(edited by KillerJacket.9735)
Showing Posts For KillerJacket.9735:
you missed the point dude… to use half of that I need a target in the first place something that vanishes every time they flash stealth and then they need to run into my staff marks to activate them because dodging into them negates them
death shroud 4 and 5, and the focus skill are the only ones that require you to have a target to use the skill. And death shroud 4 and 5 still hit the thief if you use them before they enter stealth because they channel. All the other skills either form an Aoe around you, or are ground targetable. This is a l2p issue.
If you want Ozzy I will be more then happy to go into spvp with you and teach you some tricks to killing a thief on necro.
(edited by KillerJacket.9735)
Usually pressing tab works for me to re-target a thief after he leaves stealth.
really? and what about if someone else is around or they have ogre runes on so you target the stupid rock dog constantly…… thief might not be a problem for warrior or guardian who have high hitting weapons that cleave! but play anything else and the loss of target becomes a big problem especially when they can do it so often not to mention all the evades and weapon abilities that are also counted as an evade
Judging from most of your comments you seem to just want an easy mode on thieves. A thief will never use rock dog unless they are bad because rock dog follows them around when they are stealthed giving away their position. Plus if I recall you play a necro. That rock dog is free LF for you, and with all your aoes that rock dog will be dead in a heartbeat without you even meaning to aim for it.
I have heaps of aoe do I? that would mean I need to be running wells that only stupid people stand in and staff aoe couldn’t kill a fly, they do not help against a thief who would just wait it out then continue to do its thing
I don’t see why running ogre runes is bad thing considering from what I see stealth is not relied on in pvp it is only used to gain immunity from ranged weapons and to constantly get rid of the target. most thieves that I have fought don’t even stay in stealth for the full 3 seconds they just flash stealth and continue attacking to remove the target that’s all
Yes you have heaps of Aoe, staff 2 through 5 which have great utility and cc. Scepter 2 aoe bleed and a cripple. Dagger 5 aoe bleed and weakness. axe 3 retal, cripple, and boon removal (really hurts the new might meta). Focus 4 bounces. warhorn 4 aoe cone daze. Plus warhorn 5 for aoe cripple and LF gain. Lastly you have death shroud 4 and 5.
and yet you are worried about a thief running ogre runes having a 25% chance to summon a squishy minion on a 90 second icd.
Also thieves don’t “flash” stealth just to remove target, that would be the biggest waist of initiative or a utility. They “flash” stealth because they are being heavily targeted and need a stealthy escape, or they go stealth for the stealth skill.
(edited by KillerJacket.9735)
Usually pressing tab works for me to re-target a thief after he leaves stealth.
really? and what about if someone else is around or they have ogre runes on so you target the stupid rock dog constantly…… thief might not be a problem for warrior or guardian who have high hitting weapons that cleave! but play anything else and the loss of target becomes a big problem especially when they can do it so often not to mention all the evades and weapon abilities that are also counted as an evade
Judging from most of your comments you seem to just want an easy mode on thieves. A thief will never use rock dog unless they are bad because rock dog follows them around when they are stealthed giving away their position. Plus if I recall you play a necro. That rock dog is free LF for you, and with all your aoes that rock dog will be dead in a heartbeat without you even meaning to aim for it.
I like your ideas and I would definitely use them if they were real.
One of the things thieves has always lacked is solid condi removal.
Grandmaster trickery line trait: steal now transfers all conditions from yourself to target. Or just 3-5 conditions, if that’s too op.
Grandmaster acrobatics trait: every successful evade removes 1-2 conditions.
Grandmaster in the power trait line: venoms remove a condition, or maybe transfer a condition. (Both could be a little op though if you drag out your venom usage)
Yesterday, I watched 14 people try and fail to kill a D/P perplexity Thief. These kinds of Thieves I usually prefer to avoid so instead of being a victim of the troll I decided to observe… This guy, no matter how close to dying he got, would always vanish before he crossed the 10%< mark and reappear a few seconds later with 70%>… He was never killed, just eventually made a run for it.
I crossed him shortly afterwards and wanted to see how I measured up, even if I knew it was completely one sided… So I thought before engaging, let’s make this as in my favor as possible. I equipped as many immobilizes as possible, as well as “Sic’m!” and dropped Spike Trap and Viper’s Nest at my feet. Waiting a few seconds for him to make the first move, I pegged him with a Poison Volley, he moved in, got nuked with my traps, I used Muddy Terrain to pin him down, he ported out as I thought he might, I then used Entangle followed by “Sic’m!” and proceeded to nuke his feet with traps, Bonfire from offhand torch and Throw Torch, got him to 10% of his health and what happens? He vanishes, I again nuke my feet with traps and prepare a Muddy Terrain for his reappearance but instead… I find him with 80% of his health /laughing on a hill behind me…
Now, I can admire talent, I have no problems with a talented Thief. But it’s one thing to be talented, a whole other thing to be talented with a build that doesn’t require any…
On the bright side he never killed me… Just ended up giving me another few hits and running off when I kept stacking bleeds on him. I know that’s a “win” when fighting a Thief, if they run off… But that whole D/P perplexity condition build thing is just stupid beyond words.
For the record, I don’t think stealth is “OP.” I think line of sight abuse and the ability to perpetually reset fights is. No one should have as much control over a fight as a Thief does, not even a Thief. No one should be c__ky enough to engage a dozen + people without hesitation and still have a 60% chance of escaping alive.
I’ll give you the thieves perspective on the fight to help give the full picture of what happened. First off if the thief was running d/p perplexity then it was probably a burst build that has low hp. So when you are watching the thief for from 10% -70% hp. It is probably only healing 4-5k health but they already have extremely low health to begin with. It only looks like a lot because you can only see the bar and not actual numbers. But I I think you have the weapon set wrong to begin with. They were probably running p/d perplexity condi build. With this build it’s usually full dire which means they’ll have nearly 20k hp. Now the only way a thief heals from 10% to 70% with that build is to use a shadow refuge and stay in it for almost the complete duration of the stealth. Plus you said he teleported away which means he probably used shadow step since you were playing range by the sound of it and wouldn’t have been able to hit you with the p/d number 3 skill. That means the thief just blew two of his long cd get out of jail free cards to escape your damage. If you continued the fight with him you would have won so the thief made the tactical retreat.
Tips for fighting a p/d condi thief. Once a thief uses its basilisk venom burst their damage goes way down because pistol aa sucks. . Don’t panic just cleanse and fight. Watch out for the melee range on thief because they will try and cloak and dagger you for a bleed burst, or tele away and kite you plus inflict torment. So if you fight them at range and kite there goes the effective ness of those two skills for them. If you can, stand in aoe fields or blind fields to make their melee set ups more risky. The entire fight will be a game of attrition. Wait for the thief to blow shadow refuge and shadow step and you are pretty much guaranteed the win. Also be weary of wildlife in the open field that a thief can attempt to cloak and dagger off of. Any AI assisted allies like pets, clones, minions, and turrets are easy cloak and dagger targets. If a thief stealth continue attacking, and use channeling skills because they will continue to follow the thief when they stealth.
One last thing for everyone complaining about how hard it is to target a thief. In the options panel there is a way to set up a key to “target nearest enemy”. This is essential for any fight not only just agains thieves and everyone should have it assigned on their keyboards.
D/p is still just as viable as before. I run a 0/6/6/2/0 taking signet use and signet power. Rune strength or pack runes with sigil of force and air. I bring assassins signet as a priority utility. Pulls off the same dps as a d/d build while still allowing easy stealth access.
Here’s a trick as someone who plays ranger and thief. Make one of your keys the “target nearest enemy” button. Thief has to get right on top of you to backstab you so hit that button when they become revealed. It’s pretty much the same as what you are asking for without putting you on complete autopilot mode.
Haven’t GvGed since the new feature patch, But when I used to I ran 0/6/6/2/0 build standard d/p build. There are most likely a lot better builds to run compared to that now. The role of the thief in a GvG is they are part of the gank squad. Either consisting of other thieves or mesmers depending on your guilds set up. The gank squad calls key targets either eles or necros and they focus them as a team. They don’t run in the hammer train because they will get wrecked. Thieves also have the job of laying poison fields on downed enemies to stop banners from rezing. I would think d/p trickery build would be effective as well as s/d for its cleave would be effective in gvgs today.
(edited by KillerJacket.9735)
Not a bug. They changed it so thieves have to use their utilities if they want to keep near permanent stealth. Re read infusion of shadows. It says gain 2 initiative when you ENTER stealth. That means only when you first stealth you gain the initiative, not when you reapply stealth while already stealthed. Anet made this change to infusion of shadows during the December balance patch, and it was a much needed change.
Same, this skill lag today has been terrible. I’ve even tried dropping my graphics to see if it was on my own end and I was still getting terrible skill lag spikes.
Guildwars 2 is not balanced around 1v1’s.
They shouldn’t add the ability to change stats, this would completely diminish the value of a legendary.
Chilled C&D = 5 initiative
1 initiative per 3 seconds
C&D CD = 5s x 3 = 15 seconds.This is actually good to point out. I think when people describe reducing initiative regeneration (myself included), they don’t consider the actual math behind it. I believe the intent is actually to reduce the amount of initiative regeneration such that it effectively works out to a 66% longer cooldown like other professions have. For instance, a 10 second cooldown should become a 16.6 second cooldown.
As such, the math that I believe should be used is that a chilled thief would regenerate 1 initiative every 1.66 seconds, rather than reducing the regeneration rate by 66% to 34%.
This effectively works out to approximately 0.6 initiative per second, and thus could be considered a 40% reduction in initiative regeneration rather than 66%.
Reworking your calculations, this creates the following:
Chilled C&D = 5 initiative
1 initiative per 1.66 seconds
C&D CD = 5s x 1.66 = 8.3 seconds.
Ding ding ding we have a winner. Someone that actually understands balance and doesn’t just suggest an end all I win button.
As a thief main in pvp here are some ideas and little twists I thought up to add some counter play to stealth.
Using a combo finisher on a light or fire field would cause all stealthed foes in a certain radius of it to get there shadows revealed, or stepping on a light or fire field would reveal their shadows as well, and their shadows would be revealed for the duration of their stealth.
The only way I think the idea of a stealthed foe getting hit knocking them out of stealth would work, is if it didn’t cause the revealed debuff. That way skills like shadow refuge wouldn’t become completely useless. And if a thief gets knocked out of stealth they have to think should I blow my 6 initiative or utility to restealth attack again or make a calculated retreat.
Assuming you mean wvw
For thief in general everyone has different views on how to gear a thief to give it the most optimal survival as well as burst damage. Me personally I like running Valk armor, zerk weapons and trinkets. There will be some people who will say run full zerks, or run zerks and splash a little soilders armor in, and those are all viable set ups as well.
Now as far as runes go I would say get two sets of armor and have one set running lyssa runes, and the other set using Divinity runes. I would suggest getting the Lyssa runes first though since they are cheaper, offer a nice condi cleanse and buff, and we also don’t know how the chance of crit damage to ferocity might effect divinity runes.
for weapon sigils I would suggest off hand dagger with a sigil of force and then your main hand whether its dagger or sword should have a sigil of fire. And for your other weapon slot I would carry a short bow with a sigil of fire on it as well.
as far as traits go it really depends on what weapon set you want to focus with, d/d or s/d.
D/D you can run a 10/30/30/0/0 or 0/30/30/10/0 (which is what I run).
In either build I would always take 4,5, and 11 from shadow arts line. and hidden killer from critical strikes line.
utility skills I take are hide in shadows, blinding powder, shadow step, shadow refuge, and basilisk
S/D you can run 10/0/30/0/30 or 0/30/0/20/20
for the first build take the same traits shadow arts as line as i said before, and in trickery take 5,7,12 and take mug from deadly arts. (this build will probably be the easier of the two to use.
utilities will be same as above
for the second build take executioner from critical strikes that will help put your damage over the edge and take 8 for the lower cooldown on signets.
Then take 5 and 7 from trickery and 3 and 8 from acrobatics.
your utilities will very depending on your experience but I suggest Withdraw as your heal by the way you should be using lyssa runes for this build signet of agility, shadowstep, shadow refuge, and basilisk.
I’m sure some other thieves would like to chime in and give some advice, I know this is a lot of information to take in all in one go i suggest going to spvp and seeing what you find more fun to run in their before investing in all the stuff. If you have any questions shoot me a mail in game (see tag to the side) and I will get back to you there.
(and where I left trait fields blank on what to use I am leaving that up to your own discretion).
Its not a teleport its a shadow step. “STEP”.
Imagine it as if you fire an arrow but then become that arrows shadow.
The developers stated that the change to ferocity was only a portion of the changes that were happening to switch up the full zerks meta, and there are still more to come.
Plus there are big reworks coming for runes and sigils. For example you can have both fire and air sigils equipped and they will both be on their own separate cool-downs now. Plus being able to equip 2 sigils on your two handed weapons.
This is a funny surprise. That obnoxiously colored P/D Fort Aspenwood char thief you kept tagging in the video is me. I was cheering for myself even though I knew I was gonna die. Congrats for using S/D and showing that sword isn’t as completely useless as nearly every thief on here thinks.