Showing Posts For kahnen.4815:
Thanks.
The rune is a little unusual (playing around with stuff, this worked the best for me)
I’ll offer some insight on why I chose it. Running an ammy without any precision makes it hard to stack might when first engaging, since most would use sigil of strength on crit to do that. I used the fire aura to increase might in the beginning of the engagement. An extra life force with Blighter’s boon as a bonus.
Axe is a must for this build since you need that vulnerability for crit chance with Decimate Defenses . Sigil of Ice is chosen instead of just useing Sigil of Frailty because the chill provides a cover condition, plus slow them down for you to catch them.
Sigil of intelligence and Rage obviously on the greatsword for crits and to speed up following attacks.
With only 1880 toughness I wouldn’t consider it a good replacement for the old Soldiers power reaper since there isn’t much tank except some extra health. Thieves can wreck you quick, reason why I show a lot of fights against thieves. They’re the hardest fight, it can go either way. You get a little bit of sustain from blighter’s boon but the clock is ticking once you engage. Kill or be killed. That’s what make it exciting and fun to play for me, I suppose.
Almost time for season 2 to start, so I collect a bunch of clips of all my off season unranked matches for this video.
If your expecting good rotations it won’t be there.
If you want to see meta builds in action don’t bother clicking.
Expect to see good team work, nope nada.
If you like to report Necros, who show up on your team, with a greatsword on their back for trolling, then get your mouse ready to click that report button.
Cause in this vid, your gonna find big numbers and people getting wrecked. Myself included
In case there is any doubt, this is just a fun video. Don’t take it so serious.
You got me. I’ll admit it, I clicked it.
old vid is old.
Cleaning out my video folder before tomorrows patch. Its all in fun. Big hits included.
I know greatsword is……“challenging” in pvp but its still pretty fun when you get it to work. I’ve been running this build most of the time since HOT came out. I did do a little stint of meta reaper, to try it out, but I found it boring to play.
I see some other posting WvW/Roaming GS reaper builds and vids but I haven’t seen any pvp ones. So I figured I’d get mine out there.
So a little insight how I play the build. I plus fights, roam between our 2 points. Assault a point if we don’t have two already. I provide burst to help break through all the pesky bunkers running about and cleave on down bodies. And just create those “OH kitten!” moments for your opponents.
Anyways, watch the vid and enjoy.
Because it was beta and things changed?
Heres an interview with Eric Flannum, Jon Peters, and Isaiah Cartwright about their thoughts of GW 2 theif when it was revealed (pun intended). I don’t know if the current team is still sticking with this theme but its does sure sound like it.
http://kotaku.com/5780900/the-guild-wars-2-thief-is-a-rogue-like-none-other
“When ArenaNet initially announced the Thief class last week, the image that came to the mind of many gamers was that of today’s standard MMO rogue, sneaking through the shadows, building up combo points, and hitting weak points for massive damage. Your typical rogue class wears light armor, sacrificing protection in order to take foes down quickly. They’ll take more damage, but the battle is generally over a lot quicker than were a warrior covered head-to-toe in armor fighting the same creature.
That’s what everyone expected the Guild Wars 2 Thief to be. A brief mention of something called Initiative Points fueled the flames, with folks concluding that this was just another combo-point building rogue a ‘la World of Warcraft.
ArenaNet’s Eric Flannum, Jon Peters, and Isaiah Cartwright explain to us how wrong that conclusion is."
I also found this, though the source is no longer available to confirm.
http://www.guildwars2guru.com/topic/12599-arenanet-official-thief-reveal/page__st__150#entry603458
Eric(again) explaining how they wanted to differ thief from GW 1 assassin .
Eric: “The thief is quite different from the assassin in many key ways, which is why we chose to rename the profession. The first major difference is that we wanted the thief to be a more versatile profession (as all Guild Wars 2 professions are) than the Guild Wars 1 assassin. Whereas the assassin is mostly a damage dealer the thief can deal damage, support his allies, and even control mobs through clever use of dodging and movement altering effects. The assassin was also much more of a burst damage dealer in Guild Wars 1 relying on specifically chained skills to deliver big damage with a finishing move, the thief does not have this sort of mechanic instead being more of a hit and run pressure character, dealing damage and then darting out of combat to safety.”
Time to address some nonsense.
first of all why you wanna do 1v1
Because Anet said we do that.
The official GW2 Thief WikiThieves are expert in the shadow arts. They utilize stealth and shadowstepping to surprise and to get close to their target. They’re deadly in one-on-one combat using their agility, acrobatic fighting style, and the ability to steal to overcome their enemies.
Don’t play support guardian, your only role is to remove conditions and heal people in team fights.
Don’t play pewpew ranger, your only role is to snipe people that are unaware of you being there.
Don’t play engineer, your only role is to run around being tanky and holding off people.
Don’t play mesmer, your only role is to burst.
Don’t play warrior, your only role is to go rampage and throw rocks.
Garbage viewpoint. All of the aforementioned classes have a spec that allows them to play in a manner other than the one you listed, and all of the classes you mentioned do not include “running away” or “utility” as their strong suit.
You’ve missed the point in an effort to be snarky. Try again.
Bad thieves are bad in pvp because they concentrate more on being in team fights and 1v1ing classes, instead of roaming to +1 and rotating the map to backcap nodes. If you don’t like that class, talk to your dev on Daredevil, surely some one must have talked about expanding the Thief role.
See thief wiki for dev intent of the class.
The thief community is the most ignorant one I’ve ever seen in any game, period.
You’re funny.
While I see where you’re coming from, let’s list some facts:
- Thief is the best in slot for +1’ing and decapping eversince 2012 and one of the main reasons is shortbow. Now, why would you buff builds that are already #1? Nothing matches thief’s mobility. Every thief’s using shortbow, so whatever buffs you do to thief, you buff them in this role too. Creating a super mobile spec that can take 1v1s, hmm where have I seen that before?…
Mesmer. Right now.
>Buff thieves in a manner so that they consider not taking shortbow
WOW AMAZING INNOVATIVE-
Not that they need to, because of the below:
Yes it’s squishy and can’t take 1v1s. But unless it gets nerfed in other areas, it absolutely shouldn’t be buffed.
Please see the Thief wiki also.
I have to point out, the wiki isn’t that great of an arguement. Right on top of the page says:
Welcome to the official Guild Wars 2 Wiki, the comprehensive reference written and maintained by the players.
That was a player written description, wrote at the very beginning of the game( or atleast the wiki)
by some one named Erasculio.
Scroll all the way to the bottom of the history page for the first written note.
http://wiki.guildwars2.com/index.php?title=Thief&offset=&limit=500&action=history
To see what the Devs’ intentions of thieves were look here, nothing about 1v1 capabilities though.
https://www.guildwars2.com/en/the-game/professions/thief/
I agree with the passive to be in combat only. Awhile back a made a video of me screwing around with it, in the Heart of the Mists. Loading myself up with corruptions and letting it get passed along. It was fun to watch it get spread around and then come back to me.
As I explained in the video description, I’ve been recording my matches to help me review those “what the hell happened?” moments. So I put a few together for a fun montage. It was fun for me so hopefully some others might enjoy it.
I prefer Corrupter’s Fervor too. I run a condi build so my LF regen isn’t great to begin with. What I don’t like about unholy sanctuary is that more times than not it screws me over.
Heres the scenario:
I’m in a fight, dodging, CCing, popping shroud for Doom/Life transfers/Tainted shackles etc. My health starts to drop, I go to use my heal (or CC/teleport) but BOOM! US kicks in so the skill doesn’t go off, they still damage spike through the little bit a life force I had and right into the really low HP because I didn’t get the heal either. Dead, with a heal not on cooldown but couldn’t use it.
So unless I just save my life force for “that one time, I might need it” it seems more trouble than its worth. I get more mileage from the reduction of damage.
I can see though, how a high life force regen build would find it useful.
ButterOfDeath, I agree with alot of your post, except your choice of amulets. Here is why:
The minions only inherit your condition damage, condition duration and boon duration, all other stats are wasted for them.
Which means that their damage is fixed, however, since none of them applies a damaging condition except jagged horror and the wurm(only on the chain i believe) i don’t think it’s the best choice.
I highlighted an important fact. Those stats aren’t a waste for the necro themselves though. Because their damage is fixed, means it doesn’t matter how the necro applies their own damage since the minions damage will be the same no matter what. Also, the increased condi duration they get helps with cripple/blinds/immoblize that minions do.
My choice of most important stats are: healing, thoughness and vitality, in that order.
Healing turns the blood fiend into a very good healer, plus it boosts by alot all vampiric traits, while thoughness > vitality as we have the highest base health of the game together with warriors, plus shroud.
With those stats you will totally have to rely on your minions for damage. The reason soldier/condi amulets work is because the opponent can’t ignore the necro but also can’t ignore the minions. Forces them to multitask, so to speak. Having Cleric amulet sure will help your minions survive some. But all the enemy has to do is ignore your pitiful damage, kill your minions(the real threat in your build) and then kill you after, when you can’t do any real damage to them.
I don’t think blood fiend is a good healer at all, right now. Its a siphon that can be blocked/blinded/CC’d/killed/or just plain not function(minion attacking bug) If it doesn’t hit you don’t get healed.
Axe applies vuln, gives life force on demand (quite alot too) and converts boons to condis, plus applies retal which benefits from power.
Staff is an utility weapon, aside some bleeding and a little of poison there are no damaging traits (of course a second or two of fear if you run terror).
Scepter doesn’t have a high life force gain, the golem cripples already and the axe can do it as well.
Dagger benefits from the vampiric traits alot, can immobilize which is very very neat and the life force gained from the #1 chain is good.
I agree with all of these. A couple of things to add though.
Staff 2 is only 4 1/2 seconds CD for 2 bleeds, can spam those bleeds pretty easy (for a condi build) for Blood Bond plus the regen can be nice.
Staff 4 can pack a pounch with power build.
Scepter 2 can slow the enemy down enough for your minions to get on target and start applying their damage/ own cripple. Plus the bleed is nice on a condi build.
Even Daggers damage will be pretty low with no crit and low power with Cleric amulet. All that life force you regen isn’t going to mean much if your skills don’t hurt, just going to delay your death.
I guess it just matter how you plan to play, aggressive or passive.
I’ve been waiting to see if anyone else was running condi MM. I have since the update. I see most are threads about the direct damage/soldier rune MMs.
Anyways, here are two I’ve been switching back and forth from. I can’t decide which I like better.
First is a Cele rune one. Better heals, bit more direct damage to add to the minions and condi damage. Bigger health pool and more life force. But I have to use Lingering Curse, which I hate the skill, its just boring and a lazy way to get scepter up to were it should be on its own.
http://gw2skills.net/editor/?vRAQNBLhZ6kGRotGsrGwvGg9GckMUyLID+5ZQXApQMnv2AA-TJRFwAAeCADOFAPLDsZ/BA
Next is full condi Rabid version.
Higher toughness but lower health, so more susceptible to damage spikes. Pretty high up time of weakness, due to weakening shroud, to help stretch your smaller health pool out.
http://gw2skills.net/editor/?vRAQNBLhZ6kGRotGsrGwvGg9GccMUyNoDG6ZRnAtQsn32AA-TJRFwAAeCADOFARLD8a/BA
Yeah, the article about it is misleading. I think they are going to only stream the top 8 and will start @6:30 EST according to this post
https://forum-en.gw2archive.eu/forum/game/pvp/Final-Schedule-for-NA-ToL3