Showing Posts For RogueTigeR.3160:
"Guild Wars 2 Game Client has stopped working
in Account & Technical Support
Posted by: RogueTigeR.3160
I have not tried to log on the game in about a month or two. Just tried the last two days and not getting successful. I can load the application. I can “log in”. I can select a character (although this screen is very laggy and there are definitely graphic issues going on with my face).
On day 1, when the dry top load screen was presented and the circle spinning I was booted out of the application and an error box said:
“Guild Wars 2 Game Client has stopped working: A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available.”
Day 2, I can load into dry top but everything lags and a lot does not load and i get booted out of the game again after about 5-10 seconds, with the same error box popping up.
I have windows 10.
NVIDIA GeForce GTX970 4GB
I don’t know what else to say..
mmm…usually the game works flawlessly, I don’t know what happened and don’t know how to fix it.
Thank You
kinda an old thread…but I just found it and want to support it. Mini’s need an overhaul atm. The Mini-Pet Equip slot and/or Mini-Pet + Misc. (seperate) Inventory ideas are very good.
Minis, IMO… should be more like the current dye system. They come inside of a consumable “break open” package, that when you open it, it is automatically account-bound, but up until the seal is broken, all minis are tradable. Access to the minis would, and should, be just as easy as changing the dyes on your equipment, no need to go find a bank for collectibles.
In addition, what I have read elsewhere and will reiterate and some original ideas:
- Minis should NOT on their own accord un-equip after an instance change, death, movement of the mimi inside of the inventory bag.
- Minis should have toggle-able “filter options” when right-clicked available for PvP and WvWvW modes. I’m thinking off the top of my head: Equip, view all, unequip, party view, squad view, team view; just to name a few.
- Minis, just like a ranger’s pets, should be allowed customizeable nomenclature.
- There should be an option when you equip the mini as to it’s desired proximity to it’s owner (very good idea for those brave enough to sport a mini in wvw and pvp and view all).
- PvE only: you should be able to buy with gems additional “active mini slots”, allowing more than 1 mini to be equipped at a time.
- Perhaps Rare and higher tiers (hint…hint….ascended minis? :P ) could actually offer some sort of boon
- This final suggestion would take a bit of work, but would really bring to life and not only bring the mini concept to its full potential but also get the “average” player interested and excited about an aspect of the game which has become very niche’y:
Minis should interact (autonomously) with each other, and with certain environmental objects (I’m thinking more terrain-like objects); when idle for a time, the mini should act differently besides just not moving; when you die, the mini should start to cry or mourn. Just all around “smarter” minis…really bring them to life.
Thanks for the clarification
So… If i were to increase my personal ‘Condition Damage’ stat….say with either trait distribution, a consumable, runes (like lyssa w/ a generic ‘CD’ instead of a specific type of CD), etc. etc…..
How globally/individually specific is this applied??
100% positive CD’s can include say, bleeding i inflict on another toon, poisoning I inflict, burning, etc.
BUT…
Are ALL conditions, regardless of a (kind of an oxymoron) condition damage’s, direct damage, or are all damages increased with my initiation of the damage inflicted due to this stat?
i.e. Say I inflict 10 stacks of vulnerability at 0 CD stat.. is this increased, and duely the damage taken by the oppoonent, by me having this stat?
another example/questioned stat would be say…. Blind….. maybe not for ‘CD’ specifically… but would a CDuration stat buff increase a blinds duratin from say 5-6 secs w/ enough of a stat?
Thank You
I disagree w/ a lot of what’s being said on both sides…that being said I can say that in certain situations/circumstances a lot of what is being said CAN be true….
1. Thief IS a good team fighter…. when in SPvP… when I’m not playing utility… my #1 and really only job is to sit there while my team evades and attacks at a whimsical state, then I see an opportunity…. DOWN!….KILL!!…..then…goes back to playing the waiting….
—- Thief is incredibly good at playing the super predator of GW2….waiting till they find the weakest prey at a point of vulnerability (not CC…but the term)…and perfectly executing a kill. In all reality, thief is VERY versatile dependant on how you build, we can do a LOT of different things VERY well, we’re just not really too good at “Jack o’ all Trades” stuff.
2. Also, getting burst down IS and IS NOT happening in 3 seconds… It’s more like a longazz 3 secs to get ‘em to 1/2 and thief upp’s their 3 and takes the last 1/2 away in .25. Yes… I’m talking extreme Glass breaking extreme glass.. and in a SPvP situtaion… but it happens. Do I think there is a place for build(s) like that thou in the game?… OFC…yes… if you don’t want variety in kill pace…. why have variety in anything else?…. it’s just another aspect of the game…
3. Evilapprentice is right…take away burst builds…you’ll just have more and more of the same ’ol johnny and sally builds that dominate 50-70% of all professions as it is… This game is already too “META” based…we need MORE reason to try something else or something not proven 2 billion times to work great, not less…
This is the beginning of a guide that those knowledgeable in what they do best, share with those thieves that are maybe “not familiar” with how/why/in what possible situation a trait could be beneficial how/why and to what degree based on possible utilities/trait-stat layout/weapon combos/etc (build).
So, to begin and to layout the format of what I would like to see others contribute I’ll post a few traits that some are more obvious and some maybe more “O…didn’t think of that”…
Deadly Arts * —-———————— *(plus others)
Mug (III) in combination with Trickery (VI), Long Reach – In PvP and I’m guessing in smaller group WvW combat… what does almost everyone do when they are 1-2 hits from dead?… Run… When this happens and they have say…crippled you, leaped far away and are swiftly furthuring themself from you?… all you have to do is steal….and theyre already downed…..
Shadow Arts
Venomous Aura (XII) – When in group situations, more 5 vs 1 like in a frac or something…. and you can share every venom you can muster…. It CAN be beneficial to use all that you can, and share, then everyone begin attacking in a succession. Obviously you want your dmg’ing venoms…. but the real killer is…. Basilisk venom…you turn a 1.5 sec stone cold stun into a ~9-10 sec time period when the boss just doesnt move….and this is every 45 seconds….trick is…. have to start w/ 1 player attacking after the share, then right as foe moves, a 2nd player joins player 1, and as foe moves, player 3 begins attacking… etc. etc. (Also… I’d suggest not spamming all venoms at once if/when you share… cycle through them
)
Acrobatics
Assassin’s Retreat (IV) – Highly useful in “farming” situations. In combination w/ shadow stepping, the action not the skill, that said “shadow step” IS a shadow step :P , you will not only be the first one to the next mob… you’ll be there when the 2nd one to get there is like 1/2 way between mobs…..
Trickery
Ricochet (X) – Highly funny and useful (though a pain to constantly re and re-target after a ricochet, in combination w/ that shadow shot 3 iirc skill… you will bounce around like a pin ball b/t foes at times b/c you can ricochet from enemy to enemy to enemy.
that is the kind of layout I’d appreciate to see. Look forward to what others know what I may not and what strengths others have found in certain traits that i basically never and would never think to use, in my trait layout or outside the boundaries. Thanks
It’s a trait..either trick….yah…iirc…its in trickery…(X)…. makes every shot like 60% bounce to another enemy…and they can keep ricocheting…. i know b/c i play d/p P/P in SPvP and its funny as hell when you shadow shot into a crowd and blind/hit like 4 ppl b4 u stop bouncing around….anyways..that solves your “lack” of an AoE problem…also…if using d/d p/p …d/d has an aoe, DB.
P/P w/ the right traits can be very fun
It has dd + condi on 1 skill…2 skill….I belive this was too nerfed….as far as length of condi..but it puts vulnerability on foe w/ a small-med dmg as well… 3 all DD but multiple quick high dmg hits….4 for wvw in smaller groups can save lives/prevent ressurection(foe from downed to up), prevent use of heals/prevent use of that “I know its comin..i know its comin i know its commin… i better wtf out” skill that kills/etc etc…. and 5…not only blinds the target..but blinds anyone near you as well….its a very eclectic but hard to master skill set. Just use it more and you’ll learn to love the play as well as the look.
just started working out of nowhere in middle of combat again…so …idk
You should make each individual storage unit an object that can be rearranged as the individual inventory boxes can be with loot inside of them. I know of many, myself included, that would love to move 20 things 3 units down or something of that nature but dont want to take the 20 minutes to do it.
Thanks,
RogueTigeR
RogueTigeR toon
Frostgorge Sound
Started occuring about 30 mins. ago
So took a 30 min maybe afk break from playing….come back… and various functions seemed to stop occuring during game play:
- right click to interact (I’ve double checked, it IS on)
—- Not occuring with anything, attacking, looting, mining, what have you
- mouse over cursor changes
—- hand for grabbable loot type things
—- gold tri for environmental background situations
—- red tri for attackable foes
Only thing I’ve done is go afk for a little bit, other than that, no game changes, but now, cursor/mouse functions not working.
Please Help and THank You,
RogueTigeR
Would be interesting and give people a 2nd thought on which weapon to pick if each ascended weapon, (i.e. the 17 different sets of pistols, 1H swords, great swords, etc.), had it’s own “special skill” that came with use of the weapon. Not only would people have to choose which stats they prefer, but also would have to take into consideration the specific skill of that weapon which best suits that build as well.
I would think Legendary wep’s, just like with the stat modifier, you would be able to choose from the skills when ooc.
I know my marriner’s compass (non-acquirable anymore) had one… i am like 95% sure….b/c I remember roughly what it said…..or maybe I imagined a back story for it :S
I was just wondering when the rings light blue little description of it’s background were taken away and why?…. My accesories and amulets still have there’s thou….I liked them
Still looking for 4 others that would like to primarily do frac’s w/ eachother when they are on. Current rew. lvl is 22, Main is a thief, condi or zerk or support builds available. Msg me ingame or send a mail,
Thx,
RogueTigeR.3160
Borlis Pass
i only have 1/10…and i have shaked my head at 2 ones im sure i dont’ have yet….
I’ve been told when my toon shakes head no, it’s supposed to mean i’ve already acquired that tooth; there are teeth I am certain (based on my achievement progress) I do not have yet and this is occuring.
Thanks
i just shake my head “nu-uh” and it doesnt’ work?…what am i doing wrong?
I was wondering if there waas a way to either turn off… or atleast an option that allows me to fully dictate their open/closed info tree w/o it beign constantly reset by wp’ing..and i belive other circumstances b/c iirc..they will open back up on me w/o any change like that.. i am doing event..w/ everything compacted for greatest visibility… and all the sudden… tree expands… and i lose an 1/8 of what i can see clearly…
it’s hard enough to clearly view the situation/environment w/o culling.. but this info tree which i love is compactable and expandable by player.. is constantly reseting itself to whatever view it deems the best for me…
i want it to remain compact until I open it.. .. I mean.. if a new event in proximity occurs…sure…even if comact… add a branch to the list… but for smooth game play and functionability, do not have it reset itself form what the user customized its view to…. until i recustomize…
thx u
so…. idk what I’m doing to reset this feature (when you resize your inventroy… the nxt time you open it.. it’ll be custom set size…
) but like every other to every 5th or even eery 10th time i reopen inventory.. its reset to its original liek 4×4 size and i dont know what i am doing to make this happen
(
still no hlep from Anet?? … seriously.. this is more than annoying.. im getting ganked by inability to get rewarded for 1/ 2of anything i do..
i do have AoE loot on … but the usual circumstances is taht it covers about 20-40% of the area I need to scour to find my bags…..
it was in a WvW thread…if that clarifies or narrows down the options…
Sry for length…just a lot of rant and a lot of explain
As of the Aug 20th change to no server culling in PvE, whenever I am around a small group or more of players and/or farming/killing multiple mobs in fast succession (as commonly has been occuring in these recent living story content patches) basically any indication of the drop and placement of loot, besides the larger, hopefully more valuable, “XXXX type Chest” objects, does not visually occur.
In fact, many of the corpses and their final screams only get registered as I’m forced to slowly and painstakingly rigidly walk what I estimate is the largest area of potential loot drop locations in a grid like pattern to “battleship” my loot. These bodies almost falling out of the sky due to my proximity about 1 minute, upto maybe 3 minutes late….
Basically it’s a game of, “is there loot here?” “miss” “is there loot here?” “miss” “is there loot here?” “HIT!” “is there loot HERE?” “you sunk my battleship!” It takes me, when I really dont’ want to leave things behind and I put full effort into trying, though this is a really hard test, to pick up everything or atleast as much as possible that has been dropped, anywhere between 90 seconds to 5 minutes.
I use the lowest setting preset for appearance settings (highest performance iirc) so I expect the appearance of everything to be somewhat “less impressive”; but because I am giving up that “awe” feature, I expect to be getting the higher performance from the somewhat muted objects: (hint hint… the absolute least way of not over-performing but atleast performing is HAVING EVERYTHING BE VISIBLE THAT IS SUPPOSED TO BE VISIBLE!.. and to add, everything that eventually becomes visible to animate on cue.
This could be happening for a variety of reasons I am sure. But it is the single-most joy sucking and grief multiplying thing when you’re trying to be efficient and smooth and use my time either to either my greatest enjoyment or my greatest betterment often both, and i have to not only sit and freaking play hide and go seek w/ my rewards for actually being there and participaring which over the past weeks I’ve come to hate AND be late/tardy to the next thing on my agenda. But a possible fix, granted I’m not really knowledgeable to ANY degree whatsoever on these concepts or how they are implented much less occurring, but if you gave us the option to turn culling back on… or to a degree…or have the culling atleast be possibly scaleable on our side of the connection in some manner.
I am suggesting and narrowing the problem due to culling, or lack thereof, because this nagging situation and its 100% repeatable occurances never started happening until that patch, and happened immediately after that patch. I can tell you, THAT change is what has triggered these invisible drops and corpses. At first it was annoying, but I thought maybe there was a bug here or there and it would eventually smooth out after a patch or 2. But it is truly unacceptable that this is occuring.
I should not have to rely on my “F” action becoming available to find my drops…
waht about in wvw:
“PvF” ?
ahh… diminishing returns…thx u
I know this is an old post… but omg…
I think most of you do not understand the alive/not alive system in this game… You have not killed anything when you’ve downed someone…they’re NOT defeated…nor is the downed state intended to be a “you’re dead but you can come back” state. you’ve DOWNED someone…
i.e. say i just shot you in the kneecap and the the face (non fatal blow..clean in and out)..did i just severely hamper your survivability …hell ya… you’re PRETTY MUCH…down and out…if I walk away will you survive?…
or better yet…
if i make (obviously b/c of the turn of events) a mistake, or you can still w/ all the disadvantages thrown at your survivability take an obviously lop-sided advantage and turn it around and perhaps even finish ME off instead of me killing you when you’re at your weakest…
well… you just freaking pwnt my buttox….
The rallying system and mechanic in itself is quite (potentially) fun, useful, strategic, and even smaller groups…w/ good coordination, know-how, situational and environmental awareness can turn rallying into a pro for their side instead of a dreaded “omg this feature sux b/c it impairs my ability to win”
If rallying has repeatedly and recently been detrimental instead of beneficial to you… how about you 1. practice…. 2. study up and 3. theorize new and out-of-the-box ways to benefit from entering this state and the best ways to exit this state in the preffered manner (NOT dying)…
you have to think of this as another opportunity rather than a stupid unstrategic unfair flawed game system…. I down myself sometimes when in group situations just for the swap of skills….I know what I can and cannot do/get away with.
As a P/D thief… in small group situations…When I am at 40% or less and an opponent is being exceptionally (and this happens quite often… it is a build that is common when built correctly) slippery and hard to finish off that last 5-15%…. I’ll run straight upto and slam my face into the closest opponent to the said slippery opponent, downing myself…allowing my wep 1 skill to naturally aoe and cripple…and slow the intended target down…allowing one of my few allies to down them…. and I just shadowstep out of danger or to the next nearest opponent that is not a danger to finishing me, use smoke bomb………BOOM… just made an uncatchable, killable and stealthed myself for a prepared backstab when i rally off the crippled opponents defeat all without using any utilities or initiative….
Downed state can be a 3rd weapon set if you are brave and bold enough to pull it off…just don’t expect no mistakes and to never die off bad luck or mistiming/miscommunication/what have you…
You cannot win all the time every time and should not expect to… just try and have being downed and the rally process be benefical for you more than half the time, and try to raise your historical and expected success with this as a TOOL in your arsenal from there…
there are a few terms that are unfamiliar to myself… can only think of the 1st abbreviation which is on my mind b/c of an old post i just read…but i will update this post w/ more as I recall things i do not understand…
can anyone tell me what () means?:
“D.R.”
catalyzed by my curiosity as to what “subscribe” does…there are a lot of functions which i’m sure are implemented and possible on the forums, yet they are not detailed in any way I have found except for the “bold” “italics” “link” instructions when making a post…
Can anyone plz point me in the direction of a forums FAQ or any guide that describes how to do things…
Thx,
RogueTigeR
BorlisPass
thief been playing gw2 about 3-5 mo’s ish now….don’t do frac’s all too regularly.. but experienced enough… mainly due to not having a “team” to go with and not just some random daily run…
current max AR atm is only 20… but could easily be 30 if i had a reason to spend the laurels.
have done upto lvl 32 difficulty.. but normally just do a 12+20 if i do the daily runs. Current personal level is at 21 or 22 or something.
Thanks
RogueTigeR.3160
I am thief…. i constantly shadowstep into … Horrible horrible places…. places where you meet the darkest most dangerous creatures known to mankind……. that is how …and why….i had to slay jormag solo…then rip his heart out..and eat it…
The Proof:
www.tinyurl.com/jormagvs1
i just learned this… and i may be reading my source incorrectly… but I have experienced from mobs in PvE as a thief what I am about to share….
if u can predict when he will step+stealth away, you can use a skill with multiple attacks that takes a fair amount of time to go from start to finish on the skill… and the skill should follow the thief, through the step and even while stealthed if you initiate beforehand.
There have been several times PvE when i step away+stealth and mobs attack chains just follow me and continue attacking for another second or 3 and I’m like “WTF!”… so may work PvP aswell… i just read somewhere it works so who knows…
BUMP… more Tips PLZ
I REALLY REALLY REALLY like this idea… it’s awesome fun to go back and “re-live” some of your favorite moments
1. you’re still getting a superior rune/sigil …that will after this initial wave of salvaging-mania turns into routinely salvaging at a much slower pace….will go back up…an dperhaps…b/c of the ascended wep ppl are buying/crafting…the sup’r sigils just might… go UP in price :“D that would be aweeeesome! *look out runes! You’re not the only high price upgrade!” :P
2. I’ve …iirc… cough*kitten coughs FURBALL kittencough* cough… never gotten anything under a t5 material from high-end rares&Exotics….so… this being said… you’re ALSO getting a few t5-t6(PLZ!) materials…for sale..for collections…for…idk… maybe you like to send out t6 mat’s as “SURPRISE!!! HAPPY WEDNESDAY SEPT. 3rd!” gifts… idk…not a bad idea thou
ponders to the kitten…"hmm… if i send out 250 ori ores total to 25 ppl (10 per person)… I WONDER WHAT I MIGHT GET IN RETURN ??
D * *tries tries
3. AND…not to mention… you still get the chance at salvaging ecto’s……this dark matter acquisition is ON TOP of all that….. and yet you complain??.. do you really want to get rich in 2 hrs of salvaging exotics?:…c’mon… play the game
D
4. DARKmattER
We really need, and limit it need be just like “incoming” mails, but a “sent” mails to refer back to which mails we’ve sent out recently. Would be enormously helpful.
Thank You,
RogueTigeR
Update:
Thief and Warrior with a handful of applications still looking for a couple good teammates. Most impressed by guardian and/or necro but come impress us on any class we’ll be sure to save a place for you.
Thank You,
RogueTigeR
EVERY STEAL=+/- HP
With Mug (III) in the D.A. trait line, I do gain a little extra power and condi duration as well as every time I steal, which is basically ever 19 seconds, it adds 1300ish-low 1800’s (avg ~1400 vs heavy and ~1650 vs light)depending on toughness (numbers based on HoTM heavy and light target golems); as well as an immediate heal for 2235 + 336-672 (for a total of 2571-2907 HP gain) from grandmaster Shadow’s Rejuvenation (XI) gain HP while in stealth trait from S.A. trait line.
MORE (BURST) DMG PLZ!
In addition to the traits which give and take HP from me and foe, there is the immediate shadowstep into melee range+stealth, giving yet another opportunity for a backstab, which through testing done on the light and heavy target golems can still hit anywhere between 4300+ – 4800+ (avg ~2960 vs heavy and ~3600 vs light)
BREAKING DOWN THE TREE, leaf by leaf
As far as the Trickery trait line itself:
-A- Every steal (19sec) = +3 initiative [Kleptomaniac]
-B- +5% Dmg from all attacks when hitting from behind or the side (great for backstabs)[Flanking Strikes]
-C- +3 to maximum initiative capacity [Preparedness]
-D- Every steal (19sec) = 15 sec vigor to all nearby allies (gotta love dodging)
AND
—> Every steal (19sec)= -2 boons from stolen target, + the (-)’d boons to all nearby allies [Bountiful Theft]
-E- +1% Dmg per initiative held [Lead Attacks]
-F- Every steal (19sec) = 1sec daze on target AND (-)20% cooldown time for steal
[Sleight of Hand]
A: + Dmg: More opportunities to do dmg using stronger skills than weapon 1
() Also works in unison for added dmg with -E-
B: + Dmg: Pretty obvious
C: + Dmg: Bigger “bursts” of damage combos
() Also works in unison for even higher added dmg with -E-
D: + Survivability of team: dodging + stripping boons off
() + Dmg: Stripping defensive boons off target + Acquiring offensive boons for team
() “Confused”/“Trickery”: “how are they dodging this much?” “WTF, whered my boons go?”
E: + Dmg: obvious
F: + Survivability: Prevent/interrupt high damage incoming attacks
() + Dmg: Prevent/interrupt that perfectly timed heal and works in unison for even higher added dmg with -ABCDE- with a faster cooldown
() “Confused”/“Trickery”: “WHY AM I NOT HEALING??” “ok… time… to… K.I.L…..why did my skill not go off??”
(Dmg) Traits: ABCDEF (Survivability) Traits: DF (+Confused/Trickery):DF
By choosing 30 in Trickery, every single trait skill adds, some in a very “uniquely tricky” way, more damage.
_________________________________________________________________
It is at heart and core a burst DPS build. But the “tricky” part is…. it is played out:
Burst. Hide and run from danger. Get in close. Burst. Burst. Hide and run from danger. Get in close. Burst. REPEAT.
*There is more..a lot more of my reasoning for this tricky stealth build… but I will cut my post a little (LOT!) shorter b/c probably only interesting to me :P . But note that I have not even mentioned the 2nd function of the “steal”: stolen skills, have not mentioned stealthing away from danger after a burst, have not mentioned the healing capabilities of stealthing so incredibly often, and have not mentioned anything about weapon choice: blind spamming, vulnerability setup, the ability to use a spamable weapon skill that keeps you on the target, as well as keep the target and nearby foe’s off of you.
i know…. I am B.A…..
When you do your personal story at the beginning and middle of the game…well… maybe even not so much the middle, the rewards are great and you actually use them.
Basically the last 1/2 – 2/3 of the personal story line, rewards are little more than a mediocre skin that you only chose b/c it was the best one out of 3 choices :/ …
These rewards should be impressive and original/unique to say the very least. I mean, these are the rewards for playing the actual “game” part of the game….the old-school 1 (or 2-5) vs PvE… You vs the computer… For Achieving success at the actual game’s storyline you should receive items which either compare or outshine rares, and exotics, on the rare, harder, later in the story line segments.
It seems stupid to me that out of sentimental value alone, 97% of the items I will never ever find use for the skins, I have like 2 storage tabs full of useless cr*p that I keep b/c I can remember, “O yah.. that time… that was fun”…. 
SOME IDEAS/SUGGESTIONS FOR RE-VAMP:
- exotic or even superior to comparable exotics for a couple/few of the last story segments.
- If these items are almost meant to be purely skin based for cosmetic reward, put more work into the actual appearance; make them unique as hell and give us more than pick 1 of 3…. how about pick 1 of 15?? (that way also everyone who chooses to use a particular type of skin does not choose the same one)
- Perhaps for the last 1 or 2 rewards, there is some sort of progress towards crafting a legendary.
- A new “tier” of weapon/armor, “Odyssey”/“Choice”/“Evolution” items??? Give them something “special” .. idk… maybe a buff to this or a stat combination unseen in the game thus far… maybe unique items?… a 2h melee spear?..who knows…
Make these re-vamped rewards completely unique to the certain path taken to end up where the reward is achieved… the middle-end storyline is basically permanent and the same for all, but earlier choices give that journey to get there a completely unique reward compared to a different choice earlier on.
As far as those who have already achieved their story’s competion:
Retro-Active rewards should be given out…
OR
The newly re-vamped rewards will be available upon re-completing you personal story, but the choices you made the 1st time stick and you follow the same path as before.
(10.0.30.0.30)
Who am I supposed to be watching who has a similar build? :
http://gw2skills.net/editor/?fYAQRAoa6alUmiP3ey3E/5EB3Dmi0m69Asj1saFoJA-T4Ag0CmIKSVkrITRyisFNKYZxGjTBzLeEA
D/p+P/p… Steal spamming and stealth into backstabs…
plz check my build and suggest maybe someone I can talk to/look at to tweak my own build and ask advice.
Thanks for Your Help,
RogueTigeR
Team now is composed of a high r30s guard/necro and a high r20s thief/warr. 3-5 more spots open on team
Still looking for members… or if you’re a team of the same type and have an opening I’d be glad to show you what I have
….
Now Rank 28
Hi, I am looking for any suggestions, comments, questions about my current D/P-P/P build. It is mostly a SPvP but for dungeons I tend to lean on this build as well.
“Steal thier Tiger stripes” build: http://gw2skills.net/editor/?fYAQRAoa6alUmiP3ey3E/5EB3jki0m69gsj1saFoJA-T4Ag0CnIKSVkrITRyisFNoYdxGjTBTKeEA *
*named so, b/c the basis of this build is steal…steal again…steal again…and steal again…all the while doing ripping boons off the opponent and giving them to self+allies.
The set-up:
P/P; spam wep skill1 as you/they approach to find the maximum combat distance. When skill starts to strike opponent immediately que up basilisk venom and wep skill2 them 2x for a brief 20 stacks of vulnerability.
Transition:
D/P(switch sets); steal (shadowstepping you, poisoning them, dmging them, dazing them, healing you, blinding them, stealthing you), get behind, lay shadowtrap (if have not set-up a previous either “safe” trap (out of sight and a ways away incase things hit the fan right before you down, break trap and as you will probably down after the step, revive) or the “guard/alert” pt. trap).
The Method:
Backstab. Wep skill1-chain through its 3 skill completion for the poison condition (mainly to make a heal less effective). At this point they will retaliate or run, so either you wep skill3 to stay on their bum or/then wep skill5 to re-blind them. Through smoke field fire a wep skill4 to stop any big incoming attacks or the heal they are getting ready/trying to play. “play” run/dodge beyond shadowtrap to trigger shadow pursuit…. Backstab… Steal… Backstab… wep skill3…
Finisher: Steal.. backstab…Repeat…w/ improved intermittent sparring while using the acquired skill, mind you…When target reaches 25% re-basilisk venom up (if it’s cooled down) Heart seeker (wep skill2)+ Heart seeker + wep skill 4 to stop any last attempts at stealth/porting/heal/etc. Heart seeker + Heart seeker…. and they should be finished no matter their armor/toughness/HP/vitality.
The Skills:
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Obviously I’ve treated the “steal” mechanic as my primary “offensive weapon” or skill if you will. With a less than 20 second CD (really a 10 sec CD if you think about it; there are 2 actual functions in the 20 sec: the initial shadowstep stealth and acquisition of the stolen skill.blind.poison.yadayadaetc. + the use of the stolen skill itself, so you could say function or “skill” has a 10 sec CD), you can steal really quite, quite often.
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Blinding Powder: Treat it as an offensive: stealth into backstab, or defensive: (double when traited; ikr.. if only :P) blind everyone close when in trouble and stealth out of reach for the moment, its a very "utilit"arian skill choice.
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Shadow Refuge: More of the same uses as blinding powder. The best usage I really get out of it thou… is for the “OMG he’s gonna stomp ally and it’ll be a 1vs3 :O!!!” revive
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Shadow Trap: most common function: alert/guard pt trapping (setting a trap on a felt “safe” or less “populated” pt. and popping back if they just so happen to find that point appealing). 2nd most common usage, the “safety zone” trap: “oh crap!”… “port back!”
Shared 2nd most common usage, set it after a steal/stealth when in combat to: step to, stealth (which blinds), gain OP might and a decent amt. of fury.
Mode of Play:
2 styles of play…
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vs preferential (for them) ranged or those who like to run: Wep skill 3, will keep you on them; wep skill 2 will get you closer to them if out of range; steal will put you on them; basilisk venom will give (all boons) swiftness to help catch them/tie them to 1 spot.
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vs aggressive foes: this is basically a game of cat and mouse… but the mouse can go invisible, and then teleport right behind the cat just to kitten it off again. Get in, stealth (order varies), backstab, stealth again, get out of harms way….. repeat…. This is when wep skill 5+2 really comes in handy inbetween the all of probably 4 seconds you wish steal was cooled down already….
Defense/Survivability:
both wep sets wep skill 5 not only blinds target but creates smoke field in proximity of your toon. Hide in shadows, blinding poweder, and shadow refuge all heal when stealthed, stealth you, and make near opponents blind.
Please rate/comment/make suggestions/tweaks/share your own similar builds/thoughts/ideas… and please ask questions if any arise
the best way i can understand fully the build I’ve developed is through thoroughly knowing it; and questioning it can only lead to possibly discovering something new about it
Thank You,
RogueTigeR
This really needs to be looked into. I truly believe when this skill was conceived they intended for the thief’s “steal mechanic” to trigger the damage bonus, whether or not the actual “steal” profession skill was as developed as it currently is and “stolen bundles” deviated from “true bundles” really is not the issue.
The issue at hand is that Deadly Arts trait line major VII (Improvisation) DOES NOT WORK with thief game play:
1. As claimed earlier, any profession relies HEAVILY, some even solely, on weapon skills over bundles.
2. The trait is obviously supposed to be a “steal” spec, I mean…. the active 1/2 of the skill triggers on a THIEF’S steal… not when u pick up a “true bundle”.
3. The utter LACK of bundles laying around in either WvW, SPvP maps, or PvE. With only slightly more usage than what one can call “highly limited”, it doesn’t make real sense that they would develop a trait that when selected to use over other various other traits that proc again and again in single (and depending on the trait, relatively short duration) fights it would only possibly be utilized “every now and then”.
4. It makes more sense and the entire trait tree becomes more elegant when the 10% bonus to outgoing damage is triggered by holding a “THIEF STOLEN BUNDLE”. There are trait after trait after trait that add damage, crit chance, etc. when the “potential combat reserve” is maxed/utilized in a more fluid than bursty manner. i.e. First Strikes (10% dmg, Init > 6), Keen Observer (5% crit%, HP > 90%), Lead Attacks (1% dmg per Init), etc…
Skills akin to Shadow Trap (another that comes to mind just off top of head is the Mesmer Portal)….where there is an internal cooldown for the skill to actually be used (such as the 120 sec. duration before trap is lifted) AND the second progression of the skill to be utilized before a much smaller cooldown (the time you’re allowed to Shadow Pursuit after the enemy has been marked should have an Illustrated value of the time remaining to use the skill really should, in a game of this caliber, be animated on the game’s user interface somewhere that can be visible to the player during normal game-play operation.
Such is, there is not even a “mouse-over” visible digital display of the time remaining for most of these skills. I will say though that the one “non-boon”/effect, “Stealth”, DOES have a digital mouse-over display; thank you for that because THAT effect cannot live without the information being displayed to the player.
Other skills could use this information sharing capability as well. Remember, the mouse-over display of time is just the beginning; to truly create a smooth game interface there should be some sort of animation or something that allows the player to acquire the information being presented without halting their play to mouse-over possible skills.
Sure, I play a thief and know the thieve’s skills waaaaaay better than other profession’s skill-trees, BUT I am not suggesting this to be implemented on only thief skills. All professions I’m sure have skills that have a duration for their implementation or else fail (“you’re outta luck!”). Any such skill along these lines should be animated to some degree WITHOUT a mouse-over in order to gather skill status.
Great Job w/ all the updates btw! Duly appreciated.
Thank You,
RogueTigeR.3160
(edited by RogueTigeR.3160)
Looking to build a team of 7-8 players
Competitive team with practices every to every other day. Daily play is not required but the more you play the more you’ll play with the team. 7-8 on the team allows for more play for all of us, giving us playability when enough are on. This is not a guild nor are you required to join a certain “all pvp” guild for consideration.
Message me on the forums and/or in game
Thank You,
RogueTigeR.3160
thank you very much
A friend of mine just purchased gw2 at my suggestion and accidentally joined a different server than I am on. Is there any way to change servers for him w/o having to pay 1000 gems (I am on a high population server)? He just started and doesn’t care about any toons he has created thus far; an account clearing would be an acceptable route to take. We would just like to play together w/o having to guest each/every day.
Plz Help.
Thank You,
RogueTigeR
I was under the impression that when they referred to “consumables”, they meant items that disappear when you use them which will give small but permanent bonuses to magic find for the account, not food items or such which you can eat at any time for a brief magic find increase……