Mesmers are a little poor on AoE,
and support is just bad in general for them
more of a controlly class than support
they have very few AoE skills with a harsh cooldown,so you may have issues even with tagging mobs to get loot/exp
only thing they have is Mind Wrack (12) ,and Phantasmal Berserker (16?) for Power damage,and Chaos Storm (40) and Cry of Frustration (20) for Condition damage
these are the only 2 reliable skills that can AoE
with their cooldowns being in parenthesis WITH TRAITS to reduce cooldown
they have very few other AoE abilities,or just too situational to rely on for them to be in this list
Death Blossom, and I like the idea of giving d/d better AoE damage.
no
Daggers don’t hit multiple targets for a reason (on any character aside from Elementalist which is a spellcaster anyway)
you have Dancing Dagger if you need to tag small mobs
if you want AoE use shortbow
if you want a melee weapon that does AoE use Sword,it slashes,not stabs,which hits multiple targets
people need to stop asking for fixes to things that are already on par with other things,ask questions on how to fix what you’re doing wrong,or theorycraft and attempt to learn different things,just because one thing you want to use doesn’t work doesn’t mean you need to whine about it because it may work for someone else
this is why there are so many nerfs to ridiculous issues…..
that is,if anet is even listening to complaints,which i’m sure is happeningIt isn’t a l2p problem, Lets theory craft on what I’m doing right.
Example: warrior has you entangled and uses quickness and hundred blades.
1. Stealth makes you invisible but you still take damage.
2. Shadow step but you waste a utility you could use later for a dire situation
3. Death blossom in place evading damage but losing initiative and doing 3k bleed damage over 11 seconds which can be cured by any class.So by giving thief the ability to deal 2k damage to heavily armored targets and a 11 second poison we can basically make the initiative worth it due to short bursts dealing damage that can’t be removed and poison reducing 33% of the incoming heal, it wont be overpowered just more useful to a burst weapon set, you’d even see it used more on next Lvl play
excuse me?
“l2p” issue is what i definitely did not instigate
i was giving constructive support on the problem you were having
but let me get this right in the first place in your situation according to you:
you’re telling me a little bit of imitative that regenerates like mad is not worth saving your life in a burst situation?
please tell me how many other classes can do this
a utility isn’t worth saving your life in a situation because there are more dire situations?
please,tell me about what other situations there are in this game as a thief who can stealth around until their already fast-recharging abilities are recharged
~this is what i would have said if i were trying to post a “learn2play” at you
know the difference
so you want to wreck any conditon thiefs that uses death blossom for their build because it dosnt work on your build yeah your pratically doing that and shortbow dosnt even compare to the amount on condi death blossom does
^^^^^^^^^^^
this
(edited by Alpha.1308)
forgive me for giving you more critiques on this build then you probably wanted,i tend to do that more than i’d like,but your question is answered in the beginning:
Shadow Fiend over BiP definitly
you are using power,which doesn’t benifit from 10 seconds of 10 stacks of might as much as bleeding would,especially since you aren’t using Dagger/???
Axe is a little low on damage imo,a little bit of might for a few attacks doesn’t seem worth it in most situations
but also,you want the other added procs to your traits based on a minion master build
and Bone Minions would probably be better than Flesh Wurm in a normal situation because of this,aswell,summoning 2 instead of 1,for the traits
reasoning is because:
in general,
if you’re going to go with a Minion Master build
you would want to go with all of the traits for a Minion Master
20/0/(30 or 20)/(20 or 30)/0
this game is supposed to implement alot of Hybrid ideas,but to be honest,it just doesn’t work that way,not yet,anyway,if it’s to be fixed
Minion damage isn’t really why you would want them,but 30% more on them does help
meat shields is a main reason,and the Vampiric Trait which now works with Bloodthirst is another reason you would want them,since it makes Blood Fiend very useful,at somewhere like 1.5k heal every 2seconds from that one minion alone
you want the other minions to give you Fetid Consumption or Death Nova (which is subpar in effect compared to the effectiveness of Fetid Consumption to a group effort)
Minions are just little things you can summon and forget about,while also being able to use their active abilities for a minor boost to a situation,never forget that you will always have to be actively playing,because your minions won’t carry your weight like they did in Original…(sad)
so you may want to rethink going Dagger/??? over Staff or Axe,because Dagger benifits stronger from Vampiric trait (15 blood) because of faster attacks,and more damage in general than Axe,being up-close in a fight is also not much of a problem for this because of all the healing done,Staff is generally not too good compared to Axe with power,aswell
i don’t…
i don’t understand this post
is there a question being asked here?
is this trying to spark a role playing conversation?
is this a troll way of saying minions have bad AI?
Death Blossom, and I like the idea of giving d/d better AoE damage.
no
Daggers don’t hit multiple targets for a reason (on any character aside from Elementalist which is a spellcaster anyway)
you have Dancing Dagger if you need to tag small mobs
if you want AoE use shortbow
if you want a melee weapon that does AoE use Sword,it slashes,not stabs,which hits multiple targets
people need to stop asking for fixes to things that are already on par with other things,ask questions on how to fix what you’re doing wrong,or theorycraft and attempt to learn different things,just because one thing you want to use doesn’t work doesn’t mean you need to whine about it because it may work for someone else
this is why there are so many nerfs to ridiculous issues…..
that is,if anet is even listening to complaints,which i’m sure is happening
Death Blossom
is used for its bleeding application
being a skill that applies an evade is just a bonus
it’s already good
don’t ask for fixes on what’s not broken
if you want to use a skill for Evasion and Power use Sword/Dagger
Flanking Strike deals nearly the amount of damage of a Pistol Whip (which does about the same damage as a Sword’s auto-attack) but you’re stuck in place BUT evading at the same time
Flanking Strike can be used as a quick evasive skill with a slight burst potential (6-8k crits or something)
the only issue is it has a pretty disgusting start-up delay
but other than that
Death Blossom
is working as intended and should not be changed
because
Death Blossom
is useful for its Bleeding across AoE targets,not just its Evasion
which Pistol/Dagger doesn’t have either of those 2
I agree with this. This is stupid that everything in this game is soulbound.
i don’t believe it’s stupid that everything is soulbound
alot should be,so you have something to work on with one character
but you know……..
when you can only get 1 currency per day and 10 additional per 1 month
it’s a little pathetic to those of us who like to play multiple characters
especially with items that have stat boosts…
people argue it’s not a “required” grind to get them
but any competitive player knows that stats are stats
you’d be stupid (or too casual of a player) to think that even those additional 10 stats on one piece mean nothing
yes,i know about that….
it’s the point that having to keep checking it all the time is a little bit more than a minor inconvenience for a slight armor change,when in GW1 there was an automatic change for it
In the original Guild Wars,you had the option to hide your hood armor in towns,or the explorable areas
I personally liked this because i liked having my armor on when fighting mobs,but not when sitting around
Dungeons would be a fun start….i have goggles on my character which i would want to hide in areas besides instances like dungeons
Is this a possibility or are the “instanced” areas not similar enough to Guild Wars 1 to do it for what ever reason?
or just an idea that not enough people liked….(which i had alot of friends who did,aswell)
Not being able to weapon-swap takes away a LOT from us, so we should be able to have more options for the perfect weapons. We lose the chance at all of the swap-related sigils, too, so we truly do need to spec into Arcana because of those losses. Otherwise, we are essentially gimping ourselves.
wat?
Attunement Swapping is at 15 seconds goes down to 9 seconds with 30 under Arcana,and we have 4 different elements
these all trigger sigil on-weapon-swaps
at least,some if not most,if not,then it is bugged and will (SHOULD) be worked out eventually
we have the best kind of weapon swapping out of anyone,who only have 2 swaps with 10s cooldown,even the warrior with 5 second cooldown from trait,it’s still only 2 options
as an Elementalist we have 20 weapon skills available to us while other classes have 10
i do agree with more weapon choices,though,but…yes…i don’t know what you’re talking about “taking away a LOT from us”
as the title states,i was testing a few things on my necromancer that involved just pressing one a few times…and i noticed every time i got a Barbed Precision proc,i would be getting 118 bleeding damage,and then back down to 117 from Blood Curse,but would only do 117 damage from Feast of Corruption barbed precision procs,and Life Blast BP procs
this was done on Target Golems in sPvP area without Sigil of Earth,or any random might boons (which wouldn’t matter,ONE damage?)
anyone else notice anything odd acting up about this trait in terms of damage?
of all the time using my necromancer i have never seen it do a random 1 additional damage
or just make it fire off multiple times (3-5)
racking up that much Vulnerability (plus it’s normal damage) might actually pressure someone into standing in it or leaving (cap points) much like Dragon’s Tooth does now for cap points,since all it does is tickle those affected currently
along with actually being useful in damage,the vulnerability in pve would make it usable
(edited by Alpha.1308)
while i agree with this,as i’ve had that thought cross my mind,i have to admit,in a chaotic battle,you really would not notice that and manage to cancel it fast enough,unless your reaction time is just that good,with no latency lag,and the instant cast nature of it currently could mean weather you apply Burning from someone’s Aegis,(which as a necromancer,who DOESN’T want to hit a target with a huge truck-hit from Burning with all the condition damage) or having a big attack be blocked on them by one of your allies
(in a theoretical point of view,of course,but i definitly had my fair share of Aegis’ stripped with it that’s for sure)
(edited by Alpha.1308)
yes you are the only one
being skills that apply 2-3 bleeding stacks (4-5 depending on procs from sigils and traits) along with cripple (really powerful CC) and Weakness (another powerful,but overlooked CC) the cast times for them are perfect,and the difficulty is there for a reason
giving them “near instant” would be ridiculous,because just attacking 3 times with Scepter 1 and then launching those 2 in succesion would be disgustingly large AoE and single target bleed and crowed control effects
getting used to them there’s really no issue with targetting
try using Death Shroud skill 2 and then using Scepter 2,then Dagger 5,it should be easier that way,or Staff 3
Also:
you should try turning on instant-cast auto-ground-targeting
it may be difficult to get used to,but with practice,with your issue of “miss-judge the targeting even a little bit” may get fixed,since the split second it takes you to hit the skill AND mouse click may be the problem
(edited by Alpha.1308)
really? odd….
it’s annoying when filters are that sensative…anyway back ontopic again,yes,exactly what i meant about the Water Blast (which i often mistook the name for Water Jet anyway for some reason…) except you said that it would heal around the enemy,i meant just in the jet stream,as for the above statement,Frost Bow 1 should change ALONG with it,if anything,it would be weird to see a jet stream comming from a bow and arrow,but,since Water Blast and Frost Bow 1 are already the same thing now,it should either change along with it,or get improved healing (since currently it already heals for like 10 more anyway at lvl 80 and everything else is exactly the same)
state of the game interview with GW2guru
to point out the relevant bit:
spatial surge and other beam skills will pierce, instead of just clipping through enemies
in other words, when scepter 1A zaps an enemy, any enemies between you and the target will also be zapped.
the OriginalPoster (screw you forum software) is suggesting that water blast should be turned into a beam like water spraying from a hose, that way it would heal people around the enemy, and in the path of the beam
(seriously, “the” “OP” “is” “suggesting” is kittened out >_<)
wat,exactly about the op?
http://www.twitch.tv/guildwars2guru/b/377719641
44:22 in
he talks about GS and Confusing Images
i’m not entirely certain of EVERY beam doing this
i thought that’s what he said
or i’m mixing what somebody else told me
don’t remember,can’t check atm,response on more information would be supportive
they already explained that,the Greatsword will now be able to have more AoE capabilities (which it lacks besides the fragile Berserker) and Confusing Images will “be able to spread 25 stacks of confusion across 5 targets”
Scepter Air does sound interesting,didn’t think of that
but the post was for Water Blast suggestion…..
if the new update is involving Beam abilities dealing damage to all units (up to 3-5) between player and target,Water Blast should turn into more of a “Water Jet” sort of animation,so we can actually get it to connect to players not in direct melee range of the target,especially in chaotic situations with multiple enemies
the healing is already mediocre when not specced into Healing Power,which is acceptable,of course, considering it’s spammability,but the amount of times it would actually heal anyone (with the amount of movement required in this game) it’s just not worth staying in Water Attunement for it currently,but i could definitely see usability with it this way (or similar)
thoughts?
thoughts?
about confusing images being multi targetted?
shoar
Edit: oh if it’s interference…gross
since because ^ reflection
If this was a change to “help” the thief in PvE, revert it. I never had problems with mobs resetting. This new change just means as soon as I’m visible again, I get attacked. There needs to be a second or two before a mob can react when you appear.
seriously
if this WAS the reason
never had i once gotten a mob to reset on me when leveling my thief using Cloak and Dagger and Backstab
if people actually had an issue with this it’s either a bug that only affected some people (highly unlikely) or just idiots who thought they could Stealth for the full duration to get passive effects in stealth to start activating or something
if not that,then they must have just been too stupid to understand how to act quick enough (which the timeframe was huge anyway) and they really just should NOT be rolling a thief,if that’s the case,period
(edited by Alpha.1308)
they probably have a team or at least a few people reading up on all of the forums
how else would they manage closing threads that involve too many obscenities ?
can’t have that much unsupervised chaos
but they also can’t go answering in all of them
the ones reading all of them might not know the correct answers,or they are not allowed to answer,or they just can’t answer every question for,well,just multiple different reasons,is what i’m guessing
(edited by Alpha.1308)
I think they need to buff dagger auto damage. Right now it actually does less than sword auto, has about the same utility (poison + weak), but only hits one target. D/D doesn’t really have to worry about it but it definitely hurts D/P who relies primarily on #1 for damage.
Either that or buff Shadow Shot damage up a bit.
it’s a dagger,you’re not going to get alot of damage out of a dagger no matter what game you play,unless you’re using a stealthy assassin and their backstab (which,we DO have)
it’s a single target because it’s a stab,not a slash,like a sword (however,the Sword stab hits multiple targets i believe? which is…odd?)
i don’t believe dagger auto damage should be changed,when traited it’s fine
and Shadow Shot is already ridiculously high,it doesn’t need anymore help at all
it does as much damage as a Heartseeker above 50%
Hundred Blades can clear 32k and up when geared and a mesmer using Signet of Illusions to spread 4 other Warriors’ “For Great Justice”
this is why people would prefer nothing but 4 warriors and a mesmer for Time Warp
but yes
this is also why he had said warriors have greater dps
warriors do,indeed,have more dps
but looking at Hundred Blades,you also have to sit there for it to fully activate (which is why people want Time Warp) but of course,they can also use Frenzy,Sigil of Rage or trait to make it act faster,but Berserk just makes it worse to try and survive,of course,with 50% more damage
honestly i wouldn’t see a problem with these numbers,if they didn’t reduce Pistol Whip damage,i mean,it IS a thief,and they ARE warriors,the class defining skills should be the deal breaker,not the damage (in which case,now Thieves lack their stealth aggro reduction)
but people already complain too much about its damage being nerfed anyway
haven’t heard many people asking for a nerf to Hundred Blades (personally?) though,which i suppose it should get “anerf” (getit?),otherwise Pistol Whip should revert back up on its damage,considering currently it’s doing as much damage as Sword auto attack,it just adds a daze and evade
(edited by Alpha.1308)
sure….
i believe you….
i still tested it out disregarding that fact,but i believed you
until i saw 12s popping out everywhere………..
12 healing? at level 80? this is how you justify lack of the rest of the effects + speed of the attack?
>,>
i mean,no offense….but honestly,that’s horrific
EDIT: tested with healing power: no change,even more disgraceful
the skill itself doesn’t say it heals,that was from its previous effect when all it did was apply Confusion,it did Confusion and Heal
(edited by Alpha.1308)
comparing berserker warrior running berserker build to a berserker thief running a shadow arts “agile” build doesn’t really fit too well together…..
but aside from that:
have you tried even just auto attacking with Sword?
it usually can pump out pretty massive damage,along with a cripple and weakness,vastly overlooked by many
this also gives you the ability to either use /D or /P for utility of either the daze,blind,pistol whip,or flanking strike (which is also a very heavy hitter considering the evade if used properly+ boon removal)
HOWEVER Flanking Strike feels clunky to use,like a Rangers Sword auto attack almost,it doesn’t interrupt your auto attack,so it’s a little difficult to actually use reactively as much as i’d wish
that or you could do D/P or D/D and get traits to improve dagger+5%,damage + damage per initative + damage ^ 6 initiative or while endurance not full,and just auto attack,that hits like a truck aswell,at least i tested on target golems,haven’t tried in PvE,along with the poison and weakness when traited,along with the burst from Heartseeker when your target is >25% health
(edited by Alpha.1308)
uhm?
initiative regeneration is not any problem period,go 20 Acrobatics with 2initiative/10s gain,signet for 1initiative/10s gain,and Trickery 15 for +3 max and gain 3 on steal
you can Unload all day
the main issue with wishing for P/? to be viable at all is Pisol skill 1 being insanely subpar to EVERY other auto attack,Shortbow auto attack can get pretty ridiculous numbers with Fury,and Cluster Bomb is painful AND gives you massive amounts of Blast Finishers,you can heal allies with water fields,chaos armor (i love) with Ethereal fields,and everyones favorite 3 stacks of Might EACH cluster bomb in a fire field,just be sure to stand in the Field you want and spam beneath you,you will be able to activate it much quicker than waiting for the bomb to reach the target
so in regards to the actual question,though
it’s “viable”….to an extent
it’s still pretty gross because of Pistol auto attack,but i guess since you can keep Unloading you would still pump out a decent amount of damage,especially with blind utility on P5 and defiance reduction on P4,so long as you’re in a coordinated group,bosses would be missing out on alot of their powerful hits aswell
just don’t use condition damage
Power is the main thing here,for Cluster Bomb and Unload
Condition Damage would severely hamper the rest of your stats for subpar conditions
if there’s no fields,put down a SB4 skill and Cluster bomb in it for AoE weakness,but don’t rely on it for Poison,of course
EDIT: another big thing i use is Smoke Screen and Cluster Bomb,it really helps with stacking up stealth (so long as i’m out of range to get Revealed) if i go to resurrect somebody,this can also be done with P5: Blackpowder/Clusterbomb
(edited by Alpha.1308)
Maybe im a bad thief who dont know how to use it, or maybe they are bugged. I mean, why 20 seg of cooldown in this Downed skills? are they superpowerfull in someway that i missed? 2 seg stealth will bringme back to the fight? How is that?
Really if someone can explainme how i must use this skills i will be very thankfully, both seams to me very stupid and useless, other class have a powerfull “last hope” in their 3th downed skill, but thieve have 2 seg of agonized waiting for our dead.
Any advice of how i suppost to use this skills will be very gratefully wellcome by my part.
Thanks for listen to me and sorry for my english (still learning).
it used to be good with aggro dropping
yes,pretty useless now for PvE
it’s amazing in sPvP for dropping targeting (so long as your focus is to waste time of enemy team which could be situational,in which case every class wants to die asap after downed anyway)
the 20second cooldown is on everyones downed abilities,not sure about real seconds,but all are long,point being so that you don’t get your hopes up to get downed again quickly so you can immediately reuse the ability,i mean,getting downed already removes all conditions and gives you .5s of invulnerability (plus another .5s of invulnerability on rally)
So as we all know,Siren’s Call on clones used to apply no boons and cause Confusion…a very devastating condition to use with 3 clones in the Raid on the Capricorn,and so many stacks of it actually made Confusion feel useful in PvE (for once)
but now it’s applying Bleeding like your own…..and…STILL not applying Boons?
i mean,now it’s still decently effective in PvP,but in PvE it’s the same old thing as everyone else has problems with: useless bleeds overwriting each other,so yes,now we have to actually USE our spells,phantasms,maybe go into Spear,which i’m not complaining about,i love variation and all…but..i mean come on…STILL no Boons? >,>
EDIT: upon more testing of this for other personal usage,i noticed Clones will sometimes cast this at different fire rates….i got 25 stacks of bleeding before and occasionally it only does 10 (and i highly doubt that could be procs of Sharper Images that many times and this is without Sigil of Earth)
(edited by Alpha.1308)
When a CLASS DEFINING ability that we’ve been using for the last 6 months (and almost a year if you played through the betas) gets changed… you have to wonder what happened.
However, the patch notes were very subtle about the change, and I personally haven’t seen a post from ArenaNet.
Why was stealth changed?
Is there a post (from ArenaNet) explaining the reason for the change?I’ve seen discussion threads like these:
https://forum-en.gw2archive.eu/forum/professions/thief/Enemies-are-expert-trackers-now-stealth/
But would love to get a REAL response.I would like to hear their thought process behind this one.
I second that.
third…
thieves can stay stealthed longer than 3 seconds though. So it’s a longer reset. It’s pretty neat to be able to reset aggro like that. I wish my classes could do that.
respond with constructive material please not oblivious banter that isn’t even relative or involved in too much sarcasm that nobody would understand what your own thoughts are
It just blows my mind that such a major change was made this far after launch.
You realize it’s not that major a change, especially compared to what they did in GW1.
4.5 years after the launch of Nightfall they completely overhauled the Dervish class.
Then, 7 years after the launch of Prophecies, they changed Exhaustion into Overcast and rewrote half of the Elementalist spells to involve it to varying degrees, including benefiting from what was previously exclusively a negative effect.This is NOTHING compared to either of those.
“this is nothing compared to those”
wat
you realize that they are mentioning this game
not the previous one
nobody said that the previous game didn’t have it’s issues….
and it IS a major change
it changed the definition of stealth in PvE entirely from an aggro-dropping/controlling ability to a target-change-for-3-second-ability,while in PvP it can continue to function normally,(aside from pets which are already slowed by their natural issues)
this thread is to talk about THIS game’s mechanics….not GW1…..
(edited by Alpha.1308)
noticed that,too,about the taking a few moments to realize it was being hit,i figured it was a gift for being so squishy….
in all honesty,ya,pretty much,i would like an explanation aswell as to why this was implemented…
some people,though,were saying it was “because mobs would reset if you were soloing and they didn’t want to re do the whole thing”
but i doubt that
highly
it seems like the real reason (to me) is they want Stealth to be a last-resort option so you can leave and try to heal yourself (not dropping combat,but still,with regen,healing,etc)
even though as we all know even WITH the aggro drop it was still a hard time for a squishy thief to even do that
(let alone as a MESMER it was difficult ,but this isn’t the thread to talk about mesmers [and their TWO 90s cooldown stealth that’s now useless from this update,aswell…])
plus having so much downtime in ANY game is a completely foolish idea,even if it means you’re trying to recover,that’s the whole reason they wanted every class to have a healing skill,and to not have a main-healer and tank,isn’t it? they didn’t want anyone to sit there doing nothing?
i mean…come on….
(edited by Alpha.1308)
I run a high toughness tanky type Thief. Usually I have a heavy or two in my pve groups that can take threat from me AFTER I stealth. This is no longer an option. Now I have to be more creative in tanking, kiting and moving more. A lot more annoying for the group that now needs to chase mobs more. Tank switching was viable with stealth dropping aggro, now it is not.
Also, now that downed skill 3 is pretty much useless will we get a new one?This is exactly whats going on. EXACTLY.
With the lowest hp pool and no mitigation we’re screwed… but when we fight a mob that does channeled attacks… (like the young karka) we can stealth as the attack begins, but the monster will keep channeling and facing you and you can’t attack back then you’re just a ‘pseudo-invisible punching bag’…. and that’s impossible.
If the thief’s CLASS DEFINING ability gets shredded, then it should be countered with something like immunity during stealth – especially if mobs can track, attack, and not drop any threat.
Anyone who disagrees, roll a thief, unlock C&D… level it to 10, 20… whatever, take it in a Fractal… and tell me just how much fun you’re having.
^this
only invulnerability would mean even more ridiculousness especially in pvp,or just simply before an extremely over powered boss attack that’s difficult to dodge and no one has endurance left,everyone would just roll Shadow Refuge on party and/or Blinding Powder right before it connected….not sure if you were serious about that or not though….but everything else /yes
it’s not acceptable for ANYBODY to be permastealthed…..
if you aren’t attacking,you aren’t helping at all
you’re being carried by everyone else in your group
unless you have less than 10% health remaining and hiding behind walls for Heal to recharge
Stealth was used to end aggro,not Stealth,and stay IN stealth for the full duration,nobody ever did that unless they were resurrecting someone
even if you stealthed anyone,it would end a second later from auto attacking through it or a ranged projectile reaching the target as the Stealth connected
i don’t even understand how there is a debate about this…..
that or i’m just not understand the question being asked at all,in which case i apologize and would very much like an explanation of what’s going on
Mobs before the nerf: “What the… WHERE is that thief again?!!”
Mobs after the nerf: “HAHA You CAN’T hide from us!!”
…I created my thief after seeing how they could hide from mobs chasing them.
This nerf is a severe loss in style, flavor, fun, defense and support for the thief.
Whatever is the reason for this I hope it was necessary because a lot of PvE thieves are quite disgusted by this.
Sad.
You can still escape from the mob. They cannot find you while stealthed.
w…wat?
so you want to completely stand there in stealth to be the most useless person there…
gg with that logic
that’s even worse than someone trying to run a full healing build
nobody likes to carry players….
(edited by Alpha.1308)
I dont see an issue w/stealth… stealth out switch to bow and infiltrator’s shot out then shadow refuge wait a couple and infiltrator’s shot out again. Not that hard i do it in PvE and wvw and PvP. The new stealth rules make it more skillful to use then stealth and end combat
oh okay! nbd,let’s just sit there in stealth and not do anything constructive to our allies dying,nbd there guise,what’s damage matter in a game anyway when we can be selfish being the only class who majors in using Stealth and sit there in the Stealth healing ourselves only (while evryone else relys on simply pressing 6 to do it) removing conditions,and gaining all that initative faster,even though we won’t use it
that’s the most absurd thing i’ve ever heard
this game was supposed to remove the fact of “dps charts” like say from WoW by making you have to think and use actions to support and control,but we all know that idea is complete trash because that’s not how any game works,it doesn’t matter how you build it,if you want to be useful,you MUST be attacking at all times,or supporting in a way that’s not implimented in this game (massive buffs,debuffs [in which case in this game that involves still damaging and/or DoTs from Burning,Bleeding,or Poison,so this is omitted considering it’s still DAMAGING your target,or attacking,meaning leaving the stealth and acting so passively useless] or main healing)
(edited by Alpha.1308)
I just don’t see the point of stealth now. This needs to be fixed.
/agree
they pretty much WANT it to be “stealth when you need to recover or avoid getting hit too much,but do it fast and get out of there and waste precious time you could be attacking and killing because you’re only safe for the 2seconds of stealth any class other than Thief can pump out”
“Additionally, when the Guardian we run with is in hot water, I throw down a Shadow Refuge or Blinding Powder for him to get back on his feat and maybe get the monsters off his back for a few seconds.”
but there’s the exact issue,we should be able to throw down Shadow Refuges and Blinding Powders to help out our allies,and yet they just auto attack through it,without being prepared
unless every time we announce “HAY I’M STEALTHING YOU HIT ESCAPE QUICKLY”
they would just get Revealed and end up getting all that aggro back immediatly and get attacked like nothing happened,the same issue with resurrecting as well,with at least resetting (or reducing) aggro would at least by them some time to (hopefully) recover
(edited by Alpha.1308)
no,i am saying that i usually run behind the target,Cloak and Dagger,Backstab,then i end up racking up too much aggro that it’s always attacking me,so i Cloak and Dagger again,then it WAITS to turn around,so i either end up sitting there,at a loss of dps,or i could run behind it,for it to turn around again because it was already facing me,or i activate Backstab immediately like i used to,and just cause it to sacrifice half its damage,and along with that,after i hit Backstab,it’ll turn right back to me to eat my face off as usual,it’s not being very sneaky or stealthy if i can’t lose the threat….
and it’s definitely not being useful to the group to stealth and run around for a few seconds while someone else takes aggro
(edited by Alpha.1308)
It’s one thing for Stealth to no longer remove ALL threat….
but KEEPING all of the threat?
I run a backstab based build based on might gain and Cloak and Dagger for pve,considering Pistol Whip spamming was pathetic since i kept getting all the aggro in the first place and got my skull bashed in,and condition damage is no where near viable for the amount of mobility lost for it from Death Blossom,and now i can’t even make use of Cloak and Dagger/Backstab because whenever i do,the target is nearly always facing me…..
this update was completely foolish,since you Stealth to get away,after having too much aggro,or at least get behind the target to get Backstab to do anything…
anyone else see any other reason this is ridiculous or having the same problem?
(edited by Alpha.1308)