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Idea for Diamond Skin

in Elementalist

Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Maybe this has been suggested but I think it would be pretty cool if Diamond Skin granted a few seconds (maybe 3?) of Resistance whenever you gain Protection. It seems pretty thematic to me, and it’s a consistent benefit, as opposed to the 75% health threshold which is very easy to fall under.

Boost to all classes their vit by 560 in pvp

in PvP

Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Guardian and Thief have about just as much basehealth as Ele (Ele just below 12k, Guardian just over 12k and Thief just below 13k).

Just a small correction…all three of these classes have the same base hp of around 11.6k.

U need to lose divisions if u keep losing.

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Even better would be scrap the current divisions and make it so that they are instead a direct representation of your mmr. That way they would actually represent your skill as a player (given enough time and games) rather than just being the latest in a series of grind boards.

If I remember correctly, this is actually how the MM system functioned originally. Then you wound up with Ambers and Emeralds on win streaks getting pitted against Diamonds…so I think that being able to drop ranks is a much better solution (and more reasonable) than scrapping the entire system.

UI Feature Request: Buff Icon Border

in Guild Wars 2 Discussion

Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

So I don’t know if this has been requested before, but I was wondering if it would be possible to have the white remaining boon/condition duration border be attached to effects with limited duration such as Alacrity, Reveal, Infiltrator’s Return/Shadow Return, etc. While it doesn’t really change much to the game, it would be nice to know exactly how much longer an effect will last at a glance.

Thanks.

PVP sucks, thanks ANET

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

<salt></salt>

im totaly confused..???

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Ele is dead

in PvP

Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Mobility>FUN/USEFUL .

Looks like Thieves and Mesmers are switching places…again…

Precognition changes into wrong direction

in Mesmer

Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Well…if they weren’t so adamant about keeping skills uniform between game modes, they could make it Blur in PvE and Distort in PvP…that would solve the raid boss mechanic abuse while still preventing capture point contribution.

Karl Please

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

This and 15k hp baseline!! Please Karl!!

I don’t think we should have 15k baseline hp…nor do I think they will give core Thief 15k base hp. Maybe someday as an elite spec…call it Enforcer or something and have it use hammer, idk

Impact Strike: Good or not?

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

My understanding is that IS is used mainly to counter quickness-resses. Seeing as how quickness-res is no longer going to be a thing and BV becoming unblockable, I feel like IS will no longer be taken.

Daredevil bug fixes (Not Balance)

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Lol every other class has at least 1 skill that can’t be countered. Give the Thief one!

This is how power creep makes its way into the game. Instead of giving Thief a skill with no counterplay, making everyone else’s uncounterable abilities counterable will make for better gameplay.

Shadow Step Stomp Stealth Nerf?

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.

Well…if you’re arguing against safe-stomps in general, then that’s fine, but if you’re targeting specifically Shadowstep, then I can’t say I agree.

Steal Nerf, Are you for real, ANet?

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Posted by: blarghhrrkblah.3412

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You guys are seriously overreacting to this…10s of swiftness, fury, and might…compared to that plus a potential daze, heal, boon strip, vigor, weakness, stolen items, etc when used properly. Maybe it’s kinda lame, but at this point, I feel like many of you are actually trying to be angry. Using Steal purely for Thrill of the Crime is just a waste of what is arguably one of our most valuable skills.

vote to reverse the steal targeting changes

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Personally I don’t find this to change much in the grand scheme of things, but seeing as how this mucks with other shadowstep combos (any shadowstep → steal, etc), I would vote for this to be rolled back, or at least for the aforementioned combos to be returned to their previous functionality.

Thieves before "balance patch" be like...

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Hnnnnnn

Anet knows I like it rough

They’ve even added a whip to the game!

Some dps numbers for comparison

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Here’s my POV of the final raid boss. Survivability isn’t even close to a problem. Everything you do is some kind of evasion and you get endurance back easily, otherwise the Druid instantly put me to 100% if I did get hit. I struggled to find anyone who could take out the cannons at the speed I was doing it, too.

It was the same with Vale Guardian and Gorseval. DPS is super easy to land when you know the WC hitbox, survivability is, as mentioned, not a problem, and mobility + CC is great. Any Herald past the 1st one is kind of a waste. The Glint heal is nice in that you can keep DPSing when there’s a huge threat incoming, but you can also Vault-evade through that threat so… /shrug

That’s interesting…it never occurred to me to actually walk away from the boss a few steps before WCing…will practice this. Thanks for the video!

the bo daredevil staff

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Still dont have new option .. dont know why ..

Did you actually start the Machined Staff collection? You need to buy the Plated Staff in DS first before you can do any other part of the collection.

QoL Request - Cast While Holding

in Guild Wars 2 Discussion

Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Since this feature is already included for auto-attacks in Action Camera, I was wondering if it could be made a thing for auto-attacks out of Action Camera. Thanks.

Easy way to make thieves needed in raids

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Why not both ? :p

I know this is probably a joke, but it’s because thief should not have to be a mandatory pick either.

(I wish) Alacrity now affects initiative

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

If they split PvE and PvP balance, this could just be for PvE.

Stealth Attack Buff Because Why Not

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Backstab Rips Protection and all melee stealth attacks are unblockable

Thieves only raid

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

The problem wont be the lack of cc, but rather the lack of knockbacks. A problem I’ve been having with my guild is that the ranged team in charge of the green circle tends to die to Seekers, even with decent amounts of knockbacks, etc. Since thief has none of these, I don’t see it going that well, especially because thief is so fragile.

That said, it would be hilarious if this ends up working.

Edit: unless stealth makes Seekers ignore you…then it might not be as large of an issue…

It's time to fix S/D

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

It’s time we stop having fate in Anet since It’s from the first hot beta they didn’t talk to us about our thought on daredevil and even then they only changed staff animations

Daredevil has improved significantly since its first BWE actually.

https://forum-en.gw2archive.eu/forum/professions/thief/Daredevil-updates-post-BWE-3-launch/first#post5580744

https://forum-en.gw2archive.eu/forum/professions/thief/BWE-3-Daredevil-Specialization-Changes/page/2#post5495986

https://forum-en.gw2archive.eu/forum/professions/thief/BWE-3-Daredevil-Specialization-Changes/first#post5491449

Edit: more changes, and clarification

(edited by blarghhrrkblah.3412)

I want new thief build. Can you help me?

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

I find it incredibly difficult to land Fist Flurry in PvP, so I end up just taking either Bandit’s Defense or Blinding Powder instead.

I’ve been trying to run Trickster instead of Bountiful Theft for awhile, and I find that the higher uptime and condi clear on Withdraw is rather nice. I’m not sure which is better though honestly…

Total Thief Rebalance

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Does anyone else have any thoughts about this?

My opinion will always be that active play is better than passive play. Camping stealth is a fairly passive way to play what should be a proactive class…so I support your rendition over the current one.

Edit: Also looking over your ideas at the start of the thread, I think Blinding Powder needs to be a stunbreak in addition to having reduced cooldown.

(edited by blarghhrrkblah.3412)

Daredevil dodge choice

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

I stick with Bounding Dodger for the dps boost. In PvE, I slot Signet of Shadows and travel around with shortbow. In PvP, just shortbow is more than enough to get to places quickly, so I still use Bounding Dodger.

Suggestion for Weakening Charge Rework

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

The usage of WC has a learning curve. its good to use when somebody is slightly moving away from you so you hit all hits on them. its very powerful in combination with steal because steal inerrupts the movement component so you definately hit them all on place. it often results in bringing squishy targets below 50% health which means panic strike kicks in and i can hit a good vault if they dont react with an immob cleanse. i love WC honestly and having weakness on the enemy is bringing a lot of sustain for the daredevil.

Hi, I know WC can be used to decent effect with any targeted Shadowstep but those are not up often enough which severely limits the usefulness of the skill. It’s basically a pure damage skill that requires fairly optimal conditions to deal it’s full damage, all the while putting you at great risk of being punished because of its long pre and after cast, and inability to be canceled/dodged out of.

Edit: Also my proposed change would not prevent you from doing what you are already doing. It should only increase its versatility as you will be able to heavily damage enemies without spinning off in a random direction. I’m pretty confident in saying that nobody used the skill for its mobility (especially when the movement speed of the skill is roughly the same as running foward with swiftness).

(edited by blarghhrrkblah.3412)

delete this thread

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Daredevil is brainless (like old Acro) if all you did was spam evades. Against competent players, this hardly works in the Thief’s favor. I don’t really see your point as basically any build can be played mindlessly to some effect against people who don’t know how to fight it.

Improving condition viability

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Posted by: blarghhrrkblah.3412

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I feel like we could use a bit of a boost to give us more competitive condition DPS for raids. Here is what I’d like to see.

Note: we have other issues and things that need tweaking, but i’m only focusing on conditions for this topic.

Dagger Training:
Increase duration to 3s. All skills that involve daggers count as dagger attacks (Dagger Storm, Impairing Daggers, Distracting Daggers, Impaling Lotus).

Dancing Dagger:
Add 1 stack of torment for 3s.

Choking Gas:
Increase stack duration to 3s and field duration to 5s.

Venoms:
Decrease cooldown to 30s, remove cast time from Skelk and Basilisk Venom.

Thoughts?

I would agree with these if PvE and PvP balance weren’t tied together.

Edit: Main issue is with the venoms having too short of cooldowns.

Suggestion for Weakening Charge Rework

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

In terms of raw damage, WC is very good. The problem we are all aware of is with the forced movement component. Now, there are ways to remedy this somewhat (pointing camera down to limit horizontal movement), but it isn’t always applicable, and it definitely is not intuitive.

So after looking around, and comparing various skill animations, I realized that WC uses a very similar (or same) model animation as Cyclone Strike (Warrior Axe 2). The key difference here is that Cyclone Strike does not have huge pre and after cast animations and does not have the forced movement component that plagues Weakening Charge. So the idea is to remove the forced movement of Weakening Charge so that it functions like Cyclone Strike (free movement during cast). IMO this will remove the clunkiness caused by the skill and allow more efficient damage dealing.

Edit: I suppose it goes without saying that WC should also deal damage 360 degrees around the player (as far as I can tell, it only hits in front).

(edited by blarghhrrkblah.3412)

I think thieves are fine thread 2

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Apparently “why thief is still missing the withdraw healing buff?” it’s not an “amazing question” that deserve so much attention by devs.

Honestly, it really isn’t a very interesting question. Sure it is probably something that should have been fixed, but thinking about the logic of your code is going to be FAR more interesting than changing some value.

Share your thief armor set!

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Recently switched to this look

Attachments:

[TheoryCraft] Best Daredevil Build

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

What about 2.700 Power and 2.600 armor?

kek

/15characters

(edited by blarghhrrkblah.3412)

How's the thief class these days ?

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Staff on DrD from what I gather is garbage.

I don’t think its garbage :< could use a few tweaks and fixes (still wondering about WC/DArc range) here and there, but at least on my end, it’s performing pretty well. You won’t be taking on Scrappers or Dragonhunters anytime soon, but I’ve been able to contend with Heralds and Reapers and come out on top most of the time. In the process of picking up staff, I also seem to have forgotten how to play S/d…so yeah I’m pretty much stuck now.

Is this normal? (Staff 3rd auto attack)

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

If you’re fast enough, you can weaponstow->next skill. This could be handled by a macro, but ANet strictly disallows that.

Edit: Does not help with after-cast animations though. S/d auto suffers immensely from this.

Thief in HoT

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

http://gw2skills.net/editor/?vZAQNAW6Kn8lCNOhFOBkmiFfCzrIUFiCbBgXzZaOAeAjgA-TxRBABXp8LfdDEt/AAXEgHeCAUq+jZKBBA-e

This is what I’ve been using for running around in the jungle. You do have to keep on your toes though because it is a very fragile build but the 10k+ vaults are very satisfying I use dash for the mobility, but if you want the extra damage, Bound is perfectly fine as well. The empty slot on the utility bar is basically for anything that suits your fancy. If you want more sustain, you can switch Havoc Mastery to Brawler’s Tenacity for shorter CD heal. I take Signet’s of Power in CS because I actually use the SoA active pretty often. Why not get some extra mileage out of it? You can switch P/P for SB if you want, but P/P is our only ranged DPS set, and I don’t need SB in open world like I need it for PvP.

Thief DPS PVE STAFF VS D/D

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Posted by: blarghhrrkblah.3412

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Nike explains when which is better. I think his conclusion is the D/D will be better in most scenarios since the DPS of staff hinges on landing all 3 hits of WC.

Random Idea for Daredevil (or Acro)

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

Since Daredevil isn’t meant to be a stealth-based spec, I feel that there needs to be some other way to gain access to the core Thief’s stealth attack mechanic. The idea is that whenever you evade an attack (every X seconds) your next auto is your stealth attack. Maybe Daredevil doesn’t need any buffs, but I just feel that not having access to a mechanic of the parent class as a child class is a bit lame.

Edit: Upon further thinking, this may actually be better placed in Acrobatics to revitalize that trait line.

(edited by blarghhrrkblah.3412)

Staff Daredevil PVP

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

So, I have spent the last while testing staff in PvP and 1v1s. I was able to consistently beat Reapers and Revenants (takes too long to kill -> not worth fighting 1v1 in normal games), but consistently lost against Dragonhunters. I only fought one staff Tempest but I basically lost every fight due to stunlocking (threw cc on himself so I couldn’t get in any hits while he ranged me + Tempest Defense when I stole to him T-T). Ended up switching to S/d for the Tempest but I still lost 8/10 (maybe I’m just bad).

I feel like Staff is in a decent place as it is (could use more utility/mobility imo), and most of my losses were due to not knowing how to fight the other player and/or being countered (and me messing up ofc). I definitely understand the frustration with dealing with other classes’ passive defense procs now as well (Tempest Defense, RotGD passive proc, auto-Shroud, etc).

I suppose it’s also worth noting that I would never fight any of these classes 1v1 in normal games as it takes far too long to kill any of them, and I would probably die if I stayed on point to contest.

Edit: I also wanted to add that IMO S/d still trumps Staff due to greater versatility.

(edited by blarghhrrkblah.3412)

Need help building my Daredevil

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

The build I use: http://gw2skills.net/editor/?vZAQNAW6an8lCNOhFOBGmCkmiFfCzrIUFiCbBgXzZaeAeAjgA-T1RBAB6pbALlfEt/AAXEgHeCAUq+jZKBBA-w

Instead of Valk weapons, I am using Marauder’s, but gw2skills doesn’t have that stat distribution yet. I have found that the damage most enemies deal is manageable as long as I can maintain weakness uptime on them (not difficult with staff). Otherwise, it’s just about knowing enemy animations and what skills you need to avoid (Itzel arrow super leap+evade, Mordrem Sniper ground line, Mushroom leaps/explosions, etc). If you get hit with the Itzel dagger stun combo, using the stunbreak on Bandit’s Defense usually works. Sometimes you get hit with the huge damage followup anyway, which is lame, but I’ve been mostly successful with BD. Use the staff blind often. I know it doesn’t sound very good, but it does a surprising amount of damage and sometimes hits up to 3 times for almost 6k crit damage (90% of the time just a 2k on crit though)…it could use a little range boost though, imo.

Note: if you need condition removal, change staff mastery to EA. I haven’t decided which one is better yet, but I feel like there isn’t that much condi spam in the jungle that EA is absolutely necessary.

Bunker Guard is Dead

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

You mean like in WTS where you just suicided off tanks on all nodes and won by stalling out the games because all your builds had to be 1v2ed, like Minstrel’s Druids? Ohhhhhhhh

But wait, Minstrels Druid/Guardian couldn’t even kill people or decap nodes 1v1

There is a difference between playing for fun vs playing competitively. What he may actually like to play may not be what he plays in tournaments.

Thiefs are well balanced

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

perma invis+5k on hit+15k hit on backstab+perma blind, have tanky and evading skills. This is what you think will be balanced? This is your fighting potential from what thief lacks?
Btw only valuable reveal has engi now.. 6s reveal with 40s cd, half minute when you can go stealth.. and you dont fight engi every 40 seconds during whole match

I am also interested in how you are getting these 15k backstabs. I did a bit of testing to find average numbers awhile back and backstab does nowhere near that much damage. In fact, it would be lucky to deal even a third of that to the classes currently being played in PvP.

Bunkers/Bruisers are way too strong

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

I don’t think ignoring all armor is necessarily healthy (or possible given the current formula for calculating damage), but I would like to some armor penetration added to the game. It would be a negligible boost against low armor targets, but would maybe add a bunker buster type role to the game.

the bo daredevil staff

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

I’m looking for the kitten feather, anyone seen it?

I’m told you need to kill Quetzal in Auric Basin to get them.

Yes , i got it like from third veteran.

I’ve been at it for almost an hour now…even killed the champion a few times :\

the bo daredevil staff

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

I’m looking for the kitten feather, anyone seen it?

I’m told you need to kill Quetzal in Auric Basin to get them.

Daredevil Staff Skill Range

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Posted by: blarghhrrkblah.3412

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The tool tips for Weakening Charge and Debilitating Arc list 450 and 400 respectively, yet when comparing the distance traveled against Dash, they end up only traveling 1/2 to 2/3 the distance. There is also an issue with Vault that causes the player to appear “bounce” off the air and end up landing about 100-150 units short of the 600 units listed in the tool tip.

Staff vault distance is still bugged

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

It seems to be working fine for me the majority of the time…sometimes it looks like you bounce off the air though, and then you do end up losing out on about 100~ range.

Daredevil Running Animation [Feedback]

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

There is a very good reason for that. It uses the hammer animation.

The lame part is that the “idle” I want is at the end of the third hit on the auto-attack chain T-T

edit: we → I

Attachments:

(edited by blarghhrrkblah.3412)

Thief is OP and fun don't change it :)

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

…I main a mesmer and warrior and playing thief is seriously easy mode compared to those two…

I’m not going to say you’re wrong because difficulty is subjective, but this makes me highly skeptical.

Please Remove Wiggle From Dash Animation

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Posted by: blarghhrrkblah.3412

blarghhrrkblah.3412

I like Dash, but it feels like it oscillates just a bit too much…maybe tone it down by about 25%?