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How about some changes?

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Posted by: Rai.9625

Rai.9625

Changes I’d like to see:

There is a thread about rebalancing Initiative around impact/cost, which would be nice to bring the weapons in line whith each other. (I would like to see lower ini cost instead of power creep here)

Venoms:
make them work similar to Signets. A passive when in combat as long as you didn’t used it.

When in combat it will give you one charge of Venom. This would need a fair bit of changes to work.
Lets say it pulses every 5 seconds: Leeching Venoms should still apply 2 stacks might, but only for 4 seconds. (this would give a thief with 5 venoms the possibility to maintain over 10 stacks of might constantly for the group, if he uses superior rune of strength for example)

For active use the might gained by leeching venoms should be increased around 2-3 seconds, so that you can maintain the might.

Though the pulsed venoms must be proper balanced: for spider Venom and skale Venom that wouldn’t be to hard (a question of duration), though devourer venom pulses should give cripple then and only the active immob.
Skelk shouldn’t be to hard either, Ice Drake Venom pulses might still give chill, though maybe with half a second.
Basilisk Venom should give slow for the pulses, maybe around a second or a half.

Overall the active use should be stronger, like higher burst, stronger CC and so on. Though to make them more viable on the board: active use will give you maybe 1s resistance. Like immunizarion through poison/venoms.

The effect would be: Support thief would be a thing, condi thief would get a decent buff, but should not overpower them madly. And it would fit the Venom theme I think.

Signets:
I think the only real problem maker are Signet of Shadows and and Assasssin’s Signet.

Signet of Shadows: the passive is nice, though not really needed anymore (Daredevil), but the active is… well just not worth it. Maybe a 2-3s stealth would be better? A lower CD blinding Powder without Blind/AoE stealth? Something that makes it worth using actively, maybe give it fpr passive apply 4s of swiftness every 4/5s. Which means you could rip/convert it as an enemy, but will make for an more interesting pick overall.

The only problem I have with Assassin’s Signet is more PVE based, it just seems it is not worth using actively in most cases, as long the cooldown is this long.
I think it is a delicate thing and it is more safe to change CD then buffing/handling the numbers, or adding things like unblockable, which will break it. I think it just needs a CD reduction mostly, to be more usable across the board (active I mean) using it actively should normally be an DPS increase even in prolonged fights.

Traps:
Needle Trap is fine I think, maybe to make it more viable across more builds a slight increase on immob. But not sure that it really is needed.

Shadow Trap: First of all just make it a teleport like mesmer portal… seriously it is just unreliable this way.
Second thing is: why is there a cast-time on destroy Shadow Trap? To be stunbreaker it is worthless, I understand that is to hinder thief to instantly disengage with just a button (Shadowstep needs more skill and you are still a lot nearer). Removing the cast time might be a bit bad, so how about giving it for the duration of the cast: Take no damage from attacks. You are still susceptible to conditions and crowd control effects. This way you could interrupt the attempt or kill him with condition pressure

Then this could really shine! And not be “useless”

Tripwire: I’m not sure to be honest, I think it is fine, but thieves need more utility so it almost never gets picked. Even in PvE it is hardly used, though I don’t think that this trap is actually bad.

Ambush: it has a nice flair though… it helps little even when soloing/world. Maybe give it a short taunt on the summoned thief? I think if it hits all who are ‘hit’ by the trap, even if it is just half a second/a second it will give enough room for the thief to actually do something.

Tricks:
only really one thing which comes to mind…. make Scorpion Wire reliable, that is all. From what I gathered and experienced the pull on GS by a Guard is a lot more reliable

Physical:
Bandit’s Defense: just make the knockdown faster or give it a Evade frame for the activation time and everything is fine and really good!

For the Traits:
Acrobatics: It still is bad, we had three dodges in a row with it and it got ripped only to go to daredevil. And we got (almost) nothing in return.

For once changed Guarded Initiation to what you showed us pre patch: let us gain resistance maybe 3s with kitten cd or something. Remember the threshold is 90%.

Assassin’s Reward could use a little buff.

You wanted to make the play more skillfull, and we got gain Vigor on successful dodge. Instead of the get 25 endurance back… so how about giving us might on dodge back? On a successful Dodge the same as Vigor, as the same minor Trait? I think that would greatly enhance the use of acrobatics. Without stripping something from Daredevil.

Shadow Arts:
Revert changes on Shadow’s Embrace, maybe just make the damaging conditions priority?
Again the choice in the adept tier is just bad. No real choice here. Somehow I still think Shadow’s Embrace should be a minor trait. Maybe Meld in Shadows could become a choice (to be honest I never took SA for the increased Invis). The we would have only Last Refuge as a bad choice in the Adept tier (Concealed Defeat at least gives a CD reduction). Maybe Last refuge could give us one block in addition? So that we really could say it may save our kitten Or just give us a stealth on last refuge which can’t give us a revealed debuff, which I would find nice maybe on a higher ICD (revealed because of attacking out of stealth by a ‘random stealth’ is what makes this trait unpredictable and hard to use)

Daredevil: The only thing I find a bit bad: Staffmaster. A damage Multiplier exclusive for staff. I think the endurance gain on staff only is good, the damage multiplier should not be staff only.

Critical Strikes: Ankle Shots. Just decrease the ICD and/or make the DMG multiplier without the need that the target is crippled. Or how about a piercing Damage? That would be nice and Skillfull

So for now enough. Maybe I can get some nice input on my Ideas

What I've been running in PvP (P/P :O)

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Posted by: Rai.9625

Rai.9625

You have access to stealth try swapping to bounding dodger. Damage +10% and leap finisher

Ranked "ew thief re-roll please"

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Posted by: Rai.9625

Rai.9625

No ranked. But a noob who obv. thinks that a thief on range is harmless and can be ignored

Ranked "ew thief re-roll please"

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Rai.9625

xDD I have been flamed a few times… but from opponents…

xD I use a build variant with Staff and P/P, Invigorating Precision and Smokescreen.

Reaper are no problem with unload and jumping around, as you have stealth (P5 and evade) good for staff and good for pistol

Smokescreen does wonders esp. against Dragonhunter and such.

Mesmers are going down as well, fast enough as well. Problem decapping still takes to long, but at least you ware not dying and kill him.

Scrapper are a bit more problematic. Eles… will die easily enough if you switch weapons infight.

So fun xD

“double pistol double noob”
“lose against an unskilled rogue so bad”
Which is the original wording

[Raid] Condition Build

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Rai.9625

Thing is I can condi on VG and go Zerk Staff on Gorsi ^^ Both went well

[Raid] Condition Build

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Rai.9625

Thats what we all said and agreed on o.o so I don’t understand your post there

It’s just that Condi thief is viable enough for raid. That zerk thief is better is out of the question.

And fortunately enough I own 3 complete ascended sets on my thief Zerker, Viper/Sinister and PVT
^^

[Raid] Condition Build

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Posted by: Rai.9625

Rai.9625

10k damage all 32 seconds doesn’t amout to much dps (312)
You forgot that the CD reduction on Traps via Traits works on Trait laid traps as well.
Same as haste on trickery trait and reduction

So it is 8 seconds or 1 additional Trap in 96 seconds ^^ AND the upkeep of Lotus Training is easier which amounts roughly 10% more DPS (in reallity it can be much higher or lower, as the conditions have their bursts. think about missing 4 seconds lotustraining when popping the venoms)

And healing shouldn’t be required of/from the thief

But mainly it is the advantage of maintaining Lotus Training, which seems to be an actual multiplier, and not an increase in condition damage which most x% sources do (like sigil of bursting, rune of the berserker etc)

S/P has advantages: you can stay static, evade and do damage at the same time + breakbar/interrupt + blind field.
For raid irrelevant, but in fractals it still is more valuable than the staff, with trash mobs

(edited by Rai.9625)

[Raid] Condition Build

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Posted by: Rai.9625

Rai.9625

@EazyPanda: your build was almost optimal, only the healing skill was suboptimal. Channeled Vigor gives you endurance (upkeep Lotus Training) and has a shorter cd, more needle trap because of the cd reduction.

As I designed my build, I really actually forgot to put the shared venoms into the equotation… xD and in that case the dmg was close enough.

I did Vale on Zerker D/D and got a rota including bounding dodger and got 30k+ backstabs easily. Which gets roughly 20k DPS.

Staff is roughly 15-20% higher in DPS, which I concluded by a short test on dummies in Silverwastes and seems to match infield/inraid.

Probably going to make some spreadsheets xD

And yea: Valeguardian probably has around 1900k armor (light armor). Made a fast spreadsheet and tinkered with the numbers and multipliers to get to similar stats when I was zerker in the raid. to get a over 30k backstab I had to lower the armor to this level (though as i made that quick it may be highly inacurate).

(edited by Rai.9625)

[Raid] Condition Build

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Posted by: Rai.9625

Rai.9625

xD so tired I forgot the most valuable effect of Venom Share… the Share.

That was my initial error in thinking ^^"

so Updated

my Build around 13,5k DPS (without burning, without moving damage from torment)

EazyPanda around 15,3k (switch to channeled vigor needed), without Lotus Training DPS will go down to ~14.1k.

With Torment on moving Damage you’ll get around 17k DPS… and with the Fire/Confusion thru whirling you may get 17,5 to 18k.

On EazyPandas Build: If you switch to sinister trinkets and using malice instead of agony, you’ll get 15k DPS, again without moving Torment damage and whirl finisher

Which means in my opinion you don’t have to craft the quite expensive Viper exotic trinkets, if you have the Sinister Ascended though it is an increase of 2,7%

Updated Version:
http://gw2skills.net/editor/?vZAQNAoYVn8lCFNhNNBuNB8PhFZCjLQ1D2BzZwQYJUbPNFCAA-TRSAQBRU9nLpEEbK/i2DAQg7PEQ9B97QAAgTAgHOCAkCAmlVA-e

~400DPS more:
http://gw2skills.net/editor/?vZAQNAoYVn8lCFNhNNBuNB8PhFZCjLQ1D2BzZwQYJUbPNFCAA-TxSAQBRU9nLpEMaPAABu/Q6MHkRlfBUfQ/OEAA4EAANTOe4IAQKAYWWB-e

(edited by Rai.9625)

[Raid] Condition Build

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Posted by: Rai.9625

Rai.9625

So I made some Spreadsheets for my condi build and the one of EazyPanda.
Of course highly idealistic, assuming 25stacks of might and 25 stacks of vuln.

My build can get around 11,4k dps

EazyPanda around 12k dps

Both without the burning with whirling thru firefields! And in my raidgroup I’ve seen 4-6k burning ticks every now and then, so it shouldn’t be underestimated.

BUT EazyPandas Build would only have that DPS, if he maintained Lotus Training… which he can’t properly (though it will get better if he switches the healing Skill to channeled vigor)

If we switch the Trinkets from Viper to Sinister the DPS will drop down to 11,6k

Still with the problem of maintaining lotus training to possibly drop down below 11k in the long run

[s}If we swap the trinkets on my build to viper, it will go up to 11,7k dps[/s]

If I swap Malice Sigil for Agony…. it will go up to 12k

Though Agony won’t buff burning… so I would say: Both builds are quite similar in DPS, though the maintaining could be alot more easier on my build. And… I didn’t implemented the multiplier of Lead Attacks into my Sheet…
and of course I can Burst more often, which means if something went a bit out of perfect, my Burst should help me to get a higher DPS in a true fight.

:D

Maybe doing D/D sheet and Staff sheet next ^^

Sheets:
my build
https://docs.google.com/spreadsheets/d/1mqrT62_JYSo5Lm_jFmr7Ar3zsJI99TnXQyC9OiSv1Ys/edit?usp=sharing

EazyPanda
https://docs.google.com/spreadsheets/d/1CvWUFk4Bsg7VJo_9dlZ74K8SmfcDG0sObBIm1lu00Ng/edit?usp=sharing

(edited by Rai.9625)

[Raid] Condition Build

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Posted by: Rai.9625

Rai.9625

Out of luck or pity or maybe both, I got a spot as a condi DD in a Raid.

Using a bit of my brains and using my build we got a nice DPS as a whole, which resulted in getting to the first splitphase by 6:50 and ending the splitphase completly by 6:00.

As I want to encourage Raids taking a Thief along, I made a build on Metabattle so for promoting and fine tune the build I want to share the link here.

http://metabattle.com/wiki/Build:Daredevil_-_Bleeding_Venom_Share

On a side note: This was more or less a random group, not a permanent constellation (neither in players, nor classes)

(edited by Rai.9625)

Thieves only raid

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Posted by: Rai.9625

Rai.9625

so we need an appointed time xD and/or a thief/assassin guild xD

Thieves only raid

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Posted by: Rai.9625

Rai.9625

I wanna try too!

How about:

Tank: using S/P + S/P, Omnom Berry Ghost, Maintainance Oil, Invigorating Precision etc. with good timing he can go quite zerky… Evade Tank with heal?

Healer… well I think we should use multiple Venom sharers, as they are our offensive support and defensive support (might and heal)

I would say: 3 Venom Sharers on Condi spec, 1 or 2 on Zerker Spec (for Might Stacks alone)

A good choice of Weapons would be PP as secondary for 3 or 4 which run into the green AOE (range dmg)

For the Venom Sharer on Condi i think D/D + SB (whirling thru Poison fields = more Posion)

2 should at least be Daredevil for the knockback (bandit guard and Scorpion wire)

Enough Boon steal should be there regardless

When will thief be playable again in Pvp?

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Rai.9625

http://gw2skills.net/editor/?vZAQNAoaVl0MhunYlTw0Jw/ELwEmXa4M0Gm7glwWoWCIAkBA-TJBFABiXGggnAwCHCAAOBAAA

I’m quite effective with this build. Even if not all Traits on DD are updated there

BUFF thief

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Rai.9625

Honestly I am frustrated .

I only play Thief, because I like him. In PVE everything is fine, I can deplete the defiance bar all by myself, easily. This is a nice role and thing… though every elite spec does more dmg as me, I can still do alot of things.

now in PvP:
Before Addon I could try to go 1v1 against every class! And it was a 50/50 chance mostly. If someone was truly better then me, I died easily and that is fine with me…

But now every frickin’ player who uses an elite spec just outright kills me without a glance! All time, always… Not even +1 works in a good way, decapping is more of a thing for shiro.

Not talking about our elite spec, did not try this out, but every core spec I used is for the trashbin at the Moment. So much for ‘elite spec is only for a different play style’-
No it is not!

Why I don't want a melee assassin elite spec.

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Rai.9625

I’d like a Ninja, with (Bo) Staff… and kits. Like Throwing Shuriken, which can be single or multi target. And things like mines on these kit.

Mobs difficulty feedback [merged]

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Posted by: Rai.9625

Rai.9625

How are they OP? I find them fairly simple…
Even on a Character I never played (rev) and changing nothing, not even looking at the traits or armor I could easily dispatch them. Interrupt them, blind them, or simply… kill them.
With my full zerk I’ll eat them for breakfast, they are as easy as brain AFK Rangers in PvP who only know their Longbow and try to Powershot you down,… well no, they are even easier.

I really like the mobs, they are not a massive challenge, but they feel like enemies now, like those mobs in Silverwastes. Not like a sacrifice to may blades…
I think they are fine as they are, if you are distracted you can get killed.

Thief Elite Spec

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Rai.9625

I would love the Staff… it has a bit Cantha style. Though I wonder what would be the Lore behind it? Staff reminds me of Bo Staff, so would it be a monk?Ninja?

Could we get a Melee/Range combination? Like Son Gokus Staff which can elongate?

I would like a Staff more so than a rifle. Though that is just personal preference.

Edit: one thing I hope: Elite Specs are not stronger than core specs, just different

No one cares about Deception Nerf?

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? It is still there? Just at an unsatisfactory place, as it competes with Shadows Embrace

[*Constructive Feedback*] Thief traits

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Rai.9625

I think Ankle Shots would be nice like 5% more DMG and additional 5-10% to crippled foes

[*Constructive Feedback*] Thief traits

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Rai.9625

Dagger Training: I would like to see it as applied poison training and working with all weapons. The 2s are okay, but it would become really a formidable choice with 3s.

Potent Poison: Well… yea it is kinda weak. Though we can really get poison running like mad, just spam SB4 for example, the fields stack together.

I don't see what all the fuss is about.

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Rai.9625

Never said anything about S/D. For S/D I do not have a direct advice, because I had no time to test it.

I would like to test something like CS/Acro/SA, Marauder/Assassin/Berserker. I do not say that this is good, just that I would like to test it that way.

List of thief bugs with the 6/23 patch

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Rai.9625

Practiced Tolerance doesn’t take bonus precision into account. Ferocity doesn’t change with Signet of Agility

Buff Food works as far as I can see

(edited by Rai.9625)

I don't see what all the fuss is about.

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Rai.9625

You are right, it only works with mates you can communicate to. That is the drawback, as I can say: Come back, ready for share.
xD one of my Mates play Warri with axe… he always waits for his share of venoms to make a spin of doom, which really is quite nasty for an opponent.

My Venom Share sure is not for solo entering…

There I use d/p SB, though my SB sees alot of use xD entering the fray is a bit more dangerous now.

I don't see what all the fuss is about.

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Rai.9625

For me there are just a few things which are bad:
The Bugs (like not cleansing Condi on entering Stealth with SE)
Acro being hit hard
The viability of the adept tier in SA

About your D/P build, I’m runing it on full Zerk, using blinding Power over Infiltrator, Double Air/Fire Sigils and DA/SA/Trickery and using venom Share. Makes Basilisk Venom quite kitten by +1 ^,..,^
Only change from before where I run Rune of the Pack, now running the Vamp Rune like you. It is all I need to not die and I’m using Dagger Training over Mug (love it, you shall not heal fully!) Still it is a bit harder to play than before, Marauder can fix that a bit^^ Or tacking Trickster over bountifull theft-

The most fun I have is with a Venom Share build going Carrion. The build is in Progress and is only working with at least two friends in TS, but it makes a huge difference as soon as I start sharing the venoms.

Meta-Battle New Venomshare PvE Build

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Rai.9625

Agree focused Venom Share is high DMG, though I would never even consider stacking might myself… not in a group. Blastfinishing a Fire Field results in 25 stacks might easily.

It is not the job of the Thief to stack Might on himself. His job: Blast Finishing a fire field. My opinion though^^

I will be scared of Mesmer

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I must say I really like fights against shatter mes/mes in general. The ratio against them is around 50/50 in terms of loosing and winning.

Stay at bay, kite him and jumping in for the kill. I’d say the battlefield for us and them have become more even. For me at least. Though I still run simply DA/SA/Trick, BERS, D/P & SB (Vamp Runes for more chance to survive and double Air/Fire Sigil)

One thing I enjoy as traits are Dagger Training (hehe almost every heal of my opponent gets cut) Panic Strike, Impro

In SA I use our standard for condi cleanse and make my basilisk venom shareable and might buffing (this can really easily decide the battle if I +1)

Trickery is pending between Thrill of crime and flanking strike, bountiful theft and sleight of hand

Sinister viable?

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Rai.9625

It outperforms Zerker from my subjective Tests, as long as you have a full group, again I’ve not tracked the numbers yet though I really want to try that soon.

On Dagger/Dagger you are feeling less.. “Squishy” because you can Evade more often.

I think it is a really nice viable Group thing.

But depending on the content/Trashmobs you are loosing dps.

Assassin's Reward - A Joke Trait?

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Rai.9625

Again Jesiah, I make good results with Dagger Training :P Though I am using D/P

Downscaling is broken. Please address this.

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Rai.9625

There shouldn’t simply be any levels…

Just make everything lv 80 and level progress is: now you get Hero points, now you get access to rare equip… to elite skill, to first spec. line… second spec line… etc.

So that you can balance everything around one base, difference then would be the equipment tier, the number of skills and spec. lines.

Wouldn’t that have been easier? Just saying

Need help against Mesmers.

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Rai.9625

That is true, just saying it is alot easier to jump into melee after fighting a bit on range ^^

(or do you think I take the risk, as a squishy thief, that after a bit of time another enemy might come?)

Just saying if you are not confident in melee him, don’t go near him.

And honestly if you played a shatter Mes yourself (and it sounds like it) you are not having one selfmade friend on the field as soon as you spot him. That’s almost always the reason I start every battle on range.

Though as you yourself know, written and in action vastly differ in most cases in one form or another.
My advice was just something, which makes it easier for a thief^^ (and you can get a good feeling of what your oponent does for that matter, as you have more overview)

Sword vs. 0's, Blocked, Invulnerable

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I mostly play Dagger/Pistol which makes it alot easier… xD as soon as they are running

And I use Dagger Training over mug actually and are happy with that, it is nice poison pressure… xD almost every heal of my opponents gets cut down. Even if they used a condi cleanse and AA is a fun thing on down state, so I won’t have to switch to SB

Though what I would whish for isn’t even make Dagger Training stronger to be more viable, just make it all weapon skills have the chance. Applied Poison Training… that would be heaven for me xD

Back to topic:
against every class and their dmg negating effects: You have to use different tactics and for that you need to know which class does what

Need help against Mesmers.

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Rai.9625

The good thing is due our bouncing arrows we can kill illusions quite quickly and we are not screwed if we loose focus on the mesmer for a moment…
he will be hit: either by bounce, aoe cluster, aoe poison

It sounds easier as it is, but it is something I did from the beginning. Another beneficial note: Most groups in PvP tend to ignore the thief on range, they underestimate the havoc you can cause from afar with your SB… and then switch, use your favorite burst… blinding powder… f key… win. Most cases in Group fights, I start from afar and help with poison, bouncing attacks, weakness/aoe dmg etc.

and then jump in

Sword vs. 0's, Blocked, Invulnerable

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Rai.9625

I knew what you are getting at: He said blocks and invul and “0”.
In each case you use different tactics:
Mistform: the ele is fast, movement with SB and getting Poison running after deenter to decrease the most likely incoming heal is good (if your steal is available it is another matter and using the DA line)

“0” in general means you can happily apply poison

“Block” you can happily apply poison

I did not present the ultimate this will fix everything solution, just a good advice which can be of help. CAN depending on the situation and getting a bit range against guards/warrs for example when they block/invul/ “0” can be good (that is depending, if he runs hammer it can be for example)

EDIT: AND it doesn’t mean your advise in learning by doing (playing the class) is a bad advice, just that I didn’t need to repeat that. I just added another pointer which can help

(edited by Rai.9625)

Sword vs. 0's, Blocked, Invulnerable

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Rai.9625

http://wiki.guildwars2.com/wiki/Signet_of_Stone

http://wiki.guildwars2.com/wiki/Endure_Pain

really? Nope

Even Mistform is so obvious that you can easily guess where they will de-enter and poison them (often)

On a Guard it is good advice to have Poison on him every time possible (curse you conid clear on guards!) Still good managable, and he gets invul only for a real short time. The blocks/Aegis are more of a problem most of the time…
That is the thing: the poison on SB4 is unblockable

And he states that he is using SB

(edited by Rai.9625)

Sword vs. 0's, Blocked, Invulnerable

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Rai.9625

A good advice is switching to SB ASAP to get Poison Fields running… so that he is permanent poisoned… which will reduce his incoming heal. Most Invul don’t make you immune to poison/conditions in general.

Need help against Mesmers.

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Rai.9625

There is a ‘simple’ way to get on their nerves big times and pushing them down fast. Use your SB, 1,2,4 sometimes 3 if you run out of evades. It will give him a headache.

And if you are running on high dmg this is vastly effective (running sigil of air and fire on my SB) as I run DA/SA/Trickery I actually use both Venom traits in SA, which makes Basilisk alot more usefull in general.

Just beware… DO not get near him, if you do you die to fast if you run Berserker (marauder is an alternative option)

It is ouplaying him with the bounce Attack, high DMG albeit Slow AOE cluster bomb, keepin’ poison on him (reduce heal ftw) and evading/good positioning… and using your basilisl venom which now has 2 charges which can be helpfull.

Just do not seek melee battle with them, even the last finishining move via steal/going invis/backstab can kill you, because to many attacks from all sides/aoe field

List of thief bugs with the 6/23 patch

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Rai.9625

I think that was fixed withe patch, I wrote the “Bug Report” from work and didn’t see if there was a patch already and oc I couldn’t test

List of thief bugs with the 6/23 patch

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*Hidden Thief: It still reveals you if you are using Mug
*Shadows Embrace: Not clearing a Condition upon entering and seems to have an ICD

Meta-Battle New Venomshare PvE Build

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Rai.9625

where come the 16k… think about venomous aura? The applied venoms are your DMG and you can add a ton off it that way: 30 stacks Poison and 20 Stacks Torment… AND you must consider Might stacks, buff food and so on
AND you have quite hefty direct DMG as well

How high it is I did not test yet myself (even if I have a similar build at my disposal) I think It is more than Direct DMG (as long as in a Group)

(edited by Rai.9625)

Explain Condi Thief and Power Thief?

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Posted by: Rai.9625

Rai.9625

The only thing the thief got effective now which can compare him DMG wise if he goes Sinister and is using venom share to stack more venoms in a group. That actually makes quite a difference, as you get additional 4×6 poison and 4×4 Torment.
Which can be easily over 5k dmg per second additionally.

My eval of changes after 24hrs

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Posted by: Rai.9625

Rai.9625

agreed that sums it up.

Things we know

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Posted by: Rai.9625

Rai.9625

Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister

Yes please let condition scale of power and condition damage + be able to crit

Just saying that if you go Direct DMG you are using 3 stats to do so…

If you go condi: you can use condi DMG, Vit and Toughness and still do the same dmg as Direct DMG which doesn’t seem… fair?

I mean the overall DMG/DPS should only be equal between Zerker and Sinister, thats all.

All in means all in

In all honesty direct damage also uses 3 stats, power crit AND ferocity.

That is what I said?

Things we know

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Posted by: Rai.9625

Rai.9625

Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister

Yes please let condition scale of power and condition damage + be able to crit

Just saying that if you go Direct DMG you are using 3 stats to do so…

If you go condi: you can use condi DMG, Vit and Toughness and still do the same dmg as Direct DMG which doesn’t seem… fair?

I mean the overall DMG/DPS should only be equal between Zerker and Sinister, thats all.

All in means all in

Things we know

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Posted by: Rai.9625

Rai.9625

Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister

In 1v1 situations it feels like it should:
Full Zerker beats full Sinister but dies afterwards to conditions.

In XvY Situations conditions make a difference, as they should.

The only problem currently is burning, that’s just crazy.

For me it doesn’t feel like that, but PvP is harder to get a real feel on in this case.

For me it shouldn’t make a difference in XvY… not really in that sense: DMG of Sinister and Zerker should still be around the same, not saying that maybe in this case Condi DMG is the better option than Direct DMG that might be fine.

But alas: World bosses: Direct DMG one stat applies to making DMG (this was what they were designed around) now: Condi has two stats (Three to be precise, as the fights are long enough) Condi DMG, Power and Condi Duration… though Condi duration might be similar to modifiers on runes and such…

Still it is one more stat DMG the Worldboss

In PvE in normal battle I can’t really evaluate the whole thing, just that it feels like condi = zerker and not sinister = zerker.

Things we know

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Posted by: Rai.9625

Rai.9625

Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister

Shadow's Embrace REVERT CHANGE

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Posted by: Rai.9625

Rai.9625

IN this form I would like it, if it was baseline in the traits. And it should remove one condition every 3 seconds… which will trigger first time whenever you go INTO stealth. Without any ICD.
You go invis remove condi… if you are 3s invis remove the second, by 6s the third.
If you gain 1s invis you should remove one condi, if you are visible then and reenter stealth you should remove a condi…

[BUG] Hidden Thief

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Posted by: Rai.9625

Rai.9625

Still it should be stated in the Trait and honestly it should not have such an high ICD then… it doesn’t make the trait reliable like it should be:
If I steal I will get invis… except I have the revealed debuff

Anet what have you done

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Rai.9625

The nerfs/adjustments will be incoming… they made a official threat about it already.

Though I really love my CS thief… it feels assassin like, crit dmg ftw

Help understanding improv

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Posted by: Rai.9625

Rai.9625

It used to recharge ONE skill of EVERY kind of Utility (trick,Deception,etc).

That never happend, at least not in the parallel world my conscious is coming from.

Agree and I used Impro alot in Dungeons. Never worked like that. The only thing new is 2 time usage of the stolen bundle instead of dealing 10% more DMG using a bundle