Showing Posts For Athidae.3870:

GEM Purchase Issue

in Account & Technical Support

Posted by: Athidae.3870

Athidae.3870

I feel I need to add to this thread.

I’m having the exact same issues. I’ve purchased gems on two accounts multiple times now. I tried today and had the “Card Approval Failed” window flashed in my face. I must have tried the transaction 7 or 8 total times today to get it working. My work arounds included calling my card company to find nothing wrong, paying with my card via paypal, paying through instant bank transfer via paypal, and even paying with another card. Same thing every time.

I have a support ticked in about this mainly because my bank expressed that it’s most likely on Anet’s end. I’m hoping it gets resolved soon because I have quite a shopping list for the Gem Store for the Halloween stuff.

If anyone else is having these problems, please post here so this issue can be noticed and resolved faster. Thanks all.

D/D Viability in Dungeons

in Thief

Posted by: Athidae.3870

Athidae.3870

I dont know who says D/D in dungeons is a no no…Its all I use and I use it well. I play the thief how it is meant to be played, not like the WoW rogues youll find on this forum that think you can sit in melee and stab stab if you stack enough vit/toughness.

Youll see me deathblossoming 3x (all the while avoiding direct damage), followed by Caltrop drop. I’ll dodge out(with the uncatchable trait, more caltrops drop). I wait 3 or so seconds, let someone else get aggro and I’ll use Steal(for initiative gain), and deathblossom another once or twice, roll out again with more caltrop drop.

If I find that mobs are paying too much attention to be, I use blinding powder to get out of there…

If the mob is a heavy hitter, like the wardens or the knights, I use the above liberally. If I know I can spend a few more seconds in melee, I will.

So I assume you’re running a conditions build with all of that flippy jumping. What I’m looking for it more of a hard hitting, heavy critting build and making it viable in dungeons. I suppose this would consist of C&D backstabs, +% to crit from behind / side and since I’d be not focusing on conditions, very little Death Blossom.

D/D Viability in Dungeons

in Thief

Posted by: Athidae.3870

Athidae.3870

I understand what you’re saying about Condition durration, but I wasn’t taking the tree for condition durration its self. I was taking it mainly for the buffs to steal with auto poison and vulnerability and for the +10% damage against foes with condition.

I’m more than willing to try my second build posted, but with that, could I get an opinion on using a full Valk set with “Superior Rune of Divinity”, “Superior Rune of the Wurm”, or “Superior Rune of the Eagle” (would full Shadow Arts tree + full Valk armor give me enough defense to run an offensive rune?) I’m also afraid that running this way, I’ll be lacking in power.

Any opinions on this would be great. I’d just like to have an opinion before I go and spend tons of ectos and gold on testing theories. Thanks!

D/D Viability in Dungeons

in Thief

Posted by: Athidae.3870

Athidae.3870

My point exactly, Mulch. I’m just trying to see if my theory will play out the way I imagine it: dps traits – defensive everything else. Hoping someone had any idea if it would even be worth it. I leveled up LW to 400 just for this, I have enough to put together my first piece but I don’t want to click that button until I’m sure. Not sure if anyone has made a setup like this and had a somewhat decent amount of survivability in dungeons.

D/D Viability in Dungeons

in Thief

Posted by: Athidae.3870

Athidae.3870

So I took a closer look at the Shadow Arts tree and decided that IF I were to build into it, I’d take it this route. Same build as before only swapping Deadly Arts for Shadow Arts: http://www.gw2db.com/skills/calc/thief#3|3|3537|3468|3999|8743|4485|0|0|0|0|30|1190|1731|1728|30|2384|2199|746|0|0|0|0|10|786|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|

+"Shadow Protector" for Shadow Refuge as I find the skill very helpful.
+"Infusion of Shadow" as a two initiative refund on C&D
+"Hidden Thief" for a free backstab (btw, does “Infusion of Shadow” apply to this as well?)

Now with this build, I was thinking that I’d take a full set of Valkyrie with either “Superior Rune of Divinity”, “Superior Rune of the Wurm”, or “Superior Rune of the Eagle” (would full Shadow Arts tree + full Valk armor give me enough defense to run an offensive rune?) I’m also afraid that running this way, I’ll be lacking in power.

I’d greatly appreciate anyone’s thoughts on this. Thank you!

D/D Viability in Dungeons

in Thief

Posted by: Athidae.3870

Athidae.3870

Hey, Quasi! Thanks for the detailed reply.

I’ve taken the 25 points in the Power tree for well… the extra power :P I grabbed Sundering Strikes to reflect all the crit for more damage output and Dagger Training for more overall damage as well.

I’m looking for more of a hard hitting and heavy critting build via traits and using armor, runes, jewelry (basically everything but traits) etc. to cover the defense to be able to take hits, if hits are taken. Do you think this could balance well? If so, what armor combination, runes, jewelry, etc. would you take to cover all of this defense I’m after?

tbh, I’ve never been a fan of the Shadow Arts and Acrobatics trees.

Thanks again and thank you for any further help you can offer!

D/D Viability in Dungeons

in Thief

Posted by: Athidae.3870

Athidae.3870

Hello all!

So I’ve played around with all of the weapons for Thief and I really just love D/D and SB if needed. I know that a lot of the community marks D/D in dungeons a big no no. I’d like to think that this being GW2 and us being able to play the way we like, I want to find a way.

I’m not so much a fan of condition builds, more so power / crit. Hard hitting Thief that wrecks some face. The problem with this is it usually (especially in my build) leaves little to no defense. In dungeons there are a lot of aoe attacks that can catch you and down you quickly and that’s the common complaint with people taking a D/D thief into dungeons.

So, I have a theory that if I’m bringing my glass cannon build into a dungeon, then I should have my armor and runes take care of the defense.

Would it be viable to bring my build: http://www.gw2db.com/skills/calc/thief#3|3|3537|3468|3999|8743|4485|25|1143|1704|0|30|1190|1731|1728|5|0|0|0|0|0|0|0|10|786|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0| and wear an armor set made of:

Helm, Chest, and Shoulders – “Knight’s Emblazoned” armor
Gloves, Legs, and Boots – Valkyrie Emblazoned" armor

The 3 pieces from Knight’s would give Power, Precision, and Toughness and the 3 pieces from Valkyrie would give Power, Crit Dmg, and Vitality. For the runes, I was thinking “Superior Rune of the Wurm” which would give me more Vitality, Crit Dmg, and overall dmg.

I really want to make this work and appreciate any help you can give me with this idea. Thanks so much fellow Thieves.