yet was beaten by an omnipotent, invisible assassin of justice, or whatever.
Thief
Leeto is amazing. Stopped playing months ago – still watch his stream. Leeto is amazing
I think Throw Gunk is decent for downed state cleaving, or to throw some aoe at an enemy on point (in a scenario where you are pew-pew’ing with your shortbow) – at least those are the (only) scenarios I can think of, where its useful, so I’d say it has its (niche) use
Mesmer “mains”: “Hurr durr, mesmer hardest class in game, L2P”
To be serious for a moment, I think the problem is the combination of teleports & stealth combined with tons of instant abilities (including both defensive and offensive mechanics).
Instant skills is (in my humble opinion, at least) unhealthy for the game – it promotes “luck-of-the-draw” gameplay, random dodges, and uncounterable bursts – and mesmer is basically built around them.
On a side note, I find it amusing to hear FotM mesmers go all “Mesmer used to be subpar, postpatch it is on par with the other classes, and our uber skills is why we dominate now”.
IGN: Verîlan
Playstyle: sPvP / WvW roam
Server: Far Shiverpeaks
Experience with thief: I’ve played thief for thousands of hours, with thousands of spvp games, and so is well versed in every spvp/wvw aspect of the thief (bar zerg stuff). I dont “main” any one weaponset, except in spvp, and so I can play and teach every set, their associated builds, and playstyles, to anyone willing to learn. I’m happy to teach others, when I have the time, and have previously taught guildies both how to play as thief, and how to counter thieves.
If you’re feeling ballsy, you can also play around with Vavume’s build. I like to do that from time to time, when visiting wvw. https://www.youtube.com/user/Vavume http://en.gw2skills.net/editor/?fZEQNAoYVlsMp0pdOx7J8PNRLRsdY3LX5a/EcA-T1RBABUcGEua/R5He6bW4QCAwDKgS1fMTJYAAEgb2mt5Nzm38m3sbezbez2sUARMGA-w
Its not really great for 1v1, but you would propably get better at positioning etc, and its really fun
Nothing spectacular gameplaywise, but always interesting to see something that isnt D/P, shadow arts or condi gameplay
I hope for yours and everyone else who enjoys the gunslinger gameplay, that P/P becomes better in HoT, however unlikely it may be
I don’t see what people are on about in terms of “tickling damage”, the damage is actually quite strong.
…
Even the silly “low damage” auto attack is strong due to the fact that it bounces (did you ever see the damage on it when you run 6/6/2/0/0?) not to mention that the immobilize on the stealth attack is actually quite great.
Dude I was joking ^^
Shortbow is taken for a number of reasons, arguably most important
1) Infiltrators arrow provides unparalleled map mobility – mandatory in spvp
2) Best, spammable blast finisher (clusterbomb) in the game
3) Ranged attack – so you can do some tickling from range
Ofc, the evade is also important, but I feel those three things are the most important aspects. And while the shortbow might be the thief’s best friend, in a 1v1 or 1vX setting, it might be / is better to take another melee weapon set, though that is ofc unheard of in pvp, due to infiltrators arrow.
In short, it already does what it is supposed to do flawlessly, so I dont see any need for trait buffs. Longer range, maybe, but infiltrators arrow could become even more god tier then.
Hahahahahahahahahahahahahahaa
hahahhahaaahahaha
Standard OdS video of a bunch of clowns roleplaying with the good old 06620 trait spread
Cant we just agree to treat Shadow Arts as a primarily wvw (roaming/1vX) balance issue, and deal with it from that viewpoint?
The meta thief build used by almost all the thieves in tournaments maxes out Deadly Arts and Trickery, and takes 10 points in shadow arts (for shadow’s embrace). With HOT, that same build would automatically max out shadow arts to gain all the additional survivability without losing any DPS. So it will affect PvP.
Permastealth is obviously a WvW thing, but thieves will benefit from BP-on-steal (master trait), dmg-reduction-in-stealth (GM minor), and the extra healing + initiative regen from SR (GM) without having to camp stealth.
Well yeah, that is a valid point, and I think it will push D/P over the top, but (also) as of right now, it is arguably more of a wvw thing, which was what I meant. Of course a spvp pov should also be included, but some of the important parts of SA (notably Shadows Rejuvenation) are more/better utilized in a wvw setting rather than a spvp setting.
On a side note, acrobatic specialization looks really fun, hopefully stuff will be tweaked so it will match shadow arts in effectiveness.
+1 mango, very entertaining!
When the specializations launch, maybe you can do a “offhand pistol only” vid, seeing as we’ll be getting a “torment on interrupt” trait, combined with perplexity and 5stackconfusion steal
Cant we just agree to treat Shadow Arts as a primarily wvw (roaming/1vX) balance issue, and deal with it from that viewpoint?
Man this is awesome, he’s starting to rhyme a bit and he’s doing almost the same kind of quoting that Burnfall has.
I still liked Sanduskel’s “I have 5 thieves and NONE of them are perma stealth” more.
Burnfall’s zealous, haiku-like poetry is still eyecandy though
Get to www.metabattle.com , pick a spvp build, and jump into hotjoin – that is the best advice I can give – learn by doing
I think the opposite; in spvp, we are, and have always, been a part of the meta.
www.metabattle.com has some really helpful builds (for all game modes) listed. To answer your question on what happened, eh, Battle for Lions Arch, I think that was before the April ‘14 feature pack. In that case, you missed part of spvp regaining some popularity and its matchmaking+interface tweaking.
Also, balance-wise, you’ve arrived late to the celestial meta (again, my by far most preferable meta), and currently, Arenanet has just given a preview/outline for the Heart of Thorns (new expansion, yay!) balance changes. I suggest you visit www.dulfy.net to read up on both HoT and balance changes – they’re currently being discussed a lot.
Build to try? D/P Panic strike works great for both wvw and spvp: http://metabattle.com/wiki/Build:Thief_-_Dagger/Pistol
So yeah, thieves are still at the top of the foodchain, as ever ^^
Wait. Not even!
It’s the melee rangers that are the strongest spec for 1v1’ing:Man, and ANet’s giving buffs to both necros and rangers. We should go and raise awareness about how OP those classes are.
No, that’s just Charrmagedon/GW Fox.
He needs a nerf.
No dude, it clearly represents all ranger players. Here I will link some more videos to convenience you.
kitten rangers. So OP.
Man it’s just sickening to watch how ANet allowed such unfair, challenge-less, and OP things to go on in their game.
Guess you really never face a good condition thief in wvw before…
Oh wait, maybe you’re the one who’s playing it
Relax, Zero Day is just trolling, afaik he rarely even plays ^^
SA isn’t OP currently. If it were, most thieves would be running it.
Not necessarily, people can choose not to run it for multitudes of reasons – and it is quite popular in WvW, which is arguably the only place it shines.
Shadow’s Rejuvenation heals more than Mug. Stealth can miss and steal can miss, so missing excluded, Shadow’s Rejuvenation has more potential healing. It is a healing trait. That is its purpose. It is there to heal you when you need it, and to not be utilized when it is not needed, thus, in a fight it can just as easily heal less than mug as it can heal more.
While you have a point with Cloak & Dagger, D/P or utility-based stealth rarely miss (heartseeker through black powder, if done in rapid succesion, is rarely and difficult to interrupt). Shadows Rejuvenation is obviously a healing trait, a sustainy one, and in long/attritional fights, it will arguably heal a lot.
1) Thieves don’t take Mug for a heal. The heal can save us, and it’s a nice addition, but it’s taken primarily for the extra spike damage. You also pick up an extra 100 power at the cost of 2 trait points. Shadow’s Rejuvenation does not deal any damage, and getting it costs 2-6 points depending on how much it contributes to your investment into that trait line. You gain no offensive stats, only toughness and healing power which benefits regeneration if you take it, and Shadow’s Rejuvenation itself – thief heal skills scale poorly with healing power.
Agreed, but it is important to point out that 100 power is marginal, unlikely to change an outcome, whereas Shadow’s Rejuvenation can factor in quite heavily.
2) With more power and spike, you may take a few hits less due to killing your opponent that much faster – that is damage not taken. Avoiding damage while fighting is more beneficial than taking it and trying to heal through it.
Agreed, but keeping mind of the scope of the effect of Mug and 100 power is arguably important.
3) To receive the heal from Mug, you must only land Steal which you would do anyway. To heal from Shadow’s Rejuvenation, you must stop dealing damage to sit in stealth, giving your opponent time to recover as well.
Whether you land Steal is a discussion on its own ofc, but Shadows Rejuvenation adds ~320 hp/s, which is added on top of your regular heal, withdraw is around 290 hp/s and HiS is somewhere around 200 hp/s. Combined, we’re still looking at around 500-600 hp/s, which is quite substantial – and more than most other classes can do, especially over long, sustained fights.
4) If Shadow’s Rejuvenation does indeed heal less than Mug would have in a fight, then it does not mean it is less healing than Mug, it just means you didn’t need the trait in that fight, which means it was wasted. Mug is never wasted.
Mug is a really amazing trait, can’t argue with that, but if you didnt get much healing from SR you either won the fight very fast through offensive skill (in which case a different trait allocation would be optimal), or (if you lost) you failed to utilize a cornerstone of your build – sustained healing.
You couldn’t be more wrong.
The defense for SA comes not from those who trait it, rather from those who wants to trait it. It is through reason that drives the conversation if the trait is even good enough to take. Unreasonably taking things away like a lot of suggestions here will leave the trait line unusable — and who will benefit from that?
Everyone else
While it has been discussed plenty of times over the lifespan of the game, I think most thieves agree with you, so what do you have in mind?
I’ve seen a few propositions myself, but my own proposition would be for the replacement skill to be a evade-focused skill, akin to Flaking Strike (S/D #3), to make D/D more like a bursty, stealth/permanent melee -isque version of S/D.
Sometimes when I come on here, it is just a massive facepalm for me.
1 thief trying to defend ShaRejuv, claiming that is offers less hp/s than Mug, with some of the most ridiculous, ludicrous assumptions I’ve ever seen. Fox News would be impressed with your methods.
Good, then prove me wrong!
Arenanet doesn’t hate thieves, if anything, they hate those who do not spec 06620 D/P or condi P/D
You know nothing about thieves, right?
06620 is as far from the meta as it can be.Edit: Oh no, metabuild has a D/P 06620 build, so it really must be the meta!
I’m not going to delve into the statistical analysis of both realistic and potential healing to be gained comparatively from Mug or Shadows Refuge – Maugetarr outlined it very clearly. Furthermore, in the comparison of the two, Maugetarr was being realistic, or at least adding a “realistic factor” when adding a variable to the stealth/SR uptime (namely 50%), which you on the other hand, didnt in comparing Steal to SR.
SR/Stealth has the advantage of being completely player-controlled in regards to uptime – generally speaking, you decide when to stealth, how to stealth, and for how long. Therefor, for the most part, the achieved healing of SR is in the hands of you, the player.
Steal (assuming Mug + trickery line + Sleight of Hand) on the other hand, is far more unreliable in reality. It can be non-aegis blocked, invuln target, not hit (target stealthing at a lucky time), blinded, evaded etc. There is a very real chance, and often happens in fights, that you do not manage to land it every time, thereby not realising the full potential heal. So far, it has been assumed that it not only will hit every single time (ludicrous), but that you will also use it the moment it comes off cooldown.
THAT was one of my main gripes, and the source of my original statement about your assumptions, Jana.
And for the record, not only is there the (player-enemy synergy, as opposed to entirely player based) matter of if Steal hits, there is also the matter of if the player would use it. Steal, traited with Mug and full trickery, is a very potent, tactically important skill. You dont waste it around for nothing – optimally, and usually, you’ll save it (within reason) for interrupting important skills, like stomps, resses, high-damage skills, heals, that sort of stuff. Not mindlessly use it every single time it comes off cooldown.
Sorry if I seem grumpy, but the aforementioned comparison of MugSteal and SR was deeply flawed and out of touch with reality.
EDIT: And 06620 D/P has been a staple and (differing frequency at times) common thief build in both “outdoor” wvw as well as OS for the past 3 or so years!
SA significantly lowers the skill floor of thieves and it just annoys me that thieves will no longer be punished for taking it in spvp. I was fine with it in wvw as long as it stayed there, but thief is headed in a bad direction right now.
Agreed, but as I’ve learnt from experience, this is the wrong forum to think so – I’m getting the impression that a substantial amount of active users here on this subforum trait into SA, and are more happy to get buffs, than to be reasonable :/
Taking away Cloaked in Shadow and Shadow’s Rejuv is just way too cruel for D/D thieves.
those 2 are the core survival trait for D/D.
I know, and I really dont think cloaked in shadow should be a gm, maybe a masters, but that is a whole other discussion; this thread is about shadows rejuv. I dont want to see D/D wither away completely, it is like, the most iconic thief weaponset, but thats a discussion for another thread
^^But it was a theoretical approach to a realistic scenario. If you, for whatever reason, like the design and implementation of shadows rejuvenation, thats fine, you’re of course entitled to your opinion, but the point of Sikari’s example was to exemplify how sitting in stealth makes a thief (using either Hide in Shadows or Withdraw as heal – lets not go full strawman with venom or signet heal) regenerate his health much faster than any other class, only somewhat rivaled by a ranger or warrior who has specced completely into regen (meaning dolyak runes, mango pie food, healing signet, banner regen, all that sort of stuff).
I may have worded it a bit too zealously (I do despise the trait and the playstyle it enforces) in my starting post, but my point still stands that the trait contributes grossly to the potential (and by extent, realized) health regeneration of shadow arts thieves, to the point where it makes them so sustain-y, that it becomes a game of hide and seek, where you have to repeatedly outdps them faster than they can regain stealth, which in a realistic scenario (in wvw of course, SA is all but unused and unviable in conquest for obvious reasons) is borderline impossible – unless assuming the SA thief kittens up.
Again, I respect your entitlement to opinions, but I cannot help but think that people would defend the trait simply because they used it, rather than acknowledging the glaring issues in its design and implementation.
Oh, one last thing,
You are arguing against STEALTH . 4 seconds in stealth does NOT add a lot of health. the base is around 1200 health. That health can be taken down with a single hammer blow. Your thief usually has a lot less health then that warrior with that hammer and has a lot less healing than does that guardian.
Agreed, sort of, 1200 hp in itselt is nothing to sneeze at, but think about it, how much time do you actually spend in stealth in a fight? And how frequently? It really adds up.
Perma stealth is gone with the ditching of infusion of shadow
Your entire rant is pointless
Perma stealth has nothing to do with this rant, and I specifically said so. Perma stealth would imply that the trait is only useful in instances where you are sitting in stealth for prolonged periods of time. Fact is, those 3-4 seconds of stealth here and there, they easily add up, and my main point was that the trait promoted unhealthy (thanks for the expression guys) gameplay.
I play either D/P 26006, D/P 60206, S/D 20066 or D/D 66200 (wvw funtimes), and on the two first builds, without infusion of shadow, I can easily stack long periods of stealth – even moreso if I had the SA passive that adds 1 second to stealth.
Your entire post is pointless
Shadows Rejuvenation is immensely strong.
Granted, it is a grandmaster trait, but what bothers me the most about it, is not per se the numbers, but the design. Perhaps with the exception of the 1 condi/3 sec cleanse in stealth, this is borderline the only trait that actively encourages sitting in stealth for ages. And it rewards doing that, highly so.
While the current, and similar HoT numbers, of approx. 300-330 hp/s in stealth, is ridiculously high (on par with what most healing skills can provide in consistent usage), I feel that it is of a design that does not belong to thief. If we look at every weaponset, and the general direction of traits and traitlines of thief, they all encourage active/reactive play.
Enemy attacks you? Dodge that kitten! Or blind it!
Not soak it up, stealth up, and go hide in a corner until you’re at full health again.
Not to mention, Shadows Rejuvenation outperforms the other choices by a very large margin, both in the past, present, and in the HoT outline. The sheer performance of the trait arguably leads to it carrying bad/lesser skilled/experienced players in fights that they’d otherwise lose, purely due to the atrocious game of attrition it allows.
A potent tactic, both for X/D builds, but perhaps moreso for D/P, is that if you’re losing, simply keep a distance, and keep stealthing. The sheer level of sustain it brings, and gameplay it promotes, is just so… not thief-y.
I dont consider myself a thief hater, nor a shadow arts hater (in general), but that single, build-defining trait, I just wish it would get removed, and replaced with something else that fit the theme of stealth, as well as active gameplay.
If I were to come up with a replacement, I’d like to see a trait meant for offensive use.
How about something that gave X amount of initiative when gaining Revealed (IE, breaking stealth through damage)?
Finally, shadow arts could be a traitline dedicated to repositioning, use of stealth for offensive purposes, and light sustain (through the Shadow Protector and Shadows Embrace traits).
Sometimes when I come on here, it is just a massive facepalm for me.
1 thief trying to defend ShaRejuv, claiming that is offers less hp/s than Mug, with some of the most ridiculous, ludicrous assumptions I’ve ever seen. Fox News would be impressed with your methods.
Another thief defending the same, (in my opinion, broken) trait, since it “allows him to 1v2, 1v3” etc. I can only agree with the other sane people here – this is ridiculous.
Then one guy complaining that necro is blabla better than thief in every way. Are you for real? I would ask if you’ve ever seriously tried to play necro, but such a statement shows that you havent – necro has some way more glaring issues than thieves.
Arenanet doesn’t hate thieves, if anything, they hate those who do not spec 06620 D/P or condi P/D – just look at the panic strike change, how Cloaked in Shadows will be a competing grandmaster trait (poor D/D thieves), how initiative regeneration got reworked in said specs’ favour, the multiple (and mostly justified) nerfs to S/D, the multitude of direct and indirect buffs to condi P/D (ferocity change, perplex runes, confusion trickery GM trait). This wast just what I could think of at the top of my head.
Whoah whoah whoah, hold your horse there! Just about all the old teleport spots still work, in fact, there are even a lot of new ones. This was just a QoL patch – the amount of buggy Infiltrator’s Arrows you send out is now severely reduced – take a look at this thread for more info: https://forum-en.gw2archive.eu/forum/game/pvp/Videos-of-Port-Locations-in-PvP-maps/first#post4887972
I would opt for a power-based setup, with the weaponsets D/P+S/D. For traits, armor and that stuff, I would use berserker, soldier or knights, with the trait setup of 20606 or 26600 (though I’d be in favour of the first mentioned). At least from a pvp perspective, that seems like an optimal, rounded dueling build. The weaponset combo, at the very least, allows you to react to just about anything in the game.
Improvisation isnt all that bad, in fact, you can can opt for it over +5% dagger dmg when traiting 60206 as D/P.
It synergizes really well with the trickery line and SoH, since you’ll be looking at potential extra uses of basi venom and/or utilities. If you’r playstyle involves not using steal as your opener (whereby some/all of your utilities are on CD), it can be really helpful, to the point of (RNG hero baby) turning the entire fight in your favor, by giving you a premature use of shadowstep, shadow refuge, blinding powder etc., whatever you use.
I don’t use it, preferring the non-RNG’y +5% dagger damage, but a substantial number of thieves use it, and I can see why.
Well, it looks like you regularly kitten off angry 12-year olds
That said, I dont think the displayed behaviour is acceptable by any degree, but its hard to effectively diminish it. I suggest proactive use of the block function, whenever angry pvp’ers get their panties in a twist.
Meh, not impressed, this was average/decent at best.
Agree with Helly in regards to P/D, very well explained.
Oh boy, I think the kitten-measuring contest has gone too far. Lettuce just stop.
And here I thought I had a somewhat unique look…
I’ve had a lot of fun roaming in wvw with the eu panic strike meta build. What makes it better in wvw than 26006 imo, is that Shadow’s Embrace-way of removing condies is better in wvw than Hide in Shadows, since you are not in the same way restricted to staying visible, on point, bound by time. Runes of the pack gives you the crit chance you lose compared to 26006, as well as extra fury and swiftness in fights. Cheers
This is just so trivial. If you’re going to spread publicity about a boring, kittenous build, at least make it interesting, and not the same old valkyrie-hidden killer. Why not zerk D/P 60206, D/P 26006, S/D 20066 or something fun with D/D. At least take zerker gear, wvw guard buffs are there to give you the needed health.
AG thief, platinum rank…
I see you met Vavume
D/D was not nerfed at all, it technically was buffed just in a way that doesn’t help it at all.
I’m going to disagree. The cleave on #1 is okay I suppose, but it will suffer a strong, albeit situational, nerf in wvw. The instant, ranged, no-tell reveal that engineers and rangers will be able to apply via their respective skills (Analyze and Sic’ Em!) hits D/D the hardest, since D/D has no reliable defense outside of stealthing (Cloaked in Shadow trait from SA traitline).
This hits D/D harder than the two other stealth sets, S/D and D/P, since S/D still has evades+disengage, and D/P has a decent amount of blinds post Sep. 9th patch.
D/D will still be fun to play though
No, it is not viable, since Cloak and Dagger, your bread and butter for bursting (the only thing D/D shines at) is reduced by 33%. More importantly, D/D has no “natural” defenses, it usually relies on Cloaked in Shadow (SA trait) for defense, and as said, SA is not viable/useful in spvp.
In a word: Yes. P/D condi thief is cheese. Very cheese. Far more than D/D, or S/D. A lot of it also comes from the (often) used SA traits, it is not uncommon to use 6 pts in SA, when running condi P/D.
What differentiates P/D condi from D/D power, is that you are far more tanky, since thief condi builds dont use precision, allowing them to go Dire or Carrion. Furthermore, it is based around kiting, as opposed to the more “in-your-face” style of D/D. Thirdly, a big chunk of the dps of P/D condi comes from the stealth attack. Whereas D/D requires you to be in melee, and behind your target, P/D condi has neither of those requirements. While the fact that you rely (somewhat) on C&D and/or #3 to stealth/kite, it means you are somewhat weak against ranged (although you have Steal, and possibly signet of infiltration), you are hilariously strong against melee opponents.
In regards to spvp: P/D condi is a dueling build, and has no real place in coordinates high level tpvp. Hence it comes off as “I’m here to duel, not to win”-kind of build, which can make it seem like you want to stroke your own ego by beating others in 1v1 etc. To clarify, if you’re running condi, you’re running a spec somewhere in between a terrormancer and a trickery thief, while not being that great at either of the two roles they represent.
Then of course there is the whole discussion of how unfun it is to fight P/D, since the playstyle boils down to “tickle the enemy from mid-long range. When they come close, use C&D, rinse and repeat”. So yeah, in spvp, you’re running an attrition, stealthbased dueling build, which has no real place in conquest pvp. Thats why people mock you.
If you find that it hurts you more than it helps, then just get another trait instead.
Clearly, you have absolutely no idea what you are talking about, or have simply missed the entire point of the numerous threads on this minor trait. It is a 1pt minor trait, meaning no matter how many points you invest in SA, you are forced to take it.
109 chances – 1 Lyssa, 108 tokens
I’m with OP here. This trait is a travesty. This trait might’ve been worth it prior to Reveadled being added, but with the Revealed mechanic, it is pushing SA-specced thieves to play defensively rather than offensively, when low on health. As a D/D thief, I’d say this has saved me equally as many times as it has killed me, due to proccing midcast of a C&D, while the C&D would’ve saved me.
I would take any of the 2pt SA traits over this, heck, I’d even take a blank space over Last Refuge. At least that won’t actively ensure my death in fights.
Are you saying that we won this week because of hackers? How dare you stain our victory like that! I was up all night thursday night, as was several others! I dont think I’ve ever seen that many online on a thursday night / friday morning!
I can understand that you’re, rightfully, angry about the hacker, but that gives you no right to stain a hardfought victory. I’ve never before seen my server, FSP, work this hard for a victory. Every commander, every guild, worked their kitten off these past few days, to beat Gandara, despite gandara being the crown-prince of silver league eu!
I do not condone hacking, but I still think you should see this (attached).
As a S/P thief, I find the following troublesome:
1) Power/Glasscannon Guardian. So much damage mitigation and stunbreakers.
2) Condition mesmers (blackwater). Such cheese.
3) Triple-stance power warriors. To beat them, you have to severely outplay them.
4) Condi/kit engineers. Just such much pb-aoe.
Agreed, really nice idea, would definitely make me feel more useful in wvw.
+1
Making an ascended dagger took me several months, so, unless I decide to farm my sanity away, I won’t have ascended armor until, perhaps, next winter.
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