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Glacial Heart Change Idea

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Posted by: Lyrsen.6702

Lyrsen.6702

chill duration should be reduced to 2s with a 5 second ICD at least. You should not be able to perma-chill just with this trait of course. You should be able to keep a descent up time of chill, I’m thinking less than 50% and more than 33% somewhere in between there.

Glacial Heart Change Idea

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Posted by: Lyrsen.6702

Lyrsen.6702

How about 50% of the time on critical with a 5-7 second CD?

Unable to login after DC in story

in Bugs: Game, Forum, Website

Posted by: Lyrsen.6702

Lyrsen.6702

I can not login this morning either, I was disconnected yesterday just after I logged in then had to go to work.

Got 100% map completion on VB, no reward [Merged]

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Posted by: Lyrsen.6702

Lyrsen.6702

Same problem with me, finished Verdant Brink on my mesmer that does not have map completion got the rewards just fine. Today I finished Verdant Brink with my thief that has 100% map completion and nothing pops up for rewards. On another note this is also happening with the silver wastes but have yet to finish dry top for any rewards or the same bug.

No mask of night skin from mad king says?

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Posted by: Lyrsen.6702

Lyrsen.6702

One of my friends that has not played in a very long time came back about a month before HoT/halloween launch and was wanting the Mask of night skin, we did Mad king says for the first time and they did not get it. I found it strange that it wasn’t awarded since wiki states the first time you complete it you get a mask of night skin. is wiki out-dated and my friend has to get it through the season 1 rewards tab at a laurel vendor or can we still get it for the “first” time of mad king says?

Does condi engi even work anymore?

in Engineer

Posted by: Lyrsen.6702

Lyrsen.6702

The changes I would recommend for your build are:

  • Swap Gadgeteer with Kinetic Battery (double stun break or double incendiary ammo after a dodge)
  • Swap Med Kit with Healing Turret (the blast combo heals more and removes 3 condi’s)
  • Swap Mortar Kit with Supply Crate (another interrupt for perplex runes)
  • (Optional) swap Mecha Legs with Soothing Detonation

you can swap back to Mortar Kit for taking objectives or while in the zerg

Beta Weekend Scrapper Feedback Thread

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Posted by: Lyrsen.6702

Lyrsen.6702

Just a bit of feedback with the hammer skill #3 (Rocket Charge) the casting time is a bit too long. I’ve found it so long in fact that you can’t leap finish the healing turret’s toolbelt skill (Regenerating Mist) at all, or even the overcharge of the turret.

Suggestion
How about making it similar to rifle 5 (Jump Shot) for casting time, or lower the casting time just a bit, so we can get one leap in our water fields?

Revenant Changes

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Posted by: Lyrsen.6702

Lyrsen.6702

I still think we need a few traits that give us energy so managing it is a bit easier. In GW1 there were a ton of energy gain skills so it makes sense that we would get at least some traits focused on it. If you don’t believe me try looking here for table 1, here for table 2 and here for table 3. That’s a lot of skills and nearly everyone would use at least one energy management skill.

Please let Impossible Odds be Shiro Ult!

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Posted by: Lyrsen.6702

Lyrsen.6702

Heck Battlescars would be a good elite as well, but Impossible Odds is just way more epic. When factions was new a lot of people wiped repeatedly on Shiro because of this one skill. Now that’s what I’d call an elite!

Revenant trait rework suggestions

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Posted by: Lyrsen.6702

Lyrsen.6702

Just to be clear Knighthonor I do agree revenant needs to be buffed by a lot in terms of damage and staying power. The traits I posted would be in after we get a damage buff, this shouldn’t be hard to do since A-net has stated numbers are the easiest and generally last to change. I also don’t want to be the super OP class for 1 week after HoT launch and then get nerfed to the ground every patch for 2.5 years, hence trying to keep it balanced. If you have not read my trait suggestions (posts 1-4) by now please read them, I’d appreciate feedback.

Improved Aggression already gives 20% damage reduction to taunted targets adding a ‘gain protection when disabled’ to the same trait makes no sense to me that’s all I was saying. I’d rather see Improved Aggression merged with Eye for an eye, as I posted above so when you get disabled you taunt them back and get 20% (may change the numbers though) damage reduction and taunt lasts 50% longer on players (100% on npcs).

Okay I didn’t test staff all that much you got me there yet this is also a numbers thing, it can be changed fairly quickly (depending on how it’s coded, hopefully they did it the way to make it easy to balance.)

Most of the rest of your points are agreeing with my traits suggested above. So we need energy management skills or traits (all 3 adept and 1 GM in invocation.) Fury in my suggestion is in the Corruption line for those on critical effects. There is a lot of conditional damage reduction in the Retribution line I’ve posted above.

Though I do have to say staying alive on a revenant was easier the more practice I had at it, eventually I ended up only dying once on Sunday with my Jalis/Mallyx, rabid/carrion, condi/power hybrid revenant in WvW using mace/axe. If you went full zerker with revenant of course you’re gonna be glass. It had no cannon for a power build since there was no direct damage specialization. That being said I’ll say again revenant needs to have it’s damage on mace/axe, staff and hammer buffed. With all the threads about it I’m pretty sure the devs got the picture. I decided to work on traits since they look like they were designed for the pre-June 23rd patch.

/end rant

TL;DR
looks like we have a similar mind-set and are just going about it in different ways, cool more ideas the better!

Let's Talk Trait Ideas! (New and Revisions)

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Posted by: Lyrsen.6702

Lyrsen.6702

The solution to that would be “when you use energy and critical” so only one chance per skill used, meaning multi-hit skills would have a better chance of a critical strike (since they hit more than once) but would only apply one 2 second burn per use of the skill. This is what I was thinking would happen.

Let's Talk Trait Ideas! (New and Revisions)

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Posted by: Lyrsen.6702

Lyrsen.6702

Well here are the traits of yours that I really like:

ronpierce.2760

Invigorating Howl (Master, rework): Heal yourself and nearby allies for 15(.02) health per energy spent. 360 radius. (No ICD)

Would be a great sustain and group sustain trait, awesome!

Diabolic Inferno (GM, rework): Landing a Critical hit with an energy-costing skill (no auto attack spam!) applies a 2 second burn. (Shouldn’t require a ICD not affecting Autos.)

I really like this one way better than my re-make of it.

Revenant trait rework suggestions

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Posted by: Lyrsen.6702

Lyrsen.6702

Over-all an improvement from the test weekend, I just have a few questions.

Knighthonor.4061

Retribution

Redeeming Protection and Improved Aggression need to be merged.

Why merge a taunt trait and a protection trait? It seems a bit weird to me. Yes they both give some damage reduction but Improved Aggression only works when you have a taunt on them. A foe will not disable you when they’re disabled themselves (except for on disable traits).

Reflexive Summon need to grant Protection.

I’m guessing there is limited protection for a reason hence why there is not much in my trait revamp either.

Retaliatory Evasion- need to be removed. We need less reasons to be hit by damage, not more.

You will get hit though, you’ll dodge most of the high damage stuff and get hit by the small damage right? this trait is pretty good not because it encourages you to get hit, it’s just a bit of extra damage for the follow up attacks after you dodge and have run out of endurance.

Determined Resolution – need to be increased to 25% damage reduction.

25% or 33% when under 50% health both numbers are solid. Testing will figure out if one is better than the other in terms of balance.

Salvation

Tranquil Benediction – need to reduce Energy Cost of Staff by half while increasing toughness while wielding staff.

Rather than reduce energy costs, how about 20% reduced cooldowns on staff. Staff 5 has a horrendous 20 second cooldown (pretty much the best skill on the three weapon sets we could use imo). Increased toughness works well especially with melee fighting.

Invoking Harmony- need to be merged into Serene Rejuvenation. Or revamped to Root nearby enemies on Legend Swap and Increase Energy on Swap.

I’m on the boat of more healing abilities rather than more healing modifiers.

Nourishing Roots – removed and made baseline.

Would be awesome!

Invocation

Swirling Mists- Increase number of swirls.

Honestly I didn’t even see this trait working on the weekend.

Fierce Infusion- add Protection to this.

As stated earlier I’m guessing there is limited protection for a reason hence why there is not much in my trait revamp either.

Equilibrium- along with currently works, should always heal the Revenant a fraction of their max health.

Healing more when under the 50% energy threshold and Damage with a small heal above the threshold would be a nice QoL improvement.

Incensed Response merge with Empty Vessel.

I really think fury should go in the corruption line; Shiro’s specilization may prove me wrong though.

Roiling Mists- along with current effect, add a On Crit effect to this trait.

Hrmm, what could we add and not make it overpowered? This trait is really good by itself I think, 50% critical chance with just fury on you.

Shrouding Mists – Damage reduction need to scale. Below 50% = 10% Damage Reduction, and 25% energy or below = 25% damage reduction. Along with the healing element.

This one I disagree with, you should be rewarded for managing energy well not using it all up.

Analyzing Revenant: Problems and Fixes

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Posted by: Lyrsen.6702

Lyrsen.6702

Rainiris.1975
Kidel.2057

Ventari the best? Come on. Active use of tablet makes you unable to do anything else.

This flaw comes from the energy system, not from smart usage of ventari’s tablet.

I’m pretty sure this is from the cast time when you use the ‘move tablet here,’ not the energy cost.

Let's Talk Trait Ideas! (New and Revisions)

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Posted by: Lyrsen.6702

Lyrsen.6702

Neeja.4579

Your thread gives too many suggestions. While I agree with many of them, some are a bit too early. I’d wait the end of the week with Shiro reveal. It will probably get most of the fury/might and precision related stuff.

I made those suggestions before we knew Shiro would be revealed on Friday, we’ll see how it goes; I may edit my post. Thank you for the feed back as well!

p.s. sorry for the small hijack ronpierce.

(edited by Lyrsen.6702)

Revenant trait rework suggestions

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Posted by: Lyrsen.6702

Lyrsen.6702

Neeja.4579

I’d wait for Shiro trait line before making a thread so detailed.
Fury will probably go into that instead of Corruption as you want.

Thanks for the feedback! Fury is in the Invocation line as per the weekend testing.

Adept Fierce Infusion: gain fury on heal
Master Incensed Response: gain fury when you break out of a stun.

(edited by Lyrsen.6702)

Revenant trait rework suggestions

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Posted by: Lyrsen.6702

Lyrsen.6702

Adrian Guardian.9480

I think Eye for an Eye is already good and strong, needs no buffing or change. The point of the trait is to stop the enemy from chaining CC on you, which it manages to do.

Reflexive Summon is decent already, though adding ‘: Summoned hammers now inflict cripple for 3 seconds, 10 second icd. (includes Vengeful hammers now)’ would be cool (but requires that the other 2 grandmaster traits are strong, which yours are. Note my switch of weakness for cripple, since I think that’s more needed whereas weakness the revenant already has good access to.

I agree with having a lot of fury traits in Corruption – fits with the crits focus of the line and lets you use the line without running a condi dmg build.

Your solution for the invocation grandmasters just trade one problem (2 traits which are both about maxing healing) for another (your suggestions gives 2 traits which are both about using your elite).

First of all thank you very much for the feedback! the reason Eye for an Eye was merged with Improved Aggression was so you would not have to take two major traits that both revolve around taunt as the current traits for other professions are generally like that now. I can see where you’re coming from though, the 20% damage reduction here may need to be removed or lowered but should include the duration increase (50% players and 100% npcs) on the trait.

Dang I wish I had thought of the cripple, that’s a freaking awesome idea! Will change in the post.

In invocation line, salvation line or Corruption line? the invocation line has no on elite use. I’ll guess you meant salvation, Momentary Pacification after the bug fix will work with all elite skills meaning you don’t have to take Ventari as a legend to Daze. The other one does a pretty powerful heal and is a water field in which it fits very much with Ventari for healing.

My goal for this trait/specialization revamp was to make it easier to use any trait line for the traits and not pick the legends based on the traits while still making them relevant with the intended legend.

Edited for grammar.

(edited by Lyrsen.6702)

Let's Talk Trait Ideas! (New and Revisions)

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Posted by: Lyrsen.6702

Lyrsen.6702

I have a full list of trait/specialization suggestions here for the four lines we could use in the revenant weekend.

Revenant trait rework suggestions

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Posted by: Lyrsen.6702

Lyrsen.6702

Brent.1580

really cool ideas.

Thanks! Hopefully a dev reads this and likes it too.

"Revenant - greatest in-combat mobility"

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Posted by: Lyrsen.6702

Lyrsen.6702

You could have a split skill with hammer 3, one that makes you go to the targeted location and then flips over to the return skill for 5(?) seconds. This would let you use it as mobility while also having juking potential. With this change we might see a longer cooldown or a longer duration on the return skill so we don’t get super spamming mobility with the hammer.

Where is Rev's Stun Break Utility Skills?!

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Posted by: Lyrsen.6702

Lyrsen.6702

Wiseman.4075

haha oh gosh…F1 is stun break when traited. that is so random but okay, my bad

fixed for ya

Specializations and traits

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Posted by: Lyrsen.6702

Lyrsen.6702

Brown Fang Thump.9482

It would be a shame if ArenaNet decided to forego changing effectiveness or game mechanics for the sake of keeping their pretty animations and particle effects.

In the end, it won’t matter how beautiful a revenant looks in combat if it remains a slow, ineffective profession that requires other professions to support its activities in the game.

I will definitely agree with you there, if it keeps the same slow-ness, or clunky-ness, very few people will play it past getting it to level 80 and ignoring or making a bank character with it. The clunky parts of the class are not the only problems with it though.

An Outsider's Perspective...

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Posted by: Lyrsen.6702

Lyrsen.6702

For trait interplay, or synergy, I’ve made some suggestions for trait changes here, it’s a fairly long list. Feedback would be much appreciated!

Specializations and traits

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Posted by: Lyrsen.6702

Lyrsen.6702

Telling me to look at my own suggestions… well thanks I guess you like them, awesome!

Specializations and traits

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Posted by: Lyrsen.6702

Lyrsen.6702

I’ve found most people are focused on weapon and legend skills with their lack of damage or customize-ability. Damage numbers can be changed pretty easily, cast times on weapon skills and legend skills are a bit harder since they have to change the animation for the new cast time. Traits are probably the hardest thing to change or re-make.

Maybe add upkeep to Weapon skill

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Posted by: Lyrsen.6702

Lyrsen.6702

There are some energy management traits I’ve posted in my trait suggestions, mainly in invocation here.

Specializations and traits

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Posted by: Lyrsen.6702

Lyrsen.6702

check out my list of trait suggestions here. feedback would be much appreciated!

Why support Rev needs to work

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Posted by: Lyrsen.6702

Lyrsen.6702

A lot of those ideas do really look like guardian things, not really revenant flavored. I have a suggestion of trait revamps in my thread here. Please do check it out and see if you like the supporty bits of it.

Revenant trait rework suggestions

in Revenant

Posted by: Lyrsen.6702

Lyrsen.6702

Invocation
Minors:

  • Swirling Mists: meh. Fix: energy costs of legend skills is reduced by 5.
  • Revitalising Breath: even more meh. Fix: when you break a stun gain 15% of your energy.
  • Empty Vessel: very much needed, no change.

Majors:

Adept

  • Cruel Repercussion: when one of your attacks is negated gain 10% energy (block and Invulnerability only)
  • Cleansing Channel: lots of ways to deal with conditions now. Fix: rename to Focused Upkeep, upkeep skills use one less pip of energy de-gen (ex. from -7 to -6)
  • Fierce Infusion: Fury traits are in the corruption line now. Fix: When you critically hit a foe gain 5% energy.

Master

  • Equilibrium: While above the energy threshold gain offensive stats (90 power, precision, ferocity, condition damage) while below the energy threshold gain defensive stats (120 toughness, vitality, healing power)
  • Invigorating Flow: works pretty well now that we have a bit of energy management.
  • Incensed Response: When you use a skill to go below the energy threshold your attacks are unblock-able for 6 seconds. (30 second icd)

Grandmaster

  • Rolling Mists: Moved to Corruption GM
  • Charged Mists: When you go above the energy threshold (by being below it first) you gain a damaging area of effect around you for 10 seconds, it is attached to you like the Field of the Mists.) (Damage 350 per second, radius 240, 40 second icd.)
  • Shrouding Mists: when you use a skill that moves you through the mists you become invulnerable for 4 seconds (60 second icd, has an icon when it’s off cd that only you can see. Applies to: Surge of the Mists, Phase Smash, and Frigid Blitz)
  • new grandmaster: Energizing Mists: Max energy is now 150% and threshold is at 75%, gain a damage bonus based on how much energy you have above 30%: 5% increase, above 70%: 10% increase and above 120%: 20% increase (bonuses do not stack with each other)

(edited by Lyrsen.6702)

Revenant trait rework suggestions

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Posted by: Lyrsen.6702

Lyrsen.6702

Salvation
Minors:

  • Disarming Riposte: icd should be reduced. Fix: icd lowered to 8 seconds, blind duration lowered to 3 seconds.
  • Hardened Foundation: should be the other way around. Fix: Gain healing power based on your toughness and increase outgoing healing to allies by 10% (outgoing percentile does not affect you)
  • Serene Rejuvination: since you get extra healing from Hardened Foundation lets make it better Fix: When you blind a foe grant Area of Effect regeneration (4 seconds) to all allies in a 360 radius (4 second icd)

Majors:

Adept

  • Nourishing Roots: really bad. Fix: move to grandmaster, Using Energy Expultion creates a water field for 8 seconds, pluses every 2 seconds, heals 500 + (0.5*healing power) every pulse.
  • Blinding Truths: it’s pretty good. Fix: increase radius to 360
  • Tranquil Balance: While above the energy threshold remove a condition every 10 seconds. While below the energy threshold remove a condition from allies every 10 seconds (240 radius 5 targets, you included)

Master

  • Tranquil Benediction: While above the energy threshold gain regeneration (10 seconds), combat only. while below the energy treshhold gain vigor (5 seconds) (15 second seperate icd for both)
  • Eluding Nulification: great trait. Increase radius to 360 though.
  • Invoking Harmony: too much healing increase and very small sources of healing. Fix: Invoking a legend creates a wave of healing centered on you healing 700 + (0.75*healing power) in a 240 radius.

Grandmaster

  • Selfless Amplification: Keep it as is, works well with other revamped traits.
  • Natural Abundance: lots of healing already needs swiftness. Fix: move to adept tier, Gain swiftness (5 seconds) when ever you execute a finisher.
  • Momentary Pacification: fix the bug and we’re all good.

(edited by Lyrsen.6702)

Revenant trait rework suggestions

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Posted by: Lyrsen.6702

Lyrsen.6702

Retribution
Minors:

  • Enduring recovery: great.
  • Unwavering Avoidance: good.
  • Determined Resolution: underwelming. Fix: Damage reduced by 33% when under 50% health.

Majors:

Adept

  • Dome of Mists: needs an added affect. Fix: Inflicting weakness also causes slow on ememies.
  • Close Quarters: good. Maybe bump it up to 15%
  • Improved Aggression: very bad. Fix: merge with Eye for an eye.
  • New Adept: When you successfully evade an attack cast a Destructive Hammer. (10 second duration, 30 second icd, same hammer as Reflexive Summon, seperate icds though)

Master

  • Eye for an Eye: descent but underpowered. fix merged with Improved Aggression 50% increase duration on players, 100% on npcs.
  • Retaliatory Evasion: not good. Fix: merged with Empowering Vengeance
  • Redeeming Protection: 2 on disabled traits no thanks. Fix: Gain protection when critically hit, 3 second duration, icd 10 seconds.

Grandmaster

  • Empowering Vengeance: very little retaliation application unless traited. Fix: merge with Retaliatory Evasion
  • Reflexive Summon: good but could be better. Fix: Summoned hammers now inflict cripple for 4 seconds, 10 second icd. (includes Vengeful hammers now)
  • Steadfast Rejuvenation: Gain health regeneration while using an upkeep skill, Healing: 150 + (0.04*healing power).
  • New Grandmaster: Using a Legendary Dwarf Stance skill grants Retaliation (10 seconds) and protection (5 seconds). (20 second icd to prevent perma protection)

Edit: Reflexive Summon now inflicts cripple instead of weakness thanks to Adrian Guardian.

(edited by Lyrsen.6702)

Revenant trait rework suggestions

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Posted by: Lyrsen.6702

Lyrsen.6702

here are some of my suggestions constructive feedback is most definitely appreciated.

Disclaimer: numbers are definatly not final we would have to test it all first!

Corruption

Minors:

  • Rampant Vex: merge with Yearning Empowerment
  • Opportune Extraction: icd lowered to 10 seconds, now chance on crit, rather than hit.
  • Yearning Empowerment: merged.
  • New minor GM: Gain Fury on invoking a legend, 5 second duration combat only.

Majors:

Adept

  • Demonic Defiance: good
  • Replenishing despair: underpowered. Fix: remove.
  • Venom Enhancement: underpowered. Fix: poison duration 50% increase and damage 33% increase
  • New Adept: Incomming conditions grant you fury for 2 seconds (1 second icd, applies to self inflicted conditions as well)

Master

  • Bolstered anguish: direct damage increase in condi/prec line? Fix: remove.
  • Frigid precision:* lack luster. Fix: merged with Maniacal Persistance.
  • Spontanious deconstruction:* great
  • New Master: When you gain Fury apply Area of Effect Vulnerability. (5 stacks in 600 Radius, 1 second icd)

Grandmaster

  • Diabolic Inferno: underpowered. Fix: Pulse buring for 5 seconds every second after an elite is used, radius 360, 5 targets, icd 10 sec.
  • Maniacal Persistance: bad for a grand master, merge with Frigid Precision.
  • Pulsating Pestulance: (Bug?) copy all stacks not just 1 stack. Fix: trigger chance 25%, duration 5 seconds.
  • New Grandmaster: Rolling Mists (moved from Invocation, needs a new name)

My take on Revenant

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Posted by: Lyrsen.6702

Lyrsen.6702

Okay now for the suggestions to fix my issues.

Cast times

  • Mace 2 should be 0.5 sec cast time, increase the energy cost to 10 so it’s not too spammable and maybe increase burning to 2 stacks.
  • Rite of the Great Dwarf’s cast time is far too long for a stun break, how about treating it like the other stun breaks with a cast time, give stability while casting and reducing the cast time to say 1 second, you’re not going to spam it since the energy cost is quite high.

Heal skills

  • up the base heal on Empowering misery to 4320 and reduce the per condition to around 700. This would provide a better heal in situation where you don’t have condi’s and keep it similar when you do.
  • how about removing retaliation per condition removed and give protection per condition removed with the same duration 2 seconds per condi. This would make jalis a bit more tanky and burst resistant right after a heal.

Mobility

  • Make Echoing Eruption a longer “leap” or a faster animation so when you blast it won’t slow you down.
  • increase the projectile speed of Frigid Blitz by 20% that should make it land more reliably when trying to chase someone.
  • remove the self cripple and random teleport bit from Unyeilding Anguish then make it pulse torment for the duration inside the AoE. energy cost and range are good, maybe up it to 40 energy so it’s not spammable for easy escape.

Damage

  • just increase everything right now

Crowd control

  • the cast time on Forced engagement is very long, how about an instant cast but keep the projectile speed and reduce the energy cost to 35-40. This will still be dodge-able but not spammable.
  • How about making Temporal Rift ground targeted, seems to me that would fix the spawning at my feet and would let you use it more skillfully.

My take on Revenant

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Posted by: Lyrsen.6702

Lyrsen.6702

I have to say it is fun playing the revenant, the flavor of it is super unique (in a good way) and interesting. Despite the fun there are major glaring issues that should be looked at. First off I mainly played Mace / Axe hybrid power/condi with Jalis and Mallyx build with a bit of hammer during fights where I needed long range in WvW.

Cast times

  • mace 2 is way the heck too slow of a cast time. the only way it worked was to taunt an enemy into the fire field and only if the taunt landed.
  • where are my stun breaks? Untraited you get one in Legendary Dwarf Stance, your elite that is a 2 and 3/4 second channel, interrupt much? it also costs 50 energy, good luck using that twice.

Heal skills

  • In 2 words lack luster. Empowering Misery is weak and Soothing Stone is really only useful for condi removal, the problem is that you have to use both heals back to back to even try to get to max hp from half health (19k unbuffed 24k with guard stacks)

Mobility, what’s that?

  • the Road and mace 3 do give you “perma” swiftness my problem with is is that when you hit the blast you actually lose out on movement speed, meaning you go slower than swiftness every time you blast.
  • Axe 4 is a targeted, projectile, teleport, you cast it, the projectile goes out and if your target is moving away from you it gives you an “out of range” pretty much all the time when at 800-900 units away.
  • Unyeilding Anguish is counter intuitive, it’s a mobility skill that cripples you and teleports your target all over the place so you can’t hit them, wow I’m helping them escape by trying to catch up.

Damage

  • is really low power wise though we have yet to see Shiro and Glint specs that I’m hoping will fix this.
  • Condition wise it’s descent, but all you really end up doing is auto attacks for the best condi damage.
  • Hybrid power/condi is actually pretty good with mace/axe and yet some classes auto attacks do more damage than a full rotation of abilities on a revenant.

Crowd Control

  • Forced Engagement is easily dodged or strafed (almost as bad as guardian scepter auto)
  • Temporal rift is 900 range? really? every time I used it, it was right in front of me, not 900 units away where my target was. This maybe a bug.

Easiest way to level up?

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Posted by: Lyrsen.6702

Lyrsen.6702

first thing to try: use X/Pistol (either sword or dagger, your choice) for the blind field (pistol #5) for added defense

Second: Learn to dodge well, no I’m not trying to insult you, an amazing thief knows all the animations and will dodge the ones that hurt a lot. Try practicing on ettins in the human starting zone to start with, they have a slow attack speed that’s pretty easy to dodge.

Third: learn what skills you can combine together for added damage or utility. Put down a blind field with pistol #5, then heartseeker through it but before the heartseeker animation finishes, use steal to get to a far away target and you’ll hit with heartseeker and gain stealth.

Nerf Wish list

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Posted by: Lyrsen.6702

Lyrsen.6702

Originally by: EremiteAngel.9765

What: Master Thieves
Why: The problem is a Master thief vs a Master [insert any class here] is going to be advantage to the thief, with the exception of a Master Guardian.

Of all the classes, a Master level Thief holds the advantage.
Only a Master level Guardian can proudly say that they have the edge over a Master level thief.

Thieves are OP to every other class except Guardian.

All classes under the control of superb Master level players, Thief comes out on top in every encounter except vs Guardians.

Thread: https://forum-en.gw2archive.eu/forum/professions/thief/I-must-apologize/first#post5145321

Thief is overpowered

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Posted by: Lyrsen.6702

Lyrsen.6702

I said serious change: not change. Let me ask you a question: you are intelligent person. If you say you made serious change to something broken: would that still be same problematic in 2years++ later? Obviously, No!

Second Question: Why is thief profession have same problems 2years+ if there was serious change?

Last question: What did Arena net do with 2 years++ past: threads, posts, advices and suggestions concerning for thief profession?

Problematic for newer players that haven’t had the experience of learning how to counter something, sure. The way you learn to counter something is to play it, find how you die, it’s weaknesses, what you can do to exploit those. This is why I play every profession it means you learn to be better rather than going on the forums to whine, yes I see you whining in my perspective, rather than finding the weaknesses, stop trying to take the easy way out.

I recommend you play a thief, level it to 80 while actually playing the game not just tome level to 80. You’ll find that they’re not as over powered as you think and after doing that you may find that they’re so much easier to counter after doing so.

If you want help with something while leveling said thief please let me know, I’ll help, answer any questions related to any class vs thief, or if you run a specific class I can help you counter a thief.

Thief is overpowered

in Thief

Posted by: Lyrsen.6702

Lyrsen.6702

DarkSyze.8672

The reason i post was to show evidence of no serious change to thief profession from 3 years ago to now. Also to show evidence of players including thief players sharing concern with thief being OP since that time to now.

" Those who do not remember the past are condemned to repeat it "
George Santayana

" Trying to tear down the past prohibits you from building up your future "

" You can’t undo the past… but you can certainly not repeat it "
Bruce Willis

The game hasn’t even been out for three years, so there have been a lot of changes to everything. Do I really have to list them and link the patch notes or can you go through them yourself?

(off topic, sorry) As for your quotes I disagree with:

“Trying to tear down the past prohibits you from building up your future”

If you have a solid past you are going to continue in a vicious circle of doing the same thing you’ve always done since that’s what has worked for you. It works for you because that is what you know how to do. This is also the definition of crazy, expecting different results but doing the same things. If you tear down your past, no not forget it, tear it down so you can release the chains binding you, other possibilities can occur.

Thief is overpowered

in Thief

Posted by: Lyrsen.6702

Lyrsen.6702

Yes there has see patch notes:
March 16th, 2015

Thief

  • Infiltrator’s Arrow: This skill will no longer activate if a valid path to the target point cannot be found.
  • Infiltrator’s Signet: This skill will no longer activate if a valid path to the target cannot be found, except when acting as a stun break.
  • Infiltrator’s Strike: This skill will no longer activate if a valid path to the target cannot be found.
  • Shadowstep: This skill will no longer activate if a valid path to the target point cannot be found, except when acting as a stun break.
  • Shadow Escape: This skill will no longer activate if a valid path to the target point cannot be found.
  • Steal: This skill will no longer activate if a valid path to the target cannot be found.
  • Dagger Storm: This skill now grants 3 stacks of stability every 3 seconds, with a 3-second duration.

They also did the exact same type of thread for every profession.

(edited by Lyrsen.6702)

Thief is overpowered

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Posted by: Lyrsen.6702

Lyrsen.6702

Way to link a video from Sept. 20th, 2013…

Make steal use initiatives?

in Thief

Posted by: Lyrsen.6702

Lyrsen.6702

In which case the added traits are making them effective in battle. Mesmer weapons are not as potent as a DP’s base. The fact that PS thieves are in such a great place and able to fro flows their steal should tell you something, but apparently it doesn’t. And yeah, by the time a Mesmer gained the clones and set up time to cycle through each of their shatters the thief probably already used Steal twice. Still you are both ignoring the much longer cooldown of Mesmers shatters save for Mindwrack.

It’s not Mesmer as the primary on 95% of elite teams, which has t changed since launch, let me remind you. That isn’t just a magical anomaly.

That’s because of maneuverability, if any other class had the same maneuverability (Mostly vertical and some horizontal movement with the same repeatability) thieves would be insta-kicked from those “95% of elite teams.”

Make steal use initiatives?

in Thief

Posted by: Lyrsen.6702

Lyrsen.6702

Even mesmer shatters and guardian’s judge intervention and ranger’s rapid fire etc etc either don’t give as much as steal or can be avoided actively by reacting to its animation/cast time.

steal can’t be avoided except by anticipation and luck.

See the bold part, guardian Judges Intervention functions exactly like steal, no it does not have the same affects but functionality wise it’s the same. Instant teleport, can be used to precast skills and land on an enemy. Honestly if you can dodge Judges intervention, you can dodge steal.

Base Steal is something you guys should really look at too:

  1. Shadowstep to your foe
  2. steal from them.
    Source

If I don’t take anything for steal, that mean I use 4 initiative for that… really?! Yes there are builds that don’t trait steal at all 0/6/6/2/0 for example (not really viable in sPvP and not that used in WvW.)

Make steal use initiatives?

in Thief

Posted by: Lyrsen.6702

Lyrsen.6702


Which ignores various illusion requirements per shatter, build up time including phantasm cast times, illusion deaths, individual cooldowns that are not 21 seconds and more (but not perfectly) telegraphed.

You’re relating something and buffing it by a HUGE margin to prove a faulty point.

What faulty point, I did not say over how long you get those abilities. That build spends 3 major traits on shatters and 2 minors affect them, where as a Thief spends 5 major traits and 3 minors to affect Steal in the 6/0/2/0/6 build. You should realize steal does get dodged a lot in sPvP, I encourage you to try it yourself.

Now how about we talk about Chronomancer since it’s already come up with the 6/0/6/0/6 build for the thief where you can get a very good up-time on illusions and shattering makes more shatter fodder.

Lets take Domination, Illusions, and Chronomancer
Traits taken in Domination are:

  • III (Rending Shatter)
  • IV(Shattered Concentration)
  • VIII (Mental Torment)

Traits taken in Illusions are:

  • I (Compounding power)
  • V (Phantasmal Haste)
  • VIII (Master of Fragmentation)

Traits taken in Chronomancy are:

  • II (Delayed Reactions)
  • IV (Illusionary Reversion)
  • VIII (Chronophantasma)

Build link

So as long as we have 2 phantasm’s and 1 illusion out you can effectively shatter twice in a row giving you:

  1. 8 seconds of alacrity (numbers aren’t set in stone)
  2. 8 Might
  3. 8 Vulnerability (no interrupts, numbers aren’t set in stone)
  4. 8 boons removed
  5. 8 stacks of confusion
  6. 1 illusion to spawn
  7. Master of Fragmentation’s effect (depends on the shatter used)

If you use Diversion then Mind Wrack you get:

  1. even more vulnerability (numbers aren’t set in stone)
  2. 50% more damage on Mind Wrack (numbers aren’t set in stone)
  3. 3 seconds of slow (numbers aren’t set in stone)

Overall I’m really excited to play this build on my mesmer. So you see how doing that much with one keystroke is a build decision that just happens to be the meta since everything else was nerfed to the ground… yea just think about that.

Make steal use initiatives?

in Thief

Posted by: Lyrsen.6702

Lyrsen.6702

okay if mesmers had one F1 ability (F1-F4 combined) here’s a list of what it could do with the build 4/4/0/0/6:

  1. Damage (same damage as mug with 1 only illusion and can crit)
  2. Rip Boons (1 per illusion)
  3. Confusion (2 stacks of confusion, per illusion)
  4. Might (1 per illusion)
  5. Daze (1 second per illusion)
  6. Vulnerability (5 stacks per illusion, when you interrupt)
  7. Distortion (1 sec per illusion)

Now because they’re separated you get not only 4 might stacks per shatter (Illusionary Persona) you can rip 4 boons per shatter. That is:

  1. huge damage (mug is 410, Mind Wrack with 3 illusions is 726)
  2. 16 stacks of might
  3. 16 boons removed
  4. 20 stacks of confusion
  5. 4 second Daze (you can get this just have to stagger your illusions and account for run time)
  6. 20 stacks of vulnerability (I know hard to get on just 1 shatter but this is best case scenario)
  7. 4 seconds of Distortion

All of that without really specing into shatters all that much.

GW1-Style assassin look wanted!

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Posted by: Lyrsen.6702

Lyrsen.6702

take a look in your bank at:

head: Krytan Bandana
Shoulders: Mist Walker Shoulders
Body: Strider’s Tunic
Gloves: Krytan Armguards
Legs: Carapace Leggings
Feet: Priory’s Historical Boots

dye them all abyss except for the 3rd dye channel to Ivory or tweak to your preferences.

What's the role of a thief in WvW?

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Posted by: Lyrsen.6702

Lyrsen.6702

In zerg play:

  1. killing the enemy zergs back line
  2. stealth ressing
  3. being an over all nuisance

how does this happen?

in WvW

Posted by: Lyrsen.6702

Lyrsen.6702

Some guy on top of the Dredge hill trebbing outer SM wall then the inner gate, how do you even get there? here’s pictures.

Attachments:

best screenshot you have

in Asura

Posted by: Lyrsen.6702

Lyrsen.6702

Here’s my Asuran Elementalist

Attachments:

Would you swap your elite for a utility slot?

in Elementalist

Posted by: Lyrsen.6702

Lyrsen.6702

YES! seriously yes do this. Elites for ele’s in this game compared to Guild Wars one are crap, let’s look at some:

Unsteady Ground

I can imagine this as a knockdown skill that will continually knock people down in the targeted area for 5 seconds. (would combo very well with Lightning Rod and Static Field)

Shockwave

The closer you are the more damage the skill does, I can see this giving cripple and weakness as well. Would work well with a D/x or S/x close up in your face build.

Shatterstone

Kind of like the Engineers Timed Charge only chill rather than burning and AoE, probably a mid range cooldown.

My struggle with thieves

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Posted by: Lyrsen.6702

Lyrsen.6702

http://gw2skills.net/editor/?fYAQRAoY8alYmiO3eS+E95Ey2jdqCJKuHOlR1UdF4KA-jkzAY/BRTQgJKAkFIqAYyTQM7l00HWxtIas6aMlbS1uCy27BtazTcQAlD-w

Is something similar to my build, it’s more tanky than 25/30/0/0/15 but less damage, you can swap out weapons like S/P or D/D for Shortbow or P/P depending on the fight.

Single target melee fights D/D or D/P are the best choice, for single target ranged P/P works. With multiple mobs S/P and Shortbow is better, honestly it depends on the fight for what weapon set I use.