Showing Posts For Keltset.4738:
I would suggest taking consume conditions for your heals and flesh wurm as it’ll give you a stun break against 100b baddies.
I find it laughable when Rangers complain about pet AI after playing my Necromancer. But to the point, unfortunately Rangers and Engineers have more bugs/broken mechanics than most other classes. This makes them harder to excel with. I would argue that any class is “viable” as it can get the job done in any situation. Is it ideal? Most likely not.
If you had read a significant amount of the post he goes on to say that by tweaking numbers makes rangers incredibly overpowered, allowing two skilled rangers to duo most PvE content.
Have you considered using rampagers gear at all for the extra condition damage?
I love my staff in spvp, it’s always my engage weapon. When I run my conditions build I can drop most classes 25%-50% (except guardians and elementalists) before they can land a hit on me.
Not all these changes are bad, but a lot of them make no sense or are laughably overpowered.
Hello all,
I just recently started a Ranger and am going for with a 0/0/30/10/30 build with a focus on condition damage. I usually run SB + Axe. My question is which offhand is best for this type of play style in terms of dps. Is the 15s of fury and might for you and your pet better than the extra bleed and poison you get on dagger? Is it more of a wash?
I’d appreciate any help with this.
Cheers,
Keltset
The majority of complaints about thieves fall into two categories.
1) Bad players who play other classes: They’ll get pwned in a few seconds to a GC thief when they were alone and not paying attention, then re-spawn and come back for more. They will then almost kill said thief, who will stealth and run away because they realize the game is up. Original bad player will then complain because thieves do so much damage and they can never kill them.
2) Bad players who play thieves because they got owned by one: They watch the videos of well played thieves dishing out tons of damage in sPVP/single-handedly kill a small zerg in WvW. They then go out and try this for themselves where they get owned. They then complain that thieves are too weak because only good players do well with them.
I personally think thieves are at a very precarious position. Nerf them and they will become incredibly weak, buff them and they become incredibly strong. I think the fact that they are not balanced very well is the main issue. The only reason why some skills seem/are so powerful/op is because we can spam then several times in a few seconds (heartseaker/C&D), then stealth/SB kite while waiting for initiative recharge.
/2cents
I think we should be invulnerable to all damage (AoE’s, channels, random swings) when stealthed. Because if they can’t see us, they shouldn’t be able to hit us.
/sarcasm
Utilize stealth, dodges, and gap closers/creators. As a thief you don’t trade blows very well. While you can do insane damage, any tanky build/class that can withstand your burst will punish you if you stick around.
It’s best to jump/stealth in, burst for 3-5 seconds, jump/stealth out. Rinse and repeat until you target is dead. Get good enough at it and you will be able to dance around half a team while picking them off 1 by 1. Thiefs have good enough damage that you don’t need as much attacking uptime in order to keep constant pressure on your opponent.
This is just my experience though, I could be completely off base.
Would this be similar to a TBC SL/SL Warlock from WoW? Just facetank everything while draining health? It was OP as hell for PvP. It seems A-Net did their homework lol.
It’s not quite to that extreme, it’s more of a supplemental drain to compliment our massive HP and DS pools.
Drach, you have some serious preconceived notions that are absolutely ‘redicoulus’.
All your ‘shoulds’ are not in any way ‘shoulds’ and I disagree with all of them.
It is clear you like warrior, I suggest you go play that class instead of necro. Also I hope I never encounter you or any1 like you in-game.
Unfortunately a significant number of players think this way. If a particular weapon set isn’t quite up to par, it should be buffed ten fold. While I agree that the axe could use some minor buffs we don’t need it to become the next fotm.
As for warriors 100b doing much more damage, it does. But it also requires melee range, and immobilizes the warrior. One dodge can negate the entire combo. While you can’t always dodge 100b, it is much easier to hit with ghastly claws, at range, while kiting other players.
/2cents
Back to Headshot. the skill needs to get re-named or have a slight dmg buff imo. Headshot (along w/ black powder) does the most poor damage in the thieves weapon options. when i say poor, i mean having 55+ crit dmg along with 2k power, and only being able to do 200 dmg for headshot (and black powder). I’m not saying give them super buffed up damage, but when a fire sigil does more dmg then ur 4-6 initiative skill, you know something’s wrong there.
I honestly think pistol 5 is fine. While the damage is lackluster the blind is nice against any melee, as well as a combo field. As for pistol 4 I agree it could use an increase in damage OR an increase in daze time.
I think the main reason you see less S/P in WvW is the lack of consistent stealth, especially when in melee range. When you can consistently hit a thief they are one of the easiest professions to kill, and you can only dodge so many attacks.
As for infiltrators strike the reason it’s 5 initiative is that it’s one of the only weapon skills (if not the only) that provides a stun breaker.
I’ve been toying with a 0/0/10/30/30 support/siphon build for sPVP. Still in the works but it could prove viable.
I use clerics for more support. Deathly Invigoration is a 700ish heal every 5 seconds, coupled with transfusion and well of blood you have some nice team heals.
Using beserkers gives 3k attack and about 45% crit with 50% crit damage while retaining 24k hp. Armor is only around 2k but a steady stream of heals keeps you up.I end up being a pain in the kitten to kill and an even bigger pain in the kitten when you let me live.
Tried apothecary for the condition dmg and support instead of clerics? Just wondering. I used clerics for a while but it just feels smoother with apothecary, to me anyway.
I haven’t tried it to be honest. Life siphon (dagger 2) and Life Transfer (DS 4) both scale with power so I found it to fit better. I may do some more testing later tonight and post back later with what I find.
I have to agree with you here.
I had previously thought that the only downside to axe was it’s 1 hitting so low, but after some testing today I realized that even it’s “burst” skill 2 does less than dagger 2, while dagger 2 provides healing and has an extra hit (extra chance to crit).
I’ve been toying with a 0/0/10/30/30 support/siphon build for sPVP. Still in the works but it could prove viable.
I use clerics for more support. Deathly Invigoration is a 700ish heal every 5 seconds, coupled with transfusion and well of blood you have some nice team heals.
Using beserkers gives 3k attack and about 45% crit with 50% crit damage while retaining 24k hp. Armor is only around 2k but a steady stream of heals keeps you up.
I end up being a pain in the kitten to kill and an even bigger pain in the kitten when you let me live.
I run into this problem a lot too, with plague and DS. The only problem with it being a separate button is trying to find said button when actually trying to get out of plague/DS. A 0.5 second mini “CD” between entering and exiting said form might be nice. It’s short enough so it doesn’t take much away from popping in and out of DS for buffs/heals and it will potentially help with inadvertently wasting DS/Plague/Lich.
Basic meta is D/D or D/P with SB secondary. If you go 30 in acrobatics you can take quick pockets (3 initiative on weapon swap) with runes of energy and run a double set (D/P main with D/P secondary) although I have not seen that setup as much lately.
If you go 30 in Soul reaping you can get the %50 cd time for DS, which paired with Deathly Invigoration gives a 700ish heal every 5 seconds. It may not seem like a lot but it adds up when used with near perma-regen, Transfusion, and Well of blood, it’s a nice stream of heals.
From what I’ve read around the forums it seems the update screwed with most classes signets. I have yet to experience any trouble with DS though.
I would go with a either an axe or dagger for secondary. Axe 1 adds more vulnerability stacks, although it does lackluster damage. Axe 2 is a nice burst skill, and axe 3 deals decent damage and gives retaliation which is always nice.
The dagger 1 does more straight up damage that any other weapon. Dagger 2 and 3 can combine to increase survivability.