893k as dp thief
Somehow I “caught” the raven with the spyglass by going there at night (one of many attempts) and clicked on the spyglass with hopes of a result. No raven in sight. Got the achievement anyway…
Hello.
As I was working twards completing the 3rd collection achievement of the Nevermore legendary staff, I think I may have found myself a very annoying bug.
At the Ascalon Settlement cemetery in Gendarran Fields, the raven that supposedly spawns only at night, does not spawn AT ALL.
What I mean by this is that I’ve waited there a full “day” and a full “night” and the guy never showed up.
I tried interacting with everything possible on the cemetery or in its’ vicity but to no effect.
Am I missing something here?
Apparently what you suggested works Beldin, the second part at least. But the game is running on 20-30 fps (gonna check the laptop fix now) thanks
bump
15charrs
Hi,
So last night I downloaded the 64 exe and placed it in my gw2 folder.
I ran it and everything went smooth, it started the game launcher but as I try to log-in it keeps popping up the message:
“The game client is unable to access the log-in servers at this time. This is most commonly caused by firewall or router settings, security applications, or connecting through campus network. For additional support bla bla bla…”
Accompanied by this error code: 42:0:9001:4419
I have tried disabling my firewall, security applications, and I’m not on a campus network. I seriously doubt that its the router settings as I’m using one of those mobile-Wi-Fi network thingies and they dont have much settings to begin with (never had any problems with it either).
So I was hoping someone could shed some light as to why my 32exe works and my 64exe doesnt? And how can I fix this?
Thanks in advance.
WHoever suggested turning the three different dodges into an F3-F4-F5 skill. Thats a fantastic idea.
Take dodges out of the grandmaster traits and replace them with something else.
Thank you.
But it seems some forum heroes dont like the idea and think its overpowered… sigh.
I’ll start by saying I support your idea OP, I even made the same suggestion a couple of days ago, but 70% of the replies were against it, now everyone loves it. Go figure.
Im much too disapointed and tired right now to give a lot of feedback, but might as well give something:
- A revenant dodges and removes a condition on itself and its allies, without requiring to evade anything at all.
- A thief dodges and removes a condition on itself, if an attack is evaded.
Doesnt seem very fair now does it?
Now as to Staff, most of you are already crying and complaining but you rooted for this instead of a RIFLE. Yeah, thats right.
Staff is bad, its boring, it needs a complete rework to be viable/more viable than the other weapon sets.
As for the skills:
- Daze daggers make no sense with a precast, and are not worth using over other utilities in any situation.
- Immob/Slow daggers are cool but weak, 25second cd for such low damage and low condition time (4s slow 2s immob) is not worth it over other utilities.
- Heal makes absolutely no sense for reasons already stated.
- The block is really cool, thief needed this. But the tooltip needs to be more in depth and mention its attack range for example.
- Fists of fury is a really cool concept, but the damage is bad. Five hits? really? its impossible to successfuly land this more than 1/10 times due to evades, blinds, blocks, invulnerabilities, range, etc. Needs to be reduced to 3 hits or have its cast time increased. If it were for me id make it the other way around: Palm strike for 2 sec stun, if it hits, strike the enemy for kittens, if they all hit, deliver pulmunay-whatever.
- The Elite is really cool, yeah, but its INCREDIBLY HARD to land the second and third hits, simply because it has 130 range, and oh boy thats frustrating.
peace.
Okay I see what you mean, you gain the benefits from the passives as well as the elixir you equip and the mortar #5
Great for zerg as well as roaming.
Why take Alchemy and HGH when all you have is one elixir? Wouldnt it be better to take Inventions?
At the risk of repeating myself, the new dodges are GM power level. You are basically asking to choose two GM traits in a single trait line. This won’t happen without heavy nerfs on the dodges themselves, or by giving us GM traits that barely do nothing.
I like the dodges as they are and I don’t want ANet to change them. So I don’t like your suggestion at all.
What I gather from this is that youre 100% clueless about the other classes, their elite specs and new grandmaster traits.
And note that there are NO OTHER grandmasters in the game on the same powerlevel as the DD ones. So you’re also clueless about the game. Just leave the thread like the other guy :^)
So it’s not just me, thanks.
http://metabattle.com/wiki/Build:Thief_-_Dagger/Pistol
You’re welcome :^)
…I kind of like having the choices locked into grandmaster traits…
…If they were baseline…
First: if you take the specialization you will be taking the grandmasters anyway, that’s how traits work now, and the grandmaster will still define your build since there’s always 3 choices kek.
Second: Steal is baseline, taking a spec to get something is not being baseline (you don’t know what baseline is)
…daredevil new and shiny class mechanic was in the acrobatics trait line for almost 3 years?
@stof: it’s not about symmetry, it’s about what’s fair and this design choice is questionable. The sole fact that the daredevil GMs are so incredibly powerful they don’t even look like traits is exactly because they are not supposed to.
Take a minute or two and go look at the other elite spec reveals, notice how every each and one of them got a new mechanic on top of GMs.
- Mesmer: new mechanic; GMs have nothing to do with it.
- Warrior: A LOT of new mechanics; two GMs work with the mechanic, one doesn’t.
- Elementalist: a new mechanic working on each attunement differently; one GM works with it.
- Necromancer: a whole new Shroud and two GMs work with it.
- Guardian: a whole Virtue rework and empowerment; one GM affects all, one affects only one virtue.
And lastly thief: 50 endurance, 3 GMs affect dodges and each fulfill a different role.
I mean, it’s nice and all, but the design choice behind this is questionable, our class mechanic if you wanna call it that, existed in the acrobatics trait line for almost 3 years…. Laughable.
…I think it’s good you want to have all 3 available on the fly…
You really don’t get it do you? The idea is to have them in “f” keys instead of occupying GM trait spots, like EVERY OTHER CLASS is getting.
“F” keys by definition DEFINE a class, its something others dont have, its the flavor.
And it would be as much “on the fly” as it would be opening your trait menu and manually changing it LEL
Haha VocalThought, wasnt on purpose I swear.
But the fact that different people are noticing this means theres something wrong there.
I like that idea by the way, make it something like this:
- Daredevil elite specialisation’s new mechanic – Stunts; when you choose the Daredevil specialisation you unlock an f3 skill that specializes your dodge on a special new dodge that fulfills a specific role (choosing it requires you to be out of combat). In addition, the Daredevil gets an extra endurance bar.
Seems pretty straight-forward; it’s not overpowered; it’s not asking too much. Why do we have to “sacrifice” 3 perfect opportunities for GM traits to get specialisation mechanic when other classes dont???
Maybe go for an F3 you can switch out of combat – like revenant legends?
This also works, and would be more balanced.
Either way my point is valid.
No need to suck up Auesis, ANet doesnt care if you do :^)
What I mean by this is that the “Entire Elite Specialisation can still be BALANCED” around having dodges while also maintaining the proposed F-based “stances” and at the same time have GM traits.
(edited by Tonikor.5637)
So I had an epiphany…
Why the hell are we the only class that, in order to access the new and shiny mechanic, has to get it out of the Grand Master trait?!
So lets take some examples first:
- Spec into Berserker and you get: Berserk; Primal Skills; Torch; Primal Burst Skills.
- Spec into Reaper and you get: Wails; Greatsword; New Death’s Shroud with a full 1-5 new abilities on it.
Seems about right, take the spec, get the extras.
So heres thief:
- Spec into Daredevil and you get: Staff(if you even wanna play it anyway); +50 endurance; Physical Skills.
Our REAL flavor is in the GM traits, so we basically lose the chance to have actual GM traits.
Don’t get me wrong, I love it so far, but couldnt it have been made better?
Heres my suggestion:
- F1 (Steal) and F2 (Pocket) remain the same.
- F3, F4 and F5 become 3 diference “stances” that enable the type of dodge you want to perform.
Pick f3 and every dodge throws the cripple daggers; pick f4 and every dodge is a dash that grants swiftess; pick f5 and your dodge turns into a leap finisher that does landing damage.
I’m not being greedy as to suggest actual “F”-based class mechanic right? I mean god kitten it ANet the Daredevil looks amazing but at the same time half-kittened as kitten.
/rant over
Anyone else having a really slow download?
in WvW Desert Borderlands Stress Test
Posted by: Tonikor.5637
I’m guessing you’re here for the same reason Atoss :^)
Anyone else having a really slow download?
in WvW Desert Borderlands Stress Test
Posted by: Tonikor.5637
43mb at 1kb/sec.
i hate my life
Watchu talkin’ about boy… mines’ working fine.
welp, this one was much more entertaining. kudos :^)
From an artistic point of view, the video is great. But man, that zoomed in view really killed it for anyone that wants to know whats happening: who you’re targetting, where he’s from, who you could have targetted instead, your keybindings, which conditions you have on you, your remaining hp, etc.
It really took out a huge portion of the surroundings and from another thief who takes notice in detail, it left the video lacking.
Speaking of lacking, the oponents. Man oh man were they bad, or even upscaled (we couldn’t see that huehue). You’re playing against two of the strongest servers pvp-wise and all you can find are scrubs like that? Sorry, but it looks rigged lol.
The music doesn’t seem to go well with a “action”, fast-paced, movie though; didn’t like that part but its a matter of preference I guess.
I think you’re better off making those troll videos we all know and love :^)
I’m happy for you that you’re trying new things.
But the most helpful comment I can give you is STOP CLICKING!
It cripples a players potential more than having an eyepatch… Even playing one-handed and keyturning offers better results than clicking. But hey, at least you don’t click weapon skills.
As for the build, I suggest less vitality overall. You don’t really need 19.5k HP, especially as an acrobatic build with nice evades.
I would also drop Assassins Reward for Lotus Poison any day of the week.
Thanks for the feedback Nephrite.
I don’t quite agree on you with the Rifle #4, seeing as that would just mimic the other existing classes on their rifles. The other suggestion is interesting, but it seems to be a power-based only attack, which is not quite what I’m looking for here.
The idea is to make something unique that offers mobility and a blast finisher.
As for Rifle #5 I have to give it to you, the idea is good, it had crossed my mind.
But camouflage would ultimately be stealth, you can’t just make it a permanent stationary stealth – it would be too strong in every game mode.
That’s why I preferred for a simpler approach to it, making it have a HUGE initiative cost (I even thought about it being 10 initiative).
As for the stealth attack, feel free to suggest something :P.
My explanation on it, I guess would be that it’s a hybrid attack with both condition damage and physical that requires a small stationary cast in order or it to have a counter (target circling around you) while offering a condition that cannot be accessed anywhere else on attack for a thief, exclusive to this weaponset.
Thanks for the feedback everyone!
@CambrianExplosion
Of course they do! I’m terrible at math and the suggestion is obviously subject to change. Anything can be balanced with the right tweaking :^)
But I don’t see high condi damage pressure here, it’s all fairly low “uptime”, just requires the player to decide which ones he wants to apply.
@Merchant of Shadows
I see the Assassin as being a master of killing, it doesn’t have to necessarily be lightning-fast or agile. Assassination utilizes subterfuge, poisoning, etc.
And you’re right, I don’t play my Thief with venoms other than basilisk because they suck.
- Pocket Vial Bomb. I gave it an internal cooldown because it feels too strong, nothing some tweaking can’t fix.
- Venomous Wounds. Exactly, and also gives it a chance to crit. This opens the choice of whether you play condi or crit/power.
- Dry Ice. Yeah there was a mistype problem here, this one casts aoe chill (like hydromancy but without the damage) when you cast a venom.
- 5point. When you have one (or more) venom(s) active on yourself. (casted but not depleted of charges)
@Crey
I don’t see how the shortbow/pistol mainhand applying bleeds can be a concern here. These traits and abilities don’t apply high condi pressure, more around the lines of continuous application of low/moderate condition damage and control conditions.
As for a “flat damage ranged weapon”, you have dual pistols… Or play warrior/ranger? ;<
The intent here is to morph the Thief class into a powerful venom-using Assassin, that also has the ability to control its’ opponents with the possibility to be a team support powerhouse, without disregarding some of the Thiefs’ base mechanics; stealthy and deadly.
(edited by Tonikor.5637)
Would be helpful if you elaborated a little bit more than that, friend.
The class Abilities
Steal is replaced with Power Sap, instant cast. All venoms take 0.75sec to cast.
- F1 – Power Sap (30sec cd untraited). The Assassin shadow steps to the target enemy giving some of their powers to itself. These boons last 10seconds and are different depending on the class used on.
Thief – grants swiftness (and might if traited);
Mesmer – grants haste (and vigor if traited);
Elementalist – grants vigor (and regeneration if traited);
Warrior – grants might x3 (and fury if traited);
Ranger – grants fury (and might x3 if traited);
Guardian – grants stability x2 (and protection if traited);
Engineer – grants regeneration (and ____ if traited);
Necromancer – grants _ (and ____ if traited); - F2 – Pathogen. The Assassin inbues its weapons and projectiles with a pathogen that does damage and tranfers conditions from itself to the target hit. Lasts for 3 hits. 30 seconds cooldown.
- F3 – Neuro-Toxin. The Assassin inbues its weapons and projectiles with a neuro-toxin that does damage and slows the enemy (the slow condition), this affects the mind of the target, thinking that the Assassin is attacking faster (also grants haste to the Assassin). Lasts for 2 hits, slow/haste lasts 2 seconds each hit. 35 seconds cooldown.
- F4 – Black Widow’s Bite. The Assassin places a powerful venom on the target, this increases all damage done to the target by 10%, and also 10% increased condition damage if the target is poisoned. Lasts for 10seconds. 50 seconds cooldown.
The traits – Apothecary
The trait line that would be replaced, logically since its not longer a Thief, would be the Trickery line. Giving way to the Apothecary line (spending points on this line increases condition damage and reduces cooldown on venoms)
Examples of traits:
Minor
- 1point – Venoms also apply poison to the enemy (3sec poison duration 5sec internal cooldown).
- 3point – Power Sap blinds the enemy.
- 5point – Increases damage by 10% while using a venom. (having a venom equipped, as in “not all stacks depleted”)
Other Traits
- Dry Ice – Adept – When applying a venom, causes aoe chill to enemies within range (2sec duration).
- Venomous Wounds – Adept – Each venom hit does extra amount of damage (over the initial damage), and can crit).
- Pocket Vial Bomb – Master – Dodging drops a vial that creates a small toxic cloud containing a toxin that applies 1x weakness 1x blind 1x torment. (conditions last 5seconds, 10second cooldown).
- Bountiful Toxins – Master – Applying venoms grants boons depending on the venom used:
Pathogen – Grants 2seconds o regeneration, 3hits (refreshes itself on hit up to 6seconds);
Neuro-Toxin – Grants fury, 2 hits (3 second each hit, refreshes up to 6seconds);
Black Widow’s Bite – Grants might x5 stack. - Disease – Grandmaster – Power Sap also applies a condition to the target while giving one extra boon to the Assassin. Reduces Power Sap’s cooldown by 10%.
Thief gets poisoned 3 seconds;
Mesmer gets slowed 2seconds;
Elementalist gets chilled 2seconds;
Warrior gets 4x bleed 4seconds;
Ranger gets immobilized 1.5 seconds;
Guardian gets burning 2seconds;
Engineer gets 2x confusion 6seconds;
Necromancer gets single target fear for 4seconds;
The elite skill – Envenom
The Assassins’ ultimate move
Drops several vials into target area creating a huge epidemic explosion causing all the effects of its venoms (that are not on cooldown) to target area (putting those venoms on cooldown). Also causes some damage and 0.5sec Daze. 100 second cooldown, 1.5second cast.
This elite offers a complex type of gameplay, for the player has to make the right choices all the time to take into account his elite; one could use the elite and just do minor damage and a slight daze without proper cooldown managing and planning.
-Save the venoms for a big team fight?
-Use just a specific venom on a specific high priority target?
-Pop 2 venoms on myself and use the elite with just one of them?
Decisions, decisions, decisions…
The dynamic of this class specialization would be around a hybrid playtyle, with both conditions of control and of damage (although fewer).
For those familiar with the current thief builds, this specialization offers the possibility of both roaming 1v1, 1vX capabilities that work with basically any weapon set in any game mode.
It can also be played as a team-centered character by using “venomshare”. Although it would have to be reworked to grant a lesser version of the venom to allies to prevent being overpowered.
Anyways, here’s something I thought about and put to paper while being bored at work. I know it’s very incomplete so get those suggestions rolling boysz!
(edited by Tonikor.5637)
A’yo ma friends.
After my last suggestion, The Operative, I thought to myself that this suggestion was a bit lacking and needed more depth.
So I gave more thought to it and came to the conclusion that maybe it would make more sense to make The Assassin! /gasp
The Assassin is meant to be played as a hybrid, focusing on condition damage and control while also being able to deal damage to its foes.
The weapon – Rifle
After many years utilizing pistols, the Thief saw the possibilities with the use of the rifle, learning how to use it and how to improve it. By imbuing its’ projectiles with powerful venoms and poisons the Thief became a master of killing.
Example of its’ abilities:
- #1 – (stealth) the Assassin shoots a projectile with incredible precision from stealth that explodes on contact doing damage and burns its’ foe for 3 seconds. 1second stationary cast.
- #1 – (no stealth) the Assassin shoots 3 specialized bullet shots consecutively, each shot causing one condition, first 1x bleed, second 1x poison, third 1x torment. 2,25 sec cast (0.75 each shot).
- #2 – With amazing marksmanship the Assassin shoots the target on its limbs, incapacitating it (causes weakness and cripple for 1.5 seconds). Costs 3 initiative. Instant cast.
- #3 (melee range) this ability creates a slight evade animation similar, but shorter, to shortbow#3; afterwards teleports the thief behind the target – at 600yd range (leap finisher upon landing – high skillcap to profit from it) granting 2 seconds of swiftness. Costs 4 initiative. Instant cast.
- #4 the Assassin shoots a wire to target location, when triggered a second time, pulls the assassin to that location creating an explosion (blast finisher) of a poison cloud poisoning enemies within range. Costs 6 initiative. First cast takes 0.5 seconds, second cast is instant.
- #5 the Assassin uses gunpowder to creative a massive smokescreen blast granting itself and its allies within range stealth, blinding all enemies in range. Costs 8 initiative. Instant cast.
(continues…)
People have been running Perplexity runes on thieves for as long as it’s been implemented.
I suggest 20606 – III; IV VI XI; V VII XII. You can either go full dire or mix some rampager/sinister for more hybrid damage and less tanky stats.
Use sleight of hand instead of bewildering ambush, the runes will proc the desired confusion stack when you interrupt with steal, while also having a lower cooldown on it.
As said above, scorpion wire is a good utility to use with these runes as it pulls a target to you for an easy CnD and most of the time it also interrupts a skill, popping out that much desired confusion.
@MrForz
and?
what the heck a rifle has to do with thief….
shouldnt rangers get rifles?
I was hoping for long bow.. 1200 range …..
Are you both missing half a brain?
Is this post a troll?
Thieves use PISTOLS. You know… gunpowder that blows bullets out of a barrel…. Wanna know what other weapon works like this? A RIFLE.
which isnt your case kekekkekeke
The new weapon will be one-of-the-few things that come with the specialization.
I embrace the rifle if the specialization has something logical to do with it.
…and because it MAKES PERFECT SENSE.
Furthermore:
A stealth-less play style.
Get out. You’re not a thief, go play something else.
What have you been smoking
Everything Wolfield said thus far has been 99% correct. You are both (Jana and King Noob IV) being pretentious and stubborn and you will NEVER learn with that mindset.
Both of your builds are bad.
The hype is real.
…have some info on the specializations now?!
Some of us are not at all interested in the Revenant and just wanna know what we’ll get for our main classes.
So can we at least have a grain of sand about the specializations? I’m not even asking in-depht info, what weapon each class is getting would be enough at this point.
Play D/P and win.
super-agent assassin armed to take down targets from afar.
Ahem… Operative.
From afar AND up-close. huehue.
Forget it kids, stealth is here to stay. And no its not “just an utility” like elixirs, its a mechanic to which the thief has much needed access to.
@ Orpheal
This is a thread crated by me, to discuss my idea. Like you said, this is a forum, everyone is entitled to their ideas and opinions, but thats why EVERYONE can make their OWN thread. Maybe you’re new at this?
Furthermore, that piece of art is depicting a draenei holding Thoridal the Stars Fury, legendary WoW bow. Dont go trying to hide the fact that you knew it.
PS: the dreamer is pretty much the definition of shiny.
Now would you be so kind and move along from my thread please? I’m asking nicely and being courteous here.
@ Zeefa
I respect your opinion, but i just love the bow. Maybe cos i like spiders too? heh.
And the goal here is to go for a darker themed thing, yeah
(edited by Tonikor.5637)
Maaaaaan dont come raining on my parade here, make your own suggestion thread x(
And that thing looks like idea taken out of another game that “competes” with this one, shoo it away asap.
‘Sup y’all.
So it’s been pretty much confirmed that every class will get ONE new weapon/specialization.
Enough with the crappy ideas of axe/mace/offhand sword, its a specialization not a god kitten class-overhaul.
So here’s the deal, no more beating around the bush, the thief uses STEALTH and precise gameplay to achieve their goal – Snipe a target down.
Enter The Operative specialization.
- new weapon Rifle (1200 range);
- the weapons’ goal is to pop huge damage from stealth, damage varies depending on how far the target is – the further away, the more damage it deals;
- outside o stealth its more of an utility weapon ranging from dazes, blinds, maybe even a “scorpion wire” shot?! but still dealing good enough damage – think short bow.
- the new utils would be something that would work differently in/out of stealth – example:
“Improved Blinding Powder” – Stealths and blinds, bast finisher bla bla – If used while stealthed the thief knocks the target down for 2seconds and grants the thief fury for 5 seconds.
Or something of the sorts, i really cant be bothered to think this all by myself, ay?!
As for “RP” issues, there are none! Its a god kitten Operative, it uses daggers, pistols, swords and a RIFLE. It uses agility, subterfuge and skill to get his target down.
Hello ’erryone!
So with the promise of new legendaries coming up with HoT, and most people demanding legendaries that look “serious” to compensate the current silly ones coughpistolshortbowstaff, figured I should share an idea I’ve had for a long time now.
About me:
I’ve played a thief since launch, its the only class I play seriously, I dont even consider my other classes as alts seeing as I just stick to my thief.
Having crafted legendaries and always refrained from making that god-awful shortbow. the whole concept of it could have been applied to something much better, even the Quip is more acceptable with her pretty purple aura
My idea:
To make a “Arachnophobia-like” legendary shortbow!
http://wiki.guildwars2.com/wiki/Arachnophobia
I’ve always LOVED this shortbow, everything about it, but something’s missing and I feel it should be more epik than it already is!
So here’s the plan:
- with the introduction of the legendary mastery line, obtaining a precursor for this would include the actual exotic Arachnophobia as a crafting “material”;
- this would then “transform” it into a new weapon altogether, precursor to the actual legendary;
- it would then be crafted like any other legendary.
How would it look like?
- pretty much like the current one, with some visual upgrades of course;
- maybe make the spider move? O.o
- when using ground area-of-effect it would place a web-like area on the ground;
- when shooting it would shoot lil’ spiders with a web-trailing to it, as if an arrow;
- other projectiles would be a slightly bigger spider – think cluster bomb.
- as for aura, I can’t really think of anything, but if you were to add foot prints my vote would be on webby-looking things.
The name? Black Widow.
pic related
Bumping this because I have the same problem.
One piece of information though:
- this only happens when I’m playing via 4G wireless modem;
- when I’m at home, usually this issue doesn’t arise.
Background is not optimal, but oh well…
Ask for more screenies of my ninja and I’ll post.