Showing Posts For Aidal.4901:
Third hit of dagger AA does more damage than frontstab.
For me that’s nearly 1.3k damage, factor in crit/ferocity and my Crits are 3k at least.
After executioner this damage goes up by 20%.
You can drop this damage as fast as Heartseeker, without the into loss of Heartseeker.
Who are you trying to fool here man?
Bounding dodge is good for stealth but that leaves you open to immobilization anyway, and with necros coming to the forward after this patch unblockable is going to become common soon enough, especially in wvw, where it’s all turned to a pirate ship mindset. Necromarks and wells, test of faith can be traited iirc to be unblockable, and that trap is instacast.
Again I’m not denying its usefulness, but it just doesn’t feel like it can be used to reset a fight nor escape one.
There are three forced reveals that I am aware of.
Engi trait, stealth gyro, Dh trap. They rarely become an issue to me.
Sic’em can’t be applied without a target so I did not count it.
Thieves have no business in the boon department, no idea why that can of worms was opened.
If you haven’t been using basivenom in conjunction with your opener then I’m just confused.
Is anybody excited about the buff to smite conditions after it is bug fixed?
nope
still does next to kitten to address what’s ACTUALLY wrong with guardians
1. lack of sustain outside of long CDs
2. lack of sustained damage outside of gimmicky JI + insert skill combo burst.
3. unimaginative traits (ONE WHOLE ADDITIONAL SECOND OF RETALIATION on a trait buff)
Don’t you say a con word about ji, it’s done nothing but carry the guardian when no other skill can. Provides burn, stun break and placement. That skill ain’t done nothing wrong so don’t you say a con word about ji.
Other stuff is fair, though. Guardian sustain gets pretty bleak.
Necros have had unblockable marks for a while so that’s eh.
My guardian/dh revolved around shelling out burn, burn wasn’t changed, so I’m fine.. Only boon I have at any time is fury. Adapt man.
I cloak, stealstab to one target, spike, cloak and finish.
I do the same, just faster now.
So after screwing around a bit tonight I’ve actually found that I have better luck without trickery traits. Against my intuition I put together a DA, CS, DARE staff build, and have been able to survive a bit better. The acrobatics line is a cute idea, but in practice just doesn’t work….. sorry Anet, you tried. I’m finding ele and mesmer have been brought closer to thieves balance wise, engi’s are the clear meta, and revenant is a solid second place currently, with ranger/necro tied for third. Hopefully there are a few more tweaks coming from this winter patch thing that will fix the bugs and bring things more inline. I don’t want to be some “OP god”, that said I would like to have some good, fair fights.
I’m still not understanding your issue. My damage and everyone else I work with have noticed large improvements. Your difficulties sound like you missed a trait or simply didn’t build for damage, what are you rolling man? Stat wise.
Do you have executioner traited as well?
Shelter comes close. Traited it’s a 2s block that cleanses two conditions and deals Aoe damage, lacks a stun break though.
But as I stated before, pvp wise blocking is greatly reduced in value, especially now that basilisk venom attacks pile on.
savage as it may be, it’s not worth giving up more mobile stun breaks, or an endurance refill that also cleanses conditions.
Is useful, though. Without a doubt.
Well, traded my blinding powder for that. Endurance refill still with me, and shadow step intact in build. Now I have extra 15 sec stun break, long kitten block (it feels so at least), and knock down on demand.
We’re probably looking at it from different view points then, I pvp/wvw more often than anything, the sheer list of unblockable attacks (which went up) makes it only partially usable for me.
I give this post a 5/7. I laughed hard enough to wake everyone in the house.
I have not seen a single thief tonight who was doing any better than before the patch. Nor am I doing any better.
Acrobatics is a kittening terrible line still.
We are still lacking baseline things like Preparedness, so we only have two trees after mandatory Trickery.
I suppose if you spam 3 and 5/2 on PD you might still be okay. But that didn’t get much better, other than Dagger AA. If so, congrats. You can kill other thiefs and glass builds.
Technically speaking, I’m doing better, granted its the same song and dance but it’s easier.
If no one else is going to admit it I will. My aa dps was buffed enough that I can reduce/drop usage of heart seeker. Tore through a ranger and warrior 2v1, granted they were both kind of bad but the sheer skill spam should have given me some trouble, but I was fine.
If you’re not killing faster after this patch try dropping 2 spam on DP.
But I won’t contest your other beef, trickery is mandatory, and now for hit/run DD is as well. So far DD out performs acrobatics in every way.
Used it all day with hit/miss results. Generally the only time I didn’t stun someone is when they had stability.
Unblockable worked fine and performance/damage wise I didn’t notice anything. I dunno man it seems fine to me.
I did trigger a warriors auto stun break when he was using his shield, that implies the stun carries through. But it could have been a fluke.
savage as it may be, it’s not worth giving up more mobile stun breaks, or an endurance refill that also cleanses conditions.
Is useful, though. Without a doubt.
Just making sure, cause I ran into something like this as well, but it wasn’t an issue of the skill, rather he had multiple stacks of Stab. (Guardian popped Stand your ground and shelter)
I’ll test it around for a while if you want. But if they have stability or an auto-stun break the stone won’t stick.
For those of you who don’t know, “behind” doesn’t mean the back. It’s more accurate to call it flank stab. You get the Backstab damage from the side as well, which is how I and a lot of other thieves do it.
Just 5,2,F1.
On topic, I tried both, Staff is okay, but the lack of cloak on demand makes it harder for you to evade or reset a fight. The good ol 5,2 has saved me on a ton of occasions.
I feel the dagger to be superior in most every front save for AoE. What it may lack in damage is minor, and made up for by its attack speed.
well before patch was 340dmg now showing 440dmg
Before patch my lotus strike was like 799, now it’s 1,155. the buff was a bit over kill IMO, most light classes die to my spike within a second unless they evade the moment I drop on them.
I just eviscerated three players in WvW, (One ranger, one mes, one thief) and didn’t use HS once save to cloak.
http://tvtropes.org/pmwiki/pmwiki.php/Main/MarySue
^Covers the Veggie wrap in question.
Jeweling profession is still bugged.
Can’t make anything with Orichalcum, I have the recipes to do so, but the gems don’t appear in my discovery list or are even acknowledged.
I can transform gems to the final tier, but I cannot use them they vanish.
Would like a bit of feed back on this if possible. Player or Dev wise.
Have you tried doing a repair/reinstall?
The nodes change from place to place, not a bug.
Just did challenge myself no issues found, can post screen if you’d like.
I found a way around the initial method I was using, the guide I was using said they could be used via 5 ecto + gem or along those lines.
T 1-4 could be used in discoveries, but it looks like t5 can’t, and neither can T6 it seems, I am still looking into this as well, but they simply don’t appear
Already did that, the problem is they’re simply not appearing, according to the game I have no T5 gems to discover with.
Tier 5 gems do not appear in the discovery panel. And I cannot combine ecto with anything related to them, I’m stuck at rank 391 until I can find some sort of work around.
Dunno if this was addressed yet or not, but basically, the party dot is yellow, works as it should when a party member is on the minimap, but once the member disappears outside the minimaps field of vision you lose total track of them. Anyone else experiencing this?
What would be in this tutorial? Because I think thief is fine for damage and survival. A.I is easy enough to outsmart and if it’s WvW or sPvP I’ve plenty of escapes to get away.
Being good on a thief is an exercise of judgement as much as the actual class, you size up and then strike. That’s the only real difference I feel between thief and all the other classes.
Addition: It’s 4AM and after re-reading I realized I missed a bit about your post, but removing stealth for 30 seconds?
To clarify, you want to put a thief in a position where it needs its stealth, and.. remove it’s stealth?
D/P for example, if I’m defending a cap, I know it doesn’t cap instantly, so I am comfortable ducking in and out of stealth, slamming my damage with combos of HS and backstabbing, dropping blinds and interrupts whenever possible. Longest little battle I had like that was about a minute, maybe minute and a half,(wvw roaming) I know this because I used Shadow Step and almost used it again.
Your tutorial, while a bit impractical. Falls apart once you remove stealth, a chief asset in survival as well as damage output.
(edited by Aidal.4901)
the main difference is 1 unload can do 10k dmg while with dp you need 1 backstab and hs
Wut.
I dunno what thief you’re rolling, but my chain is 10-12k damage in the time it takes to preform a back stab. Not to mention up to three stuns in a row.
Plus D/p isn’t countered by a reflects in any meaningful way, a proper thief might lose 1.5k damage to a reflect, that’s all. p/p gets shut down.
To clarify, d/p and p/p have about the same spike damage, p/p has a faster but more easily countered one. (Literally shut down a thief by using Darude – Dagger storm because haste caused him to burn through enough of his shots before he could cancel.)
I was actually about to make a topic about this, and oddly I play with my girl when we noticed this issue pop up.
It is manageable by using the full map, and just kind of periodically checking it, which is fine for PvE, but WvW gets a bit frantic and this only makes things more difficult.
Well in both cases, you are assuming that we have enough initiative and Shadowstep off cooldown. Let’s not forget that it takes 9 initative for the meta D/p thief to enter stealth. That is more than half of our initiative. We will definitely not be able to I-arrow twice afterwards if we are revealed. As for Shadowstep, I would hardly call it fair for a short cooldown skill to force the use of a very long and important cooldown.
If that isn’t enough, we will apply reveal to ourselves anyway if we attack you from stealth.
That’s why I started packing Roll for initiative over blinding powder. My emergency escape has always been RFI>Shadowstep>Arrow>Arrow>HiS. It hasn’t failed me yet
I use D/P and I feel the pain of the cloak, but all of my escapes have been due to the 3k range I cover with that little chain. Cloak has been an afterthought.
I’ve rarely needed to use shadowstep offensively to feel the pain of the cooldown, maybe I’ve just been lucky so far, but my steal has always had enough to get me in, and burst down a single target before too much trouble hits me. The one time I did, I got the target downed, but had to use it to retreat as I was nibbling the tail of a zerg, even then cloak didn’t come into play save for the initial 5-2
Not sure what the point of this is, but this has been my experience with stealth/reveal.
Reveal unless focused down on (More than one player) is problematic, but for that you can simply disengage, Infiltrators arrow X2+Shadowstep gets you 3,000~ units away from anyone in about one second, during this time, you can escape and think about a new plan of approach or just outright escape, by this time you’re out of range of any potental reveal and can cloak freely.
Reveal in the one on one since is debatable, the only contest there is a ranger and engi, that can prevent cloak before it’s established, but to do that you have to be visable first. Entering cloak outside of the 1,200 range still allows you to steal-stab. And if you’re busted, again Shadowstep is a great escape utility.
It sounds like this discussion is based entirely around using cloaks and disregarding the other utility skills a thief has, which if you do that it does seem to come up short.
This kind of needs to be addressed quickly, guardians are better than siege in wvw at the moment.
Also works for certain NPC set weapons, Mortar’s and Sniper rifles are what I’ve tested and confirmed it on so far.
Certain NPC controlled guns (Mortar, sniper rifle) unlock elite slot (and possibly all slots) and allow you to equip the related skill without meeting the level requirement.
My level 23 Mesmer can use Mist fire wolf.
I’m also assuming it unlocks the entire skill bar, allowing say, a level 1 to (If they had the skill points) fill in the utility slots and then continue about their day.
I can provide a screen to prove my finding
(edited by Aidal.4901)