Showing Posts Upvoted By RogueTigeR.3160:

Downscale ascended to exotic for WvW

in WvW

Posted by: Jrunyon.3012

Jrunyon.3012

So all of you people that complain about ascended in wvw, you don’t kill up levels right? I mean, that would be just hypocritical. You also make sure to party your enemy and make sure they’re wearing the appropriate gear so that you’re both on an even level right? Do you at least make sure to ask them how many hours they have been playing and their estimated skill level?

Wait, you don’t do this?

Then stop complaining.

Nesmee – Thief
[OHai] – Northern Shiverpeaks

thief noob looking for GOOD advice

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Posted by: Stooperdale.3560

Stooperdale.3560

Thieves can’t stand in front of mobs like a warrior can and hack them down. You need to use active defenses like smoke/blind, daze, shadowstep, cripple, and evade/dodge. It’s all there in the weapon sets so experiment a bit with the defenses and be prepared to let your auto-attacks roll out the damage. Thieves need to learn to play from the start and it becomes easier to see what’s going on when you’re not mashing your own skill bar.

Before you nerf Shadow Trap, fix it first.

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Posted by: Rafahil.2857

Rafahil.2857

Currently all shadow steps can easily be interrupted by simple things such as rocks or higher/lower elevation. You can fix this easily by simply changing the mechanic as if it acts like a mesmer portal.

Understand that what I ask is not a buff, but a fix. This has been a problem since launch, I hope this gets looked at.

Grinding for Cosmetics...?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Hot joins should reward more than Tpvp. Tpvp is a sheltered garden where great buddy’s and swell guys all get to use VOIP and play very specialised niche roles and a few secondary duties and stand in one place for 90% of the game and call in back up as it is needed. It also has the luxury of only having 5 vs 5..a nice number to have.

Spvp you have no VOIP, you get no assistance from your team mates 90% of the time. Your whole team can be pluggingholes in a downed player and clamouring over each other to get the stomp whilst one of you lays on the ground hoping someone, anyone will help rally them. In the same maps that accomodate 5 vs 5 nicely, you know have 8 vs 8 with a dog pile whirl of particle animations everywhere. The teams are often stacked on the final score card of one time having players rank20-40…the other team rank2-11 with one rank 23..players learn which is mostly likely the winning side. What makes it even more enjoyable is if you watch players from the same guild who lucked out getting on the same side. They run past each, wave pleasantly and don’t engage..if someone else comes along, the appropriate player attacks while their guild mate watches and gives pointers and warm high five at the end. You’ll ransackers constantly target people in starter gear (All the more reason to deliberately make all the skins easily obtainable from the get go.) and farm their hiney all game long.

Why do people do this? because there is no reward for them to do otherwise, so they make grinding rank easier for themselves with no regard to team.

Grinding for Cosmetics...?

in PvP

Posted by: Spelling B Champ.3264

Spelling B Champ.3264

You forgot to mention the fact that you are able to farm rank much quicker mindlessly zerging around in hotjoins than you can actually doing tournaments?!?! where is the logic there now there is tons of rank 40+ noobs running around who have no clue what teamwork is or how to actually play the tournaments as they are meant to be played which in effect makes rank completely useless in every way.

We aren't even safe in hot join.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Sadly..this is not the first, the second..or even the 70th time I have seen this thread with attachments to back up the claims.

All I know is that of the guilds I have been part of..each consisting of 150+ members..both are now near empty.

The pvp waiting area that used to be full is now near empty most days.

And no matter how well I do in a match,..the reward I get is usually lesser than me opening a copper grade chest.

We aren't even safe in hot join.

in PvP

Posted by: Jzaku.9765

Jzaku.9765

I wouldn’t mind adding rank limits to custom arena options actually. It would be very nice for the new players to have a few newbie friendly zones they could learn in.

We aren't even safe in hot join.

in PvP

Posted by: Bsgapollo.5364

Bsgapollo.5364

See that. Stacked team of good players.
It really doesn’t matter what profession they play a team stacked with good players will always dominate newbs.

Sure it maybe easier to do it with necromancer now because newbs have no idea how to counter that kind of necromancer.

The bigger problem is hotjoin is jut consisted of good players farming newbies for glory. Anet needs to do something about this.

It’s called hotjoin. Every player should be able to face eachother no matter what rank vs rank. If new players want to go against players of their own level they should do a ranked tournament match. ( I know this aint possible aswel since matchmaking is kittened up but normally it should be like this. I can’t help it that Anet screwed up lol )

A suggestion would be perhaps add certain rank limits to rooms. I used to play an FPS called WarRock where you needed certain levels or in this case ranks to enter a room. For exampe > 1-10 ( for the newbs ) and like +11, +21, +31 for higher players.

Level 80 Elementalist, experienced player in pvp, trying out pve for now.

A Huge Advantage

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Posted by: PowerBottom.5796

PowerBottom.5796

Tabbing through Players to find the right target? Good freaking luck with that….

I don’t think there’s another Option in high-End play than to have very good Overview over a battlefield and to pick the right target manually with the mouse. You really need quick reactions and decent aiming, but I don’t think that this diminishes the game in any way – it makes it more challenging, but that’s IMHO a good thing.

So I don’t think you should keep your Target once it goes into stealth.

I do think the devs could make finding targets between all the minions etc. a bit easier, I have several ideas to accomplish this:

- Make Minion-Models and Pet’s smaller
- Diminish Effects so you are able to see stuff more clearly
- Maybe give us a a butto we can press to be able to click “through” minions, teammates, pets to hit a target easier that stands behind them. This Option could also make all the stuff you don’t want targeted a bit more see-through – this could really help IMHO, because even though I think finding and hitting the right target is an important skill to have in GW2, it shouldn’t be the case that you can’t click on it or even see it properly because of tons of pets, minions etc.

Obviously, those features shouldn’t work on Clones, so they still have the effect of distracting the opposing Players, but I see no reason why it shouldn’t work on Phantasms, since they look different than the main Mesmer anyways.

(edited by PowerBottom.5796)

A few ideas for acrobatics?

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Posted by: Coldin.2840

Coldin.2840

I personally wish Thieves had the ability to dodge while immobilized, at least in some limited fashion. I bet that’s partly why thieves rely a bit more on stealth, because it doesn’t matter if you’re crippled or rooted or even stunned, as long as you stealthed first.

Conditions are also pretty rough. There’s good talents that remove conditions while in stealth, but nothing similar for dodge. Maybe some internal cooldown of 10 seconds, where every dodge removes one condition?

But I may be asking for too much there. I love dodging personally, I just wish I could do more of it and be more effective while doing it.

Coldin – Thief – Sanctum of Rall

Are sword thieves being shafted?

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Posted by: LoneWolfie.1852

LoneWolfie.1852

I find that S/P is severely underwhelming. In the first place, the synergy between S/P is zero.

D/P – Leap combo, heartseeker damage + backstab, utilizes Shadow arts (SA) trait line. Daggers and pistols have several traits option. Typically people would want to have at least quick initiative recovery
D/D – Has huge burst damage, also utilizes the SA line.
S/D – No traits for swords. Offhand dagger is the main reason why you can use the SA line.
S/P – Worst of the lot. Received a 15% nerf in damage way back. Some people claim that auto attack does around the same damage as pistol whip. Blinding field is completely useless since sword has no finisher to speak off. But D/P has leap finisher (stealth after heartseeker), P/P has projectile finisher.

After all the nerfs, FS/LS is the only thing that got buffed, and it has nothing to do with the trait lines. And some people are stating, oh, it’s too powerful, it needs a nerf. People, are you dense in the head?

I think we’re lacking a thief dev. After 8-9 months of no buffs for sword traits (non-existent), there’s still nothing. So does this mean thieves only have daggers and pistols? (bows are way more utility than anything else)

If you think sword thieves need to have traits and especially receive buffs on S/P, please +1 this thread.

sPvP Tips

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Posted by: ArcTheFallen.7682

ArcTheFallen.7682

Tech: Thief ShadowStep Stomp
This one is pretty fun, and there are quite a few ways to do this.

Using ShadowStep Utility: Start the stomp, shadowstep as far as you can away from your opponent (behind him is always good) and then return when you are midway dropping down to get a stomp. This is especially good against Guardians. If you are facing another thief, you would save your shadowstep until he teleports.

Using Sword & Infiltraitor’s Signet: Use sword #2 to shadowstep to your opponent and start the stomp. Return using sword #2 again and then use the signet to shadowstep back to your opponent.

Using Sword & Steal: Use sword #2 and start the stomp and then sword #2 again to return to your original location. Then use steal to blink to your opponent to pull off the stomp.

Using Steal vs. Thief/Mesmer: If the mesmer cloaks early but reappears too far or if the thief chooses an unindentifiable location to teleport. Using steal can lockdown on them as long as you have them targetted so you can finish the stomp on them.

Using Infiltrator’s Signet: Same effect as using steal.

[VZ] Sky Avalon – Guardian (Main)
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division

(edited by ArcTheFallen.7682)

Traps, Revealed, and Stealth Traits

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Posted by: Kajiri.8215

Kajiri.8215

TL:DR – Change anti-stealth traps to “show the player” regardless of the stealth state. This allows the thief’s 12 stealth dependent traits (10 of them in the Shadow Arts line) to still function. I’m fine either way of how this would affect stealth #1 attacks.

I don’t mind revealed, and didn’t even when it was 4 seconds. This may slow down the builds I play, but ultimately it is just forces the thief to slow down a bit. I do mind revealed at 30 seconds. This is not because of being unable to stealth per se, but because of the profound impact it has on certain trait lines.

Most people are familiar with the (in)famous Hidden Killer trait in the critical strikes line. This is what ever GC backstab build uses. A few people might know about Fleet Shadow in acrobatics, but not many. That’s it, right? Oh wait, we missed a trait line – SHadow Arts.

All 3 minor traits and 7 major traits in the Shadow Arts trait line are built around stealth. All of these are rendered useless with the generous 30 second revealed state that traps bring with them. I would propose a way to keep the intent of traps intact, while letting “on/in stealth” traits to still function. I’m going to assume the intent was to reveal the location of players, rather than to neuter Shadow Arts thieves.

How can we do this? Change the nature of the anti-stealth trap’s revealed debuff. Make it different from the standard revealed, which prevents stealth, and make it into one that shows the location of the player (standard non-stealth graphics) regardless of stealth. This could also prevent the use of stealth attacks such as backstab.

(edited by Kajiri.8215)