you can’t do 19K burn every second. Not sure how ONE tick of 19K burn equates to “zomg!!11! 19K burn every second!!QQ!11!”

Because you can’t land a single backstab for that much, let alone land a backstab for that much and still have copious amounts of survivability.

21k backstab damage.
https://forum-en.gw2archive.eu/forum/game/wuv/One-shotted-by-theif-18519-damage/first#post5215422

70K+ backstab damage
http://www.youtube.com/watch?v=RHTwL3013GA

Still think 19K is too much?

Your argument would hold if it wasnt for the fact that the video was of thief back before Mug and Assassin signet got changed. The video shows Assassin signet with 1 charge which was the old 50% 1 hit damage boost.

Second is the link to the screenshot which shows mesmer (light armor) being hit for 21k, not unheard of if it was a low level or 1,9k armor, and the thief taking all damage boosts into play.

I have to agree that the burn damage is out of control as the amount of stacks that can be applied by one profession is rather huge atm and can do insane amount of damage per tick. What i find most frustrating is of course in pvp and wvw where the ones stacking condition damage can also stack vit and toughness to be fairly tanky or have a solid armor rating vs zerk.

I too have put my guardian onto the burn wagon in spvp due to the fact that if i dont, im at an disadvantage and if im up against other burn type professions then i wont have a big chance at winning. And since i want to win, ill take what does the best.

I am split however on the topic of whether it should be reverted to duration or stay with stacking. I just think that the 3x burn stacks at instant speed is a bit too much.
Thieves have 2x on steal, but everything else is through Dagger training or Lotus strike which applies 1 stack. With spider vennom that is 6 strikes. Each venom stack is around 10secs. The highest i could get my thiefs poison stack was 15 stacks doing 1.5k per tick where i had to take quickness to pump at as many hits as possible.

15 stacks burning from my guardian im hitting 5k-6k per tick which is not balanced. Yes burn should be the hardest hitting condi but the gap is too large at the moment between burn and other conditions.

Need help against Mesmers.

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Posted by: Cronicle.5691

Cronicle.5691

im running into a fair amount of stun-lock mesmers running staff/ sword pistol that constantly just stuns you and dazes you until your out of stun breaks and then just burst you down. Its really frustrating to fight against as they as well constantly stealth and i just cant seem to outplay them.

Mesmers went from challenging to nightmare mode even with a high burst setup they seem to have the traits to avoid it.

Ummune to imobilize (thief)

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Posted by: Cronicle.5691

Cronicle.5691

he was most likely running Dont Stop in acrobatics which converts Imobs to Cripples instead and reduces the effectiveness of it by 50%.

has a 10 sec internal cd

Please revert Leeching Venom

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Posted by: Cronicle.5691

Cronicle.5691

nope. Before all activations would occure if you stacked up the venoms. I tested it and built around it. It never showed in the combat log but if you watched the numbers poping up you would see 3x 378 damage pop up very close to one another instantly.

I also tested with health. If i poped 3 venoms i would get the full amount health back for 3 venoms on 1 hit

Please revert Leeching Venom

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Posted by: Cronicle.5691

Cronicle.5691

Please anet, revert the change to Leeching venom where venom was stronger when chosen to combine the venoms for a burst of damage. Before the patch i was running a burst venom build where i had less utility to cloak but more CC through venoms. It brough a lot of sustain to the game that i so needed due to the lack of defence as i was more exposed and needed the burst healing from combining venoms to get a burst heal.

Right now with leeching venom only triggering ONCE even when activating 2 venoms, im only getting the affect of one so is essentially wasting its damage and heal potential just get pressure on my target.

I call for revert because with what it was before i at least had the option to either use all my venoms at once or spread my venoms out depending on how the fight isgoing but now im forced to space out my venoms to make complete use of leeching venoms heal and damage.

[BUG] Flanking Strike (Trickery)

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Posted by: Cronicle.5691

Cronicle.5691

So after testing my build i came to see that currently the CD reduction on tricks (Trickster) in Trickery reduces Flanking strikes Haste by more than 20%.

Currently if you grab Flanking strike and then haste the CD on it triggering will be the 32 seconds instead of 48 seconds. When not taking Trickster, it will have its regular cd of 60 seconds. The regular haste ability which you can slot in your utility remains normal but this leads to flanking strike triggering ever 32 seconds (Which i can time perfectly with my venoms) so i know when ill get a massive burst with damage and poison damage.

AS much as i love this little kitten and the cd on it… i see that it is way too strong for hybrid d/d builds who run dagger training and Spider venom as you can easily reach 18 stacks of poison which will finish off your opponent in seconds if I didnt get the killing blow yet. (This goes for pure power specs too)

It should have its proper cd on it when you take trickster.

Anet what have you done

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Posted by: Cronicle.5691

Cronicle.5691

The meta has changed and it will take some use to playing the builds and professions again as we will be going up against more unconventional builds finally

The New Lion's Arch - Feedback [merged]

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Posted by: Cronicle.5691

Cronicle.5691

New lions arch feels so much bigger than old lions arch and the improvement and scale as well as small details now feel like the first time i explored Divinities reach and Black citadel. Its telling a story on its own and im loving it.

Its extremely impressively done and i give my props and high praise to both the art team, dev team, design team and any other teams i might have forgotten.

I knew i was going to find complainers here on the forums but i say well bloody done.

New patch going to destroy thieves

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Posted by: Cronicle.5691

Cronicle.5691

Your forgetting that no matter how nerfed we get we still stay strong in Spvp and in pve. We find a way to make powerful specs and insane damage. The ones who cry about weak thief are ones who either get outplayed by another profession and/or just dont really know how to play their thief optimally.

So no, we wont be destroyed or get destroyed. Even with engis getting lock on, i do not expect every engineer that i will run into to have taken this trait as they have 2 more traits which are actually a lot more attractive for them to have unless they specifically know they will go up against stealth. Which in all is not only anti thief but also anti mesmer, other engis, and rangers.

I think we are the ones going to destroy others. I for one, am excited for this upcoming change as we are most likely going to see MANY specs now being viable.

SA trait line less desirable post HoT

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Cronicle.5691

To answer your question… Yes. Because VENOMS JUST GOT BUFFED!!!:D:D:D:D:D:D:D

Now my venom build is even better than ever plus its automatically supportive with venomous aura being infused with quick venoms (which was a must have for a venom build). All the venoms into 1 spec and compressed into 2 traits? Hell yes.

So much you can do now with Vampiric builds now.

I want to try to see how much sustain you can have with Assassins reward + Invigorate precision + Leeching venom.

Merciful Ambush....Whaaaaa?

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Cronicle.5691

So you guys are going to be disappointing over 1 meager minor adept which is practically only a bonus skill given if you chose to go shadow arts? Like you forget that it now replaces Last Refuge which many thieves complained about was killing them? And now we have a trait which is good in group play because we dont need to waste our Shadow Refuge now on downed allies??

Shadow's Embrace is bugged

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Posted by: Cronicle.5691

Cronicle.5691

As far as i see its working as intended and no bug. Your stealth lasts 3 seconds and Shadows embrace is a 3sec ICD so it will trigger on each stealth If you Master adept Meld with Shadows you will get the 2 conditions removed in 1 stealth session as it will trigger again on the 4th second of stealth.

Venom share, Venomouse Aura & Leeching Venoms

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Posted by: Cronicle.5691

Cronicle.5691

which makes venomous strength also give 2 might to anybody you share venoms with. Which also benifits leeching venom because might increases the damage they do so overall good synergy

[Teef] A Thief Forum Guild (Lock pls)

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Posted by: Cronicle.5691

Cronicle.5691

IGN: Croniorian
IGN: Shino Kemtsu

(I main 2 thieves)

Playstyle: WvW/sPvP/
Server: Far Shiverpeaks
Experience with thief: I played thief from day 1 during beta and havnt stopped since. I play a lot of sPvP and WvW and always get bored of fighting against so called metas so i create gimmicks as people call them and make them work. I roam a ton in WvW and fight the fights which i probably will end up dying in 1vMany but the fun is still there.

Anet, can we get more access to fury?

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Posted by: Cronicle.5691

Cronicle.5691

With the update to our specialization lines, the only method of access to on demand offensive boons is through thrill of the crime.

So that means i have to spec into Trickery to get that bonus because before i could go critical strikes for fury when my enemy reached 50%.

Maybe its just me but what are you guys thoughts on the lack of offensive boons?

My thoughts on why thief wont get rifle.

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Posted by: Cronicle.5691

Cronicle.5691

What the assassin had a lot of was poison, knockdown and blocks which the thief currently is very weak with.

Gotta disagree with you here. Thieves arguably have the most access to poison, arguably more than Rangers since two weapon sets give 100% up time. That and Rangers already have the Poison Master trait.

We don’t have knock downs, but there are plenty of stuns and dazes.

Blocks don’t make sense for a class that already has more active defense than anyone else (due to stealth, blinds, and evades).

I’m not completely sold on rifles for thieves yet, but if it’s not a rifle, then it’ll likely be a sword offhand duelist class or a mace offhand to be a more thug-ish specialization.

I didnt say we lack poison but that it in its current state is a lack luster condition that is only really useful for reducing heal incom and not so its damage. I know that we have most access to poison both from venom/steal, dagger main hand + shortbow. But if a class has a line which is suppose to enhance poison then it should be more noticeable which is what i believe anet is trying to do now with the new spec in Deadly Arts and change to intensity.

Now when you say plenty of stuns we have just as many stuns as we do knock downs which is 1 every 40 second ( and no, i am not counting scorpion wire because this skill is borked to its core). Now i dont want us to have the ability to keep a player constantly knocked down like warriors currently can but i would love to see a bit more control type utilities which arent traps though manipulation and decoys would be awesome. And i dont agree with stealth being an active defense. It does not mitigate damage but just puts the offender off your tracks for a short duration.

My thoughts on why thief wont get rifle.

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Posted by: Cronicle.5691

Cronicle.5691

So ive been following and reading many of the suggestions and speculations to what Thief might get as a new weapon set for our elite specialization. However, having closer looked at the way Anet approaches the design level of their elite spec choices i feel more convinced that we wont be getting the rifle as a weapon set but either one of the existing weapon sets unlocked for our offhand (sword), or staff.

First of all these are my own speculations alone and of course i could be very much wrong but i thought i would share anyways.

The first reason i will like to bring up is that Anet is trending to looking at themes of what the class already has and enhancing them yet diversifying them.

Thieves, from a class design perspective, are the masters of close combat, tricks, stealth, mobility, and control. If we look at our current weapon sets we are very spread out in that field from Conditions, hybrids, power play. What thieves have which most of is their ability to get close to a target quickly. Therefor eliminating the need for a long range weapon such as rifle and long bow.

Anet nerfed the range of Clusterbomb from 1200 to 900 to put in the level of the rest of its skills. I do not believe that Anet would want to give thieves the power that rangers and warriors have of “long range” sniping as stealth alone is deadly enough to get in close and do some hard hitting. Combine stealth with long range and we might break the game (Or not, again im just speculating).

So what could thieves be getting for their elite spec? Well i like to look back at GW1 references as that is what Anet is currently doing with combining old with new.
The GW2 necromancer elite specialization looks to be a fuse with Dervish (Cold and scythe attacks) and Guardian with Paragon (Spear throwing and control). The mesmer with the once planned but never released Chronomancer class.
So it could be plausible that thief might revisit or fuse more with the Assassin class from gw1.

The assassin class mechanic was about burst and control through dagger spam or hexes. And hexes don’t exist anymore in gw2 but is seemingly coming back in a form of new conditions. What the assassin had a lot of was poison, knockdown and blocks which the thief currently is very weak with. Now, having looked at the new changes to the specialization lines we can already see the changes to Poison getting a major buff. So we could potentially speculate that our elite specialization might have some synergy with our current specializations. Which brings me to my next point, new utility skills. What Utility skills would make most sense for thieves to get? Probably manipulation.
Manipulation might be thieves answer to comeback of control through the old system of hexes. Now i am not going to speculate on what these utility skills will do although i have a lot of suggestions, i would much rather focus on why these set of skills could further influence the idea on which weapon set we will get. And this would be the staff.

looking into the world of Tyria we will see that there are various forms of ether (Magic) and professions that utilize them in multiple forms. Fire, earth, water, air, illusions, domination, death, blood, smite and healing prayers, and lastly Shadows.

Shadow arts was a form of control of ether which let the user manipulate shadows to move around or control. Which would be a great use for a manipulation skill and Staff.

And this would give thieves something new, and something that we need. Casting, range, control, and well fits in to a theme that i my self find most suitable and authentic to the thief as a class.

What are your thoughts on this matter and why? Do you have other ideas and arguments which could lead to why thief might get a different weapon set like scepter, mace, torch or even greatsword? Remember that our current spec lines could/will have synergy with our elite spec and our utility skills will too compliment them.

what makes d/d worse that d/p in spvp

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Posted by: Cronicle.5691

Cronicle.5691

I play D/D vampiric venom build with celestial in ranked and unranked.

Strong and fun.

And with the upcomming update to the spec skills… its going to get a lot stronger.

Fighting PvE players does not prove anything about a build’s viability. Everything is super strong against bad players.

This is unranked and ranked matches. Bash all you want with how “you” think its bad but dont say something is unviable without having played it. I’ve won and lost 1v1 duels but to say they are pve players or bad players is just blind accusation. The op asks why nobody uses d/d… well because everybody goes with other “good” and successful players use. And here is what i think about its viabitlity, it does what its suppose to do extremely well. You bruise well and keep yourself at high health with the constant healing.

what makes d/d worse that d/p in spvp

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Posted by: Cronicle.5691

Cronicle.5691

I play D/D vampiric venom build with celestial in ranked and unranked.

Strong and fun.

And with the upcomming update to the spec skills… its going to get a lot stronger.

GG anet - Stupid Trap

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Posted by: Cronicle.5691

Cronicle.5691

stealth and escape mechanik is broken for thiefs in wvw now you can enter and escape when you want ….. the trap is balanced and legit
now l2p without permastealth
lets see what elite spec, utilities and weapon we get next time

Kinda like nike wars and their healing signet sept there is no stealth or any chance to screw over the healing.

And the food that gives health every second + the amount of condi clear that profession has making poison a condi near impossible to keep on them to try and counter that heal.

To be honest the trap isnt a bad thing. It adds a bit of counter play to stealth and thiefs arnt the only profession that uses stealth. PU mesmers and some engineers do as well. And if i am not careful to notice a trap being placed and i trigger it, its my own fault.

The only point i would call it broken or op is if that lights judgement was constantly following you if you got hit so there was no way of escaping the full duration then we are screwed.

But i do see the potential of setting up a lockdown but again, they would need to go full trap specced to do that and use their cooldowns to do so.

I guess we will just have to wait and see how it goes. I am pretty sure anet isnt screwing anybody over.

D/D Life Venom (Spvp Video)

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Posted by: Cronicle.5691

Cronicle.5691

Hey guys. I updated my build and made a new video… Hope you check it out

Add some condition removal to venoms?

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Posted by: Cronicle.5691

Cronicle.5691

This is something ive been kinda waiting for with Venoms getting buffed.

My most wanted buff to venoms was that spider and Ice drake venom get a little bit more of a useful utility skill to both help survive-ability and combat. One would be that 1 charge Transfers a condition to your opponent.

Also i can only wish that with the new specialization that venoms get upgrade to where they get to benefit from the new debuff slow which slows the characters animation and channeling abilities for the duration which would make a lot of sense if somebody is sliced or stabbed with a dagger coated with venom

All in all… the only condi clear you will have if going venom is traiting into shadows embrace and having or using cloak abilities while also using shadow step → shadow return. But that cuts out a utility slot which could potentially have been another venom slot. :/

So yea… would love to see venoms get a little bit of love¨

D/D Life Venom (Spvp Video)

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Posted by: Cronicle.5691

Cronicle.5691

I will only pick venom share if im running in a group that im in teamspeak with so that i can coordinate the CC like basilisk and and devour venom.

And you are right that i use the shortbow a lot but its only to pressure and movement. When i actually commit to an engagement i switch to Daggers.

Overall i like playing around with the venom build to optimize it. Skelk venom becomes extremely potent when traited into Leeching venom+ quick venom.
Ontop of that, superior rune of vampirism adds the extra bonus when using the healing skill to leech off your opponent. I just really find it satisfying that i can stand there and 1v1 without having to rely on constant CnD to survive. Most of the fights i get bursted down and then heal back up again.

Ill try to get better exampled clips put together for you guys since this was actually great feedback. Im still new to the whole video program but im learning.

Really appreciate the responses

D/D Life Venom (Spvp Video)

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Posted by: Cronicle.5691

Cronicle.5691

In the video i was running
http://en.gw2skills.net/editor/?fZAQNAoYVnMJSXTW6EONB/TmImQ4c3PPP3V7DLCA-TpBFwACOCANOEAEeAA62fAaZAAnAAA

But i like to switch up 4 points to how ever i feel like playing. The core if running alone is 60400 when using Venoms.

Also ive explained it in this post https://forum-en.gw2archive.eu/forum/professions/thief/A-fun-alternative-to-a-D-D-power-build/first#post4704977

D/D Life Venom (Spvp Video)

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Posted by: Cronicle.5691

Cronicle.5691

Just some fun clips of me playing on my Celestial Venom build which builds around life leeching for sustainability. Hope you enjoy watching.

Updated

Hey guys. I made this video which turned out to be a bit long but i hope you enjoy it. I really enjoyed the feedback from all of you and its kinda inspired me to improve what i started.

Check out the video my updated build.

(edited by Cronicle.5691)

Taunt in game already?

in Guild Wars 2 Discussion

Posted by: Cronicle.5691

Cronicle.5691

I can confirm it was a female sylvari and yes… it was a triad that it was called during the event.

Taunt in game already?

in Guild Wars 2 Discussion

Posted by: Cronicle.5691

Cronicle.5691

So i was running around at Vandals Claim in Brisband Wildlands and i noticed a Group Meta event. It had 1 champion and 2 veterans.

I decided i would try and solo it and see what happened because i had never seen this meta event in that area before.

To my surprise, the Champion had 1 particular skill that was doing exactly what Anet had been describing what the new taunt mechanic debuff would do. Once ín a while, the champion would do the warrior shout which put a debuff on me. All my character did during this 1 second debuff was walk (not run) towards the champion where she would then perform various other moves.

My question is, am i just NOW coming across this because it has been in game for a while? Or has this actually now been implemented into the live server on some chosen npcs for testing?

So...this just happened.

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Posted by: Cronicle.5691

Cronicle.5691

I notice one thing which is the reason your not getting higher than 6k… Your not running assassins signet. That there my friend is your 9k backstab booster.

You have to remember that Assassins signet boosts your next 5 attacks by 15%.

If you have built your Thief right to be an assassin and do burst damage. Then you would most likely have built it 5/6/0/0/3 taking all the damaging traits like Dagger training, mug, furious retaliation, Executioner etc. So the damage increase alone is 10% when your opponent has a condition (Steal applies poison and poison applies weakness), 10% when initiative is above 6 (You have 15 initiative from trickery so its not a problem. and 20% extra damage when target is below 50% health. That there alone is a killer boost in damage and when fighting beserker players you are going to hit them hard when you pop that Assassins signet.

It boosts your Steal damage, your cloak and dagger damage, and your backstab. Steal and backstab alone combined with sigils of air and fire should be enough to put your opponent to 50% health where executioner is going into play with the extra 15% from assassins signet which is a whooping total of 60% increased damage on that backstab which will melt your opponent. Now the tricky part is of course to set it up and then finish off your opponent because most classes and players now know how to counter or play around it so it just comes down to the better player in reality.

I tried all of those. Never one-shotted anyone.Also It is still not counted as one-shot. Basilisk Venom stuns for 1.5 sec, after that time if the target still lives, he/she pops immunity or whatever they have and either run or reset the fight. But please show me a recording of a thief that kills upscaled people with this combo in EotM or a recording that is a year or more old and before the crit nerfs.

….

Honestly i dont know why you couldn’t search that yourself or did you want me to just prove you a point? If you have 233% crit damage your going to see some good numbers on a crit.

Btw these videos arnt with assassins signet and look at still the damage they do. They are glassy and they would go down fast if they are caught with their pants down.

Verbal Abuse

in PvP

Posted by: Cronicle.5691

Cronicle.5691

Yes, everyone had to start somewhere. And there is a place for that. —>Practice.

This ^

If you que up Ranked or Unranked even. You are expected to know your class, profession and even what it means to contest points instead of fighting off points letting the enemy free cap. I can’t how many times ive seen lvl 2 Engineers pop into Spvp on my team thinking they would just roll one of those turret engineers and think they will be beastly like the others and just end up dying like they didn’t even existed. This actually goes for all classes but if i see one in newbie armor or or is a lvl below 40 i will not put my faith in that player to perform well.

Fleet Shadow

in Thief

Posted by: Cronicle.5691

Cronicle.5691

It doesn’t. Out of combat you get +33% movement speed, (same as swiftness). In combat you receive +45% [of in-combat] movement speed, (if I’m not mistaken).

No it still gives the 50% speed bonus that it says.

http://wiki.guildwars2.com/wiki/Movement_speed

I suggest looking at this wiki page on movement speed details but as explained. The 50% increase will override swiftness speed so practically you are moving 17% faster in combat vs one with swiftness so they wont outrun you.

You will not notice it if you compare 2 moving objects that go almost at similar speed but if you take 1 that has no speed increase and one that has the 50%, you will greatly see the speed difference and distance coverage.

Stop complaining about Last Refuge already

in Thief

Posted by: Cronicle.5691

Cronicle.5691

At this point lets face it. A change in the trait itself is not going to happen and i can mention a fair amount of other traits that probably deserve more love than last refuge *cough*improvisation*cough*, but it is not going to happen. Perhaps the trait will be swapped around but it wont get changed. So deal with it. I feel the majority of thieves who come to the forum have actually gotten good at the class that now instead of discussing tactics and counters to other builds. Feels like we are just seeking excuses.

Stop complaining about Last Refuge already

in Thief

Posted by: Cronicle.5691

Cronicle.5691

Cronicle, I’d like to address something you said in your OP. The way you said it was that we are bad players for not paying attention to the trigger of LR when we are in combat. The thing is, most of the time it procs to reveal me or another player it generally happens because we are trying to take steps in order to save ourselves. It’s a natural instinct for a player to try to act to save their life not run and wait for a proc while I see your argument I do have to disagree with you. I think the trait actually screws over good players who are acting when they are low health (i.e going for a cnd on a target as your hp gets low to regen some health and get back in the fight) rather than benefitting them. As I’ve said before I’d rather it did something like heal for 2k next time you enter stealth when your health drops below 25%. Then the good players who act to stop themselves from dying will get a reward and they won’t have to worry about getting revealed for playing the way they were taught to.

Hope that made sense, if you have a counter argument I’d love to hear it as you are the first person I’ve met that likes this trait and I’d be happy to debate with you.

It has its advantages and disadvantages but it doesn’t deserve the hate that people make out of it that it punishes players. Now i know that players who put points into shadow arts are very likely to go all the way up to Shadow Rejuvenation and Even pick up shadows embrace for the condi removal.

Currently I’ve built 1 of my thieves heavily around this “disadvantage” that people say to make it probably my biggest strength in Spvp and all because of 1 Rune set. Superior rune of Vampirism plays perfectly with Last refuge. Both trigger almost exact same time which gives you mist form and stealth where your invulnerable for 3 seconds. Now i am not suggesting that this is the way to go but to give an example that you have a choice to play with our against it. This lets me pull of stomps safely when the enemy will heavily cleave focus on their downed teammate to prevent somebody from stomping them etc. Again, i will emphasize on that this is not a matter of forcing players to go 1 route because of a simple little trait which does help save lives, just remember where you probably don’t benefit, others do.

I am open for debating LR but i am not up for seeing any more hate posts that it should be removed blah blah. kittens getting really annoying to see.