Resident Thief
ps; you can steal at 1500 range.
Yeah a skill that plants you directly in the enemy’s face after one use and is on an unmodified CD of 35 seconds, that’s a viable 1200+ ranged option.
Do QQers even kittening try anymore?
Resident Thief
It feels good because I can now use Steal like an actual central/profession skill and not as an occasionally-useful teleport/Fear/Whirl.
Resident Thief
Tooltip says 17.5 seconds. It is not 17.5 seconds. Therefore, it needs to be changed. That’s the end of it.
Resident Thief
Pretty much – but also depends on how S/P has been updated (Pistol Whip in the “leaked” patch notes has been sped up between the stun and the flurry? Depends how much faster that is). S/P might well work too if the change is any good.
I would assume lots of zerk, if not all.
Resident Thief
10/30/0/0/30
Steal every 18 seconds for 10s F/M/S, 15s Vigor, steal 2 boons for the team, gain 3 ini to supplement LS AND daze. Furious Retaliation for extreme Fury uptime on top. Mug just for some more damage or Sundering Strikes for some longer condition cover time.
IMMENSE potential.
But you are lacking durability … they should put something more universal like thoughness or vitality to the trickery trait line =/
You don’t need durability – high Vigor uptime and plethora of evasive abilities on weapons/blinds etc. It’s more active than playing a Guardian who can tank everything, sure, but it’s no less effective when played right.
Resident Thief
sundering stikes ? big deal thats an extra 20 dmg for 2 stacks of vulnerability lol. wooooooooooooo!
That’s not what I meant. Vulnerability is a nice condition cover. You can prevent bleeding/burning from others from being cleansed as quickly if you keep up applications.
Did you never play GW1?
Resident Thief
10/30/0/0/30
Steal every 18 seconds for 10s F/M/S, 15s Vigor, steal 2 boons for the team, gain 3 ini to supplement LS AND daze. Furious Retaliation for extreme Fury uptime on top. Mug just for some more damage or Sundering Strikes for some longer condition cover time.
IMMENSE potential.
Resident Thief
Either i’m bugged or these notes are pretty obviously faked.
Shadow Return (infiltrator strike toggle): This skill is no longer a stun breaker.
This skill has never been a stun breaker.
It always has been a stunbreaker. Since day-one release. Go check in-game and figure it by yourself if you don’t believe it.
Just exited the game, it works exactly as I described. Doesn’t work on KD’s, Knockbacks, interrupts, or boss stuns. It does “work” on direct stuns from players as it removes the stun and allows me to move, but none of the abilities reset so I have to wait the full stun duration before being able to attack again anyway.
Wrong. Wrong. Wrong.
It works on every single one of them. I’m doing it right now.
Knockdown by Icebrood Wolf – Shadow Return, skills return, stun is broken.
Knockback by Icebrood Goliath – Shadow Return, skills return, stun is broken.
Launched by Veteran Saboteur – Shadow Return after landing – skills return, stun is broken.
Interrupted by all 3 of the above, worked in the exact same way.
Boss stun makes no sense, because there is no difference against any other stun.
Resident Thief
(edited by Auesis.7301)
People crying about thiefs are people who only do PvE with them. What a shame. This forum is Hilarious. Everything needs a buff, everything needs a nerf.
PvE Thief needed a nerf?
Guess I’ll stick with my Warrior then. 50% Whirling Axe buff? Lol. Yes please.
Resident Thief
Depends what you mean by “done right”. They may have different abilities, but if it’s anything like the Molten Facility, they won’t use them intelligently – they’ll just spam whatever is available as soon as the internal cooldown is gone. Take the Molten Protectors – you could pull them to the corner of the room, and they would then use the shield…alone. No allies to benefit from it, no approaching danger. Totally brainless.
Resident Thief
venoms are terrible. With this now instead of doing crappy damage or effects all at once I can choose when to do crappy damage? What does this solve?
Why are you associating Venoms with damage? They’re not meant to do damage.
Like Soft said, you would be able to maintain the Venom effects on a target much more easily, particularly a target with lots of cleanses, and you can co-ordinate Devourer a lot better. Same with Basilisk.
Resident Thief
These are amazing! Is there room in the queue for another commission?
As soon as I get word from you, I’ll send over the 15g!
I tried to get a shot of every possible angle of the armor/weapons and face for you.
Resident Thief
I used to be able to pretend I had a 1200 range land weapon.
NOPE. nerfbat
Resident Thief
Allegedly, just Skale Venom, replacing Weakness. Worthless and stupid.
Resident Thief
No it’s not. It’s to do with the book. Nothing about precursors.
Resident Thief
Yay! Ignorance and paranoia! Let’s all rage wildly about something we know nothing about! Everyone welcome on the bandwagon! Hurrah!
Things we know about Torment:
- it was designed as a condition primarily for Necros to solve the problem of people easily running away from them without giving them significant mobility as well.
- ANet decided it would effectively compliment other classes, namely Thieves and mesmers.
That’s it. We don’t know how powerful it’ll be. We don’tknow scaling, cooldowns, durations, potential interactions with traits… nothing.
In fact, the only educated guess we can make is that it’ll scale with condition damage, since it’s a condition designed originally for Necros. And even that is tentative at best. How many thief or mesmer condition builds do you know that are really all that right now?
Yeah… calm the kitten down. Tim foil hats back in their drawers, and fingers off the fire alarms please. Jeeez…
But Proxy, you’re supposed to overreact and claim one of the extreme ends of the spectrum!
DO YOU NOT KNOW HOW THE INTERNET WORKS?!
GG ANET
Resident Thief
Apparently Thief burst builds also have high condition damage.
Nice, OP. I learn something new every day.
/sarcasm
Resident Thief
Trying to brainstorm where Torment will fit in to skills.
I have a sneaky feeling that both Body Shot and Dancing Dagger will get it. A few traps might – the trait changes may include applications of Torment for a prerequisite, like % of HP or something along those lines.
Resident Thief
I should have my daily lag by now – I don’t. This is a good sign.
Resident Thief
Why do thieves, one of the most mobile classes that gets to strike you while essentially following you while moving get a skill that will essentially force you to stop moving negating the only chance you have to stop their burst via dodging? Cause they needed more help to kill targets?
Sounds legit.
Really?
Condition damage and burst can not be attained at the same time, with perhaps the exception of an Engi’s ability to stack Might and to a much lesser extent Ele. No backstab Thief on the face of this planet will be able to incorporate Torment in to a build.
Resident Thief
Is this going to be a trend every patch thieves get a new mechanic?
So you ignored that Mesmers and Necros are getting the mechanic too, and the blog post emphasised the Necro side of it. Gotcha.
necros needed a new condition (WHICH BTW IS NOT TORMENT), mesmers dont have a good condi build, but oh thieves on the other hand..
“In looking to expand the condition diversity of thieves and mesmers, we decided to include Torment skills for those two professions as well.”
AS WELL. Simple reading comprehension.
Resident Thief
This may change with the trait changes, but you can increase your steal range with VI in trickery.
Or do you mean literally that you want to do away with the shadowstep, and just steal bundle skill from them at range? I’d be against that personally.
I think he was hoping for a Shadowstep of sorts being attached to Steal (option to teleport back to origin after you Steal, like a Shadow Return).
Resident Thief
Yeah, duration changes inbound for sure. I imagine Lotus Poison will become 2 seconds instead of 3 at least. I don’t see much point in the Sword weakness being reduced, it’s hard enough landing a full auto chain against a competent opponent face-to-face.
Resident Thief
Is this going to be a trend every patch thieves get a new mechanic?
So you ignored that Mesmers and Necros are getting the mechanic too, and the blog post emphasised the Necro side of it. Gotcha.
Resident Thief
I know it won’t happen in a million years, but if Torment was attached to Caltrops I would laugh and laugh and laugh.
Sounds promising, though. Will have to see how it plays out.
Oh god please let this happen. I will love anet again.
New trait – Bleeding causes Torment.
Condi Thieves become new meta.
I don’t even care. It would be hilarious.
Resident Thief
I know it won’t happen in a million years, but if Torment was attached to Caltrops I would laugh and laugh and laugh.
Sounds promising, though. Will have to see how it plays out.
Resident Thief
Bolt, Incin, Quip and Dreamer here:
Would have got a 2nd Incin, but I want the unique 5 Legendary achievement (Sunrise for Mesmer is last).
Resident Thief
New toggle in F11 – “standardise player size.”
All allies and enemies now appear as humans to you. Cultural armor becomes human cultural armor of the same tier.
Resident Thief
I’ve managed to land 15k-ish with Churning Earth – while not necessarily the best for sustain, it’s so fun to see big numbers
Which is also why I’m running that Thor-esque lightning hammer build that DnT showed off. Hilarious.
The only class I can’t play right now is Ranger – I feel too useless in dungeons (we always go for speedy runs in our guild groups). Warrior, Guardian, Thief, Ele and Mesmer are fair game though.
Resident Thief
Warrior is hands down the best class for 1v1 encounters in WvW.
Not sure I agree with this statement…
Why? Because Thieves can run away? Big deal. You run, you’ve lost.
Resident Thief
What? That’s just not possible. Switching from full Berserker to Soldier, my Warrior becomes totally unkillable. Thieves hit like a wet noodle and drop like flies.
Really, how do you have trouble on a Warrior? Warrior is hands down the best class for 1v1 encounters in WvW. 2 Warriors should completely shut down a single Thief the second he unstealths. You have a plethora of CC and follow-up sustain, as well as immense amounts of emergency self-preservation.
Resident Thief
(edited by Auesis.7301)
The lag hit again today, on cue, at ~8pm (half an hour ago). The pattern has been consistent for the past week now. Unplayable at this exact time for the next few hours at the least. Only GW2 suffers from this problem.
Resident Thief
(edited by Auesis.7301)
Bolt, Incinerator, Quip and Dreamer for my Thief so far. No other unique legendary I want to get for her though, so Sunrise will be the final one for my Mesmer for the achievement.
Got Gift of Sunrise yesterday, most of Fortune, Dawn and another map completion to go.
Bolt. By miles.
Rather swell.
Resident Thief
I never /laugh. However, I do /shrug if I get jumped by someone and manage to kill them after they blow everything in an attempt to kill me immediately.
Resident Thief
This is obscene now. This HORRIFIC lag occurs at EXACTLY the same time, every single night, without fail.
Resident Thief
I refuse to play anything except Human or Sylvari, because Sylvari are as close to humanoid as possible. Norn are just comically large.
Reason? GW1 made me racist.
Resident Thief
Game played perfectly fine since midday, crisp, not even a slight amount of excess ping, flawless – as soon as 8:30pm hit (40 minutes ago) – INSANE lag. Game isn’t even close to playable.
Same pattern every single day for the last 3 weeks. This needs a fix.
Resident Thief
Iron Maiden – Be Quick or Be Dead
This song alone has driven me to win fights I should otherwise lose.
Resident Thief
I actually like Aegis on the Jade shield – the dragon encircling it looks cool.
Resident Thief
Farm CoE and pray you get good luck, as well as buying more with profit. That’s as good as it gets, unless you want to play the TP or farm CoF p1 to death (CoE > CoF in terms of being able to bear the torture).
Resident Thief
It’s obscene now – I could barely cope with it the past week or 2, but now I am stuck in place for minutes at a time with rapid time speedups. Entire fights go past in dungeons and I don’t even see them until they’re over, at 20x the speed. Every other game plays perfectly fine, connections are stable, everything except GW2 functions properly.
This HAS to stop – it has nothing to do with me – it is purely on Arenanet’s side, and it needs a fix NOW. The game is literally unplayable.
Resident Thief
(edited by Auesis.7301)
Like Gaile Grey, Regina and others used to in GW1 LA. I miss that.
Resident Thief
I’ve been having horrendous lag (added to the big thread already), but I’ve noticed something strange.
After testing everything, I decided to trace the IP I was connecting to in-game. I found that I was connecting to an NCSoft IP in Austin, Texas.
I have an EU account. I was under the impression that EU servers were somewhere in Frankfurt. Is this what’s causing my horrible lag?
Resident Thief
Only started happening in the past couple of weeks – only GW2 has this problem, with nothing else being affected.
Location: York, United Kingdom
ISP: University of York
Attachments:
Resident Thief
(edited by Auesis.7301)
HERE IS MY SOLUTION!
Offhand light (aka no offhand weapon) replaces off hand skills as well. These offhand skills should be based on the mainhand weapon as well.
This would give you less stats though. Since 2h weapons give more stats. It’s somewhat wierd since it would thief-specific and what could you do with one dagger that you can’t do with two, for example? Doesn’t sound all too inovating but that’s me.
Simple – the main-hand weapon would be increased to a 2h stat equivalent, whether that’s automatic or via a trait, perhaps replacing Improvisation or something.
Also, using one weapon leaves the other hand free for more agile moves, for example, using only Dagger main-hand can leave the other hand to be used for more acrobatic purposes eg. using it to flip away, towards or over an opponent for direct damage versions of Death Blossom, evasive jumps or agile techniques like intercepting attacks by avoiding the initial hit, catching the attacker’s arm and holding them still while you counter with your main weapon. I can see Pistol/Light having some interesting skills like #3 being a Western-style, bleeding version of Unload with the free-hand pulling the hammer back, channeling for as long as you can keep it active (draining initiative slowly as you fire it), and the off-hand skills focusing on slowing the opponent down eg. knocking them back with a swift uppercut at point-blank range. Sword would result in more of a fencer style, with dirty tactics from the free hand when an enemy gets too close for comfort.
I am all for the idea and made a thread about something like this a while back now.
Resident Thief
(edited by Auesis.7301)
I’d help out – any excuse to show off my characters.
On Gandara – EU
Resident Thief
(edited by Auesis.7301)
I already sent you a PM on here Markus, but you can also get in touch at auesis@gmail.com if you want to know anything else, or just send a PM on here as well
Resident Thief
Since you’re such a kitten list all skills in this video.
Elementalist:
1) A Glyph of some sort (early cast animation copied the current Empower, Ether Renewal etc), followed by Meteor Shower
2) Phoenix
3) Static Field -> Chain Lightning
4) Water Trident
5) Churning Earth
Warrior:
1) Eviscerate, with a Chop
2) Stomp and Savage Leap
3) Sever Artery->Gash->Final Thrust and Shield Bash
4) Arcing Arrow
5) Shield Stance and Mace Bash->Mace Smash->Pulverise
Ranger:
1) Barrage + Moa/Bear attack chains
2) Hunter’s Call, Slash->Kick
3) Bonfire, Poison Volley
4) Serpent’s Strike, Hornet Sting, Crippling Talon
5) Whirling Defense
Necromancer:
1) Unidentified Mark (effects heavily modified for release version since this video), Doom
2) Bone Minions, Putrid Explosion
3) Grasping Dead
4) Unholy Feast (early version), Locust Swarm
5) Life Siphon
Guardian:
1) Orb of Wrath, Shield of Absorption
2) Leap of Faith, Strike->Vengeful Strike, Virtue of Courage
3) Zealot’s Defense, Flashing Blade
4) Banish, Wall of Reflection
5) Hammer of Wisdom->Command, True Strike->Pure Strike-> Faithful Strike
Thief:
1) Unload, Scorpion Wire, Pistol Whip
2) Cluster Bomb->Detonate Cluster, Infiltrator’s Arrow
3) Dancing Dagger, Death Blossom, Heartseeker
4) Shadow Shot, Caltrops, Roll for Initiative (early version without the roll), Body Shot
5) Flanking Strike, Hide in Shadows, Steal (early version)
Engineer:
1) Throw Mine, Rifle Turret, Hip Shot
2) Poison Dart Volley, Glue Shot, Big Ol’ Bomb
3) Jump Shot, Net Shot, Hip Shot
4) Poison Grenade, Freeze Grenade, Flash Grenade, Slick Shoes, Grenade
5) Drop Bandages, Magnetic Shield (early version split in to 2 stages where you could fire the stored projectile a few times)
Mesmer:
1) Mass Invisibility, Spatial Surge, Ether Bolt
2) Mirror Images (early version with longer cast), Mind Wrack, Temporal Curtain, Mind Slash
3) Chaos Storm, Blink, Winds of Chaos
4) Phantasmal Duelist (early version), Ether Feast, Mind Wrack
5) Portal, Spatial Surge
There ya go.
Resident Thief
(edited by Auesis.7301)
Pretty much anything from the op in this thread. It’s pretty hilarious.
https://forum-en.gw2archive.eu/forum/professions/thief/The-Cheapest-Class/first#post2169944
We have a winner.
Resident Thief