Showing Posts For magom.3275:

Additions to Material Storage

in Guild Wars 2 Discussion

Posted by: magom.3275

magom.3275

Things to think about a bit more:
• Indigo Mushrooms + Mushroom Milk. I’m really on the fence about this one. I had wanted to allow them to keep dropping because they do make foods that can continue to be used, but I don’t particularly want to include them in storage because of how you start acquiring them. I’ll think about it more though.

You already answered yourself abouth that here… i think.

> you can’t really remove any once they have been added

Then please, please, please don’t add yet other legendary crafting components for the new legendaries to the storage (ala Shard of Friendship and alike). Those are against everything I read here. They are only used for one specific thing, which I daresay most players will never do anyway, and even if they do, they do it usually only once and are then done with it.

Every time I see those empty material slots it reminds me that there are tons of other things that would be more useful in there instead. I get that they cannot be remove without a major overhaul of the whole system, and that’s not going to happen. But please: don’t add new ones with each new legendary!

We have already headed down the road of including them, we aren’t going to stop now.

Yes these are niche items, used for one thing. The reason why I still think they are valid to go into storage, is because they are part of long tail rewards where you might have a stack of them sitting around for a long time before using them. There are a few other things like this that we have chosen to include.

You have even more reasons with the mushrooms. you get more of those constantly, sittin there, waiting.

(edited by magom.3275)

Add some condition removal to venoms?

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Posted by: magom.3275

magom.3275

I cringe every time I hear someone praise Venomshare.

Even with condition removal I would not use them. Arenanet isn’t going to modify them either until they cave and remove Venomous Aura. But I doubt they’ll do that seeing as how it will also remove the more obvious support aspect of the profession.

HAHAHA, totally agree. I used venoms like for 3 months in all combinations, and they are bore as hell, you need to heavy trait them to get things that you can also have with runes, sigils or your wepons or others utillity skills for free and with a plus!!!

Besides Basilisk venom in PvP, venoms are not needed in any game mode. 5 traits and 6 venoms that few people used say something HELLO!!! They had been buffed like 5 times since the release of the game (directly or indirectly) and still few people used, again, HELLO!!!

Venomus Aura and Residual Venoms should be baseline in the venoms (only exception: residual venoms for Basilisk Venom), and then we will see what them really need to improve.

Avast blocking TP from being usable

in Bugs: Game, Forum, Website

Posted by: magom.3275

magom.3275

This has happened to me a lot the past two days two. Anyone know how to fix it or why is happening?

Problem in chat window - can't talk?

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Posted by: magom.3275

magom.3275

Add me to this group, can´t use any of the chats.

Collaborative Development: Ranger Profession

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Posted by: magom.3275

magom.3275

I was thinking about some change to longbow and after read a lot of post of this topic a get araise 1 question ¿What is the longbow pourpose in the ranger meta? obviously is not conditon damage or burst damage, but neather it feels to sustained damage o cc output. Also is a punishing weapon, all of dungeons are really close instance where you are engageing mobs in really close combat so the longbow just feel off in those places, same with PvP maps of point-control. Even in wvw the slow shooting arrows make you feels like your longbow are contributing to nothing at least you use barrage. The auto attack dimishing damage has not sence in a slow range weapon were everybody and everything can close the gaps from their position to yours in seconds. So i dont understan what is the role of longbow and the desing beside it. Any dev clarification will be sooo good welcome, so people dont loss time trowing ideas that maybe you are not looking for because some concept desing that us (the players comunity) are unaware off

Sorry for my english, is not my main lenguage.

(edited by magom.3275)

No Voices

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Posted by: magom.3275

magom.3275

I manage to fix my problem. The bug seams to come to the fact that in my Options Menu in Lenguage- Audio Lenguage, my client was market for spanish, even is not any spanish translation of the game, i changed it to english and voila, bug fixed. Hope this could help others.

Collaborative Development: Ranger Profession

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Posted by: magom.3275

magom.3275

About that, I would like to see Rangers be the condition hate class. Instead of condition removal, I want to see a -33% condition duration. This is so that it feels very rangerish.

Actually yours is a great idea, so i will used to form some suggestions of mine, hope you dont mind. ;-P

Specific Game Mode PvP (and all other by extension)

Proposal Overview
Reduced time of condition suffering through some specific skills, specifically: Heal as One, Aqua Surge (from Water Spirit) and Regenerate (from Fer Hound F2 Skill)

Goal of Proposal
Gain some unique ways to deal agains Condition Damage with already in game mecanics for she, her pets and all party members.

Proposal Functionality
Include in the Skills listed above a Condition Damage reduction time fact betwin 25% to 50% of time reduction. This will vary fron one skill to other in, but a possibility could be 50% cd time reduction For Heal as One. 33% cd time reduction for Aqua Surge. And 25% cd time reduction for Regenerate. This could vary depending on internal test.

Associated Risks
Hard to see without proper testing. But no risk at first glance.

Edit: forget to say that the cd time reduction should last at least 3 seg. to it have some meaninfull impact.

(edited by magom.3275)

Collaborative Development: Ranger Profession

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Posted by: magom.3275

magom.3275

Specific Game Mode : PvX

Proposal Overview :
Dual wield skills for ranger

Goal of Proposal
Improve the skirmishing flexibility of the ranger in her/his no-pet aspect side

Proposal Functionality
Make a Dual-wield skill in the number 3 key of the weapon skill bar when ranger use two wepons. It would work in two fases like thief Dual Skill Flanking Strike – Larcenous Strike but without the spameable capability of the iniciative thief system.

Associated Risks
Long time to create and test the new skills for balance.

Note: I always were wandering why this system was not put in ranger skills first side? It feels more fit in its lore even that for the thief, or probably i had played too much D&D. Who knows?

(edited by magom.3275)

Collaborative Development: Ranger Profession

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Posted by: magom.3275

magom.3275

Specific Game Mode PvP (and by extension all others modes)

Proposal Overview
Figth usefull Longbow auto attack

Goal of Proposal
A realibly autoattack for longbow more responsive and with more thoughtful-like usage

Proposal Functionality
Divide damage only betwing 100% distance and 50% distance. Add a fact at 50% distance or less were the LB will do less damage but will have more crit chance.

The current autoattack has no sence beside a lore idea. This “little” change will make longbow a more deep weapon in skirmishes for both, the ranger and her/his foe.

Associated Risks
No risk a first galce, must be tested of course.

Collaborative Development: Ranger Profession

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Posted by: magom.3275

magom.3275

Specific Game Mode: PvP (and by extension, all other modes)

Proposal Overview
Short aftercast for axe weapon.

Goal of Proposal
Axes are fine in effec and damage but the long aftercast of it make this weapon feels clunky and slow.

Proposal Functionality
Axe skills with at leas 50% less aftercast efect to make it more suitable for combos and presure figths (and skirmishing in general)

Associated Risks
No risk until is tested to know if any.

(edited by magom.3275)

Collaborative Development: Ranger Profession

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Posted by: magom.3275

magom.3275

Game mode: PvP (and by extensiont, all modes)

Proposal Overview
Fast swaping weapons betwing range and melee ones

Goal of Proposal
Increase the flexibility in skirmishing of the ranger wen, at same time, make the range weapons more appealing for the builds.

Also make the ranger more close to her/his lore in rpg games.

Proposal Functionality
Through an adept trait (possibly in Marksmanship) rangers can have a 50% reduction in weapons swap only if is done betwing range and melee wepons (or viceversa).

Associated Risks
No risk until tested i guess.

(edited by magom.3275)

Collaborative Development: Ranger Profession

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Posted by: magom.3275

magom.3275

Game Mode: PvP (work for all modes anyway)

Proposal Overview
Waiting tag for pets to attack only when player attack

Goal of Proposal
Quality of live increased in pet managment in no combat and rapid response combat situations.

Proposal Functionality
Besides Agressive mode and Passive mode it could be something in the middle which make the pet attack intantly when master attack or commanded to do so (F1) but never when the master get attacked and she/he deside to ignore the aggresor.

Associated Risks
No risk at all, is just a mode betwing the one ranger and pets already have.

(edited by magom.3275)

Collaborative Development: Ranger Profession

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Posted by: magom.3275

magom.3275

Game mode: PvP (all modes actually)

Proposal Overview
Passive defence buff for pets and spirits.

Goal of Proposal
Increase the survival of pets leaving the ranger management of it more open to create combos, assits in figths ect. whithout be drawing back due to the the excess of managements (pet management for survival besides the own one + pet skirmishing management besides own one too).

This also increase the survavility of pets and spirits in the active combat content that is imposible to avoid in gw2.

Proposal Functionality
Passive buff 1:
Evasion: pet (minion in case of spirits) have a 50% chance of gain 2 seconds of avasion when is critical hit damaged (recharge of 8 seg.)

passive buff 2:
Endurance: if the pet losse 25% or more of their maximum HP with 1 hit, it will instantly recover 80% of the hp loss and gain 1 second of evasion (recharge of 5 seg.) help to prevent insta kill hits from bosses

Associated Risks
can be to excessive for pvp modes but can be blocked if so or just tuninn down.

(edited by magom.3275)

No Voices

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Posted by: magom.3275

magom.3275

Same problem since same patch, hearing no voices, fx and music are fine but the voices are off.

Got Melted By a Condi Thief

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Posted by: magom.3275

magom.3275

Basilisk venom
devourer venom
Ice Drake venom
skelk venom
spider venom

these are allpopped and on cooldown immediately after thieves guild. if he didnt pop thieves guild and then use all these….there is no chance of him melting the guy like the OP said.

so you think he is going to be able to help alot and survive with no swiftness no aegis…no blocks or invulnerablity…. no defense no nothign? just CND and sneak attack? heh….no.

Basilisk Venom and Thieves Guild are both Elite, so you can use BV with TG.

Thief Cant Get Traits To Major please help :(

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Posted by: magom.3275

magom.3275

Retaining traits doesnt work the game still wont let me read the grandmasters manual after I retained them and I forgot to read it at lvl 60 so I’m stuck

Like i say, you can read it eny time between level 60 and 80. If you cant is a bug or you have nor readed the second one yet

Thief Cant Get Traits To Major please help :(

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Posted by: magom.3275

magom.3275

You can buy the last book and use it any time after you have already readed the other two and have a minimun level of 60. If you already have all prerequisites needed and the book seems to dont work then is a bug and you should reported to Anet.

infiltrators strike !!!!!!!!!!

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Posted by: magom.3275

magom.3275

OH Shield.. sorry thats is engies, i mean Focus… no sorry that is the ele, i can´t remember now but until i can do, run 2-3 stunbreakers or dont melee until everyone have their stuns in cd. Remember thieve have no ways of prevent cc, only ways to get away of some of them.

Problem with venom share

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Posted by: magom.3275

magom.3275

Im in the same boat as you, i runned VS builts for many months and always get bored for the same reason, is a very thig built with too lottle variations, and make you too dependable of others to be usefull and oustanding.

I personaly think tha venoms has portencial but no with venomus aura restraining them. but that could be somtehing very easy to chage if Anet really had the will to do so. How? really easy

All venoms have a 30 seg cooldown (24 if traited with fast venoms).

Venomus Aura trait now have an added fact:
Increase all venoms base cooldown in 15 seg (to the current 45 seg or 36 when fast venoms trait is active)

So venoms are usefull in all ways and Venomus Aura will handle the bourden of been “too powerfull in some scenarios” by itself.

[build] My d/d backstab dec 10 update

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Posted by: magom.3275

magom.3275

Actually is not a bad built by itself, i has try something similar before patch, the problem is the 36 seg of cool down of all the venoms, sometimes i need to blow 2 at the same time to gain some control of the battle and then i have to wait too much. Also in 1 v X the venoms dont help to sustain the fights very well for the long cooldowns. If venons had best cool downs (like 25seg) this kind of build could be very fun, but rigth now they are too troublesome to use (at least for me).

also I recomend you the same of Jugglemonkey, change skale for devourer (at least give it a try) it will give you more control of the battle which you will need a lot.

Have fun : )

Thief dual pistol discussion

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Posted by: magom.3275

magom.3275

Don´t know nothing about warrior´s rifle, but i can tell you about p/p, is not useless if traited, what’s more, could be very usefull and fun wen traited. But that is the problem, you most take some traits exclusive for pistols wen leaving some that could be better at overall, which make it a bad trade.
Also, p/p is the most expensive weapom set of the thieve in terms of iniciative and give too little in exchage fro that cost.
And finaly, the auto attack is two weak, which is really stupid wen you realize than this wepon set high iniciative cost make you be stuck with its auto attack very often.

My suggestions:
1- Make vital shoot (the auto attack) shoot two bullets instead of one.
2- Reduce Body Shoot iniciative cost by 1.
3- Unload could have a bonus to damage based in the numbers of bleeds the traget(s) has (like 0.5% mor damage per bleed), so it take some better sinergy with Vital Shoot/Sneak Attack.
4- Give to all pistols skills some boost damage between 2 and 3% and reduce the bonus of Pistol Mastery trait from 10% down to 5% to compensate for this.

Don´t thing this ideas could fix p/p but some can give us better and fun moment with this weapon set whithoud the need of trait the set. Hope this give some inspiration to someone in anet at least.

First Impressions- Thief Heal Poll

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Posted by: magom.3275

magom.3275

Hey guys,

Thank you so much for you time and please remember that this is only first impressions. It may take awhile for a build to be formed with it that really shines.

Skelk Venom: http://strawpoll.me/845904

Im guessing you are not a thief player, Skelk Venom is a venom skill, and like other of the same type it only “shine” in one specific built called Venom Share (wich use the infamus trait Venomus Aura). This is something that all thieve already know just before the patch, so the question here really is, Venom Share are now really shining with this new heal skill or not?

From my pov it not change nothing at all, it just make the built better for the thief´s friends/party/group but worst for the thief like individual, So you trade one thing for another. Like most thief really dislike this built i can tell you beforhand than that pull will not change in three monts what will show in the next few days, is an issue with venoms in general, not the heal skill alone.

Basilisk venom rank discussion!

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Posted by: magom.3275

magom.3275

Dont know about tPvP, but in PvE is just a random petrification. 1 Seg cast + the cast time of the skills you use to apply it (plus the little dealy between both) make BV a really bad elite for PvE, is just an utility skill in a elite one space. If at least was it instat cast in PvE could be a very nice interrup for boss fight, but just now is too meh.

Edit: Devourer Venom is really crappy right now too in pve with the nerf to inmobilize. And if you are runnig a Venom Share built is worst, you can give 3 stacks to all your team in boss figth but is pointless wen only 3 stacks can be apply overal, you lost 12 uses of that venom in short term. It´s just LOL.

(edited by magom.3275)

[Merged] Game Update Notes - December 10, 2013 ~ Thief

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Posted by: magom.3275

magom.3275

Thief

Also, we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait.

The senseless statmen i had ever heard. Can enyone in anet explainme how putting HtC in master tier will help me to survive? is so stupid, more than stupid, is insulting.

Very obnoxious issue with stealth

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Posted by: magom.3275

magom.3275

Thnx for this post, i thougt it was just me and my pistols, now i see is not only me. This is a huge annoynce for me and my pistols when im using ricochet, i mean, i never know how many times a bulled will bounce (if any), so coordinate blinding powder with unload + ricochet is almost imposible at least you stop of shooting for a few seconds or use a stealth skill with casting time like HiS, which interrup all your rotation, is too lame that this issue is happening for so long time and devs are acctively doing nothig to adressed (or saying nothing if it is intended or not and why).

Venomshare thief on 10th?

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Posted by: magom.3275

magom.3275

More i read more is obvious many people has never runed a Venom Share built before or, if the did it, never for enought time. So many thieves will be very frustrated the first days they attemp to used in PvE for many reasons, but i can give you some little advises so you can choose to take it or not.

1- those 30 points in Shadow Arts make you an aggro magnet in dungeons and fractals, espetially whith the current meta were 80% of the runners go Berzerker to everywere. There are few solutions for this:
a) Go with gear whithout any thoughness, no very good idea because in Berzerker groups you still will be an aggro magnet but with less survavility, but if you go with a good tanky guardi it can work, some times (no, range weapons don´t drop aggro).
b) Go soldier (PVT) stats so you can withstand more damage for a little more time.

By alone those ideas do nothing for you survival, so go with a Sw/p is a good idea, blind fields for trash mobs and evades for Bosses. Even so, probably it will be not enought, so caltrops and SoM will help a lot, or HiS and SoA for condition cleaning and dodges could help a lot too. But if you are planning to go and use the new heal venom, well, i can´t advise you anything there, only whishing you good luck.

2- VS built are too dependable of others for be efficient, but most people dont even know how to use those venoms. There is only two solution for this.
a- always go with at least one friend who knows the basics of the venoms to everywere, so you can focus in she/he/them so your venoms don´t get lost in the air.
b- when you are going to use one or more venoms use the chat to announce it to your team/party so everyone get prepared for them (very much like Mesmer do with TW).

3- VS is a very tight built with very little variations, so you can get bored very soon. One solutions for this:

a- Change the built so you can enjoy better and more you thief, or change to one of your alts for the same, don´t worry, everyone but Anet will understand you and probably cheer you up.

Hope this can help any PvE thief out there who is whishing to run the VS build, any question you have ask Anet because i´m not going to run this build at least they pay me lots of gold for that.

New healing skill is supposedly a venom

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Posted by: magom.3275

magom.3275

All the venom share thing is something that feels off of the thief role. I mean, thief is a tactical profession that need moving constantly to increase it performance, all the array of thief skills (even traps) works around this concepts except venoms, witch are passive skills that bring too little tactical output. Hearing the way of devs talks about iniciative and what they want for support thief, and waching the example they put in the livestream, i guess they want to thief become the hetchmen of other classes but warrior, for them (warriors) thief should become mere minions to power itself up. Is a saddly way to balance a rogue class/profession if you ask me.

And no, I WILL NOT GOING TO BECOME A MERE HETCHMEN, sorry, i want to be a an assessin villian or a thief hero, if i cant, then i will become a mad scientist with my eengi or a mighty paladin with my guardi. Venomus aura is just a good theory, a nice idea, a curious built to play some days of lazzynes in wvw or pve, but it can be taken seriously like a thief class way of play.

And finally, how anet think to bring more builts diversity to the thief meta giving us a skill that only work in one specific build? hmm, has no sence for me.

How many thiefs will be left

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Posted by: magom.3275

magom.3275

[/quote]…

TBH, I can’t wait until they nerf thieves to the ground making them completely and utterly worthless…. because… guess what’s going to happen next … and after that too … :P i just wish they could speed the whole killing the thief process up, so that they can move onto the next victim.[/quote]

LoL, i have a kind of cinistic wish too, but i think that it will be just one think that would be the broken point for the entire class, Anet almost do it with the 4 seg of reveled in all part of the game, but they “quickly” undo the change for PvE and WvW (were the majority of player base are) because the change was too dam broken to be take it seriously like a balance chance and not like a gift for the QQ. In the uncoming change, if the “improve” to the iniciative are really a “huge buff” like they state, then it will be undo or nerfed sooner than later (like Shadow trap or Flanking strike) and then we will have a really broken class ready to be fixed and buffed 6 months later :-S

Venom Thief Build (PvE, Dungeons) - Advice?

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Posted by: magom.3275

magom.3275

Honestly, in Dungeons, I expect I’ll usually be at range with P/P using various envenomed pistol #1 spam (which also causes bleeding) and #2 (which adds weakness). I’m also a big fan of ranged attacks that cause Daze from my Ranger, which I get with Pistol#4 (Headshot) – I’ve gotten pretty good at interrupting any big charge-up type attacks using dazing shots, and want to keep using this mechanic on my Thief. I figure that I don’t usually get a ton of disable effects on my when I Dungeon with my Ranger due to being at range and assumed this would also be true with my Thief.

Mainly trying to give myself lots of utility in all the various PvE/story/Dungeon environments.

Autoattack of pistol (a.k.a vital shot) is incredible slow and even with venoms is a bad move to think use it like a main source of damage or support. Attack #2 cost a lot of inicitive and is slow too, is good to stop a boss in some dungeons (like in fractals) but is realy bad for apply vulnerability because each shoot apply 5 stacks for only 3 seg. (1,5 seg if the target is a champion or legendary) and is slow enough to be unsustenible.

If you reaaaally want to use p/p in dungeons and be usefull for you team then use ricochet (Trickery X) and smoke screen, the blindness pass fron one traget to other and the bleed from Vital shoot and Sneak attack too. Also if you use Headshoot (pistol 4) with ricochet you have a chance to stun more than 1 target with only one shoot (even 4 target if godess of luck is beside you).

The only venom that i use in dungeons is Devourer Venom, and only in some boss figths (mostly fractals bosses like Mossman o the dredge-machine one) but the long CD of venoms make then very bad for help anybody in dungeons or any pve content at least you are using the venomus aura trait.

I played venoms builts in pve for like 5 months (my guild was very patient with me and all my experiments in dungeons), then i realize that even traps are better and funnier to use that venoms in pve, so i leave it to only to use them in WvW and only in zerks AND only with Venomus aura.

Edit: skale venom for Devourer Venom

(edited by magom.3275)

Ricochet trait

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Posted by: magom.3275

magom.3275

That is the way venom works, if the venom say next 3 hits will apply X, then the next 3 hits you do will apply the venom regardless if they are to the same taget or to various tragets, it count each hit, not each attack. In the case of ricochet if one bullet hit 3 targets then each of the targets will take one of the stacks of the venom (if you are using skale venom for example). Same happens if you are using the shortbow auto attack, the stacks of the venom will dimish for every foe the arrow hit.
In the case of sneak attack the bleed spreat out because there is not a limited number of stacks but is the normal attack that apply the bleeds no matter if it hit one or five targets with the sneak bulle, so if five bullets hit the first target and you are super lucky and all of then ricochet to a second target, the second one will get the same amount of bleeds that the first.
So yea, ricochet rocks, but not with venoms.

Insane dmg & great support! 17k+ crits! (PvE)

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Posted by: magom.3275

magom.3275

Clumsy; That’s why I put the “+” sign
Ahunba; Yeah, but it will consume more initiative with CnD. And PW does 9 stikes + stuns!

And you can hit 3 mobs at the same time too.

Surviving Mobs

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Posted by: magom.3275

magom.3275

Like everyone has say: Sword/pistol for leveling up in PvE, also you can use caltrops to managing groups of mobs meanwile you dps then with pistol whip. D/D is good in pve too but a more high levels when you have access to more traits. And for range use caltrops + shortbow and, if you want to use pistols, wait until level 40 when you will have access to riccochet which is very usefull for pistols in PvE and WvW.

My early impression of thief downed abilities

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Posted by: magom.3275

magom.3275

Like others already say, downed skills for thief are for PvP (like almost every single class feature in this game). In PvE Smoke bomb (downed skill 3) was really good at the begining because it reset the mobs aggro leaving you alone to revive yourself. Later the IA of mobs was changed so to no restart the figth because you entered stealth and to find you in any place you were when you get out of stealth (this was a change made for PvP to make a little stronger the minions and pets master professions against stealth) then the skill was completly destroyed for PvE players and it remains like that until now, and will be remain like that forever at least something change in PvP (of course).

Thieves need Piercing bullets trait

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Posted by: magom.3275

magom.3275

Ricochet is awesome. i have had 1 shot bounce 5 times before. Also, any pistol shot bounces. So immobilize, shadow shot from D/P, headshot, every pistol shot. I have bounced between 4-5 people blinding them and hitting them with shadow shot for the lawls a few times. Ricochet is a wonderfully fun trait, and 50% is HUGE. You know it used to be 15%? That was trash.

Wrong, It used to be 5% first, then 20% later, and yea, both times was a trash.

Can we have a civilized discussion on P/P?

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Posted by: magom.3275

magom.3275

Vital Shot can be a triple shot like the eles auto of scepther (doing more damage of course) and unload can do 1% more damage x bleed staked on the enemie, that could be a good synergy. Of course, this is just a random idea, but somthing like that can be doable i think.

Am I Wasting My Time?

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Posted by: magom.3275

magom.3275

I want to stick with the thief, which is turning out to be more fun than I thought ( I’ve always hated stealthy rogue classes, preferring the tanks). Yet, I want to use my Thief in wvw and in dungeons, but after looking at the possible changes on the 10th, and hearing actual thieves saying they’re retiring because “D/D is dead”, what do? I know it’s long, but I hope what I’m asking is at least semi clear XD

Thieve are really interesting to play, and you can stick to it for WvW, but please, dont dungeon run with the thief, the better thieve in dungeon dont die but neither they bring any special to the team, even the stealth mecanic to pass mobs in speed runs can be done with a engie very well. Thieves is rigth now the less usseful profession for dungeons, is not useless in good hands, but either is never the first choice to a good dungeon group.

….what are you high? engie can’t have long aoe stealth..show me a engi stealth skip the asura fotm then talk..
my thief can AA up to 6k and its not even best geared, its aoe, and it never dies because of the evade it has…also, my thief can engage so fast to quick burst kill to save teamates..from a far far away distance..and it’s beast on shaman boss..

Lear to read, i never say engie haved longer, just that it have a good enough quantity whith the smock bomb and all treir blast finisher. 2º, stealth is not a need, just a plus, and 3r, i prefer 1 warrior burst damage that 2 or even 3 thieve, in any dungeon. Is not fault of the players neither, is just the actual meta of the game.

Am I Wasting My Time?

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Posted by: magom.3275

magom.3275

I want to stick with the thief, which is turning out to be more fun than I thought ( I’ve always hated stealthy rogue classes, preferring the tanks). Yet, I want to use my Thief in wvw and in dungeons, but after looking at the possible changes on the 10th, and hearing actual thieves saying they’re retiring because “D/D is dead”, what do? I know it’s long, but I hope what I’m asking is at least semi clear XD

Thieve are really interesting to play, and you can stick to it for WvW, but please, dont dungeon run with the thief, the better thieve in dungeon dont die but neither they bring any special to the team, even the stealth mecanic to pass mobs in speed runs can be done with a engie very well. Thieves is rigth now the less usseful profession for dungeons, is not useless in good hands, but either is never the first choice to a good dungeon group.

Dec 10th thief changes

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Posted by: magom.3275

magom.3275

Can dev also make Dredge afffected by Blidness? 1 dungeon, 1 fractal and some maps are full with this creatures that are inmune to ours most important damage mitigator in pve, just for a race flavor is just no fair, and also made many thieves to forget the usefulness of blinding builts in dungeons and wvw at certain point. If a guardian can make an ice elemental burn in flames why can a thief “blind” the senses of a mole humanoid?
Also make blind affect 1 attack each 5 attacks of champions will make blinding builts useful in boss figths too.

Dec 10th thief changes

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Posted by: magom.3275

magom.3275

Infiltrator’s Return
The thing I have heard the second most discussion regarding. This is a big change to this skill, but we beleive it is a necessary one. In many cases this is not going to matter. There are only 2 situations where this is a truly impactful change.
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers. This is the kind of gameplay we want to encourage because it puts more risk in using a rewarding skill like Infiltrator’s Strike.
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)

About point 1* most classes have Stability or Invulnerability, which make them inmune to stuns and trows, and beside of this, they have their own stun breakers too. Thieves has non of this features and that is why many of us use Infiltrator´s return, is like our stability, so my question is if you are gonna to remove stability from the other classes to make it a fair enough change to us? Also, Shadow Trap is a bad joke of Stun breaker, are you planing in make the traps more reliable or fix this one at least, this trap is one less stun brake to us.

About point 2* Soooo, PvE thieve must belive this is a fair rason? Really? are you fuking kidding me? dam Anet you are really and blatand showing us were your mind in this game is.

Hard to Catch Revamp

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Posted by: magom.3275

magom.3275

i agree about to revamp this trait, the think that i most hate is tha devs wanna bring it down to master tier like someting great fro thieves which is not. Please Anet, dont treat us like stupids, you can bringing down this trait to adep tier and nobody will even take it, is just bad designed, is even bad in PvE when it teleport you away from you party in the most needed moment.

Its a bad designed trait, and say that you put it in master tier for better is a bad and disrespectful way to miss diretion us of the bad nerfs you are bringing.

Farewell my D/D theif after Dec 10th!

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Posted by: magom.3275

magom.3275

D/D didn’t get nerfed. Increasing base initiative gain by 33% is a pretty big deal.

It’s more than a big deal. It’s a MASSSSSSSSSIVE buff to all thief specs.

And then you will nerf it like sword/dagger and Shadow trap right?

some months later i can see a decrase to de initiative gain because X ot Y, thats how you has done it before.

Devs: Thinking In the Box

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Posted by: magom.3275

magom.3275

Just posting for support you. Like a s/p PvE thieve myself, i can tell you this is a unfair, unneeded and bad thinkingh nerf, S/P get bad nerfed in the last patch and now it will get even more nerfed whithout any good justification.

I guess this is just because spvp, like every nerf in the thief history, pve thief are just overpassed like if they was non existent. Shame on Anet.

Leagues starting get rdy for th qq fest

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Posted by: magom.3275

magom.3275

“Advice fall on deaf ears”? How about “Advice taken out of context, twisted around until it’s head pops off, regurgitated into a vat of acid and then placed on a topic in the form of a wall of illiterate text”?

ROLF

What is this P/P Venomshare build?

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Posted by: magom.3275

magom.3275

Don´t know what kind of built could it be. Pistols and venoms need to be traited to be good (especialy venoms), but both use completly diferents trait lines which make it both have one of the worst synergies of all the thieves options.

If you want to run a Venomshare built take shortbow + the new Bliding Powder with your venoms, the synergy between them are lots better.

Destroy Shadow Trap Problem

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Posted by: magom.3275

magom.3275

Probably they want to Shadow Persuit to be the main reason to take the trap instead of Destroy Shadow Trap, the stun brake part of that part of the skill still is fine. Im not going to take that trap anymore if you ask me (of course you don´t), traps are the most unreliable skills of the thieves utilities, what make it poorly atractive to most builts.

State of the thief [Venom]

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Posted by: magom.3275

magom.3275

ok then, buff venoms, nerf VA sources to 2 (you and a friend)
problem solved

Actually not a bad idea, but i think that the nerf to VA could be to apply just 1 stack of the venoms to allys (incluiding any other benefit from them) instead the full stacks. So some traiths like Residual Venoms could just be moved to lower tiers and the overall CD of all venoms get down for be more useful.

Also, no matter what, Basilisk Venom should be instant cast in PvE, in the current state is very good in theory but very bad in parctice, you can´t use it for anything important (like an boss interrup) because the 1seg casting time + (the time cast of the skill to aply it) make it too long to used. And prepare it before a fights is usseless because bosses rarely use their powerfull attacks at the begining of the fight, and the fights last for long time anyway, so the BV is just a random petrification.

Sic em cannot be dodged

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Posted by: magom.3275

magom.3275

Yes, Sic’em shuts down all Shadow Arts minors and some Majors for 4 seconds. No, I don’t see this as bad design, I see it as a counter. I agree that it could have been implemented better, however.

No, bad design is on Necromancers where their class mechanic shuts down their own trait line. A Necro cannot be healed in death shroud, so when the traits are all about health stealing and getting regeneration, well, you get the picture.

I just figured I’d pop into the thief forums to see what was being talked about with the various buffs. I’m amused you are all whining about nerfs.

WTF? you call 2 buff various buff? ONLY 2 BUFF: Venomus Aura and Blinding Powder, 2 tweeks: Body Shot and Lotus Poison, end the rest are only nerf or bug corrections.

So, I guess Roll For Initiative/ Withdraw should be restored to not moving you if you were immobilized, because that was better? Lotus Poison should go back to the global cooldown (this is very much a buff, as all similar traits are global cooldown)? Smoke Bomb should go back to not being a finisher? Well, I guess if you don’t like those buffs…

The only nerfs thieves got was in Larcenous Strike and Shadow Trap. Body Shot was indeed a tweak (not really better or worse, just different).

@Shinjo: Yes, it is better and more controllable (though you can’t control when the regen boon pops up or when other people try to heal you), but that doesn’t make it any less bad design. I agree that Sic’Em’s buff could have been better implemented, but I still call this blown way out of proportion. If a thief can’t survive those four extra seconds, I’m not going to shed a tear for their demise. They got out-played.

Dont you know to read?

Withdraw and Roll for Initiative: These skills now properly remove immobilize upon execution.

Is a bug fix not a buff.

Smoke bomb is a downed skill that is a crap in PvE and the patch note dont say nothing about that. Maybe you mean Bliding Powder? the one i already say was one of thye only 2 buff we get?

TROLL

(edited by magom.3275)

Pistolwhip concerns (video)

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Posted by: magom.3275

magom.3275

Now just is a interruption skill, a looong casting and spending interruption skill.

Sic em cannot be dodged

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Posted by: magom.3275

magom.3275

Yes, Sic’em shuts down all Shadow Arts minors and some Majors for 4 seconds. No, I don’t see this as bad design, I see it as a counter. I agree that it could have been implemented better, however.

No, bad design is on Necromancers where their class mechanic shuts down their own trait line. A Necro cannot be healed in death shroud, so when the traits are all about health stealing and getting regeneration, well, you get the picture.

I just figured I’d pop into the thief forums to see what was being talked about with the various buffs. I’m amused you are all whining about nerfs.

WTF? you call 2 buff various buff? ONLY 2 BUFF: Venomus Aura and Blinding Powder, 2 tweeks: Body Shot and Lotus Poison, end the rest are only nerf or bug corrections. Thives guild getting more hp in PvE is a poor solution, in my opinion, about minions balance. And thives have few Immobilize skills to get someting of that. You are just a troll dude.

Why ever use S/P, P/P?

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Posted by: magom.3275

magom.3275

S/P is very good in PvE, it give you a teporting skill that cleanse 1 condition a p/w evade all atacks. P/P only for some bosses, but i prefere SB like secondary range weapon.
p/p is not a very good wepon set unless traited it, and use traits to make just a single weapon usefull is a bad design if you ask me.