Showing Posts For Ropes.8690:

Why spy kits are used.

in Fractals, Dungeons & Raids

Posted by: Ropes.8690

Ropes.8690

If you crank up the difficulty of a dungeon, then it is supposed to be hard. 38-48+ are for people that like the challenge, so if you don’t like it, go back down to 20-28.

When I play Diablo3 and raise the monster power to 10 in inferno mode, I don’t go complaining to the devs they made the game too hard. That is simply the difficulty I chose to play.

In regards to spy kits, they were simply an easy way to complete certain events. Now it is time for a new strategy because they were overpowered in the first place.

Uncatagorized Fractal Boss Reset

in Bugs: Game, Forum, Website

Posted by: Ropes.8690

Ropes.8690

When fighting the asuran boss at the end of the Uncatagorized Fractal, he will reset instantaneously if you use stealth.

This has been an issue for a while, but I bring it up now because this recent patch adjusted some stealth mechanics and even fixed the Giganticus Lupicus instant reset from stealth. I believe this Fractal boss fight was overlooked and should be adjusted in the same way the Giganticus fight was done.

Dredge Fractal now impossible

in Fractals, Dungeons & Raids

Posted by: Ropes.8690

Ropes.8690

die on buttons

Do you think dieing is a good game mechanism and shows how skilled you are? The whole part should be changed.

Typically, dying is something that people avoid in games. It is a fundamental mechanic in almost any game which lets the players know that they have lost.

However, in my particular strategy, it serves its purpose to complete the challenge in a timely manner and is easy to do. I do believe it shows skill to complete a challenge in less than a minute where the majority of players feel it is too difficult to even complete at all.

Remember, this is only a strategy worth doing on the higher fractals (40+) which is your own choice to do. Why does ANet need to “fix” this if it is a strategy you decide to do on your own for a difficulty level you set to be super hard in the first place?

Dredge Fractal now impossible

in Fractals, Dungeons & Raids

Posted by: Ropes.8690

Ropes.8690

Dredge fractal is still very doable.

Keep in mind that fractal difficulty level is determined by the party. People are not forced to play fractals 30+, nor is it necessary to access any special content. Rings and fractal weapons are still obtainable at 20. With that said, it is supposed to be a challenge whenever you choose a higher difficulty and it often times requires different strategies to overcome the new challenge.

One of the simplest new strategies to get past the beginning of the dredge fractal (lvl 40+) is to take 1 thief (or someone that can hop on a thief alt just for the door). 2 people die on buttons while 1 person (non-thief) uses the control panel. At that point, the thief will keep the person using the console stealthed using shadow refuge, blinding powder, and smokescreen+blast finishers.

There are most likely other strategies people can come up with, but this is the one I found that works since I play a thief in fractals 40+.

THIEF : Stuck in combat

in Bugs: Game, Forum, Website

Posted by: Ropes.8690

Ropes.8690

Use “stow weapon” to get out of combat when you get this bug.

Whenever I have an issue with staying in combat even though nothing is around me, I just stow my weapon and that fixes it.

[Build] End Game Fractals P/P Build

in Thief

Posted by: Ropes.8690

Ropes.8690

I think I’m going to have to try this build out. I’ve been meaning to switch up my traits for a more P/P oriented build ever since I got into the level 30 fractals.

Note: the following comments are for fights against a single target in fractal boss fights (Not for general PvE play)
I do believe that D/D can still lay down more raw dps in easy fights, but I won’t use D/D for high fractals because 1 wrong move and your downed in melee range of the boss. Not to mention the dodge roll bug has killed me too many times (when you dodge roll at the wrong time in your skill 1 attack chain and it prevents you from rolling).
Another DPS factor that many people seem to overlook is that the entire skill set has projectile finishers which is better (imo) than a leap or whirl finisher in a boss fight.

New Trait - Stealth on dodge

in Thief

Posted by: Ropes.8690

Ropes.8690

Seems interesting and could be fun if implemented correctly.
If it had like a 30sec internal cooldown, that could be kinda lame and hard to predict.
If it had a charge up on dodge, that would be nice. Meaning that maybe every 5 dodges you get stealth and have some sort of icon charge notifying when its going to happen.

INB4: everyone just assumes there is only 1 implementation = stealth for every dodge roll (which is too OP obviously)

Edit: dang, people have already started assuming it.

Thief - Stuck in combat

in Bugs: Game, Forum, Website

Posted by: Ropes.8690

Ropes.8690

I’ve played a thief as my main since betas and I haven’t had an issue with getting stuck in combat. The issues that you are having may simply be understanding combat mechanics. To put it simply, the following are what I understand the mechanics to be:

1. If you deal damage to an entity or are dealt damage by an entity, you must get a certain distance away from it to break combat. Killing the entity removes you from combat as well. (I say entity because it could be an enemy or a structure/totem)

2. If you are dealt damage by a non-entity (namely if you take falling damage) then it puts you in combat for just a couple seconds.

3. Negative conditions keep you in combat no matter the source. (so if you are bleeding, but have killed the enemy, you stay in combat until the bleed goes away)

For a thief, you may be experiencing these issues more because stealth will cause enemies to lose aggro. However, the combat mechanics still apply and you must be a certain distance away from the enemy even if it is not aggro’d to you anymore.

(edited by Ropes.8690)

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Ropes.8690

Ropes.8690

Please take my following opinions in regard to PvE play.

I love the thief gameplay due to its solo nature, maneuverability, and trickyness. However, that does not apply to any underwater content. The underwater gameplay for a thief is incredibly limited and boring. Here are the reasons why:

  • Mobility boils down to steal, 2 skills (ink shot teleport and roll for initiative), and 1 trait (acrobatics swiftness on dodge)
  • Stealth is limited to only Hide in Shadows heal and our steal (if we trait into that)
  • Attacking is mainly 1v1 combat. The spear skill 1 is the only AoE we have because I don’t include the speargun skill 1 as AoE (ya, it pierces multiple enemies in a straight line, but the situations where that is useful are rare)
  • The ONLY elite skill we have available underwater is a joke in PvE. Seriously, our ONLY elite underwater is basilisk venom which would only be useful to use on a boss, but it rarely even affects bosses.
  • The only skills we can choose from are venoms and signets which you have to be spec’d out for to be useful (i’m not going to respec traits just to be a little useful in underwater combat)

My recommendations:

  • Give us more skills to go into stealth (why can’t we have shadow refuge? sure its ground targeted on land, but so is a Mesmer’s amazing elite skill time warp which they can use underwater)
  • Give us maneuverability. As a thief, teleport feels more fun, but a skill to give us swiftness underwater seems like a good alternative since a directional teleport would be difficult to implement. Why does our spear gap closer (skill 3?) pull us to the target and stun us??? (if feels like i can’t do anything for a second or two after I use that skill)

I don’t know if these issues are specific to thieves or if underwater play is as disappointing on other characters as well, but I think it can be improved a lot.

Thief Steal Skills Bug Colossus Fractal

in Bugs: Game, Forum, Website

Posted by: Ropes.8690

Ropes.8690

When using a thief steal skill while holding the hammer in the colossus fractal, the hammer disappears but continues to stack the corruption counters on the player.
This is a blocking bug since it makes it impossible to get the hammer back once it is lost in this manner.

Edit: my specific experience occurred when using the “Rusty Scrap Strike” steal skill

I think it would also be a good idea to test the thief steal skills while holding other environmental weapons/bundles as well.

(edited by Ropes.8690)

I am so sick of bad allies

in Thief

Posted by: Ropes.8690

Ropes.8690

Here are a few tips I’d like to throw out there. I don’t know if they will apply to your particular scenario but it may improve your own playstyle. (note that this is for PvE play)

1. If the mob is targeting a non-melee teammate, you can’t expect them to sit still just so you can pistol whip the mob. Instead, try helping your teammate with just using the sword auto attack. It will do about the same damage as pistol whip but you will also cripple and weaken the foe to help your fleeing teammate.

2. The main benefit to pistol whip over the sword auto attack is the stun + 1sec evade. When you haste through it, that evade does not last nearly as long and makes it less usefull. The damage output of hasted pistol whip vs hasted auto attack is negligible (pistol whip just adds the damage numbers together so you get to see more big numbers but that’s really just a visual thing).

Basically, sword/pistol has a lot of versatility and can be better used to support the “bad players”. Just popping haste + a skill that locks you in place doesn’t seem very advantageous in many situations (I guess would help if you need SoM or sigils to trigger more).

(edited by Ropes.8690)

99% MAP competion

in Players Helping Players

Posted by: Ropes.8690

Ropes.8690

Chantry of Secrets?
(http://wiki.guildwars2.com/wiki/Chantry_of_Secrets)

This is the only place I know that has exactly 1 POI and is not seen from the world map and cannot be teleported to normally.