Black Gate – Immortals of the Mist [IoM]
Black Gate – Immortals of the Mist [IoM]
I still want a shout called "Stop Hiding Coward!" that removes stealth from all targets in a 900 radius around you and puts reveal on them for 10s. I don’t really think our current shouts need to be buffed to be honest. They’re great already. I’d much rather have new utilities to cover things we lack.
I would much rather have banners buffed instead. I’d like to be able to have my banners follow me. I move around a lot when I fight and its a pain to pick up banners when i’m using them losing my weapon skills when I do. And not to mention the fact people keep stealing my banners! I want a little minion to carry my banners and follow me around while I fight.
Warriors are very strong vs thieves so your shout would make thieves an easy kill for warriors.
I would be happy with an alteration of the banners to be called tactics and more of an aura mechanism affecting targets from 600-900 radius around the warrior(10 man cap) but you can only have 1 banner active at a time.
The alternate idea I had "I want a little minion" would be to summon a Bannerman to hold X banner for the duration that acts as a pet which would have their own unique skill or ability. You could adjust Powerful Banners to allow the bannerman to attack, in a way, like the necro pet’s. You don’t get full control like a ranger pet but you do have a little knight carrying your flag. Now the stats on these bannerman would have to be researched and properly implemented but make them strong enough to handle some damage. Could you imagine summoning 4 banners and each of them having an unique look and attack based on the banner you summon?
(Companions auto-attack while still granting banner bonuses)
Banner of Discipline - Summon an axe ranger doing medium damage from afar(900 range). Casts Splitblade every 20 seconds.
Banner of Strength - Summon a warrior wielding a sword doing high melee damage. Casts Shake It Off every 25 seconds.
Banner of Defense - Summon a guardian wielding a shield that does no damage. Casts Shield of Judgement (low damage granting protection for 5 seconds on a 20 second cooldown) and assists with resurrecting downed allies.
Banner of Tactics - Summon a staff elementalist that does light damage from afar(900). Casts Geyser on a 20 second cd.
Battle Standard - Summon all classes notated above for 20 seconds and rallying downed allies in 600 radius.
I may have gotten a little carried away but it would be very cool to see a warrior basically walking around with his own squad of bannerman.
EDIT: Made some last minute changes.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
I would take 35 more power, 30 to all other stats, 2% less crit dmg, 15% more boon uptime (makes Hidden Assassin 18.75 seconds long each time I enter stealth), and 25% movement speed over what scholar offers anytime.
I see your point. Im a D/D secondary D/P thief tho, and I pick my targets carefully (WvW only, I dont do tPvP anymore). my fights usually dont last more than 5 seconds if I can avoid it , so the extra 10% damage for the opener is a godsent that I wouldnt trade for anything.
If you don’t drop your target in the first 5 seconds, do you have to run or can you continue the fight?
Black Gate – Immortals of the Mist [IoM]
15 in acro 10 in trickery -> perma swiftness
But that’s 25 trait points in trees that will not effectively help a backstab thief.
backstab thief is not only a 0 30 30 10 0 thief... there are quite a few other backstab builds out there.
Even tho i agree with you not every build can afford those 25 points i just wanted to point it out.
I haven’t seen an effective backstab build that didn’t run x/30/30/x/x
Our primary damage comes from backstab and it would be unwise to not take advantage of the stealth mechanic since we’d be going in and out of stealth constantly.
The last build I ran was 25/30/0/0/15 and that was pre-Mug nerf.
Black Gate – Immortals of the Mist [IoM]
personally I prefer scholar, I fail to see the gain of freeing up one skill slot with that setup.
also imho AS is worse than scholar’s bonuses, since you have to choose between the extra damage or the extra power, scholar gives a mix of both plus some more crit damage. and D/P builds usually dont synergize with signets anyway.
Scholar is really good for the initial burst but once you drop below 90% health which will happen with one or two good hits, you lose that 10% bonus dmg.
Sure, scholar gives 165 power and 8% crit damage and 10% when over 90% which will be a short duration of the fight.
Traveler gives 30 all stats, 6% crit dmg, 15% more might uptime, and a perma Signet of Shadows. By freeing up the necessity of Signet of Shadows, I can effectively get AS and now I have 200 power (30 to all other stats), 6% crit dmg, boon duration, and 25% movement. I would hardly use the active portion on AS unless I need to hit a hard Backstab followed by some heartseekers. The active is more of a clutch move.
I would take 35 more power, 30 to all other stats, 2% less crit dmg, 15% more boon uptime (makes Hidden Assassin 18.75 seconds long each time I enter stealth), and 25% movement speed over what scholar offers anytime.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
15 in acro 10 in trickery -> perma swiftness
But that’s 25 trait points in trees that will not effectively help a backstab thief.
Black Gate – Immortals of the Mist [IoM]
how it is to play thief http://www.youtube.com/watch?v=Qiy1W_NQJRA
I feel like you have been rolled by many thieves in your time on GW2... Let the hate flow through you, only then will know the true power of the dark side.
Black Gate – Immortals of the Mist [IoM]
Hey guys,
Saw the Traveler Rune and the 6th bonus was 25% movement speed and figured if I picked that up I could choose a different utility. These are some ideas I am looking at.
Option #1 D/P – Offensive
Option #2 D/P – Defensive
Option #3 D/P – Balanced
With the removal of Shadow Signet, it allows me to adjust gear slightly towards other stats if I can throw in Signet of Agility or Assassin’s Signet. I like the Assassin’s Signet a little more primarily its active is very effective. I enjoy the math and I am sure Wish will have a field day on these so by all means, theorycraft away.
Thanks
No shadow refuge?
I don’t use SoR when I roam. Only if I run with a group.
Black Gate – Immortals of the Mist [IoM]
lol Offensive, Defensive and Balanced are all the same build... and even one of the most used ones.. nothing new to see realy.
The only difference is in one utility?
gg
Changes in gear and a utility. Same build. Different gear layout. You were expecting something unique and new that other great thieves have not figured out by now? Ha.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
Hey guys,
Saw the Traveler Rune and the 6th bonus was 25% movement speed and figured if I picked that up I could choose a different utility. These are some ideas I am looking at.
Option #1 D/P - Offensive
Option #2 D/P - Defensive
Option #3 D/P - Balanced
With the removal of Shadow Signet, it allows me to adjust gear slightly towards other stats if I can throw in Signet of Agility or Assassin’s Signet. I like the Assassin’s Signet a little more primarily its active is very effective. I enjoy the math and I am sure Wish will have a field day on these so by all means, theorycraft away.
Thanks
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
From my experience if a thief gets locked down by some form of CC and his stun breakers are on cd then it’s luck if they make it out alive. My thief isn’t full GC and I still hit super hard but I have come to understand that sometimes that extra survivability is worthless if you can’t drop your target.
You can also argue that skill + high burst dps will be more effective than someone running PvT with the same build as you. Prior to the regen buff patch for warriors this is how I played my warrior and thief. Full on offense and only relying on well placed dodges and utilities to keep me going. I enjoyed that high risk/high reward gameplay.
Black Gate – Immortals of the Mist [IoM]
Ah yes...bring back the Shadowblade from DAoC. Backstab with a 2h sword for 1 shotters!!!
Black Gate – Immortals of the Mist [IoM]
If S/D thief is the root of the irony aside from Perm-stealth; Arena.net should once and for all, adjust this class, a.s.a.p
Seriously,
How many more faithful and dedicated players will it take in exposing thief overpowerdness?
-Top players, groups and guild had left gw2 due to cheap mechanics-
(Keep spamming that endless #2 thieves….)
(Hint- it will get more worse until Arena.net realize, Favoritism will never work)
You win for the most poorly written message ever. Spam 2 on S/D? Go ahead and try that and let me know how many kills you get.
LOL – I am beginning to see why everyone makes fun of Burnfall.
Black Gate – Immortals of the Mist [IoM]
Thanks Bhawb. I will have to think about whether to go Wells or Corrupt Boon/Epidemic.
Black Gate – Immortals of the Mist [IoM]
Ok, let me just provide an example so I understand this right. An enemy zerg is rushing towards me and I drop a Well of Corruption.
Upon dropping the Well 5 enemy players were inside it and each player inside the well had 5 of their boons converted to conditions (for a total of 25 boons converted) on the first pulse, shortly after 5 more enemy players move through the boon on the second pulse and 5 of their boons are converted to conditions, and etc etc.
I am trying to check the efficiency of Wells in a WvW/Zerg environment to make sure that they are affective vs 5+ people. Each pulse of Well of Corruption can convert 5 boons to 5 conditions per person per pulse. If all this is true, then Wells are highly effective vs zergs.
Is my logic correct?
Black Gate – Immortals of the Mist [IoM]
I see, so if a zerg is passing over a Well there is a good chance, based on pulse intervals, to affect more than 5 players.
Black Gate – Immortals of the Mist [IoM]
Is there smart targeting with Wells?
i.e. If 5 targets move in to a Well and a 6th one enters, does the new target get affected while a previous target falls off?
Black Gate – Immortals of the Mist [IoM]
Hey guys,
Trying to figure out how Wells act in the game. A few questions are:
1. What is the max targets affected by the Well? 5 or 5+?
2. Since affects occur on pulse what are the max conditions and boons striped based on the below utilities?
A. Well of Power – Max conditions per pulse converted?
B. Well of Corruption – Max boons per pulse converted?
3. I am guessing that Ritual of Protection can grant 9-12 seconds of protection per Well. Will this affect diminish if more allies come in to your Well if the Well targets an ally that has not been affected by your Well(kinda like smart targetting)?
Also, would be nice to have an additional effect for Ritual Mastery to increase the radius from 240 to 360.
If anyone can answer the questions from personal experience or link me a source that’d be great.
Thanks!
Black Gate – Immortals of the Mist [IoM]
The thing about burst is that most classes have single attacks that do heavy damage. Backstab for instance is one. Trading 1 tick of retal for a 4-10k backstab is not a good mix lol.
Black Gate – Immortals of the Mist [IoM]
That’s true. I figured a little condition damage never hurts in a power build like what sword can do for warriors but thieves run on a shorter timeline to kill their target than a warrior.
So I guess that leaves us with just increasing the damage and calling it a day.
What about unblockable?
Black Gate – Immortals of the Mist [IoM]
I like TS as is right now. Up the damage a bit. Hit harder from behind would work with me or add a bleed stack from behind.
Blind and Confusion x3 @ 5 seconds from the front or Daze and bleeding x3 @ 10 seconds from behind.
The freakin icon has a serrated blade for crying out loud.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
yes, it is 200
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If it is 200 does that mean we can’t go higher than a 3.5 multiplier?
Black Gate – Immortals of the Mist [IoM]
… when pwning face.
You’re build is not gonna work. You’re doing it all wrong. There’s no “pwning face” included.
I’m working on a perma-stealth thief for some general WvW griefing…
See the OP? That’s what it’s all about.
If you’re “pwning face”, you’re doing it wrong.
LOL had no idea we couldn’t grief people while still dropping them. My build is the same concept of perma stealth. At least it allows you to either pwn face or grief. That’s up to the player
Black Gate – Immortals of the Mist [IoM]
This is what I run right now and I enjoy the on demand stealth. I do get caught sometimes out of initiative when in the heat of the moment but I just need to pay more attention when pwning face.
Black Gate – Immortals of the Mist [IoM]
It might be doable in WvW since we can get better gear but no go for spvp. Sorry.
Black Gate – Immortals of the Mist [IoM]
I don’t think it’s possible to do what you’re wanting to do well in sPvP. Maybe in WvW where there is more opportunities for stats.
This is what I came up with.
HK allows backstab to be 100% crit which required for guaranteed burst.
Your crit is low but your primary damage is conditions until you need that backstab.
Armor is a little low but hopefully stealth, death blossom, Roll for Initiative or Shadowstep, and Withdraw’s evade will help reduce damage there.
High life which never hurts. This is your only defense vs conditions minus Shadowstep.
Your initiative regen is good in this build allowing you multiple ways to keep death blossoming.
1. Infil’s Signet (1 initiative every 10 seconds) (Swapped for Shadow Trap which can line up your backstab finisher or get quick access to 10 stacks of might and fury for more condition dmg).
2. Roll of Initiative (6 initiative on activation every 60 seconds) (can be swapped for Shadow Step).
3. Opportunist (Crits have 20% chance to restore 1 initiative)
4. Infusion of Shadow (Gain 2 initiative when going stealth)
5. Quick Recovery (2 initiative every 10 seconds)
6. Quick Pockets ( 3 initiative every 10 seconds)
Really with all this initiative, it allows room for adjustment on traits/utilities. Such as removing Quick Recovery for Pain Response or Shadowstep instead of RoI. But with as much initiative you’re going to be pumping out for death blossom and CnD + Backstab I wanted initiative to not be a problem.
Another idea was taking the 10 out of SA and going trickery for Uncatchable.
EDIT: Fine tuning build...
Conclusion: Tested the build a bit and it sucks. There is no way to effectively spec condition and burst damage without being bad in both or not having sustainability.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
This is something I have been looking in to.
I’m not sure of the calculations, I do like theorycrafting but I’m not an elite mathematician like Wish. I just try to use the item nomenclature graph to help me get the best bang for my buck when it comes to raw stats vs crit dmg %.
I just though 3099 attk, 40 crit/100% cdmg, 2712 armor and 15k was pretty good.
Black Gate – Immortals of the Mist [IoM]
Thank you for bringing this to light. Respecing right now...
Black Gate – Immortals of the Mist [IoM]
Anet needs to rework Venoms, Traps, and Tricks. Tricks is ok but should be on shorter CD for what they do.
Caltrops should be 20 seconds. Haste at 40. Scorp wire is ok but I wouldn’t complain at 15 seconds. Roll for Initiative at 30 but make it 4 initiative.
Venoms are a joke and I have no idea how to make them viable unless they are either an always on utility with a 20% proc on hit chance or merge them in as traits. i.e. 33% chance to poison target on crit, 6 stacks of bleeding causes infected wound inflicting 10 seconds of poison, Festering Wound - Causes poison and burning when target is inflicted with 12 stacks of bleeding.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
No downed state.
You die, you die. Life moves on, Run back like everyone else and pay attention to your surroundings next time.No AOE limit.
-Portal bombs have to be addressed. Mesmers have things that every class in this game does not have access to. This is one of the things that needs serious addressing.
-You got wiped by a small group? Learn to place scouts, pan the camera around and not sit in one cluster over the commander. Get on voice instead of expecting a person to spend the entire day typing instructions/warnings and then expecting baddies to read them in time to stop a portal bomb. You never see any ‘war’ game having people pile on top of each other with tunnel vision and expect to win.Fix the stealth system.
You get hit, you are revealed. No more broken stealth mechanic favoring bad stealth abusing players.Weapon stacks should be from players and not NPCs or guards in WvW. You want a stack: earn it. Not from pve vs coyotes. You lose your stacks if you put the stack weapon in your bag.
Rethink food/ consuamble introduction into wvw. Why?
Imbalances. Also, wvw players don’t make a lot of money. The high end -and now mid end- foods are crazy expensive. You actually lose money while wvwing because of the consumables -especially if you are not on a zergling train-.Allow high population servers to que for WvW in low population ones or ones that are doing badly. Future online faction vs faction games will impliment overflow maps to try and limit gross disproportionate numbers in pvp.
Don’t like it? Don’t do it. Some ppl enjoy a challenge and not riding a zerg and lowbie servers welcome the help.Problem solved, game more challenging, ppl actually stick around and not ditch wvw in mass droves. Not even the casuals that Anet decided -horribly- to cater to are sticking around now.
Low servers are being abandoned and high Tier servers are becoming zergier>>less enjoyable>>ppl will abandon them eventually.
Try these changes on special overflow maps and see how ppl like them. You experimented with a terrible matching service that has led to mass desertion of wvw -regardless of what your silly numbers tell you since we play wvw more than you do- so why not try this?
Life changes. Learn to adapt and move on or get left behind.
I agree is everything you said above except for a few things.
Fix the stealth system.
You get hit, you are revealed. No more broken stealth mechanic favoring bad stealth abusing players. – If they did this we would need to turn off the ability to auto attack without a target. I enjoy the action feel combat. Honestly, I wish they would take Tera’s combat system.
Removing food from WvW might be ok but some foods are almost core build features that may help certain classes lacking bonuses. i.e. Lemongrass Poultry Soup helps with the conditions meta. It was my bread and butter for my warrior.
Good write up.
Black Gate – Immortals of the Mist [IoM]
Wish,
What is your strategy for facing condition builds with your Mug build? You lack a lot of condition removal with that build. Is the key, kill them before they get too many conditions off?
Have you thought about Hoelbrak Runes + Lemongrass?
Black Gate – Immortals of the Mist [IoM]
Weapon swaps should be the ideal choice for closing gaps. If you wish to ignore the disadvantages of D/D then you better be ok with eating dirt.
Keep a range option or pistol off-hand for gap closers.
Black Gate – Immortals of the Mist [IoM]
Just adjust your off-hand.
Black Gate – Immortals of the Mist [IoM]
Good call. I almost thought about using smoke screen instead of Shadowstep mainly for the smoke field + blinding but I need that stun breaker.
Black Gate – Immortals of the Mist [IoM]
Looking at the SA tree I am having a rough time really deciding on: Shadow Protector, Shadow’s Embrace, Infusion of Shadow, Cloaked in Shadow, and Shadow’s Rejuvenation.
Comparison between Shadow Protector and Shadow’s Rejuvenation -
Shadow’s Rejuv - (300 * 0.1) + 293 = 323
Shadow Protector - (300 * 0.125) + 130 = 167.5 (or 1675 over 10 seconds)
Between these two it’s tough to try and choose mainly because I am not sure if Shadow’s Rejuv ticks for 3 or 4 seconds after the initial pulse upon entering stealth. I’ll test that later myself. If it pulses 4 times after the initial pulse upon entering stealth for a total of 5 ticks then it’s obviously better. Also, what if I picked up both? I would be a healing machine.
Comparison between Shadow’s Embrace, Infusion of Shadow, Cloaked in Shadow from a defense and offense standpoint:
Shadow’s Embrace is up to 2 conditions over three seconds cured while in stealth.
Infusion of Shadow - 2 initiative returned when using an ability to enter stealth
Cloaked in Shadow - Stealth blinds nearby foes in a 240 radius (The trait triggers for every three seconds of stealth; if a user has 9 seconds of stealth, blind will be applied on the 1st, 4th, and 7th second... little tad bit I didn’t know about.)
So Shadow’s Embrace seems like the wisest choice mainly due to the meta in WvW right now, conditions. If you couple this with blinding powder you can have an on demand cleanse of up to 2 conditions which I think is great. But offers nothing in regards to offense besides helping you take less damage from conditions.
Infusion of Shadow will reduce my HS to 1 initiative cost when I leap out of BP which allows 3 or 4 leaps at a cheaper rate and can increase my stealth duration. This allows easier transition to stealth defensively as well as not hindering my offense by using too much initiative to enter stealth.
Cloaked in Shadow is rather a given and as much time I will spend in stealth it just seems like a simple choice to pick this up. Can a thief have too much blind?
Proposed build: http://gw2skills.net/editor/?fYAQRAoa8YlUmiOHfy9E/JFy2jeqCJKuHGVS1U6C6FA-j0yAYrBRTWCNRIQJPl1sXATfQVwioxqXwUlCp6yI7NKiWtMAMLA-w
Black Gate – Immortals of the Mist [IoM]
Well, okay, but it should break when:
- the stealth attack gets blocked.
- it misses due to blind.When a dagger hits my shield this should be a very clear sign that there is a thief nearby. So it should reveal.
When the shield strapped to your left arm can stop the dagger aimed at your spine, we’ll talk.
I’m still curious as to why Stealth attacks are not Unblockable yet.
Black Gate – Immortals of the Mist [IoM]
...nomnom...
2 of those regen traits compete with (and are completely trumped by) better traits in the SA tree. The only one that might be worth slotting is Pain response - it’s a decent defensive trait, but doesn’t lead to the kind of regen you need for a "sustain" build.
Stun breaker =/= Stability, in any way shape or form. Stability allows you to ignore CC, not escape it, the two aren’t directly comparable.
Dagger Storm’s stability is only there to keep any player with a stun/kb/kd/launch/daze (IE, literally any player) from absolutely ruining your 90s CD elite - it does not "give the thief stability" it allows Dagger storm to actually be used. Reflecting projectiles is not quite the same as psuedo immunity - endure pain lets you ignore everything but conditions. Melee still hurts while reflecting projectiles.
Don’t get me wrong, my list wasn’t a list of complaints - it was just a (long) list of things the thief gives up for their play style, which seems fine to me (for the most part)
What are your thoughts on possible fixes or adjustments for stealth?
@Zepidel - Yes, I feel the stealth in this game is rather terrible and they built a class around the idea that making stealth more available would outweigh the use of boons and effective weapon combinations.
Black Gate – Immortals of the Mist [IoM]
For everyone complaining about last refuge…. practice. This is one of the best skills in the game. If you watch your health bar, it will save you way more than hurt you.
I think it’s really based on the unpredictable amount of incoming damage you may suffer. i.e. burst.
If the thief is close to 25% health then he’s probably frantically trying to down the other player.
Black Gate – Immortals of the Mist [IoM]
Reduce movement speed while in stealth or any action will cancel stealth. I.e. use of an attack, utility, or dodge.
This would be an astronomical nerf to backstab as strafing behind someone would become impossible.
Who uses abilities in stealth anyways? it lasts 2 seconds, and is pretty much used exclusively to open up #1 alt skills, besides SR retreat/save.
Adding revealed after an attack, utility, or dodge roll is used would raise the skill cap.
<Insert nonconstructive rubbish in an attempt to troll here>
...... But enough to understand that thieves should not have the ability to spam backstab while in stealth with no consequences. If I use an attack on my warrior or guardian it goes on cooldown, whether I connected or not. I see this as more of a balancing approach then stealth breaking.
- No protection - True
- No stability - True but great access to stun breakers that include mobility. Bladestorm.
- No Aegis - True
- Poor regen access - A decent amount of traits available.
- Lowest base HP pool - True
- No immunity skills - True
- No psuedo immunity skills (ex. Endure Pain) - Bladestorm for projectiles.
- No Blocks - True but high access to blinds.
- Narrowest weapon selection in the game - True until Anet does something about that.
- Shortest range in the game - After CB’s nerf, true.
- Among the worst at removing Conditions (unless you spec SA and live in stealth) - True
- Longest CD on class skill (I might be a little off on this one after the steal CD reduction, but I think this still holds true) - In comparison to classes only have 1 class ability,
- Cant cap/decap/hold a point while in stealth
- Sacrifices the most and gains the least from attempting to spec defensivelyBut yeah, thieves don’t sacrifice anything for those missed backstabs not revealing them.
- No protection - True
- No stability - Great access to stun breakers that include mobility. Bladestorm, but true for easy access to the boon.
- No Aegis - True but high access to blinds.
- Poor regen access - A decent amount of traits available. I can think of 4 off the top of my head.
- Lowest base HP pool - True
- No immunity skills - True
- No psuedo immunity skills (ex. Endure Pain) - Bladestorm for projectiles.
- No Blocks - See Aegis...
- Narrowest weapon selection in the game - True until Anet does something about that.
- Shortest range in the game - After CB’s nerf, true.
- Among the worst at removing Conditions (unless you spec SA and live in stealth) - True
- Longest CD on class skill (I might be a little off on this one after the steal CD reduction, but I think this still holds true) - In comparison to classes that only have 1 class ability, true. Lowest you can get steal is like 20 seconds.
- Cant cap/decap/hold a point while in stealth - Yeah but this was needed. It was absurd for a thief to run around and CnD targets while avoiding damage to keep caps contested in WvW at least.
- Sacrifices the most and gains the least from attempting to spec defensively - All classes can experience this issue as well. It’s about playstyle, gear makeup, and your choice of traits.
I’m not going to argue that thieves need some positive changes. I just believe there should be consequence for using BS in stealth which doesn’t connect to anything. In regards to the OP I would be ok with having perma stealth out of combat but maintaining current design while in combat. This would allow thieves to always get the first attempt to attack since they are built primarily for offense.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
They can’t spam BS. It’s one BS per stealth (aka, as soon as you hit someone with BS or any ability from stealth, stealth breaks and you get the revealed debuff).
Now you’re trying to argue semantics of CD based classes vs initiative. Why are we having this discussion again?
I was speaking to the ability to target someone and spam BS while in stealth and it not break stealth till it connected or blocked. Sorry if I didn’t go in to detail on that description.
Black Gate – Immortals of the Mist [IoM]
Reduce movement speed while in stealth or any action will cancel stealth. I.e. use of an attack, utility, or dodge.
This would be an astronomical nerf to backstab as strafing behind someone would become impossible.
Who uses abilities in stealth anyways? it lasts 2 seconds, and is pretty much used exclusively to open up #1 alt skills, besides SR retreat/save.
Adding revealed after an attack, utility, or dodge roll is used would raise the skill cap.
Wow, I can totally tell you play thief a whole lot. I bet you’re one of those players who’s got 1000+ hours on thief, which is probably your basis for why we should take the above drivel seriously.
Only an experienced thief would suggest stealth breaking on any sort of combo setup (like using a Sig or BV in stealth to set up some burst), or suggest that stealth players not be allowed to dodge, so anyone fighting a thief can know, for a fact, any skills pointed in their general direction will hit because they cant DODGE ROLL.
There’s absolutely no chance that you’re one of those players who is entirely clueless on how a thief plays because despite crying about how stealth works, you’ve never bothered to play one for an hour to get a feel for their strengths and weaknesses.
Like, 0 chance.
My first 80 was a thief which I deleted due to the sheer lack of skill required to either steam roll players or escape. Since they have finally begun to tone thieves down I decided to re-roll and see if I can spark life back in to my desire to have a stealth class.
Probably not 1000+ hours on the thief. Heck, I wouldn’t even suspect 500+. But enough to understand that thieves should not have the ability to spam backstab while in stealth with no consequences. If I use an attack on my warrior or guardian it goes on cooldown, whether I connected or not. I see this as more of a balancing approach then stealth breaking.
Black Gate – Immortals of the Mist [IoM]
Move Meld with Shadows to Adept and Hidden Assassin to Master tree. Last Refuge moves to Grandmaster minor.
Last Refuge - Instantly refresh all Deception utilities when you reach 25% health. (90 second cool down).
Black Gate – Immortals of the Mist [IoM]
Reduce movement speed while in stealth or any action will cancel stealth. I.e. use of an attack, utility, or dodge.
This would be an astronomical nerf to backstab as strafing behind someone would become impossible.
Who uses abilities in stealth anyways? it lasts 2 seconds, and is pretty much used exclusively to open up #1 alt skills, besides SR retreat/save.
Stealth lasts 3-4 seconds and some thieves dodge roll to avoid damage and stack might. Others switch to SB and infiltrators arrow out because it doesn’t break stealth ( there is a bug in the game that seems like you are out of stealth but you aren’t). If the objective is to escape you can use shadowstep or SR to maintain stealth or lose enemies sight. D/P thieves can drop BP and HSx4 to maintain perma stealth. Adding revealed after an attack, utility, or dodge roll is used would raise the skill cap. Movement reduction wouldn’t be a good solution I suppose unless we gave increased stealth duration.
Black Gate – Immortals of the Mist [IoM]
Reduce movement speed while in stealth or any action will cancel stealth. I.e. use of an attack, utility, or dodge.
Black Gate – Immortals of the Mist [IoM]
What about CnD giving an evade effect and positioning the thief behind the start and then enters stealth? Quicker stealth and set up your BS. DD would become slightly more defensive also.
Black Gate – Immortals of the Mist [IoM]
We have to trust that it is working. The tooltip hasn’t worked since beta.
Black Gate – Immortals of the Mist [IoM]
Thanks CMF.
Black Gate – Immortals of the Mist [IoM]
Anyone know what the 10% damage reduction equates to in terms of toughness?
Trying to see if I can get away with having less toughness as long as I carry this signet with me.
Thanks!
Black Gate – Immortals of the Mist [IoM]
I’m not too sure what I am looking at here. Are you saying you got beat and you are whining you didn’t win?
Black Gate – Immortals of the Mist [IoM]
Just add a trait that allows the stats of the 1h weapon to be doubled. The tricky part is deciding which trait line this should be placed in.
One-handed Mastery: Reduces Initiative cost by 1 and doubles the stats of your mainhand weapon only when one weapon is equipped. Master Trait in " X " My guess would be either Critical Strikes or Acrobatics.
Black Gate – Immortals of the Mist [IoM]