(edited by crouze.3078)
Simple solution:
Instead of the proc, you see the trait/skill as a interact for 1 second.
Not hitting <interact key> fast enough?
Too bad, the trait is now on ICD. (maybe only 50% ICD in that case).
Hi,
playing thief i experienced that you often get onto players block lists even before the game started or that i wrote anything in the chat.
The sPvP is getting more and more toxic and it stops being fun.
Many call me an idiot for playing thief and worse.
And it feels like Anet is not doing anything to stop that because they don’t want to lose PvP players.
But i won’t stop reporting players that go afk because they dont see a reason in even playing the game with a thief in team for botting or those that call me an idiot and worse for verbal abuse.
And if I play thief and am put into the same team as someone who is playing a meta build, it just means that he is as bad as I am with my thief.
Or i am as good as the with the thief as the meta player is with his easy mode build.
I play a berserker amulet staff ele in pvp. When I tell people on my team, I often get the same “gg”. However, it doesn’t demoralize me
It’s not that you are getting demotivated but the players that call the gg.
They assume that you have allready lost because you are not playing meta.
The result is that they are demoralized and dont play serious.
Hi,
i was wondering why everyone says that having a thief in your team results in a guaranteed loss.
But I figured out what the reason is, that teams with a thief often lose.
Just had a game in which the thief got flamed hard, that the thief should reroll and that it’s necessary because they know the enemy team is a premate team.
One from the team said he would go afk since there is no reason to play and he did so for about 2 minutes.
In addition, almost everyone in the team was to busy writing instead of playing,
The result was that the enemy team won with a great lead.
And in the stat window at the end it was revealed that the enemy was NOT premade but were only 1 two-man team.
tldr: Teams lose because players go afk or dont play serious when they have a thief in the team
Seems like it’s not client or hardware related.
I have 2 accounts and while one can do an adventure, the other can’t
It also crashes if you click the icon on the map to show the rankings.
So i assume the rankings are at fault. My accounts have different friends and guilds that are shown in the rankings.
It happens on other adventures as well.
I was able to do it with another account i have.
So it seems like it has nothing to do with the client version or your computer hardware.
My best bet is that it’s somehow caused by the rankings that are shown when you try to start.
Game also crashes when clicking the adventure icon on the map (which should just show the rankings).
Wanted to try and delete friends from the list to see if that fixes it.
But i noticed after the first one i deleted, that the ranking for him was still shown in other adventures i checked.
Maybe a daily reset will help since that “should” clear the daily rankings.
But i wont be able to test it.
Maybe someone else can check after the daily reset.
Also second note, take Shortbow Shortbow instead of Staff Staff because Shortbow evade costs less initiative.
That’s true. But with staff the thief has at least some DPS and can dodge without getting away from the boss.
Warriors hate it when they start 100 blades and the tank pulls the boss away ~.^
Hey there,
The last weeks i did a lot of tinkering to get a solution for a problem that many thief players currently have.
With the current builds that are available for the thief, it is impossible to contribute to raids in any meaningfull way.
So how can i help you wonder!?
Let’s start with what i’ve done the last few weeks.
I started by collecting data of all the skills the thief can choose from in a spreadsheet
(cast time, after cast, initiative cost, damage modifiers and everything else)
A lot of videos had to be recorded to analyze the cast times correctly.
Many golems in the mists had to endure what i threw at them to get damage modifiers as accurate as possible.
But what i have now is a spreadsheet that i can work with to calculate / simulate the dps for any thief build / skill rotation. (I might make it public at one point if i get the time to clean it up)
This allowed me to find the build with the most dps and the results are …. bad.
Trying to fill the DPS or condi slot in a raid when looking at the utility / survivability of other classes resulted in failure.
But fear not. DPS and condition are not the only slots in raids.
We still can take the roll of the tank.
And here is the first draft of what i am using:
http://gw2skills.net/editor/?vZAQJAWWn0MBFmilOBGOB8PhFqiyLE+gBornCgDY+63+wH-TBCEABFqEMiLBQUK/gU9nj2foNdJAcACe4JAAA-e
The idea is pretty simple: just dodge everything.
Get extra initiative by swapping weapons, evading and stealing
Get extra endurance by swapping weapons, evading and stealing
The rune can easily be changed and is just a placeholder.
With the -20% weapon swap cd you might mess up if you swap to early (cd of sigils)
How to raid:
It’s easy.
Just tank the Vale Guardian at a pillar and dodge against the pillar to keep the movement of the boss to a minimum so your squad can easily hit him.
Here i demonstrate how it would look like:
https://www.youtube.com/watch?v=NT80hxPi9P8
While tanking, you can miss some dodges on purpose to see how good the healer is.
Depending on that you can use less dodge rolls after his first split so you’re staying close and can deal more damage.
Since it’s pretty late for me, that’s it for now.
Might give an update tomorrow.
Hi there,
i’ll make it short:
Engineer major adept trait (chemical rounds): +50% condi duration for pistols multiplicative
Poten Poison is grandmaster: +33% poison damageand +33% poison duration additive
Compare chemical rounds with potent poison:
(condiDuration+0.33)1.33 / (condiDuration1.5)
at 00% condi duration: 17.9% better
at 25% condi duration: 12.1% better
at 60% condi duration: 7% better
The higher the base condi duration is, the smaller the difference between the two traits gets.
Changing the duration stacking for this trait to multiplicative would help the current thief get closer to the dps of the engineer.
If you want to get to close to the dps of the engineer, the duration could be reduced to 30%. Anything lower wouldnt be enough to help the thief.
But i am sure there are many other ways to help the current thief.
Some might be more creative and fun, others might be easier or better.
What are your thoughts?
how do we know it wasnt someone without armor?
How do we know it wasnt set up with 25 stacks of might/vuln + all party buffs?
How do we know it wasnt in guild hall arena against a lvl 1?
This table speaks for itself:
https://www.reddit.com/r/Guildwars2/comments/3tcti9/averaged_raid_composition_based_on_successful/
I did the math, and thief dps is about 20% below top tier dps while having less survivability and utility.
The druid should heal enough and the heal from venom share is very rarely needed.
The basilisk venom share helps with the breakbar which shouldnt be a problem for organized groups anyways, since it’s enough if everyone has just minor CC that gets used at the right moment.
supporting with invisibility just reduces the overall dps.
But my request is to nerf thief even more now!
Why?
because it’s still not obvious enough how bad the thief currently is.
In order to get buffs for the thief, first it has to get nerfed even harder.
Simplest raid fix ever for thieves:
Add a unique stolen item to the bosses that grants some kinda raid wide buff.
It’s not even that hard arenanet. The stolen item system is almost tailor made to give thieves different tools in different encounters.
i rly like that idea
I remember the engineer was often called “jack of all trades, master of none”
In the current state i’d call the thief “jack of some trades, master of none”
The thief being equivalent to a rogue / assassin class, i was allways hoping that it would get tools to increase the damage of the group done with crits somehow.
But it was given to the ranger and revenant.
In its current state the thief is a medicore dps class without any good support that would make him valueable for a group.
.
I’d go for the reduced damage taken from weakened targets.
Make sure it’s not to big and also keep in mind that there are protection and Resilince of Shadows
.
2nd staff skill. Might need a little damage nerf of 10-20%.
Without a target it can be used while aiming to the floor to redurce the distance and makes it easy to land all 3 hits.
As is, it deals more damage then heartseeker <25% if i am not mistaken.
Can increase the weakness duration to 3 seconds.
.
Can’t tell if that would be to strong, but it would be nice if signet of agility and sigil of energy would work based on the increased endurance pool.
Take this one with caution as i did not gave this one enough though yet
.
Just an interesting idea: reduce the damage, add ICD and add an interesting effet like
0.25 – 0.5s daze/stun/knock down.
As is, it’s quite some damage. And would be a shame if we kill someone in sPvP to fast making them come here and demand nerf. And we go back to where we were
Longer fights you’re controling are more fun anyways.
Won’t add my general thief thoughts here, but basically i’d say conditions could need some love. In the current state, we have to heavily invest all out initiative in spamming something like death blossom to deal decent condition damage which has very low physical damage.
Result: while the condition damage is decent, the total DPS compared to all the other classes running a condition build are very low as far as i can tell.
(edited by crouze.3078)
Thanks for testing. Can’t do it at the moment since i am not at home
I also created another report here for the Shadow Trap because i remember Shadow Pursuit showing 15 might stacks in the tool tip while it only gave 10.
I am still sad that they reduced the poison damage increase from the grandmaster trait from 50% to 10%
But will be interesting to see how well the traps will work if they are fixed. can stack a significant amount of might and vulnerability for bursting. To bad we cant apply burning for even faster condi burst…
Hey there,
Profession: Thief
Utility Skill: Shadow Trap -> Shadow Pursuit
Bug: Shadow Pursuit tooltip shows 15 stacks of might. Gives only 10.
Hey there,
Profession: Thief
Trait Line: Deadly Arts
Trait: Deadly Trapper
Bug: Does not work correctly with Ambush and Shadow Trap. (does not give might. Didn’t pay attention to the Vulnerability.
But they nerfed the internal cooldown from the old 10s to 30s.
But being able to stack 4 traps (2x needle trap + 2 others) deals quite some condition damage since you apply 20 vulnerability and get 20 might when the traps are triggered.
Though i noticed ambush and shadow trap are bugged and don’t give the 5 might.
Also the Shadow Trap does only give 10 might stacks when shadow stepping to the enemy while the tooltip says 15 ….
I thought about creating a trapper build, but there are 2 things i’d like to see change.
1. the torment on interrupt is competing against bountiful theft.
2. they nerfed the GM poison trait from 50% damage bonus to only 10%. (i’d rather see the duration part nerfed since duration is useless when enemies remove their conditions every 5 seconds)
i liked the old annoucned changes better…. with the trap on heal… 0 damage reduction in stealth… +50% poison damage for potent poison.
I thought i might be able to play a good condi build but … meh.
would have to check changes of other classes if they also got nerfed
Applying conditions is much more spammable than removing them. If you know how to play. If you unload everything you’ve got at your opponent before he burns his cleanses it’s your fault.
How can someone “burn” his cleanses when he rean remove a condition every 3 seconds?
“normal damage” is also spammable. Still damage mitigation and heal skills have way higher cooldowns then condi cleanses.
Hey there,
i really like to play condition based builds but one thing that really bothers me are condition removals.
Applying conditions with a high duration feels completely useless since there are so many builds that clean conditions every few seconds.
And in big fights its even worse with all the aoe cleanses.
I just hope the “new” condition system that might come will fix that.
What do you think?
Like allready mentioned Engineer and Elementalist work better because their abilities are a mix of condition damage and normal damage.
The problem with thief is the initiative.
Being able to spend all your initiative on either condition based skills or power based skills, makes it somewhat less efficient if you go for a celestial build.
Tried different things to make it work. Venoms looked like a good idea first, but then you have way less room for stealth skills.
To your point on traps suggesting there no useful ones. I would disagree. Needle trap is a very good trap and can work in both power builds and in condition builds. This trap on its own will give 5 stacks of vulnerabilty (5 percent more damage , poison which inhibits heals and is likely changing in format to intensity per strike rather then more time , immobilizes for 3 1/4 seconds base and inflicts bleeding. (3 stacks which in a condi build is 430 more damage per second typically).
Thx for your feedback.
Looking at it again and taking rune of the trapper into account, it really isnt as bad as i first thought.
>>Guarded Initiation looks pretty weak. I’d suggest to add 5 seconds of stability and increase the ICD to 30 seconds.
This is too early to call IMHO and i would prefer it remain resistance over stability.
I think specifically of a p/p build here but it could apply to others as well. P/P using SOM and IP can quite easily get health up to full. If one traits for even 50 percent boon duration Resistance will become 7 seconds.
That’s a good point.
But i think after reading your input, ADDING 5 seconds stability would be to strong.
So i think 3 seconds resistance and 3 seconds stability with 30s ICD would be better.
reserverd just in case
.
Kleptomaniac
Stealing gives you initiative. (Initiative Gain: 2)
Preparedness
Increase maximum initiative by 3.
Lead Attacks
Increase damage per initiative. (Damage increase per initiative: 1%)
Steal recharges faster.
.
Uncatchable
Leave behind Caltrops when you dodge.
Flanking Strikes
Gain haste when attacking a foe from behind or the side. (Duration: 6s, ICD: 60s)
Thrill of Crime
When you Steal, you and all nearby allies gain fury, might and swiftness for 10 seconds)
Evade:
Thril of Crime best option. Others can’t compete.
Stealth:
Thril of Crime best option. Others can’t compete.
Condi:
Uncatchable is a good trait to increase the damage of condition builds.
Conclusion:
Flanking Strikes could be a better option with ICD: 30s and duration reduced to 4 seconds.
.
Bountyful Theft
Stealing grants you and all nearby allies vigor. (Duration: 10s)
You rip boons from your target and grant them to nearby allies. (Boons stolen: 2)
Trickster
Reduces recharge on tricks. (Recharge Reduced: 20%)
Tricks remove conditions. (Conditions Removed: 1)
Preassure Striking
Enemies you interrupt are inflicted with torment. (Stacks: 3, Duration: 8s)
Evade:
Bountyful Theft hast no competition for this slot.
Stealth:
Bountyful Theft hast no competition for this slot.
Condition:
Preassure Striking sounds promising.
But without an option to remove stability on target, Bountyful Theft is the better choice.
Conclusion:
Bountyful Theft feels grandmaster worthy in the current state.
More interesting builds would be possible with Bountyful Theft and Preassure Striking in different slots.
.
Hastened Replenishment
You receive initiative when using a heal skill.
Sleight of Hand
Stealing also dazes the target. (Daze Duration: 1s)
Reduces the recharge of steal. (Recharge Reduce: 20%)
Bewildering Ambush
Stealing also applies confusion. (Stacks: 5, Duration: 5s)
Evade:
Sleight of Hand allows us to use steal more often to trigger all the steal related traits.
Stealth:
Same as for evasive builds: Sleight of Hand is a great trait.
Condition:
Bewildering Ambush is a good way to mix in another type of condition.
Although Sleight of Hand with runes of perplexity would do the same.
Conclusion:
Sleight of Hand is one of the best traits the thief has.
Hastened Replenishment could use some adjustments to compete better.
.
Expeditious Dodger
Gain swiftness upon dodging. (Duration: 2s)
Feline Grace
Gain vigor upon succesfully evading an attack. (Duration: 2s)
Endless Stamina
The effects of vigor on you are enhanced (Effectiveness Increased: 20%)
.
Fleet Shadow
Move faster while in stealth. (Movement Speed Increase: 50%)
Vigorous Revovery
Gain vigor when using a healing skill. (Duration: 5s)
Pain Response
Gain regeneration and remove damaging condition when struck while below the health threshold (Regen Duration: 10s, Health Threshold: 75%)
Evade:
Evasive builds want to get as much vigor as possible.
Vigorous Revovery helps a lot to keep up the Vigor.
Stealth:
Stealth builds would either go for Pain Response for more heal and condition removal
or Fleet Shadow to be more mobile in combat.
Condi:
Condition based builds want to be more tanky to outlast the enemy. Pain Response is the best option.
Conclusion:
Nothing to crazy here. While the traits rarely compete, all are at least a somewhat viable option.
.
Guarded Initiation
Gain resistance when striking an enemy while your health is full. (Duration: 5s, ICD: 10s)
Swindler’s Equilibrium
Succesfully evading an attack while wielding a sword recharges steal by a static amount. (Recharge Time Reduction: 1s, ICD: 1s)
Hard to catch
Break stun and refill endurance when you are disabled. (ICD: 30s)
Evade:
Swindler’s Equilibrium is made specifically for evasion builds and a way better option then the other 2.
Stealth:
Hard to catch is the only one a stealth build can really utilize here.
Condi:
Hard to catch is the only one a condi build can really utilize here.
Conclusion:
These trait don’t really compete. The best choice just depends on the build.
Guarded Initiation looks pretty weak. I’d suggest to reduce the resistance duration to 3s, add 3s stability and increase the ICD to 30 seconds.
.
Assassin’s Reward
Heal yourself whenever you use a skill that uses initiative. (Heal per initiative point: 69)
Quick Pockets
Gain initiative on swapping weapons. (Initiatve Gain: 3)
Don’t Stop
Periodically evade projectile attacks while under the effects of swiftness. (ICD: 5s)
Evade:
Evasive builds often used a master tier trait for this slot because the grandmaster were not good enough.
Now i would take Don’t Stop for more evasion to trigger Swindler’s Equilibrium.
Stealth:
Without the bonus of Swindler’s Equilibrium, stealth builds would be better off taking Assassin’s Reward
Condi:
Same as stealth builds: Assassin’s Reward would be the best option
Conclusion:
Acrobatic grandmaster traits still look very uninteresting.
Quick Pockets could be changed to reduce the weapon swap recharge by 5 seconds and reduce the initiative gain to 1.
(edited by crouze.3078)
.
Last Refuge
Use Blinding Powder when your health reaches a certain threshold. (Threshold: 25%)
Meld with Shadows
Stealth skills last longer. (Increased Duration: 1s)
Resilience of Shadows
Stealth effects that you apply reduce incoming attack damage. (Damage Reduction: 50%)
.
Merciful Ambush
Stealth yourself and your target when reviving an ally. (Duration: 3s)
You revive allies faster. (Revive Speed: 10%)
Concealed Defeat
Create a smoke Screen when downed.
Deception abilities recharge faster. (Recharge Reduced: 20%)
Shadow’s Embrace
Remove conditions periodically while in stealth. (Condis Removed: 1, Interval: 3s)
Evade:
s/d builds can use Shadow’s Embrace with the Cloak and Dagger skill. (dagger #5)
Stealth:
Stealth builds want Shadow’s Embrace over all for the condition removal.
Condi:
Also condi builds want the great removal of Shadow’s Embrace.
Conclusion:
Shadow’s Embrace is to essential to remove conditions.
Merciful Ambush would need a duration of at least 6 seconds to compete.
Concealed Defeat would need to stealth the user for 3 seconds and make a random 600 range shadowstep to compete.
That’s how strong Shadow’s Embrace is in my opinion.
To get it more into line, Shadow’s Embrace should remove 3 conditions upon entering stealth with a 10 internal cooldown.
.
Shadow Protector
When you grant stealth to an ally, they gain regeneration. (Duration: 10s)
This effect does not trigger if your ally already has regeneration.
Descent of Shadows
Release a blinding powder when you steal or take falling damage. (Stealth: 4s)
You take less damage from falling. (Damage Reduction: 50%)
Leeching Venoms
Gain might when activating a venom.
Siphon life from your foe when triggering a venom. (Damage: 393, Heal: 325)
Evade:
Using swords, evasive builds could utilize the stealth from Descent of Shadows since they don’t have many other ways to stealth.
Stealth:
For stealth builds, the Shadow Protector trait is a great way to increase the survivability.
Condi:
Condition builds would go for either Shadow Protector or Descent of Shadows.
But pistol builds would take Shadow Protector since going into stealth with steal while a bullet is mid air, will reveal the thief.
Conclusion:
Descent of Shadows stealth on steal still has the problem with getting revealed when a projectile attack is still on its way when going into stealth.
Leeching Venoms would be more interesting if it would also leech endurance.
Shadow Protector seems to be a solid trait.
.
Cloaked in Shadow
Gaining stealth blinds nearby foes. (Duration: 5s)
Shadow’s Rejuvenation
Regenerate health and initiative while in stealth. (Heal: 293 per sec, Initiative: 1 every 3 sec)
Venomous Aura
When you use a venom skill, you apply the effects to all nearby allies as well. (radius: 360)
Venom recharges are reduced. (Recharge Reduction: 20%)
Evade:
Evasive builds dont have much use for any of those traits.
Stealth:
Stealth builds already use Shadow’s Rejuvenation a lot since it’s a powerful tool to stay alive.
The initiative regeneration is now a nice bonus and makes it even stronger.
Condi:
Condition builds often have great access to stealth as well. So Shadow’s Rejuvenation might be the best choice for them as well.
Conclusion:
Shadow’s Rejuvenation still looks way stronger compared to the other grandmaster traits.
Venomous Aura could give 1 initiative for each person you share your venom with. (Internal cooldown 15s)
Cloaked in Shadow does not look grandmaster worthy the way it is. Make it increase stealth by 1 more second or reduce the revealed debuff by 1 second.
.
Keen Observer
Critical-hit chance is increased while your health is above the threshold.
(crit chance: 5%, Treshold: 90%)
Unrelenting Strikes
Critical hit damage is increased againsed foes whose health is below the threshold.
(Treshold: 33%)
First Strikes
Critical damage is increased while your curren initiative is over the threshold.
(Damage: 10%, Threshold: 6)
.
Side Strike
Gain bonus critical-hit chance when hitting a foe from behind or the side (crit chance: 7%)
Signets of Power
Gain might when activating a signet. (Stacks: 5, Duration: 10s)
Signet recharge is reduced.
Combo Critical Chance
Dual wield skills have increased critical-hit chance. (crit chance: 5%)
Evade:
While Signets of Power can be used with the infiltrators, the crit chance improving traits are also worth taking.
Stealth:
Stealth builds rarely use the dual wield skill and have to choose between Signets of Power and Side Strike.
Condi:
Condition based builds don’t have anything here they really want. Unless conditions become able to crit.
Conclusion:
For me these traits don’t feel very important.
An small increase of crit chance is nothing i’d notice much as a player.
And signet based builds just miss some utility to work well.
.
Sundering Strikes
Critical hits have a chance to cause vulnerability. (Chance: 50%, Duration: 6s)
Practiced Tolerance
Gain vitality based on your precision. (10% of prec)
Ankle Shots
Critical hits with pistols have a chance to cripple foes. (Chance: 60%, Durataion: 3s, ICD: 10s)
Pistol strikes deal increased damage to crippled foes. (Damage: 10%)
Evade:
With evasion based builds you don’t have to retreat as often.
This makes it easier to build up the vulnerability stacks from Sundering Strikes
Stealth:
Stealth base builds often have only short attack phases and can’t make much use of Sundering Strikes.
Only alternative seems to be Practiced Tolerance since Ankle Shots is for pistols only.
Condition:
Condition builds don’t go for crit chance. Practiced Tolerance would at least give some vit for the base precesion.
Conclusion:
Like for the adept slot, i don’t see any really interesting traits here.
Ankle Shot might become interesting with a higher cripple duration.
Practiced Tolerance would need at least an increase from 10% to 15%.
Sundering Strikes seems to be the only decent trait at the moment.
.
Riccochet
Pistol shots have a chance to bounce to an additional target. (Chance: 50%, Max bounces: 3)
Pistol range is increased. (Range increase: 150)
Hidden Killer
Gain bonus critical hit chance while in stealth. (Crit chance: 100%)
Invigoration Precision
You are healed for a percentage of outgoing critical hit damage (Heal: 15%)
Evade:
Evasive builds don’t use pistols or stealth. So Invigoration Precision is the way to go.
Stealth:
Hidden Killer will allow stealth builds to use valkyrie stats for more defence.
Condi:
So far there was nothing great for condition builds in this line.
This does not change for the grandmaster trait.
Conclusion:
Hidden Killer and Invigoration Precision both have their use.
Riccochet is lackluster since pistols are rarely used for having an auto attack based on bleed.
Changing the increased range from 150 to 300 and the chance to bounce from 50% to 60% would make pistols more attractive.
.
Serpent’s Touch
Stealing inflicts poison. (10s)
Your attacks while in the downed state apply poison. (2s)
Lotus Poison
Weaken targets when you poison them (ICD: 10s, Duration: 4s)
Exposed Weakness
Deal more damage if your target has a condition (10% damage)
.
Dagger Training
Dagger damage is increased to poisoned foes (5% damage)
Mug
Deal damage and gain life when stealing.
This attack cannot critically hit enemies.
Damage: 1173
Healing: 1980
Trappers Respite
Drop a needle trap when you use a healing skill
Immobilize: 3s
Poison: 6s
Bleed x3: 10s
Vulnerability x5: 8s
Evade:
Evasive builds can go for either Mug or Trappers Respite. Both choices are viable.
While Mug increases the burst damage and sustain, Trappers Respites immobilize can be used to set up a burst.
Stealth:
Same as for the evasive builds. But for d/p with the additional choice for Dagger Training for higher pressure damage.
Condi:
Trappers Respite is without any competition clearly the best choice. Only Mug might offer some utility for more healing.
Conclusion:
These traits seem pretty balanced.
Still i’d suggest to either decrease the damage from Mug or increase the damage of Dagger Training.
Because there are no power based builds that can stay in combat for long (except for PvE) to make good use of the Dagger Training.
Dagger Training could be increased to about 7% Damage increase to better compete against Mug
I know that is a odd number but 10% would be way to strong.
Maybe it would be possible to give a damage increase based on the number of poison stacks on the enemy.
Reducing the damage of Mug by 10% – 20% would be the easier way.
.
Resourceful Trapper
Stealing reduces the cooldown of currently recharging traps (10s)
Panic Strike
Striking a foe that is below the health threashold immobilizes them.
ICD: 20s, Duration: 2s)
Revealed Training
Gain extra power while you are revealed (200 power)
Evade:
Evasive builds don’t use traps nor do they use stealth.
That leaves only Panic Strike as a good option for evasive builds.
Stealth:
While Panic Strike always seems to be a good option, with a stealth build we can also use Revealed Training to increase the damage.
Condi:
Resourceful Trapper with runes of the trapper would help trap builds to get more access to stealth.
Conclusion:
The balance between Panic Strike and Revealed Training looks fin for stealth using builds.
For Resourceful Trapper the thief could use another condition based trap to really shine. A trait like that feels wasted if used for only 1 utility skill. Though just adding conditions to other traps without nerfing the rest of it would make it to strong.
.
Potent Poison
Increased Poison duration (33%)
Poison deals increased damage (50%)
Improvisation
You can use stolen items twice.
Recharges one random skill category on steal.
Executioner
Deal extra damage when your target is below the health threshold. (Damage: 20%, Threshold: 50%)
Evade:
Evasive builds can chose between Improvisation and Executioner.
Both are solid choices and compete well.
Stealth:
Same as for evasive builds. Improvisation and Executioner are good.
Condi:
Potent Poison might be the first choice for condition builds.
But Improvisation can also have its use in those builds.
Conclusion:
Executioner is a very strong damage trait.
But i can’t say much about Potent Poison and Improvisation since i don’t know about the changes for Conditions and stolen items.
(edited by crouze.3078)
Hey there,
I haven’t visit the forums in a long time cause of a lot of negative feedback i got when i posted honest nerf suggestions for the thief (being thief main with over 4000 hours on it).
But here i am with some feedback on the changes coming with the specializations.
I will start by comparing the the choices for each slot based on different builds.
Depending on your feedback on suggestions, i might change my feedback and add a general feedback for each specialization.
Evade: For s/d and s/p evasive builds
Stealth: For d/p and p/d stealth builds
Condi: For d/d and p/d condition damage based builds
Deadly Arts
Critical Strikes
Shadow Arts
Acrobatics
Trickery
We can clearly see that the new system might limit us in the amount of total choises, but on the other hand it makes choices for each slot more meanigful by having less traits that have to compete against each other.
So let’s compare those sets of 3 traits and see how they compete.
(edited by crouze.3078)
I main thief with thousands of hours playtime on it.
And i love seeing all those nerfs and think they are good for us.
We need way more nerfs. And i am dead serious about that.
Reduce our stealth times, increase revealed or punish us harder if we spam our skills and run low on initiative. Like a 1.5 sec daze when trying to use a weapon skill without having the initiative for it.
Now you might think that i a a troll or something like that. But let me explain why we need way more nerfs:
As long as the thief is at least decent in all areas of the game, we won’t see any buffs. So in order to get new interesting changes, we need to endure the nerf batuntil our class is terrible in PvE, sPvP and WvW. Only then we can hope for buffs that will open up new play styles for us.
So the best thing we can do is suggesting changes to make the thief as bad as possible without arenanet noticing how much impact it has until it’s to late and they have to buff it again somehow. But just reverting nerfs would not get the job done since they would admit that they made mistakes by doing so. Then they have to buff the class in a new way that will open up new interesting ways for us to play it.
Ok, we have 2 “meta” builds in WvW:
- d/p zerker
- p/d dire
Both builds don’t deal that much damage and the zerker one obviously has a very low health pool (about 12,000)
Now let us look at what they gain from 6 points in SA:
- 323 hp / sec in stealth
- remove 1 condition every 3 seconds in stealth
- 2 initiative when entering stealth
- 2x 15s might when entering stealth
Try to compare it to a celestial ele and you’ll see that thief is nothing compared to it.
elementalist gets like:
- perma regeneration (230 hp / sec)
- more heal
- perma protection
- 10 might stacks
- tons of condition removals
guardians can heal like 2000 for each meditation they use.
I dont see how ppl are saying thieves come back with 100% health after stealthing …
The amount of time they would need to heal 100% of their health would be more then enough to heal to 100% on any other non glass cannon meta build.
You are not dazed or stunned while the thief is invisible …
p/p has only a little more damage / initiative then shortbow.
Unload: projectile finisher
Cluster Bomb: blast finisher
and blasting all the fields in combat like fire fields for might, poison for weakness, water for heal, makes the shortbow so much better then p/p
I think the only way to deal a good mix of power and condition damage is sneak attack (pistol 1 from stealth). Trying to use initiative skills to do both damage types wont work well since they share the same resource. Thiefs weapon skill are weaker then from other classes because you can “spam” them. p/p unload does not deal as much damage as ranger rapid fire. But you can unload 3 times in a row.
I also tried alot of things to make a celestial thief work… because celestial is overpowered.
Everything i tried in sPvP just had not enough mobility.
Only build i think could work is p/d WvW roaming.
But i think Dire stats would still be better for it…
Infiltator’s arrow still costs initiative when it can’t find a valid path. See video:
Did not test with other teleport skills yet. but the one shadow step (utility) i tried in the video worked.
Lets try to hit the brakes.
I remember their “great” show at the gamescom last year.
What did they give us back then?
A complete messy explanation about the game for new players.
Twitch
Just because they present something at a convention does not mean it’s something new.
Looking back at the PAX description:
hear how we’re setting up a new framework for how an MMO can grow its universe
Could also mean that they will just explain Livin Story.
(edited by crouze.3078)
tldr: asians can exceed 400 apm in video games. Possible to control 9 accounts with that speed.
9 Accounts, Manually Controlled, Ok, lets do some Bearbow math.
It’ll take you ~1 second to move between each client
1 second to initiate a command (assuming you only want 9 characters to do 1 skill and then auto attack)
As long as Guild Wars 2 is not in fullscreen mode, i can tab into it without any loading.
Activating a skill would also take me less then 0.5 seconds.
If i had GW2 running 9 times i am sure i would be able to tab through those accounts and use the same skill in 4 seconds or less. (less then 2 seconds when you’re asian)
For me the main problem would be to run multiple instances of the game without modifying anything or using 3rd party tools.
But i have to say that it would be possible to control 9 accounts way faster then what your math says. even without any makros or bots.
My beef with venoms is that it’s not like in WoW where it’s a time duration (1 hour ?) it’s 3 (?) hits…
problem with duration instead of hits are skills that hit to often in a short duration.
warrior whirling axe with 15 hits in 3 seconds would result in overpowered venoms.
i still have a full PVT WvW gear with superiour runes of the strenght in my bank.
I bought it for my main thief to do tequatl when they made him harder. Was about 50s per rune.
But i dont rly need this gear anymore and PVT is not rly good for a thief anywhere else xD
I think even when buying them in the 25 pack, the upgrade extractors would still cost 26 gold per use.
So it’s twice as expensive as the most expensive rune in the game at the moment (rune of the strenght: 13 gold).
My biggest concern are upgrades in legendary weapons… you can change the stats on the legendary but not the upgrade without paying alot of gold.
so since click makros are not allowed, how about binding the “left click” to every key on your keyboard and torture your keyboard instead? xD
Make buying items as easy as face rolling :P
Update: I think it might have to do something with the non targeted use.
When holding down the right mouse button to change the camera to see the character from above while moving, projectile skills shoot right into the floor.
But Dagger Storm is not a single projectile that is shot into one direction.
I wonder if that behavior is intended.
I also have no idea how the targeting of the skill works.
Is it just like a 2d circle around the character that gets rotated when you look up/down with the camera?
Then it should only be able to hit targets that are directly right of left of you when you look up or down?
I have no idea and would take alot more testing to find that out.
But there is obviously something wrong with this skill when looking up or down without having a target.
Pretty annoying in WvW when the skill hits nothing because you want to see the fight from above to see everything.
Hi,
I just did some testing since i read about dagger storm being buggy sometimes and i myself also thought it does not allways hit as often as it should.
Allready reported it in the bug forums with this video: https://www.youtube.com/watch?v=C2eqt74ig5Y
What are your experiences with dagger storm?
Hi,
Sometimes the Dagger Storm from thief hits nothing!!
I am not sure how to reproduce it since it seems somewhat random.
here a video of testing:
https://www.youtube.com/watch?v=C2eqt74ig5Y
That’s not a bug… it’s a feature.
Do you want your expensive buff food to be overwritten when someone with the birthday blaster shoots at you?
I just hope it does not backfire and players start saying things like:
we can see that you know about problem x. Why isn’t it fixed yet?
Guess the main problem is not how you communicate with us but what you communicate. Telling us about what you read in the forums would not solve any problems.
It sounds more like a recap of the biggest forum topics and would not tell us anything about your plans.
Personally i would prefer something like that:
and
It does not have to be as specific, but telling us your directions and what you’d like to work on would help alot!
You dont have to promise anything…
But yeah… company policy …
edit: does not have to be extensive and would also work as sticky in the forums
(edited by crouze.3078)
Just have to raise my voice for the SAB as well. Give it back please