If a thief puts 2-3 CG on a down the only way to get the rez is if a Mesmer does a 3-clone Distortion.
Or if you have resistance, stab, or one guy with a couple aoe cleanses.
I’d give the patch time (at least a few days) to settle in before reacting. See how it effects things and if it needs a change you could have a 2s icd, higher stack requirement, shorter daze, or any combination of those things.
You realize skill splitting is exactly what we’ve been asking for for ages? Previously they tried to balance across every mode and it’s just not realistic. Yes splitting means you need to know the differences between modes, bit that’s a small price to pay for better balance.
Please don’t delay the “how to fight ghost thief” vid. Perhaps it will quell a fraction of the uninformed QQ posts. It’s an easy build to fight if you have just a little experience.
Power: 5-2-1-4-3-2-2
Condi: 3-Shift-1-3-Shift-1
Judging by OP’s tone, I think he may prefer DH though…
DH: 524ga1737gs0bfia5264gdu6619ha-remove face from keyboard
Mad King says: Stealth buff DH, Supersize thief, Kill Mesmer
You’d think you’d learn from your other ridiculous posts that you’re just spilling out nonsense now. How about you read the patch notes first before coming across as uninformed and someone with two left brains?
Even if the meta was 5 Mesmers on each team, she would still ask for Mesmer buffs and nerfs to other classes.
+1
/15 characters
I actually get what you’re saying but my imagination isn’t always happy with just the facts and information so bear with me for one more, does that mean I can suicide dodge from a cliff or wall and take out a chunk of a squad? I mean, technically that animation isn’t over until touch down.
Nope sorry. The animation is always 0.75s like any other dodge, and that hasn’t changed. The “landing” part of the animation may occur while you are still in the air, it doesn’t wait until you hit the ground to end. If that happened before, you’d do no damage. Now you will deal damage regardless of whether the animation ends in the air, in water, or on the ground.
I wonder if I can dodge key in glide mode and or jump up and tag someone on a ledge above me if they’re within range even if vertically.
You can’t dodge while gliding or falling. Trying to jump bound and hit someone above you won’t really work either for two reasons. First, Bound doesn’t actually displace your hitbox vertically, it just looks like it does. That’s why you can’t bound over even tiny obstacles. Second, even if it did actually move you upwards towards the person above you, you don’t deal damage until the landing part of the animation, at which point that height would be gone.
I don’t glide enough, makes sense.
Even if I’m jumping up to land on the same level, the damage will still wait until I touch ground then, it won’t cleave them on the down side of the jump? I don’t get that change then where does that it come into effect?
The change is that previously you had to physically land on the ground to do damage. Now, if Bounds landing animation ends and you are still in the air (because you bounded off a cliff or down a steep slope), it will still deal damage. The damage is still dealt at the same time in the animation.
I wonder if I can dodge key in glide mode and or jump up and tag someone on a ledge above me if they’re within range even if vertically.
You can’t dodge while gliding or falling. Trying to jump bound and hit someone above you won’t really work either for two reasons. First, Bound doesn’t actually displace your hitbox vertically, it just looks like it does. That’s why you can’t bound over even tiny obstacles. Second, even if it did actually move you upwards towards the person above you, you don’t deal damage until the landing part of the animation, at which point that height would be gone.
I love it. Especially switching places with a downed player. It could be a game changer.
better not kitten any thief off or else your downed kitten is getting teleported into enemy zerg xD
Of course necro and ranger can already do this.
It’s good they recognize the need to improve skills like Dancing Dagger and Vital Shot (should have had Body Shot as well but eh). The bound change is for when you bound off a ledge for example. The animation ends before you land, and it previously wouldn’t deal damage because you had to land for the impact. Nice little improvement along with the PI fix. The venom change is very nice, and I have been waiting for that for awhile. I wonder how that will affect venomshare DPS. It may be close to competing with the power meta, though it will always be less reliable.
Edit:
I am grateful that some CC seems to have been toned down or removed from other classes. I think they should continue that so group fights aren’t such a mess. They could probably stand to buff Dancing Dagger and Vital Shot more along with Body Shot, Hide in Shadows, Skelk Venom, Thieves Guild, and traps (basically less used stuff). I was really hoping Destroy Shadow Trap would become like Portal…maybe next time.
Edit 2:
The downed state invuln change is a nice QoL buff for Impact Strike.
Edit 3 (sorry, so many edits):
If the Mesmer nerf means reduced quickness uptime, that further closes any gap between power and condi Thief…interesting.
(edited by Zodryn.4216)
It was still used for the stealth; one of my old guild members ran a heavily D/P condi setup several years ago, and everything the guy in the video is using except the Daredevil was there well-before HoT by six months or more.
The Poison field thing was said by Rocky, and not me.
Sorry, looked at the wrong name on the poison field thing. Pressure Striking was part of the June 23 patch last year, so it was there four months pre HoT. Before that, D/P had only one condition on the auto chain and nothing else. Running it for any condition build would be silly. After the June patch, you could use D/P with perma stealth trapper (trap damage was removed that patch as well), or you could use it for torment on interrupt, but I’d say P/D was a far better choice at that time.
If your friend used it years ago, I imagine he used something like a perma stealth caltrops build.
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Rocky, you keep referencing P/D D/P as the best condi set, which has never been the case. For one, D/P is a power set.
Oh, I beg to differ.
Might not be the best, but D/P is functional on every build for all types of damage/defense.
You’ll notice that
- He’s using SB alt
- He’s using interrupt traits for the condi damage on D/P, which didn’t exist until last year
D/P was absolutely not used pre HoT (and still isn’t usually) for condi damage. P/D D/P would be a waste because you use different traits and utilities for each play style and you really don’t have initiative for both either. The point stands that SB is and has been the best alternate weapon, and P/D D/P just doesn’t make sense.
That being said, I’m all for different builds. I even have a S/P hybrid interrupt build that works similarly to the one in that vid. If you think P/D D/P is fun, go for it. I’m just saying it was never the best condi set. Most things have stayed the same or similar post HoT.
Edit: you also said D/P is better than D/D because of the poison AoE. SB has the poison AoE, D/P does not. Unless you’re referring to Lotus Strike, which isn’t AoE.
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Rocky, you keep referencing P/D D/P as the best condi set, which has never been the case. For one, D/P is a power set. Also, SB has been the supreme alternate weapon for ages thanks to the mobility it affords you. There is usually no reason to run a different alternate set because of the initiative mechanic. Other classes swap because of cooldowns, but we have none. If you use P/D for condi, you just stay in that set. There are occasions when you may use something other than SB (you may try P/D+D/D or D/P+Staff for example), but SB is meta and has always been.
Second most common I see are the gremlins…aka asura.
We prefer shark-rat. And how are humans mice? Silly bookah.
“Trap Thief” is a poor title. It’s just a standard D/P Thief. The third utility slot is flexible, and taking Shadow Trap for mobility doesn’t make it a trapper build. That’s like saying the same build is a “Venom Thief” because it uses Basilisk Venom.
Edit: typo
OP (and anyone else who has issues with this build), let me tell you how to deal with it.
1) Take a stun or immob break (if you don’t already have one what are you doing in PvP/WvW)
2) Don’t stand in caltrops
3) Do stand in black powder, or use a reveal skill or WvW stealth trap
4) Take at least some condi clear, you don’t need much (again, if you don’t already have this what are you doing in PvP/WvW)
Combining these tips invalidates the efforts of the thief, and should require no build changes since you should already have a stun break and condi clear, and anyone can stand in the right place to avoid caltrops or deny stealth by standing in black powder. If you want easy mode, grab a WvW stealth trap, but it isn’t necessary.
I understand why people get frustrated with this build, but it’s so easy to counter with literally any class and decent build if you know what to do.
Necro. You can pretty much just press all buttons and do well. Warrior seems similar but I haven’t tried it yet.
Also, what was your team comp? AoE and CC are so common I find it hard to believe you couldn’t counter a D/D condi build.
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The thief and mesmer builds that require these utilities do so because neither are capable of facetanking damage in teamfights.
The only mesmer build that can facetank (what remains of bunker/support) doesn’t use these escape skills anyway, so the point is moot.
Pleaseeeeeee.
Thief has so many get out of jail free cards it isn’t funny.
He said they couldn’t facetank damage, which is true. What exactly is the pleeeeeeease for? Also other classes have even more of “get out of jail free cards” they just look different (i.e. they don’t involve running away).
From my understanding, you obviously want to win games, but also work hard at getting close matches if you lose. You gain or lose MMR based on the relative skill of each team as well as how you performed. Win 500-0 against better opponents = big gain, lose 499-500 against better opponents = small loss.
Someone correct me if I’m wrong, but in simple terms I’d just say do your best at all times for max gain and less loss. Don’t throw, don’t give up because you’re down 100 points, etc. If you have a 100 point lead, keep pushing for more of a blow out.
I don’t think this is correct: score does not factor into MMR, only the MMR of you and your opponents, and the outcome of the match.
Thanks for the link. It uses “game outcomes” to determine rating, but that could mean different things. It could just be win/loss, or it could take myscore – enemyscore and assign ranges so you have outcomes like bigwin/win/closewin/closeloss/loss/bigloss. I checked the wiki, but it doesn’t state anything to indicate one way or another.
Why don’t we make all classes the same? Some having different strengths and abilities is so unfair.
From my understanding, you obviously want to win games, but also work hard at getting close matches if you lose. You gain or lose MMR based on the relative skill of each team as well as how you performed. Win 500-0 against better opponents = big gain, lose 499-500 against better opponents = small loss.
Someone correct me if I’m wrong, but in simple terms I’d just say do your best at all times for max gain and less loss. Don’t throw, don’t give up because you’re down 100 points, etc. If you have a 100 point lead, keep pushing for more of a blow out.
Now I see why Ithilwen is always asking for Mesmer buffs and nerfs to other classes.
What we need is incentive to have an alternate combat weapon. No weapon swap cooldown would be a great change imo, since we’re tied down by init. D/P Staff or P/P Staff could freely swap and BP+Vault to stealth for example.
HtC in acro will stun break instantly, but I don’t know how many people run acro these days. They may also be blocking. Traps do seem a bit buggy at times too.
Make better decisions. You need to be at the right place at the right time more than the other thief. It’s kind of like a race. Every millisecond counts. It helps if you are better than he is so you can kill him if necessary.
Edit: Be aware of his position, and try to get a feel for what your team can handle. For example, you drive by the teamfight at mid and go far to decap, since mid seems fine. Your ally is defending home 1v1, and you notice the other thief +1 that fight. Can your ally survive 2v1 until after you decap? If not, can you make it to him in time? Maybe the teamfight went well and one guy peeled off to help home, so you don’t need to worry about it.
There are a bunch of variables that determine whether you should countergank, take secondary objectives, decap, etc. If you make good decisions and recover gracefully from bad ones, you can throw off your enemies rotations.
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OP, the “new” build is apparently D/D + Staff. This could only kind of work with sinister or viper, but that seriously reduces the effectiveness of Vault and leaves you full glass. A dedicated carrion D/D build will be more durable with the same condi output and zerk/marauder Staff will hit harder and have a bit more health. Not to mention both would also get more mobility by running SB secondary. D/D + Staff hybrid is just a bad idea imo.
Depends on what you mean by most. Largest quantity? Longest duration? Here are a some possibilities:
Lockdown Mesmer
Fear Necro
Stun Druid
Scrapper
Hammer Warrior
Trap Guard
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Forget about whether this is OP or not…it’s just dumb design…what sane person would design such a playstyle. Who internally tested this and said “yeah..this is good design!”
There are MUCH better ways to make thieves viable. Many new players who encounter shenanigans like this immediately think “wtf” and just quit.
See also: unkillable ele, unkillable mesmer, dragonhunter traps, necro corrupt on auto/aoe cancer, aoe cc everywhere. Those are/were problems. A non meta thief build that kills noobs easily with spammy gameplay is not great design, but at least it has good counterplay, unlike some other problems.
Best thing to know: Use stun or daze at the end of their evade frame then sneeze on him, or use AoE.
I see this suggestion a lot. And it doesn’t really make sense. Most interrupts are on at least 1/4 casting times, some more. Taking server latency into consideration and the fact that the time between the end of the evade frame and a new evade frame is slim. Even a player who is skilled would not be able to consistently interrupt a thief at the end of their evade frames.
Yeah actually, you can. DB and lotus you basically just interrupt about 1/2s after the animation starts. Super easy. Also, you ignored the AoE suggestion, which is more brainless than the evade spamming thief with several classes, and is quite effective.
Thieves aren’t suddenly using a creative non meta build. D/D condi was a thing since launch. Adding DD with lotus makes it better, but still not great. It’s a fun little build to rank with, and it seems to annoy some less experienced folks, but that’s about it. There’s a reason it’s not a meta build.
And its like what i said before, he could also fire ranged attacks while jumping and doing massive condi’s with that.
Alright, I’m going to type slowly so that you can understand me.
What… ranged… attacks… is… he… using… with… Dagger… Dagger… Staff… as… his… weapon… sets…?
You just said yourself that you tested this with your friend. So you know the answer. Please enlighten me! I mean, if it’s the Bounding Lotus dodge, the range is quite small and it applies a single stack of Bleeding and Torment, so I’d hardly count that as a ‘ranged attack’ or ‘massive condis’.
he is trowing daggers while doing the jump and some ball of light after it wich is very very strange, without any fields… Also i have a very hard time understanding you and it gives me tons of condis, bleeding, torment, poison, blind and confusion. Also we only played a bit cause i had something called RL that was calling me for an epic quest in the outside and strange world.
The ball of light was impairing daggers. It deals poison, slow, and immob. It’s on a 20s cooldown, travels slow, and has bright colors on each dagger (hence the “ball of light”).
You claim you saw a build that can kill whole teams, and is extremely hard to counter. Everyone else claims it’s easy to deal with when you know what you’re doing, and dies very easily to AoE spam. What are the odds that everyone else is wrong and you are right?
You speak from clearly limited experience with or against this build. Several of us have played thief for years, and others have played against thieves for years. This build has existed since HoT launched, and I’ve experienced it enough to say it’s good, but not anything meta shifting.
Joke is we did and we both used it against each other and no way to beat it, not with the timing either even if we had it perfect of let him stand a bit longer. Also you dont know me, still again you judge me. I am an openminded guy, but when i see cheese its obviously cheese, specially when there is only 1 way to do it and you need to specialize against this wich makes you weak against everything else, but you can COUNTER THIS BUILD. that is actually a big joke.
Sorry i cant take you seriously now anymore lol.
The joke is I can beat this build as a core (not daredevil) thief, full zerk, with only two, long cooldown cleanses. Everything about my build should die to a good condition build, yet I can beat this one. If I can counterplay a condi spam dd with my build, I’m sure you can make something work.
Sincerely,
L2P
I believe if you block players it will not match you with them. Effectively the same thing.
Step 1) see which classes are daily pvp win
Step 2) log on one of those classes
Step 3) join daily pvp room and join winning side
Step 4) daily completed in less than 10m
Ok, here are some options for you.
1) You’ve already got valk gear. That synergizes very well with vault on staff when using daredevil runes and/or sigils of intelligence (both can be bought on the TP I think). Buy a valk staff and the runes/sigils and go to town.
2) Buy a pistol and run D/P. I recommend full zerk, but even exotics are pretty pricey. You can get away with valk if you run daredevil runes again. If you want zerk, but don’t want to pay, you can get armor and weapons for free from reward tracks or dungeons.
3) Named dire armor is super cheap. You can run P/D or D/D and have a durable condi build. It isn’t as fast at killing guards etc., but it’s a solid, reasonably priced option.
Edit: Even if you buy zerk, dire, or w/e, hang on to the valk gear. It’s nice to have options.
Deciever it works better in Pvp then it does in Wvw. Just like Inf return. this is probably due to terrain (again)
I used Shadow trap for a long time. It’s good for backcapping.
Did the fix the vulnerability glitch yet? It wasn’t applying the trait (master trapper) vul the last time i checked.
Yes that’s fixed. Shadow pursuit also said it applied vuln. That has been removed from the tooltip, but the vuln from deadly trapper works.
Botting in PvP is probably not going to be very effective. What if nobody’s on the point you treb? What if someone pulls/knocks you back, throwing off your pathing (for that matter getting hit at all would affect pathing since your run speed would be different)?
I doubt this was a bot. More likely a player that doesn’t know how to do anything but a pre set DH trap rotation. If it was a bot, it should be extremely easy to counter.
After playing a bit more this season, I don’t mind warrior too much. However, there have been a couple of times I’ve been insta downed and I have no clue how it happens. The first case I was just outside of melee range and got hit with arc divider I think. Instantly down (I was at 15k health, above 50%). The next I’ve honestly got no idea. No animation. Downed instantly from 20k, and the warrior followed up with 100 blades. No condis were involved in either case. If it happens again I’ll be sure to look at my combat log.
The thief mostly sucks at large group play, sPvP, dueling, PvE and GvG. It is marginal in skirmish. So the plan would be to gut its scouting and roaming capability? Basically remove its ability to decap in sPvP.
Thieves are so far down the totem pole now any changes to their mobility would effectively eliminate the class from play. Even more so gutting the SB teleport would turn an already pathetic weapon into a complete piece of trash much like they have already done to D/D, S/D and P/P.
Luckily for
Karlthief players the “balance” team would never let that happen. So you don’t have to worry about some nonsense like adding a cooldown, then also bumping up the initiative cost a few months later.
Oh, you’re talking about PT, the skill with 1200 range, good damage, and unblockable attacks that now requires 7s of energy regen. IA has less than 900 range (arrow travel time effectively reduces range), no other noteworthy effects, and requires 6s of init regen.
If a rev chases a thief and all they do is run and use IA or PT, the rev will gain over 21 distance on the thief per second (average). Thieves can only escape if they spam dash and use steal on ambients to widen the gap.
I don’t understand this game’s community.
GW2 has less powercreep than any mmo on the market, yet the players here kitten about powercreep 3x more than any other game on the market.
At this point I feel like people have just decided that something isn’t right, but can’t actually figure out what’s disturbing them, so they just blame power creep and call it a day.
We know something isn’t right and we know what it is. When people say “powercreep” here, they really mean everythingcreep.
There is too much sustain, cleansing, stun breaking, etc. which has necessitated more damage, cc, AoE etc. It may all even out, but it’s just a mess. Walking into a teamfight is basically a blinding rainbow of perma cc condi burst insta death. Unless of course you pop stability, invuln, protection, resistance, perma dodge or what have you. 1v1 or 2v2 is more reasonable, but any more than that is just not interesting.
If you use staff, AA is better DPS than Bound or Vault, since quickness doesn’t affect things with evade frames. If you know all three hots will land, staff 2 is a slight boost over pure AA, though.
If you use D/D power, CnD/Backstab is still your standard rotation. D/D condi varies a bit based on your condi duration. I need to test it more.
In all cases, pure AA is good DPS. However, there is usually a better option.
Ok…
WvW:
1. How’s the state of WvW?
Better. Servers are busier and I enjoy roaming now that there’s actually a population. Server imbalance is a problem, but scoring changes and periodic server merges should hopefully help a bit.
2. Have Guild Hall costs come down enough WvW Guilds can afford it?
Slightly better. I think a decent sized WvW guild could afford it.
3. Have Guild Hall costs come down enough Small Guilds can afford it?
Not really.
4. What’s the cost of Scribing now?
Much much cheaper, though it still needs work imo.
5. Who’s footing the bill to the Scribe or has the been fixed?
You can fund it yourself, but it’s still hundreds of gold. It has been partially fixed.
Community:
6. Are there Community Maps again like Silverwastes or has Anet not addressed that?
Rewards in HoT maps have improved significantly. The meta timers still exist, but I’d call that a preference, not a problem. Rewards for non meta activities are better too.
7. Does Dragon Stand continue to randomly send half the players to a new map with half its timer lost and thus no way to complete it wasting everyone’s time?
The new map timer was lengthened, so I don’t think that should happen anymore.
Content vs. Time-Gating to Keep the Rat on Wheel:
8. Have they stopped making ‘content’ that’s just Time-Gates?
They haven’t really introduced new time gates, and they’ve improved rewards across the board.
9. Have they apologized for any of that?
Why is that necessary?
Legendaries:
10. What’s the state of the new legendary weapons?
There’s a new SB, others are on hold indefinitely so they can focus on other things.
11. What’s the state of the legendary armor?
No news, but it’s still coming.
12. How much of a Gear Grind has the game become or stopped becoming?
Much less imo. Gold is even easier to make, and again, rewards are much better. Asc is still expensive, but it’s not required, and is honestly easy enough to get from fractals.
Spirit Vale:
13. Has the only content released been about Spirit Vale?
Salvation Pass is new raid content.
14. Have the developers added selectable difficulties for the content or community improved to where the average player can participate?
No selectable difficulty, but if an “average player” dedicates themselves to learning the fights they can participate. Don’t ever expect to hop in a pug, mash 1 and win though. If that is the “average player” then no, they can’t participate.
15. Are the developers still pushing for Ascended Gear to be necessary?
No, they push mechanics. Some groups have done bosses with only 5 people in exotics. 10 in exotics is more than possible, you just need to know the mechanics, your class, and have a good team. You obviously need damage, but exo vs asc is not the deciding factor.
16. Is the economy fixed enough people can acquire enough gold and materials to do the Ascended Crafting?
It’s too expensive imo, but just do some fractals, some collections etc. Weapons and trinkets are the bulk of what matters.
Fractals:
17. What’s the state of Fractals?
Better (rewards to incentivize less swamp fractals) but not much different. Fun, quick, not too difficult.
Dungeons:
18. Did they replace these with something else?
Improved dungeon rewards that incentivize running different paths. Aetherpath also gives a guaranteed dreams weapon.
State of Toxicity/Saltiness:
19. Is everyone still in exodus, are people returning, or what’s going on?
Things are fine. WvW and reward changes made people happier I think (oh, and SAB). PvP players still whine about every balance change, but w/e. “Everyone” was never in exodus. Most of the people I know still played.
A Place for Girlfriend, Girl Friends, and Couples?
Stuff
Just play it and see if you enjoy it.
Population:
25. How’s the population?
Fine.
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I had an idea (similar to Jski) where our existing profession feature line would be updated to be an Elite as well (including buffs), and then mandate that the 3rd line always use an Elite line.
So Rangers would be required to carry either Beastmastery or Druid, Elementalists wold be required to carry either Arcane or Tempest, etc.
This idea may be better suited for when an additional Elite gets added so you have 3 options rather than 2.
Removing even more options? No thanks. We used to have access to all five lines at once (thousands of permutations). Now we have three (120 permutations). You’re suggesting we are forced into a more limited combination of three (24 permutations).
I like this idea. It could be really cool if they gave a special bonus based on what line was in that slot. Identical core builds could play differently depending on which you decide to boost.
Here are some ideas (thief only since that’s what I know best). Anyone have ideas for other classes?
Shadow Arts: gain stability (2s) when you enter stealth
Trickery: stealing grants quickness (3s)
Acrobatics: dodging returns 10 endurance
Deadly Arts: gain might (8s) when striking a poisoned foe (1s icd)
Critical Strikes: critical hits have a 15% chance to restore 1 initiative
I call bullkitten on all this 50/50 even MM kitten. I’m currently on a 1 win 25 loss streak When the kitten does my win streak kick in. Ive come to the conclusion that I apparently suck at pvp in this game even though before ranked i had a 15 game wining streak in unranked. does unranked have anything to do with MMR if you didn’t compete last season? to go from holding nodes 1v2 with ease to getting a 25 game loosing streak is just nutts. out of the 25 games 3 where actually close games the rest all blowouts.
don’t get me wrong im not asking for a system that auto promotes me just cause I play a ton of games but currently i have nothing to give me any indication how I’m actually doing as a teammate. I get a score and have nothing to compare it to so i don’t know if I suck am average or if im decent carrying others on the team.
The only indication i can see is my personal stats i usually end up on top for points or second. Some games I fail but those are the one ive usually given up on after the score gets to 200-15.
Being able to 1v1 or 1v2 is great, but it won’t win games. It may even be detrimental if you’re just dueling off point. Personal score also means very little. The best way to measure your success is in understanding what your class should be accomplishing for your team, and how well you accomplish it.
For example, as a thief, you should deny the enemy points by decapping and +1 for your team to tip the balance of fair fights. There are a few things to look at here. Were you in the right place at the right time to help your team when they needed you? Did you waste time +1ing for people who didn’t need you? Did you decap any points? Did your team really need you when you were off decapping? Did you steal objectives like beast or channel/contest stillness?
Smart decision making is key, as is recovering from inevitable bad decisions. Sometimes there just isn’t much you can do. It sucks, but it happens. As long as you do a good job at your role though, you should see more success.
Of all the professions you complain about Warrior Telegraphs? You serious? Go duel a warrior, have him throw a few Skull Grinders at you, it’s beyond easy to tell.
I’m not saying they have no telegraphed skills. Gunflame is a great example of something I am totally fine with, even if I get hit and it one shots me.
I’m not sure what exactly happened in the fight I referred to. Me and a war were going back and forth a bit. I evaded a good deal of what he was throwing at me and everything seemed fine. Then I went in to put on a little pressure and within about 1/2s I had a myriad of condis and died to the first tick. I didn’t look at the combat log unfortunately, so I can’t say what it was. Any ideas? I imagine there was a geomancy and doom proc on weapon swap, but that’s all I got.
What’s probably happening is that the Warrior is outplaying you here, baiting your defenses out and comboing you at the end of your dodge. We kind of have to in order to be competent players, everyone else is trash.
I wouldn’t say a condi warrior vs something with 12k health really needs to do much outplaying. If anything I was at a severe disadvantage based on my build. I had plenty of defenses left, but when you get hit once and die in one second, there’s not much you can do.
(edited by Zodryn.4216)
Man! All this player saltiness could fill an ocean lol!
Now I know how mesmers feel. :P
Seriously though, I posted condi warrior’s weaknesses in my first post. They can be beaten.
Let’s not repeat the same mistake as with mesmer, specifically MOA nerf, which to me was totally unnecessary.
Just because it’s possible to beat them doesn’t mean they aren’t overtuned. The way I see it, there are three problems.
1) CI bug that cleanses 6 conditions. Should be fixed so you can’t lol nope other condi.
2) Extreme condi burst that is poorly telegraphed. I’ve received enough condis to down me in one tick with barely any tells. If I need to get close because I’m a melee class, I should be able to count on animations I can react to.
3) Passive invuln. Whether or not it’s actually OP, it’s just no fun to play against. This isn’t just a warrior issue either.