Showing Posts For Juicy.9174:
So, I’ve played since the game came out (as a thief), and my absolute favorite build (and always used build) was dodge roll. I’ve tried a few variations of it, but the key was being able to dodge whenever I wanted, due to constant vigor uptime (vigor on heal, steal, vigor runes, running D/D, and returned endurance on roll).
The update changed the return endurance trait in two ways.
1.) It now only activates when you successfully evade something. I don’t really have an issue with this, since all it does is encourage skills (and discourages you from running caltrops on dodge and spamming them. Despite loving that, I’d be fine with losing them.)
2.) Now, you get vigor back instead of returned endurance.
My issue lies with the second change. Because I traited into vigor so heavily before, this doesn’t really help me – like at all. I already have around 80% uptime on vigor, this might finish the rest of it – but even another 20% vigor uptime doesn’t make up for before. This also removes thief’s ability to dodge roll potentially 3 times quickly – which is one of the major advantages to the build. It allowed thief something other classes didn’t have, the ability to dodge roll a 3-hit combo with potentially bad CC. (think, Ham-Bow warrior in PvP, or the shockwaves from the molten duo fractal boss). Running dodge roll used to (and still does) take a good deal of your traits sunk into just the ability to dodge more, but now the return is significantly worse than before. Nevermind that you can potentially lose all of your benefit (vigor can be stolen, before you couldn’t lose the returned endurance) – but the vigor being stronger and vigor on evade doesn’t make enough of a difference.
Personally I feel like the endurance returned on dodge was a good system – even if you have to successfully evade an attack for it. Add skill certainly, but even a skilled player can not evade well with this. It might not be bad as-is for say, S/P – where you have pistol whip for a long evade. But on Daggers or pistols (and any combination of them), you’re left out in the cold. I appreciate the changing around to try and make it balanced – but the dodge roll traits just seem worthless to me now.
if you bought recipes from a master jeweler, they should be for the stone itself. That said, they don’t show up in discovery. once you buy (and use obviously) the recipe, they show up in your list of already discovered recipes. Based on the fact that you said you have the embellished brilliant ruby, you can use THAT in discovery to make something. (Not having used jeweler in awhile i’m not sure on tiers) Make sure that you have the right tier of filgree/chain/whatever other piece you need, and try using them in discovery. Also make sure you didn’t already discover it so that it would be in your production tab.
Some recipes are higher leveled, but take low level ingredients. Make sure the recipe you’re looking for is actually a low level recipe, sometimes they’re 300+ and you don’t realize it.
Also, make sure you have enough, sometimes they take like 3x of an ingredient whereas you might have one.
And of course, make sure they’re all in your bank (either actual bank or collectibles area), or in your current inventory. Doesn’t work on an alt you aren’t on.
As someone who mains thief, I can understand alot of the changes, especially to perma-stealth builds. However, I run one of those “perma-vigor dodge builds” that is being done away with, and sad as I am I suppose I can understand it. However I am a little concerned. My main role as a dodge roll thief is to tank. Can’t tank a thief? Exactly! You can with perma-vigor, you can get enough dodge rolls that as long as you time them correctly, you can tank a boss. I do enough damage solo, since I do caltrops on dodge and I’m running a full out condition spec (rampagers / carrion mix), but drop me in a teamfight and I’m nigh useless. I’m a tank. seriously. Even in dungeons my damage is halved with another D/D thief, or a shortbow ranger due to max stacks of bleeding. Basically, my point is: dodge roll builds sacrifice alot in order to be able to do them. I understand why you want to do away with them, but now thief will be without a “tanky” build. (In the argument of building stealth into the equation, that doesn’t work because you’re not tanking. you’re distracting. there’s a difference.) So basically, I’m ok with this, I’ve been wishing I had more options for my tanky thief, but could you make a way that it’s still possible? I’ve tried different sets (clerics, zerkers, carrion, rampagers, etc.) and this was the best “tank” I could find, and now it will be gone too. The idea of GW2 was to remove the conventional tank, healer, dps’er and make everyone a little bit of all of it. But any thief build I use (aside from this one) MELTS to anything. I die to just minions in CoE every time I run, with my tank build I live by about 2k health and have to shadow refuge immediately.
TL;DR: Is there going to be a new tanky thief, since dodge roll thief will be no more? Or is there a chance of keeping dodge roll thief, at a sacrifice to something instead?
After reading most of the posts here, people have alot of good ideas, yes. Though I also understand how alot of them can be problematic. Really, the best suggestions I can think of (or have seen here) are:
1.) Split accounts, I.E. different characters for EU and NA. It would allow you to play on both servers without data transfer, just switching which data server you were connected to.
2.) Make a third data center which allows connectivity to both. Unfortunately though that causes more issues because you now can’t guest to NA or EU.
3.) Figure out a way to have NA guest on EU data center by means of restricting their access in a small way so that you only have to hold a portion of the data for their account. I’m not sure how this would work, but just trying to think outside the box.
4.) Allow NA players one EU server that they can have free transfer to once every (insert time break here, probably a week). Visa versa for EU players. This would allow NA players to play with EU friends if they go to EU, or if their NA friends stop playing etc. etc. Would also allow them transfer back if their NA friends got back into the game or if their EU friends stopped playing.
Of course, there is always the option to leave it as is because lets be honest… Even if my EU friends got the game, I’d be content just talking to them about it. I would rather have a strong game with content updates than have A-net spend 3 months trying to make this possible. It’s not to say they aren’t trying to make it possible but don’t have the time at the moment either. For all anyone knows, this could be in the works but not nearly completed – we know A-net doesn’t like to confirm something is being worked on if it is not a certainty it can be done.
Dungeons are awesome as is. But, while playing a thief my main strategy is to never get hit. Valid strategy, given it normally works. I put up projectile shields, go invisible, immobilize my enemy, blind to heck, and make use of vigor and caltrops on dodge. Long story short, I can outrun most enemies. The ones I can’t, i can dodge a large amount of their attacks, blind them, or go invisible.
Here’s my problem with the dungeons though:
I’m playing arah explorable, seer path. There is an absolutely HUGE boss – who looks really fun. And he is. Except whenever he hits 2/3 hp, he gains a new skillset. The second he hits that, he tosses an AOE attack that drops down about 20-40 (very hard to tell when you’re dead) red circles, the size of a guardian symbol, that ALL 1 hit kill you. Now, I was lucky enough to live past one of those… once… and he turned and did some other move (that I couldn’t even see coming) and 1hit killed me with that as well. Mind you I’m not in level 80 exotic gear.. but I am in level 80 rare gear. And I know a warrior in my group was in level 80 exotic. every single person in my group got 1 hit killed. Now perhaps there is something I am missing, but I don’t expect to ever beat that boss. Because IF there is something I was missing, I die too quickly to find it anyways. You can’t blind his attacks (since he’s a boss, only 1 in 10 hits will actually blind him), you can’t go invisible since he tosses all the AOE circles around randomly, and i can only dodge twice in quick succession. Sure with vigor my endurance comes back fast, but fact is I can only dodge twice.
Basically, I’m not asking for a nerf of dungeons. They’re awesome as is. (though it would be nice to ask a little less team effort in story mode. some of those things my entire team had to work together, and we’d of been screwed if it wasn’t people i knew.) What I am really asking is that re-evaluate bosses that 1hit ko you. I don’t think it’s nice to demand perfection of anyone. At the very least, you can make them drop half your health and put on a super strong poison. At that rate, you can atleast survive if you can cleanse the poison. Or giving them a tell before they do their 1hitko… Like, ONE or TWO rare 1hitko moves.. that’s understandable. But every move a boss does shouldn’t be insta killing me. I’ve lost any motivation I had to run that again. Especially after one of the guys in my group said he’d ran that 21 times just to die on that boss each time.
Anyways that’s my (obviously more than 2)10cents. ~~Juicy