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Nov 15 is make or break time

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

If the 15 nov pvp patch is lackluster, guild wars 2 will pretty much lose that side of the game probably until a new expansion comes up. Now from my position I really don’t care about that much, I only really play anymore because some of my friends are still around and I won’t buy another Arena Net product at face value ever again. I was quite excited for the pvp aspect of GW2 based on what I have heard about GW1 so I pre-ordered….quite a mistake, should have waited a week, probably wouldn’t have bought it.

The pvp content is abysmal and quite frankly unfinished (Maybe they rushed, maybe they ran out of money, maybe they really thought this was good. Not my problem) and anyone who says it’s good is either blind, a fanboy or just trolling (The Just “2 and a half months released! Give it more time” is pitiful and people who say this clearly have no idea how the industry release schedule works and how important the first 2 weeks after release are)

Overall, I don’t think the game will die, these types rarely do so fast, but pve will basically be it’s life line (funny how the game is called guild wars) and that’s a heavy load to carry. Heart of the mists is nearly empty all the time and barely gets better during prime time across the majority of servers.

ode to thiefs.

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

10/10 for creative value….-3 for thieves being able to kill even marginally good guardians that know when to bust their def cds…..and another -2 for whining about thieves.

So that’s 5/10! Satisfactory.

dazelock thieves will be the new qq

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

Here’s the build btw:
Sword/dagger and shortbow

10 power (Mug)
30 crit (F.retal,crit haste, exe)
30 cond (Thrill, bountiful/trickster,Sleight)

6 runes of the mesmer
1 sigil of para,1 sigil of rage on s/d
1 sigil of fire on shortbow (personal pref)
Berserk amulet
Heal: Hide in shadows
Utility: Scorpion wire, shadow step, shadow refuge (you can mix and match with dev venom, roll for init and signet of agility for cond removal, depends on enemy setup)
Elite: thieves guild (Basilik venom is overkill, plus spending 1.5 out 3 stealth sec casting isn’t good, but if you feel you need it sure)

Defensive variant: Get 2 sigils of para, Knight’s amulet, Shadowstep,roll for init, shadow refuge. Try to daze the enemy as much as possible, let someone else do the dmg.
Needs a spike build partner that you communicate with to be effective.

I know sigils of Paralyzation increase “stun” duration but is Daze a stun?

Sigil of Paralyzation affects daze as well. Its actually a 33% increase, not 15% like the tooltip says. It doesn’t stack with runes of Mesmer though.

Also, 15 Shadow 15 Trickery is a much better variant than 30 Trickery. Infusion of Shadow is amazing.

Steal with daze is insta cast and on a low cooldown relatively. With good timing you can stop anything. This build isn’t about staying in the fray, it’s about stun locking and finishing the job or stun locking and having a friend finish the job.

how much longer thieves gonna be so oped ? vid

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

Yes because elementalists that can continuously heal and buff themselves to be nearly unkillable are clearly weak. ESPECIALLY in a point control game. Yep, so sucky.

dazelock thieves will be the new qq

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

Here’s the build btw:
Sword/dagger and shortbow

10 power (Mug)
30 crit (F.retal,crit haste, exe)
30 cond (Thrill, bountiful/trickster,Sleight)

6 runes of the mesmer
1 sigil of para,1 sigil of rage on s/d
1 sigil of fire on shortbow (personal pref)
Berserk amulet
Heal: Hide in shadows
Utility: Scorpion wire, shadow step, shadow refuge (you can mix and match with dev venom, roll for init and signet of agility for cond removal, depends on enemy setup)
Elite: thieves guild (Basilik venom is overkill, plus spending 1.5 out 3 stealth sec casting isn’t good, but if you feel you need it sure)

Defensive variant: Get 2 sigils of para, Knight’s amulet, Shadowstep,roll for init, shadow refuge. Try to daze the enemy as much as possible, let someone else do the dmg.
Needs a spike build partner that you communicate with to be effective.

dazelock thieves will be the new qq

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

I am willing to bet an arm and a leg that after the patch anet will ruin backstab (I have zero trust in their ability to balance after watching how they operate since beta) Sword/Dagger thief daze spam will be the new trend to hate on. People will stand there and make CnD easy to land then whine on forums that they couldn’t get out of daze thus nerf…again.

Tpvp solo que viable thieves builds?

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

Basically builds that can be used in tpvp by the thief without out them requiring massive amounts of synergy to work. Not saying they should win the game, but at least you know you can do your part.

(And please don’t say pistol/whip or backstab. Tpvp has smart players with good reaction times and stun breakers.)

New Weapon Set: Sniper Rifle (Venoms get some love <3 )

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

Sniper Rifles will be a 2 handed weapon and to synergize with the skill tree it will be classified as a pistol.
Skills 3 and 5 will be considered dual wield skills.

What does the Sniper Rifle offer the Thief?

It offers them high single target damage spikes vs a single target at a considerable range at the cost of mobility.

Skill 1: Mobility Shot – cripple your foes with a shot to the legs

Cripple for 3 seconds
Damage: 350 (or something reasonably high)
Range: 1300 (its a sniper rifle)
The casting time of this attack should be somewhat high as well (I’m thinking the came casting time as the current Body Shot), its a sniper rifle with long range and high damage that’s meant to pick on specific targets.

Skill 2: Piercing Shot – Make your foes vulnerable with an armor piercing shot

3 stacks of Vulnerability for 5 seconds
Damage: 550
Range: 1300
Initiative Cost: 4

This shot will pass through any player until it hits its full 1300 range, applying full damage and vulnerability to anyone in its path.

Skill 3: Targeted Shot – Mark your foes with a tracker, increasing your allies critical chance against them.

Damage: 450
Range: 1300
Initiative Cost: 5
Increase Critical Chance against target for 5 seconds by 10%. Stacks in intensity.

Skill 4: Venomous Ammunition -Venoms in your Utility slots are applied to your attacks for the next 5 attacks.

Initiative Cost: 5

This means all venoms (does not include your elite slot) will be applied to any attack you perform for the next 5 attacks.

Skill 5: Tactical Retreat – Leave a illusion behind as you stealth. This illusion explodes after 5 seconds or upon death, dealing high damage to foes closest to the Illusion.

Initiative Cost: 7
Illusion Damage: 50%
Illusion Damage Taken: 100%
Damage at 350: 950
Damage at 550: 450
Damage at 750: 250

Sorry op but those skills are horribly designed.

1. Is supposed to be your spam skill, something you do when you don’t have init or don’t want to spend your combo yet, adding a long cast time isn’t exactly okay. Also perma crippling through auto attack isn’t balanced at all, especially at that range.
2.This type of aoe seems very meh and dependent on enemy bad skill/stupidity. Vulnerability really isn’t the thieves thing., nobody likes body shot.
3. Bad design, there is a limited pool of boons and conditions and a few other exceptions (quickness for example or stealth), creating new special statues that effect something that is also affected by a boon defeats the purpose of the common pool established by anet with boon sand conditions.
4.Plain wrong in every aspect possible. Weapon skills shouldn’t reference utility skills and this should be self evident.
5.Illusions are a mesmer mechanic through and through, not to mention it acts like mesmer skill.

Long range main dps range weapons can't be made for thief

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

-#1 is the problem the request is meant to solve, namely giving thieves a solid >900 range option. I’m not sure it is a good solution, but “You can’t use X to fix Y because of Y” isn’t really a good counter argument.

-#2 is a good point, it all depends on how a long-range weapon would function. That said, a weapon that lowers thief mobility could be interesting tactically.

-#3 is a problem with steal, a problem that should be fixed. Steal should synergize better with ranged setups than it does.

-#4 is a design decision. Flavor can be altered to suit mechanics.

1-How is it not a good counter argument? Thieves want something that cannot be done in their current design. You can’t ask a designer to move heaven and earth, redesign a class, because you want something. Nothing indicates that thieves NEED this long range option, it’s pretty obvious that thieves were made to be melee and short ranged kitting.

2. No it wouldn’t. It would be hell to balance, because you can give them no def and you can make them do immense dmg from afar to compensate, and since thief is all about those 10% dmg traits you can imagine where that will go. You can also give them dmg mitigation on rifle but that goes against class design and people will immediately start using it has a clutch secondary weapon.

3. Agreed but changing an entire profession skill (theres like 10 traits associated with it) not to mention all the items you can steal will probably require an expansion. I can’t see the devs doing it in a weekly patch.

4. I think it’s more context than flavor. A blatant “gameplay or context decision” especially in a game where you make your character can be very grating for a player.
Sniper has pretty much always been associated big dmg. Going back to swtor, a lot of people where “irked” by the bounty hunter that could “shoot” healing bolts/syringes at you, if you want an example of this.

Long range main dps range weapons can't be made for thief

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Posted by: Nyarlathotep.9702

Nyarlathotep.9702

This thread is more of a response to the suggestion that thieves should receive rifle with a “sniper” like thematic. While this is nice idea and thieves desperately need new weapons there some inherent design problems in making such a weapon due to how the thief works.

1.Range increase: for such a sniper build to work 900 is much too little to work with in terms of staying “safe”. Even the ranger has major problems with this and they have the longest range in the game. This can lead to dmg mitigation abilities on sniper to compensate which instantly puts in a secondary slot for dmg thieves. Plus with the inherent utilities and traits on stealth a thief can be able to escape ALMOST anything at that range( not be necessarily effective in a fight, but just good at running away )

2.Static gameplay; the very nature of the sniper means that you must be stationary to do dmg, this has been in almost every game featuring a sniper I’ve ever seen. Thief survivability relies heavily on moving and stealth not tanking hits so this type of style would be completely against what a thief does currently

3.Steal: Probably the biggest ache for someone who considers themselves a competent designer. Steal is melee ability, it’s a gap closer. And a gap closer is certainly not what sniper is all about. Ignoring steal isn’t an option, for it is a profession skill, it’s supposed to a unique button besides the weapons that you have, all weapon sets have to benefit in some way from profession skills. Not doing so isn’t very elegant and competent (Cough pistol/pistol cough).

4.Burst: sniper’s only direction is big burst. It’s what you expect, it’s what they expect, it’s what everyone expects when they hear the term “sniper”. Balance issues aside, I am speaking strictly design wise, thief is more than fine on the burst side.

TL:DR

Play/watch on youtube a video of a sniper in SWTOR. Can you see that type of play style remotely fitting in with the thief?