Showing Posts For llXUnkownXll.8370:
Who’s Zach so I can send my gold to him?
Where do you pay to join?
I’d like to participate. Is it gonna be 7PM EST or GMT though?
Some things to add:
Most builds are slotted in to 2: Condition or Damage.
Condition usually goes through stealth and p/d, applying bleeds with poison or traps.
Damage usually goes in the form of d/p or d/d with a high amount of damage coming from Backstab or Heartseeker.
Well, stats don’t exactly split the way you’re describing you want to build in this game. By DPS D/D, I’ll take it you mean power (instead of DoT D/D). Most of your stats come from your armor and trinkets (rings, earrings, backpiece). While you could have power daggers and a condi SB, the condi stats from just the shortbow won’t make your condi damage high, but the loss of ~180 power (at max level) will be noticeable. SB is largely a utility weapon for thief (and happens to be one of our best). So if you want, you can pick power or condi damage and people can make suggestions from there, but thief really doesn’t do hybrid damage well either.
As he said, you can’t really do both at the same time as we aren’t built for that. Instead, focus on one or the other. If you would really like Condition damage, invest in pistol/dagger instead as that can apply more conditions that the shortbow in the form of the auto attack and the stealth attack which applies bleeds per hit. If it’s damage you want, go for high precision and ferosity for critical damage, which is best used for backstabs.
It would ruin some builds like the D/P Trapper Runes build in WvW or my build in sPvp that requires traps. I kinda wished that instead of recharging a random skill tree even if you don’t have it equipped, it recharged one that is equipped so that it has a bit more use and is more consistent since people who use all one type can have more use, but people who use many skill types can also recharge theirs.
Thanks for sharing this build. It seems solid and i’m gonna try this tonight. I’ll leave some feedback
Edit 1 : Why don’t you use Marauder Amulet ?? The slightly more ferocity and power you get from Zerk amulet doesn’t make it for the more HP you get from Marauder but this is just personal preference i guess. Rune of Vampirism is kinda bad choice too imo
I prefer Berserker’s Amulet since I need as much damage as I can get, as this is more of a backdoorish kind of build, if that is even the term for it. Get it, as much damage and chaos as possible, get out and disengage unless you think you can do it. But it’s just personal preference. The Rune of Vampirism for me squeezes a bit more health and a second chance to evade if I mess up and helps me disengage, but I believe you can substitute it for another rune. A good substitute would be Rune of the Mesmer for more damage, but again, personal preference.
How does this build translate into WvW for you? I use Swindlers instead of Hard to Catch right now and as long as there’s at least small group action of maybe three or more bad guys up to zerg numbers I can maintain a decent Steal and Stolen dance as long as I can pick out the right targets. I build bit by bit according to what I feel like I’m in need of and I can’t seem to edge out of this build to something more along the lines of what more adept players are using.
I’ve been trying to clean up Acro a bit to build more for not getting hit, but in WvW, I get hit a lot so Panic and Don’t Stop have been clinging to my trait build. Do you find those reactionary traits are simply needed for now or do you think the Acro line could be felt out a bit more or do those other traits just not come into play enough for you?
I don’t play WvW, so I can’t say, but in terms of combat, I believe that the traits are fine as is, but it’s up to how you play. This build is more of a base that you can edit to your playstyle and situation.
Dear Thief Forum Guild,
xxuknownxx here. I am an artisan from the guild and I have tried to make a new build for the thief, although I do not know if other people have done this build as well. It uses minimal stealth and has decent evasion. It uses 3 weapon sets for different situations and playstyles.
http://gw2skills.net/editor/?vZAQNAsYVl0MhenYZTw2Jw/EHwElPMij2oXYJRiqTgAY3A-TpgTQAg9H2lBAA
The above has the 1st and 2nd weaponset as a pair. S/D and Shortbow
http://gw2skills.net/editor/?vZAQNAoYVl0MhenYZTw2Jw/EHwElPMij2oXYJRiqTgAY3A-TpgTQAg9H2lBAA
The above has the 3rd and 2nd weaponset as a pair. D/D and Shortbow
::Explanation::
As aforementioned, this is an attempt at a new build. The below are the explanation for the traits.
Deadly Arts: More damage
::Mug::- Great opener and heal option. Combined with Basilisk Venom, this can create a huge opening for a combo or stopping a disengage attempt.
::Panic Strike::- Great for keeping the target in place when widdling their health down when escaping, or keeping them in place for more damage. Explained more so in the combo explanation.
::Improvisation::-I use it so I can have more use out of the Steal ability, as some skills can become even more useful such as having 18 seconds of boons when using stealing from a mesmer, or 2 dazes from a guardian which can allow for a nice combo or disengage.
Trickery: CC, Tricks, and Steal
::Flanking Strikes::-A chance for 6 seconds of Quickness and Fury. Especially great for more damage in D/D or S/D, and can speed up gate destruction in Legacy of the Foe Fire. Helps with the combos in the combo explanation.
::Trickster::- This is your CC. Helps for more heal and initiative as well when disengaging in an unfavorable situation.
::Sleight of Hand::-Dazes your enemy when stealing. Great way to start the knockdown combo as they cannot counter, for the most part. Also good for escaping. More in the combo explanation.
Acrobatics: Evasion.
::Pain Response::-Heal and CC.
::Hard to catch::-Refills endurance, prevents stuns, knockdowns, fear, and the like. Good for escape and overall survival.
::Don’t Stop::- Prevents immobilization periodically, instead turns it into cripple. Cripple and chill effects are reduced by 50%. Great for escape, survival, and movement.
Skills:
::Withdraw::-Trick. Heals, CC, evades, and lower cooldown due to Trickster. The main source of healing.
::Roll for Initative::- Cuts immobs, stuns, turned to stone, and knockdown time.
::Tripwire Trap::- Knocksdown anyone who walks into it. Stops leaps, backstab attempts and enemies in their tracks. Good for the knockdown combo explained later, counters leap attacks, and good for disengages.
::Tripwire::-Pulls and knocks down enemies. Although it may be bugged, it can be used for many things such as the knockdown combo, preventing stomps, stopping the enemy dps and can help disengages.
::Basilisk Venom::-Short cooldown makes it good for rotations and soft resets, great for soloing things like the lords, and creatures. Also great for knockdown combo and disengages.
Combos: ::Use these as bases, but change depending on situation::
Standard Knockdown combo S/D- :: Immobs::
Starting off with Basilisk Venom to steal, Cloak and Dagger(Stone 1 Sec), Tactical Strike from behind, Infiltrators Strike for Immob,Scorpion Wire to knockdown, Setup Tripwire Trap on them for ~4 seconds of knockdown, Cloak and Dagger, Tactical Strike for Immob, and then wail on them using either AA or Flanking Strike to evade incoming attack.
Standard Knockdown combo D/D :: Damage ::
Starting off with Basilisk Venom to steal, Cloak and Dagger(Stone 1 Sec), Backstab from behind, Double Strike on the side, Scorpion Wire, Tripwire Trap on them for knockdown, Cloak and Dagger, Backstab, AA to Lotus Strike then Heart Seeker.
Standard Evasion combo Shortbow- ::Evasion:: (Assuming all actions are evades)
Withdraw, Dodge, Disabling Shot til Not enough initiative, Trickshot, Dodge 2x,Disabling Shot, Roll for Initiative, Steal to heal, about face, Disabling shot, Trickshot, Withdraw, Disabling Shot til not enough initiative, dodge.
Note: Since Feline Grace now procs during evades and not during a dodge, if a thief properly evades using all of the above, you will have a high uptime of Vigor. Combined with Endless Stamina trait, which increases Vigor Effectiveness by 50%, and you will have a lot of dodges ready.
Thank you for taking your time to read this and please give me feedback.
IGN: Xxuknownxx
Playstyle: WvW/sPvP Most Played/PvE
Server: Yak’s Bend
Experience with thief: Played since December 2012. I’ve quit a few months ago when my guild disbanded after a year since its creation, and I’m back out of curiosity with both the new expansion and the many nerfs to the thief.
Every thiefs use this trait. The best condition removal in the game and its only in adept tier. Broken.
Very unbalanced. Its making the thiefs immortal for the most condi builds.10 seconds interval is insane but i think this skill should move to higher tiers.
For example:
5secs interval and master tier or 3secs interval grandmaster tier.I laughed. By itself, Shadow’s Embrace is very lackluster. At most you spend 3 seconds in stealth, meaning 2 conditions removed. Yes you can keep entering stealth, but conditions are applied faster than it cures them. Unless you’re also using Shadowstep, Sword mainhand, or the Signet of Agility, the trait won’t save you from anybody using heavy conditions in WvW or sPvP (which is almost everybody).
You are right, to a certain degree. With the cleanse done by this trait, it might not help much, but it is better to have less conditions like bleeding, than to have them. This game make or break a fight, for me anyways.
When you instinctively throw black powder everytime you fall over 5 feet.
It’s pretty difficult playing as a thief. Back then, we could rely to our high damage, but now that’s gone. We have very low health pool, the only specialty we have is stealth and out of stealth, it is easy to die. The initiative system instead of cooldowns though is pretty fun.
Finally! Some respect instead of the usual, “Teef OP! Stealth OP!” complains.
A class with a so bad, broken and weak traitline, like acrobatic, cant be “OP”.
Oh and another thing:
The title says “thief is OP”, but you wrote about stealth. Make up your mind.The thief is OP because of stealth. How’s that?
Its clear that thieves enjoy their OPness. Just look at thieves crying about not being able to two shot an Ele anymore. Or “My backstab only does xxxxxx damage now instead of yyyyyy.”
And when people figure out how the new trait giving +200 power when attacking from stealth works I’m sure it will be OP too.
I was honestly hoping to see them give thieves other options besides stealth. But 3/5 of the new traits are bonuses to (ab)using stealth.
I do like the new Ele trait where you can’t be critted upon while in Earth. Take that you theives!
But that is the exact thing we were trying to say. To get that trait for the +200 power, we would lower our survivability since we have to fully apply a GM trait that could be used for survivability. Then now, other classes are lowering our effectiveness leaving us with nothing but stealth as our specialty, which then would be called " Teef be OOOOPPPP"
If you guys complain and complain on how, “The teef is too OP becuz stealth be liek he haz no health and a secund later he be full health.”, then you have never played a thief. Us, we have low health, so we can regen full health easily. To do damage, we have to lower our survivability and face the chance to die. If we want to survive, we (most people, not all) would hit like a wet noodle. Our mechanic is to be here, hit like hell, then disappear. Please try to play as a thief first, then see how the balance between damage and survive is hard to do. Read the game’s explanation of the thief. “Thief
Experts at stealth and surprise, thieves can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Thieves practice an agile, acrobatic fighting style, which can make them very hard to hit.”