Showing Posts For Humorless.1573:

Are elementalists better now?

in Elementalist

Posted by: Humorless.1573

Humorless.1573

To someone who said elementalists can not live without triple cantrips, I say it’s also equally rare to see mesmers without blink and decoy, warriors without shouts or stance, thieves without shadowstep and signets, or engi without grenades and toolkit, ranger without lightning reflex and all that jazz.

This. Skill/utility balance in this game is fricken awful. I’m still yet to find anything that comes close to water/arcane/cantrips. In 2.5 years, the crap skills/traits are just just as crap, the situation has not improved.

The reason why water/arcane/cantrips is always the best choice is that the basic design of the class is flawed — the base defense is too low, which guarantees that survivability traits/utilities remain king.

Yep, the core of the class itself is very weak.
70% of our traits are garbage.
Our cantrips are decent.
Our survivability and damgage is weak-mediocre.

Like i said in the previous posts, we exceel at nothing, we are jack of all trades, master of none, even more so, we are less than average at them actually.
If you combine all the weaker aspects of the elementalist into one and add its versatility in the mix, the class is barely average.

And the only reason why elementalist is viable at the moment, is because compared to 1 year ago, almost every single class was nerfed in some way, as i look through the patch notes and the gear was slightly improved for PvP.

If you want to say that Elementalist is one of the best classes in the hands of a good player, then the same could be said about ANY other class aswell, infact, ANY other class, in the hands of an excellent player, will be stronger than the elementalist, with less effort required.

Don’t go running around watching Youtube videos of the 1% of the elementalist elite mopping the floor with pugs, then thinking the class is very strong, the truth is, that 1% of the warrior elite, 1% of the thief elite, 1% of the necro elite, and others will mop the floor with that elementalist with little to no effort.

Wrong. After not playing gw2 for almost 2 years I hopped into pvp on an elementalist, a class that I started playing a week ago, copied the meta build and dominated over 2 dozen players in 1v1s. It’s not a hard class to pick up. You can literally mash 2345 and rotate through the 4 attunes and end up with enough damage output to take someone down while being obnoxiously hard to kill. I lost a single 1v1 against an engi because I ignored and underestimated turrets due to being ignorant of the changes and got outplayed. If you have a good feel for all your skills d/d is easier than something like a thief, which requires a lot of timing and positioning. As ele you just go in and keep applying pressure, your opponent is the one that has to find the burst window to actually kill you. And then you hit mistform and ride the lightning out. Well played.

As far as traits and skills go, whoop dee doo. I’ve played thief/necro/warrior at 80 and all of them have more worthless than useful traits and skills. It’s a problem with the game, nothing unique to ele. There is no problem “inherent with the class”. If anything it’s funny how you have more sustain options than a necro.

Leveling in PVE

in Elementalist

Posted by: Humorless.1573

Humorless.1573

Dagger/dagger, nothing else really compares. The amount of damage you put out is ridiculous and you still get a ton of survivability and CC while also having the best mobility.

Leveling in PVE

in Elementalist

Posted by: Humorless.1573

Humorless.1573

It’s pretty easy. Early on Fire will carry you through everything and once you open up Earth you can wreck everything but champions solo. If a group of mobs is stacked tight d/d fire4-earth4-sandstorm-earth5-lightning1 will take care of most of it. 1 trait point in water will make you more durable than most classes… until you get knocked down or rooted in the middle of a group. CC is the only threat when leveling.

Worst Necro In NA

in Necromancer

Posted by: Humorless.1573

Humorless.1573

dodge skills @ 1:40

The Incoming 'Fix'

in Necromancer

Posted by: Humorless.1573

Humorless.1573

Probably lower the DS damage.. I heard people hitting for 9-10k. Thats like 10k DPS right there, and dont forget fear and burning aswell. If something needs fixing thats it. I do not want to play necro if its look upon as freaking OP

And something in that little brain told you 9-10k is something every necro pulls without either being glass cannon or the target being debuffed enough to get oneshot by a thief?

And I’m very sure every individual complaining about life blast damage is stupid enough to sit within 600 range without endurance/cc.

The Incoming 'Fix'

in Necromancer

Posted by: Humorless.1573

Humorless.1573

Well, it is impossible to make #2 cleave, unless your axe would magically split into 3 and attack their targets :P. Lets stick to autoattack for now

Your axe is flailing around in open space in front of you and you’re wondering how it would magically hit 3 targets?

The Incoming 'Fix'

in Necromancer

Posted by: Humorless.1573

Humorless.1573

Staff hits multiple targets if lined up… that’s all you have to work with and it will probably stick to that. (not counting traited LB)

They could make axe hit 3 targets in a 45 degree 600 range cone but the damage would probably get nerfed to compensate, AOE vulnerability with that dps at range is probably over the top.

What damage man? The axe autoattack damage already sucks. I do around 1200 critical in power build. But I do agree with the 3 targets suggestion.

Because #2 would probably end up with the same 3-target limit and axe DPS would make dagger useless for anything but #3.

Dhuumfire or Close to Death for hybrid build?

in Necromancer

Posted by: Humorless.1573

Humorless.1573

Theres another side to “close to death” in the equation for me. That being, if they are below 50% they are probably in deep doo-doo anyway, and an extra 20% damage is redundant, that eggs already cracked wide open. Everyone knows if you are below 50% you are a MAGNET for player aggro. And/or they are employing other measures to avoid damage altogether.

Now if I could get a damage bonus for when they were ABOVE 50%, that would be great.

FYI, I’m talking wvw, for pve it would make a great choice.

Sorry mate. But WvW is 99% PvE.

Are you trying to be funny or do you think you’re trolling by repeating other people on the forums like a parrot?

The only thing that matters in WvW is damage done to players.

The Incoming 'Fix'

in Necromancer

Posted by: Humorless.1573

Humorless.1573

Staff hits multiple targets if lined up… that’s all you have to work with and it will probably stick to that. (not counting traited LB)

They could make axe hit 3 targets in a 45 degree 600 range cone but the damage would probably get nerfed to compensate, AOE vulnerability with that dps at range is probably over the top.

Q: Well's AoE Limit?

in Necromancer

Posted by: Humorless.1573

Humorless.1573

Every pulse hits 5 targets. If one gets out of the well it looks for another. Pretty sure all of the AOEs work like that if they use the pulse mechanic, like ranger longbow #5.

I’m not sure what happens for wells only affecting conditions however. Whether it looks for conditions/boons for example or sticks to the same targets whether they have conditions/boons or not.

To the all new after-patch necros

in Necromancer

Posted by: Humorless.1573

Humorless.1573

Oh now you can go and rock tyria unless you face a thief who’s gonna rock your kitten with 17 second steal cooldown, 3.5 sec aoe fear! They’ll have more fear than necros! When you’re fighting in a team fight, just pray to whatever god you worship that a thief doesn’t join the fray on the opposing side.

You guys speak as if necros are the only buffed profession.

I hope you’re not implying thieves got a significant buff, because they didn’t. If anything they’re more predictable because some of their weapon sets are becoming more and more useless.

I’m glad I trashed my thief for necro a few weeks ago.

Sentinel Thief.

in Thief

Posted by: Humorless.1573

Humorless.1573

The issue with that humorless is that even full tank spec thieves margin is much lower than others without utlizing that evasion/blind etc so while you do get to take a bit longer over doing so your sustainable face tanking time is still incredibly low.

At least unless your playing boon stealer

That would depend on your build… full p/v/t gear with 30 SA takes hits just fine. Full thief burst does maybe half your HP worth of damage with the mug nerf. Ofcourse you have to abuse dodges, flanking strike and blinding powder for example as much as possible, but that’s what thieves are.

Sentinel Thief.

in Thief

Posted by: Humorless.1573

Humorless.1573

The thief philosophy is to avoid damage with blind, smoke, stealth, evade, and positioning. If you do that right then your vitality and toughness are not being used. Of course thieves are not perfect so you need to be able to soak a few hits but there’s no need to build totally defensively.

Don’t forget that you can turn your logic around. By having vit/tgh you can afford to stop worrying about evading/blinds/CCs and focus on damage for example without instantly falling over and dying.

That and when you’re up against a tanky spec in pvp you won’t have to worry about dying; that means you can “practice” your burst combinations etc without the thought of dying for a mistake.

How would you improve pistols?

in Thief

Posted by: Humorless.1573

Humorless.1573

I don’t think a trait that doubles DPS in AoE situations is balanced either.

Consider that sword/shortbow attacks are more powerful, and triple DPS in AE situations without any traits at all.

Maybe we should add a trait that triples the damage Daggers do them. Since obviously the dagger that cannot cleave for around the same autoattack DPS than sword is inferior.

The pistol main autoattack might be very weak indeed. It’s still not a reason to add a trait that basically doubles the damage they do. ANet already got enough problems with the Engineer grenade trait that adds 50% more damage but at least it’s a grandmaster rank trait. What they need is to boost the base damage and keep ricochet at 20%

And it’ll still be completely worthless and not used. Why would you ever want a 20% chance to do damage to a secondary target? If there’s more than one target you switch to shortbow or sword and you’ll do more damage than pistol ever will. On single targets the trait is 100% useless. And 20% chance is just pathetically unreliable. Potential DPS is meaningless. Adding another RNG factor besides crit is just dumb.

Ricochet needs to be removed and replaced with something useful.

Shadow Shot stealth nerf

in Thief

Posted by: Humorless.1573

Humorless.1573

It’s not in the patch notes because it’s a result of a mechanic being fixed. Too bad the side effects are gone, but they weren’t intended anyway.

Sword sigil bug and PE trait Q?

in Thief

Posted by: Humorless.1573

Humorless.1573

And yes that trait works off of base precision. It also sucks and you shouldn’t use it; you’re better off with 7% crit from side/back and switching zerker gear to valkyrie for more vitality+crit if you position right.

It doesn’t suck, actually, it’s a great trait to use in combination with Side Strikes and Hidden Killer or Executioner. Unless you’re using Signet Use or something I see absolutely no reason why you wouldn’t take it over the other poor trait choices in the CS line.

As a WvWer I rather have Furious Retaliation to finish someone off, Combo Critical Chance in dungeons for S/P or Signet Use to make the SoS utility more worthy of a slot (as I can’t live without the movement speed).

500 hp rarely helps me anywhere. If that’s the difference between life and death I probably screwed up anyway.

Sword sigil bug and PE trait Q?

in Thief

Posted by: Humorless.1573

Humorless.1573

The 5% crit sigil doesn’t show in the stat window.

Sentinel Thief.

in Thief

Posted by: Humorless.1573

Humorless.1573

I personally think Soldier’s armor works better. The extra power lets you kill things while the extra vitality doesn’t add enough HP to be impressive. I’ve been running around with full p/v/t armor and 0/20/30/20/0 and it’s pretty amusing. You don’t kill bunkers but anything else dies just fine. If you use s/d and d/p you don’t really die either.

And PvE is enjoyable with it still. I often play tank in dungeons runs like CoF and TA when tagging along with guildies just because there’s rarely someone that can stick around in melee range as long as a thief (assuming you’re combining your vit/tgh with evades).

Swap Stealth with Invulnerability?

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Posted by: Humorless.1573

Humorless.1573

C&D chain godmode, also you are invulnerable to be moved out of your SR

Same rules would apply as to stealth – you can’t get invuln for upto 4 seconds after you deal damage.

Till then you’re mine

Well I can wait 3 seconds in invulnerability and then C&D to deal a little damage and continue being invulnerable, if you dodge that doesnt matter i’ll just heal or use a utility to be invulnerable again, and continue dealing 1’5-4k damage every 3 seconds

Since you’re visible I’ll know when to dodge and where you’re going to be. C&D’ing me won’t be that easy. You obviously can’t spam heals because of CD’s. I’ll like to try this and see what happens..

LOL

Then why is dodging CnD hard now? You KNOW WHEN TO DODGE. Did you not learn how to count to 3?

Anyway I would love this. Team up with a bunch of other thieves and just basilisk + CnD focus fire idiots to death in zergs.

Practiced Tolerance and Signet of Agility

in Thief

Posted by: Humorless.1573

Humorless.1573

Practiced Tolerance sucks. Don’t use it.

Sword sigil bug and PE trait Q?

in Thief

Posted by: Humorless.1573

Humorless.1573

Then you’re using sigils that don’t stack. I have a sigil of fire on off-hand and it procs all the time.

And yes that trait works off of base precision. It also sucks and you shouldn’t use it; you’re better off with 7% crit from side/back and switching zerker gear to valkyrie for more vitality+crit if you position right.

How would you improve pistols?

in Thief

Posted by: Humorless.1573

Humorless.1573

Buff Vital Shot, it should do about 20-30% more DPS than it does
Buff Body Shot to be on par with Brutal Shot.
Buff Ricochet to at least a 40% proc chance.

That’s really all it needs.

I think you mean “remove ricochet”.

The trait would be worthless even with 100% chance to work. It’s still pathetic single target and aoe damage.

I don’t think it’d be worthless at all with 100%.

With the current vital shot firerate it’d do less than trick shot.

Ricochet is kittening garbage. The developer that decided to put that in ran out of ideas or is an idiot.

How would you improve pistols?

in Thief

Posted by: Humorless.1573

Humorless.1573

Buff Vital Shot, it should do about 20-30% more DPS than it does
Buff Body Shot to be on par with Brutal Shot.
Buff Ricochet to at least a 40% proc chance.

That’s really all it needs.

I think you mean “remove ricochet”.

The trait would be worthless even with 100% chance to work. It’s still pathetic single target and aoe damage.

Runes for thief

in Thief

Posted by: Humorless.1573

Humorless.1573

Including food and bloodlust stacks in any build is idiotic.

Throwing that into buildcraft gets you 17k hp, 2k power, under 37% crit and under 2700 armor.

Runes for thief

in Thief

Posted by: Humorless.1573

Humorless.1573

Scholar runes are useless for anything but burst specs. You’re rarely above 90% health as a thief. People just use them cause they copy others and don’t know better.

Divinity is alright but not great since they add useless stats as well. If you want survivability you’d be better off switching a few pieces around from zerker to valkyrie or knight’s and keeping the ruby orbs. And there’s a few other options to get some of both worlds, IE wurm runes.

How would you improve pistols?

in Thief

Posted by: Humorless.1573

Humorless.1573

Replace Body Shot -> Flanking Shot

Dodgeroll/leap into the direction you’re facing & fire a shot that puts 5 stacks of vulnerability on the target for 5-10s. (4 initiative, about the distance of SB #3 or nontarget S/D #3, 3/4th of a dodgeroll)

Then replace unload with a Sneak attack-like skill that costs 4-5 initiative and stacks 3-4 stacks of bleed.

Make the #2 a leap finisher and increase the firerate of Vital Shot = condi dmg gunslinger.

Too bad it’ll never happen.

Honor among thiefs?

in Thief

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Humorless.1573

Sharing is caring.

How would you improve pistols?

in Thief

Posted by: Humorless.1573

Humorless.1573

That would be hard. The entire design is flawed. It has this horrid condition/direct damage split without actually adding utility or support and the damage is far from impressive.

P/P is only used with direct damage. It’s useless compared to P/D when it comes to condition damage due to the lack of stealth, vital shot only keeps up 4-5 stacks and won’t kill anything. The only source of direct damage the set has is Unload, which has a huge initiative cost and does pathetic damage. #1 does pathetic damage. #2 is worthless as vulnerability stacks don’t last long enough to stack a decent amount. #4 is alright. #5 is terrible as it allows you to live but destroys any chance of you doing damage.

P/D is alright with the 3s revealed “buff” (lol). You still have to spec into condition duration to be able to stack even a decent amount of bleeds, however. This spec forces you to go at least 20 into DA, 30 into SA. It will never kill anything fast and is hard-countered by a lot of specs.

Only way I can think of is moving #4 to #2 and designing a new #4 for utility or damage.

Little/no stealth Thief Bunker

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Posted by: Humorless.1573

Humorless.1573

d/d works much better. You keep CnD, you can apply weakness with 15 DA, you have a higher potential damage output if you need it and the bleeds it applies last a lot longer meaning you don’t need to be in active combat for quite as long + it has a built-in evade. You only lose range.

D/d does not necessarily have more damage:

- d/d has to stay at melee range to hit and can’t generally attack from stealth, which means the enemy has more time to counter against it. It is also very easy for say a shatter mesmer to land a devestating counter attack in such a situation. The evasion is only for 1/4 second. On the other hand, p/d relies on projectiles.

- d/d applies 3 bleeds that last 10 seconds. While this is more raw damage than 5 bleeds for 4 seconds, the longer bleeds are more likely to get removed before their full ticks.
- d/d needs initative to apply bleeds, while p/d can spam them via auto attack.

I think you’re missing the point here, in PvP you can’t hold a point if you’re in stealth and therefore every second that you stealth your enemy is capping the point you’re trying to defend. That’s why people attempt to make bunker Thieves that dodge rather than stealth.

Of course, that makes sense. I only really care for duels with WvW rules.

The only reason to go bunker is holding points in spvp. Going bunker in wvw is a waste of time.

Little/no stealth Thief Bunker

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Posted by: Humorless.1573

Humorless.1573

d/d works much better. You keep CnD, you can apply weakness with 15 DA, you have a higher potential damage output if you need it and the bleeds it applies last a lot longer meaning you don’t need to be in active combat for quite as long + it has a built-in evade. You only lose range.

Little/no stealth Thief Bunker

in Thief

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Humorless.1573

p/d doesn’t work well for bunkering at all… it has no built-in evade like sb, d/d, s/d and s/p and it has no blinds like x/p. It’s probably the worst set actually. Your only “evade” is a skill that shadowsteps you backwards out of the circle vs melee and is useless vs ranged.

S/D Mechanics, the annoyances

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Yep, dungeons… CnD does decent damage and stuns take pressure off of whoever needs it. Ideal party setups won’t need it but there’s plenty of times where you can help someone survive in pugs as well as less experienced people.

And sometimes you can roll with knights/soldiers gear to absorb damage meaning you’re better off keeping mobs off your zerkers while they do the damage.

Dagger / Pistol Thief

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At no point does stealth make you OP unless we’re talking about those upset at stealth used as a pocket escape.

/disagree
Perma stealth makes you completely op as a scout in WvW/sPvP where scouting information can EASILY make or break a match.

If PvP was a solo game, then you’d be right.
If you can’t dish out damage while stealthed and your opponent heals every time you stealth away to heal, then it wouldn’t matter.
But this isn’t a solo game. Strategy matters, and scouting information is invaluable.

Anyone can scout and live, it doesn’t require stealth, just common sense. There’s multiple classes that will never die while running assuming you don’t wait for the zerg to be on you.

Cheese: Let's get one thing straight!

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Humorless.1573

SO any build that is actually viable is called cheese right ? LOL.

Any build is viable, some just take more effort to get the same reward. Most people won’t call ya out on a build so long as you aren’t a kitteny prick.

How are you going to do more with your p/p build to get the same utility and damage as someone else?

Dagger / Pistol Thief

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Humorless.1573

The only thing you could do is remove the initiative return on stealth from combo fields. Changing anything else destroys the entire set.

Time to suicide[Back to D/P]

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I forgot a few things in that news post initially, but I’ve added them in. Hopefully I haven’t forgotten anything else.

Good to know.

Even though my first reaction to mug change was raging hardcore about it, I have thought about it again in a calm manner and I would like to think I have got a couple of interesting ideas to experiment with which in fact motivates me to look forward to the patch.

Is your 10-30-0-15-15 build going to change?

In terms of raw theorycrafting I will experiment with two things when the patch comes;

1.To see how far can I go with reducing Steal’s Cooldown.
2.To see how far can I go with increasing Steal’s health return.

Ideal situation being 3k every 30 something seconds.

It will suck. It’s a nice bonus but nothing worth building around.

How did you calculate that extra 1k?

I didn’t and can’t because we don’t know how much healing will be added per point of healing power. But if you want to be capable of doing anything your build won’t have enough healing power for it to matter; it still won’t be an efficient source of healing. 1k is an optimistic and unlikely estimate; it will probably be lower.

Cheese: Let's get one thing straight!

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Humorless.1573

I would say that that article is from the stone age, but it seems to be 2000.

I stopped taking anyone on GW2 seriously when spvp heroes started taking the leaderboards seriously, d/d eles whined about other specs and people claimed that a ranger cant use his pet in 1v1s because it wouldn’t be a 1v1. Dumb individuals have to exist for there to be intelligent ones.

Time to suicide[Back to D/P]

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I forgot a few things in that news post initially, but I’ve added them in. Hopefully I haven’t forgotten anything else.

Good to know.

Even though my first reaction to mug change was raging hardcore about it, I have thought about it again in a calm manner and I would like to think I have got a couple of interesting ideas to experiment with which in fact motivates me to look forward to the patch.

Is your 10-30-0-15-15 build going to change?

In terms of raw theorycrafting I will experiment with two things when the patch comes;

1.To see how far can I go with reducing Steal’s Cooldown.
2.To see how far can I go with increasing Steal’s health return.

Ideal situation being 3k every 30 something seconds.

It will suck. It’s a nice bonus but nothing worth building around.

Dagger / Pistol Thief

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They can’t do kitten about it without destroying the thief class at this point, so nothing will happen.

Pretty much this. The only thing that they could do to “nerf” d/p thieves is to put revelead when popping out of stealth even when you don’t attack. But this would affect more other builds (d/d, s/d) than d/p.

Not true. a d/p thief will not come out of stealth while using his stupid annoying combo.
they could remove the leap finisher of heartseeker and the class will not be destroyed.

If Heartseeker isn’t a leap finisher you destroy the d/p set instantly, it’s the only use the set has. It has no other way to get stealth often so you leave the thief with one good damage set… d/d. Which is a set with 3 useful slots… #1 for auto-attack/backstab, #2 which you just nerfed and #5 to go into stealth.

IE d/d will be ridiculously boring and people will all switch to s/d. Meaning thieves will only kill the mentally challenged and be nothing but boon strippers and you’re still too bad to kill them, because s/d is arguably more annoying than d/p.

Go get educated. You’re clueless.

WvW roaming P/D thief (video)

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Humorless.1573

All I see is that dagger storm is an “I win” button

In 1v1s? You can use dagger storm and not hit your target once. I don’t know what that wins you but I want none of it.

How much harassment have you got?

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Humorless.1573

IMO the haters are the ones who don’t have a firm grasp of the class mechanics. More experienced players who know how to counter thieves just don’t seem to carry the same hate. The fact you were in sPVP and on a brand new character, supports this.

I do not consider myself a good thief even though I killed a lot of players. I heartseeker spam a lot because it kills. If a good thief knows better way, I want to learn.

http://www.twitch.tv/loljumper/c/1817891

If you think heartseeker kills, check this twitch vid.

0:32

R.I.P. those days

WvW roaming P/D thief (video)

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Humorless.1573

Sorrow’s furnace has some impressive commanders

Dagger / Pistol Thief

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Humorless.1573

They can’t do kitten about it without destroying the thief class at this point, so nothing will happen.

It’s literally the only reason to use d/p and at the same time one of the two viable damage combinations the thief has. The only other being d/d.

Anyone else NEVER steal?

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Now that it Won’t crit with mug and heals for 2K the CD is way to long.

Yeah, thieves can’t shadowstep often enough.

SOTG Thief

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Humorless.1573

No mention of an increase of animation speed, nor a damage decrease. It looks like Larcenous strike pops up after the animation of Flanking strike and costs 1 init to use.

A chain skill?
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRKKKKKKKKKKKKKKKKKKKKKKKKKK.

R.I.P my build.
I knew they’d pull something to mess it up.

1. Please don’t use “fuark” to try and sound cool for something this kitten you’re not 10 years old
2. You have no clue how the kitten it’s going to work, why don’t you wait before making kittenumptions?

Had a nice fight with a warrior.

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Humorless.1573

Nah, just showing a pair.

“showing a pair” and “being a kittening idiot” are different things.

If you’re fighting a thief and you need to reset the fight like every thief does as soon as anything goes south and you have the option to do so… you do it.

Balance patch incoming.

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Humorless.1573

While the revealed on all stealth end would “fix” the issue of CnD spammers who are annoying people by sitting around invisible next to them not hurting them it would still nerf thieves playing properly who are for instance trying to flee or use it defensively in other circumstances.

Theres really little need for either of the changes.

If there’s no need then it shouldn’t hurt thieves that much either.

If nerfing mug is all it takes to destroy all viable burst specs (which is what some people seem to think) then there’s something wrong with that regardless. A mandatory trait if you want to burst anything? lol

And mug damage isn’t going to get nerfed by 90%. Arenanet isn’t very good at balancing but they’re not stupid enough to nerf it by that much. And who knows, even buffing backstab would be acceptable as a general buff to dagger burst… it would be OP right now, possible after mug is toned down. Not saying it’ll happen, but it’s one of the things that -could- be done thanks to this nerf.

Thoughts on Thief Balance

in Thief

Posted by: Humorless.1573

Humorless.1573

Removing a condition every 3s in stealth: In all honesty, this trait is overpowered. Reason being is that it turns certain thief builds(D/P, for example) invincible against condition builds. A D/P build I used to use was absolutely ridiculous in this. I would run healing in stealth and condition cure in stealth, and not once did I lose to a condition build. That says alot. The trait renders so many condition classes useless against the thief. Doesn’t help that it removes one condition the second you enter stealth. This needs serious consideration.

Why? Sitting in stealth for long doesn’t help you win and it’s part of being able to escape/survive using stealth. Not like guardians or necro’s can die to condition builds.

Balance patch incoming.

in Thief

Posted by: Humorless.1573

Humorless.1573

I agree, guardians are so overpowered. The best thief in the world can’t kill a decent guard. I’ve played a very good guard with the a 30/30/0/0/10 build and all he was allowed to do was heal and dodge.. I couldn’t kill him.. If that’s not overpowered I don’t know what is.

Cheesy, super-nooby spike combo isn’t intended to work against everything. Deal with it.

ps. The guard can also do nothing if you just perma stealth with d/p, run around with sword #2, or just spam c&d on the nearest mob, wall, gate, siege, pet, upscale or whatever.

How does running away and stealthing help you defend a supply camp or control point?

Thief sustain comes from stealth and it’s useless for holding anything. Bunker thieves don’t exist or are failing. And we don’t have damage either.

And if you expect buffs to certain builds with mug in place the way it is now you have no idea how balance works… it’s in the way and can only lead to buffs in useful places.

Balance patch incoming.

in Thief

Posted by: Humorless.1573

Humorless.1573

@humorless…… there has to be a high dmg character in the game. so i dont see them really killin that burst dmg…..one tanky(guardian) one tricky magical (mesmer) one caster (ele) one tech (engi) one everyman (warrior) etc etc and so on and so forth. so to make a thieves dmg less than mesmer and warrior is just bad lore and bad \balance. even if they dont take mug away they SHOULD give thieves a 15-20% defense boost. with mug gone dare i say 25-28% more defense. if u drop mug…..warriors become more dmging ….emsmers are already more damaging.

They can put damage in other places and benefit more builds… rather than mug/cnd/backstab being the only burst combo for thieves.

If you take out mug you remove one of the balancing issues thieves have because buffs to other places would make us OP because Mug is there. Remove it and you open up options for possible buffs in the future.