Resident Thief
Resident Thief
I tried out the Fractals, and one of our members disconnected, leaving 4 of us on the third mini-dungeon for the advancement to level 2. We got to the end of the Dredge dungeon to the Legendary Mining Suit, and OH MY GOD. The other 3 remained underneath to draw attention while I sprinted around as fast as I could to trigger the molten buckets, and what made the fight more awesome than it already was (good pace, good tactics involved, HP bar was perfect, not oversized to hell and back) was the music. In 800 hours, I’ve never heard that fight music before. Can anyone confirm that new music was added for the new content?
Resident Thief
I don’t understand the logic behind the shutting walls. Sometimes they close, sometimes they don’t, and we’ve tested loads of different ways of doing it. It’s unbelievably stupid.
Resident Thief
As opposed to running a corpse trail because party members can’t stay alive long enough by actually playing the game.
Yes, there are issues with it at the moment like unreachables that need to be ironed out. However, I MUCH prefer this system. I actually care to stay on my own 2 feet now. I can only imagine the rage if this became universal, especially with Magg. Oh, the tears would be delicious.
Resident Thief
I don’t know who designed the manic asura and his cat golems, but that was such a brilliant boss fight. The music went so well, the golems were so funny that I could barely concentrate on the fight, and the pace was absolutely perfect. Nothing felt overtuned, unbalanced or unfair. It was just right.
Resident Thief
1) You can’t rejoin a group if you disconnect. There is literally no way to do it.
2) As far as I’ve attempted, playing cross-server with friends will NEVER work due to design (5 players need to be in LA and accept the same message in the same zone). This is by far the most idiotic problem I could ever find in any game, ever. What happened to guesting?
Out of the fractals I’ve played so far, I love it. I really do. But how did these problems bypass any testing at all? They’re a big glaring coffee stain.
Resident Thief
No, I agree completely. My first trip in the Fractals was terrible. I would see the mechanics and point them out, and I would be completely ignored and then they would all complain when they die. Absolute pain.
I’m an 80 Thief as well, if you don’t mind having a second (though I play more supporty than DPSy), on Gandara.
Resident Thief
It vanished. Quite literally vanished out of my hands and was never seen again, making the fractal impossible to complete. We scoured the whole map for it. It didn’t fall to my feet like when I get downed or anything. It just fell out of my existence and I had my normal weapons out again.
Resident Thief
I request we make him a yellow NPC so we can brutally murder him over and over again.
Resident Thief
HALT! Unless you – HALT!
Resident Thief
Yeah, no. See, most of the level 80 content will be against and is already against creatures like this (Risen, Elementals). You would choose to effectively wipe out any condition build for any end-game content. That is not viable.
Resident Thief
I couldn’t care less about some extra karma/silver/tokens. I need 59 more Charged Lodestones from CoE, and at the current drop rates, the tedium is sinking in. Really, fix the acquisition of cores/lodestones first. Maybe have them drop in the bags, too, at least.
Resident Thief
Quivers are Ascended-level back items.
http://www.gw2db.com/items?filter-item-rarity=8 See for yourself.
Sad, sad, sad.
Resident Thief
I’d still be playing the game if I were the only person left. Yes, I’m upset about the treadmill, but everything else about the game has drawn me in so much that I can’t go back. Hell, Borderlands 2 was just a non-stop treadmill and I loved that game to the core of my being. Fact is, I’m enjoying my time in the game too much to stop just because of some extra numbers. I’ll probably end up keeping up anyway.
Resident Thief
Went back to S/P and fell in love all over again. Sticking with Thief.
Resident Thief
Not to mention the transmutation method is completely unnecessary and a stupid process to have to undertake even if it worked. There is literally no need for a workaround like that.
Resident Thief
…I have went in on my thief into pvp on my condition build and my backstab build…
This right here is your problem. They didn’t touch those builds. They took a baseball bat to everything EXCEPT those builds.
Resident Thief
Buy armor, put it in the bank, log on with other toon, pick up armor. Equip.
Because that’s viable for Soulbound-on-Acquire gear.
Resident Thief
Definitely a bug. My party had this same problem just now. We all get out of the way, he sprints right at a pillar, goes right through and goes to the wall without any effect.
Resident Thief
We have this problem right now. It might take hours to kill him at this rate.
Resident Thief
After reading the patch notes, I’m fairly certain that a new skill #3 is now a kitten necessity.
Resident Thief
You guys are missing the point. It’s obvious that they’re slowly phasing out Thieves from the game, so they’re goading you in to re-rolling Warrior, the perfect profession that will receive buffs depending on how generous they feel at any given time.
Really, what the actual kitten were they thinking?
Resident Thief
I posted this in the suggestion forum already, but it got very little attention, so I thought I’d see what you think. Most likely more relevant to what you guys have to say, as well.
“Don’t get me wrong, I actually love this skill. I may be in a minority when I say that, but it’s one of my favourite melee skills and it tears apart might stackers and bunkers extremely well. It’s one of my favourite PvE skills, as well.
However, until the tracking gets sorted, it’s just way too unreliable. In fact, it’s pretty dodgy in its execution. Sometimes, even if my character is not doing anything and standing idly, it will take a short delay for my character to begin the evasion movement, and thus I get hit (usually one-shot by Subject Alpha’s ice technique that I time correctly to dodge over and still get hit due to this delay).
So to spice it up, I’m proposing a different skill altogether that works in sort of the same way. I’m proposing the first dual-skill chain.
Imagine the evasive movement shown by Death Blossom (leaping over the opponent). Now try and imagine a similar type of leap, only on an x-axis instead of a y-axis (you flip over sideways instead of pointing upwards). While flipping over the opponent, during one of the spins, your character drives the dagger vertically up the opponent’s back. This is the evasion and boon strip stage with slightly less damage than a 3rd stage auto-attack (the strongest). However, the boon is not just taken, but stolen and applied to yourself (with no refreshed duration). I shall call it “Disabling Leap”.
Then, as your character is cascading to the ground on the other side, Disabling Leap has been temporarily replaced with a second skill. If you press this in the time you have before you hit the floor (or perhaps there is a half-second when you’ve landed where it’s still active), your character evades a second time, but this time without moving. Instead, your character twirls around and hits with his/her sword for heavy damage (say the damage of the second strike of Flanking Strike or 15-20% more) in a short 360 radius, crippling all targets for 2-3 seconds (which gives you a small window to escape). I shall call this second skill “Dance of Death”. Alternatively, instead of a single 360 sweep, the skill could be similiar to Pistol Whip’s main attack, which is basically a channelled dodge/attack combo, so the dodges are continuous and there are 3-4 attacks within the quick twirl (say the twirl lasts one-two seconds in total), each refreshing the cripple if they hit. The total damage would be the same as suggested earlier, and the opponent has a chance to escape the full brunt of the attack. You will be able to move doing this skill, at roughly the same speed as when using Dagger Storm, but the short duration doesn’t cover much distance.
Disabling Leap will cost 4 initiative (the boon steal is potentially a game-changer, so perhaps that part could be scrapped if there’s a problem with it that you guys find). Dance of Death will also cost 4 initiative. This means that the full chain is a huge drain on your initiative pool, and you cannot deal the extremely heavy hits without using the full set of 8. Death Blossom has proven to me a constant reliability with it’s evasion and tracking, so using the same mechanism, I think this setup could prove a lot more reliable and useful to an S/D setup. The same mechanics behind Flanking Strike are here, but there is a lot more to offer.
Any changes, criticisms or thoughts you have are welcome. I thought this up on the spot."
“Something I should also mention is the slowness of the 2nd attack on Flanking Strike makes it near worthless against other players, since it’s so easily telegraphed and leaves a huge gap for the opponent to dodge and/or interrupt. This also mitigates that problem.”
Resident Thief
(edited by Auesis.7301)
As it stands, the 3 Gifts you must add to the final recipe are:
Gift of Mastery
Gift of Fortune
Gift of (Legendary Name)
I would suggest being able to apply the specific Legendary Gift to the forge with the precursor to acquire an intermediate effect to show a sign of progress. Since the other 2 final Gifts are pretty general, I doubt it would work well with those.
Resident Thief
Something I should also mention is the slowness of the 2nd attack on Flanking Strike makes it near worthless against other players, since it’s so easily telegraphed and leaves a huge gap for the opponent to dodge and/or interrupt. This also mitigates that problem.
Resident Thief
Don’t get me wrong, I actually love this skill. I may be in a minority when I say that, but it’s one of my favourite melee skills and it tears apart might stackers and bunkers extremely well. It’s one of my favourite PvE skills, as well.
However, until the tracking gets sorted, it’s just way too unreliable. In fact, it’s pretty dodgy in its execution. Sometimes, even if my character is not doing anything and standing idly, it will take a short delay for my character to begin the evasion movement, and thus I get hit (usually one-shot by Subject Alpha’s ice technique that I time correctly to dodge over and still get hit due to this delay).
So to spice it up, I’m proposing a different skill altogether that works in sort of the same way. I’m proposing the first dual-skill chain.
Imagine the evasive movement shown by Death Blossom (leaping over the opponent). Now try and imagine a similar type of leap, only on an x-axis instead of a y-axis (you flip over sideways instead of pointing upwards). While flipping over the opponent, during one of the spins, your character drives the dagger vertically up the opponent’s back. This is the evasion and boon strip stage with slightly less damage than a 3rd stage auto-attack (the strongest). However, the boon is not just taken, but stolen and applied to yourself (with no refreshed duration). I shall call it “Disabling Leap”.
Then, as your character is cascading to the ground on the other side, Disabling Leap has been temporarily replaced with a second skill. If you press this in the time you have before you hit the floor (or perhaps there is a half-second when you’ve landed where it’s still active), your character evades a second time, but this time without moving. Instead, your character twirls around and hits with his/her sword for heavy damage (say the damage of the second strike of Flanking Strike or 15-20% more) in a short 360 radius, crippling all targets for 2-3 seconds (which gives you a small window to escape). I shall call this second skill “Dance of Death”. Alternatively, instead of a single 360 sweep, the skill could be similiar to Pistol Whip’s main attack, which is basically a channelled dodge/attack combo, so the dodges are continuous and there are 3-4 attacks within the quick twirl (say the twirl lasts one-two seconds in total), each refreshing the cripple if they hit. The total damage would be the same as suggested earlier, and the opponent has a chance to escape the full brunt of the attack.
Disabling Leap will cost 4 initiative (the boon steal is potentially a game-changer, so perhaps that part could be scrapped if there’s a problem with it that you guys find). Dance of Death will also cost 4 initiative. This means that the full chain is a huge drain on your initiative pool, and you cannot deal the extremely heavy hits without using the full set of 8. Death Blossom has proven to me a constant reliability with it’s evasion and tracking, so using the same mechanism, I think this setup could prove a lot more reliable and useful to an S/D setup. The same mechanics behind Flanking Strike are here, but there is a lot more to offer.
Any changes, criticisms or thoughts you have are welcome. I thought this up on the spot.
Resident Thief
(edited by Auesis.7301)
If I had 3 wishes in the whole universe:
1) Ability to control my own mortality
2) Vast intelligence
3) Ability to enter the world of Guild Wars 2 so I can beat Trahearne to an inch of his life and dump him in the Straits of Devastation to get mutilated by Krait like the worthless little twig that he is.
Resident Thief
It’s pretty obvious when it happens. See a friend downed by a Thief who quite clearly vanishes in to stealth next to the body? Smash his invisible face in. He’s still there, you know.
Resident Thief
http://museum.hikari.us/weapons/slides/kusarigama1.jpg
They can be double-sided as well. I am DYING to play with something like this as a Thief. A melee/range hybrid. It would be absolutely PERFECT.
Resident Thief
Gandara is contested again.
Resident Thief
Anything with Tybalt in it.
Resident Thief
The thing is that right now the only infusion they have hinted at is the one that protects against the agony effect. There is nothing stopping them from adding in other types that give a more general benefit to your character effectively replicating the idea of runes/gems.
Except they’re not COMPLETELY braindead. So far we have heard of “offensive”, “defensive” and “omni” variations. “Offensive” will most likely refer to the strength of attacks against Karka armoured shells that have to be broken before doing damage, “Defensive” most likely refers to protection against Agony, and “Omni” most likely gets both to a lesser degree. These Infusion types should allow you to more efficiently define your role in new dungeon content that will take advantage of them. They’re not stupid enough to give you a general benefit outside of dungeons when the actual upgrades are already within the gear and thus null the need for more. Until I actually see any new runes, sigils or general upgrades that fit in this Infusion slot, I am standing by and in full support of the new system.
Resident Thief
This is already the case…have you not noticed the extra stats are the equivalent of a jewel/orb upgrade and the Infusion slot is the ONLY slot that’s open for modification?
Resident Thief
Ascended gear has upgrades already built in, so no, you won’t lose anything. There is no trade-off. It is better in any aspect.
@OP: If I were you, I’d sell those runes/sigils as they will eventually become useless.
No thanks, I think I’ll keep my 10% damage boost from the side/back from the 6/6 rune bonus and the extra second of daze from my paralysis sigil, both of which are IMPOSSIBLE to get on Ascended gear that only has the equivalent of orbs attached.
Resident Thief
Agreed. I’ve lost count of corpses in recently-captured keeps who refuse to budge. Naturally, I just sit on top of them so they’re aware that they’re not fooling anyone and they respawn.
Resident Thief
I have the playlist of the whole OST playing right now, and the soundtrack is INCREDIBLE. Especially “The Seraph”, the tune that plays when you fight the Sovereign Eye of Zhaitan, and plenty of others too.
However, I barely hear more than 3 or 4 tracks in game. There seems to be the generic “city” theme that plays regardless of what city I’m in, the generic “combat” theme which is always the same these days (I forget any time where it’s varied, and it’s not that fascinating anyway), and there barely seems to be any variant in ambient background music either. I always seem to get the same theme as the one played in Queensdale 24/7.
Is the full extent of the soundtrack actually being used somewhere noticeable? I even found a track that was supposedly played in the Straits of Devastation but I’ve NEVER heard it.
I don’t know, I just get either 3 or 4 tracks or silence. It’s really depressing. If more tracks like “The Seraph” played in big dragon events, I’d be there more often. Music means a LOT to me in game, and it saddens me to somehow not experience as much of it as I probably should. I don’t know where 80% of this OST has vanished to, but I’ve yet to hear it while playing.
Resident Thief
Legendary weapons will be automatically bumped up to whatever stats new “Ascended” gear has, so it’s always on top. I also hear they’re changing up ways of getting precursors, so only that will be affected.
Resident Thief
Extremely valid posts, and 100% agreed, except it doesn’t matter. You’re not the hero. Some random twig who hijacks your storyline is the hero.
Resident Thief
Only if your character says increasingly dumber things the further away that fellow Skritt are. I’ll go to the corners of the map and laugh as my collective IQ sinks.
Resident Thief
1) Saving the inquest gives you the option to overload the shield generator and instantly take away half of Alpha’s HP. It depends if you want another fight in exchange for shortening Alpha’s stay or just gib Alpha from 100%.
2) It DOES have a tell. It’s fairly short but it exists. I know that because I dodge it all the time. He raises his arm in a fairly obvious manner before slamming it down and causing the spikes to draw out. Dodge as his arm comes down. Easy. If you don’t want to do that, stack right up next to him and the spikes won’t even touch you (they start a little ahead of him).
3) If the targeted player keeps moving, they don’t have this issue. The electricity ring won’t activate unless it directly hits the player it’s targeting, so get out of the way by dodging, boosting yourself with leaps, whatever. Also, the purple charge is extremely obvious, and it’s not a laser. It’s a 3-step projectile blast. Get some distance and strafe/dodge them as they come out. Half the time they just sail past you without a need to dodge if you’re moving from a distance, and you should never get killed by them anyway (even my squishy Thief can take 2 of the 3 hits without going down).
4) Agreed with the Evolved Destroyer. It’s just boring.
Resident Thief
""This is just the beginning. In November, we’re only adding the first level of Infusions and Ascended Rings and Back slots, so that leaves us a lot of room to build upon these levels of Item progression in future content.""
I see no part of this quote that implies any tiers beyond Ascended. At all.
Resident Thief
I don’t get why something similar to “Glory” wasn’t used. You would still get karma for captures and defends, but you also get “Honor” as suggested already to buy WvW-related items like gear or siege weapons.
Resident Thief
Running 0/25/25/20/0 with S/D and it’s one of the best combinations of damage dealing and survivability in the game that I’ve encountered so far. Running solo, I have had no problems, anywhere, ever.
Resident Thief
This happens every time without fail. If I use the Shadowstep utility skill (Thief, obviously) while not having my weapons out (so not in combat at the time), my character will pull out her weapons as per usual. However, if you’re moving around after you Shadowstep, the character freezes in position after taking the weapons out and hovers around as if she’s frozen in time. It’s extremely frustrating and immersion-breaking.
Resident Thief
Yes! Holiday material storage wouldn’t hurt either for all that excess Halloween stuff and all the wintersday stuff to come
I like this idea. Label them as “event” items.
Resident Thief
The repeat frequency IS annoying.
Crafting in Divinity’s Reach is getting annoying.
The Crafting stations are near a circus, part of the ambient sound of it is this guy with an annoying laughter, after a few times u REALLY have heard. It repeats quickly enough.
Aaah haa…HAHAHAAAA!
headdesk
Resident Thief
I will record it for you if I can. My client accepts recordings quite well and my connection is insanely fast, so I might be able to get some HD versions up on my account for you.
Resident Thief
Tanky Thief? 1166 Toughness?
I have 1308 Toughness on my Thief, and that’s pretty much my lowest stat. I’m nowhere near a tank even with that much. My build centres around sustained DPS and barely considers survivability (I have 300 extra toughness from the traits, but that’s mostly for the stealths), I only have one piece of gear with toughness attached, and I still have over 100 more than you.
Don’t even try and claim that you’re a proper tank.
Resident Thief
(edited by Auesis.7301)
You don’t use Shadowstep? Blinding Powder is good for a free stealth/blind, but it has such a huge cooldown that it’s just a waste imo. In fact, I often use BP just as a panic button, and I find that Shadowstep does a much better job of being a panic button and works in many tactical situations too. Shadow Trap is great in defensive positions where you need to keep your eye on more than one place at any time, and Ambush is great if you place it right at an opponent’s feet and hit C+D to take some steam away from you while you recover.
Venoms only really work well in a venom-sharing build or in a build that focuses ENTIRELY around venoms, and thus a fairly one-dimensional one. At least, that’s how I’ve found them.
In general though, yes, our traps suck. The Tricks aren’t that fantastic, either.
Don’t underestimate Caltrops or Roll for Initiative, though. Haste is just a symptom of how ridiculous quickness in the game is, and it will no doubt be nerfed eventually, so I don’t ever bother using it.
Resident Thief
Gandara is uncontested yet again!
EDIT: Has gone contested. Safe to say, it’s pretty on and off here.
Resident Thief
(edited by Auesis.7301)