Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I highly doubt it would make hardly any difference if they implemented this. Why would some one pay more for something they can get for less?… even if it’s just 1c. The random one or two might buy it for more, but that’s not going to have much impact.
This would also add in the problem of people mistyping their amounts and getting ripped of.
I am very much against this.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
lucky! i’d find it refreshing to get killed by something other than condi filth for a change…
stack all the toughness, protection and damage mitigation you want, condition damage cannot be mitigated…
…other than by -cond duration stuff… or totally removed with cleanses/transfers…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
This is a little disappointing but it’s for the best.
Also why do so many people assume everyone wants to buy a weapon with their tickets?lol, because any true hardcore wvw player (the ones who earned their tickets) likely has no need/desire for anything other than a new skin to symbolize their efforts. A mini dolyak? we already got that last season, plus it’s really not even a good mini; i know no one that uses it (just like Queen Jennah), and tomes of knowledge and obsidian shards? i already had 12 level 80 wvw toons before this season (hardcore player) and already have more obsidian shards than i want. the weapons are truly the only thing of value to the people who earned the tickets imo; the one indentifiable bragging right for your hard work.
So rest havent earned there tickets? How about ascended acsessery + wvw infuses worth 70 laurels? That takes awhile if you use lots of dif jools.
i stated it was the one “identifiable” bragging right. Ascended accessories don’t show that you worked hard to help your server come out on top. While sure, other people in our server that didn’t really contribute much are able to get the same reward i am, it still remains the only identifiable bragging right.
Practicality > Vanity
Two months of laurels (60 days + 2 monthlies, 80 laurels) is ridiculous, I’ll take my accessories. Having that is better than a weapon skin that 80% of WvWers will have access to. And I’ll have 50 tix left over, so I’ll probably snag some Dragonite Ore so I don’t have to deal with as many World Bosses (Keeps aren’t very efficient in getting DG Ore). Much better than some subpar skin. If I wanted bragging rights via my weapon, I’d craft a Legendary.
Depends on what resources you have and how much you value them I guess. I’m not too worried about ascended jewelry, I have tons of laurels/commendations for that… plus gold will be an option whenever they introduce 500 jc-ing… so lots of ways to get them. On the other hand, these weapons you can only get from doing WvW tournies.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
People go to hotjoins for free outnumbering wins. This is a problem because of the new rewards and people are being rewarded for exploiting this system. If they want to keep the rewards in hotjoin, they should fix this. A possible solution would be to que players and only allow a player in if there is another in que for the other team so that teams are always even. Just saying hey only do solo que isn’t fixing much anything.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
No point skill in GW2 is >2.5k armor that is all you need to be considered skillful basically be a thief. Everything else isn’t skill so basically any build that has more then 2.5k armor. If you bunker your obviously not skilled you need to be pushing almost full zerker and who gets away with zerker better then anyone? Thieves and mesmers. So if you want to be skilled and still do condis you need to put on rampagers.
Skill is determined by how fast you can possibly die and if you don’t and kill then you have skill. That is how we measure skill in GW2.
I disagree. Skill is how hard a build is to use. That’s not necessarily tied to armor if you can evade for days, block for days, lots of teleports, etc. etc. It also depends on your opponent’s build and how well that naturally counters yours. It’s far more than just your hp/armor.
This game is horribly balanced for skill though. Far too many builds are better and easier to use at the same time. They keep buffing ai and passives which pushes it further towards this. Why? Idk. Basic game design tells you to do the opposite of these things.
It’s not just PvP either, PvE is the same way. Why bother with a harder dungeon when you can just go farm easier ones and gain more. It’s a problem that been with this game for a long time and I don’t see it going away anytime soon unfortunately.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
God I hate how prevalent turret eng’s are. It’s bad game design to have AI builds be as good as they are. You should lose more to balance the lack of management required Vs. other eng builds.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I’m all for nerfing balth and strength runes, but I totally agree that IP isn’t the problem.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Out of all of the things running around right now… your complaint is about eng? Wow. How many eng’s do you see in high ranked/tournies? Very few. Wars? 2 on many teams.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Funny title is funny. Conds have more viable counter play than power.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
meanwhile warriors are spamming perma aoe burning and causing burning with every auto attack.
suddenly one 4 second burn to a single target on a 10 second cooldown seems trivial.
cough… 7s ….. cough
Even with 30 in power + runes of balth on the eng it’s still in the war’s favor…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Any decent group comp of 5++ in the same area should have enough cond clear to make cond damage laughable.
You can use your power food, and then pop out your -40% cond food at any point in time what so ever to help when you’re fighting conds.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Very pretty back, but not worth the infinite grind. This sort of grind might be acceptable for China… but the US? No.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
mtpelion is correct. There are only the two events that were cut this time around, and two of the events from that original chain that were reworked. The two events that were cut were unfortunate, but due to the nature of this release’s development cycle, we just didn’t have the resources to go through and overhaul all of the events.
The level drop on the map from 80 to 15 was definitely done so as to not throw our new players from China into the “deep end of the pool” just a few days after the game opened to all on 5/15.
I find it very hard to believe that setting the level of creatures for the US version to 80 and the chinese version to 15 would take that much time… but I could be wrong I guess?
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
second life is not enough, now it needs heals too…
Champion mobs only have health as a defense. How well do they do?
Give me a champion’s stats and attacks and I would kick kitten with it. The AI is just dumb.
Sure, but you give up all active defense.
Wouldn’t matter.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
What condition meta? You mean the one out of five players on a team that might use conds? It’s a power meta.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I’m in T1… solo roaming just =’s people just try to run away to the nearest group/into tower
Thankfully there is PvP which is more balanced and people actually want to fight. If you’re looking for solo/small group engagements I highly recommend it.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
second life is not enough, now it needs heals too…
Champion mobs only have health as a defense. How well do they do?
Give me a champion’s stats and attacks and I would kick kitten with it. The AI is just dumb.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Zerging is no fun at all….
Agreed.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I agree that the downed states are quite unbalanced. They range from can not be stomped on the first attempt ever no matter how many people try to stomp→single target projectile that can be avoided by a blind/block/stability/2 people stomping at the same time/stomping behind a pet/stomping behind a pebble that somehow causes obstructed… just what the heck…
I wouldn’t mind if they removed downed state altogether for PvP/WvW, but it’s a unique feature of this game so they probably won’t do that… so instead they need to make balancing them more of a priority. So far the only downed state balance has been with ele. One change in this amount of time is just redic.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
It’s been nerfed several times already… if you want it to be reworked to be easier to avoid, then the damage should be buffed to compensate for the lowered reward/higher risk of it doing nothing. As is right now, a lot of eng builds depend on this trait to make up for the low damage of the rest of eng’s attacks. It might even require a rework/buff to a lot of the lower eng skills if it was easier to avoid.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Boon stripping is not plentiful enough to make these boons balanced.
Boon stripping is there just people aren’t traiting/building for it. Not every class has boon stripping ability but not every class has shouts either. That is what makes diverse classes a good thing.
From the wiki I count -
Boon Removal
Weapon skills- 2 mesmer weapon skills, 2 necromancer weapon skill,
Utility skills – 2 mesmer utility skills, 1 engineer utility skillProfession mechanic
Engineer mine fieldElite
Necromancer LichTransfer
Larcenous strikeConvert boons 2 conditions
Necromancer WoC and Corrupt boonTraits that remove boons
Searing Flames
Bountiful Theft
Acidic Elixirs
Shattered Concentration
Necromatic corruptionEquipment Sigil of Nullification
I don’t think every class should have plentiful boon removal that is what specializations are for. You don’t bring a Condi Mesmer for condition pressure you bring a necro or engi same concept here both of which also have boon removal abilities.
You don’t need to remove all the might all the time which I think some people are looking for, that would be a hard counter like diamond skin vs conditions. You just need to keep might low 5 stack of might and getting 7% modifier isn’t far off from 5 stack of might and a sigil of force.
It’s not that it doesn’t exist, it doesn’t exist in enough quantity/quality to be able to consider these runes balanced. 7% for having any might at all (which is very extremely to get) is too much. Things like the eng’s throw mine (the field toolbelt skill doesn’t remove any) are terrible and remove 1 boon. You’re almost certainly going to have more than just that one boon and be able to reapply the strength faster than the cooldown. Sorry if my post was confusing.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Boon stripping is not plentiful enough to make these boons balanced.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
My problem with turrets is that they are too strong/useful for being ai (a problem this game has overall). It’s fine for it to be ok for new players, but with less management/skill should come less rewards. Not saying it should be nerfed into the ground, but it should be more noticeably weaker than the builds that take more skill.
Whenever I get a box dropped on my head in PvP, I know that I either have to just leave, or die. I’d like if that weren’t the case.
There are several elites like this though. I don’t think crate itself is the problem because of the long cooldown.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
You can’t deal damage while stealthed. You can’t force a player off of a node with stealth… heck you can’t cap a node at all while stealthed.
Stealth is very anti-noob. If you’re facing players that turn into grazing cattle when faced with fear, then it’s strong. However, if you fight some one that’s used to how the different classes behave based on the current situation, stealth isn’t nearly as strong.
Fear… is cc… you can smash and bash some one’s face in when they are feared or force them in a direction. That’s far more powerful imo.
You can’t hit a stunbreak and force someone out of stealth, like to can with fear.
Very different mechanics, pretty hard to compare them.
I can play around stealth all day long.
Fear has a limited number of removals/stunbreaks/etc.
It’s a bit class dependent on which is harder to deal with… but once you get used to stealth and know how the classes behave when they stealth it becomes far less potent and stealth has drawbacks.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Again, the issue is not with food making conditions more powerful.
But let’s ask this question another way around. Suppose you have two foods:
- One gives +40% condition duration and +70 condition damage.
- The other gives +100 condition damage and +28% condition duration.
Would you pick the second one?
Let’s be real, no, ofc not. But why is that? Because condition duration is an extremely powerful stat, and you would never opt to weaken it for a “lesser” stat.This is a classic situation in which you create an arms race condition, which is never good in MMO balance. It leads to a very unstable balance situation as very powerful effects cancel each other out, so even one breaking away (say due to a bug) ruins all balance in a cascading manner.
It is usually better to create the same overall balance with much smaller individual components. One breaking away from “balanced” no longer has a devastating effect.
Which one I would choose would be totally dependent on how many conditions actually reach the next 1s mark. Conds, unlike crit dmg/power, often gain little or nothing from increasing the duration an additional 12%.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
In my opinion it is too harsh in the case of false positives. Right now dishonor gives some wiggle room for the people who legitimately disconnect unintentionally. If these people immediately come back into the game and can’t play for 30 minutes, they’ll just quit for the night. That’s not a very good way to treat the players. I feel there are better ways to reduce the number of missing players by having a pre-match ready check, and to reduce the number of quitters by improving matchmaking and incentives to play.
We can only be so strict with our current system as a deterrent before is starts severely affecting the wrong people. Dishonor currently allows 3 leaves every 3 days. To me this feels adequately strict. After putting in preventative measures, I feel the only missing component is a way to determine if people are in a game and intentionally ruining it. Solutions to that problem will always be complicated. Either we have a vote system, or some logic to determine active participation. There is no perfect solution for people being rude.
Who are these people that legit DC once a day? I don’t want to sound like a jerk, but I doubt there are nearly as many that actually have this issue compared to those that abuse the system.
With the current system it’s ok for a person that DC’s a lot to go into PvP and ruin 9 other people’s game once a day. They waste what… 15m x 9 or 2 hours and 15mins of people’s lives… not including que time… every single day. That doesn’t sound like a good/fair system to me when you take that into account.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I agree if they are trying their best then they should still get a small reward for losing. I just think the current reward system isn’t balanced properly and doesn’t incentive the players to win enough.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I assumed the OP was talking about intentional in-game AFK, which is much harder to detect. Not starting matches unless 10 people are actively present is another story. It requires a large overhaul to our PvP infrastructure, but it can be done.
This has been a large problem in all pvp matches from hotjoin→team for a long time now. With more people not caring about the matches themselves but the rewards it’s become an even bigger problem. I really hope this means something is being done about it.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
My problem with turrets is that they are too strong/useful for being ai (a problem this game has overall). It’s fine for it to be ok for new players, but with less management/skill should come less rewards. Not saying it should be nerfed into the ground, but it should be more noticeably weaker than the builds that take more skill.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
It’s more of a problem with the rewards overall in hotjoin/solo/team.
In solo/team you have people that are just leeching for free stuff basically. Losing in team/solo rewards too much. If it didn’t, people would try harder to win.
Hotjoin people will always stack one team with more people. Always. They also do things like go spectate then wait for auto balance to join the winning team for more rewards.
Hotjoin is a testing area (basically). It doesn’t help anyone learn teamwork or anything like that. Because it’s not actual pvp, it shouldn’t have much of a reward outside of getting your daily done.
None of these sorts of exploitative behaviors should be rewarded.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Boon duration =/= Condition duration. Apples and oranges.
Power still does more damage than conds.
Power is still seen in far greater numbers than conditions in all game modes with or without this food.
If anything that shows that power needs a nerf or cond removal needs a nerf or conditions need a buff… or a combination of those.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Have it keep scaling up for the PvP ban times. 1st offense 2 hours ->days->weeks->month.
If you’re having issues you shouldn’t be playing PvP and wrecking 9 other people’s game. That’s extremely selfish and rude. Go play solo PvE/WvW instead until your issues are resolved.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Make it 2 hours for the first offense and have it keep scaling up past days->weeks->month. Maybe then we’ll have fewer people afk/quit since a couple of days of not being able to PvP is meaningless to a lot of players.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Fix the strength runes and the soldier’s ammy will be fine.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Sounds like some one got carried in a solo que match and is gloating about it on the forums to me…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
A necro complaining about eng… what is this… I don’t even…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Roots are typically 1-3s… and that’s not including bolas (‘cause lol bolas) and things that re-root or have multiple charges or condition duration. Taking everything into consideration, It’s far too easy easy to stack up a long duration immobilize and then cover it with other conditions.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Eng gives up damage (among other things depending on the kits taken) for flexibility. I don’t see anything inherently wrong with this.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Just max out your MF. Problem solved.
There are 419,000 double mouse clicks from using only 10 luck consumables.
There are 83,800 double mouse clicks from using only 50 luck consumables.I hate getting five 10 luck consumables from chests versus one 50 luck consumable.
well if u got lots of them u save some clicks by crafting them together
Yup Yup, artificer compacts luck-> 200’s without any arti lvl req.
How many clicks does it take to get to the center of a consumable?
Lets ask Mr. Owl…
Srsly though, I maxed mine out and holy kitten that was a lot of clicks. They really should add a right click-> consume all and for buying things and option where you can type out how many you want (kitten icy runestones asked me to confirm after every… single… one…).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Just max out your MF. Problem solved.
There are 419,000 double mouse clicks from using only 10 luck consumables.
There are 83,800 double mouse clicks from using only 50 luck consumables.I hate getting five 10 luck consumables from chests versus one 50 luck consumable.
well if u got lots of them u save some clicks by crafting them together
Yup Yup, artificer compacts luck-> 200’s without any arti lvl req.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
the dungeon weapon chest do not stack which is a shame, imo.
It’s only 3-4 slots before you toss it in the forge though…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Conds need condition auto attacks just like power needs power based auto attacks.
Conds are already in the vast minority on teams.
If conds were so strong that they needed a nerf, then this wouldn’t be the case.
Out of all the broken things going on in sPvP… this one shouldn’t be a concern right now.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
You can’t deal damage while stealthed. You can’t force a player off of a node with stealth… heck you can’t cap a node at all while stealthed.
Stealth is very anti-noob. If you’re facing players that turn into grazing cattle when faced with fear, then it’s strong. However, if you fight some one that’s used to how the different classes behave based on the current situation, stealth isn’t nearly as strong.
Fear… is cc… you can smash and bash some one’s face in when they are feared or force them in a direction. That’s far more powerful imo.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Just max out your MF. Problem solved.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Yes, you could bring -40% condi duration food to counter-act +40% condi duration food. You could also bring -1000% condi duration food to counteract +1000% condi duration food. That doesn’t mean it’s fine.
Aaaannnndddd we’ve fallen into using hyperbole to back up a rubbish argument.
heres my take on it:
there are 3 situations that commonly occur in my roaming experiences when i run into an enemy condi build (ignoring player skill for the most part).
- he has pizza, i have nothing. i die.
- he has nothing, i have lemongrass. he dies.
- we both have opposite foods. pretty good fight most of the time.
thats how i know these foods are OP, cuz the food dictates the winner of the fights.
That just tells me that you’re not running enough anti-cond and are using the -40% food to help make up for that. That’s fine, but don’t blame the +40% food for conditions being the problem. If you fight anyone that doesn’t have food and you do, you’ll have a large advantage regardless of the builds involved.
Overall the +40% food makes such little difference in anything that matters.
Large scale fights =’s power or get out.
Small scale is more split, but still more power based by and large. Taking more time for your dot’s to tick gives your opponent more chance to get help from friends/run to guards/etc.
Even with the +40% foods, condition builds are still solidly in the minority in WvW. If conds with +40% were so OP, this wouldn’t be the case.
People need to quit blaming this food for their own decisions to not bringing enough anti-condition stuffs. Seriously, just carry the -40% food on you and pop it if it’s a condition user, the rest of the time use your + power ~2 second kill gank food (or whatever).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
It only increases your ini use if you choose to try to stay in the fight… which you can choose not to do at any point on a thief… and this is after the fact that you didn’t avoid the chill in the first place despite all of the evades that thieves get.
Some classes do shed conds better. War was origionally supposed to have a strong body Vs. power, but be weak to conditions. Lol @ that now.
Again thieves do have access to other cond removals other than on their heals… if you choose not to take them and you get hit with a lot conds, be ready to disengage or you’re going to have a bad day. That seems balanced to me. The fact that my thief doesn’t lose any ini regen what so ever when chilled doesn’t given the various ways that thieves can deal with that type of situation.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Eng’s often have a lot of skills which are weaker, but they have it in greater number. The kits themselves are not cd based because of that (fair tradeoff). The toolbelt and all skills do have their cd’s increased due to chill (seems fair to me).
There are things the other classes don’t get that thieves do. Again, it’s all tradeoffs. But it’s not like the other classes are less effected by chill than a thief… thieves can teleport/disengage/re-engage at will which often makes chill’s slow kinda “meh”. Yes it makes landing backstabs harder, but that’s far from the only tool you have at your disposal.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
tl;dr
On thief, chill is a death sentence, unless I’m playing an S/P or S/D build with Withdraw or/and Roll For Initiative which is pretty much anti-chill and cripple. Buffing chill against thieves would be like beating a dead horse when there are worse things running about.
Although chill doesn’t reduce ini regen, it increases initiative use significantly. The only times I actually go fully dry on initiative is when I either miss 2 CnD’s or when I get chilled and locked down and have to waste lots of initiative on evasive skills or/and mobility skills to move around and try stay alive.
Try find another class that has to use all its weapon skills in a non-offensive way to stay alive and then run away and wait for cds to go off before eengaging the opponent.
Also except Withdraw and Roll For Initiative, thieves don’t have any good way to deal with chill and heavy condispam. Shadow’s Embrace often removes chill last and after stacking lots of stealth using shadow refuge to clear plenty of conditions, I’m usually walking there like a robotchicken getting stacked with new conditions as the old ones get cleansed while I’m chilled and stealthed.
So unless you take anti-cond, conds are a problem? Who would have guessed?! -.- You still have plenty of ways to teleport and get around even while chilled btw…
None of this stuff people are talking about means that ini shouldn’t be lowered due to chill. It’s not like it doesn’t hurt other classes just as much if they are mainly mele. I do agree that it shouldn’t be 66% though, but 0%… no.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
When you cluster bomb from range, you have to wait for them to arc towards your target which decreases your dps tremendously. On top of that, the bombs spread to the point where they’re not all hitting your target anymore. You can’t control that. It’s just the way cluster bombs work, no matter how skilled your shots are, unless there was a Read the Wind for thieves that I missed in the last patch notes.
You can also auto/use other skills while the cluster is flying, so it’s not like it’s just sit on your kitten time. Learn to time your bomb explosions so they go off just before it hits the ground (helps proc sigils etc.).
Which is my point EXACTLY – in order to do damage, sooner or later a thief has to be in mêlée range. So then based on your own logic, you agree with me right?
That’s like saying my war needs to be in mele because he does more damage in mele range. Sooner or later he’s going to swap to a mele weapon right? All mele weapons deal more damage than ranged weapons. It’s part of the game. That doesn’t mean shortbow is weak or that thief is a mele only character.
Your math doesn’t add up. At a regen of 1 init per second, you can “spam” PW once every 5 seconds, and that’s if you do nothing else, including your idea of using infiltrator’s return to get away. That’s hardly comparable to other classes, who can have near permanent protection uptime, and they don’t even have to be in mêlée.
For the record, I have a level 80 on every classes and I do play them.
Look into using the trickery line. Higher initial ini + more regen.
Prot is far weaker than an evade… so I presume you’re joking right?
Level 80 means little, I could easily go level 80 every class 4 times over because I have gold. Doesn’t mean I would be experienced or knowledgeable with all of them.
So your brilliant idea of dealing with chill is to remove the chill? Well then, I guess no classes should have any problems with chill whatsoever since they can just…. remove it.
Please re-read what I wrote. Removing it is not your only option. Stop with the straw man arguments. It just makes everything you say look very suspect. Thief gets to choose when and where it fights. If you find yourself in a situation where it’s not favorable for you, then you can disengage. Thief basics.
I was asking about how other thieves deal with diamond skin on a condition base build, not asking about how to learn P/D. But lets stay off the personal attacks, especially once that have NOTHING to do with the topic, shall we? People only do that when they know they’re wrong and have nothing else to contribute. It could be my first day playing thief today for all you know; it doesn’t make my argument any less valid.
If you don’t know how to use a simple weapon set, then no… I won’t give your argument about that class overall much credit as it seems you don’t have much experience with the class.
A chilled thief is not at more of a disadvantage than any other class, it’s at less of one. Teleports (movement slows matter less) + no Ini reduction (cd slow matters less).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)