Showing Posts For Juston.6817:
O.o
This…..is…….nothing……new
Nope mathematic is too complicated for both of you:
Bevor patch a Ranger could use RF every 15 seconds.
Now he deals the exact same amount of dmg within 12,5 seconds! If you follow the rules of logic, a Ranger has now 2,5 seconds left in which he can deal dmg. t his is a dmg increase of 2,5/15 —> 16,66 % more dmg!I don’t want so say that the ranger class did not need this buff. I am fine with it, even if i don’t play Ranger.
BUT I want to clear some false statements that are made here!
Rangers recieved a huge dmg buff!
Greetings, juston
Edit: Grammar, etc. (I am from germany
Edit 2:
Op is right: RF is easier to dodge, but on the other hand easier to land (hard & soft cc e.g.) and with the average dmg buff it is a buff not a balance.
Would be nice if it it works, but (!) the bonuses only activate on wvw traps:
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Trapper
Edit: read under Notes
Hes guys,
Could anybody post a link or summarize what is going to be changed for ele?
Thanks
What’s next, using stealth reveals you?
And to balance it, we only get revealed if a opponent is within 1,200 range. It now becomes more challanging to use stealth ,which will result in a huge buff in thiefs brainpower (!)
(edited by Juston.6817)
Ways you can still use flanking strike after the patch:
1.Just kittening use it and watch it hit them
2.Use it out of stealth instead of just dazing
3.Use #2 skill on sword to immobilize them first
4.Basilisk venom
5.Daze them first, it prevents them from using blocks/blinds etc
6.Weakness, discouraging them dodging
7.Bait their dodgesHey look, at least 7 ways you can still land a flanking strike!
- is why we are talking about this, doesn´t count
#2,3,4,5: i dont want to waste 4 ini for a dogde, in wont need. Or in other words: 5 ini for a boon steal O.o What?
so there are only two ways……
that is exactly what i thought niels.
I hoped that anet would fix some really anoying things (like the steal bugs e. g.). But as always, we recieved huge nerfs and midi buffs:
1 Panic Strike: Reduced immobilize from 5 seconds to 2.5 second, reduced CD from 30 to 20 seconds. —-- If your enemy hit 50% he will not live for enough time, to proc it a second time —> so nerf of 50%
2 Invigorating Precision: Increase healing % based on damage from 5 to 8% —-- good step, but not enough: decide between 20% dmg while your enemy is under 50% health (average of 10%) or 8% health on your crtits or 100% crit chance in stealth. So if you have to decide between #1 and #2: down your enemy 10% faster or gain in averege 5% more health, what would you choose?
3 Ricochet: Now also increases range to 1050, along with a few bug fixes to make it hit more reliably. —-- Nice buff. Even if i dont understand why 1050 and not 1200 O.o I welcome this change. Mayby pistols become more usefull in zerg-fights.
4 Assassin’s Equilibrium: Increase stability from 1 to 1.5 seconds —-- No one will ever choose this trait, because it is in a traitline, which has nothing to do with stealth.
5 Venomous Aura, Allies will now use the thief’s condi damage and healing. —-- Nice one. Even if the healing skaling is in oblivion on thief.
6 Dagger 1 combo will now hit max 2 targets, Posion will stack, but not the endurance gain. —-- what the hack does dagger need cleave? Nice to have, but dagger ist build around bursting a target, not more! if i want to cleave, i take a sword instead of a dagger. Btw nice against mesmers, but we already have a good matchup against them.
7 Pistol 5 black powder: will now pulse every 2 second instead on 1 second, and the aoe blind has been reduced from 3 seconds to 2 seconds per pulse. —-- i saw this nerf comming. Even if I don´t like it, it was necessary.
8 P/P Unload: cast time as been reduced from 1 3/4 seconds to 1 1/2, also applies to your summon thieves as well. —-- Does really nothing. You can burn your ini some way faster, but then you have to aa. And aa has bad, slow damage in a power build. after 3 unloads you can aa one time mor O.o …… Really? Only good thing is, that you can land your burst more reliably. this weapon set still deals too less dmg after your ini is burnt.
9 Short-bow 4 Choking gas: now delivers a strike when it lands. —-- Next big hit on shortbow. Why nerfing a good support-set into the ground? It deals no damage, but why does it reveal you? This “balance” is really unnecessary and a huge nerf to sb!!!
10 S/D Flanking strike: initiative cost increase from 3 to 4, and now requires to hit before it can combo into Larcenous Strike. And: S/D Larcenous Strike: Initiative cost reduced from 2 to 1 —-- Dunno what to think about that: if you miss flanking strike, you burn 4 ini for nothing and you have to spend another 4 to get Larcenous Strike! Buff the bunkers! Thief is already really bad against bunkers, so make them weaker. On the other hand (if he dodges #1 flanking strike) we get another evade. But this evade is really expensive now -.-
In a skala from -5 (huge nerf) to 5 (huge buff) what do you think from each change?:
My opinion:
1 Panic Strike: -2
2 Invigorating Precision: +2
3 Ricochet: +4
4 Assassin’s Equilibrium: 0
5 Venomous Aura: +2
6 Dagger 1 combo will now hit max 2 targets: +1
7 Pistol 5 black powder: -3
8 P/P Unload: 1
9 Short-bow 4 Choking gas: -5
10 S/D Flanking strike and: S/D Larcenous Strike: -4
If I wrote something false: i gift you the mistake :P
Englisch is not my first language!
But now: Discuss
Ehmmmmmmmm:
1. a thief can not full heal in stealth. The trait heals only something over 300 per second. Ah now i understand what you mean! 1000 health is full for a thief! Well noticed! And as you can see every (!) 30 secs a thief can cleanse 3 damaging dots. Necros also have a heal. But theefs heal is toooo goooood….i know
2. sneak attack is not a reward. Deal with bleeds. We can not stack more than two condis with this weaponset (d #4 is totally useless). I dont think it is tooo hard to cleanse them. Sneak attack is maybe spammable, but….
…..you have to go to stealth with cloak n dagger —→ simply dodge or run into the thief, so he can not hit you.
…..he have to sit for 3-4 sec in stealth to regain 1000 (!) hp. This time your skillcounter will go down.
…..5 bleeds for 3,5 – 4,5 second preperation lasting only 5 secs are not soooo powerfull
Greetings juston
After a long time of thinking, wrighting and erasing here is my well thought argument:
L2p
Edit: It is also well structured!
(edited by Juston.6817)
Beeing polite doesn’t mean you are right! And i don’t get the point: kolly is not supporting you!
Pls A-Net stop this sh*t!
Dunno how often i read this in the forums, but L2P
600 hours on pokemon ruby
Here is why not:
E. g. You have 70% critchance with fury: so 7 of 10 hits will crit, and you only get health on the crits. All in all you heal yourself for 3,5 % of your damage.
But if you take executioner you deal 20% more damage, while your enemy is under 50% health. That is a damage increase of 10%.
So what would you take:
3,5% longer till you die or do 10% more damage (the faster your opponent dies, the less damage he can do to you)
I am so dissapointed that Anet really listen to those qq-threads o.O
Poison op —> ANet nerfs poison
Range op —> ANet cuts range to 900
Evade to op, got trolled with a double sb evade build, he hit me like a wet noodle, so wet noodle op —> ANet nerfs the evade
Dear ANet: I am soooooo dissapointed. I say it, even if i know you are ignorring this.
Eeehm how did YOU protect the three others?
And btw in your chat i can see two letters: ac! Could you imagine what this could mean? Arrowcart e. g.?
(edited by Juston.6817)
Cause of this threads i am looking daily in the forums XD. So amazing. You think rangers did that? But you definitly don’t know who did this?
It is like a t s e said. Truely troll thread.
Ranger OP cause i can build a tanky branger and all the other zerkers die? Really OP
And btw @ Agrostemma: don’t forget that theefs also get slightly nerfed every patch.
Go p/p full zerker 5/6/0/0/3. As heal pick Hide in Shadows (1. Stealthoption)
Utilities are Shadow Refuge (2. Stealthoption) Blackpowder (3. Stealthoption) and roll for Initiative. Strength runes for might and damage. For sigills, dunno how it is called, but it gives you 1 might every time you crit with 1 sec ICD.
Uhm your right ^^ i mean 5/6/0/0/3
Hahaha can’t see it in germany but i have a unblocker on my Laptop. Watching it tomorrow.
Completely agree what hihey said. I never had problems with necros who should be better in conitions by definition, but aren’t.
@ mystogan: in a week i am going to have much time, i will give 2/6/0/3/3 a try. Mayby 5/6/0/0/5
Thank you all for the great input!
O.o Improv does not give you 10% dmg if you have a stolen skill! Gw2 wiki! Only things you can pick up from the floor. But it would be nice if it counts for stolen skills.
@ skile
If i go 6 points into CS, what will i get?
Something around 14% critchance 20% critdmg and a multipler 20% dmg while oponent is under 50% and 10% dmg while over 6 ini.
What do i loose?
A needed condiremove. 10% boonduration. 10% damage while endurance is not full. 30% steal recharge. Daze on steal. 1% damage per ini. Heal, damage and poison ons steal.
As you can see: you have nearly the same multiplers. You only make more use out of your traitpoints: critchance and critdmg is more usfull than condidmg. But you are giving so much else up….
(edited by Juston.6817)
So what I learned:
1. Try to avoid their grenades
2. Kite with SB
3. Switch to Sword and go in for small bursts
Did I miss anything?
I don’t feel i am lacking in damage. But i will give it a try. Even if i think slight of hand is the best trait in the build and i will miss poison on steal :/
(edited by Juston.6817)
No i wont give up withdraw, cause it saves me more often than HiS would helpe me^^
Whith which combo can i hit blocking engis? Could you explain it? Thx
Okay….but the next problem is: the healing turret is extremely good too. I got the feeling, if i don’t do much damage, i am doing nothing -.- but thx for your replies. Sounds good what you said mystogan. I am going to try and try and try. And maybe……some day…….i will kill one by myself in a 1v1
(edited by Juston.6817)
I am playing a s/d sb build in spvp. 2/0/0/6/6, strength rune and zerker. I have especially trouble with engineers, playing a condi bunker spec. Are there some advises out there what i can do against them? Most classes ar beatable, but not the engineers. I run pain response in the acrobatic line, but their condis are insane O.o
Pls help me
If you port the max distance, your opponent is too far away to stomp you, even if you port your self behind him. If he is too slow (you cripple him) you get the invis. And you can port yourself out of aoe attacks.
Greetings jj
To be honest i stopped watching affter some fights. In nearly every clip your enemy was outnumbered or you recieved help from the cannon. Show us a whole, uncut match to let us see how you fight ^^
I prefer 5/6/0/0/3. I think that the last point in deadly arts is wastet, i dont like the new gm trait. You have great ini consumption, so the 3 ini should relly help you out, but that is personal.
Greeting jj
That is why no one uses this trait.
(edited by Juston.6817)
Nope classic is 2/6/0/6/0
How can you give 20 mightstacks?
Your chance is 1 to 5 to get the cooldowns back for venoms, read how improvisation works
(edited by Juston.6817)
And the most important thing is: dodge earthshaker (the stunning hammer jump)
I tried this build today. It was okay at first, then I hit a wall.
I don’t know how to deal with hambow warriors. They forever chain me with their CCs and I can’t get out of their megacircle fire of doom. With all the knockdowns, my pets couldn’t get in and do their stuff either. And scratching the warrior was impossible. Any advice?
The simple answer is sword #3 and dagger #4. You have poison on each weapon set. Apply it at the beginning and the poison will eat the warriors healing. His first condiremove is his hammer CC or the megacircle fire of doom. Load him up with conditions, and he will die. Watch out for berserker stance (if he uses it, play defensivly and dogde a alot, untill its duration is over)
Greetings juston
And Thief 7% Precision → vitality
Some time ago i fought i warrior in spvp. First in a 1v1 he managed to kill me.
Some time later i fought him again he dropped low on health an ran backwards to a point, where other teammates of him stood. It turned form a 1v1 in a 1v3/4, but i downed him and got a successful stomp:
“Hey terribad, 222222222 spamming thief player”
Me: —-———
afterwards he took me to lion´s arch (dunno why i went with him) and showed me a legendary. He told me, that he is a good player and he knows the game – so i am a noob.
No comment
What: death blossom
Why: i like the mechanic of this skill, but its evade is tooo unreliable and the weapon set has nothing to do with it. Add a new weapon set (condition melee) and move death blossom to this set. Make the evade last a bit longer. Add for d/d a direct damage cleave attack.
(10 – 45 sec is very precisly btw)
Ehm the only "perma"stealth a thief uses is shadow refuge. The rest is like poppinh out for some milliseconds and regain stealth so: nope bad idea. Revealed-debuf lasts long enough.
Something else i noticed today: was doing some 1v1 in pvp. There was a warrior. He defeated 3 other thieves (was one of them) and they were not baddies. No chance to kill him….
And with the “ferocity balance patch” the thief class suffered the most burnfall.
But you are right: the thief class need a redesign (in a way, that we could do more then now)
Greetings juston
On my warrior i can kill a thief easily.
Originally posted by: Leeto.1570
What: All Theefs in pvp.
Why: if there are no theefs in in game you play one way and if there is thief you have to play completely different. Let’s remove them, cause the game would be much more easier to play and need no skill……..
Thread: https://forum-en.gw2archive.eu/forum/pvp/pvp/Thief-requires-serious-redesign
Dont use blackpowder for stealth only….stay close to your opponent and use it as blind. Use heartseeker at the end of blackpowder. So u have minimum 2 blinds: one from the shot, second one, when u stay close (from the first pulse), mayby a third one → great survivalskill!!!
you did a void jump ^^, but i can´t tell u how u did it.
P. S. The less critchance u have, the less ferocity will affect you. So semi-dps builds will not be affacted that hard as berserkers are.
Yeah it will still be viable. My main is a thief and today it did some maths. Full berserker with ascended jewlery: you will loose 11,5% Critdmg. If you have 80% critchance (with fury) u loose around 9-10% dmg im total.
Even if it is not that bad, the horrible thing is, that they buffed condi-bunker spec indirectly with that -.- great job anet…..really great job….niet
this is exactly what i run several months before dire came out. works great with carrion bc u have the extra dmg u need against condi cleanse builds. dire is too safe :/…. aslo dont use BV….it hurts your build when u put up several stacks of torment …and BV is only good for burst or stopping a heal…but when u stop a heal u can only stop a 3sec cast heal…. 1 sec to cast BV 1set to shoot bullet last sec to stop heal. just not gonna work. use Daggerstorm for 4v4 + or thieves guild for spvp/tpvp point control. if u plan on doing 3v1s and just tearing people apart…u are better off with BV. if u plan on 1v1 3v3 etc….use somethign else.
yeah carrion is another option, but he asked for a dire build.
I like BV very much, because i can use it to gain an easy cd and because of its short cooldown. I think its is up to you which elite to use.
the only build I believe is truly OP would be the 10/0/30/0/30 P/D build with full dire gear.
out of curiosity what utilities/traits did you slot?
I would say:
DA: Mug
SA: condi remove in stealth, blind on stealth, regen in stealth
Trickery: Steal 2 boons, Daze on Stealing, last one open to you. I prefer caltrops.
Utilitys I would take:
1. Shadow Refuge
2. Blinding Powder or for another interupt Scorpion wire
3. Shadowstep
Elite: BV
Healing: HiS
Take runes of Perplexity (Daze on stealing and Scorpion wire to trigger #6)
Greetings Juston