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A role for thieves request

in Tequatl Rising

Posted by: Neodefination.3759

Neodefination.3759

P/P causes you to be standing extremely close the the claw/ start of shockwave when it appears else you shots won’t hit when he moves his hands or his head with the range of 900. I’m not even sure if the pistols ricochet can even work on Tequalt.

Regarding the melee section I can agree with you as those being the best.

The problem is trying to contribute to the zerg’s damage of getting Tequalt health down to 75% before 8 minutes.

I do use Refuge and the Signets but going into Crit when you can’t crit Tequalt makes it not as great, through executioner if the server can get him below 50% is great.

Those are the best options we have but I feel we are kitten compared to the rest of the classes in contributing with these fights.

A role for thieves request

in Tequatl Rising

Posted by: Neodefination.3759

Neodefination.3759

As my main, a thief, doing this Tequatl fight makes it frustrating due to the lack of a range 1200 weapon.

As a result when tequalt moves, most attacks can easily becomes misses and while running to once again stack, we are out of range. Having a 1200 range weapons allows you to res the people at the back due to the shockwave and continuously attack while heading to stack again.

Going too close makes it easier to be hit by the shockwave and the stack doesn’t go that close and can vary from 900 range to further when attacking.

Our traits don’t aid in any way for this fight. venoms just add conditions stacks which are useless, stealth ,tricks ,deceptions all become useless compared to other classes. Stealing becomes useless except to regenerate initiative, go into stealth or slightly buff the zerg.

The only role I find that we can excel in without pulling down the server/zerg, is defending the turrets, but you can’t be asking all thieves that since you are a thief to automatically defend the turrets. Not everyone is willing to just switch to a full power build just for a world boss fight, and with that many people are already heading to defend the turrets role.

And as we all know, too many people defending the turrets causes an increase in mobs attacking the turrets.

Thus I find the roles of thieves just useless/less effective compared to other classes in this major boss fights.

Commander Status and bonus

in Suggestions

Posted by: Neodefination.3759

Neodefination.3759

TL.DR Commander shop for commanders giving them new abilities that they can purchase and use. Commander pricing reduced.

I like the idea but it has some flaws, but with a little tweaking, it can work.
With the addition of a cheaper commanders, commanders would take a different meaning. Commanders instead now have tiers.

As people have suggested before, implement a voting system / rep system. Commander now takes the place of allowing players to create a squad something many of us, players whom have guilds or a large group of friends have always wanted but can’t afford.

Commanders are regarded as squad leaders in guild wars 2 and among these leaders, we have a tier system where rep and voting come into play. This can allow players to only see higher tier commanders on the map such as tier one whom could be the one the server voted as leader among the tier 2s. Squad chat can be now used for only squad leaders and commanders.

The Commander store can also do many things such as maybe buying a buff or banner to place on the map allowing strategic options. It is also a good output for badges.

We can also take if if commander price is reduced and there can be more squad leaders (only high tier ones are seen on the map), only squad leaders may be able to purchase siege weapons. This maybe a bad idea through.

As for the abilities listed above, they may be OP but it would be nice if they could be used to change the tide of battle. I like the Warrior Banner where you can have the squad/zerg follow your banner. Either way, if ability is OP, it can be tweaked.

Grind for gold can destroy the imbalance due to the spamming of ability We thus could have Only the tier 1/2 commander being able to purchase that ability and that there can only be so many of that ability purchased and in the hands of those commanders at a time.

Bugs and Issues Compilation:

in Thief

Posted by: Neodefination.3759

Neodefination.3759

Utility

Scorpion Wire:
Randomly obstructed even in open field combat. Sometimes it hits and will knock my opponent down, but won’t drag them to me. Sometimes it only drags them a little bit. Unreliable as hell regardless of terrain. Using Scorpion Wire combined with Panic Strike (Power Trait XI) on enemies under 50% health will ignore the pull and simply immobilize foes.

poison trap
sometimes will not immobilize.

Sigil of intelligence
being stealthed and swapping to daggers and activating Assassin’s Signet to backstab, the sigil of intelligence buff disappears and you don’t get the automatic crit.
Note: This ONLY happens if you are in range to attack by activating the signet, if you walk away, activate it and then go back and press backstab, the signet works.

Assassin Signet
Assassin’s Signet’s active component doesn’t proc on the next attack – it gets used up upon the next use of a skill. Like if you activate Assassin Signet, and then right afterward Haste, the charge of Assassin Signet will get used.

Ambush Trap
If one of your thieves summoned via ambush trap or thieves guild uses scorpion wire against a target with reflection up, you get pulled into the target instead of that thief.

All Venom effects: Will occasionally not trigger any effect when used with rapid firing attacks such as the Pistol’s “Rapid Fire” or the Harpoon Gun’s “Deluge”.

Elite skill Dagger Storm
If a thief comes out of stealth while channeling Dagger Storm, the spinning animation of it doesn’t appear on my screen, and they just run around while random daggers spawn out of them. 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.

Traits
The T1 crit talent Practiced Tolerance might not be working correctly. It says 5% of precision is converted into vitality, but the added 90 precision from Signet of Agility is not factored into this equation.

100% cri trait not being 100 %.

Shadow Protector
However, the regeneration only applies intermittently. I know for sure that if you stealth (giving yourself regeneration) and then stealth again before regeneration runs out, the regeneration will not apply again. So stealth, then stealth three seconds later, and you only have 3s of regen in stead of 5.

Bountiful theft
Does not steal the appropriate amount of stacks of might, and just gives you one stack and also adds vigor for 35 seconds. Bountiful Theft trait: lasting 35 seconds when the tooltip says 15 seconds.

Hidden Thief
This trait works correctly when equipped with a main hand Sword or Dagger but is likely to bug and not work correctly when equipped with a main hand pistol or a shortbow.
When equipped with a mainhand melee weapon the auto-attack was correctly suspended when entering stealth and I would remain in stealth, as expected, for the listed 2 second duration (3 seconds actually, since time was extended for 1 second by Meld With Shadows).
When equipped with a mainhand ranged weapon this trait was likely to bug out. At minimum this does not correctly suspend auto-attacks for ranged weapons. There are additional issues related to projectile travel time. For example, if I have fired a Pistol Shot and it is in mid-flight when I Steal, my shadowstep will actually cause me to outrace the bullet at hit the target a fraction of a second before the bullet arrives. The bullet in-flight then arrives after stealthing and breaks the stealth as if I have attacked.

Signet of Shadows
The passive 25% increase in movement speed only works IF you are pressing the move forward button (“w” by default), if you are pressing the strafing buttons ONLY (“q” or “e” by default) there is no passive bonus. Unless you are pressing “w” and “q” or “e” at the same time….

I most likely wont be updating this so someone please take over if you want your fixes from Anet fast.

Bugs and Issues Compilation:

in Thief

Posted by: Neodefination.3759

Neodefination.3759

Bugs compilation

In general

Stealth
Stealth bug: After entering stealth, channels continue to track you
Stealthing seems to also allow pets/clones/phantasms etc. to continue to lock on to you and hit you for about 2 seconds after initial stealth.
Bouncing attacks still attacking you even when you’re stealthed.
Delay after stealthing, making you still hittable by attacks ( instead of going after you, like every attack with no target should do).
Auto-attacking not being stopped when you steal and go into stealth with the trait hidden thief.
Lingering AE abilities will break you out of stealth.

Shadowsteps
*On flat surfaces, it can reach the full 900 range.On slopes and everything else it gives lesser, especially on Slopes and bumpy areas where sometimes it works and sometimes it doesn’t, even if the area you wish to shadow step to is walk-able to, to doesn’t allow you to shadow step to them. Lag may come in and when you shadowstep to the area. and all of a sudden is transported back to my original point with my initiative wasted.
When used with Swiftness and Signet of shadows, the delay does not allow you to get the full 900 range.
Shadowsteps are unreliable to use when using it on a hill or to cross a gap in the ground. Sometimes it works, sometimes it just poofs you as close to the intended target area, and sometimes you just don’t move at all.
Possible bug If you attempt to use Infiltrator’s arrow through fields, you will still get damaged and get the burning if it was let say a fire field.
Shadowtrap can sometimes teleport you underneath or into terrain, if there is any terrain that is higher than what you are aiming for, you will land there.

Steal
Goes on cool down without having stolen anything.

Weapon skills

Sword/

#Dagger
* Flanking strike
Pathing is badly broken.

Dagger/

#Dagger
possible bug Cloak and Dagger
After using unable to move.

Heartseeker
Is missing a lot estimated 50% of the time even on stationary targets

#Pistol
* Shadow Shot
Roots the player in place after shadowstepping to them

Pistol/
The pistol 1 and 2 are extremely slow and underwhelming, and shortbow does more damage to a single target without unload spam. It also makes P/D underwhelming as there is no initiative dump.

  • Short bow*
  1. Cluster Bomb (possible bug)

*After Firing a cluster bomb, the icon will switch directly back to Cluster Bomb and not the Detonate, even though the Cluster Bomb arrow is still in mid-flight.Thus not allowing it to detonate.If I used Detonate above a combo field instead of letting Cluster Shot land, the blast combo finisher didn’t trigger.

#Poison Shot
While on towers, poison shot from short bow explodes on tower ledge instead of area targeted. You pretty much have to stand on the ledge yet cluster arrow works fine.

  1. Infiltrator’s arrow
    Shadowstep bugs above
  1. Disabling shot
    Doesn’t always evade or hop back. Might be server lag, but there are times where I will shoot, the animation occurs but my character wont actually move making the attack actually hit me, or a brief animation lag is seen to be hopping back then I’m back to the same place.Happens even on flat surfaces sometimes (animation showing though).

Bugs and Issues Compilation:

in Thief

Posted by: Neodefination.3759

Neodefination.3759

Infiltrator’s arrow is really Buggy.On flat surfaces, it can reach the full 900 range.On slopes and everything else it gives maybe 600.Also Especially on Slopes and bumpy areas.Sometimes it works and sometimes it doesn’t.Even if the area you wish to shadow step to is walk-able to, to doesn’t allow you to shadow step to them.I see this frequently on areas where it is a small jump but i was to shadow step to the top of it to not interrupt my run but it just teleport me to the foot of the area.Lag may come in and i shadowstep to the area. and all of a sudden is transported back to my original point with my initiative wasted.

Its even weirder when used with Swiftness and Signet of shadows.The delay does not allow you to get the full 900 range.

Not sure if this is a bug or not but, if you attempt to use Infiltrator’s arrow through fields, you will still get damaged and get the conditions if it was let say a fire field.Tested multiple times.

Flanking strike is ridiculously broken.I feel it was better in the beta but i cant confirm that for sure.Now when it is used on flat ground next to the opponent, you may have a chance or not to actually be behind the opponent.Most of the time on flat ground you spin to the side stabbing nothing and needs you to once again close the distance that your skill created.On a slope surface, forget about being at the back at all.

(edited by Neodefination.3759)

[Suggestion] Heartseeker Re-Work

in Thief

Posted by: Neodefination.3759

Neodefination.3759

What i feel is that None of the thieves abilities were built for spamming.The Initiative bar gives us one distinct trait.The ability to use any of our weapons skills in the appropriate situation.Not to build our damage around one ability.
An attack coming? Use LDB or Flanking Stike
There is a group of people? Use LDB
The guy is running away with low HP? Use HS
Your team mate is engaged in a fight over there and needs backup? Use the Shadow Shot
Need to interrupt a finish? Headshot
The problem with this is that we don’t have any other good skills to use when we dont need those. Spamming LDB seems to be the only way to get damage up.
The one that allows us to keep using the skills could be shortbow cause a field would always be nice.
Would be nice if we had a damage skill on every weapon like the Pistol whip or Unload or can just repeatedly use LDB.
The thief is a pretty confusing class due to the game mechanics where you will be funneled into using auto attack and taking damage if you use a melee weapon(and we thief sure cant take hits).Sure we can roll but rolls are better used for more certain skills to avoid them.

Which elite skill do you use?

in Thief

Posted by: Neodefination.3759

Neodefination.3759

For those asking about the hounds, NEVER EVER get them.They are a waste of your 30 points.I saved 30 points after getting thieves guild and was honestly disappointed with it.
1) Longer cool down time and shorter lasting time.They come out for 40 secs, Worst is that they can Die Really Fast.Couple that with long cool down time and its useless. A Moa Bird can almost kill them. That’s how weak they are. Your thieves guild can last a lot longer.
2)You are a thief.Notice the Thieves using the smoke field? Leap or spin through it to combo through those.Yes you can do it for a free cost to get a free stealth or to cost blind. Now how awesome is that?
3)The Advantage of the hounds….AOE fire burst the occasional knockdown. The Advantage of the Thieves guild.One ranged and one close ranged.One using Unload and the other having a chance of pulling out scorpion wire which can save you or someone else.

See the difference now?