Showing Posts For ColdSpyder.9082:
Consta stealth with sword is def the way to go. Daze mobs in PvE all the time.
That sounds like a fun build =P honestly I think I’ll start building a set of armor for it so I have something to use with my D/D weps I want to have for legendaries.
As far as my build goes, I have zerker jewelry, shortbow and dagger with the PvP sword currently as well as knight armor for a mix of toughness and damage with a little itty bit of vit.
I reliably pump out 8k per target with pistolwhip.
My traits are 30/0/30/10/0 ; I go full poison traits with might for whoever gets it applied/CDR/additional hit/heals user/applies to group. Devourer Venom OP ;P
It’s really effective for Wv3. If my group finds another then we target one (Possibly with scorpion wire) and with all of our devourerer venom we can root lock them to death which only takes a couple seconds between be, a hundo warr, and our ranger (And whoever else is with us).
The dagger looks kitten amaaaaaazing. I’m running S/P and SB on my thief but that makes me want to try a D/D build =3
Two flamethrower daggers spinning in the air towards you? ?!
When I was leveling with the first major wave of people from headstart I leveled my thief tanky and sort of became the server’s world event tank. Many fun times were had
I ran S/D and specced for poisons to be up often and to heal me. I preferred Cleric stats for tough/vit/heal.
Since 80 I’ve found a guild to WvW with and went more dps ;P zerker jewelry/weps and knight armor w/ divinity runes ftw
Someone can just hop onto friendly siege and go AFK to prevent attackers.
There’s no reliable way to completely prevent exploits like this, but after free transfers are over that problems like these would die down greatly. Also, I’m sure a reporting system would take care of the issue.
As it stands now it’s a very obnoxious tactic that 2-3 catapults can counter all close range siege for no risk. Sure, every strategy has its counters, but I can’t say I’m happy that the enemy is flinging rocks and not paying any sort of price for it.
Explorables have three paths. Citadel of Flame (CoF) on explorable mode has three paths denoted by the “scouts” you choose to help out. Magg is one such scout/path you can take.
The big issues I’ve seen with WvWvW:
1. Orbs of Power: One team manages to log on en masse just after the match-up and secures all three orbs. This snowball effect makes it exceedingly difficult to come back from.
2. Uneven server match-ups: It seems to be the case that a few weaker realms are getting stuck with one very coordinated and accordingly high-ranked server.
The Solution:
Team Work. As the Devs mentioned, should one server become too powerful then the other two could gang up on said server! It really is that simple.
Why it won’t work:
Admittedly sometimes when you have a top 5 server fighting two bottom 5 servers, even ganging up won’t work. However, most of the time this would be an easy solution.
The real reason this solution outright will not work is because of the people playing the game. I’ve seen servers enter into battles with some kind of truce to destroy the third server regardless of rank, etc. (No I’m not referring to HoD or whoever. I haven’t even fought them X]). On the flip side of that coin, at a few points where my server was stuck on the receiving end, we sometimes managed to start pushing out and retaking towers and keeps. What happens then? The other weak server immediately focuses us, hoping they’ll get something since we aren’t as strong as the other server.
…
Man people can be braindead. Sure, you might cap our tower, but then the other server will come right back and take it (As I’ve seen demonstrated twice now).
It’s just silly. The teams that are coordinated enough to make alliances completely ruin its purpose, and the team not smart enough to make alliances don’t seem to understand that fighting the enemy of your enemy gets you nowhere.
infinity — limitless
affinity — what you’re trying to use
In any case, my thief has no issues with targeting rangers and jumping on them.
What’s that? Thieves have a niche? Must be OP.
Two staff Eles can destroy an entire zerg in WvW. They’re not OP, they’re just capable AoE casters. Similarly thieves are strong in 1v1 or 1v2 especially versus people who don’t know how to fight them.
My ranger buddy has gotten caught by plenty of thieves in WvW. What does he do? He kills them. In sPvP he can kill thieves provided he has his skills out for them.
TL;DR : Paper calls scissors OP. Nerf pls.
My buddies and I make a group of 2-5 and roam enemy supply camps and dolyaks. Even if they take it right back it still resets upgrades and stalls the supply their forts have making it considerably easier to siege said forts.
It’s beautiful. Shadow Refuge everyone, apply devourer venom to everyone, and we can typically fight up to 1::3 odds. Sometimes we just take the northmost supply camp and dance/provoke enemies until they send a huge zerg to finally stop us =P but then we just walk away… X]
I could’ve sworn that, at once point, the skills read “1200” and “3600” for Infiltrator’s Strike and Shadow Return, respectively.
Today I looked at the skill, after feeling like my distancing is off, to see the skills read “600” and “1200” respectively.
The whole distance to Infiltrate bugs me (Not to say it should not have happened… I suppose it WAS a bit over the top, but hopefully we can see an adjustment back up to 900.) Anyways, that whole nerf isn’t my biggest issue atm.
My current issue is with Return. For starters, the fact that this skill could be used to recall the entire distance after all 3 of my teleports was what made it so innovative (Infiltrate/Shadowstep/Steal, then return if I still get caught).
Thinking about it, my ability to return really isn’t affected since I can Return to two of my teleports and still recover the same distance. The only thing I CAN’T do is Return all the way back and then, if needed, return to the midpoint I set with Shadowstep. If a team just covered 3300 units to catch me TWICE then there typically isn’t anything trying to move another 1200 units is going to do for me, so I don’t see that as something needing a nerf. Now it’s just going to be a matter of thieves remembering which step they used so they can recall in the proper order to recover the entire distance. Annoying, but perhaps “we should have to work for it if we want such silly teleports.” Dunno.
Additionally, after testing out my new Infiltrator’s Strike/Shadow Return, I found an inconsistency. I used the Strike, then used Shadowstep to ensure I was hitting max distance and traveling another 1200 units, giving me a grand-total of 1800 displacement. I was then able to Shadow Return the whole way back to my original location. I’m not sure where the inconsistency lies. I double checked the distance ratio between the Strike and the Shadowstep by Striking out to a target, then turning around and Shadowstepping as far backwards as I could, which was twice as far as my Strike’s distance covered.
So yeah. I miss my 1200 infiltrators strike that I used to kite entire 30+ zerg groups after they move in to wipe out my team of 5 for dancing all over their North camp. I suppose it was necessary, though =P
Thoughts?
TL;DR Wah my teleport is shorter but the return distance seems weird.