Showing Posts For Seetoo.9316:

P/P: Dodging costs 50% less while unloading

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Seetoo.9316

Right now, I’m against anything that changes the set.

P/P: Dodging costs 50% less while unloading

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Seetoo.9316

I’m glad someone else is thinking about necro corruptions.

Right now, traits are straight up buffs. Traits are either +1’s to any build that uses them or +0’s meaning you can’t use them. I would like to see +1-1 (net 0) .

Example
Pistol Mastery
+10% damage per pistol equiped, -10% damage per weapon that isn’t a pistol equiped

P/P: Dodging costs 50% less while unloading

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Seetoo.9316

Would it be so wrong to have “per pistol equiped” traits?

Pistol Mastery
+10% per pistol

Ricochet
+150 range per pistol

These things won’t affect DP or PD and I’m guessing it’s easier to try via traits than changing the set itself.

Also, maybe they could explore the mechanic guards use with soj where they burn their target every 4th hit. This would mostly benefit DD and PP (to some extent PD) only.

Another off the top of my head would be “consecutive crits”. The more consecutive crits you deal, the more <something beneficial> you get.

(edited by Seetoo.9316)

Fastest way to level an ele?

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Posted by: Seetoo.9316

Seetoo.9316

80 level up scrolls.

Staying in a single element [suggestion]

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Seetoo.9316

While I do like the idea, the current ele is just too catered to avatar mode. There are too many rewards to jumping attunements. Personally, I want single elem builds.

You’ll need to address 2 things mainly:
1 – you need a huge (equating the magnitude of losing 20 weapon skills) pay off for staying in 1 element
2 – you need to address having separate cd’s for each skill in each attunement (which translates to stepping on avatar toes)

Remove AoE Cap

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Seetoo.9316

There is already a benefit to choosing single target vs AoE. Against single target, retal won’t kill you. Against many targets, retal will kill you.

The torment condition: failed mechanic?

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Seetoo.9316

Isn’t there already a “condition” that adds 1 stack of bleed and increases the "condition’s duration while you are moving? It doesn’t matter how fast or how far you move so long as you are moving, you get additional stacks of bleed.

I think Lyssa’s corrupted priestess has it.

Burst, weapon skills, and traits

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Posted by: Seetoo.9316

Seetoo.9316

I don’t know to what this will lead to (buff, nerf, change, nothing) but here goes.

I like tinkering my rifle warrior. Specifically tinkering it to see if I REALLY need crackshot (since in a highly mobile fight, lining up targets is pretty hard).

So I read the trait again. Rifle and Harpoon gun shots pierce. Reduces recharge on rifle and harpoon gun skills.

So with the exception of rifle butt and AA, all rifle skills pierce AND get a recharge reduction. Now, killshot gets only the piercing effect.
- on the one hand it received the piercing shots so anet acknowledges that it is a “rifle or harpoon gun skill”
- on the other hand it didn’t receive the reduction recharge so anet acknowledges that it is NOT a “rifle or harpoon gun skill”

(Video) Sniper mod activated in WvW

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Seetoo.9316

The only lol moments I’ve had so far is “Did that guy just double dodge right in front of me?”

Runeblade already said it. Snipers aren’t supposed to fight you face to face.

[Warrior] Healing Signet Active Ideas

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Seetoo.9316

I liked the idea of marking your target.

“If I can’t heal, you can’t either”

Prevent up to five targets 300? 500? range from you from healing for x secs.

The warrior loses his healing skill, and so does everyone else (really close to him).

Hint hint, not serious.

Help! (Ranged wep for Charr Warrior)

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Seetoo.9316

Another tip If you have at least 10 in arms.

Furious Speed is 10sec of swift on crit (100% chance) on a 10sec icd. In transit, I combine that with signet and just shoot critters. So long as it crits I get the 10sec swift.

2h weapons now have 2 sigil slots

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Seetoo.9316

You will notice that the full name of say, a sigil of battle is “MAJOR sigil of battle” (rare) and “SUPERIOR sigil of battle” (exotic)

If prefixes are taken into account, you could have both a major and superior sigil of energy for 75% endurance on swap.

2h weapons now have 2 sigil slots

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Seetoo.9316

Sigils with same names will share cd (not sure for rarity though).

2h weapons now have 2 sigil slots

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Seetoo.9316

Killshot/evi with both sigil or air AND fire.

(Balance) Developer Livestream on Friday at 2pm PST

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Seetoo.9316

I hope the fix to 2H sigils includes stuff like 2H giver weapons only granting 10% condition duration

Live stream Updates/ see 2nd post for rest

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Seetoo.9316

The best defense is to not take the hit (be it dodge, block, invul, or simply being out of range). The worst defense is taking the hit (armor, toughness, healing, prot).

You can’t stat for the best defense, so stating for defense means choosing the weaker kind of defense.

Did I read it right?

Update! Sigil stacking, Example. Sigil of Battle and On Crit sigils now work together. Cannot combine 2 same sigils like, On Crit On Crit Some On Crit sigils now are On Hit.

There are finally gonna be some “on hit” mechanics other than the guard VoJ. That’s a step in the right direction for multi hit mechanics. I hope that includes “chance on hit” (like chance on crit) and “every x hits” (like guard VoJ)

(Balance) Developer Livestream on Friday at 2pm PST

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Seetoo.9316

While I do like armor penetration, the next thing the whiners will whine about is “toughness does jack kitten to protect me from either direct damage or condition damage”

To clear the air about Berserker

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Seetoo.9316

You just have to kill them before they kill you. The game’s current mechanics uses a greater return on attack power than armor. You just have to find the fastest way to kill mobs during that 2-3 dodge rolls you have. The answer is simple: limit dodging(10sec cool down), have toughness/armor have an exponential effect for damage mitigation, and give smarter enemy attacks. The factor here to make armor more effective/necessity and mob mechanics

No. That is not the solution. It will hurt players more than zerkers.

The solution is to fix stacking. Make stacking the least optimal tactic. Why do zerkers stack? Because it creates the highest damage, and it is the safest tactic. If someone goes down, you can res them back up easily.

Remove stacking and then zerkers will not be viable for the average pug. This will also make optimal play less stale and boring. It will make dungeons be about making use of the open space instead of hiding in a corner.

Zerkers stack for the same reason non zerkers stack.
- It’s because support requires stacking. A lot of really useful fields are small.
- It’s because cleaves are small. It doesn’t matter how much damage you do if you can only hit 1/3 of your maximum targets.
- it’s because classes have AOE damage. If a skill can hit 3 targets, the only way to be efficient is to hit 3 targets.

Remove all forms of AOE and players won’t stack.

Another way to make stacking not viable is to make it unfavorable.

If a mob’s auto attack hits the third player in a single hit, that player will get 50% more damage. This will cause res-fest to average pugs. Less DPS, more ressing. Pets will not get hit by the cleave unless there is no other players. Which means, Mob’s cleave attacks will prioritize players, not pets.

Your idea to fix stacking is terrible. Try thinking better ideas.

The post wasn’t to fix stacking. It was to show WHY players stack. Zerk or not players WILL stack. It’s the most efficient way to do EVERYTHING (CC, support, or dps).

The last line was just a bit of sarcasm.

To clear the air about Berserker

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Posted by: Seetoo.9316

Seetoo.9316

You just have to kill them before they kill you. The game’s current mechanics uses a greater return on attack power than armor. You just have to find the fastest way to kill mobs during that 2-3 dodge rolls you have. The answer is simple: limit dodging(10sec cool down), have toughness/armor have an exponential effect for damage mitigation, and give smarter enemy attacks. The factor here to make armor more effective/necessity and mob mechanics

No. That is not the solution. It will hurt players more than zerkers.

The solution is to fix stacking. Make stacking the least optimal tactic. Why do zerkers stack? Because it creates the highest damage, and it is the safest tactic. If someone goes down, you can res them back up easily.

Remove stacking and then zerkers will not be viable for the average pug. This will also make optimal play less stale and boring. It will make dungeons be about making use of the open space instead of hiding in a corner.

Zerkers stack for the same reason non zerkers stack.
- It’s because support requires stacking. A lot of really useful fields are small.
- It’s because cleaves are small. It doesn’t matter how much damage you do if you can only hit 1/3 of your maximum targets.
- it’s because classes have AOE damage. If a skill can hit 3 targets, the only way to be efficient is to hit 3 targets.

Remove all forms of AOE and players won’t stack.

[PvE] Revising the "DPS Meta"

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Seetoo.9316

Dude, breath. Read it again. “It would be interesting…”

There’s no point regurgitating everything that’s been said.

[PvE] Revising the "DPS Meta"

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Seetoo.9316

Could have sworn that the crit increase is applied after the damage calc:

((power*weapon)*skill coefficient)/(defense+toughness)

Meaning that a crit already bypass toughness in a sense, as it ramps the damage back up again.

No it doesn’t. If it did, I should be critting someone with 1k toughness for the same damage as someone with 0 toughness.

[PvE] Revising the "DPS Meta"

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Seetoo.9316

So some suggest increasing content armor to counter zerking and promote conditioning.

It would be interesting if the following were added:
- The incoming change to crit damage would be x% of armor(or toughness) ignored instead of a straight up damage mod

This way:
- Power determins your maximum direct damage.
- Toughness counters power
- Crit damage counters toughness
- Lack of toughness counters crit damage
- Power counters lack of toughness

[Engineer] Has anyone seen A.E.D?

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Seetoo.9316

I’ve successfully used A.E.D in wvw but only ONCE. It was really hard to pull of.

It was before a clash inside sm.
1. precast A.E.D (even at full health)
2. slick shoes + rocket boots into enemy zerg
3. do some other kitten (if possible) while retreating
4. die under 5 secs only to come back with 12k hp
5. gear shield away

My suggestion would be to bring the safe heal cd down (25s?) and have it come back up to 40s if you get the risky heal.

How to maximize my killshot?

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Seetoo.9316

I notice your initial build ignores the crack shot trait so I would assume you plan to “maximize killshot” for 1 target mostly.

Just some food for thought.
- You are using a banner and have 10 in tactics. Why not go for Inspiring Banners for near 100% uptime and more area coverage?
- Sigil of intelligence ensures a crit when you swap to it. You have 2 ways to use it.
- – place it in your rifle and use your banner to trigger the swap (easier and no cd on the swap but you lose sigil of force on your rifle)
- – place it in your off hand and swap it in evey 5sec to trigger and wait another 5sec to swap back to rifle (you get to keep sigil of force on your rifle)
- You have shouts, Lung Capacity is reachable at 10 tactics.

"we want to improve thief combat survival"

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Seetoo.9316

There is a down side to all this “active defense”. As much as I like active defense, it trivializes passive defense to the point that “go zerk or go home”.

My other problem with active defense is that they don’t have “variables”. A 3 sec block on a bunker has the same effect on a glass. Prot on a class with 2k def does the same on another class with 2k def.

Here’s a thought on active defense. What if active defense was different per build/class or was stat dependent.

Example:
prot: vit increases mitigation by vit x some coefficient
Healing dealt increases by healing power, healing received increases by vit
increase evasion frames by prec x some coefficient secs

This also ties into some of the thief’s problems. Thief defense is mostly (if not all) active defense. And most (if not all) of this active defense is visibility be it invisibility or shadow stepping out of line of sight. These things have nothing when you have to man up and take a knee to the groin (which is why I love shooting thieves on my warrior). This is why people defending stealth say it won’t save your from damage (which is true).

If you go by the word’s definition, mitigate basically means to lessen. The only things that do that really, are def and prot (and thieves don’t have access to prot leaving only armor).

A thief will eventually get hit.

Survivability via Acrobatics?

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Seetoo.9316

Disclaimer
I’ve been using 30 acrobatics (quick pockets) for a long time on a non-stealth p/p build (that right there says just how seriously you can take anything I say in this post).

As I’ve learned with guard heals, AR is more of a “sheer number of heals” rather than “how powerful the heals are” kind of thing. You place it in a build that heals a little, a lot of times. Before (while running SoM) I thought AR would only contribute to over heals. It kinda works with acrobatics stats (vit for the most part) because the % of hp you “chose to stay/hover at” becomes safer the higher your hp is.

Did that make sense?

So, I’m saying it works (where “it doesn’t work” = “AR is mostly over heals”). It just needs the same treatment SoM got when they buffed the base heal on SoM.

Defiant Stance discussion

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Seetoo.9316

Pretty sure 3sec of not taking direct damage is usable in PvE. Turn a boss’s highly telegraphed 1shot into a heal.

The Mad Tinkerer: Warrior Heals

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Seetoo.9316

Bas, I suggest you add a page describing what the warrior currently is, his roles, strengths and weaknesses as a playable class (no flavor text, just straight up information) and what this column wants it to be.

Here’s an example:
Class mechanic: adrenaline → What about it? Warriors gain adrenaline to be able to use burst attacks. So it’s about using adrenaline (not sitting on it).
Issue’s
Berserker’s Might, Adrenal Health, Heightened Focus traits are still about NOT using your adrenaline.

Changes
Berserker’s Might – increase damage by 5% per adrenaline bar spent for x sec
Adrenal Health – gain hp per strike of adrenaline ganed <- this suggestion in particular I like because it discourages sitting on your adrenaline at full
Heightened Focus – increase crit rate by 5% per adrenaline bar spent for x sec

Here at least the suggestions follow a theme/direction (instead of these random suggestions with “it fits the warrior” as their only justification")

Titan's Guide to WvW Warriors

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Seetoo.9316

Then there you go. “In your face” is the exact mindset required for LB because in general it is stronger the closer you are to your target (less projectile travel time, LB2 hitting 3x, etc)

I learned something fighting the blob as a rifleman. You KS as they are about to charge after stacking (outside 1500 range). By the time you fire the shot, they are still all lined up and now in range. It’s funny how many suddenly double dodge after a WTF shot.

Funny you should mention a thief. I’m building 1 to play like a warrior (p/p) since my warrior is built to play like a thief

Can we have a civilized discussion on P/P?

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Seetoo.9316

Unload deals x% more damage per stack(PER STACK) of bleed. It buffs unload in a way that doesn’t promote simply spamming unload for more damage. It also works with sneak attack since it would deal more damage after 1 sneak attack, than it would after 1 vital shot.

Maybe make the init cost of unload 6+, but reduce the ini cost per stack of bleed on your target (up to a limit)

It could fill the void opportunist would make should the change go through.

Unload 5 ini
x% chance to gain 1 ini per bleed stack on hit (1sec icd). That makes unload a 4 ini cost (somewhat).

Can we have a civilized discussion on P/P?

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Seetoo.9316

How about making unload dependent on vital shot?

I agree that vital shot contributes very minimal to unload if you build for unload. I also agree that body shot’s vulnerability + condition duration benefits unload a lot more than vital shot but the cost renders it unusable. Why not combine bleed and vulnerability functionality in 1 and bake it into unload.

Unload deals x% more damage per stack(PER STACK) of bleed. It buffs unload in a way that doesn’t promote simply spamming unload for more damage. It also works with sneak attack since it would deal more damage after 1 sneak attack, than it would after 1 vital shot.

It fits with P/P’s design of wanting condition duration more than damage. Increasing condition duration would increase direct damage.

Titan's Guide to WvW Warriors

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Seetoo.9316

IMHO this hype with the LB in wvw is just that, hype.

The 2 AoE’s boasted by this weapon and its advocates have the same problem as the engg grenade. They are slow and easy to avoid at any range outside point blank (hell, even at point blank they are slow). Outside those 2 skills LB is just another single target weapon. The warrior LB is basically a mobile siege weapon (best used when taking/defending a structure).

The rifle is a peek-a-boo weapon. Get in – do your thing (usually f1 -> 3) – get out. If you stay “in” you die. The rifle requires that you play smart: to pick your targets, misdirect, know when to back off or pursue.

If all you can do with a rifle is kite with it … then sucks to be you.

So what you are saying is you run in, fire F1 and 3 and run away? Sounds like it takes a lot of skill. The only way anyone is every going to get hit by rifle F1 is if they are busy fighting someone else and don’t see you, have every single block/evade on CD, or AFK because it is this most obvious attack it the whole game and is easier to avoid than the 2 LB AoE. If they can’t dodge it then it really sucks to be them. Like you said, LB is great for taking and defending structures which is basically the core of WvW. LB also has blind, burn, bleed, and immobilize vs bleed, cripple, vuln, melee knock back. I prefer having the former in my kitten nal cause in WvW immobilize=certain death and blind is great for mitigating burst damage, burn and bleed for more dps.

This is exactly what makes the rifle work in wvw. You won’t have all your blocks/invuls/evade ready. You won’t always see that warrior take a knee. You don’t even have to put in any real effort and there will always be that 1 guy who doesn’t see you.

Those 2 AoE’s you say are easier to land have a tell that negates any form of positioning. Red circles. I’ve thrown enough nades to know how easy it is to not hit players (not npc’s). They will see the red circles no matter how good you are at staying out of LoS. You could be behind every enemy and they will still know those 2 AoE’s are coming.

Let’s talk about skill. What weapon set on a warrior requires the amount of skill you’re implying? On a warrior. Skill. Warrior.

Titan's Guide to WvW Warriors

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Seetoo.9316

IMHO this hype with the LB in wvw is just that, hype.

The 2 AoE’s boasted by this weapon and its advocates have the same problem as the engg grenade. They are slow and easy to avoid at any range outside point blank (hell, even at point blank they are slow). Outside those 2 skills LB is just another single target weapon. The warrior LB is basically a mobile siege weapon (best used when taking/defending a structure).

The rifle is a peek-a-boo weapon. Get in – do your thing (usually f1 → 3) – get out. If you stay “in” you die. The rifle requires that you play smart: to pick your targets, misdirect, know when to back off or pursue.

If all you can do with a rifle is kite with it … then sucks to be you.

Titan's Guide to WvW Warriors

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Seetoo.9316

Kinda sad there’s nothing much on rifle. WvW is pretty much the only place it gets the most use.

Can we have a civilized discussion on P/P?

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Seetoo.9316

Quickness on 3 to make vital shot the new unload: quick stomp/rez (good/bad, just raising the possible issue)

My own suggestion:
Change unload to something that interacts with P AA the way stealth interacts with all AA’s. Since P/P lacks survival/mobility, P/P 3 could be a leap that changes vital shot for 1x use, the way stealth changes vital shot to sneak attack.

To try it out (if it is possible or not), anet could use what they already have (sneak attack). Vital shot → sneak attack for 1x use withing 3sec after using unload.

The Mad Tinkerer: Warrior Heals

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Seetoo.9316

Content
Here’s what came to mind after reading.

Healing Signet: I don’t know how to fix it to not break it and satisfy the horde of anti-healing-signet QQers

Healing Surge: Taking more damage turned on the creative juices. It kind of works with the “higher health pool” flavor that the warrior has.
0.5sec cast, x sec cd (dunno what number makes it balanced)
Heal yourself (for what ever it heals now with 0 adre … maybe less IDK). Gain frenzy for 5sec. Recover 41.25% (this is 33% x 1.25) of direct damage taken for the duration of frenzy.

This is basically protection (it negates 33% direct damage) with greater risk. You have to survive taking a hit (while in frenzy – 25% more damage) to negate 41.25% (including the frenzy effect) for a net result of negating 33% direct damage.

Mending: Here is why I Think mending will never be good. It is active condition removal in a meta of passive condition application. For reference, I have this guard friend who ran POV + 3ple shouts when it converted 2 conditions per shout. When it went back to 1 condition per shout he tried going melandru + lemongrass and it was “infinitely better” (he said).

The only reason to take mending is for the condition removal. If you do THAT, you may as well have “no heal”.

1.5sec cast,20sec cd (not a channel but has a noticable cast time)
Cure 1 condition every 0.5sec for 4 sec. Heal 875 (mending is 5240 + cure 3 conditions so (5240/3)/2 ~ 875) per condition cured.

It’ll be like an active/passive mix thing. You need to activate the passive effect. You also need conditions on you (or constantly applied conditions on you) to get the heals.

Aesthetics
It’s like the site is cut in half in terms of format where the 1st part is the top until

((The Mad Tinkerer will be a weekly column that is posted every Tuesday. We feel it is a unique take on the world of Theory-crafting in Tyria. Our goal is to have fun while looking at ways to build and create new builds, talents, traits, and trees. We hope that you enjoy this and learn what you can))

and the 2nd part is bellow that.

Magical Thief Concept Build - Gimp'd

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Seetoo.9316

Fine, you guys don’t have to believe it. It’s not like it’s been proven before. Go waste your resources finding out yourselves.

Dec 10th thief changes

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Seetoo.9316

Sword 5 you say …

Magical Thief Concept Build - Gimp'd

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Seetoo.9316

He means you only have 2 pistols equiped at any 1 time.
Set1 MH = empty OH = pistol
Set2 MH = pistol OH = empty

This set up ends up with p/p in Set1 and Set2 (no need for duplicate weapon set. But again, this is better used with quick pockets (highest ini/time at 3/9sec)

Magical Thief Concept Build - Gimp'd

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Seetoo.9316

Generosity is a 10sec cd while energy is a 9sec cd. When you swap energy triggers placing generosity on cd. On the other side of this is when ever you activate generosity, energy goes on cd.

Magical Thief Concept Build - Gimp'd

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Seetoo.9316

Then what would be the point of 2 of the same weapons sets? Your on swap sigils? You have 4 sigils that all share their cd’s ~_~

Magical Thief Concept Build - Gimp'd

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Seetoo.9316

p/p x2 + quick pockets > quick recov

Why is Ricochet in Trickery?

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Non-gameplay reasons ricochet could be in DA or CS (im happy in the head right now so …)

It could be a deadly “art”, with art being the noun and deadly being the adjective. Shooting can be an art. Hitting multiple targets with 1 bullet is deadly.

It could be in critical striking. Hit someone so hard someone else feels the pain. You know how when someone else gets hit in the balls so hard you cringe from his pain.

Dec 10th thief changes

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Seetoo.9316

Uncatchable is a good trait, and it was considered for moving up, but ultimately passed on for reasons that escape me right now.Jon

Suggestion – move it to major instead of flanking strikes, but increase the radius by 40.

And I am thrilled about the PW change… When do you estimate can tell us how will it look like? Because it was quite decent before the 15th of October patch (1s rounded stun meant you could hit with half of the flurry before the stun ran out in wvw). And it always was a great skill for PvE.

Noted. That is likely what we would have done. I would like to hear the opposing view of players who run this trait with only 10 points in trickery…

Jon

I happen to use uncatchable in adept in a p/p build with ricochet in master.

The build is currently 0 20 0 30 20 quad pistols (for quick pockets and quick recovery -> unload spam) 15 crit strikes was pretty mandatory so I took combo crit chance as well.

This was meant to be one of the boys up in the front lines where surviving relied a lot on signet of malice + ricochet and feline grace. You can’t “win” every encounter. There will always be oh crap moments where you have to run. Right now uncatchable is the only way my 4p build gets to run away. Cripple for the runners and body shot for the leapers/teletubies.

If you bring uncatchable up to master, then it competes with ricochet and ricochet > uncatchable. Ricochet + signet of malice turn unload into a significant heal skill (which is what lets me stay in the front lines)

Now it was suggested that ricochet could be moved to DA (swap with improvisation). I could get behind that since 3/5 p skills benefit from condition duration. Then unload could benefit from the power.

(edited by Seetoo.9316)

Dec 10th thief changes

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Seetoo.9316

That is a false analogy

The equivalent of opportunist for a non thief would be. Reduce the current timer on a skill that is cooling down by 1sec (or what ever x sec the equivalent of 1 initiative per sec is)

For the same effect the current thief has, all weapon skills would have to be on cd (for at least 1 sec)

Why i think Thieves have no hope.

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Seetoo.9316

I forget where I 1st read it, but someone said “Stealth is holding the thief back” and I agree. Because stealth is the way that it is now, there are so many things a thief can’t do.
- can’t contest a point
- can’t have non stealth defenses
To name some.

That is why my thief will never use stealth on purpose. At most I’ll only use become the snow leopard rush + stealth (quad pistols has no escapes)

Why i think Thieves have no hope.

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Seetoo.9316

I know at least 1 mmo where stealth worked/works. Why new devs refuse to use that as a template and insist on their broken/QQ magnets is beyond me.

In RO, the map itself added to stealth dynamics. War maps where divided into 3: courtyards, corridors, emp rooms.
- courtyards were the wide open spaces that had towers/sniper points where defenders could “peek-a-boo” snipe the attacking armies (I say armies because it was 1 vs everybody else there – not this fixed 1v1v1). This is the part of the map where players just CHAAAAAAAAAAARGE so stealth was pretty much meaningless there and was mostly used to avoid peek-a-boo 1shotters. Also the huge amounts of space just prevented players from efficiently revealing stealth players.

- corridors where the inside of the castles consisting mostly of narrow passages serving as chokes. Stealth was more important here since the smaller spaces made it easier to reveal stealthers.

- emp rooms held the objectives (castle lord if you will). That is where stealth had to be used really smart because players would AoE the entire room if it meant revealing any stealthers. It was also because guild leaders had a skill to summon all online members to their location (huge cast time and cd). This made thief classes the optimal choice for guild leaders.

Also note, stealthers had a godly build (through gear) where they were immune to magic (majority of aoe) and 75% physical damage reduction. And yet even with that there was little QQ to stealth (hint: even stealth + god mode had a hard counter).

(edited by Seetoo.9316)

Dec 10th thief changes

in Thief

Posted by: Seetoo.9316

Seetoo.9316

The Ragnarok Online thief was pretty good.

They had 3 kinds of stealth there:
Cloaking – invisible – can’t be single targeted – can be hit by AoE – revealed when hit
Chase Walk – less visible (invisible + footprints) – can’t be single targeted – revealed when hit
Tunnel Drive – invisible – can’t be single targeted – can’t be hit by AoE (need AoE that hits underground) – revealed when hit

Detection abilities available to other classes
- Sight – for the duration all stealthed targets around you are revealed
- Ruwach – same as Sight + deal damage
- Improve Concentration – reveal stealthed targets around you (only when you cast the spell, no duration)
- Detecting – reveal stealthed targets in a ground targeted area

Detectors can see stealthed targets (players can be detectors through gear)

Perma stealth wasn’t a big deal in that game. Every thief class in that game was in perma stealth if they weren’t attacking. There was pretty much no QQ about it too (plenty of hard counters available to all classes)

Take note, they didn’t have the revealed debuff there. If you are revealed in RO you can simply restealth so long as you could avoid getting hit (getting hit reveals you) after.

The biggest difference here is the only hard counter to stealth comes from ending stealth (with the exception of the recently added “sic em” to rangers) on purpose (you deal damage, you let the timer run out) or by accident (you step into a veil with over 3sec of stealth left, last refuge)

Farewell my D/D theif after Dec 10th!

in Thief

Posted by: Seetoo.9316

Seetoo.9316

Fun only zerg p/p p/p thief here, so take what I say with that in mind.

I react cuz I see a post saying p/p will get killed off should the patch go through. I imagine this would be because of the ini generation through traits/utilities.

The net loss in inigen is gonna force me to throttle the unload, but that also means I can take other traits/utilities now.
- Unless I’m wrong, quick pockets didn’t take a hit so my biggers inigen (3 every 9) is still there.
- I can finally bring down crit strikes down to 10 (10% pistol damage) and take 10 in deadly arts for the stats (100 pow and condur are really beneficial to p/p) and sundering strikes (0icd if patch goes through).
- I can finally let go if quick recovery and take ANY other trait (like fleet of foot since I have 0 escapes)

On another note, with the new oils giving 10% condur getting 100% condur got easier (8sec bleed, 2sec immobilize).

Dec. 10th Balance Preview - Warrior changes

in Warrior

Posted by: Seetoo.9316

Seetoo.9316

WvW POV
Isn’t it by design for UF to grant obscene (yes I’m using this word to describe 50 freakin % crit chance) amounts. I’ve already held back some of my precision since any more than 70% is wasted on me (not currently a hammer warr). Warrs go tank gear with UF because going above 30% crit chance is a waste. Why go zerk only to waste that extra prec?

In full ascended (except armor and runes/gems) gear + 20 arms you already have 45% crit rate. With the change to UF that goes up to 50% (non burst) and 60% (burst). Already 30% above the limit. If the change goes through, one will only need 4 pcs of armor (helm shoulders gloves boots) to get 20% (instead of 30% since burst skills/ES – the one that really matters). If someone really wanted to, he could get 20% crit change without prec on gear.

As for the damage loss, just throw in another hammer war. Problem solved.