Showing Posts For Korochun.5862:
I can’t really see Daredevil surviving vs Deadeye in sPvP tbh. Deadeye 2-2-2 with Assassin Signet + Malice → Unload → Basilisk → Unload and GG, you just downed a Daredevil.
Their damage is acceptable in PvP, but it’s Scorpion Wire spam that really seals the deal. Just time it so you steal stability before they fully spawn in, then finish them off.
Yeah, S/D 3 needed this badly, especially against revs and scrappers.
I wonder if Thieves Guild is any good now in PvP. Probably not, since to cooldown is gigantic. Still, a nice little buff for solo PvE and/or some cheesy 1v1 shenanigans. I wish they buffed Ambush a bit too.
Thieves guild is not really that great in PvE, but in PvP, especially with an S/D build, you should simply never lose a duel anymore. It goes exceptionally well with Improvisation, so you can actually make an unironic S/d DA/Trick/Acro build focused around solo and 1v2 fights to dominate Far. Having two Guilds up in one fight, if you get lucky enough with RNG, is basically an I-win button in a duel.
In fractals, I use a Hammer Zeal/Honor/DH build with Sc/Focus for range. It works extremely well on most bosses, both in melee and at range. Writ of Persistence + Sc2 applies really well on most fractal bosses, and gives you about 90% uptime with Persistence. Hammer gives you protection and a ludicrous amount of CC.
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The major failing of condi Thieves is that they are literally dealing only two conditions – poison and bleed. Having any sort of a 2+ condi cleanse available means you can’t actually die to them unless you just aren’t paying attention. Wait for them to drop all their initiative on Death Blossom spam, cleanse, heal, pressure. By the time they can counter pressure you, your cleanse and heal should be back up, and they would have been kiting off point anyway.
Anyone who has AoEs can basically drop them on point and go AFK. I don’t think it’s physically possible for a Druid to actually die to a condi thief. So yeah, they shouldn’t be a big problem.
What exactly is your point here? You said Acro was pointless; I argued it’s not.
Except you are wrong. DA/CS/DD is still far superior as a PvE spec to Acro/DD/Anything, including solo content. Whatever sustain you gain with Acro while soloing a Champion for absolutely no good reason does not make up the 30-40% DPS loss from giving up DA or CS which will let you kill that mob that much faster. You already have unlimited survivability in PvE with 7 chained dodges, more with staff.
Acro was meant as a PvP tree since rework. It has literally nothing for PvE content.
Newsflash, it literally doesn’t matter what you run in open world, because even if you are doing some truly awful build, someone else will probably carry you. Please don’t use that as a gauge.
Treat is as what it is: The top 1% of PvPers and the 5% that raid DO NOT dictate changes to the game as a whole. Any argument the game is being changed solely on their account is between 99% and 95% wrong.
Please try and grasp that the people making these decisions make them with access to summary metrics from the ENTIRE length and breadth of the game. Some of those decision can be a little weird but they aren’t ignorant.
If you’re a Dragonhunter, leverage the added benefit of more 25% more #4 damage and 33% more final tick damage on #5 along with shorter cooldown. Press your enemies with that instead of revealing yourself to be the one-button wonder all the other professions have been accusing us of being.
If you’re a Guardian, revel in nothing but sweet, creamy BUFF.
…Instead of making whiney one-note threads like this one. Which really ought to be beneath our collective dignity.
You cannot pressure enemies with a 4-second, small radius skill 4, especially on a 16-second cooldown. Also, LB5 is not there for damage, and even then its final tick is simply equal to new LB2 damage. Finally, 40vs45 seconds is not a “shorter” cooldown.
You clearly have no idea how Guardians worked in PvP (they no longer do). Please stop talking.
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A highly telegraphed 6 ini boonsteal is not a counter to Mesmers or Revs. That’s just begging for staff 5 in your face.
Let me explain real fast why this happens. It is not technically a bug. WoR is a mobility skill. As such, when interrupted all mobility skills go on full cooldown to avoid cancel-exploiting mobility. With Shield of Courage, it is a CC break when traited (the base acting like the traited version is either lazy or a bug). All CC breaks go on full cooldown when interrupted.
As such, SoC needs to just be instant since it is already 1/4 cast anyways. This would fix a lot of the unnecessary issues. Alternatively, fix the base version and make only the traited version instant.
Wings of Resolve is a bit different. How it could be fixed is having the heal and condition removal (if traited) happen on use, which would be a HUGE boon to the skill, and not require an evade.
Also, another bug to be aware of: WoR does not remove immobilize apllied by roots (runes of the grove/ ancient seeds/ Entangle).
If they were to lower the base heal of wings slightly then give it an evade it would be fine. As is it already heals for quite a bit and has excellent scaling.
Your completely right on courage.
It would also be very very very nice if they would update and do some work on core guardian virtues while their at it as they are complete crap compared to DH ones.
I feel like there was a misunderstanding. I didn’t want to change the heal on Wings. The only thing is that the heal and removal could be at the beginning of the cast. This would be good for the skill for several reasons. First, it wouldn’t really need an evade, and I’m not sure an evade is totally justified. It’s a good skill already. But if the heal and removal was at the front it wouldn’t punish you for wanting to leap further rather than closer in terms of needing to remove conditions immediately (such as Torment, which currently, wings of resolve causes you to take more torment damage before it removes the condition).
Then, if interrupted, it’s okay because it already did the major effects.
If the heal were at the start though the leap would be kind of useless for helping allies.
Just divorce the self-healing from splash heal. Effects on self happen at the activation, AoE splash heal happens on touchdown.
The real problem with Radiance is that Virtue of Justice does not belong in Radiance, whereas Virtue of Retribution does not belong in Virtues. They need to be swapped, and Virtue of Justice probably needs a rework to not be utterly useless.
This will give Retal 100% uptime with a correct rotation (mostly by incorporating Stand Your Ground), which will make Radiance an excellent DPS tree.
One other suggestion is to give Light Aura a complete rework. Right now it does nothing in PvE when we DPS (you won’t get hit anyway), and doesn’t last long enough to matter in PvP. I would suggest removing vulnerability mechanic, increasing duration to 5s, and having it tick ~200 aoe health and 1s of retal every 1s. We are all about group sustain, and this can help us and party maintain Scholar Bonus in PvE, or stay alive in PvP, and provides an alternative to Writ of Persistence, which can have 100% symbol uptime with permanent Protection and Regen equivalent with Hammer (double Regen if you use Mace 2).
I really can’t see it being unbalanced considering how little access we actually have to Light Aura (basically, Perfect Inscriptions and Light Field Leaps).
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I use S/D, so dagger AA changes are kind of irrelevant to me. It’s nice that you can drop HS spam, but Sword is still awful compared to everything else. It should be better, but it feels clunkier if anything. If anything, I now find myself trying to AA and getting instantly wasted because I am not dodging.
I’m not commenting on PvE, because who gives a crap? I can roll my face across keyboard and do well in PvE.
I have not seen a single thief tonight who was doing any better than before the patch. Nor am I doing any better.
Acrobatics is a kittening terrible line still.
We are still lacking baseline things like Preparedness, so we only have two trees after mandatory Trickery.
I suppose if you spam 3 and 5/2 on PD you might still be okay. But that didn’t get much better, other than Dagger AA. If so, congrats. You can kill other thiefs and glass builds.
I find Thief in sPvP significantly worth post-patch. I have no idea why, but the damage is worse, even with exactly the same build.
Oh, and sword AA is completely worthless in sPvP, too.
We’ll see if today’s patch gonna be anything like this.
No, comrade. Today is just a serving of disappointment.
As usual.
I think allowing p/p to fire both pistols with #1 and increasing finisher chance on unload to let p/p stack conditions would be nice. There was also a suggestion to make #5 into a dark field to give Thieves better sustain with lifesteals, especially with boosted Unload.
Hey guys. Long time player here, quit about two years ago, came back recently with HoT. Primarily played a Thief here, specifically pistol/pistol sword/pistol combo.
As a disclaimer I am by no means a pro; I’ve done a kitten ton of WvW, mostly as a scout/roamer, a lot of sPvP, and a great deal of early dungeons/roam. However, it’s not like I am some sort of a renowned genius come down from the sky to give you stone tablets on how to make Thief work. However, I’ve always had ideas on improving the class that I am frankly surprised nobody at Anet considered over the course of the years.
Since literally day one, there has been a lot of discussion about how Thieves, particularly p/p had no real defined role. They can do good damage, and they have extremely limited utility in terms of group stealth (this is very limited, other than letting your group bypass some fights). Honestly, that’s about it. P/P builds have to usually sacrifice even that in order to achieve something.
In my opinion, in order to fix p/p and the Thief class in general, we have to look at their role and give them some actual utility. I believe this can be done without any actual major changes, either to the class or the code — all the necessary components are already there, especially after the recent skill tree redesign, they just need to have senseless restrictions removed.
First on P/P. There are several inherent components to this weapon combo that combine to make it needlessly stunted.
1. Unload. This is the primary damage move on P/P. In my personal opinion, Unload’s damage/initiative ratio is perfectly fine. I’ve never had trouble killing people with Unload in group encounters, and I’ve had decent success in duels and small fights with it, too. It is a very powerful damage skill, but the problem is that other classes have comparable DPS/burst damage tools that are not as obvious, telegraphed, and have additional utility.
Here are the primary ways to fix Unload:
a) Change 20% Finisher chance to 100%. This change alone will instantly add a role to P/P: debuff stacking. With this, Unload becomes the best way in the game to combo finishers with fields on a single target, and this doesn’t seem like a bad role for a Thief to have. It’s something that encourages teamplay and positional awareness (you want to find fields to throw Unload through) In addition, it will give some of our other skills and utilities, such as Throw Gunk from Stealing, an actual use.
This isn’t exactly unprecedented. In fact, almost every other multi-hit Finisher in the game is already 100% chance. Unload has always been treated differently since the game release, for no good reason.
b) Give Unload a slight pushback. Self-explanatory. Unload doesn’t last very long and can’t be reasonably sustained beyond the 4th barrage, but there is no reason it can’t offer slight pushback with every hit against targets that don’t have stability, to give you some semblance of field control. If that has potential to Interrupt targets using channels, then even better.
Honestly, these two changes, or even the primary change, will do a lot to give P/P actual utility. But there are two other skills we need to look at with Pistol mainhand.
2. Body Shot. This skill has always been utter crap. They buffed it, but in all the wrong ways. It’s still crap. It is very initiative-heavy, offers little value, and for some reason roots for 1 second now?
a) Decrease initiative cost to either 1 or 2. Body Shot should be a cheap utility attack, which means it should not have the opportunity cost of a kitten Headshot, which actually does damage and dazes.
b) Increase cooldown to 2s. Remove the silly root thing. Make it extend duration of debuffs by 2s per shot. Again, if p/p thief’s secondary role is debuff stacking, then Body Shot should be there to help you upkeep these debuffs. In raids and dungeons, a Thief with Body Shot in rotation should significantly increase the duration of everything on their target. This effectively extends your bleeds and poisons in PvP by another tick, too.
3. Pistol 1. Pistol 1 has always been terrible, for no adequate reason. I think the primary thing that we need to look at here is that it only utilizes one pistol in a p/p combo. Ideally, p/p should simply shoot twice as fast (or have two attacks with each pistol) when auto attacking with pistol 1. Problem solved, make it twice as powerful.
This all strictly applied to p/p as a spec. In my opinion, it is very fun with Daredevil, but still not really viable due to lack of utility. The changes proposed above, while minor, would actually do a lot to make P/P an attractive option in other mediums.
Here are some thoughts on Thief in general:
1. Infiltrator’s Signet has always been pretty crappy. Why not make it regenerate initiative every 3s instead of 10? That would actually let people use it without crying inside.
2. Thief as a class needs more ways to regenerate initiative. We can start by removing internal cooldown from skills such as Upper Hand and fixing Infiltrator’s Signet, but in general Thief needs to be able to do something to actually allow it to renew its rotation faster. Pistol 1 would be a good candidate for initiative generation, as well as every stealth attack in general.
TLDR: Another rant by a p/p scrub.
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I played for quite a while in WvW with S/P P/P, and I’m not feeling the change too badly. I’ve never used haste in the first place, and considering that I use PW for AoE denial or root/interrupt chains, it still does its job quite well.
I did notice that I no longer crit for 12k+ with it. But I can still get between 4-6k average if it hits, so it seems quite reasonable.
Yeah, everything tracks stealth. I start Unload, the poor thief pops Stealth, unload kills him anyway.
Penetrating Aureate pistols all look like long, sawed-off shotguns. They can be found on the AH rather cheaply (2-5s).
How does this video have high crits? Backstabs for 7k? I Unload for more than that on some people.
Guess our old man got around, huh?
Oh, you have no idea.
Dat trenchcoat.
I must have it.
I don’t know, Meta. An unload build like that will not provide “average ranged DPS”. It will be mostly single-target DPS, yes, but it will by no means be average. And it can also slot sword/pistol to aoe down mobs really well.
The survivability issue can simply be mitigated by stacking Knight gear. A build like that needs no condition damage, really.
In short, I think GHCScorpion is right on the money in his post: get Sundering Strikes and Combined Training, and swap Critical Haste for Combo Critical or somesuch. There is little reason to have Quickness in explorables, especially as a thief. It doesn’t help you deal better DPS (in fact, it will lower it because Opportunist will not be able to proc as much).
The annoyance with 5 is that one always lives a little bit longer than the others because one mob almost inevitably paths behind you while the others get mowed down. But it’s not particularly dangerous as such.
If you have difficulty executing the said technique, you might just need to get some toughness or vitality, Lixia. Or eat some pie — the health steal will basically heal you back to full.
Here’s how you do S/P in PVE:
1. Gather up 5+ mobs
2. Rally to a waypointFix’d.
Yeah, because pressing 3 twice is so hard.
Immobilize does not interrupt, daze does not slow, and you really don’t need to lay down Black Powder “every time it’s up” in PvE. Here’s how you do S/P in PVE:
1. Gather up 5+ mobs
2. Kill them all with Pistol Whip.
You are welcome.
Oh hey. Didn’t realize I had a kid sister. Uh, hi. This is kind of…awkward.
Guess our old man got around, huh?
Anyway. That’s some pretty nice moves you got. Not too keen on dodging, though. I tend to go with Withdraw and Roll for Initiative.
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Thiefs are doing some crazy damage at the moment, I’m a 80 warrior with great gear and full defence and health tatics maxed and I have had thiefs burn through my armor and health like a hot knife through butter. I have also noticed thiefs trying to lure me towards them in WvW as I think they see warriors now as easy targets.
Warriors are easy targets. Possibly the easiest class for a thief to kill. If they try to engage you with a rifle, close in and slice them apart. If they try to close in, kite them and, when they finally close in, pop their own Steal item on them. GG.
I use PPs as one of my two sets, the other being S/P. They tend to do very good damage and are especially popular in WvW and boss fights for me.
And Guardians will outright laugh at you.
Actually, anyone with an on-demand condition cure will just cleanse the entire stack. Might be a good trick on Warriors, though.
Dagger Storm: getting hit with a pull skill will cancel the channel on Dagger Storm. Haven’t tested it with Scorpion Wire, but I’ve had it broken by Guardians before, and mobs in Cursed Shore break it all the time.
Five times. Not five-six. Six is only if you want to use Roll for Initiative, and I’m not counting utility skills in my usual rotations, since I’m lazy and tend to run signets anyway.
You also are saying that Stealth is a defensive option, but it isn’t, especially when you’re fighting people who know how to counter it. Currently it’s a crappy and buggy mechanic that is a delaying tactic or an offensive option, but definitely not a solid defense. For example, did you know you could stun/kill someone in stealth with a pistolwhip very easily? I do it all the time.
Initiative regenerates while you use it, dude. With 55% crit you will literally get back one initiative for every sustained second of your Unloads, then mix in Quick Recovery and you are looking at about 4.8 sustained Unloads. Meaning you have to wait the length of one dodge to get enough initiative for a fifth. If you Steal, Kleptomaniac will give you everything you need to go for a straight five.
Roll for Initiative doesn’t even enter the picture here unless you really have it out for someone.
4.8 is still 4 until you get to 5. so 3-4 like i said. even so i now know your gonna dodge all over and possibly even run away for a moment, unless you want to die, and also unload doesnt give you evasion like PW does or LDB, another factor to consider.
really the combination of ranged damage negation, no avoidance on unload, and your build having no defense against condition damage really breaks it for me as a B-B+ build across the board.
You can cancel an unload into a dodge any time, y’know. You also move while you do it. It’s actually one of the most mobile high-damage skills in the game. And no, 4.8 is not a 4. In real combat you will maneuver around: dodge, evade, set up a better angle of fire. During which time your initiative will regen.
Honestly, what you’ve been saying here so far is “P/P is predictable because you’re going to shoot them, and then they will know, and it will magically make your bullets not work”, while your arguement for PW is that “it’s predictable because you are going to stab them, and then they will know, and MAGIC”. Try out new things. You might be pleasantly surprised.
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Wait. So sitting around backfield with a shortbow makes you unpredictable now?
Wow. I’ve been doing it all wrong this whole time.
Stealth, Dodging, Damage: pick any two.
I’m sorry, but no, you can’t have everything.
I run 5/30/0/25/10 with sword/dagger and have a grand old time doing all three of these. Might+caltrops on dodge help a lot with ensuring that lots of dodging doesn’t hurt your ability to put out damage.
And I assume you just fabricate Stealth from thin air?
Cloak and Dagger provides stealth on demand, even without using utilities. With a good amount of initiative regen from crits and the fact that otherwise sword doesn’t really use initiative for much I’m free to use Cloak and Dagger quite a bit and benefit from the 2s daze from stealthed sword strikes.
Man, why sword/dagger? Of all the combos, that is probably the worst in terms of damage. I mean, you literally gain nothing from it compared to D/D other than 2s Daze.
Initiative regenerates while you use it, dude. With 55% crit and Opportunist you will literally get back one initiative for every sustained second of your Unloads, then mix in Quick Recovery and you are looking at about 4.8 sustained Unloads. Meaning you have to wait the length of one dodge to get enough initiative for a fifth. If you Steal, Kleptomaniac will give you everything you need to go for a straight five.
Roll for Initiative doesn’t even enter the picture here unless you really have it out for someone. Or you’re just going for ludicrous overkill.
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Stealth, Dodging, Damage: pick any two.
I’m sorry, but no, you can’t have everything.
I run 5/30/0/25/10 with sword/dagger and have a grand old time doing all three of these. Might+caltrops on dodge help a lot with ensuring that lots of dodging doesn’t hurt your ability to put out damage.
And I assume you just fabricate Stealth from thin air?
It requires nothing more to make a pistolwhip serviceable than a decent sense of timing. Protip: pick a big clump of people in a raid, 2 in the middle, pistolwhip, 2 to get out. It’s actually an aoe with an effective range of 900. The only difference is that it does way more damage but leaves you vulnerable to counterattacks.
And I’m sorrry, but I don’t know what you are smoking. I often get 8k+ unloads on people. I’m running mostly a Knight’s set with some vitality thrown in for a good measure, and while it’s granted that those 8ks are all on Elementalists and Shortbow Thieves, hitting a warrior for 5-6k five times in a row is also going to make him have a very bad day. No, I don’t do as much damage as I do with my sword/pistol, but I do this all at range, and whenever someone decides to return fire I’m one dodge away from completely avoiding it.
So, on that note, how is the opponent assuming that I am going to dodge going to help him in any way? If he decides not to use his Hammer Smash because he knows I’m just going to dodge it, it’s not like he just gained some sort of a tactical advantage. In fact, quite the opposite is true.
Also, those conditions present very little problem in WvW, since you can just withdraw to your line at any point — or break combat completely. If you are really desperate to get rid of it, pop Signet of Agility. Secondly, Withdraw is actually the best healing skill in terms of pure health per second output. To wit, you can drop two of them for every Hide in Shadows. Conditions are quite possibly the last thing I worry about in any sort of PvP with that build.
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http://gw2skills.net/editor/en/?fYAQRAsa6alYm6OHcy5E+5Ex2DgmTe6fgs9M4qVB
It’s not like I build exclusively for pistols. They just happen to work well with this build, as you get 20% damage long enough to drop your target to 50%, then Executioner kicks in.
If an attack on you is started before you are fully stealthed (roughly a 1/4 second delay before you going silent and your target portrait disappearing, definitely not lag since mobs do it as well), it will go through all the way. Reveals your exact location, too.
There is lot of things wrong in that post. For one, P/P is not flawed. It just doesn’t have, y’know, aoe. It’s a single target, high damage long burst DPS build. They absolutely waste anyone unfortunate enough to get caught in the crossfire, if you know how to trait it. But it’s not like you trait for bloody pistols exclusively. You might want to take the 5% pistol damage trait, sure, but that’s more of a personal preference.
I’m surprised you even mention Death Blossom in context of PvP aoe, to be honest, while flat out ignoring Pistol Whip, which is actually our best PvP aoe by far, at least when used intelligently.
Also, no, dodging does not make you predictable. That’s ludicrous. Do you always dodge in one direction? Are you aware that there are skills that allow for more dodging? Signet of Agility will refill your endurance altogether, too.
I’m really not seeing a source for any of your protestations here.
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First up: women are fickle, fickle creatures. I thought they were supposed to like flowers.
Second up: current getup.
Stealth mechanics are pretty bad. If I could have ten copper for every thief I killed by nailing them with a full Unload long after they stealthed, I’d be a very rich man in GW2. It is far less effective as a defensive tool compared to well-timed dodges, plus it does little to enhance your mobility, which I personally feel is key for a thief.
Anything short of S/D and S/P can be a full mobility build anyhow if you trait it well, and not having a backup weapon to fall onto to actually deal effective burst damage at range is a serious problem if you run a thief that flanks and harasses. I’ll grant that a shortbow is a great group support weapon, especially for a large raid, but people tend to credit it with far more than it realistically does.
Steal is decent. As a class mechanic it gets a 5/10 because hey, free shadowstep and you’ll make Warriors cry, but let’s face it, if Steal was a utility skill none of us would even spend skill points to unlock it.
That said, it could be better if it had half its cooldown. A 25 or even 30 second steal would actually make it closer to a 7 or 8/10, since you could actually trait it up and keep those buffs up 40% of the time instead of, y’know, 25%.
First of all, get Signet of Shadows. 25% movement speed increase will make you better at everything you do. Ever. You will level faster, you will get places faster, you’ll circle strafe better…
Signet of Agility is nice, since it cures conditions and restores all stamina, so keep that.
There are better things you can get with your last slot. Power is good at lower levels, but quickly becomes very fractional (once you get to about 50 or so it’s not worth it at all anymore), and its active is pure garbage. Roll for initiative can be good, albeit it has a long cooldown; Shadow Refuge is another good one to drop down, since it stealths, heals and it’s a dark combo. If you have points in Power, venoms actually become somewhat worthwhile, and Scorpion Wire is always nice for a bag of tricks.
For some reason nobody ever takes the vigor after healing trait, which is pure gold, especially in world PvP. I run a 30 crit/25 acro/15 trickery build with withdraw and roll for initiative, and I can literally roll for ten seconds straight. If I don’t like the way the fight is going, Withdraw —> RfI means I’ve just reset the fight far more effectively than if I stealthed. And I’ve still got 7-8 dodges to go, since I’m running signet of agility.
Anyway, that’s pretty academic. You can have those traits, but you’re going to dilute yourself a lot. If you want to be really, really good at the things you do, you pretty much have to pick two. I run high damage and high dodge build, and so far it works quite well for me.
I personally don’t like shortbows. They are useful utility, but you might as well be throwing toilet paper at your targets for damage. I run across shortbow thieves all the time, and I haven’t had any problems slapping any of them silly as of yet.