Showing Posts For Caom.9251:

Why do you hate Warriors?

in PvP

Posted by: Caom.9251

Caom.9251

When people message you because you killed them it’s because they were humiliated by the fact that the “worst” pvp profession in the game killed them. It damages their itty bitty confidence knowing that they were worse then the worst.

Merely killing them evokes rage.

Think of it as a compliment to you. Knowing that you have that much power over them.

Also warriors lack alot of skills to help them survive in a fight. So that might be a reason for the fact that they think warriors take up spaces.

When wil you nerf thief perma stealth build ?

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Posted by: Caom.9251

Caom.9251

Stop cluttering our forum with constant complaints, there is a giant thread for your QQ needs no need to make a new thread.

How do I fight an elementalist as a S/D thief

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Posted by: Caom.9251

Caom.9251

Also if you fighting fighting a Scepter/dagger ele, time your lac strike carefully they can stack alot of might quickly (similar to HGH).

Remember might will always be the last boon you steal if you see that they can longer hide behind their boons use a gap closer and take the might which would often be around (15-20) stacks. This will prevent a majority of their burst

Another thing you need watch out for is air attunement, don’t think for a second they’re any less bursty in air then they are in fire. Lightning strike is instant cast and will hit you like a truck and you most likely won’t be able to dodge it. Fire spells are alot more visible and slow moving so do your best to avoid them, keep your health above 8k when they switch to air.

The thief and its gameplay - Your feedback [Merged]

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Posted by: Caom.9251

Caom.9251

Guys we have a thread for QQ both for thinking the thief is UP or OP.

Can we not clutter up our forum with crap, can’t we be more like the mesmers with their constructive criticism, builds , guides etc…

There is a desire for mounts! [merged]

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Posted by: Caom.9251

Caom.9251

I really don’t think something like this is easy to implement.

There are much easier solutions for some of the problems you listed.

The thief and its gameplay - Your feedback [Merged]

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Posted by: Caom.9251

Caom.9251

The OP is QQ’ing about how stealth is being utilised by the thief by itself is strong and not how it can be used as team support tool.

Med, maybe you should make your arguement in another thread where it is more relevant. Not saying I don’t agree with your points but this topic is different. He is not complaining about the same thing you are.

The thief and its gameplay - Your feedback [Merged]

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Posted by: Caom.9251

Caom.9251

Stealth is currently only really overpowered in WvW I can’t see why stealth would be OP in sPvP/tPvP.

To win in conquest you have to hold the point, killing someone is a secondary objective.

Requesting a balance....

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Posted by: Caom.9251

Caom.9251

If you want a CHALLENGE in small scale fights you shouldn’t be playing WvW.

This is because many people use builds that aren’t very viable in a 1v1 scenario such as the staff elementalist but more effective in a zergvzerg situation which leads you to a easier time killing them because they might not even have any stun breakers, also people could be using their pve build and gear set in wvwvw because constantly retraiting is a pain.

Food buffs exist, underleveled, undergeared level 80s also play this game, but the main problem arises from the fact that people don’t understand what a thief can do. I have killed countless players who stand still like sitting ducks and idiots who stand in blinding powder or those who waste all their dodges as soon as the fight starts. You don’t need to play a thief to counter a thief but thieves (along with mesmers) are one of the few classes that you need to actually see how they play and what their abilities do to counter them. (i.e the perfect noob stomper)

These factors all provide you with an advantage.

Play tPvP if you want a challenge.

(edited by Caom.9251)

Assassin's Signet?

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Posted by: Caom.9251

Caom.9251

So I’ve been playing around with a new build, one which uses the above utility.

I’ve been doing some testing with it and I’ve noticed that 15% damage increase isn’t much more then the passive effect. It does maybe 100-200 more damage per backstab (even less with other attacks) but with the hefty cooldown of 45 seconds is it really worth activating?

Or maybe I’m missing something, could be testing it wrong. Would anyone else be willing to share their experiences with the signet?

thief nerf required in www

in WvW

Posted by: Caom.9251

Caom.9251

So has Anet also understood that supply was a big problem and thus implemented the supply trap?

Things that need to be carefully looked at.

in PvP

Posted by: Caom.9251

Caom.9251

I would also like to add something about the lick wounds downed skill while underwater.

You need to have a very high DPS to take a ranger from downed to dead in water by yourself since there is no stomp, most classes don’t have that said dps making the ranger practically invincible as once the heal starts it won’t end till he’s back up.

This is particularly annoying in maps like Spirit watch where they can just go into the water and know that they won’t be killed.

Rank Requirement for Tpvp?

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Posted by: Caom.9251

Caom.9251

You are thinking about rank in the wrong way, honestly. Rank is not an indication of skill at all, it is only an indication of how much glory someone has gained over time. Moreover, the skill of the player at any rank is not an indication of time spent playing the game, but the quality of the time spent playing the game and paying attention/improvement. The lower the quality of your play time, the more it’s going to show in a tournament setting.

I do agree that rank does not show skill but only when it’s higher up, I’ve seen rank 20s taking down rank 30-40s with relative ease.

I do however feel that the players below rank 10 are rather lacking in the basic knowledge of PvP in general, and I’m talking about the very basics of the game such as learning about creating a viable build,(I have seen alot of players running builds that just don’t work in PvP like 5 signet warriors etc.) you don’t have to play with meta but the build itself has to actually be able to help the team. Also simple things like fighting on a point and not everyone trying to chase someone down when they should be have at least one guy capping. Also going mention this again: Not jumping in a 3v1 because the chances of you winning that is incredibly low.(not talking about bunkers trying to hold off 3 guys but some random lone guy deciding to assault a point)

The small, simple things that can make a big difference in a PvP match should be learnt before attempting to actually join tournies.

Rank Requirement for Tpvp?

in PvP

Posted by: Caom.9251

Caom.9251

So lately I’ve been doing some good ol’ solo ques and noticed that there are a lot of low ranked players in the matches both on my team and the opponents.

I have nothing against low ranked players if they knew what they were doing, and by that I don’t mean winning all engagements ( but a better understanding of their class wouldn’t hurt either) but actually having a basic understanding on what to do in conquest such as fighting on the point, side objectives that each map has and maybe a few rules of engagement ( no charging by yourself into 3 guys on a point etc).

I know this may come of as being elitist but I just feel that players to need to get slightly better with hotjoins and etc before moving on to something like tournaments.

I’m just suggesting maybe a rank 20 minimum (or lower if you feel that players get a basic grasp of things faster.)

This does add barriers to tPvP, I understand but I can’t imagine losing with 100-200 points behind the opponent could be fun for either side.

Thanks for reading and any feedback you wish to make.

Last Refuge as a trap counter

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Posted by: Caom.9251

Caom.9251

What if you don’t play wvwvw, that kinda makes it redundant.

30 seconds of revealed for 500 Karma. [merged]

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Posted by: Caom.9251

Caom.9251

Wait a minute, so… By giving a relatively easily accessible item with which anyone can effectively and completely counter one of the most useful aspects of the thief’s class, players will be forced to look for new and less stealth-reliant ways to play their class effectively.

Right?

Hmm… Yeah I knew something didn’t sound right there. I will admit, I’m no expert, but if after 8 months the community STILL hasn’t found a way to make the thief useful OTHER than as a stealth assassin… Maybe they should be looking into that too?

What I’m saying is, people need to stop crying about nerfs to their class, but equally, I think it must be taken into consideration WHY people are so defensive. Stealth is a very contentious issue for the thief, and I guess it revolves around this question: Is stealth the only thing that makes a thief worthwhile?

Evidently a lot of the playerbase (and thieves themselves) seem to think so, or would like to think so. The issue here is not one about the “purpose” of these traps, but the consequences it will have, regardless of who it was targeted at. Many seem to feel that the thief is being neutered with all this stealth shenanigans. Not many folks like the prospect of being a eunuch.

Alas… Time vill tell. Time vill tell.

(Also I think a big part of the problem is that people who play MMOs are in many cases autistic kittentards, discuss.)

Thieves indeed do have other options of combat without utilizing stealth. Examples are the D/D unicorn death blossom spam build, S/P pistol whip spam build, S/D flanking strike spam build, P/P unload spam build and shortbow builds.

What do these things all have in common(except maybe shortbow)? They all require the spamming of one ability which seems to be even more frowned upon by the community.

Do you want to know why thieves need to spam these abilities? Because they tend to provide some kind of evasion i.e to avoid damage outside of stealth, thieves do have other abilities sure but without utilizing spamming or stealth thieves don’t really have good damage migration.

Also the problem with these builds (with the exception of S/D and maybe Shortbow) are easily countered and have no real effect on good players .Also Shortbow builds are only really effective against multiple foes.

Thieves really are lacking in ways to protect themselves outside of stealth, maybe because stealth is slightly too strong.

30 seconds of revealed for 500 Karma. [merged]

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Posted by: Caom.9251

Caom.9251

Well I understand that the trap won’t be used during combat, but it can be quite easily set up for defending camps, I mean thieves would have a incredibly difficult time taking down one veteran with no stealth.

What if it’s a group comprised of something like 3 thieves trying to take a camp while only one guy is defending it. He can quite easily put a trap down and prevent the thieves from using any of their strongest skills. The guards alone would be able to take care of them.

30 seconds of revealed for 500 Karma. [merged]

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Posted by: Caom.9251

Caom.9251

I really don’t know how to feel about this.

They do have quite a high cost but 30 seconds revealed means the thief is out of commission for that time if they use a stealth build and the only other viable non stealth build out there is that Flanking strike spammer.

Stealth is the thieves strongest and pretty much only defense if they actually want to do damage, sure they can spam dodges but there would be no initiative left to actually attack.

No stealth for a thief is:

No burst for a thief
No defense for a thief
No escape for a thief

No other classes have traps specifically out there to render them useless, even if it is at a high cost.

[Merged] Game Update Notes - December 10, 2013 ~ Thief

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Posted by: Caom.9251

Caom.9251

I wouldn’t say it isn’t helpful.

Many players say the thief is Anet’s “Golden Child” they say we’re immune to nerfs and the rest of the mumble jumbo you get along with this statement.

This is just to show these people that the thief isn’t treated differently we get balanced just like the rest of them.

Sigil of Intellegience

in Bugs: Game, Forum, Website

Posted by: Caom.9251

Caom.9251

So I’ve been playing around with a build that utilizes sigil of intelligence due to my lack of precision but it isn’t working half the time.

I am certain of this as I switch weapons in stealth so any additional damage I do would reveal me.

Any explanations?

Engineer self rez?

in Engineer

Posted by: Caom.9251

Caom.9251

Hey thanks for the info guys and that was a really fast response!

Just one more question before I leave you guys in peace:
Are there any effective counters to it? ie is it possible to out dps that healing effect or anything else.

Edit: seems like you already answered by question in advance

Engineer self rez?

in Engineer

Posted by: Caom.9251

Caom.9251

Hey guys I’m looking for some info on how this works.

I’m not very familiar with the engineer as a class so that’s why I’ve come to your forums to seek advice.

I’ve encountered a few engineers who can instantly recover from the downed state (note this was dueling in a spvp arena with no one else around so it couldn’t have been a rally).

It seems to involve using the healing turret, maybe the surge could be delayed and heal in the downed state. I could be wrong though as it could simply involve something completely different as my knowledge on the class is rather lacking.

Any insight on this would be greatly appreciated.

Remove Revealed.

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Posted by: Caom.9251

Caom.9251

Please familiarize yourself with what Ad Hominem is before accusing me of such a thing. As it stands I only made an attack on your character. I never made the attack on your character any of my arguments, hence it is not ad hominem.

Did you mean to type something else because Ad hominem is when you attack a person instead of their arguement and you just stated that’s what you did.

To address your other points when you complain you “Express dissatisfaction”
you don’t necessarily have to blatantly state that you are complaining. Using adjectives such as “luxury” shows that you believe that the thief has a clear advantage over the classes.

In an argument conclusions are not stated bluntly they are hidden with subtlety.

P.S. Currently it’s 11pm here so I gotta to get going, if you want to continue at a later date feel free to keep this bumped. If not nice meeting you and have a good day.

Remove Revealed.

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Posted by: Caom.9251

Caom.9251

Okay something is messed up with my comment

Edit: it’s been fixed now

Remove Revealed.

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Posted by: Caom.9251

Caom.9251

You seem pretty desperate to find something incriminating to argue against you’re trying to attack the TONE of my post. LOL

Teamkiller please don’t start on logical fallacies. You have already evoked Ad hominem in your statement while you were addressing me.

Also may I point out I did indeed quote something you said to address your previous point:

Why is this a bad thing? For the record, thieves have higher healing than warriors regarding most specs. Shadow’s rejuvenation and low CD heal per second, not to mention their massive uptime on stealth.

And to address your point on me making a “Straw Man” arguement, please look back at your previous posts on the other page:

Whereas thieves can enter in stealth and avoid a massive proportion of the damage that a mesmer or a warrior would otherwise take to go on the offensive. They have the luxury of landing the first strike in each engagement, whereas the warrior and mesmer have to set up their bursts. In the case of warrior it is easier because they have utilities to raise their adrenaline to full, but they still have to gap close. Mesmers have to summon all clones and phantasms and then sword 2 to immobilize to do their burst.

You are clearly making it seem as though the thief is superior by playing down the other 2 classes. The thief must also sacrifice stealth to go on the offensive. The revealed debuff lasts for 3-4 seconds of which they must fight fair. A mesmer can use blurred frenzy, a mesmer can proc boons, a mesmer has clones which can double as meat shields.

Also what is the period of time the damage needs to be applied over for it to be considered burst?

(edited by Caom.9251)

Remove Revealed.

in Thief

Posted by: Caom.9251

Caom.9251

To address your first point:

Why is this a bad thing? For the record, thieves have higher healing than warriors regarding most specs. Shadow’s rejuvenation and low CD heal per second, not to mention their massive uptime on stealth.

Also have you even looked at what you are typing?

The word choice you use shows obvious dissatisfaction with the thief compared to the other classes. You are clearly stating how the thief is much better then the other’s at what they do.

The way you phrased this makes it seem that the thief shouldn’t be capable of accomplishing such feats and thus you are making them appear as though they are much more superior to the other classes.

One more thing what premises do you make to come to a conclusion that a thief has the highest burst? You make several points how the other classes burst is harder to pull off but does that mean the thief’s burst is higher? You also factor in alot of variables (dodging, hitting the rear of the target etc.) in one scenario but not for another, you cannot come to valid conclusion with this.

Remove Revealed.

in Thief

Posted by: Caom.9251

Caom.9251

No with travalane you were complaining about how thieves have better defences then warriors with shadow rejuvenation. This was also when you were complaining about burst. Thieves with insane burst go cookie cutter 25/30/0/0/15 and have utilities that mostly help amplify that burst.

Remove Revealed.

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Posted by: Caom.9251

Caom.9251

Teamkiller I think you’re getting confused.

Thieves do not have 150 points to spend and can’t spec into everything. They also don’t have 30 utilities slots or access to all their weapons sets at once.

Thieves who spec defensively won’t hit you as hard and glass cannon ones who do something like a 10k burst die real quick under fire, with something like 14k Hp and nothing to migrate the damage I’m sure my i-berserkers have taken half their health in one shot.

spvp is ridiculous now

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Posted by: Caom.9251

Caom.9251

The 20 max actually also includes the spectators.

On the side it will display what the maximum amount of players allowed per game (5v5, 8v8 or 10v10)

Don’t want to play 10v10 then go to a server that’s 5v5.

Why does everyone think they're Rambo?

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Posted by: Caom.9251

Caom.9251

There are some superb players that a fair fight to them would be 1v2, or 1v3, or even more against a bad group of players. I always charge in, always. Even if the odds are against me, and I always expect to win. Most of the time I can take out 2 players solo and a third if I’m in my zone.

One good player on a team can make a 5v5 seem like an unfair fight because that one player can easily kill multiples by him/herself. I notice a lot when I join games, whatever side I’m on usually dominates, and the other team starts leaving. Then I get put on the other side, and the team I was on before starts leaving…

Not everyone who charges in is giving the enemy free points. 2 good players can definitely take out 5 mediocre players. So it really depends on the player. But even bad player, I think being Rambo is a good thing cause even if you die, you’ve learned something and it can only make you better.

If you can take down 3 people that’s fine. I don’t have a problem with that, it’s when people lose then get back and try the same crap several times over expecting different results, when their time could be better used capping undefended points since all of the enemy is zerged up.

Why does everyone think they're Rambo?

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Posted by: Caom.9251

Caom.9251

Seriously this question has puzzled me for ages.

Every time I decide to have a game for Spvp everyone seems to charge into a giant enemy zerg even though the odds are severely against us they still choose fight and then die giving free points away.

I mean when you see something like 2v5 would you engage?
Someone always seems to think though.

I feel this kinda the main reason that teams are always unbalanced.
It’s not because someone was super powerful and wooped your kitten but does play a part in it) it’s because people fight no matter what the odds of winning are and when defeated they try again and again.

The effect of this means that zergs become the optimum way to go as player just charge in one or two at a time hoping to do something and each time are dispatched quickly. It’s like a bloody conveyor belt feeding a constant stream of free points to the enemy.

The only time when this doesn’t happen is when you have communication and premade team.

BUT wouldn’t you expect common sense to prevail as well?

(edited by Caom.9251)

Bringing some love to Traps

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Posted by: Caom.9251

Caom.9251

What is the worst utility a thief could have? (except for venom)

The answer is in the title. All traps are very situational (maybe with the exception of ambush) and most often neglected by most thief players. They don’t excel in either pvp or pve. They need to be improved in order to gain some love.

So with the issue at hand I’m going to give my solution to the problem. If you would like to criticize feel free to.

In general

Okay firstly to make traps more fluid within a build I feel the cast time should be instant. No standing still making yourself a free target while setting something up that should be helping you win a fight (0.5 seconds may seem little but every single second is crucial to your victory). The recharge will still remain the same.
Also the activation radius should possibly be increased slightly and if more the one person stands around the trap at around the same time the also suffer the consequences.

Trip Wire

To make this trap more viable it is not going to disappear after the initial effect. The trap after being triggered will knock down the target as per usual for 3 seconds but will remain in the field for a further 5 seconds, during this period after it is triggered it will become visible to enemies. The after effect of tripwire is significantly weaker than the original, it will still knockdown enemies who cross it for 1 seconds, similar to line of warding but will allow any enemy player to pass it after they have been knocked over once.

Needle Trap

This ability will function similarly to the trip wire, it will have an initial affect as well as a weaker after effect. Also the damage dealt with the trap will be significantly increased. The base damage should be increased to 400 ( maybe lower) helping to burst down foes. The damage aspect of this trap is only activated with the initial trigger. The other effects are still retained. After the trap has been triggered the trap remains active for another 5 secs with the ability to poison the foe for 5 secs as well as giving them a 3 second cripple and as always the trap is visible after being triggered.

Ambush Trap

I feel this one of the stronger traps and don’t feel any adjustment are really necessary for it.

Shadow trap

Don’t know how I feel about this one it but does have it uses. I suggest that rather then shadow step to the location it should be more of a tele like the portal to avoid rocks and other obstacles that ruin this ability. The shadow pursuit should also remain active for longer (maybe 1 minute instead) and to compensate for the increase it should teleport you to where the trap is located rather then to the guy who activated it.

Well that’s all my suggestions for now.

Feel free to add your own or critique mine.

Thanks for reading.

(P.S there might be a few spelling grammar mistakes so if anything doesn’t make sense please do say so, I’m rather tired right now)

(edited by Caom.9251)

Remove autobalancing!

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Posted by: Caom.9251

Caom.9251

In the custom servers that can be purchased I think there is a option to turn it off.
Just look for one of those servers to play in, you don’t need to buy one.

(edited by Caom.9251)

My thoughts on GW2 as an Esports

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Posted by: Caom.9251

Caom.9251

What? This is Spvp you’re talking about right?

Everyone gets access to at least 5 of the classes (at max level) available with the same gear as everyone else. People can also retrait and get a new build going in a few minutes in sPvP. You are not restricted to one class. Changing to a different class simply requires you to go to character select.

I think GW2 has many problems in becoming a Esport but I don’t really think this is one of them. Not as much choice as Dota or LoL but the each class offers a few differents specs to play.

(P.S I wasn’t entirely sure what you meant by one class per character so if you meant something else sorry about the misunderstanding)

(edited by Caom.9251)

Bug or just macro?

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Posted by: Caom.9251

Caom.9251

Stealth combo is only triggered once heartseeker completes. This means stealth would have only activated after you were hit by that attack.

The thief you faced used steal during heartseeker animation. (similar to precasting CnD). That was how he was able to pull it off.

Getting kicked from Public servers?

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Posted by: Caom.9251

Caom.9251

So recently I was playing some spvp and got into a public server (one without a name) and after some time I was kicked for no apparent reason. Said reason removed from server : kicked.

As far as I know you can’t kick people in public servers so I do not know what this was. Anyone willing to provide an explanation?

New Flanking/Larcenous Strike - Feedback

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Posted by: Caom.9251

Caom.9251

Oh god that skill is truly amazing.

Those pesky HGH engies become so much easier to take down. Steal their 20 odd stacks of might and you can hit 3k with auto attack alone and heartseeker crits for 9k (from second weapons set) and I’m not even using the cookie cutter glass cannon build.

Also that’s only just one of their boons you can steal. You can spam this baby and take everything.

Do you think D/P will get nerfed?

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Posted by: Caom.9251

Caom.9251

That blind shot travels quite slowly and can easily dodged. The blind debuff itself can be removed with an auto attack. If he is firing at you close range the thief would not be trying to chain and going for a backstab. If he is trying to chain then stand close to it. I would say most d/p thieves try to chain a bit further away from their target due to high chance of hitting them.

Also certain attacks aren’t even effected by blind such as the mesmer daze puddle, focus pull, minions and pets etc. The guardian shield bubble is also not effected and if he is jumping at you with heartseeker use it and knock him to interrupt that heartseeker to prevent stealth.

Also Surprisingly the smokefield does not actually cause blind on targets outside of the blind field. Only if you stand within it. So if you start the attack (eg shield bash for the warrior ) outside of the puddle you will get a hit. Most likely due to the fact that the blind puddle is quite a small radius so the target can be hit from melee outside of that field.

Each weapon set has their own unique benefits ( except for P/P cause it’s really crap, if you want ranged go shortbow) and weaknesses. If you get countered as D/P you really suffer alot more then D/D. This is the reason why I feel the weapons are balanced.

Each one excels at different situations such as group fights where D/P suffers because it becomes a lot harder to pull off due to the time taken as well and the fact that you are much more likely to be interrupted then D/D. Also CnD is much more easier to pull as there are more targets for you to hit. The damage output with D/D would also be higher due to cloak and dagger etc etc…

(edited by Caom.9251)

Do you think D/P will get nerfed?

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Posted by: Caom.9251

Caom.9251

People are under the misconception that D/P has no counters.

This is no different from people who thought stealth meant the thief phased out of existence and there was nothing you could do about it.

This is completely a learn to play issue.

I’ll give you the fact that cloak and dagger has more ways to be countered then d/p but no way is it harder.

Thieves who use d/p suffer a much more hefty penalty then those that use d/d if they were to be interrupted. 9 initiative compared to 6 and once the stealth chains fails they won’t be able to reapply it. ( if you use black powder you don’t have enough initiative to pull of a heartseeker) If d/d fails you can instantly retry it.

D/P also has much longer set up time compared to CnD which means there is a bigger gap for counters to occur.

Now if you read on this far I’ll tell you how to counter one. Firstly you need to understand that stealth is only applied if heartseeker COMPLETES. This means you have 2 options to counter the initial stealth:
Interrupt the heartseeker (daze,stuns, knockback, fear to name a few).
Or you can simply knock the thief out of the blinding powder.

Also you should note that heartseeker has 3/4 sec cast time compared to CnD 1/2second so if you can interrupt that this shouldn’t be too difficult to do. Now 3/4 seconds is a very short time period I know but consider this if you see a d/p thief using blinding powder he is most likely to cast heartseeker next so you can precast your Stun etc you will be able to stop him, CnD on the other hand is less predictable.

What if you failed to counter the stealth?
Well if the thief you are fighting is going to chain he will constantly be jumping through the blind puddle with heartseeker. Simply stand next to it and he will be forced to either stop chaining or get revealed which makes him dead meat.

Certain classes will have easier times to counter the thief and others a much harder. This due to different traits and weapon sets with the lack of interrupts, but most classes do have access to at least one form of interrupt skill to be used.

SOAC: All-Thief Tournament Event

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Posted by: Caom.9251

Caom.9251

You do realize how easy it is to counter a d/p thief while playing as one right?
whoever pops black powder first is the one who loses.

If you find them hard have you ever considered utilizing head shot. It so easy to interrupt them while mid heartseeking, it’s really a joke. The stealth combo is only activated once the heartseeker is actually finished so if you interrupt them they will lose 9 initiative and maybe a utility skill to get away.

There have also been times when the bad ones think they got stealth and try to get behind you, it’s always a good laugh.

There are so many counters to a d/p thief I really don’t know why there is so many complaints about them. If you counter their combo they pay more dearly then the D/D counterparts.

Ranger Pets?

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Posted by: Caom.9251

Caom.9251

I’ve read about the pet mechanic in the wiki.

There is only skill F1-F4 and 2 of those are attack and retreat. What I’m wanting to know is how does the pet work in higher levels. Do they function like necro minions? or is the alot more complicated then that and need a lot more micromanagement?

Also certain class mechanics are passive such as the guardian’s virtues, you won’t be using them unless it absolutely necessary or the thieves steal which is very situational( you got a few tricks you can use with it but with a 45 second untraited cooldown you don’t use it a lot) and not crucial if you aren’t running some GC build for mug.

Ranger Pets?

in Ranger

Posted by: Caom.9251

Caom.9251

Hey guys I’m thinking of leveling a ranger alt as I really love some of your skills and traits but one thing that puts me off is the pet.

I don’t know why but every game I’ve played that has a class that utilizes some sort of permanent pet mechanic I found to be quite unenjoyable. I always found dealing with the pet to be a nuisance either from dumb AI or just the micromanagement from using a pet. (setting it to passive stance etc…)

So I was wondering is it possible to play the ranger class without bothering with the pet too much and how much does it affect the gameplay of the class (would I be put at a severe disadvantage for not bothering with the pet ie not using it’s abilities).

Thanks for any responses in advance.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Caom.9251

Caom.9251

Okay looks like the QQ is returning so I’m gonna bump this old boy back on top.

To kill a Mesmer

in Thief

Posted by: Caom.9251

Caom.9251

I don’t know about that first video. The mesmer didn’t utilize any of the shatterburst strategies such as blinking behind the target and shattering all the clones at the same time and at point blank range giving you little time to react. He started shattering all of his clones from far away so not sure how effective that is. ( wasn’t much of a burst)

Also I wasn’t to sure that mesmer understood how thieves work such as walking directly towards the area where the thief shadow refuged which was basically asking to be back stabbed. Also most mesmers that I encounter know exactly how to counter shadow refuge and you got to be extremely careful when using it.

I also agree with the other comments on the thread about how it seemed the mesmer was chasing the thief rather then the other way around.

The mesmer overall probably isn’t that bad of a player just lacked understanding of the thief class.

The second video kinda only applies to a spvp scenario. The fact they are fighting over a point means no kiting of the thief over long distances as they don’t really want to leave the node. The shortbow becomes alot more effective as everything is clunched together so it’s kinda hard to apply in WvW where things can have more distance.

Also mesmers in Spvp tend to slot different skills then WvW ones as they have skills that benefit the entire party such as illusion of life rather then skills that just benefit themselves. So it might make easier but no doubt both players in that video are very professional.

To kill a Mesmer

in Thief

Posted by: Caom.9251

Caom.9251

How do I make a GOOD mesmer fall to the floor?

Not the ones who only know how to dodge for clones or love to standstill for back stabs. The ones who play well and kill you with one mistake?

Today and countless times before I’ve dueled mesmer’s in WvW and countless times I have failed.

It’s not the finding out who the real one is but Phantasms and Shatterbursts that are the main threat. After taking down a phantasm another pops up and if a shatter misses it doesn’t take long to repeat the process as well as faking Shatterbursts with only 8 second cooldowns making it relatively easy to pull off and wasting limited utilities.

And every time I try to put pressure on them with damage they have but too many ways to escape:
Blink, Decoy, Mass invisibility ( not to hard to interrupt), portals, phase retreat, distortion, blurred frenzy.

Or If I go defensive I’m just wasting time and not being any significant threat to the mesmer. I manage to kill clones and evade the shatter bursts but without putting any form of pressure on them I’ve realized that they are impossible to kill in this way.

I have also grinded a phantasm mesmer up to level 80 in hopes that any thieves would counter him (phantasms aren’t really hard to play) but alas once you get two or three berserkers, duelists up and manage to drain him of his cooldowns (heals etc) by playing defensively it only takes a second for those heat seeking missiles to rip the poor thief apart.

So I’ve come to the forums at my lowest point and plead for the some aid in dealing with this thief killing threat.

Here’s a pic to proof I actually have a mesmer at 80.

Attachments:

(edited by Caom.9251)

Grenade AoE

in PvP

Posted by: Caom.9251

Caom.9251

So I’ve recently been playing quite a bit of sPvP and noticed that enemy engineer’s grenade aoe circles are the same as friendly ones (i.e Not red)

I mean it’s not hard to avoid but in group fights when you also have an engineer present it kinda hard to tell if you’re going to take damage or not.

I’m just wondering if this was intended or am I missing something?

Toughness or Vitality?

in Thief

Posted by: Caom.9251

Caom.9251

What about the ascended jewelry?

Toughness or Vitality?

in Thief

Posted by: Caom.9251

Caom.9251

Currently I’m running a d/p s/d build for wvw and can’t really decide what gear to use.

I have taken shadow’s embrace as a trait for condition removal so I was leaning towards toughness for damage reduction but I also want to run dungeons and I heard vitality is preferred over toughness in dungeons. So I’m kinda stuck on what to do.

I’m mostly undecided for what ascended jewellery to pick as they require much more time to acquire. So advice on which items provide best stats for both pve and wvw would be much appreciated.