Showing Posts For Katsumoto.9452:

Best fitting Short Bow skin?

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Asura cultural tier 3.

Aurora Glade [EU]

Traps+Get More Out of WvW

in WvW

Posted by: Katsumoto.9452

Katsumoto.9452

https://www.guildwars2.com/en/the-game/releases/may-14-2013/

Anti stealth traps. But I have another suggestion, lets make traps balanced.

Anti class mechanic traps! No virtues, burst skills/adrenaline regen, death shroud, attunement swapping, shattering, pets or pet abilities, toolbelt skills or stealth.

Seriously sod off Anet with this crap. AC’s have made a thief even worse in a siege now because we cannot output our damage vs those defending with AC mastery, nor survive because we don’t have a key heal (heal in stealth) or target breaks. Now you want to introduce traps so we can’t even see we’re walking into a potentially class mechanic slaughtering thing?

So many traits are based on stealth that to deny it to us is literally breaking it. Sad thing is even if it removed virtues etc as I just said jokingly, thief would still fare worse than the other classes in a trap field.

Aurora Glade [EU]

Traps+Get More Out of WvW

in WvW

Posted by: Katsumoto.9452

Katsumoto.9452

Fantastic idea. Lets make it so that thieves cannot stealth anywhere! AC mastery in keeps, no stealth for you Mr Thief. Your class mechanic is redundant!

Now introducing traps, now the evil Thief has no access to his class mechanic anywhere on the map!

Seriously, kitten off.

Aurora Glade [EU]

Sentinal Gear for thief

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

As it has a vitality main, try putting just a few pieces of this armour into your setup rather than a fully sentinal setup. The lack of precision, crit damage or raw power in sentinals if you went full sentinal would be problematic.

Aurora Glade [EU]

Thief needs....

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Yeah deadly arts minors are fine. It’s the major’s that need an overhaul. Why would I invest in getting 1 stack of vuln on crit with a cd of 1 second, when the vuln only lasts 5 seconds making the vuln stacking very low anyway? That’s not worth the trait investment lol. There’s SOOO many better things in other lines.

Aurora Glade [EU]

New Trait: Banner aura

in Warrior

Posted by: Katsumoto.9452

Katsumoto.9452

Nope, doubt you’ll ever see something like that. Goes against the whole point of banners.

Point of banners: Buff allies. Trait, helps buffing allies? At least try make an argument, not just say no. It doesn’t have to be a cheap trait either.

Aurora Glade [EU]

New Trait: Banner aura

in Warrior

Posted by: Katsumoto.9452

Katsumoto.9452

Placing a banner creates the radius effect on you as well

Essentially, you become a walking banner, as well as having a banner down. Not sure where to place it in traits though. Just a thought to make banners better in PvP perhaps.

Aurora Glade [EU]

if I want to PvP, should I avoid the Warrior?

in Warrior

Posted by: Katsumoto.9452

Katsumoto.9452

Actually in WvW a warrior is one of the best classes, at least for large group play.

30 in tactics allows cripple to causing immobilise (synergy with hammer 3, guarantee a hit in wvw), warhorns to covert a condition to boons and grant aoe swiftness, weakness and healing shouts are grand too. The hammer allows AoE control really, and you’re a major meatshield too.

In lower numbers yes warriors tend to fall back a lot. 1v1 they’re just the weakest class of them all. Its to do with obvious animations, lack of condition removal and the trouble to stay on top of someone.

Aurora Glade [EU]

Thief Dagger/Dagger any decent build?

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Nettle, its a fair difference in WvW to be fair. Don’t use it myself though, only appeal to DD really is aesthetics compared to DP.
It got a 33% nerf in Spvp (cnd), so basically imagine your CnD damage in spvp, and boost it by 50% to get the damage you would do in WvW with it.

Aurora Glade [EU]

Thief needs....

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

It’s clear theres a strong divide between pvp/wvw thieves and pve thieves here. I’ll make this clear as I failed to before.

This is a thread coming from the perspective of a WvW roamer/pvp’er, not a PvE’er.

Aurora Glade [EU]

Rate the build

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Simple thread to help improve thieves and have a little fun or whatever. And i’m bored lol.

Basically, use a build calculator to show your build, next poster clicks and review it with tips to improve it. Then post their build in the same way and so on. I suggest this one: http://gw2buildcraft.com/calculator/thief/

Here is mine (one of many anyway, got too many sets): http://gw2buildcraft.com/calculator/thief/?7.0|8.1p.h14.a.1p.h4|c.1p.h14.8.1p.h4|1p.a7.1p.a7.1p.a7.1p.a7.1p.a7.1p.a7|41k.0.2s.0.3s.0.21k.0.31k.0.2s.0|0.u16c.u45b.a3.0|39.1|57.5c.5a.5d.5w|e

Aurora Glade [EU]

Thief needs....

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

You manage to play vs players that don’t see death blossom coming a mile away? It’s unreliable. So obvious to dodge. It’s a waste frankly, 9 stacks of bleed if everything connects for my entire initiative bar. Playing vs anyone competent you will not beat them with a death blossom spam build. I’m more likely to lose to a berserker thief using off-hand light dagger than DB spam (which raises a point, wtf is the point of off-hand light skills?).

Aurora Glade [EU]

Thief needs....

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Dancing dagger has a lot of utility since it allows a thief to keep 3 targets permanently crippled. This is obviously most useful for the pistol/dagger weapon pairing and if you have the patience to kill PvE mobs that way it can be totally effective. I don’t see any need to increase the damage element since you don’t use it for damage anyway.

I’ve played the Thief quite a lot Dancing dagger is not worth the initiative cost except in rare situations. Also I should make it clear I talk from a WvW roamer/dueler perspective, not PvE.

Aurora Glade [EU]

Hard core WvWers tier 4 & below.

in WvW

Posted by: Katsumoto.9452

Katsumoto.9452

Because larger fights larger skill lag.
I like having a time of day where 10v10’s are the ‘zerg on zerg’ combat.
I like small scale stuff a lot.
Guilds on my server are extremely skilled anyway. Why go to another just for the same thing with 20 more people, causing skill lag?
Friends and money as you said, why pay for something I care little for doing.
Competition. If everyone did this, you just end up with super servers that are boring.
Queues.
Communities. If people did this, the servers they leave would be in tatters.

Aurora Glade [EU]

New Trait Suggestion for Condition Removal

in Warrior

Posted by: Katsumoto.9452

Katsumoto.9452

It doesn’t help against someone laying down conditions on you and its almost 2x worse then a sigil. It won’t be worth investing unless its a minor ‘5’ trait.

Potentially bursting and losing 3 conditions isn’t to be sniffed at. I can see this working actually, where to place it in the tree’s is another matter, as is whether or not the burst needs to connect. Many burst skills are very obvious in animation and thus easy to dodge, and if you used the skill for the removal then you’re likely not setting it up perfectly to land either.

It’s actually an incredibly strong idea… i’d almost question if it is OP because it’d deny certain classes what they need to deal with warrior, namely a condition specced Necromancer. They rely on not being caught, the warrior would certainly catch with this.

Aurora Glade [EU]

Besides SB 2, I'd like 1200 range.

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Perhaps a trait in deadly arts to boost range of pistols/sb? Would be interesting to have something in there worth traiting for.

Aurora Glade [EU]

Thief needs....

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Deadly arts trait line to be revamped. Unfortunately the majority of traits in here are either rubbish or situational.

Mug is arguably not worth it anymore, and honestly the only one i’d have ever used to have gone for anyway. Debate this all you want.
Steal recharges all skills of a type is nice but sadly unreliable. For having to invest 20 points into this tree for it, i’d expect a reliable trait.
Immobilise enemies on low hp is nice, but the CD is too long for something I have to spend 30 points for.
Extra strike on venoms, situational.

The rest is barely worth talking about. This trait line simply doesn’t add up to the stengths of say…. well any other line. Critical strikes has amazing things like hidden killer, executional, fury at 50% hp enemy and so on. SA is probably the best line ever… Deadly arts just lacks something you can really base a build upon I think is its main issue. Hidden killer and regen health in stealth are both build defining grand master traits whereas deadly arts offers nothing of the sort.

Then comes weaponsets.
PP is too confused. Its auto attack is super weak and only works for condition setups really. 2 skill is frankly just trash. Unload is nice, and requires 2 pistols and is only worth it for direct damage. 4 and 5 are both nice utilities of course, but they’re nice utilities with no other skills on the set to really make use of them. D/P has the leap finisher to use 5 for example.

What PP needs is either mobility spells, or a combo finisher (blast or leap) to make use of skill 5. It also needs an auto attack buff to make it actually viable if you don’t want to blow all your initiative on some unloads. In its current state, its a risky situational direct damage secondary set.

SB. A lovely weapon sadly ruined by an unsuspected random nerf. Please revert this, nobody has ever complained about SB auto attack and with good reason. It was our lovely little mobility weapon and it was reliable. Now it just hits nothing. A golem can just about walk out of its arrows now.

DD. Really not a bad set, but lacking compared to SD or DP. To be honest my main gripe on this weapon is death blossom and dancing daggers. Death blossom is an unreliable to land, initiative heavy, bleed stacking dodge move. If I use all initiative, I put 9 stacks of bleed on the enemy ankittenhen left with an auto attack with a short duration poison at the end of a chain for condition damage. Kind of worthless to be honest. It seems a random skill put on the set just because frankly. P/D is infinitely better for stacking bleeds and you don’t lose all your ini doing it, and its ranged. Then dancing daggers…. oh how i’ve missed it. It was a hard to hit move anyway because of projectile speed and obvious animation, but it got a 50% dmg nerf. I suggest reverting part of this, or at the least making it lower ini cost and faster projectile speed so crippling my enemy is worth it.

And finally.

An F2 ability would be nice. I don’t mind what form it comes in. Some have suggested storing stolen abilities on the F bar which sounds lovely, as then I don’t have to waste them to use steal again. Alternatively one of the venoms could be added to the F bar, or multiple ones. Have longer CD’s than their utility counterparts (should this be implemented). Would be nice to say, have skale and drake venom on F2 and F3 on even 60 second cooldowns. Just something up there would really strengthen the thief.

This is just my opinion of course, feel free to argue against just put forth a good argument. I love this class but so often feel pushed towards certain weapon sets and traits, because alternatives are poorly thought out.

Aurora Glade [EU]

Thief Dagger/Dagger any decent build?

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

I find D/D works more effectively with bursts.

I can’t see how a D/P thief can outburst a D/D but w/e.

If you’re trying for a condition build death blossom can work but I can’t recommend it.

It doesn’t outburst D/D. However when you think about it you don’t miss an enormous amount.

You lose CnD from your burst, but in return gain reliable stealth (BP + HS), and the fact that you can stand toe to toe with melee in BP for a bit allowing your auto attacks to dish out some damage.

It’s just a better set to be honest. And headshot-heartseeker on a low HP person trying to heal is very strong too. You also gain a better gap closer for high HP targets as a pose to a wasted skill (death blossom).

D/D has minor advantages and they’re situational compared. CnD on ranger pets, or mesmer clones is cheaper and yes, reliable stealth but what about fighting someone who dodges that isn’t one of those classes?

*As for a decent build try 0/30/30/10/0. It’s just a solid setup for any direct damage build to be honest.

Aurora Glade [EU]

[Fix] Ranger Sword - Auto-attack root

in Suggestions

Posted by: Katsumoto.9452

Katsumoto.9452

How is not being able to dodge/stop auto attack not an issue in PvP or WvW? I’m curious….

Anyway, yes, the AA needs a change probably.

Aurora Glade [EU]

About that "unofficial dueling"

in WvW

Posted by: Katsumoto.9452

Katsumoto.9452

OP is Gandaran right? Guess I know where i’ll spend my time this week.

What is your problem with it?
1) TDS is the guild. Tyrian dueling society. Minor give away.
2) The windmill spot isn’t even a back route into the camp, it’s a stupidly long way around and goes far beyond the back entrance to the camp.
3) It’s nowhere near an objective, and a 1v1, what do you think they’re doing? Especially as it’s always the same spot.
4) If you think it’s ok to kill them, why is it not ok for you to be killed by them?

Hope you’re armour repair costs are extensive.

/signed… A TDS member.

Aurora Glade [EU]

Salvage Ascended

in Suggestions

Posted by: Katsumoto.9452

Katsumoto.9452

Simple idea, salvaging ascended gear to give the appropriate number of laurels back. Laurel count depends on the kit used and item salvaged.

Amulets cost 30 laurels, so black lion salvage gives say 15. Master 10 etc etc.

Aurora Glade [EU]

102% Crit chance.

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Crit Chance is caped at 70% doesn’t matter if you have 300% crit chance, it is caped at 70% (even with fury boon)

Tell me, where the hell did you get that info? It’s ‘capped’ at 100%. You can go higher but obviously you can’t crit more than all the time.

Aurora Glade [EU]

Sentinel Thief.

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

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).

Thought I was the only one haha. Although I run 0/30/30/10/0 with D/P + S/D. Working on a new build at the moment though, and to be honest by the looks of the build calculator it looks rather tasty

Aurora Glade [EU]

This months SPvP whine.

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Lol at that quote vincent. If that’s how he feels what does he feel about good Mesmer’s? Personally I enjoy a good challenge but hey that’s me, and to be honest, whilst sometimes annoying the Thief profession is rarely a challenge in a fight. Just more L2P posts

Aurora Glade [EU]

102% Crit chance.

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

http://gw2buildcraft.com/calculator/thief/?7.0|a.1o.a4.a.1o.a4|5.1o.a4|1o.7h.1o.7h.1o.7h.1o.7h.1o.7h.1o.7h|21n.0.21n.0.31n.0.21n.0.31n.0.2s.0|u39b.u16b.a4.0.0|39.7|0.0.0.0.0|e

So yeah its possible. But that will only give you around 3k attack which on something so glassy isn’t so great. Nor is 53% crit damage. The damage figures you’re proposing though are total bull. 15k pistol whip with 53% crit damage and less than 2k power? Not a chance mate. Oh and that is whilst using a terrible build, 30 in power is kind of pointless but necessary for something like this. Without it you won’t even get close to 3k attack…. 0 pts in power like I actually run, and its like 2700 atk.

Aurora Glade [EU]

Carrion- or Rabid-gear for Conditionbuild?

in Necromancer

Posted by: Katsumoto.9452

Katsumoto.9452

Sigil of earth + minor trait causing bleeding on hits.
Take rabid mate, you get close to 20k HP anyway, and rabid gives you up around 2800/2900 armour to go with it.

Maybe mix in full rabid armour/trinkets with carrion weapons if you want.

Aurora Glade [EU]

Looking for a D/P build

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Been running D/P with the following for ages now
0/30/30/10/0 traits
PVT armour, 5* citadel runes + 1 ruby orb
Knights trinkets + berserker jewels
Valkyrie weapons

D/P + either S/D or SB
Sigils on dp. Air + bloodlust
Sigils on SB. Fire.
Sigil on S/D. Air + Energy

Sometimes run just plain berserker trinkets though too, its nice also.

Aurora Glade [EU]

Assassin's Signet

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

I like both the defensive active/aggressive passive and the next X attacks crit on activate suggestion.

The latter would certainly open up some more defensive thief builds and leave us a little less reliant on critical strikes tree for damage.

Aurora Glade [EU]

s/d bandwagon

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Meh. Play all forms of thief, main class since the I got the game in October really. Been playing with S/D again, but still feel D/P has more to offer. In WvW SB is hard to give up for the interesting places you can port yourself to. Sometimes i’ll run D/P, S/D though.

Aurora Glade [EU]

Remove Armor Repair From WvW

in Suggestions

Posted by: Katsumoto.9452

Katsumoto.9452

Repair bills are nothing. Even when you multi suicide run because you lack supply for counter siege to take out enemy trebs, repair costs are negligible.

Aurora Glade [EU]

If the AoE cap were removed...

in WvW

Posted by: Katsumoto.9452

Katsumoto.9452

Even assuming that were ok, the trouble really is map design. It’s balanced around the AoE cap. There isn’t the room to maneuver in/around a tower/keep or even many areas of a map. Whilst a lack of AoE cap is a nice principle, giving smaller groups a reasonable chance to defend a heavy choke point, the map layout is such that nothing would ever get taken.

Also, with the state of leg specialist arrow carts, imagine one guy on that whilst 2-3 elementalists cast a meteor shower. Easy mode victory. Numbers shouldn’t be impossible to fight, but there should absolutely be better than reasonable odds of the larger force beating the smaller one. Larger doesn’t necessarily mean less skilled remember that.

Aurora Glade [EU]

A new way to burst?

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

The power tree does need a buff, frankly very little in there worth taking, however this is just broken OP. 50% more dmg to 0 boon players? S/D + sigils to remove boons on crit would be insanely strong, and allow a very tanky setup aside the 30 invested in power, or make glass burst too big.

The thief may need some stuff, but this is not it.

Aurora Glade [EU]

More Skimpy Armor Please? [Merged]

in Suggestions

Posted by: Katsumoto.9452

Katsumoto.9452

More armour looks in general would be nice, both skimpy and ‘classy’.

Aurora Glade [EU]

A 2K heal on a 45sec cooldown? Seriously?

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

To those saying mug was too much for a 10 point major, i’d like to make a point. Look at other F mechanics and what they do without traits.

Necro: 2nd life bar, some CC, gap closer chill and some AoE damage
Guardian: Passive burn/active big burn which allies can apply, small regen/reasonable size heal in aoe, aegis/aoe aegis
Warrior: A powerful burst skill on short CD
Ranger: Control a pet/activate a pet skill
Engineer: A handy toolkit spell, some extremely good
Elementalist: Attunement swaps, essentially refreshing cd’s 1-5 allowing skill spam
Mesmer: Big damage shatter aoe, big aoe confusion, a daze and invuln


Thief: A gap closer on the biggest cooldown of all of them that gives, in most cases, a fairly rubbish skill.

It needs to be cheap to improve our class mechanic. It’s fairly rubbish without traits.

Aurora Glade [EU]

Ideas to improve steal [Collection]

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Possible changes to the Thieves F mechanics:

1) Put venoms on the F bar (F2-4). Your choice which venoms. Number of venoms on the F bar debatable. Could just be 1 on F2. Leave venoms as utility skills as well. Venomshare only works on utility venom, not F venom.
2) Steal breaks stuns
3) Gain 5 seconds of protection on steal
4) Stealing grants 10 seconds swiftness (seriously, we need more swiftness access)

Not all at once of course, each are separate. Swiftness is a big deal though, 10s on steal if traited, or a couple of seconds on evade don’t really cut it for the supposed most mobile class in the game. SoS isn’t even the best speed signet anymore, and is often a waste on the utility bar anyway.

steal already gives 10s swiftness. 10 points into trickery. Thrill of the crime is AMAZING.

As is the ability to read. I clearly knew of thrill of the crime as I stated our swiftness giving abilities, one of which was 10s swiftness on steal if traited. The suggestion is for swiftness regardless of the trait, and the trait giving a further 10.

*Another suggestion, would be to literally steal a key skill from being used by them. On steal, you blow a random cooldown on the enemies utility bar. You don’t gain it for yourself, but you put it on full cooldown. But tbh, that’d probably be OP.

Aurora Glade [EU]

(edited by Katsumoto.9452)

Ideas to improve steal [Collection]

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Possible changes to the Thieves F mechanics:

1) Put venoms on the F bar (F2-4). Your choice which venoms. Number of venoms on the F bar debatable. Could just be 1 on F2. Leave venoms as utility skills as well. Venomshare only works on utility venom, not F venom.
2) Steal breaks stuns
3) Gain 5 seconds of protection on steal
4) Stealing grants 10 seconds swiftness (seriously, we need more swiftness access)

Not all at once of course, each are separate. Swiftness is a big deal though, 10s on steal if traited, or a couple of seconds on evade don’t really cut it for the supposed most mobile class in the game. SoS isn’t even the best speed signet anymore, and is often a waste on the utility bar anyway.

Aurora Glade [EU]

How much harassment have you got?

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

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.

So please explain the counter for this…

Two thieves vs 20+

The only times when they are visible are;

When they have the ability to evade,
When they are out of range, and
When they are behind someone bursting them down.

While they did take damage, they didn’t take enough damage to die before that stealth debuff wears off and poof. They’re gone. When they become visible again, they have most (or all) of their health back, most (or all) of any conditions are gone.

Two against 20 and it was basicaly a stalemate. They were able to down players, but couldn’t finish any of us off. Too many people reviving.

No amount of skill can stand up to the sheer numbers we had. It is a crutch mechanic pure and simple.

Worst 20 players ever. Enough said.

Aurora Glade [EU]

Dagger / Pistol Thief

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

As for d/p needing nerfed, no it doesn’t. It’s initiative intensive to keep that stealth up and pretty much all the damage comes from backstabs. It isn’t bursty nor overpowering in sustained dps. What it has is the ability to let the thief dictate how the fight is fought. And it does this well.

I’d say it’s a balanced weaponset, and considering the fact that our other sets are left in quite a bad state when facing a good opponent at least, it cannot be nerfed. Thief has suffered 33% cnd damage nerf, 50% dancing daggers and heartseeker nerfs to the % hp of the enemy needed for the real damage, and that’s daggers alone.

Aurora Glade [EU]

Dagger / Pistol Thief

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

1-4 and 6 come down to 1s more stealth, on top of all the other stealth you could get without waiting for cd.
5. turn around, give you a closer instead of a distancer

then let me add three
when skill lagged, chance to cast withdraw is much higher than HiS since it was instant
HiS can be interrupted, and players with interrupt abilities usually look for rising of hands.
casting HiS under revealed gives much less benefits, where withdraw would be unaffected

So you disregard the fact that the heal is practically identical in terms of healing when used with the right traits, ignore the offensive capabilities of the heal and say to turn around with withdraw. Even with the 180 degree rotate, using withdraw as a gap closer is worse than just running towards them. You lose ground. Who uses HiS under revealed?

It’s a preference thing, and frankly who cares about skill lag. You get it, nothing you can do about it. If things are that bad then nothing really activates anyway. Also, HiS gives me a couple of might stacks for 15s forgot that one.

You’ve walked into this thread with an elitist attitude and you are infact, wrong. HiS has its place, withdraw has its and even the signet, albeit my least favourite, has its place too. And I amongst others rarely have to use my heal every time its off CD also, if you have to use a major heal every 15s your gameplay may need looking at. Also for every moment in time that lapses after the 15s cd, HiS gets better than withdraw as its a bigger burst heal.

Both are good heals. End of.

Aurora Glade [EU]

Dagger / Pistol Thief

in Thief

Posted by: Katsumoto.9452

Katsumoto.9452

Again, at least you didn’t bring HiS, you’ve graduated first grade.

Why HiS should be bad ?

1. 30s for 5680+925 regen (on my wvw thief) vs. 15s for 4608
2. 3s stealth (that can be produced with other means) vs. 3.4 sec evade and remove immob/chill/cripple
3. 1s cast time vs. instant

now, if you don’t produce stealth with weapon skills, HiS would be useful.

1) With traits it is also a 4 second stealth, with regen health in stealth it adds an extra 1200 HP to that heal roughly. Making the total around 7700.
2) It will give you 2 initiative if traited.
3) It removes all bleeding, poison and burning, and again if traited removes yet another condition.
4) It allows you to be on the offence instantly after heal. Heal, you’re now at full and with a stealth ability to use. Be it backstab, tactical strike or whatever, that is powerful.
5) If you’re chasing and need a heal, withdraw doesn’t help you.
6) And of course, it’s a target break.

Both are good heals, but to say HiS is outright bad is sheer idiocy and a sign that you know far less than you believe yourself knowing.

Aurora Glade [EU]

If you see a naked enemy...

in WvW

Posted by: Katsumoto.9452

Katsumoto.9452

Why give up my income?
Do you leave dungeon mobs alone because they look friendly? No you kill them because you want the loot.
In WvW, you are that dungeon mob to me. I’ll kill you for my loot, because you’re on a pvp map and I want to pvp and because I run character quality low or lowest anyway, so probably won’ even notice.

Aurora Glade [EU]

How much harassment have you got?

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Posted by: Katsumoto.9452

Katsumoto.9452

I tend to advise heartseeker spam thieves on how to improve. Nothing makes me sadder than seeing my main profession played so poorly

Aurora Glade [EU]

A 2K heal on a 45sec cooldown? Seriously?

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Posted by: Katsumoto.9452

Katsumoto.9452

That’s not just 1 trait though is it Rayya. That’s making use of signet might stacks, the 25 point minor in SA as well as mug.

Aurora Glade [EU]

Teach Me, Wise Ones

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Posted by: Katsumoto.9452

Katsumoto.9452

Zipping around all over the place sounds like a S/D thief with initiative regen traits to me. With shadow step and blinding powder, combined with sword 2 you can be all over the place if done right, and cnd on mesmer illusions or the mesmer itself for the stealth.

Aurora Glade [EU]

A 2K heal on a 45sec cooldown? Seriously?

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Posted by: Katsumoto.9452

Katsumoto.9452

Trav, steal is in its current state pretty good. A lot of the steal skills are however useless or too niche to be relied upon. The trouble is like every class, you need to carry a stun breaker. In the case of a thief, shadow step is indisputably by far the best we have. 1200 range movement, can be activated again for a 2nd stun break and cleanses 3 conditions on shadow return. If you aren’t using shadow step, well i’d say you’re doing it wrong.

That leaves 2 spaces on my utility bar. Any sustain based thief is going to need a stealth access on there, and any burst thief will too to escape once the damage is done. Now 1 space on the bar….

Here we run into the issue of, there’s things like venoms which are nice, but not good enough to compete with say, a 2nd stealth ability, or some of the signets (especially agility signet, that thing is amazing). Why take a 1s chill on a few attacks, when I can just run 25% faster all the time. Why take vulnerability and weakness application to an enemy, when the enemy will be tankier than I and need the dodges less, that weakness would deny, when I can get 2 free dodges and a condition cleanse from signet of agility etc.

With unrealiable steal skills, and now a huge nerf to our damage rotations for the benefit of a tiny sustain boost, the venom skills should be available on the F bar to bring the thief in line with other classes. Now steal will hit for 1-2k depending on how much damage you’re traited for (with mug of course), every 36-45s depending on trickery depth. Compared to shatters, virtues, second life bars (death shroud) and so on this is nothing. It wouldn’t be overpowering either, if you limit it to 1 maybe 2 venom skills on the F bar.

Ugh I think i’ll go to bed. Gets a bit annoying having the class nerfed over and over because some glass cannon ranger newbie or something got backstabbed because he didn’t so much as pack a stun break.

Aurora Glade [EU]

A 2K heal on a 45sec cooldown? Seriously?

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Posted by: Katsumoto.9452

Katsumoto.9452

Quite disappointed in this. I run a fairly tanky setup based around fury uptime, 2900 armour, 17k health kind of thing. Mug was an important part of my rotation as you lack the damage without it to finish off someone who is traited defensively. My setup had around 3k atk, 36% crit, high fury, 60%crit dmg and it was working nicely. Now i’m compensated for losing a huge amount of my damage rotation, for a 2k one person only heal on a skill used to initiate or, if the fight lasted long enough, to catch a runner.

Thief burst has never been an issue. It only hurt people without cooldowns or offguard, or just plain suck. There are burstier setups than the thief, example a shatter mesmer, a mainhand axe warrior, static discharge engineers with nades aren’t far off, ele spike damage is higher than ours although granted nobody runs that ….

These nerfs hurt the balanced or tankier builds a lot. It hurts the burst builds a lot. It compensates via the heal….nobody? If my build were based around sustain (which it is), unsurprisingly i’ve taken 30 in SA for heal in stealth.

Where are the buffs we’ve been promised? Not seen P/P get anything, S/P still has nerfed pistol whip damage despite the quickness nerf across the board, D/D is still a gimmick…. and where is the mobility buffs promised? Warriors when setup for it and elementalists are outrunning the supposed most mobile class. Only keep up with them via burning ALL initiative at which point they turn around and kill you.

1) Buff pistol whip, and by more than it was nerfed for. Put it up 25% damage seeing as quickness isn’t worth it anymore. Also speed the animation up slightly, at least the initial bit so its usable. Or, make it usable on the move, swinging the sword left and right as you run (for any dynasty warriors fans, Zhou Yu, imagine his running attack in DW3).
2) P/P needs access to stealth. Its the least mobile weapon set we have, and has no stealth access. The direct damage on the auto attack also needs better scaling with power as the set it just confused at the moment. Mainhand mainly for condi, offhand for power, and the dual skill for power. Perhaps a change to skill 2, say, make it apply vulnerability and give either a leap or blast finisher. If leap, a teleport away from target? If blast, a blast on the position fired from, not upon.
3) Dancing daggers needs a damage boost, not all the way back (that’d be 100% more dmg on it to bring it back to its former glory), but, a 40% damage boost would be welcome for sure. That’d bring it to being still only 70% of its former damage.

Those things are vital. My other gripe is things like traps and venoms. Traps are frankly useless aside super niche scenario (defending a tower choke point with trip wire or something). Not sure what to do here, aside basically make them like ranger traps. Larger area, not a line, ground targeting. Venoms themselves aren’t too bad, the trouble with venoms is to use one you give a lot up. Shadow step and one of the stealth utilities (blinding powder or shadow refuge), are on practically every thieves toolbar. I use shadow step, blinding powder AND shadow refuge. Others may have a signet of their choice as the 3rd, for endurance regen and condi cleansing, speed or whatever. The point is all of these are generally too good to not have on your toolbar. Possible solution?

1) Venoms as F skills. Make them select-able perhaps like utility skills, and you can only have one or maybe 2 venoms on your F bar. It’d be a huge welcome to pretty much any thief build (power guys could use the chill for example, condi’s would go for poison etc etc). The CD on them would be like steal, affected by trait points invested in trickery. The cooldown, not sure, probably the same as steal or there abouts. Maybe even leave the venoms as utlity also so you can double venom, 2* drake venom (one f skale, one utility skale). Keep venomshare to utility bar venoms only.

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Gandalf Vs Aurora Vs Augury

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Posted by: Katsumoto.9452

Katsumoto.9452

AR, you’re guys should be ashamed to have not taken briar on your borderlands before that. 30v4 lol. Started 10v1, I defended with 1 arrow cart and 1 trebuchet against 2 attempts on the tower. Then you built a treb which got killed when were became 4. Then you build 3 more trebs with 30 guys and eventually cap the tower.

Took you’re time, held it for like an hour.

Aurora Glade [EU]

Mask's 10th wvw vid

in Engineer

Posted by: Katsumoto.9452

Katsumoto.9452

I have a question. Why cloaking device instead of say, protective shield as the 10 point major in inventions?

3 seconds protection every time someone crits you (20s CD) vs invisibility when immobilised.

I find that the protection is invaluable at times. Especially running such low armour as you do.

Aurora Glade [EU]

Best Guild Name?

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Posted by: Katsumoto.9452

Katsumoto.9452

Zamalek can afford it (WoT)

Aurora Glade [EU]

Commanders that Don't command.

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Posted by: Katsumoto.9452

Katsumoto.9452

May have forgot to flag off. Done it sometimes myself.

Aurora Glade [EU]