[KoM] Krewe of Misfits
[IB]Inglorious Basterdz
Sigil of Rage is the only one with a 45 second cooldown.
The wiki should list the cooldowns for all the sigils that don’t have one listed in game.
Your wording is a bit confusing, but I think this answers your question:
Any sigil that has a cooldown cannot activate if another sigil is on cooldown.
So if your Sigil of Blood procs your Sigil of Battle cannot proc for 2 seconds. Then if you swap attunement your Sigil of Blood cannot proc for the 9 second cooldown of Sigil of Battle.
To use an extreme case: If a Sigil of Rage procs, no sigils with cooldowns can activate for the full 45 second cooldown.
Thieves have not had anything truly drastic nerfed.
Dancing Dagger does 1/2 the damage it used to do
Heartseeker used to be stronger against high health opponents (good change in my opinion)
If this is for PvE/WvW I’d say use ruby orbs, they cost around 6 silver while Divinity runes are around 8 gold
In sPvP Divinity runes are an excellent choice for a bursty build.
Sounds like a problem with your computer
They mean to use the discovery tab to find the recipe
With boon duration you can easily keep 10+ stacks of might up from sigil of battle + the might from attuning fire(not to mention the possible six stacks from your fire field combos). I’d say worth it
Judging by your HP you’re rocking zerker gear(or are you wearing magic find gear?). If you want to stick with that, the (unless things have changed?) standard GC build is 25/30/x/x/x with the last 15 points being placed in one of the other lines (I personally prefer acrobatics). You’ll want Mug and Dagger training from deadly arts. First 2 traits are up to you in Crit strikes, I personally prefer furious retaliation and critical haste (though I run Sword/Dagger) but practiced tolerance is also nice for the HP boost. Executioner is far too good for a glass cannon build to pass up on.
The experience curve when you are very low leveled is different than the general one, so if you max a craft when you are level 2 you will gain around 12 levels. After that it is 10 levels per craft.
I personally have more badges than I know what to do with. I have 1k in the bank after already buying my gift of battle and buying around 2k badges worth of siege.
Around 6k WvW kills for reference.
I run 2 shouts (SYG and HtL) with soldier runes and pure of voice, plus signet of resolve and purity and I still wish I had more condition removal in hectic WvW fights. It’s not the DoTs that are going to kill you, it’s the immobilize and chill that are the biggest pita
My main concern with this build is how little condition removal you have. Since you aren’t running pure of voice or rune of the soldier you have no active condition removal and only 1 per 10 seconds of passive removal.
dual dagger does fire shield better than focus, fire 4+ earth 3 gives you the same aura on a 15 second cooldown
That’s a silly point to make since focus can put down a 9 second firewall then do magnetic grasp through it for the same effect. But I believe anet nerfed this by making it so you don’t get boons from auras acquired through combo fields.
Edit: Since OP will be using scepter, he has no magnetic grasp. Lol.
Totally missed that the OP was maining scepter <_<
Fire aura gained from dagger fire 4 or focus fire 4→earth dagger 3 do give you swiftness/fury when traited, though I think they are for a shorter duration.
In combat the predator is plenty noticeable, since your projectiles become purple and your gun makes a pew pew sound.
staff ele+thief with a shortbow is also a good healing combo, can put out 4 blast finishers in a row
dual dagger does fire shield better than focus, fire 4+ earth 3 gives you the same aura on a 15 second cooldown
Shortbow is our only 1200 range option, and then only with Cluster Bomb
Dagger is generally better for soloing but you’re probably going to want both. Staff just can’t be beat for tagging stuff in group events.
Does Chill really make such a huge difference to an initiative based class other then putting their utility and heal on longer cooldowns and slowing their movemnt? That being said I absolutely love water 3, makes my heart sad when I watch Ele videos and the skill seldomly gets used.
Since all dangerous thief damage is melee, the slow on chill is rather important.
For D/D specs (the ones with the wtfbbqburst) the increased cooldown on steal from chill will also hurt them a lot if the fight lasts that long (steal normally has a 45 second cooldown)
ride the lightning is more likely to save you from a zerg than any focus skill
I got more HP than you lol
Thieves and Guardians are in the same health tier and you are wearing all carrion gear I’m guessing. So yes you have more health, but he has a crap load more armor
In dungeons it’s much more like for vuln and might to be stacked, leading to the very high crits in Nightynight’s screen shot.
Cluster bomb generally crits between 4-6k generally in WvW, with Trick Shot being around 1.2-2.5k
I flip camps with a glass cannon s/d+sb setup fairly easily. You have to kite a bit and make sure you kill the scouts first. Open up with dagger storm.
I switch between a p/d+sb condition build with full carrion for dungeons and a s/d+sb glass cannon build for everything else. Retraiting is only around 3.5 silver (obviously the new set of gear can be a bit pricy but it’s worth it imo)
throw in 4 high level rares/exotics and pray
Are those stats in sPvP or PvE/WvW? They seem low in general for PvE/WvW
I think that Signet of Malice is not that great in PvP fights.
Hide in Shadows seems to be a better option.
Unless you are a build without CnD, Malice is superior to shadows in every way.
Except you won’t always be in melee range to use CnD
The utility of an extra stealth in PvP outweighs the superior healing potential of signet of malice imo
Not to mention that HiS clears DoTs
Sigil of strenght got a 10secs internal cd, u sed it before in my SB and honestly it was not that great, bloodlust or fire are way better
You’re thinking sigil of battle (gain might on weapon swap)
Sigil of Strength has no internal cooldown
33/100 is straight-up 33%, only slightly less.
What do you mean, slightly less?!
Well 33% is slightly less than 1/3 which is equal to 33.33333333333333….%
Op your build is ok, but dump combo crit chance, and personally I’d say dump side strike as well. I run basically the same build (but I use S/D instead of D/D).
25 (Mug, Back Fighting(you should keep dagger training for D/D though))
30(Furious Retaliation, Critical Haste, Executioner)
0
15(Power of Inertia)
0
Also dump caltrops and pickup a stunbreaker( shadowstep being my personal fave)
I’m about 75% of the way to incinerator and I’m going to pair it with Jormag’s Breath
Pair it with Bolt looks better than Jormag’s Breath.
That would require me to get 2 legendary weapons. While this may happen, it certainly won’t in the near future
I think many of you underestimate what a solo roamer can do.
How is killing yaks and flipping supply camps useless? When I’m playing my thief that is pretty much all I do, and if I happen across a solo/small group of enemies, well if it’s red I’m going to try and make it dead.
Any glass thief already has a hard time stomping because standing still through the whole stomp duration tends to get you killed by AOE’s.
Stability stomping is much stronger than stealth stomping anyways…
I’m about 75% of the way to incinerator and I’m going to pair it with Jormag’s Breath
pure of voice goes first I believe
The health steal one is pretty good as is the might on crit one, but for burst damage you can’t beat fire/air
Put bloodlust on your shortbow
I shoot Guardians down with 3 chains of Unload (with them atteming to heal).
What is wrong with Unload?
You must be fighting some REALLY terrible guardians.
agreed, unload just kinda seems to bounce off my guardian (and I’d never run PP on my thief)
I’d say use sigil of fire or air (air does slightly more damage to 1 target and is WAY cheaper, fire is aoe)
The gifts that require 400 crafting to make are account bound
The armor gives boon, the weapons give condition
Because burn stacks duration instead of intensity
If someone gathered the 350 charged lodestones needed for Mjolnir and then it didn’t work…. Well I don’t think I’d sleep soundly being the guy who programmed that into the game
All classes with a +movespeed signet appear to be getting theirs buffed from 10% to 25%
They mail it to you, is your mailbox full?
1062 is the total damage
Using the number 4 skill when you’re around melee range applies a 6 second(I think) burn on use and another couple seconds if you let it run out. However tossing the flame can do a boatload of damage (6k ish in a zerker build). The number 5 skill does decent damage but does it over a long channel, the advantage being that it is a cone aoe and removes conditions from any allies it happens to hit.
tl;dr
Torch is a short range damage offhand. Personally I’d pair it with a Sword
I use greatsword/hammer, but you should definitely have a scepter and an offhand (torch or focus probably being the best) around for situations where melee is impractical/impossible
Get a little bit of boon duration and use hammer (and even add Hold the Line if you’d like), and you can have perma protection with any build
having 2 proc sigils on a weapon set just doesn’t work out since they share an internal cooldown, I’d replace the rage sigil with a force or accuracy one personally
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