youtube.com/kardis – Solo Thief vids, other games
I like it when people criticize me, but please make them legitimate, meaningful criticisms.
Another one! It hasn’t quite finished uploading, but hopefully it’s good!
Hello everyone! Sanctum of Rahl finally decided to let me have some decent matches, so I’ve started uploading mostly solo thief WvW videos again! The latest video can be found here:
Feed back appreciated.
PS- Sword + Pistol!
I honestly wonder if the other people watching the video saw the same things I did. In my eyes you spam Dancing Dagger more than any other move (I do too, when I use daggers) and you only really used Heartseeker to finish people off (as intended by Anet) so I don’t know what the haters are on about.
I’ll say this, though. Some of the music was kind of generic, and quite a bit of it either wasn’t synced properly or there was some other problem that I can quite put my finger on. Blood Sugar especially sounded really weird; maybe it was a different mix or something.
The fight with the chicken dance music was probably the best one! It was nice to watch proper guerilla tactics from another thief. One tip – Against that necro, when you ran in with shortbow, if you had dropped poison field to start the fight it would have helped bring him down more quickly. With poison field stacking ~8-10 seconds of poison, his heal would have been reduced in effectiveness, and he would have gone down more quickly.
Just my thoughts! I’d love to see your build (didn’t see it in the video description).
I used them for a long time, and the conclusion I reached was this: Once I actually started using the shortbow properly (standing on top of people and spamming cluster bomb at my feet for maximum DPS) I couldn’t do more damage than I could with pistols. The main benefit they have is that you can move and still do continuous DPS to your target. Against people who have trouble catching up to you, that can be really annoying. I recommend using withdraw, taking the trait from acrobatics that gives you vigor when you dodge, using Orrian Truffle and Meat Stew as your food for the extra endurance regen, and trying to keep them at range. You’ll probably need caltrops in your utilities slots for the cripple to help keep them away, and Shadow Refuge (as a Dark Combo Field) does wonders for healing with the Main-Hand Pistol stealth attack (Heal myself for 3-5k? Yes please!).
PS – Dancing Dagger + Shadow Refuge is amazing.
Did anyone actually watch my video? I said quite clearly that pistol whip still had advantages, and that it was a pretty minimal improvement. Sheesh. The evade effect alone makes it desirable people; I was just curious if the rumors on the forums were true, and posted a video demonstrating that they are.
Edit – To be fair, I did say that D/D is minimal finesse, but that’s because of a topic I’ve never covered. I honestly believe that the “back” that counts for backstab hits on about 200/360 degrees on a player model. That, combined with the weird kitten rendering/culling stuff that happens makes it not as fun for me. Just sayin’.
(edited by Kardis.5132)
Hello! I really liked your video! It inspires me to try playing with Daggers again! I know what you mean when you say that sometimes you have stealth even if it doesn’t appear. It’s very unusual! Like everyone else, I’d love to see your spec. I’m trying to reverse engineer it in the same way Chakuna is at the moment, but it’d be nice to get some concrete data.
Something that noone ever talks about is using generic orbs in your armor. For example, I use Ruby Orbs in my armor to great effect. They give good stats (+20 primary, +15, +15 or +20, +2% crit damage, +15) and are pretty cheap. BE CAREFUL about the orbs you buy, though. Ruby Orbs are ok. Exquisite Ruby Orb of ______ is not at all ok. Yellow gems only!
Video Link: http://youtu.be/6AXcjrTg-4g
In that video I lose a bit, but the series as a whole shows you the idea of a highly mobile thief that can engage and disengage at will. Hope you like it!
Hello! This happens to me several times in my video log of a solo WvW thief. Here’s a link to the build I use for solo WvW, with commentary. It’s changed slightly since I posted it, but the idea is fundamentally sound and has been very effective for me. Hope it helps!
https://www.youtube.com/playlist?list=PLfzA78xRCEGL2g92maC9TC3NK6eU7iMru
If you don’t want to watch all of that, basically just make sure you have Shadowstep on your bar, make sure you have Signet of Shadows for the run speed, and keep your shortbow out. Use infiltrators strike to get away. Instead of Shadow Refuge (as shown in the videos) you can use the +Precision signet to purge conditions in case they get cripple or immo on you. Also, use Withdraw as your heal, then whip your camera around (or use the about-face keybind) and activate it. It gives you about 3x a normal dodge away at super speed, and in the case of my build gives vigor, which lets you keep spamming roll dodge to keep moving at swiftness speed for as long as possible. Eventually, they should give up chasing.
It’s worth noting that elementalists that aren’t kitten should still be able to catch up to you (1200 range immobilize and chill, Ride the Lightning every 14 seconds, that blink skill they have) so just keep that in mind. Most of them are terrible, however, and will not keep up.
TL;DR – Shadowstep, Infiltrator’s Arrow, Signet of Shadows, Withdraw.
What’s that? I should include my exact results instead of being kitten and NOT including them? You have some crazy ideas Exodon. Let me see if I can use pastebin. I made this video twelve hours ago after staying awake for 30 hours straight, so I wasn’t thinking as coherently as I would have liked at the time. :)
There you go, all of the data except the two flawed PW+Haste efforts.
Remember kids, sleep is your friend!
Hello! Sorry for the doom-calleresque title! I’m doing some quick damage trials based on a claim that Sword Auto-Attack now does more DPS than Pistol Whip in an unhasted circumstance. The results of those trials? IT’S TRUE! This begs a question which often applies in philosophy, politics, ethics, and other fields: Were the intentions consistent with the results?
Q:What was the intention of the 15% damage reduction applied to Pistol Whip?
A:Ostensibly, the developers felt that Pistol Whip was resulting in “one-button” play (or two-three button play) which consisted mainly of spamming pistol whip to do massive DPS to kill while being put into an evade state that makes it hard for people to kill us (thus creating an imbalance in the risk of using pistol whip (being stationary) against the reward (good damage, evade state, stun). It’s worth noting here that the drawback of using pistol whip is that you can’t move without interrupting it.
Q:Did this change prevent this behavior?
A:Not really. Even after the change I’ve still killed lots of people in WvW using this strategy. It MIGHT convince me to try Sword/Dagger, since I really like Dancing Dagger and Cloak and Dagger as skills. However, when combined with Haste, the damage has been reduced by a negligible amount, but the continuous stunning while remaining nearly invincible has remained.
In my mind, the problem with Pistol Whip was never the damage. While I’ve certainly chained to nearly 10k before (not total glass), the fact that I can’t move and my opponents can means that under normal circumstances half of my hits will miss against people who are willing to move around (not skilled players, just players willing to move). The main issue is that when combined with haste, you have a near permanent stun, combined with near invincibility. These two things together make it very difficult for players of even moderate skill to actually do anything.
The fix? I think everyone in every forum ever has already suggested a complete rework or outright removal of the Quickness boon. For warriors, it makes semi-sturdy glass-cannon greatswords that one-shot players who don’t use stunbreaks to get away from Bull’s Charge. Thieves have the obvious Pistol Whip, Unload, Heartseeker, Death Blossom, and Daggerstorm (for wiping zergs when combined with guardians and terrible opponents who shoot you instead of switching to melee and killing you). Mesmers have the obvious make everyone else do everything twice as quickly. Conclusion? Change quickness (the broken mechanic) first, then tweak damage numbers.
One last thought: This change is probably going to make me try some new things (specifically sword/dagger). However, if I don’t find it to my liking, I’m probably just gonna become another generic D/D backstab thief. If the intent is to create greater build diversity in thieves, I suspect that current/former S/P thieves, myself included, will be more inclined to use the dagger shenanigans that everyone’s whining about right now, since it requires minimal finesse to make work. And who knows? Maybe I’ll end up using pistol whip again anyways, because I’ll find the evade state while doing good AoE damage to good to pass up. I’ll just have to remember to use my auto-attack when they aren’t fighting back. :)
Video Link to Quick Analysis – http://youtu.be/1lcLX0GO4SA
Link to Spreadsheet with Data –
http://pastebin.com/um0ktfG8
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Edit – No more rapidshare nonsense, I used pastebin.
I used the .ods data format. I know it’s compatible with OpenOffice. Hopefully MSOffice and other programs can handle it.
DON’T FORGET TO SCAN EVERYTHING YOU DOWNLOAD FOR VIRUSES. THIS IS THE INTERNET. DON’T TRUST ME OR ANYONE ELSE WITH ANYTHING YOU DOWNLOAD.
(edited by Kardis.5132)
As an amusing side note, I’m doing some quick damage trials based on a claim that Sword Auto-Attack now does more DPS than Pistol Whip in an unhasted circumstance. The results of those trials? IT’S TRUE! This begs a question which often applies in philosophy, politics, ethics, and other fields: Were the intentions consistent with the results?
Q:What was the intention of the 15% damage reduction applied to Pistol Whip?
A:Ostensibly, the developers felt that Pistol Whip was resulting in “one-button” play (or two-three button play) which consisted mainly of spamming pistol whip to do massive DPS to kill while being put into an evade state that makes it hard for people to kill us (thus creating an imbalance in the risk of using pistol whip (being stationary) against the reward (good damage, evade state, stun). It’s worth noting here that the drawback of using pistol whip is that you can’t move without interrupting it.
Q:Did this change prevent this behavior?
A:Not really. Even after the change I’ve still killed lots of people in WvW using this strategy. It MIGHT convince me to try Sword/Dagger, since I really like Dancing Dagger and Cloak and Dagger as skills. However, when combined with Haste, the damage has been reduced by a negligible amount, but the continuous stunning while remaining nearly invincible has remained.
In my mind, the problem with Pistol Whip was never the damage. While I’ve certainly chained to nearly 10k before (not total glass), the fact that I can’t move and my opponents can means that under normal circumstances half of my hits will miss against people who are willing to move around (not skilled players, just players willing to move). The main issue is that when combined with haste, you have a near permanent stun, combined with near invincibility. These two things together make it very difficult for players of even moderate skill to actually do anything.
The fix? I think everyone in every forum ever has already suggested a complete rework or outright removal of the Quickness boon. For warriors, it makes semi-sturdy glass-cannon greatswords that one-shot players who don’t use stunbreaks to get away from Bull’s Charge. Thieves have the obvious Pistol Whip, Unload, Heartseeker, Death Blossom, and Daggerstorm (for wiping zergs when combined with guardians and terrible opponents who shoot you instead of switching to melee and killing you). Mesmers have the obvious make everyone else do everything twice as quickly. Conclusion? Change quickness (the broken mechanic) first, then tweak damage numbers.
One last thought: This change is probably going to make me try some new things (specifically sword/dagger). However, if I don’t find it to my liking, I’m probably just gonna become another generic D/D backstab thief. If the intent is to create greater build diversity in thieves, I suspect that current/former S/P thieves, myself included, will be more inclined to use the dagger shenanigans that everyone’s whining about right now, since it requires minimal finesse to make work. And who knows? Maybe I’ll end up using pistol whip again anyways, because I’ll find the evade state while doing good AoE damage to good to pass up. I’ll just have to remember to use my auto-attack when they aren’t fighting back. :)
“Video Link to Quick Analysis”: http://youtu.be/1lcLX0GO4SA
Link to Spreadsheet with Data vs Autoattack Damage.ods
I used the .ods data format. I know it’s compatible with OpenOffice. Hopefully MSOffice and other programs can handle it.
DON’T FORGET TO SCAN EVERYTHING YOU DOWNLOAD FOR VIRUSES. THIS IS THE INTERNET. DON’T TRUST ME OR ANYONE ELSE WITH ANYTHING YOU DOWNLOAD.
I figured it was a nerf, since the rewards actually made it a worthwhile use of time!
What I don’t like about the downed state is people rallying after doing 1 damage to some random mob they aggrod in the fight, and then use later as a rally beacon from the damage that you’re doing. I can’t stop my sword from doing AoE damage, and the Wolf/Coyote/Panther/Moose/Cow/Deer that they’re attacking to rally off of just pisses me off. It especially pisses me off when I nearly finish them, but am low on HP myself, only to find myself fighting against someone who just got 50% of their HP back by rallying off of something that took most of the DPS from me.
Solutions?
1 – You can’t rally off of NPCs in WvW.
2 – You have to do a majority of the damage relative to your opponent in WvW (whoever did the most damage to it can rally from it)
3 – Major debuff from rallying that prevents skill use for 3-5 seconds. (This at least gives players who are near death a fighting chance against nonsense.)
Who knows? Maybe I’m just whining.
Looks like Knights of Unity or something. Tough to tell, I record at half resolution so that my videos are only 4-20gig per part instead of 25-70 gig per part.
I’ve spread my net widely, posting on every relevant forum to try and find the answer to this one: what the kitten was this warrior doing at 7:55?
Hello everyone! I play a thief, and tend to do quite a bit of solo WvW. Earlier today, I was roaming, and ran into a warrior moving at the speed of kittenin’ crazy.
Super Fast Warrior on Steroids
Anyone know what that was? Some kind of crazy warrior animation canceling? Blatant cheating/exploiting?
I can’t wait until my warrior’s 80! :D
Hello everyone! I’m back again, with the third installment of my WvW videos. Most of the fights are solos, but I’m occasionally joined by guardians (since there are more guardians that I play with than any other class.
In this video, a warrior decides to haul kitten away. I call hax, but I really don’t know what it is he did, or how he did it. I’m gonna go ask on the warrior forums right now! Anyways, here’s the video! Please critque it, and let me know what I’ve done incorrectly.
Edit: I forgot to mention this, but for those who are just interested in the warrior hax, they start at around 7:55! Here’s a direct link to that time: SUPER LINK
PS – I should use steal, and my stolen abilities, more frequently.
(edited by Kardis.5132)
Raitoken – Gotta use steal to close range.
Also, the chill proc chance helps quite a bit with it. By the way, you can do a dodge roll inbetween the pistol hit and the sword swings. Usually dodging straight ahead will work best, since they’ll try to move away from you.
@Baldie – Right now, my crit chance is around 40%, should be around 50% once I’m fully geared (not including fury). As far as the five points in Deadly Arts are concerned, I’ve found that proper timing is key. Having sustained poison is nice, but being able to apply poison when I need it (or more precisely, when I expect them to heal) is much more important. If people don’t see poison on their bar right away, they don’t purge it, and it scales down their heal. The sigils of doom help with this, and 15s of poison is usually enough to kill people.
Scorpion Wire is bugged for a few reasons.
1 – I’ve been obstructed in the middle of an open field. That sucks.
2 – Sometimes it just knocks them down for one second, and doesn’t even move them.
3 – I’m not convinced it has 900 range. I’ve noticed that it starts to taper off as it approaches the end of its range, but I’m unsure if this is the reason it gets obstructed in the middle of nowhere. Starting it slightly higher would fix it (assuming I’m not just wrong. Without the ability to duel it’s kind of hard to tell).
Honestly, I’m not fond of the signets. Assassin’s Signet only does its bonus damage on the first hit of pistol whip (and unload), Infiltrator’s Signet just doesn’t do enough (1 init in 10 seconds is terrible. The extra shadowstep might be nice, but it doesn’t break stun, so it’d be questionable), and Signet of Agility, while nice, doesn’t do as much for me as Shadow Refuge or Shadowstep. I don’t like builds that force you to commit all of your DPS into the signet activation. If you’re against someone who plays with your boons at all, it can be disastrous. This is also the main benefit of Bountiful Theft; if you’re fighting good boons (protection from guardians, might from other thieves) you can steal them, and turn the tide really quickly.
I used to be more along the lines of 10(mug)/30/0/15/15, but I just felt like I needed a little something more. Bountiful Theft has DEFINATELY been worth it, once I’ve gotten used to having it.
@username.4932 – Well, the whole build is based around dodging. If I wanted to use haste, I’d have to take all of the points out of acrobatics (remember, it takes all of your endurance and shuts down regen) and become a glass cannon. That’s not what I want.
@kubetz – Thanks!
For healing, I tend to use Withdraw for several reasons:
1 – It breaks immobilize. At the moment, it’s partially broken, as you begin rolling before the immobilization is stripped from you. You’re still immune even while you’re not traveling. As a result, you only move about 1/3 the distance you normally would. Immobilize, chilled, and cripple are the things that most commonly get me killed. Being able to strip them every 15 seconds is a tremendous advantage.
2 – It heals more in 30 seconds than any of the other healing skills we have access to (at least as a Sylvari, maybe one of the other races has a better HPS than it, but I doubt it).
3 – It’s a very long roll. Using this properly we can run even more quickly when things go pear shaped (which happens very frequently solo).
4 – It’s an instantaneous heal. You can’t interrupt it, which means that people use a lot of daze/stun timings don’t get a chance to crush your heal.
In environments where Withdraw is unsuitable (read: JUMPS!) I recommend Signet of Malice. It has the better HPS, and the extra healing isn’t half bad if moderated carefully!
Signet of Shadows
The reasoning behind this is very simple: No other class even comes close to our base movement speed (except elementalists). Being able to chase people down and retreat at will is vital to soloing in hostile environments. The use ability on it is useless. I recommend never using it as a rule of thumb. There will be a point where you’re skilled enough to know when you HAVE to do it, but I don’t recommend trying to cross that bridge too quickly. Movement speed is the strongest stat in the game: TAKE ADVANTAGE!
Shadowstep
Another amazing skill. Properly using this skill will allow you to engage multiple people and come out alive if the fight doesn’t go well. It’s worth mentioning that you break stuns IN BOTH DIRECTIONS!!! This means that you can get knocked down, Shadowstep back to your feet 1200 units away, get hit with ANOTHER immobilize, Shadow Return back, and run the other way. It’s likely that everyone used their mobility skill to get to your knew location 1200 away, and that they won’t be able to catch up as you get farther and farther.
Shadow Refuge
This skill is amazing. First, it heals you. This is marginal. Of considerably greater relevance is the stealth duration. You get 3s of stealth for every second you spend in the refuge (totally about 12 seconds). This allows you to use finishing blow in the middle of a small group, wait for your heal and endurance to recharge, and then go bolting away with Infiltrator’s Arrow and max initiative. It’s pretty awesome.
Daggerstorm
This is a matter of choice. I choose to use Daggerstorm for several reasons, but there are compelling points for Thieve’s Guild as well, so I’ll list them here, and let you decide.
-My observation is that a majority of players use ranged weapons for whatever reason. It could just be that I have weak server opposition (I do), or it could be something else. Either way, ranged weapons don’t work against DS, so it’s pretty nice to have.
-The cooldown is up every fight. Thieve’s Guild is usually up every 1.5 fights for me, which means I sometimes forget to use it if it wasn’t available to begin with. A person problem, but relevant to me.
-DS is better in larger fights (5v5+) because the daggers bounce, causing massive damage. Because these daggers fly out randomly, getting in the middle of a large group and deploying it maximizes the damage to an area, whereas Thieve’s Guild is better for single targets.
Finally, for armor I like to keep a nice mix. Three minor pieces (Hat, Gloves, Boots in my case) of “Kight’s Gear” (Power/Tougness/Vitality). Three pieces of “Berserker’s Gear”, which gives Power, Precision, Crit Damage %. 6 Superior Runes of Divinity in all armor.
Accessories are a bit strange, but not overly so. A Ruby Orichalcum Amulet of the Berserker with an Exquisite Ruby Jewel, two Beryl Orichalcum Earring of the Valkyrie with two Exquisite Ruby Jewels, and two Beryle Orichalcum Ring of the Valkyrie with two Exquisite Ruby Jewels. This allows for a nice balance of Precision, Power, Vitality, and Crit Damage%.
I hope this guide was helpful, and look forward to hearing feedback from the thief community.
PS – Scorpion Wire should be good, but it’s busted. Please fix it.
TL;DR
5/15/10/20/20 (I,I,III,X,V,VII – Top to bottom, left to right)
Sword/Pistol + Shortbow
Pros: High Mobility, Decent Damage
Cons: No 1-shots (usually…), no sustained poison, no ambush trap (it’s really quite good!)
And finally, some abilities. The build itself is designed around high mobility, and the weapon choices, utility choices, and elite choice all play into this theme.
Sword+Pistol
-Auto-attack leads to cripple: nice.
-Infiltrator’s Strike is great for holding people long enough for your team to catch up.
-PISTOL WHIP is the focus of the build. Properly timing your whips so that you do maximum damage with maximum disruption takes practice. Once you’ve reached that point, however, you’ll find yourself interrupting heals and other “strong” abilities constantly. It’s worth noting that you can steal while pistolwhipping to keep people in range. (In fact, pistol whipping first, then stealing is optimal, since you regain init).
-Headshot has limited uses, but they do exist. Mostly, if someone moves out of range while you’re immobilized and tries to heal, you can shoot them in the head and interrupt it.
Black Powder is excellent. You can use it to solo supply camps if you stack the NPCs properly! I also recommend throwing it on downed people so that they can’t disrupt your finishing blows (especially Rangers, Warriors, Guardians, Necros, and Engis!).
Shortbow
Trick Shot does good damage at range, especially against exactly two bounce targets to the primary target (it bounces back!).
Cluster Bomb serves many purposes; usually it’s good to hit clusters of enemies if you’re right next to them. Especially if they enter a Shadow Refuge or otherwise go invisible. Remember: The closer you are, the more quickly you can fire it.
Disabling Shot is tricky to use. Normally, if someone closes to melee switching to S/P and Pistol Whipping is preferable, but if you notice a large enemy zerg behind that person, using it once and then running away is recommended.
Choking Gas is very difficult to use. The main problem with it is keep people in the poison field. I’ve used my sigils to mitigate my reliance on this move, and for more consistent poisoning for the first 15s or so of a fight.
Infiltrator’s Arrow is the reason I have a shortbow equipped. This skill allows you to move while immobilized. It also blinds anyone at the location you started at. This allows you to run from any class in the game without fear that they’ll catch up. Far and away the most important skill with a bow for our build.
My weapon sigils are simple: A Superior Sigil of Ice on my sword, a Superior Sigil of Doom on my pistol and shortbow. Constant poisoning is key, and doom gives you poison every time you swap weapons. Always start the fight with shortbow for 1 hit if you can, then swap to S/P and get the free poison going. Combined with steal, that’s 15s of poison for free. Use it well! The sigil of ice is just to give a chance to snare on hit, which is always nice. :)
Hello everyone! I’ve been doing quite a bit of WvW recently, and quite a bit solo, so I’ve decided to upload a video demonstrating what the thief is capable of in WvW. First, some links. Then, some explanations for the people who don’t want to watch the build video.
TL:DR at the bottom!
Build Links:
-Build Itself
-Build Video
-Footage Links
Alright! The build is thus:
5 points in deadly arts
-I need a way to apply as much poison as possible, and there aren’t many other options for the last 5 trait points. Honorable mention to 5 more points in Shadow Arts for the extra stealth duration (which works wonders with Shadow Refuge).
15 points in Critical Strikes
-Opportunist is so good that I can justify putting points into CS just for that. The fury when enemies hit 50% is also excellent. Also, crit damage % is hard to come by, so this helps a lot!
10 points in Shadow Arts:
-I have a lot of deceptions on my hotbar, so getting the 20% cooldown reduction does a great deal. Shadowstep is amazing, and Shadow Refuge is just as useful.
20 points in Acrobatics:
-Everything about this line is good. Swiftness on dodge, Dodging restores 20% of endurance, vigor when your heal skill is triggered, heal for every initiative used. Nothing to complain about.
20 points in Trickery:
-Stealing now gives us 3 initiative, fury, might, swiftness, vigor, poisons the target, and steals two boons and gives it to us. Our allies benefit from all of these things as well (including pets if you use Thieve’s Guild)
Our food of choice is “Bowl of Orrian Truffle and Meat Stew.” Might every time we dodge and 40% faster endurance regen puts our dodging ability over the top. Imprecise testing puts me dodging five times every time my guardian buddy could dodge three (not including heals/utilities).
(edited by Kardis.5132)
Shadowstep – If you run too far away, Shadow Return doesn’t port you back. I’ve not had a chance to test if it removes conditions when it does that, because there’s no dueling function for some inconceivable reason. :( I’m not sure if this is intended for sPvP reasons, but no one else seems to use SS, so I thought I’d point it out.
Also, why does everyone say that the warrior’s whirling axe grants stability? It doesn’t. I get knocked on my kitten all the time while using it.
My biggest problems with steal (in PvE) involve the absurdity of the things I’m stealing. 60%-80% of the time I steal feathers. What’s that, you’re a golem? Yeah, let’s steal feathers from you. The rarest PvE steal is the one that would be most useful (the axe spin). I suppose it’s part of their, “We hate AoE farming, so kitten everything that would make it almost bearable!” design approach, but that still sucks. The bleed is kind of bad, the chilled thing is kinda nice, actually. The stun is nice, I think I’ve stolen the net twice ever (PvE and PvP; I never get the net. :( ). Really, I just wish I got more variety out of PvE stealing. Maybe give mobs more stuff to steal? I don’t know. Not sure there’s a good solution. In PvP it’s excellent (unless you get that useless scepter thing).
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