Showing Posts For Trimanir.8571:

Power vs Condition

in Thief

Posted by: Trimanir.8571

Trimanir.8571

I use P/D is a viable condition build. Focusing on might stacking (on dodge steal and stealth) Using (10/0/25/15/20)|

I tease and attack from range with vital shot(1).
My normal combo cloak and dagger(5) (sneak and weakness) sneak attack(1) and dodge out for a total cost of 3 initiative. Can be done every 3 second.

Also my steal may replace cloak and dagger once in a while or when low initiative. It will give me a ton of boon (as well as steal some) apply poison and restore 3 initiative.

replace dodge out with doge in when facing a range caracter.

Power vs Condition

in Thief

Posted by: Trimanir.8571

Trimanir.8571

Like FiendGore.6205 said only one codition is removed most of the time, so adding some less important condition (anything but bleed) greatly improve condition viability.

Generally speaking Condition will be better against weaker player, inexperimented and will please the cat like predator that like to play with pray.

It’s said that condition will get a tweak on structure in a future balance patch.

Power vs Condition

in Thief

Posted by: Trimanir.8571

Trimanir.8571

IMO in pvp both are viable.

Power is better in short fight, vs glass canon.
Fit well if you like assassin like thiefs, tactic is to burst everything on first combo. there is no second chance (since you’ll be out of initiative.) Build all offence here Critical Strike and Deadly Art.

Condition will get better on on longer fights. Fit well if you like hit and run tactic. where first hit is not there to destroy the opponent but to make him weaker for second strike (you wait stealthed for him to waste his Condition removal). Better burst only enough initiative on first strike to make him do so. Acrobatic and Shadow Art and Trickery build here.

Main hand pistol

in Thief

Posted by: Trimanir.8571

Trimanir.8571

I use P/P also, I’m builded durable+Condition. I I like P/P lots of tools to play with as a tanky player (daze/blind/debuff/bleed)

I feel like Unload should put some bleed stack also.
But a finisher mechanic ala hearthseeker could be interesting also.

Trading Post is less than useful

in Suggestions

Posted by: Trimanir.8571

Trimanir.8571

This point out to another problem,
there is not enough item worth selling/buying and or item needed are too common.

Anyway i like the idea of making price warning at least include the loss you make from listing item + 15% tax fee

Raise crafting to the level of the rest of the game.

in Suggestions

Posted by: Trimanir.8571

Trimanir.8571

Remove blue and rarer equipement, not all drops, my mistake.
You would have plenty of way to get good gear from karma vendor and hidden chest (there is a lot of them around). And like i said it will give an insentive to complete dungeon (filled with chest)

also having more crafting component will allow non crafter to sell more and therefore have more gold to spend on TP.

Raise crafting to the level of the rest of the game.

in Suggestions

Posted by: Trimanir.8571

Trimanir.8571

Really no one agree or disagree? (i forgot to put a flaming component to my post)

Solution: Endgame/Karma/farming/zerg/bots/scaling

in Suggestions

Posted by: Trimanir.8571

Trimanir.8571

I like the idea, but add a UI indicator that this event loot/reward is affected by a a X % reduction when it’s the case. (tooltip saying how to avoid it).

Raise crafting to the level of the rest of the game.

in Suggestions

Posted by: Trimanir.8571

Trimanir.8571

It’s normal MMO culture to grind your way to max level to start playing the game.

Now GW2 made a wonderfull step for PvE, PvP or WvWvW where i dont feel at all the urge to get Max level. Yay!

For some reason crafting was left on that old tradition.
What crafting should be :
Looking for need, checking offer and demand ant try to make a profit.
*What crafting is : *
GW2 crafting is (unless you are among the highest) a material grind to your max level to start getting benefit (to you alone) and intended for hardcore gamer as additional content to grind.

So here is my story :
I actually did all zone 40 and under as an explorer, i’m level 70 doing under level stuff for fun. and i enjoy it.
That being said even so i’m not able to finish my crafting skills with what I got doing all the content.

Conclusion : I really need to trade or farm some mats.

I dont really care about trading mats, I feel it’s part of being a crafter.
I also dont really care about not beeing able to equip what I craft (cause I’m over level), it’s just a bonus if it’s the case.

I made some observations :
No one need what i craft almost nothing sells because of that.
When it sell it’s cheaper that what the material are worth.
Reason for this is that random drops for average gear are too frequent and ultimatly put for sale on TP for vendor cost.
Because of that leveling crafing is an expence, not fun cause you can’t feel sucsessful at tha game of crafter.

Result : I’ve quit crafting even tho I love crafting (my definition of it)

Solution could be simple :
Replace random blue and rarer equipement(let’s call them magic items) from kills with crafting components.
Keep magic items for chest, as well as special currency (Karma, token) vendors.

Effect of this simple solution :
Raise crafting demand increase material offer and most probably fix crafting problem.
As side effec, it increase the incentive to do dungeons and find hidden chest.

Optional:
Reduce the craft profession per caracter to 1, reducing crafting offer could only benefit crafter.

TL/DR : Nice move removing grind till max level feeling. But crafting was forgotten. I quit crafting cause i think it’s broken and made a suggestion about it.

Edited to replace item with equipement after StevieMJH comment.

(edited by Trimanir.8571)

400 jeweler/cook unable to make profit...how about other professions?

in Crafting

Posted by: Trimanir.8571

Trimanir.8571

Step to make crafting viable.

-Make random drop armor and weapon white only (replace with crafting drops)
-Keep blue/green/yellow for quest reward/crafting/special vendors(Karma/Dungeon Token/PVP Token)
-Crafting is made viable.
-Make an in game mechanic for where you don’t pay vendored component when researching (so crafting in your leveling range has an edge)

Two Pistols, One Shortbow

in Thief

Posted by: Trimanir.8571

Trimanir.8571

Theres a trait that makes pistol shots bounce y’know

Dont bother using it, 5% (1/20) chances is way too low. you’ll bounce one time per fight.
Ricochet is useless.

-It may be used to draw that neutral bird’s attention when you dont really need too.

-It will not tag side creature on big encounter since you need 2 attack to get credit. (those side creature will die before second attack from other player AOE)