Showing Posts For Aberrant.6749:

Wasnt retal nerfed?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

IMO it’s not OP it’s just unbalanced. It does need some tweaking. Higher damage with an icd would work to even things out a bit more. Just a str8 nerf wouldn’t fix anything.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

WvW for map exploration... Why.

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I think having WvW part of map completion was/is a mistake. This wouldn’t have been such a big deal if the server rotation hadn’t ground to a halt months ago, essentially making it impossible to get map completion for some players. The odds of Borlis Pass/Anvil Rock taking Ehmry Bay’s Keep in Eternal Battleground while I am online and playing WvW is extremely slim, and our servers are locked in a 3 way that’s not about to change anytime soon.

Thankfully the new system will make this possible again, but really it should have never been in the first place.

I feel that legendary weapons are far too PvE slanted. Seriously try to make one by doing WvW and see how far you get. People have to do a small bit of it in WvW and complain. Seriously what the kitten.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Two more suggetions....

in WvW

Posted by: Aberrant.6749

Aberrant.6749

you know those pesky thief’s what everyone hates cause they cant been seen…get them on ts and use them to fallow the enemy zerg…there you go you have you intelligence

All of the serious WvW groups already do this, but the problem is that the Thief can’t follow them everywhere; the enemy zerg can simply port across the map any time they want if they’re not in combat, and the Thief can’t follow. They may also have more than 1 Waypoint to go to, and can even split up their force that way, making it very difficult to track them.

Not to mention that knowing where a zerg is doesn’t mean you can do anything about it.

Ikr it’s not like you could call out where they are going and have siege built up there in advance then have enough people to use them go there. Oh wait…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Population imbalance == not fun

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I would just like them to make the cap per server per map… vs the current doesn’t matter if they have tons and you have 2 parties you’re getting a que system because it’s just number of players per map regardless of server side.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

WvW for map exploration... Why.

in WvW

Posted by: Aberrant.6749

Aberrant.6749

You argument can be used the same way around, why do we PvPers have to go do PvE for a WHOLE 94% to do map completion -.-

This times 1000.

On TC there have been several times that we’ve taken a specific point just to help some one with the last poi that they needed. Sorry your server isn’t so friendly.

Soon with the new matchup system you shouldn’t have as many issues getting your WvW map completed.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Stealth Portal Teams need a viable counter.

in WvW

Posted by: Aberrant.6749

Aberrant.6749

@ whoever about the d/p… the first hs out will not cause revealed if it hits. That’s because the stealth occurs after the leap is finished. After that first hs when they are stealthed it will cause revealed if they hit you with a subsequent hs. So if they are trying to chain stealth you can stand in the bp and cause revealed.

Thief mechanics 101… learn it.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Removing vulnerability proc on staff?

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

Here is the thing about vuln on staff… yes it sucks if you’re full cond and solo. However the vuln has good group applications (support). It also isn’t worthless if the staff is used as a as a power weapon (iwarlock hits like a truck if you’re power built).

While this is true, I would rather see poison then vulnerability. It doesn’t stack high enough and there aren’t many traits to boost it so it’s really only effective against champions. Poison, on the other hand, would synergize well with a condition build and a power build.

I would jump through the roof if my condition tank setup would have more poison at it’s command instead of vulnerability. Shoot, I’d be just happy just not having vulner on there.

I would be happier if they just made elasticity work on clones on land… imo the lack of access to poison is intentional for mesmer.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

What Is Our Strongest Weapon?

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

Man if you guys are going into group situational stuff… then in other instances 1h sword is still going to add more damage. You would just need to have a lot of people taking advantage of that vuln that you’re applying without going into the vuln cap to outweigh the damage on the warlock.

But that’s all not realistic semantic silly stuff that doesn’t really matter with iwarlock/sword in these specific cases.

Also indeed, iwarden doesn’t do 20k damage. Just… lol…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Removing vulnerability proc on staff?

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

Here is the thing about vuln on staff… yes it sucks if you’re full cond and solo. However the vuln has good group applications (support). It also isn’t worthless if the staff is used as a as a power weapon (iwarlock hits like a truck if you’re power built).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

What beats phantasm mesmer? (Not on point)

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

As a phant mes you would probably have issues going up against something like loljumper’s s/d near constant dodge/evade thief… it would easily prevent SO many phants from appearing.

Dodges will not prevent a phantasm from being summoned. I’m unsure if a long evade like pistol whip will do it, but I can say that I have never seen flanking strike dodge a summon. An extremely good s/d thief does have a small chance of beating a well played phantasm build, but it is a small chance. Most of the time they will get instakilled by swordsmen once you get 2 out.

When did they change it back to where phant summons can’t be dodged (was like that for a long time since they changed a phant summon into an “attack”)? Never saw anything in the patch notes about that.

You have never been able to actually dodge a phantasm summon. You can invuln them, blind them, obstruct them, but not dodge them. I have done extremely extensive testing with this, and not a single time have I ever successfully dodged the summon of a phantasm.

I’ve been able to dodge it before vs. the Izerker… esp when it kinda bugs and you can still see that beam from the gs (idk why but that really seemed to help me with the timing). No Izerker appeared.

It’s been a while since I’ve even bothered with it so I’ll go and try to see if I can do it again today (as in since that month they turned it into an attack). Logically there shouldn’t be any diff between the evade on a dodge vs. any other evade though.

EDIT: Just fought Lupi with the GS and was able to summon izerk during his evade np. Not sure if this is a bug or intended… but I know a while ago he wouldn’t even appear if I tried it during that. IMO it seems more like a bug since the phant summons are supposed to be considered an attacks for all intents and purposes (hence nothing on blind/invuln).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

What beats phantasm mesmer? (Not on point)

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

As a phant mes you would probably have issues going up against something like loljumper’s s/d near constant dodge/evade thief… it would easily prevent SO many phants from appearing.

Dodges will not prevent a phantasm from being summoned. I’m unsure if a long evade like pistol whip will do it, but I can say that I have never seen flanking strike dodge a summon. An extremely good s/d thief does have a small chance of beating a well played phantasm build, but it is a small chance. Most of the time they will get instakilled by swordsmen once you get 2 out.

When did they change it back to where phant summons can’t be dodged (was like that for a long time since they changed a phant summon into an “attack”)? Never saw anything in the patch notes about that.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Playing an inferior pve class

in Fractals, Dungeons & Raids

Posted by: Aberrant.6749

Aberrant.6749

Threads like this are the reason I am going to laugh when CoF gets a work over like Ac.

The thief is not a bad class, its just unforgiving and well I wouldn’t be using those skills, I’d drop it to either Signet of Agility or Signet of Malice, and bring Shadowstep, I also kinda stopped using Shadow Refuge for Roll for Initiative.

A CoF rework is just gonna result in everyone moving to SE. >_>

Thief is pretty kitten strong… especially when it’s getting all of the buffs from the warriors. It just can have issues getting those buffs in those numbers by themselves. Necro is another one I would put high up in terms of damage (although that type of necro I very seldom see).

Indeed, people will just farm whatever is the most profitable.

I personally do SE 1/3 daily on 3 toons because I found the JC recipe while farming PVT gear for my guard. It’s very fast and easy… especially if you bring a lot of reflects for P1.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

What beats phantasm mesmer? (Not on point)

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

As a phant mes you would probably have issues going up against something like loljumper’s s/d near constant dodge/evade thief… it would easily prevent SO many phants from appearing.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

What Is Our Strongest Weapon?

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

@ op

Sword + pistol/sword/focus will out dps a gs since izerker is bugged and currently total rubbish. Sword auto attack is also mesmer’s strongest aa chain.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Upcoming WvW changes, may 28th

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I was really hoping they’ll put in ascended backpieces as a part of this…

Atm in order to get them you have to do a lot of fractals or a few fractals plus a massive gold sink.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

More traps?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Hahaha. Anet sees traps as, you know, traps. Things you place in advance to catch people. Not things you desperately drop in the middle of a zerg fight. So, there’s a use for an anti-stealth trap, like in stopping mesmers getting inside your position to portal. The others… not so much?

Also, it’s worth reminding thieves that your profession utilities are stealing and initiative. Not stealth.

Dude… stealth is tied to SO much on a thief it’s not even funny. Not sure if you’re trolling or just ignorant.

Neither. Most thieves tend to design their builds around it, true. Possibly there are no viable pvp thief builds that don’t rely on it to some extent. It’s still not a profession mechanic in the way attunements are to ele, or virtues to a guardian, or pet to a ranger or toolbelt to an engi. The equivalent to a stealth trap would be something that prevents retaliation or might or quickness, not the examples made in the thread.

The only way I can think to balance it vs how much thieves lose by not being able to stealth would be via the other class’s mechanics. It would need to render entire traitlines worthless (fundamental ones to both survival and damage). A trap just removing retal (or whatever) wouldn’t come close to being balanced.

It doesn’t matter that stealth isn’t a thief class mechanic.

So you know all the good thieves say ant stealth traps really are useless and don’t effect them often enough or for kitten

Ok cool, then it probably won’t matter for other classes to have traps targeting them more heavily either.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

thief nerf required in www

in WvW

Posted by: Aberrant.6749

Aberrant.6749

People still complaining about stealth stomps? It’s really not hard to counter. Use a blowout, fear, etc. or use a high damage mele skill to down the thief (as you know where he is).

No mention of how other classes can invuln stomp (much harder to counter). But I guess that’s better because you can see them while they do it???

As far as just building to be anti-thief… that isn’t necessary. It is necessary to have a plan on how to counter a burst build though (not only thieves can burst really hard).

You should know how every class works. That’s the key to defeating them. If you’re having problems with whatever class, watch a video on how to counter them. Thief and mesmer just punish new/lower skilled players the most for not knowing the class mechanics. Hence massive complaints.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

More traps?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Hahaha. Anet sees traps as, you know, traps. Things you place in advance to catch people. Not things you desperately drop in the middle of a zerg fight. So, there’s a use for an anti-stealth trap, like in stopping mesmers getting inside your position to portal. The others… not so much?

Also, it’s worth reminding thieves that your profession utilities are stealing and initiative. Not stealth.

Dude… stealth is tied to SO much on a thief it’s not even funny. Not sure if you’re trolling or just ignorant.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

More traps?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Please no more traps, siege or buffs to either of those. Lets bring back the PvP to WvW not add more reasons to avoid it.

Tbh I wish they would remove the traps. But seeing as they won’t be doing that… trying to make the most of it as far as balance : /

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

IMO shadow arts trait line is way op

in Thief

Posted by: Aberrant.6749

Aberrant.6749

I lol-ed at the 1 free blinding powder. More like 1 free reveal @ 25%…

I agree with swinsk… it’s not for burst, it’s for survival. It’s not OP. That doesn’t mean other trait lines couldn’t use some tweaking after all of the changes that have happened though (this is a common problem with all classes).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Can we PLEASE have the freakin TP back

in WvW

Posted by: Aberrant.6749

Aberrant.6749

The WvW traders are just on strike. The dev’s are in talks with them though…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

More traps?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I’m wondering if there are going to be more traps that negatively effect all classes (not just thief and to a lesser extent mesmer). I think it’s only fair that they add in traps that do things like no attunement swap no rage generation etc. to balance it out.

Opinions?

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Shatter vs Phantasm

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

Would a Greatsword be viable for shatter as well?

I would say if Izerker is fixed then yes. Otherwise not really. It’s nice that it puts illusions on your target with its skills though.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Did phantasmal zerker get fixed this patch?

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

I wouldn’t recommend constantly bumping threads… if I was a dev I would just start to ignore that topic as to not reward the constant bumping. I would like to see some sort of update on what’s going on with this though…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Need help deciding. (build)

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

A staff is a great addition to a power build. The phantasm hits hard when the target has several conditions. The auto attack will build might and fury for you. The vuln from it is nice… just don’t expect your condition damage to be anything to write home about. It’s mostly used for juking in between bursts. Phase retreat + chaos storm (chill/daze) + chaos armor (protection) will help you greatly with this (and produce clones while doing it).

Fastest travel for a mesmer is traiting into 20% focus CD + rune of air for permanent swiftness. Most people I’ve talked to don’t like the focus at first, but grow to love it after some use (similar to some new players with the 1h sword). You’ll also gain focus skills reflect which is great for WvW. Many players in WvW seem to only want to be at range. This takes advantage of that. Curtain also cripples and pulls. Very solid, flexible skill. The phantasm will also reflect and spit out bolts while in fields (constant whirl finisher). You’ll want to use good positioning to take of it. Having a focus traited like this is great for solo and for groups.

Since you mentioned a power build I would definitly go with air > centaur. These are AMAZING runes. Main stat crit damage + 20% chance for a lightning strike when hit (same one as the sigil… hits hard) + swiftness on heal.

As far as picking out a build, I would first figure out what you want your role to be. That should make your decision a lot easier.

+1 for checking out Osicat… he has quite a few shatter builds with videos in these forums which can help direct you to a build that you’ll like as well as teach new players some tatics.

Also since you’re just returning you should know… our WvW confusion damage recently got nerfed by 50%… so I wouldn’t recommend using conditions on a mesmer now

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Shatter vs Phantasm

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

Focus is not a bad offhand for shatter builds… nor overrated.

With traiting + runes of air you get perma swiftness + 2 more reflects + more cc.

Use the warden as a sort of reflect turret/soft cc. If they stand there the warden hits HARD, thus they move. You can then move into the warden.

It can also be used offensively to keep people from running with the curtain cripple/pull. If you pull some one into your warden, then use the swap root you can get the full warden attack to hit.

Warden is also a whirl finisher that spits out bolts like a sprinkler in a combo field.

In a group I find these abilities to be superior to a sword offhand… but prefer sword offhand for 1v1. It just comes down to what you want your character to do.

As far kittenter Vs. phant… phant is superior on a single target but quickly diminishes with the more targets you face. Shatter is an aoe so it gets stronger with the more opponents you face (until you get to the point to where the clones/phats can’t reach the target).

I find shatter a LOT more fun (which is the most important thing to me). With a staff + sword it has amazing mobility/juking/burst. It does have a higher skill requirement though.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Scepter in pve events...

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

O.o People do PvE event farming on their mesmers? o.O

I feel Mesmers are great solo classes because of their ability to create Clones and Phantasms. They are never alone.

Also, I can’t count how many times I have run across Mesmers by themselves. Always seeing Mesmers by themselves is what prompted me to make one.

If you go with more people to (most) events more mobs spawn. That translates into more loot. Your primary concern there is aoe and survival. There are so many other classes that are better at this than mesmer. When I do this sort of farming I do it on my guard (staff to tag everything, gs to kill it all faster after that). If I was to try this on my mesmer I wouldn’t get nearly as many rewards for the work.

Even events where it’s just one champ (or whatever) I prefer other classes… it may be a slightly higher skill requirement depending on your class… but you can solo a champ on anything. Then if another mass kill event pops nearby you’re better suited for that.

Mesmers are amazing for some things… but inferior at others.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Scepter in pve events...

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

O.o People do PvE event farming on their mesmers? o.O

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Ups and downs of a Mesmer.

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

@ Henrik.7560 the lack of speed isn’t really true… you just have to trait/rune for it. If you do you become very fast with perma swiftness + blink + phase retreat. It’s also got a large bonus with reflections on focus skills.

+1 about bugs/nerfs.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: Aberrant.6749

Aberrant.6749

…or you could look at it as Eng’s have the option of trading as many utility slots as they wish for another weapon set with no cooldown on the swaps. Other utilities come with 2 functions on 2 separate cooldowns.

Kinda sorta like how the thief gets the ability to use any weapon skill at any time, however the cost is initiative based.

It’s a tradeoff… every class has them and it’s what makes them unique. Choose which sounds the most interesting to you and have fun with it.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Staff is so good it makes others seem bad

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

IMO its only because iZerker is bugged right now.

I used to prefer GS > Staff due to the high damage capabilities… it also puts phants/clones near the target (nice for shattering). However, they bugged out the largest part of that so now it’s pretty meh.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

BUG: Illusionary Elasticity

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

that would be soooooo juicy on trident but i’d preferred if they removed vulnerability on WoC first.

If they added in the extra bounce it would be fine for them to leave it. I doubt they’ll ever remove it though tbh… it has PvE applications/benefits for it to remain on as part of the possibilities… as well as in power based builds.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Missing Backstab should reveal

in Thief

Posted by: Aberrant.6749

Aberrant.6749

Mesmer is a totally different class with totally different skills and mechanics than thief. Saying that something happens on thief with one skill and not on mesmer with a different skill is poor logic.

Mesmers can do many things thieves can’t. Thieves can do many things mesmers can’t. That doesn’t therefor make one inherently in need of a nerf/buff/change.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Why everyone Q_Q's thieves.

in Thief

Posted by: Aberrant.6749

Aberrant.6749

The reason people QQ thieves (and mesmers as well) is because they punish new players the most for not understanding those classes. To a new player the thief instantly teleported to them, vanished, then downed him quickly. His friends see this and go to help him… but the thief vanishes again only to appear once he’s been spiked.

To a vet the thief used steal + c&d… the vet responds by blinding/blocking… or failing that prepares to counter the backstab. He knows what’s coming next and how to deal with that situation. Say the thief manages to down him and stealths… his vet friends see this and use knockbacks to counter the incoming spike and res their friend.

Etc etc etc.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

WvW Down/Dead state: Low pop nightmare

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I agree… the downed states are rubbish for WvW. Promotes zerging and bad play. Who cares if you get downed when 5 people around you can instantly res you. If they put a DR on the healing per player that would be enough for me.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

thief nerf required in www

in WvW

Posted by: Aberrant.6749

Aberrant.6749

@ TinkTinkPOOF.9201 As guard I run monk’s focus when roaming (JI) and runes of the pack (20% swiftness uptime increase, 5% to gain swiftness when hit), retreat, 1h sword. Use random mobs to tele onto and you can get away with ease.

Normally if you put a good distance between you and them quickly they won’t even bother. If they do… well then GOOD. Just wasted a groups time chasing after me and they may or may not catch me. It’s pretty rare when they are able to kill me before I can hoof it back to a group or inside a tower/keep/camp.

underpowered? overpowered? regardless, a class that can vanish out of sight every 4 seconds is just bad game design and makes it horribly unfun for those fighting thieves.

Some of the most fun fights I’ve had have been vs thieves and mesmers on my guard/eng. Sorry you don’t enjoy those fights. Some of us do.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

thief nerf required in www

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I much perfer my mesmer for solo or guard for group. They bring far more along with them than my thief does. Solo both can take on a thief (or multiple baddy thieves) and laugh.

LOL, I have heard this before, and will again, normally by the same people I have to revive 5 min later.

Sorry, but if you really think that an equally skilled and geared thief won’t own you, you are way too over confident. and while I am sure if you fight a Thief on your terms, you might be able to take them, the truth is, if they are letting you fight them on your terms, they are not a well skilled thief.

I hope you’re kidding me… guards and mesmers have many great tools to fight a thief with… seriously… a healway guard can almost afk and kill a thief… same with a retal x2 bunker mesmer (using idefender and illusions have retaliation). There are many types of targets that a thief will be VERY hard pressed to win against.

@ Sunflowers.1729 it stops capping in WvW as well. Your server winning in WvW isn’t dictated by how many randoms you can kill. It’s still about capping.

P.S. Morgan Freeman’s voice is pure condensed awesomesauce.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

thief nerf required in www

in WvW

Posted by: Aberrant.6749

Aberrant.6749

for everyone that say’s they can down good thieves 1 v 1 with ease, please do show us the video? Otherwise, it’s thieves trying to steal the message of the thread.

You can down a good Thief, good Mesmer, good Warrior, etc. It’s all about skill. If your opponent has more skill than you, it won’t be easy.

So why is it that when I get on my Thief, I die less than any of my other lv 80 characters? You’re telling me that I magically become more skilled when on it?

It’s even my 2nd least played character.

Mesmer & thief punish players who don’t understand their classes the most. WvW has a lot of new players.

Thief is also easier to play than most other classes at low skill levels. At higher skill levels thief falls behind. That’s why you don’t see many thieves in high tPvP teams.

It’s similar to the noob tube in COD 4… you see people complain about it all the time, but no one uses it in tournaments because there are more powerful tools around. It’s designed that way on purpose.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

thief nerf required in www

in WvW

Posted by: Aberrant.6749

Aberrant.6749

What is annoying are the ones who do not know how to play and use stealth as a fight reset over and over because they started losing. Come in for a kill and find out its not working out of them…Reset (stealth), recover make new plan restart fight, start losing again, reset, start over and over and over until they get lucky or I make a mistake in the 8th fight with the same person in about 5mins. It is to forgiving to bad players, someone else try the same thing and fail, they will have a long walk back from a WP to try again, but not a thief, they can reset the fight just about anytime they feel like it.

This is probably the main issue people have with WvW thieves and constantly available stealth as well as the greatest mobility.

You really cant ever kill them unless they make a mistake and overcommit themselves. Considering theres loot/badges and now also wxp at stake this seems unfair to every other class that doesnt have either of these options.

We will see if the anti stealth fields are effective, all though it sounds like they may only be good for choke points and wont effect open field much.

Personally I think that all the existing sPVP balance tweaks should be applied into wvw, and then look at whether further changes are needed at all.

I escape/outrun other players/zergs on my guard, mes, eng with ease on a daily basis as well. Thieves can do it easier though, yes. That’s part of their class design.

WvW isn’t centered around you getting 2 more loot bags. Sorry.

WvW and tPvP are totally different types of PvP which need to be balanced separately. To just copy + paste it all over is pretty fail.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

thief nerf required in www

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I think anyone who does not realize that the Thief class has the best anti-personnel abilities in the game is either fooling themselves or simply clueless.

The reality tho is that Anet can’t “balance” them without nerfing the everliving kitten out of them.

I much perfer my mesmer for solo or guard for group. They bring far more along with them than my thief does. Solo both can take on a thief (or multiple baddy thieves) and laugh.

Typical case of…

Please nerf Scissors
Rock is fine

~ sincerely Paper.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Yishis, How did you get so good?

in Thief

Posted by: Aberrant.6749

Aberrant.6749

How I personally improve (and I’m not super pro) is by putting myself into bad situations on purpose. The easy situations you don’t really need to practice… the bad ones where you’re challenged and will probably die… you may well learn something. Plus it gives you that nice little “oh kitten” rush/edge.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Did phantasmal zerker get fixed this patch?

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

Guess we’ll see in a couple of days…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

The mesmer's 2nd down skill is useless.

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

I often stomp other mesmers right after they use the #2. The thing is the timing. If you start a stomp and they instantly teleport, chances are you won’t finish the stomp until they are seen again. If the teleport doesn’t move them far enough away (which does happen often), you will stomp them.

I will say that I am generally annoyed at where the teleport brings me. It honestly should work very similar to phase retreat and move away from your target. As it stands, I got killed today while I was downed simply because I moved right next to my original position (basically didn’t move at all) and the warrior had kept wacking in the same space. I had another foe downed and near dead so I would have easily rallied if I had moved even a little away from him.

you will only get stomped if you use the skill immediately after being downed. even if you teleport to the place you were originally, you wont get finished if you’re stealthed.

stomping takes 3 seconds, and the stealth lasts 3 seconds. you do the math.

and as for people hitting where they think your are while invis, then no other class is exempt from this. you are no worse off than any other class in this regard.

You are often worse off with the totally random teleport direction though… : /

nothing is worse off than getting finished with 100% certainty if you dont use the teleport.

In PvP yes… if it’s certain you’re going to die. If it’s not certain and your team mates may CC them… then it may well put you in a worse position to use this skill. Asking for it to just move you AWAY from the target (180 degrees) away isn’t unreasonable (vs the 360 it is now)… esp. seeing as you need a target to perform this.

I put the key word in my post that you quoted in bold.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

The mesmer's 2nd down skill is useless.

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

I often stomp other mesmers right after they use the #2. The thing is the timing. If you start a stomp and they instantly teleport, chances are you won’t finish the stomp until they are seen again. If the teleport doesn’t move them far enough away (which does happen often), you will stomp them.

I will say that I am generally annoyed at where the teleport brings me. It honestly should work very similar to phase retreat and move away from your target. As it stands, I got killed today while I was downed simply because I moved right next to my original position (basically didn’t move at all) and the warrior had kept wacking in the same space. I had another foe downed and near dead so I would have easily rallied if I had moved even a little away from him.

you will only get stomped if you use the skill immediately after being downed. even if you teleport to the place you were originally, you wont get finished if you’re stealthed.

stomping takes 3 seconds, and the stealth lasts 3 seconds. you do the math.

and as for people hitting where they think your are while invis, then no other class is exempt from this. you are no worse off than any other class in this regard.

You are often worse off with the totally random teleport direction though… : /

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

The mesmer's 2nd down skill is useless.

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

If it only teleported you AWAY from the target it would be a LOT better. Right now you have a 50/50 chance of being teleported towards what you’re trying to get away from.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Twilight or Bolt?

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

The anomaly isn’ an illusionary weapon.

It is now!

Anom > any other focus.

I don’t like the look of bolt personally. I 2nd getting the staff.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Alternative for Runes of Divinity

in Thief

Posted by: Aberrant.6749

Aberrant.6749

Ruby orbs if you’re broke.

Wurm/scholar runes are good alternatives as well.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Make the WvW chest character bound again.

in WvW

Posted by: Aberrant.6749

Aberrant.6749

i have an ide make it charecter bound put in 1-2 piece of siege more and take out all the badges;)

This.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

This will get thieves nerfed again.

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Any decent group of 5 could take on the people in that video. In a well skilled 5v5 you wouldn’t win with just a team of thieves though…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Arrowcarts [merged]

in WvW

Posted by: Aberrant.6749

Aberrant.6749

what is the current state of arrow carts ? we will have fix soon or we will not enter again in www ?

Same state as yesterday? They havent changed anything since the patch AFAIK.

I completely fail to see this “destroyed WvW” when actually playing. Keeps still flip alot, we can still do assaults on heavily defended ones. Yes, arrowcarts are more than just annoying now, they are major threat. But all they have done is force one to rethink careless standing in reach of strongpoints, really. Maybe more people should rethink their glasscannons as well and actually wear WvW armour.

Not that I would mind seeing lowered damage/range or at the very least double the cost to build them, still, it hasnt destroyed the game and WvW seem as popular as ever on my server (2h+ queue into EB tonight, yay!).

still …. because the easiest way ( you can complete 3-5 of the 5 goals by jumping inside a zerg ) to accomplish the daily is to go to www , but the negativity that created this arrow carts patch need asap fix because it is matter of time people loose their interest for gw2 as a mass pvp game .

Numbers seem down quite a bit in T2 NA to me… I have multiple friends that won’t go into WvW right now and are waiting for the AC fix. There are a lot of people who don’t like siege being the main show Vs. them being support.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa