Showing Posts For Rage.2017:
My first wvw roaming video, which shows me on my s/d, d/d and d/p thief. Tell me what you think.
P3 is much easier to solo for a thief, then comes p2 and after that comes p1 of course, cause of tar.
Here is an old video of me killing belka, soon I will upload a new and better video.
assuming you have a 100% critchance 30 points in critical dmg are already converted in 300 ferocity which means a 10% dps loss alone from traits, also you lose up on 5% to 10% depending on night or daytime due to the sigils, but we have to see how this mechanic works out, furthermore you have to take your gear, bufffood and disci banner into consideration, so we can t really say anything yet. I expect an average dmg decrease by 30% in an organized group.
10% crit dmg loss is ofc not a 10% dps loss, you know that, dont you?
Learn to read, pls!
Ok i have to add something: assuming you have 100% crit chance, 10% crit dmg loss is still not a 10% dps loss. If you have 100% crit dmg on your gear, you have to count the base crit dmg of 150% as well, then you will have 250% overall crit dmg. So if you lose 10% of 250%, you clearly do not lose 10% dps! And that is btw the reason why a 10% dmg-modifier from traits/sigill/tonic is far stronger than 10% crit dmg from traits or food, just login and try it out.
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assuming you have a 100% critchance 30 points in critical dmg are already converted in 300 ferocity which means a 10% dps loss alone from traits, also you lose up on 5% to 10% depending on night or daytime due to the sigils, but we have to see how this mechanic works out, furthermore you have to take your gear, bufffood and disci banner into consideration, so we can t really say anything yet. I expect an average dmg decrease by 30% in an organized group.
10% crit dmg loss is ofc not a 10% dps loss, you know that, dont you?
I’ve tried all thief-builds in spvp and tpvp appart of p/p and in my opinion s/p and s/d are way stronger than d/p in a turney with decent enemies.
D/D thiefs have never existed in spvp, there allways were only S/D, S/P and D/P. There were many D/P trolls in wvw before the perma-stealth-nerf, but now there are nearly no D/P thiefs left in wvw. And btw, if you miss c&d a lot, then practice is the only advice i can give you instead of playing d/p.
btw2: i never said that d/d is better than d/p in a duel. I killed many thiefs when i played d/p a year ago, but d/d absolutely shines in an outnumbered fight.
We are talking about wvw and not about spvp, these are completly different worlds and spvp is not affected by the nerf. A d/p trickery glassy thief in wvw is a 1/2hit for any decent thief.
btw: i play assassin’s signet on my d/d thief with might on signet and might on stealth, i can maintain 10-15 stacks for my burst and 5-8 stacks for every following backstab. thiefs like you are getting 5-7k c&d + 12-15k backstabs even before they can do their bp+hs-combo.
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So you blast 2 signets + shadow refuge / shadow trap + 2 dodges + all your init for your first backstab. what happens then? you dont have any utility skills, no init and no dodges left. you wont have all the CDs rdy for the 2nd backstab.
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@Nimbl: I have over 1700 hours of experience on my thief and 80% of my play time i roamed in wvw facing 1v1/2/3/4 and toughness is helping me a lot in such fights cause i dont want to be a 1hit like all the zerker thiefs out there which i do 1hit with only one backstab. There is a big difference between 2000 and 2700 armor in wvw. And while having 2700 armor i still have 18k life, 3800 attack and 117% crit dmg, but this is an other story.
@Zenith: i guess you didnt play your d/p thief for a while now, did you? there is no perma-stealth to maintain perma-15-stacks-of-might. And if u are going to get the might through activating 3 signets then gg. i play my d/d ele in wvw every day with only 45% boon duration so the feature update wont hit my boon duration that hard. i am pretty happy with my ele right now and ofc with the dmg (75% crit dmg) and i was happy with the dmg when i had only 30-50% crit dmg.
10% of overall dmg is not that much, it’s like doing arah without undead slaying potion or sigill, not a big deal at all…
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You don’t have to explain the d/d ele to me, cause i play a full ascended d/d ele myself and i exactly know how it is dealing dmg. That is not answering the question. An ele does not need as much crit dmg as a thief cause the ele can maintain much more might stacks in a fight. And while my non-zerker-ele is dealing high dmg in wvw, it also has many defensive utilities like protection, vigor, heal etc etc. You can’t just compare different classes and playstyles.
And I play a D/P thief so I’m pretty sure you’re full of it when you’re telling me that a valk D/D ele with some might stacks is doing the damage of a signet might stack stealth spam build D/P thief.
My Cruuk style stealth stalling build can easily hit 18 stacks of might before a backstab, signet boosts notwithstanding.
I play d/d thief, not d/p and those 18 stacks of might last only for 5-10 seconds, while a scepter/dagger ele with battle-sigil can easily maintain permanent 20-25 stacks of might, d/d ele can maintain 15+ permanent stacks of might.
Ofc a thief is better at bursting a single target than an ele, but dont forget that a d/d ele is bursting aoe and has far better aoe sustained dmg than a tief. And as i said before: dont compare two absolutly different classes with absolutly different tasks on the battlefield.
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You don’t have to explain the d/d ele to me, cause i play a full ascended d/d ele myself and i exactly know how it is dealing dmg. That is not answering the question. An ele does not need as much crit dmg as a thief cause the ele can maintain much more might stacks in a fight. And while my non-zerker-ele is dealing high dmg in wvw, it also has many defensive utilities like protection, vigor, heal etc etc. You can’t just compare different classes and playstyles.
Power – Berserker, Valkyrie – nerf reduced by high critical hit rate
Precision – Assassin – KO
Toughness – Cavalier – KO
Celestial – KOThis is basically it. Assassins (hilarious that it’s not even mentioned), Cavalier, and Celestial are taking huge hits because they were already pieces without high power. Celestial may be getting a “buff” (lol) but defensive stats will never make up for the damage lost from having reduced critical damage. Overall, the impact on damage will be severe.
Berserker users won’t be affected as much as long as they maintain high crits. The same applys to Valkyrie for those few specs that are able to achieve high crits through traits, upgrades, food, and/or fury.
I was not talking about pve (i use full zerker for pve for obvious reasons).
I need few cavalier-pieces in wvw for more survivability and i will have the same crit chance which i have right now. The power-difference is not that high between full valkyrie and a mix of valk/cav and the crit chance is the same anyway. At least for my playstyle valk/cav are getting the exact same dmg-nerf as zerker is.
Btw: If i would not use the hidden killer trait, i would not use cavalier — before and after the feature patch.
ATM exotic zerker chest (using it as example) has +101 power, +72 precision and +5% crit damage
exotic cavalier is also 5% crit damage
exotic valk is like the other two 5% crit damageonly thing being changed is how crit damge works changing it to ferocity, both armor sets will still provide same amount of crit damage as the zerker set, just getting the precision is the kicker and that isnt what is changing
the nerf doesnt effect the other 2 stats on valk/cavI don’t think the goal of the Ferocity change is specifically to nerf Berzerker gear as much as it is to normalize crit damage (most likely because they’re planning more vertical progression of stats), and want critical damage on the same diminishing returns scale as opposed to a flat percentage.
honestly this is how i think its gonna work, considering they are saying that pvp crit damage is staying relatively untouched, so im assuming there will be a soft cap at 80% or 90%
That is exactly what I was thinking and I still do not get why many people are complaining about other sets like valk/cav, which in their opinions are getting a bigger nerf than zerker, cause it is not true.
As a “Hidden Killer” thief I do not understand how valk/cav gear is getting a bigger nerf than zerker. I will stick to my playstyle and my gear, crit as often as I do now, but deal 10% less dmg. Why should I regrind a new ascended set and switch to zerker after the feature-patch? Or am I missing something?
He is not that hard at all, just learn to dodge his pull and avoid his unload. Here is a video of me soloing him on my thief: https://www.youtube.com/watch?v=EZaGRxE1s3I
Good luck have fun with him ;-)
I got the email saying the gifts were sent so I excitedly logged in thinking I could finally finish Meteorlogicus and guess what…..STILL no gifts. I’m so frustrated, I’m ready to spit blood!
Don’t get your hopes up. They sent the same message out a day or two after this started occurring and stated they’d mail gifts out to people. Except that the mail never came and nobody got their gifts. Cut to 2 weeks later and here we are again.
16 days in. Still waiting.
If you would read my previous post, you would know, that I just received my gifts via mail after waiting for 4 days.
I’ve completed the world four days ago and didn’t get the gifts. Today I created a support ticket and received the gifts via mail right now.
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Ofc traveler runes and signet of shadows work infight. You will be faster than someone who is infight as well and does not have +25% speed. I’ve tested it several times. Otherwise it would not make sense to waste 60g or a utility slot for it…
No, you were more than 0.1% off. Those guys were saying that Bountiful Power would increase your DMG MODIFIERS by “5-6%” and “6-8%,” and that’s just not true. In the particular build I used for my example, it will actually increase your dmg modifiers by 15%! It will increase your EP by 5.1%, but that’s not what the OP was asking, and it’s not what the OP or any of the replies prior to mine were referring to.
Where did I say, that the dmg modifiers would be increased by 5-6%? I said, that you will get a bonus of 5-6% and of course I meant bonus-dmg, because the trait says: Deal more damage for each boon on you. There is no word about dmg modifiers. I dont need to do your math to play a game and to understand what this trait means. And it simply means 1% per boon, so yes if I have 5 boons on me, I will deal 5% more dmg, maybe 5.1% or whatever, but not more and not less.
Only your numbers are rubish in this thread, not mine. You can tell me much about dmg modifiers and stuff, but the increased dmg will still be 5-6% and not 15-18% and that fact makes your math and your numbers pretty useless, because all I need to know and all the OP needs to know is the dmg increase and it is 5-6%. And it’s pretty easy to get 8 boons on you in a good paty, but maybe not in pve, but for sure in WvW where you will for sure see 25/30 points in water more often than in pve…
With elemental attunement trait and constant attunement-switching you will get a constant bonus of 5-6% and if you have a good party, you will get 6-8% out of this trait.
What do you think of my actual build? Compensate the low hp with wvw vitality bonus and guard buff. Usually I have around 18k hp and like 2.7k armor while seeing really big numbers on c’n’d and backstabs.
Guys, you are kidding me. Last weeks it was the other servers zerging Dzagonur. When we had to fight underworld or ring of fire they zerged us and we did not whine. And of course there are cheaters, but on your servers there are enough cheaters as well, so please stop cry, kk? In every single thread you cry and cry and cry. Go online and fight and stop cheaters on your server first…