Showing Posts For Vermil.8172:
This was a great read.
Now unto the next challenge, you guys must film yourself reading this and try to convince Anet to make those changes without bursting out of laugh.
It’s a hard duel you should avoid most of the time.
But, if you really need to fight a DH on point in 1v1 (still, as I said, avoid it), I found that it’s better to break LoS and fight them with your short bow for most of the fight.
Cluster bomb may be super slow, but it shoots in an arc and deals AoE damage. It means you can shoot over most barriers surrounding the point, while the DH cannot hit you with his bow (straight lines shots). You can also get out quickly of your LoS, shoot a Cluster so that it hits the edge of the enemy, then quickly come back in.
If you’re able to grind through some of the health/blocks of the DH, and if you feel confident you can avoid the traps on the ground until he bites the dust, then you can switch to D/P, Shadowshot to him, dodge the traps, steal the next attack (with the daze trait), then CC lock him with Impact Strike combo.
But, really, you should avoid them as much as possible.
I used to do most of my PVE roaming as a D/D. It’s fun, you open up with a Cloak and Dagger to follow up with a backstab for nice damage and finish ennemies with 1-2 auto attacks and a Heartseeker. Not hard to stay alive because you burst ennemies down fast enough to not really get hit more than once or twice (if they have a lot of health).
I recently switched to D/P for solo roaming though because of the recent buff in AA, making Backstab not a necessity to do damage. With D/P, you still have the HS finisher and access to stealth (though it’s more expensive than CnD), but you also get an incredible blind/gap closer with Shadow Shot, as well as an amazing “perm blind” with Black Powder.
Black Powder ticks often enough that pretty much all attacks done by ennemies will miss if you keep it a 100% uptime, allowing you to tank larger ennemies with ease.
Underpowered skills:
Surprise Shot – damage is really poor , maybe double damage below 600 range, triple damage if you are below 300 range
Because the purpose of this skill is not to deal damage but to CC. This skill is amazing when fighting other thieves and to stop an enemy from rushing on a point, giving you this extra two second you need to cap/decap.
Slightly OP:
(Daredevil) Unhindered Combatant – simply a nightmare to play against in WvW ; one trait just about replaces Acrobatics (a swiftness reduction would probably be fair as far as Expeditious Dodger)
(Daredevil) Pulmonary Impact – this makes Pistol offhand and sword mainhand much stronger , Hook Strike, Bandit’s Defense/Fist Flurry/Distracting Daggers also …. it’s only kept in check because it cannot crit
Without Dash, thieves would melt to pretty much any other classes that have access to cripples/roots and it would lose it’s role as a sPVP decaper.
Pulmonary Impact is indeed strong, but it’s mostly because it acts as both a defensive and offensive skill. The damage is good, but far from OP with all the sustain most classes have access to.
Well, off to a good start.
Anyway, I made a list on the reddit post as the dev in charge said he would monitor it. You can find my list here:
Feel free to add more known bugs and/or directly report them in the bug forums.
Sounds like this is going to be a nice, respectful and informative conversation. Better go get my popcorn ready.
Consider taking a few Vitality/Thoughness trinkets and amulets, just to give you some health.
Back when I was doing the solo HoT content, I was rolling mostly D/D as I don’t like the staff much (all this whirling around tend to place you into dangerous cleave/AoE situations. Being able to stealth often does help a lot for survivability, but be ready to dodge a lot to avoid the attacks they send at you.
If you’re running Dragon Stand, just grab a ranged weapon and avoid going melee as much as possible. There’s so much damage thrown at melee range of the mobs that it’s just impossible to fight toe to toe with anything (anyway, SB is best for tagging multiple mobs).
Now that you own it, could you upload a video of the animations so that other players can judge the animations?
Maybe with a long internal cooldown, otherwise it would be way too OP.
Maybe allow them to see enemy traps while in stealth? This way you can avoid them during a burst set-up or an escape?
Another idea, which might be a bit too strong, but nonetheless interesting, would be to allow thieves to walk over traps whitout triggering them while in stealth, just like the “Light Foot” trait works in Skyrim. You cannot attack while standing over the traps because you would get revealed and trigger them, but it would avoid players to set-up traps in a chokepoint to prevent people from getting in because thieves can sneak in and attack from behind.
IGN: Vermil Shadowcraft
Type: Scholar
Server: Sorrow’s Furnace
Experience: Sorta new to GW2 (about 3 months). I main and pretty much only play the Thief class, just as I have always rolled the sneaky type in every single game I play. I have about 3 years or Rogue exp in WoW, which made me understand the class pretty quickly. I enjoy both PVE and PVP (a bit less now with the current state of the class) and want to learn / participate on discussion on the class in both mode.
-Bandit’s Defense should be changed to have a roll over skill when you block an attack which you have 5 seconds to activate if you choose. The roll over skill is the current knock down portion of the skill. The block duration could be increased to 1.5 or 2 seconds as well.
- Currently this skill can get you killed pretty easily when it automatically locks you into a knockdown attack animation after blocking an attack.
I believe that this spell’s knockdown should not have a “leap” animation towards the attacker, first because of the almost uncontrollable animation locks, and second because a sudden change of direction can be disruptive in the middle of the battle.
I believe that a point blank AoE knockdown could work well with the spell. Once you block an attack at melee range, you stop for a 1/2 second in order to place a swift spin kick across the floor, knocking down everyone at range.
By doing the point blank AoE, we would shorten the animation time, prevent any sudden change in movement from the thief, as well as forcing other players/ennemis to not gang-up at melee range on the thief.