Einstein
Einstein
Force them into Berserker mode and disengage. When they stop glowing red usually you will have 15 seconds to kill them before they can go berserk again. They don’t have great sustain. Most rely on Healing Signet, so about 5730 healing in that 15 seconds. With adrenaline heal bonus they can increase that to a little over 6000 hp on average over 15 seconds. Take d/p go in with shadow shot force berserker mode(he will use Headbutt first then cancel with Outrage and stack a few burns on you). Get ready to use shadow step and wait for him to stop glowing. Prep Basilisk venom> Pistol 5> Heartseeker+steal(you land heart seeker and steal at the same time and stealth while he is stunned go for a backstab and aa while mitigating damage with black powder and shadow shot, until his endure pain kicks in). Wait it out in stealth or at a distance and shadow shot back in after 4 seconds and finish the job. I usually go DD/DA/TR and bring the dash dodge and remove condi on evade.
Einstein
1-1-1-1-1…no combo needed 1-1-1…thief wins.. yay… no skill’s required.
If you’re dying to auto attacks it’s definitely a L2P issue.
If I was to guess, I’d say that is a sarcasm to the fact that now the auto attack chain hits harder than a well prepared and executed backstab.
Why not just turn around and hit the thief with 11.5k hp twice? Poof
You know, that’s what i said till you try to hit them.. & for some odd reason..you cant! ..Flip flop flopping! ….. miss target……awwwww.. disappear…….
Are you sure you are fighting a thief? Are you sure it isn’t Revenant Sword skill 3?
When a thief is using 1111 you can usually hit them back. They need to use other skills to make you miss, or make themselves flip flop and disappear. They also are revealed when they hit you from stealth for 4 seconds. Also just because they disappear doesn’t mean they are gone from existence all you need is 2 hits, random aoe should do that or just press 1 a bunch of times while turning around. I still don’t get how you can’t hit a thief that ONLY uses 1-1-1-1(no skill?).
Einstein
1-1-1-1-1…no combo needed 1-1-1…thief wins.. yay… no skill’s required.
If you’re dying to auto attacks it’s definitely a L2P issue.
If I was to guess, I’d say that is a sarcasm to the fact that now the auto attack chain hits harder than a well prepared and executed backstab.
Why not just turn around and hit the thief with 11.5k hp twice? Poof
You know, that’s what i said till you try to hit them.. & for some odd reason..you cant! ..Flip flop flopping! ….. miss target……awwwww.. disappear…….
So it’s not just 1111 or you would kill them in 2 hits?
Einstein
1-1-1-1-1…no combo needed 1-1-1…thief wins.. yay… no skill’s required.
If you’re dying to auto attacks it’s definitely a L2P issue.
If I was to guess, I’d say that is a sarcasm to the fact that now the auto attack chain hits harder than a well prepared and executed backstab.
Why not just turn around and hit the thief with 11.5k hp twice? Poof
Einstein
From what I’ve seen, Thief might be the class with the most options. There’s your usual D/P build. And then you have the team fight oriented staff build. Then there’s the S/D Acro build, a build all about evading. And lastly the D/D condi build with the main goal being to stack bleeds. A lot of options to play if your a thief.
I’m afraid you are inexperience. There are no viable builds. Viable meaning that equally skilled people with split wins 50%.
I stopped reading when you said “no viable builds.” I think your the inexperienced one here buddy.
You are right. Few months ago he was raging in all chat in sPvP because he got Moa-ed by the Engineer on our team and called it hacks. When I tried to explain it to him, he said he didn’t have access to the class as it was p2w. Take what most people say here with a grain of salt. I have screen shots to prove it ;p btw.
Einstein
(edited by IDICERI.4268)
What weapon sets are you using? You should be able to build extra vitality without losing too much damage now if you go d/x. Dagger got 30% attack damage buff in the last patch. You can also go Acrobatics and grab the 2 second evasion trait when you hit 50% hp now too that will keep you alive long enough to heal or get out of the fight(s/d- damage also buffed with traits and after-cast reduction in AA). Also always go marauder in amulet in sPvP, never Berserker. The 200 power is not worth the 6000 hp you lose. That is 1- 2 more hits you can survive in sPvP which is a lot.
Einstein
I have nothing against thief, but backstab needs one of the following for it to be fair when the buffs drop:
- if I guess correctly and dodge, he should reveal himself, not get a second chance during the same stealth.
- consecutive failed backstabs should deal less damage each time.
- backstab damage increased, but you can’t simply chain stealths back to back so you can backstab like…once every 10s.
Backstab does as much damage right now as the Reapers auto attack except with prep time, so you’ll be fine buddy.
Einstein
If I ever reach ruby, I’m going to feel robbed of 5 league tickets. I’m so salty just thinking about it.
Einstein
Can you obtain this once you reach Ruby. I’m adding the league tickets rewards upon reaching a new division.
Division 2 -15
Division 3 – 20
Division 4 – 20
Recruit’s Wings of Glory – 10
Veteran’s Wings of Glory – 20
Champion’s Wings of Glory – 30
Is my math wrong or are you short 5 league tickets once you reach Ruby?
Einstein
1. Please reset MMR
2. Solo/Duo Que separation from premades
3. Scaling points with consecutive wins when win/loss is positive (eg. 3 straight wins = 1 extra pip)
4. Please release the balance patch.
5. Fix thieves so they’re viable again.
Einstein
Got into Emerald exclusively on Thief – 15 wins 17 loses =(
Einstein
Times like these I wish professions had heals that would with convert damage to health with no cast time.
Einstein
Thief takes too much time to be rewarding. If you’re a casual player I would recommend Revenant because the class is new, and most people don’t know what their skills do, which gives new players a fighting chance. It puts you on the same playing field as other Revenants and professions. It also has a lot of passive survivability, that makes sPvP really forgiving, which a thief will never give you.
In the end you’re playing the game to have fun and the choice is yours. My best advice would be to play with what you’re comfortable.
Einstein
Does not give stability when gyro is activated? Is this happening for anyone else?
Einstein
(edited by IDICERI.4268)
Dude, it’s okay you’re just getting old. Coby has the same problem.
Just kidding on a more serious note, the Thief and Warrior require a lot of time to master to yield any rewarding play and sometimes it’s not the type of game-play that you’re interested in(thief decapping & warrior run and gun). You said your play time dropped, most likely you will see little to no rewarding play from these classes. I recommend Guardian or Revenant. They easy to learn and have a lot of durability. Go to metabattle they have decent builds that are effective for those classes but I’d also wait for the upcoming balance patches.
Einstein
(edited by IDICERI.4268)
I wonder if people realize you can actually walk out of vault(9:15 – 9:18) when you see it. Not dodge, walk out of it, unless you’re walking backwards(12:25). Now if only it had a ridiculous animation that made you say “Hey, he jumped 10 feet in the air, let me just sidestep this.” I apologize to people who stand in one place and don’t move while casting spells(1:29 stands still then walks into vault). I can see how that could be frustrating. If you paid attention to the video his missed most of vault due to his opponent just walking out of it(example 1:35, 9:15 – 9:18). His only been hitting his vault on point on downed opponents ;p. When the opponent sees it coming like the guardian he just blocks it and invulns leaving him without initiative making him a sitting duck(10:30 – 11:30). What’s killing his opponents is bound not vault, but that takes a really really long time(He killed the thief the fastest XD). All this information was gathered from this video as a reference(For the people having difficulty against vaulting thieves).
Einstein
(edited by IDICERI.4268)
You guys should switch professions and have a match to show us how its done. Beating the Dragon hunter and all. Show us how balanced it really is.
Match Criteria:
1. First time Dragon hunter vs. First time X Profession(Someone who has played Dragon hunter before if possible).
2. 10 matches
3. Must Stomp for a decisive win or reach 100 points while contesting a point(Because this is what unranked and ranked que is all about – points).
Theory-crafting is great and all but you need to see results in action.
Einstein
(edited by IDICERI.4268)
I got it yesterday. I spent around 325 hero points all at once though.
Einstein
You can buy these runes at the TP if desperate for 7 gold each on daredevil therebouts and 6 gold each scrapper therebouts.
Scrapper runes were almost 10 times the price they are now when they first came out. Wait until Friday they’ll go down a lot more.
Einstein
http://gw2skills.net/editor/?vZAQNAqaVlsMhSnY5Tw7Jw/EHwEiP9528Tx2pTEIDA-TpgTABoWGAg9HAA
This is my build for sPvP. Pistol Pistol is a lot stronger then before and is viable and fun to play, at least for me anyway.
My last 10 matches in ranked que for sPvP were all P/P.
Einstein
Just watching the stream, and apparently they changed the autoattack #3’s ’’spin’’ to something that looks much, much, much, much better.
Thanks so much for taking care of this little thing that looked really silly imo, it’s way awesome now.
Edit: for those who missed it http://www.twitch.tv/guildwars2/v/20972084
Fast foward to 43:10Please link me to the video where I can see this. I cannot find it anywhere and your twitch link is expired for me. I cannot view it there.
Just saw it on woodenpotatoes video skip to 8:24 , it also shows it a couple of times before that as well.
Einstein
1v1s are mostly really easy, but if it had to be, hardest are burn guardians and those new fookin trap rangers, both heavy condi. Any tips?
Burn Guardians
- When they Switch to Torch they will throw a ball of blue flame at you. It has a slow animation and you must dodge this.
-Don’t cross or fight the blue ring symbol
-When he teleports to you and lays down burn stacks on you, you must immediately remove it. I usually go SA condi removal on stealth. Blinding powder to remove instantly. Make sure you don’t use condi removal accidentally from guardians sword 2 teleport.
If you avoid all that you have like a 50% chance to win. It’s still pointless to 1v1 them, it takes way too long to kill them, but if you have points locked down and catch them roaming you can 1v1 to waste their time.
I just go p/p to deal with them both. I use sigil of generosity as well.
Einstein
After BWE 3 I feel the following changes will help the Daredevil greatly:
1. Vault – I feel the evade frames that was being contemplated from BWE 2 will help(damage mitigation). Also can’t seem to shadow-step(using steal) mid animation, but able to do that when using bound dodge. Is this intended or am I doing something wrong?
2. Driven Fortitude – Removing the 1 second cool down will eliminate any sustain issues the Daredevil has in game. It will complement good thieves that evade attacks and waste the endurance of bad thieves that spam dodge. Staff really needs this because you no longer have much stealth to mitigate the damage and dodges only prolong a fight. Eventually you need to attack and with the low health pool the thief has, they get shreked in the exchange of damage. Removing the cool-down of this trait will provide the much needed sustain for a stealth-less fighter that thieves have been looking for.
Waiting for the fixes for the dodge animations to further comment on the GM traits.
Einstein
Staff feels a lot better since last Beta. It’s just that it feels weak in the sustain area.
I feel that removing Driven Fortitude’s cool-down will resolve this issue.
Einstein
I have a feeling this bug fix might be pushed back to next week because of the Beta weekend XD. I really hope that’s not the case but it seems likes they have their hands full atm with all the specializations and raids.
Einstein
This still hasn’t been fixed yet. My pet is gone in Heart of the Mist. I’m clicking on Activate Pet but nothing is happening. Please fix, thank you.
Einstein
Keep in mind guys that were only in Beta. We haven’t had time to interact with other Specializations as much, as they are constantly being toned up or down to achieve a balance. What we lack right now can always be fixed later. I prefer being somewhat balanced right now so we can be buffed later in respect to other professions then being drastically toned down later, which will mostly likely happen with other professions.
Directing your anger out on a Dev isn’t going to help out anyone. Just earlier this week people are thanking the Dev for updating improvements regarding DD specs, and now people are kittenting on him because some OP spec came out, its pretty ridiculous.
Einstein
After thinking a lot about the DD sustain issues in the previous BETA, I think it would be really helpful if Driven Fortitude’s heal cool-down was removed completely. Maybe I’m a little more biased since I saw the Druid specs that make it’s heal look insignificant in comparison, but I do think it is needed especially when wielding the staff.
Einstein
Awesome changes! Good to see this much progress in such a short time. Unfortunately some people can’t grasp this concept.
There’s no need to insult fellow players. I think you and I both know that people can very well grasp that these are good changes, nearly everyone has pointed out as such.
However, in the long run they’re not enough – they can buff the damage as much as they want, but that’s only a portion of a larger reason as to why people want to love playing this class.
Everyone is well aware that these changes are mostly positive, and it’s been noted that we’re happy Karl is communicating more regularly (keep it up Karl, please). However, there are many much, much larger changes that need to occur in order to keep Thief players happy, many of which have yet to even be addressed, let along worked upon – and that’s an issue. To say it isn’t is absolutely blind optimism and downplaying the importance of such changes.
It’s not that we can’t grasp that these are good changes, that’s absolutely insulting – it’s that these changes fail to address larger problems, larger problems that have yet to even be addressed, and that’s extremely worrisome for the player base.
I’m sorry you feel insulted. My comment wasn’t directed at people who think the changes that were made are good. It’s directed at people who don’t understand that they made so much progress within a week and don’t have the patience to understand that you need time to fix all the issues that have come up with the Daredevil and the Devs are heading in the right direction. I should have made that clearer so people found it easier to grasp, in case it offended anyone, my mistake.
I don’t feel insulted, I just had a fundamental problem with the fact that you did insult other players.
Sure, changes take time – I think everyone understands that, for the most part. The problem is, there are fundamental problems with the specialization that have yet to even be addressed. That takes no time, it’s as easy as a response on the forum. Yet throughout this entire process, Karl has yet to say anything about these problems, which are something that the community has continually mentioned time and time again. Meanwhile, he’s addressing other problems. That leads myself and others to believe that these problems we feel are absolutely integral to the specialization are being ignored entirely, and that’s an issue.
Changes take time, we understand. But, the changes aren’t going to happen if the issues are being ignored and swept under the rug because the developer thinks the current state of the specialization is “fine” in certain regards, meanwhile the vast portion of the community disagrees. And there lies the problem – people are upset not because these changes are bad, or they don’t understand that changes take time, but rather than massive issues with the core flavor of the specialization aren’t even being addressed. They’re being ignored, the developer is reading critique and appears to be pretending they don’t exist – that absolutely, 100% alienates the player base and breaks down the trust barrier between player and developer, which is an important part of the the feedback loop. If trust between player and developer ceases to exist, the feedback loop because null because the player base doesn’t feel comfortable with the hands their suggestions are placed in.
So far you’ve agreed with the changes the Dev’s made are good. You also agree these changes take time. Clearly they are responding to our concerns from the BETA and not trying to ignore us and sweep anything under the rug. They’ve even mentioned on the first page of the article:
" Staff:
We’ll be looking at updating these abilities as we are able. There was a common tone in that the staff was too slow and didn’t feel as well as it could in its utility. We’ll be working on this now and in the future, so please continue to give feedback as you play the Daredevil."
What they haven’t changed are things they haven’t gotten to yet. What you think they should have changed first is subjective. Just in case someone still feels insulted by what I said in my earlier post I will pray for you before I go to sleep tonight. I’ll pray they get some thicker skin so when someone actually insults them in the real world they can actually survive out there.
Einstein
(edited by IDICERI.4268)
Awesome changes! Good to see this much progress in such a short time. Unfortunately some people can’t grasp this concept.
There’s no need to insult fellow players. I think you and I both know that people can very well grasp that these are good changes, nearly everyone has pointed out as such.
However, in the long run they’re not enough – they can buff the damage as much as they want, but that’s only a portion of a larger reason as to why people want to love playing this class.
Everyone is well aware that these changes are mostly positive, and it’s been noted that we’re happy Karl is communicating more regularly (keep it up Karl, please). However, there are many much, much larger changes that need to occur in order to keep Thief players happy, many of which have yet to even be addressed, let along worked upon – and that’s an issue. To say it isn’t is absolutely blind optimism and downplaying the importance of such changes.
It’s not that we can’t grasp that these are good changes, that’s absolutely insulting – it’s that these changes fail to address larger problems, larger problems that have yet to even be addressed, and that’s extremely worrisome for the player base.
I’m sorry you feel insulted. My comment wasn’t directed at people who think the changes that were made are good. It’s directed at people who don’t understand that they made so much progress within a week and don’t have the patience to understand that you need time to fix all the issues that have come up with the Daredevil and the Devs are heading in the right direction. I should have made that clearer so people found it easier to grasp, in case it offended anyone, my mistake.
Einstein
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!!!!!!
Awesome changes! Good to see this much progress in such a short time. Unfortunately some people can’t grasp this concept.
For Staff Strike and Bash Strike is there a possibility to combo off incoming projectiles to get to Punishing Strikes or is the missile reflect only on Punishing Strikes?
For example if I time Staff Strike right and hit an incoming enemy arrow or some other projectile it would deflect, destroy or reflect it leaving Bash Strike unlocked then allowing me to do the same with Bash Strike unlocking Punishing Strike.
Another example would be during Staff Strike and Bash Strike animation you absorb missile projectiles, and when you cast Punishing Strike you release and reflect all missile damage stored in Staff and Bash Strike back to its source(900 range).
Sorry, I had a question but I started brainstorming instead.
Einstein
Thank you for all the changes!
Yo!
Vault: Reduced initiative cost from 6 to 5. Reduced cast time from 1 second to 3/4 second. note: We’ve discussed leaving the initiative high and giving this ability an evade component at the beginning or end. Feel free to let us know what you think.
Bandit’s Defense: Increased recharge from 10 seconds to 15.
For Vault, higher initiative cost to 6 for reduced cast time and evade frames in the beginning seems like a really good idea.
I’m not surprised Bandit’s Defense got a slight nerf, but could we get an increase of 1/2 second on the knockdown as a buffer.
Einstein
Well, you could learn to rotate to +1 fights instead of trying to play PvP like it’s some wild west shootout. =P
I mean, learning how to rotate to give fights the +1 advantage at the right time is what give thieves the advantage. They can +1 fights at the right time more than any other class.
Mesmers have a lot of mobility, but their personal mobility doesn’t match their team mobility (portal). So, they can give a port to win a clutch point very often, but they can’t rotate between points by themselves as much since their Z-axis ports are on cooldowns.
And honestly…people here love to talk up a lot of hypotheticals, but the proof is in the pudding. Ask Abjured what the state of thief is. They seem to be doing pretty well winning WTS with a thief, lol.
Yes, Thief is really effective in that one role (mobile decapper and opportunist +1’er). And yet, as always, the assumption is that if someone is complaining about Thief, they must be bad at that role, and/or want Thief to be overpowered in 1v1 combat.
It’s nice that Thieves have a near-guaranteed spot in high level SPvP teams, it really is, but it’s through one narrowly defined build/playstyle that a lot of people simply don’t find enjoyable. It’s also worth considering that not everyone is a high level Thief playing in premade tournaments. Some of us just want to be able to enjoy our profession in solo queue SPvP, which seems like a fair thing to ask.
I agree, there is no tank/bruiser thief. Doesn’t mean thief is unviable in other roles, which people seem to believe. This is something to look at.
Actually, it kinda does, as that’s the entire point people like me are making. Thief doesn’t have the versatility to be viable in SPvP as anything but one VERY rigidly defined playstyle that a lot of people simply don’t find enjoyable (especially in solo queue).
Condi Thief? Not realistic atm, due both to issues with Thief applying damaging conditions, and the wonky state of condition cleanse in SPvP in general.
Bruiser Thief? Completely non-viable, because Thief lacks the durability that other low max HP professions like Ele and Guardian have (blocks, stability, percentage damage reduction, etc). As Thief, this means you can either run a glass cannon stat package and have a chance of doing something, or run something else and do no damage ON TOP of still getting blown up just as fast.
I just want some other options beyond glass cannon D/P + Shortbow decapper Thief. Just about EVERY other profession (save maybe Ranger) has this versatility… are people still so traumatized by 2013 Thief that they’d deny it to us too?
Finally someone is starting to hit the nail on the head. The real question is will thief be viable in solo que when leagues come out in the expansion. If you haven’t played solo que as a thief in conquest it can be quite painful. It has already been established that thief can’t and shouldn’t be 1v1ing in conquest thats a given. What about when the thief and an ally run to a point and there is a 2v2. A premade team can easily deal with this by communicating to one another alright we can’t 2v2 this, we need back up, or switch to another point. Communicating this in solo que is kitten near impossible. I’ve gotten so much crap for leaving that point to find a fight I can +1 “what are you doing? fight on point” or the worst is when I am trying to reach a teammate that dies before I reach him and the opponent resets as I get there and I have to turn back because of the 1v1 situation, I get the casual “noob thief stay out of ranked if you running around doing nothing”.
Einstein
Well, if they fix the Daredevil Staff, 1v1 for the thief maybe possible again by giving up a lot of stealth(Staff-X). If not, thieves will still have their supporting role which they currently have(D/P-SB). Otherwise if you’re wanting to 1v1, you’ll have to look to play another profession. It’s unfortunate but true. No amount of bringing a problem to light or complaining on the forums will solve this problem because the vast majority of players on the forum think that it’s okay(Mentality: Thief is always picked in tournaments – OP, fine as it is, why are thieves complaining? Thief can’t possible be lacking). It may not be right, but that is what it comes down to.
I had a lot of fun with the Revenant this weekend. Will enjoy playing that when HoT comes out for 1v1.
Einstein
(edited by IDICERI.4268)
Now that the beta weekend is pretty much wrapped up, I’d like to give my opinions/criticisms of the specialization, mainly in the animations. I’m gonna skip the combat stance and the auto-attack chain for now since it’s been well noted (but I will come back to them with my ideas for them later). This is going to focus on skills 2, 3, 4, and 5. Also, I played as a human male. So let’s get started, shall we?
Skill #2 – Weakening Charge: Simply put, I don’t know what this is supposed to be. From what I looked at, your character grabs the staff at the head and sort of does a spinning… punch? Meanwhile his legs show no indication of lunging, so you just kind of slide across the floor like a chess piece. Visually, it’s all around bad, like your character has absolutely no clue how to fight with a bo staff.
Skill #3 – Debilitating Arc: This ranks with skill #2 for the worst animations the staff has to offer. It honestly looks more like your character is glitching out. Everything happens way too fast and it’s extremely jerky and choppy. Very obvious cut-and-paste and it doesn’t work well at all for an animation.
Skill #4 – Dust Strike: Obvious use of the hammer, which makes the staff look very weighty and heavy, and the technique looks sloppy because of it.
Skill #5 – Vault: One of the very few new animations, yet this is the skill I have the most to talk about. Firstly, as the name implies, the character should plant his staff into the ground and actually vault from it. That would be much more visually exciting than the instantaneous take-off leap they currently do. Secondly, I feel that the crazy backwards corkscrew triple flip is a little too awkward and doesn’t feel right for a move where you typically propel yourself forward. One or two front flips would give the move a better feel in my opinion.
Finally, the landing. Currently, your character drops straight down, bringing his staff down with the power of Thor, slamming it into the ground with such force that the resulting earth-cracking shock wave damages foes. I feel this completely detracts from the theme of the daredevil. For a spec that’s supposed to be nimble and swift, a brutish slam like what we currently have just feels out of place and more suitable for warriors and guardians. Instead, I propose that the character whirls the staff above his head as he’s falling, following up with a sweeping radial strike the moment he lands.I spent some time over the weekend sketching up some storyboard concepts of what I feel skills 2, 3, 4, and 5 should look like, along with some notes about them. To anyone interested, please feel free to take a look at them and let me know what you think.
Daredevil staff truly has the potential to be one of the flashiest new weapons HoT has to offer, but after seeing and playing with it in the beta, I can’t help but feel like there wasn’t much care put into the animations. I sincerely hope that there are plans to improve or replace them with unique, mind-blowing animations deserving of a brand-new fighting style (you really can’t compare a staff to a hammer, they’re worlds apart). Looks are so important to the satisfaction of playing a certain class, and the current animations just aren’t satisfying, I’m sorry to say.
OMG Seabreeze you’re pretty amazing with your sketches. Nicely done.
Einstein
This is a heads up to new thieves.
The thief isn’t an assassin. In the beginning it was, but not anymore. Thief has a defined role that other people(who main other profession) seem to be okay with. Thief is now a support class. They infiltrate and decap points because of their mobility but can’t engage other professions of equal skill alone. In an even match, the thief comes in to turn the tide(3v2). If you(thief) are the even matchup(2v2), it’s better to run away and find a even match up to tip the balance(2v1 or 3v2). That is what the thief is. You may hate what your profession is reduced to in Spvp but it is what it is.
To summarize this you can only win unfair fights cause you’re a thief. If you want a fair 1v1 you’ll have to kill the enemy thief(the irony).
The sooner you realize this the better. Don’t like it? I recommend the Revenant.
Einstein
Daredevil is a good concept but needs a lot work like someone else mentioned. It’s too easy to get hurt by random mindless spam by your opponents. As people mentioned above Staff, as well as dodge, both have clunky and stop and go animations.
Here’s some points I made after playing Daredevil:
1. Staff has great damage but it is difficult to deliver. Staff skills 2 and 5 don’t seem fluid in their execution. Suggestion: After animation fixes, remove evade frames from Staff 3(or keep it) and add it to Staff 2 & 5.
Option 2
2. Driven Fortitude: Reduce cooldown to 1/4 of a second while wielding Staff(or remove it completely lol). This will help us stay in combat and reward us for evading silly and mindless Rapid Fire.
Have to try the Staff again after the animation fixes currently it’s not on par with any other weapon set.
Einstein
(edited by IDICERI.4268)
Here’s something you can start of with.
D/P is viable in PvP
http://metabattle.com/wiki/Build:Thief_-_Dagger/Pistol
Enjoy!
Einstein
Sight Beyond Sight
Einstein
Does Escapist’s Absolution remove conditions randomly?
I am really hoping it removes burning first, because I am starting to lose my mind against this in PvP. I remove conditions go back into the fight only to get stacked with burning again. I even made a Guardian to understand how this works. I basically engage and stun, Guardian uses Judge’s Intervention to stack burning which I remove. He then uses Purging Flames and stands on point and at that point you can’t engage. Even if you wait for Purging Flames to go away all the Guardian has to do is use his Sword 3 when you engage and then toggles torch skill 4 to kill you.
I’m sorry for the rant just been running into this a lot, glad were getting this condition remover. Finally we can actually contest a point, maybe.
Einstein
I got the ultimate edition because of the gem store sale. Guess I should have read the forums before that.
Einstein
Let’s wait until Beta weekend to test out the damage values before we determine if its overpowered or underwhelming. Just 3 days away. It’s like saying this food tastes horrible without tasting it.
Einstein
sorry but thief is already killing everyone in under 2 seconds from stealth when will we see a limit of crit dmg e.g. no crit should hit for more than 4k and no autoattack for more than 1k so we can actually fight and not be at half health in just under 1 second from start of fight ? and no I am not talking about cases where you are glass canon then its only one second I am talking about having 3k toughness and still getting hit by 8k crits … and please add an ingame report option to report overpowered highdmg builds
Where is this coming from? Is this spvp or WvW?
I had to read some of your previous post to understand where you are coming from. You seem to be a WvW player which is unbalanced as hell. Structured pvp which is somewhat more balanced around skill the thief only becomes viable around the top pvp teams which have a lot of coordination among themselves. Otherwise the thief is just a standard decap +1. An analogy of this would be like a pencil with an eraser(the thief being the eraser). They’re convenient but you don’t really need them if you’re careful.
Also, you’re writing about the wrong thing in the wrong thread. Pulmonary Impact is the topic here and it doesn’t crit. I don’t know where you going on about random crits and auto attacks but it seems like you’re really confused.
Einstein
(edited by IDICERI.4268)
kitten imagine if pulmonary impact finished of your foe and they would be left in a puddle of blood. The death animations I would pay for.
Einstein
The struggle’s you face as a thief since Daredevil was announced. What’s better than 3 thieves in your team?
Einstein
Thieves have already realized the staffs incredible potential, but our jobs isn’t to take care of balance, the Dev’s will take care of that. The best we can do is show PvP’ers on September 4th the terror that is the Staff wielding Daredevil, and watch the PvP forums explode, as the cries of anguish balance our profession for us. In the PvP community we thieves may never be seen as Heroes, but now we can be the perfect Villains. Finally it’s our turn to be God tier however short it is.
@Fenda Vault crit for 7K plus on light armor and 5K on heavy
Einstein
(edited by IDICERI.4268)
What worries me more is Staff 2. It has half the cast time, half the initiative cost weakens your opponent and does almost the same amount of damage.
Einstein
Vault (staff 5) does far MORE than Backstab (Stealth Dagger 1). Unless the build calculator is really, really far off.
Backstab:
Frontal Damage- 937
Side or Back Damage- 1875Vault:
Just because I said so Damage- 2,762Post HoT, how many nerfs do you think Vault will get? I predict 4. First time to Vault (unless they make it cost 7 on release) , second time Staff Master (take away the damage additive), third time to Vault again (damage nerf), and fourth to Vault for final nerf (Cast time increase). Not gonna lie, I’m already sad. I’m still excited for beta weekend, but obviously overtuned numbers are OBVIOUSLY going to get nerfed. So it’s like having a ticket to an amusement park, but knowing you won’t get to use it before the place closes down and your ticket expires.
I’m not sure if I hope the calculator is wrong or not. It’s a bit of warring opinion- enjoy being crazy OP for just one weekend and suck up the nerf incoming sign OR accept them and not have to worry about when I’ll have to be upset.
I was going to create a thread regarding staff damage after Daredevil POI but thought I would wait until after Beta weekend but since you already brought it up . Looking at the Staff damage, it is the highest out of any other weapon set we have. I think this is because of the lack of combo fields available to this weapon set to stealth from in order to balance it out. So essential, it is a high risk high reward set, in which its surviver-ability is complemented by the Daredevil trait line which makes it perfect. Thieves have always lacked a set that gives high damage without stealth as a crutch and now we have one.
Einstein
I like the chain Combo’s we’ve got now.
Vault → Bandit’s Defense → Fist Flurry → Palm Strike → Impact Strike → Uppercut → Finishing Blow
Reminds me of the Assassin Combo chain in Guild Wars
Einstein