Increasing the radius by 50% would be the same as increasing the diameter by 50%…
Coming from a strong PvP background: sanctuary is already strong enough as is. If you are positioned dead center, yes it is possible to still get attacked, but it requires good positioning by the opposing player. It already is like using a 6 second invulnerability if used properly (apart from stability and the good players that know how to work around it).
Ranger number 3 downed skill underwater causes the ranger to go invulnerable for the whole duration of getting up.
Only thing immune to blind might be some bosses, and an engineer with goggles…. Unless there are other blind immunities? And is the skill bugged because of that? Otherwise it should stealth just fine.
I have the same exact problem until i started running D/P…. I died countless times because of it in clutch situations. But with D/P i hard have the problem now, since when I want to get away I untarget, use black powder and heartseeker through it. Since my switching of primaries from S/D to D/P I have had very little problem with that trait…
But yeah, you are not the only one.
Your viding of the build in action was practically against one person over and over again…. You might want to show more diversity when fight opponents. It would also help a lot more to run mug, for more of a burst, I find the might fury and swiftness is hardly an exchange for 5k damage on my build… Especially when you can gain fury via knocking an opponent’s health down to half.
Also you might want to learn to utilize the 3rd skill. The tracking can be bad, but once you learn that it can be a powerful boon ripper, especially against that D/D … zerker ele? Don’t think he was a bunker ele.
Also, show 1vX situations. It is one thing to be able to 1v1, but it takes more skill to fight multiple opponents at once.
As for the traits…I ran that exact build before the first major nerf in the October update, when the daze used to be 2 seconds base. Daze locking opponents was hilarious and fun…especially when they had no stability/stun breaker.
Not sure if this could have been caused by someone hacking either. I noticed during a match a ranger was teleporting randomly. I downed the ranger before, and it wouldn’t let me attack him. About 5 seconds later he teleported to a side, away from where he went down. Also, in the next match I triggered traps that had no animation below my feet, but I saw traps triggered by no player to the far left of me.
To start with….It is annoying when I get immobilized and my auto attack stops. I suppose I can understand why that can happen, but it is now stopping all my attacks. In sPvP i am facing an engineer with all turrets, so I switch to S/D on my thief to deal with them. I am in the middle of them, swiping away while trying to hit the engi too, I get netted <immobilized>. I have auto attack already turned off, and continue pressing 1. Nothing is happening. My bar is not disabled like in a stun, but my attacks are not starting at all. I press 5 for cloak and dagger, it does not trigger. I realize when immobilization stop auto attacks, but when it stops you from attacking all together, that is ridiculous, something needs to be changed.
I had the engi target, which might have been part of the bug? He was to the left side of me when it happened, but there is no reason I should stop attacking just because I am immobilized.
Hey guys, I am after Jormag’s Breath for my Asuran warrior (going to dual wield with fiery dragon sword), but I am looking for good armor to go with it. Any good suggestions? Colors?
Hey guys! Binary here from The Shining Force in Tarnished Coast! We are looking for some more members to help grow the guild. We are a fairly small, but well knit community that loves to do anything and everything, from world vs. world to dungeons. If you are interested, please feel free to message me or Bowin Askare or Japin or Cheeen for more info/an invite. We accept all skill levels, from noob to expert, and all range of levels.
Feel free to also visit our page here. We look forward to seeing you in game!
Even if you are not in Tarnished Coast, you can feel free to join, for we do many dungeons.
I was farming my nodes in South Sun cove, started on my Warrior. There are about 4 or 5 trees in range of what I can see on my mini map. I started on the first one, after i cut it down I immediately turn and started at the next one like normal. Except I saw it fall in synch with my own I just cut down. I looked across the world, no trees were up anymore. I went onto my Guardian, went on my mini route, and the same exact thing happened with my passion fruits. I, not the first one this time, harvested one, and the rest disappeared. There was one on my mini map, but it disappeared.
[PiNK] is Tarnished Coast though, along with countless other small and large guids. We are happy to be here, fight here and play here and as much as we want to get better everyday, we’ll continue to fight with the awesome people of TC no matter where that battleground is and what enemies we have to fight. We picked up alot of new friends this week, and there’s plenty time to pick up more. Don’t be fooled into thinking somehow TC got weaker, because I guarantee you we did not.
For any server coming up, we’ll be waiting. We would love for you to underestimate us. And to SoR, best of luck as well. For those worried about ratings atm, you are missing out on a great time to have fun. Never was the overall score so meaningless.
[TSF] here, we are still a fairly small to medium guild I would say, but growing steadily. Like [PiNK] we will forever reside in the Toasty homeland. Most of our players are well knit together, we know each other very well. The fun times still roll in WvW for us! As for all this talk about us going down a tier, we will not go down without a fight. I agree with Sun, do not underestimate us, our server pride will continue to fight regardless of the score.
And thank you Topix. We will never give up the fight.
See you all on the battlefield.
I find it fun to level up in WvW…. It is always fun slaughtering level 80 characters when you are only level 35 and by yourself.
._. There does seem to be a lack of sportsmanship this time….was fun in the beginning of last week.
Flimp’s tank build relies on rabid gear; not zerkers. Leo’s gear wouldn’t do nearly as well with that build.
Yeah, I read it wrong. I interpreted it as ‘I want something other than the usual full Zerker build.’ My bad.
Alright, so he just said it backwards basically. Thanks guys.
Today I got a reply from Evenodds on the Twitch TV channel (part of Anet staff) about blast finishers. He is a busy person on there, so do not want to bother him too much, so I thought I would ask you guys.
This is what he said “The first combo field down will take priority (for blasts and if you START a leap in multiple fields) for Blasts… otherwise it’s the first to interact with (for projectiles)”
Now, on my guardian i place the skill ‘Hallowed Ground’ down, do my number 2 hammer skill through it, then do my chain of 1st attacks laying down a symbol and do my number 2 hammer skill through it again, but it gives me retaliation instead of might. If it is the first one down, shouldn’t it be might? Not sure if this is a bug, or if it is for all finishers, or if he was wrong that it is the last one down the takes priority.
Also: I do get a x3 stack of might if i back out of my symbol, and use my number 2 skill, but kind of annoying to do in battle.
Ok….1 other problem I have with the D/D ele is the RTL skill. I assume it is not affected by conditions like cripple or chill. If traited it can be 12s, or 15s untraited, a 1,200 range dash….. That I feel is OP.
The biggest problem I have with D/D eles is the blow out mechanic. D/D eles are, for the most part, typical. RTL -> Updraft -> Fire for damage. I immediately use my stunbreaker when i get updrafted, to find out that it either didn’t work, or my character just stands there for 3 seconds anyways as if I were knocked down. So having a good reaction time penalizes you…..
If you get updrafted, use the stun breaker after you’re firmly on the ground. Because of the mechanics of blowout, it doesn’t work if you use it immediately while your character is still airborne.
Yes….but by then it is half way over, since you character seems to normally bounce off the ground the first time. I really don’t like the fact where I have to sit there for about 1.5 seconds doing nothing, it is worse than being stunned, because you can break a stun.
I don’t want them to do the same what they did to eles in GW1, they became so underpowered and basically killed even obsidian flesh tanks and after that ele’s were only good at healing.. (and everyone knows the story of perma SF sins)
Maybe ele is said to be overpowered because other classes seem underpowered on those aspects where D/D’s are great. In GW1 mesmers had interruption skills and they were able to take down unskilled eles fairly easily. Necros had curse builds and so on. I don’t think the problem is the ele, it’s the other professions.. they need some buff.. (especialIy engi and necro) just a thought.
If comparing to GW1….Why did it seem like in every 4v4 PvP team consisted of a Mind Blast ele…. If they were under powered, then why did every expert monk bring fire resistance on a weapon set <and other weapon sets with other elemental damage>. They may not have had too much spike potential, but they were and are by no means UP. Sure there were some builds that could halt/hinder them, and maybe that is the problem people have in GW2: there seems to be no build to halt/hinder the D/D ele. They shake off conditions, the have the best mobility i have seen, they have high tanking abilities, they have many stun breakers. They can basically get out of anything.
The biggest problem I have with D/D eles is the blow out mechanic. D/D eles are, for the most part, typical. RTL → Updraft → Fire for damage. I immediately use my stunbreaker when i get updrafted, to find out that it either didn’t work, or my character just stands there for 3 seconds anyways as if I were knocked down. So having a good reaction time penalizes you…..
Flimp has a good Condition/Tank build, with a few adjustments of traits and utilities, you can have better party support <like null field, and other glamor skills>. Have a party member drop a blast finisher inside of it, then everyone around will have choas armor, which would be great for support. Either the enemy will 1. Stop attacking or 2. Continue attacking giving you/your team mate boons, and giving your enemy conditions.
I do feel like the D/D ele build should be nerfed abit, but nothing major. I can take out the scrubs who play D/D ele because it is the popular build, but when I find one that is actually good, I just tip my hat, say GG and move on.
Other than that…I will sit quietly and await for my S/D Thief build to be caught in the crossfire of nerfs again, and become even weaker.
ughh, so Sor just got a guild in it with 9 commanders. Why dont you guys transfer over to 2nd or 3rd place servers -_-
Wait, there are guilds in SoR besides Choo? jk. I do give Choo props for having the best guild name I’ve seen.
We take alot of pride in it. We even /shout Choo Choo! when charging into battle
I have seen you guys around a lot, and you are fun to fight. Who I see the most, though, is [Fear]. I don’t mind tearing them apart…but when they are everywhere it gets kind of annoying. Also sick of them only doing the portal bombing tactic…..(so many culling issues already…..)
HS Spammer
80^ Killer
Stealth-FinisherAnother great thief.
What I was thinking….. Half of this is ganking people at the jumping puzzle. Other half was 1v1 with him popping his elite immediately. There was just one or two instances where he faced a group, but every time someone else came in and helped.
There’s an issue with the skill Black Powder and Auto-Attack. (This is probably not a bug but I don’t think it should work as it does.)
Whenever Black Powder is used during an Auto-attack chain, the stealth effect of the skill is immediately cancelled and it only applies revealed condition on the caster without granting him or her any sort of stealth.Solution: Have Black Powder interrupt the Auto-attack sequence on use the same way as casting Hide in Shadows and Shadow Refuge do.
Big problem I find with this is then you HAVE to cast it, instead of it being an instant. I use this all the time when i get KD’d and recieve a 100blades, that way I can start immediately healing through it. Plus then they have no clue if I really am there still or not, and causes confusion on when I get up and out and such.
I still find dodge spamming is much more useful in PvE than PvP. PvP is about well placed dodges, not dodge spamming. The reason why I got rid of FG is i never used it to its proper extent, I guess it just might be not in my play style.
Hmm, I think Stiv and Stx know much more about PvE thieves than me. If you are going for sPvP (and possibly Wvw) I would lean more towards my build. Otherwise dodging is much more important in PvE, and also the extra dodging can be combined with the food for +100% might on dodge, and 40% endurance regeneration, making the build even more appealing and more powerful. In PvE it is not all about DPS, but surviving. What good is your DPS when you are dead?
And @Stx, copy and paste it into your browser, it should work fine.
Alright, it loaded the proper build this time [: I feel like your 10 into acrobatics is a waste for your build, you are gaining 8% speed increase in stealth for a major trait, it is not a good exchange when running the 25% signet. Also I find the Trickery line for the +3 intiative is hardly worth it also. You have plenty of initiative management to make up for that with your many stealth options (heal, refuge for multiple pulses and blinding powder). On my build I personally run 30 into crits and 10 into the power for mug, and the executioner trait for much more damage output.
We at The Shining Force certainly are trying to make our mark on WvW! We held our Toasty homeland I believe Saturday night, not giving up anything except a few supply camps here and there.
Well fancy meeting you here captain! So what altitude are we traveling at today?
(edited by Binary Rain.4869)
If you are planning on playing around with multiple enemies in WvW, I would suggest packing some defensive gear in your mix. Toughness/Power/Precision would be a good addition to mix in here and there, still very offensive, but provides some defense too. Also Power/Tough/Vit would be good too, to have a larger health pool to work with.
And not sure if that is the right build or not…it is P/D on the main hand for the link you shared.
Anyways, if you are interested, I have a gameplay vid of my S/D in sPvP. There is a part where I take on two warriors and a thief, down the warrior (and eventually finished him) without dieing myself. S/D offers a great burst of damage with quickness procing, especially when they are dazed, so you do not have to worry about them attacking you for a breif period of time.
I love theorycraft, which is the main reason I started this thread. This does not have to be serious for pugs, but it might be fun for a guild group or something, or just optimizing the lowest time possible in dungeons (along with the least wipes).
And thanks for sharing Trixxy. I did think about a Venom thief before, but thought that other classes outweighed it, since the conditions can come form other sources. But the daze control does sound like a good idea, especially for single target fights. Also if you run Shortbow instead for an offhand, cluster bomb spam would be good for the blast finish spam.
Edit: I like the black powder spam idea. That would mitigate a lot of the damage output by creatures.
more stealth more QQ no thanks
Exactly what I thought when I saw this….. Cloak and Dagger is just fine for stealthing. Being able to stealth on a whim like that would be over powered (not to mention you gain 2 initiative whenever you dodge then if traited).
Me: S/D Thief
Most Feared: Bunker Engineers
Least Feared: Thieves
When I see and face bunker Engineers 1v1, I seem to explode with conditions, they are the only thing that can actually melt and kill me 1v1.
Hey Ostrich, fancy meeting you here. Yeah, I do feel that Time Warp is bit OP compared to other elites. With having about 4 people in the timewarp, they gain enough quickness that the quickness to cooldown ratio is 1:5.25, where as just the utility skills for quickness is 1:15 along with a downfall. Usually when I see time warp, i just shadow refuge and wait it out…but then by that time, they probably wiped all my friends.
I feel the Engi nerf was a bit extreme and a bit uncalled for, but what can you do? I felt the same exact way when my S/D thief got caught in the crossfire of the D/D thief ganker.
Funny thing about thief, is the thief has the lowest defense out of all classes against burst, which means another thief should be killing you more, but I never get one shot at all on my thief by another thief, even in wvwvw the most i’ve ever been hit for was 25% of my health, and then I know they are there, they try and leap me… then run out of initiative because I dodge them. (very easy to dodge heartseeker, I know the sound and animation and distance by heart.)
So, when another class complains about it, its actually kind of funny, since most classes have more traits that avoid damage mitigation and can actually soak up that damage or apply protection right after your burst, I guess they don’t bother to dodge the two heartseekers that follow after the backstab.
I don’t think my thief has ever been killed by a back-stab thief, ever… they are probably the most predictable class in the game.
I am the same exact way, I read thieves like a book. I have dodged their steal numerous time in sPvP, if they actually hit i use blinding powder immediately, thus blinding them so their CnD will fail, or if I am unlucky/not quick enough of a reaction, their first backstab attempt.
9Thief
Only reflection via Dagger Storm. And acess to stealth. Other than that, there is nothing else that thieves can do to mitigate damage in some way.Technically there’s still Death Blossom, Disabling Shot, Withdraw and Roll for Initiative allowing extra evades that they can use to mitigate damage.
I was not including evades because lots of other classes have many of those too.
Not even going to watch the vids because I have seen them before and all they are is people killing mainly low level players or unsuspecting people. I see none of you are posting your own videos of your struggles, so i hardly find these as valid arguements. None the less…..
There you go. Engineer. Taking on more than 2 people sometimes. He even took on 3 people, one of which was the supposed OP Pistol Dagger thief. If you want more videos I can find some more. Thieves are not the only ones that can take on multiple people. As for his stealth, i hardly would count on that. It is an unreliable skill for the stealth.
@Laiboch….. Very well put. Didn’t even think of it that way. Also to add to this I want to mention that thief has NO means of nullifying damage. We do not have a shield to put up and block attacks, or a means of becoming immune, or just becoming immune to damage momentarily.
Lets review each class….
1. Warrior
-Defy Pain, Riposte, Shield Stance, Counter Blow, and vengence provides invulnerability for a while.
2. Guardian
-Protector’s Strike, Shelter, I would count Sanctuary, easy acess to the boon ‘Aegis’, renewed focus and many projectile blocks.
3. Engineer
-No clue how the shield works, but Elixer S, Gear Shield and access to stealth
4. Ranger
-Counterattack, signet of stone, and a pet to absorb damage.
5. Elementalist
-Obsidian Flesh, Magnetic Wave+swirling wins, Mist Form, Arcane Shield
6. Mesmer
-Distortion, Illusionary Counter, Blurred Frenzy, Illusionary Riptose, Phantasmal Warden, Mirror and other projectile absorbtions/reflections, Illusionary Warden for mitigating damage. All that with access to stealth.
7. Necromancer
-Gets the short end of the stick…..The only thing they have is access to multiple health pools (their elite + Shroud)
8. Thief
-Only reflection via Dagger Storm. And acess to stealth. Other than that, there is nothing else that thieves can do to mitigate damage in some way.
Yes I have noticed this too in sPvP, you may be shown on completely on your screen, but you are actually still invisible. I have ran through people in sPvP like this, they didn’t notice me.
Also I say yes S/D is very viable in sPvP…. Here is my gameplay vid
http://www.youtube.com/watch?v=-YnshwA0SgE
The engineer….I feel soo bad for my engineer……seems to be the red headed step child (if you will) of the game. When you play them and then play other professions it’s pretty easy to notice their lacking.
I’ll semi agree with the above poster…but replace one guardian with either another war or an aura ele.
D/D auramancer ele would be good, i forgot that the breaths are good ‘AoE’ type of spells and especially the fury from the auras when traited. The reason why I would choose Staff over D/D is for the spamable fore field. Love that thing.
So engineers are really that bad in pve, huh? How are bomb engineers? What about bomb + grenade engineers? The quick vulnerability stack seems like it would be good, especially for party support. It means you would kill the enemies faster. Especially that they are AoE vulnerabilities.
Reserved for possible use later.
Reserved for possible use later.
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Reserved for possible use later.
Hey all!
I want to first off state: I am by no means a dungeon master, just putting out a team build idea I have had for a while. I have not gone out and explored every dungeon yet, I am waiting to do it with someone, so I actually have no idea if this would be viable or not. But my team composition would consist of: a Guardian, Engineer, Warrior, Elementalist and Mesmer.
1. The Guardian
-I find the biggest thing the Guardians can bring to the party is infinite protection via the Hammer, along with might spam with the number 2 skill if there are fire fields down, with a side weapon of either mace/something or staff for more party support.
-The guardian would have stats of something around 0/0/30/30/10 for maximizing party support, survivability, and damage from crits.
2. The Engineer
-I truthfully have not played this class a ton, but I feel the bomb kits (with healing bombs on each explosion) should bring great party healing, along with damage all the while. No specific weapons, could use any of them truthfully.
-I would run around 25/0/30/0/0 for stats (the extra 15, I have no clue where to suggest to atm, 5 could be put in to finish the first one, though none of the final major traits seemed really appealing)
3. The Warrior
-I love the warrior banners, I have played one for a while, loved the infinite regen, end the precision one (with 10% extra crit damage) I think is really powerful. Combined with the “For Great Justice” shout, I feel this will be great for support giving out fury and might will improve everyone’s damage. Weapons can be debatable, but I feel Greatsword + axe/something would be great for defense, but hammer would be good for the blast finisher
-I would run at least 0/0/0/30/0 for at least the regen spam from a banner. Other than that, the rest can change to what weapons you want.
4. The elementalist
-I personally would run either Scepter/Dagger or Staff. I love the staff beceause it has a spamable fire field, along with a spammable blast finisher for even more boons and might for party support. With the staff, the ele might be able to drift back in the group and focus more on damage rather than staying up front, though then they would lack possible the regen and protection.
-I would run my build I currently run for my ele for staff 30/0/20/0/20. I roam around fire and earth attunement, and give support when it needs it in water.
5. The Mesmer
-The main reason I picked Mesmer for the last slot is time warp. Time warp will help the damage, support and the healing of all players in the melee range. Weapon sets I would run Greatsword and Sword/Pistol. But I do not know much about Mesmers in PvE, just PvP, so suggestions would be great. Plus with all the blast finishers going around, mass chaos armor is easy to get with a Mesmer.
-Stats….Again suggestions would be helpful!
If people do like this idea, or are interested in this topic I might start some of these builds and test them in dungeons.
I might even update this thread to suggested builds and utilities if it is wanted.
Feel free to add/subtract/suggest stuff! I would love to learn about good combos/teams.
@Cloud
I am not just talking for WvW. But it is hard to consider things in WvW, because most thieves will have max gear, and be at level 80. And I was only using me as a thief as an example, since I mainly play thief. And you want to take our benefit away? That doesn’t make sense, if you can just take a benefit away, why even give the benefit? Not like we as players can force a necro out of shroud form, unless we do enough damage. We can not take heavy armor off of a warrior or guardian. We can not make clones already up disappear. Why should thieves not have stealth?
@Columba
How is everything invisible if they are attacking through the invisible? And why do you let them cloak and dagger spam you when you know it is either coming every 3 or 4 seconds?
@DavyMcB
Sounds like you were running low level toons, and have no idea how to fight a thief. And why did you let him do the same tactic 20 times in a row? You didn’t try to stop him or something? This certainly sounds like a player issue. And this is like the 20th time i have seen someone say ‘And when he got out of stealth he was at full hp’ … Kind of sick of seeing this, because i KNOW it is an exageration because of frustration. Unless you all only hit him for 25% of his health, yes he might regen to full again maybe.
I think the devs should maybe watch this video in regards to how to make abilities (such as stealth/invisibility) function in games.
quoting this because it makes so much sense. Stealth+massive burst. What is the counter play? how does this feel for the other player. Basically this thread at 1800 replies makes it pretty evident that thieves were not designed well.
Basically you need to be rewarded for knocking a thief out of stealth and not just let him stealth again every few seconds.
currently thieves are only threatened in massive battles where they quickly fall to AoE.
What about those times you get a thief down really low in health only to watch him stealth again then reappear half the map away? Most your abilities can’t even target the thief and he will escape easily.
I’m curious to see how they will fix this class following the counter play rules.
Easy counter for the massive burst. Just avoid it. Dodge it, use your stun breaker and get out of it. Why stand in the burst when you know it is coming? Why should all thieves get punished for what a few thieves do. And this thread is for GAMEPLAY not all posts on this thread is how OP they are, it is suppose to be an intelluctual talk about….gameplay.
As for thieves gettin gout of battle…watch for cloak and dagger. That is your problem, is you are not looking for things during battles, cloak and dagger is the reason why thieves can stealth so many times. It has a 3/4 second cast time (I think) so you have plenty of reaction to try and dodge it, or move away from it. Why complain about your own mistakes, you are letting the thief stealth.
Thieves are not only threatened by massive battles. Like I said in another thread, throw a snare. Immobilize them, cripple them, chill them. Control them. Then, when they go into stealth keep on attacking, don’t just sit there thinking they are invulnerable, because they are not.
If you get a thief down, you know they are going to stealth… So why do you not snare them! You know it is coming. It is obvious.
There is nothing to fix except a players mind set on fighting thieves. Yes I play a thief. Yes I have faced thieves. And yes I tear almost every one apart, because I know how to fight them. They used cloak and dagger or disappeared? Guess what, they are not gone. I easily run up a bit, and cloak and dagger to follow suit.
Except…. Runes of the Mesmer affects Daze, not stun.
Are you saying your trap, signet, or venom is not recharging?
Still confused on what you are actually asking. <and on the one before, for some reason i read did not get the 10%….>
Thieves are really easy to counter. Dodge their steal, and bla bla
please help us do that. when would a Thief use the steal? when he is coming straight for you from a forward easy to see place, and then he stops to calculate the range, will he then press F1 ? Cause golly, I will try to ‘dodge’ the steal and then proceed to obliterate him.
It is a matter of being able to judge the distance, and when they will strike. They always strike at the same range, which is why I can dodge them. They tend to be typical and strike in no surprise on 1v1.
I actually do not do the super backstab combo, but look to see if they have the venom up, if they have the venom up they are going for the super backstab.
What i have noticed for most thieves: They prepare out of range, when they begin running up, at that moment, they might not strike right away, they tend to come a bit closer in range, just to make sure their steal hits. If you learn that distance, dodge a bit before hand (forward i suggest, to try and get right next to them), if he doesn’t steal, dodge again towards him, and try to possibly control him if he didn’t attack.
As for me, the only backstab i really do is when I am skirmishing 1v1, i never go for the super backstab combo, to glassy for my style. What I do though: Sword number 2, quickly F1 hitting you with the sword attack and the f1 ability, stunning you with the venom, then CnD, switch weapons, and they do not see the back stab coming.