Showing Posts For Daecollo.9578:

Dual Pistol Build

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Posted by: Daecollo.9578

Daecollo.9578

I just ran a rifle/longbow warrior in sPVP. I’m pretty sure my thief did more damage. It was also more mobile.

P/P has better sustained that Rifle. I can get 2-3 Unloads (depending on build/procs) in the time of 1 Volley. Rifle has better range and better burst though, so it evens out. P/P damage is fine in comparison to other ranged weapons. The problem I see is that when I play P/P, I only use #3. When I play Rifle, I use all of the abilities. P/P abilities just don’t have a lot of synergy and lack overall usefulness.

P/P has poor sustained damage, Volley does 2x more damage then Unload does, i’d rather have volley up every 8 seconds then use 3 unloads, because after 3 unloads, I have to wait 24 seconds to get my initiative back, meanwhile I can use volley again in 8 more seconds…

Rifle Autoattack also does about 40% more damage then Vital shot.

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The thief and its gameplay - Your feedback [Merged]

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Daecollo.9578

When will the culling/rendering out of stealth be fixed?
This is getting too annoying really.
I just rolled my lvl 28 thief into WvW and I can easily keep 4 ppl distracted for 10 mins without getting under 75% health, all because of too much stealth/not rendering giving me even more time annoy enemies.
Also a general nuisance when fighting thieves.

At least in GW1, when an assassin used his burst and failed, he’d have to be really good to stay alive, while now there is the panic button stealth spam.

Whats this panic button with a short recharge I can press?

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Dual Pistol Build

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Daecollo.9578

Heres the problem with P/P

- No AOE.
- No Piercing Rounds. (Every other ranged weapon in the game can pierce.)
- Poor Range.
- Poor Damage.
- No Stealth. (and we don’t get anything to make up for it.)
- Poor Mobility.
- No Evasion on attacks.

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Thief needs a 2-handed melee weapon. (Staff!)

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Posted by: Daecollo.9578

Daecollo.9578

- Dual wield 1h Swords
- Fist Weapons

Sounds more like a ranger then a thief.

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Pistol Mastery/Dagger Training Bugged.

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Posted by: Daecollo.9578

Daecollo.9578

dual skills have their own modifier traits, one for both damage and crit chance. those techniques you listed use both weapons. pistol mastery affecting pistol whip when only the first hit uses the pistol doesn’t make much sense does it?

No, it should fully benefit it since its a attack that uses pistols.

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Thief needs a 2-handed melee weapon. (Staff!)

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Posted by: Daecollo.9578

Daecollo.9578

A melee staff would fit the acrobat line of the Thief perfectly. Thief Acrobat is deeply ingrained into the older editions of table top RPGs. A staff or quarterstaff is a great thief weapon, it doubles as a pole to vault with, use for balance, trip and disarm foes and is basically a concealed weapon in the right hands.

I could see the staff being a fast hitting weapon with a daze attack, a leap and an evade. The fighting style would look much like Darth Maul, and the auto attack would chain much like the rangers sword attack (which is actually quite interesting to fight with once you learn the chain).

FINALLY, somebody gets it!

Darth Maul Style Combat.

I figure to make it work more with Venoms, thats why the skills don’t have dazes and such already, it has swiftness, this way we can load up with venoms and use them without paying the -25% movement speed penalty.

The constant revealed debuff keeps the thief out of stealth, but also gives them fury/swiftness to make up for it.

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Stealth needs to drop on damage

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Posted by: Daecollo.9578

Daecollo.9578

Thief has the same HP as Guardian/Elementalist, 10k, but we also don’t have awesome boons like protection… (we used to…)

Warriors usually one shot me if they can hit me, its kinda funny actually.

You know Protection (33% Damage Reduction.) is like having 1250 extra toughness?

Thief honestly needs more access to boons like this, but not in our stealth tree, more of our venom and traps.

Or a health increase to 15-18k, after they fix culling we are probably going to be a very weak class.

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(edited by Daecollo.9578)

Pistol Mastery/Dagger Training Bugged.

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Daecollo.9578

Pistol Mastery doesn’t raise the damage of Pistol Whip, Shadow Strike, Shadow Shot.

Dagger Training doesn’t raise the damage of Shadow Shot, Shadow Strike, Flanking Strike.

Dual Skills HAVE those attacks in them, so they should fully benefit from them.

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Trait Fixes for more builds/customization.

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Daecollo.9578

Its sad that most of our traits don’t even work unless we have base weapon sets, when we are made to dual wield.

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"Masquerade" Armor in PvE

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Daecollo.9578

Theres also no Stalwart / Commando Medium armor…

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Trait Fixes for more builds/customization.

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Daecollo.9578

Fair enough, just make em work for all abilities.

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Trait Fixes for more builds/customization.

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Daecollo.9578

Combined Training – Dual-Wielding two weapons improves damage by 5%.
(This does not work for stealth skills.)

Wait, what do you mean, you have me confused, “When using X in your offhand”, not while dual wielding.

Well, now you got me confused, too.

I was excluding stealth from the dual wield traits, because stealth traits have so much already, they don’t need anymore help.

So what exactly do you mean with “stealth skills” then?

Backstab and co.?

If yes, why exclude these skills from traited damage bonis given to a whole weapon set?

That they already got other trait options (which they actually dont.. not a single one) is no reason to artificially exclude them from new ones.

Well, I didn’t really wanna give backstab 5% “more” damage. It doesn’t need more damage, but most other weapon sets do.

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Stealth needs to drop on damage

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Daecollo.9578

Thieves need 18500 base health, better traits, more stealth on moves, and a complete weapon revamp when this change happens.

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Thief needs a 2-handed melee weapon. (Staff!)

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I wanted a “two-handed” melee weapon, that matched the acrobatics trait line.

Great swords don’t really fit thief at all, but staffs would.

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Suppressed Messages ruining experience.

in Guild Wars 2 Discussion

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Daecollo.9578

I love how it punishes regular players more then it does GOLD sellers….

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Suppressed Messages ruining experience.

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Daecollo.9578

I role play most of the time when playing, and every time I role play I usually say things the same way such as “This one.” because of his accent, and it gets my messages suppressed constantly.

Please remove suppressing messages, it hurts normal players way more then it does anyone else, there is NO reason to have it.

Only add this to people who have been recently reported for selling gold.

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Trait Fixes for more builds/customization.

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Daecollo.9578

I wouldn’t start with a trend of excluding stealth skills out of everything, since this would result in them getting underpowered over long or short.

Also excluding things artificially from traits isn’t exactly improving the build vareity you claim to want to accomplish.

If you want a Trait that increases Dagger damage by 5 % when dual wielding Daggers, ok, thats a nice idea since the traits you mentioned we have right now are pretty much trash for the most part.

But saying “inreases Dagger damage while dueal wielding them, except for this and this skills” seems to be rather odd.

Wait, what do you mean, you have me confused, “When using X in your offhand”, not while dual wielding.

I was excluding stealth from the dual wield traits, because stealth traits have so much already, they don’t need anymore help.

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The thief and its gameplay - Your feedback [Merged]

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Daecollo.9578

You forget about S/D build , I still find it realy strong , even after nerf.

Explain how S/D is strong.

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The thief and its gameplay - Your feedback [Merged]

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I love the fact that there are only 2-3 viable options for our class.

Wild Bill – I see these guys all the time now, its funny.
D/D Death Blossom Caltraps – Funny guys.
D/D Backstab. – ALMOST Insta KEEL YOU! (…every 45 seconds…)

We are thieves… where is the “Pirate (P/P)”, “Swashbuckler (S/P)”, “Brigand (S/D)” builds?!

Oh, that is right, there are not many, because the weapon sets are terrible now.

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The thief and its gameplay - Your feedback [Merged]

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Daecollo.9578

Thieves need some revamp of useless traits that only effect one attack.

Every other profession has a “Sword Trait.” that either improves critical chance or damage, thief needs this trait, we have no sword traits.

Pistol Whip needs a damage increase otherwise.

Dual Skill Traits need improved, 5% Critical for ONE skill? … meanwhile in the same areas other classes get “10% damage if using X weapon in main or offhand.”, or “15% critical chance if using X weapon in main or offhand.”.

Backstab needs a damage nerf, but after that, daggers need better dagger traits to make up for the loss of burst damage and add more passive damage.

The only thing saving us is our really good traits, but all classes have them and more, we don’t have many builds like other classes do, and venom and traps remain to be kind of worthless.

BS doesn’t need a damage nerf .Why would it? Why everyone stating stuff but never mention the reason?
Then they will need to buff survivability aswell.Whit 10k hp those BSérs rely on that burst to finish fast.In the end its all they got.Id more than agree whit a change to make it less bursty and more viable on longer fights because now its realy kitten against anyone who has even a clue what they are doing.Not to mention all those classes that they realy are deffences against, like Warriors, Necros ,Guardians ,Eles.

BS needs a damage nerf so we can get more traits that improve DAMAGE, this would bring BS back up in damage, but allow for other sets to thrive and not just D/D.

BS gets nerfed by 15% damage, we get new traits that improve damage of everything when using certain weapons by 10%, BS gets a 10% damage increase again, and more sets get viable and not just D/D.

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Trait Fixes for more builds/customization.

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Daecollo.9578

Combined Training should be limited to everything except “Stealth Skills.” This way it won’t improve the damage of back-stab.

Combo Critical Chance wouldn’t matter for it though, because back-stab already has a 100% critical chance if traited.

My goal is to make everything under-powered better so we have more options, i’m tired of seeing one or two kinds of thief on the chess board, we need more acrobatic non-stealthy ones.

What attracted me to the thief class was P/P, S/P, the idea to be a pirate, or S/D to be a brigand. Currently these are not nearly as viable as they should be…

Of course, since it has nothing to do with nerfing or improving the damage of whats overpowered, its probably going to get drowned out.

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Trait Fixes for more builds/customization.

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Daecollo.9578

We could surely use a trait revamp, currently we have several traits that only benefit one area, this could surely be improved some how and probably needs to happen.

Each Trait change has an explanation by it.

Dagger Training – Dagger damage is increased by 5%.
Dagger Training – Damage is increased by 5% if wielding a dagger in your offhand.
This improves S/D, P/D’s Power Damage, and does not just affect D/D, S/D and P/D needs a power damage improvement anyways.

Pistol Mastery – +10% damage with pistols.
Pistol Mastery – Damage is increased by 10% if wielding a pistol in your offhand.
This improves S/P, P/P, D/P a bit, which they need improving anyways.

Currently, Dagger Training only improves the damage of Death Blossom and Pistol Mastery only improves the damage of Unload, even though it says 10%, 5% damage with pistol/daggers, because they are dual skills, it doesn’t do anything to them, this is kind of wrong, because it GIMPS sets that are not base.

Deadly Arts:
Combined Training – Dual skills deal 5% more damage.
Combined Training – Dual-Wielding two weapons improves damage by 5%.

Reason: Why is a master major trait so terrible and why does it work with 1 skill, there are almost no other traits in the game that work with 1 skill, nobody is going to trait for this deeply unless they have some kind of weird build.

Critical Strikes:
Combo Critical Chance – Dual skills have a +5% chance to critical hit.
Combo Critical Chance – Dual-Wielding two weapons improves critical chance by 5%.

Reason: Same as above, why was a master major trait made that only benefits one attack? nobody is going to trait for it when there are things that improve all attacks damage right next to it.

None of these trait fixes benefit whats overpowered, in fact if you see these changes, I would argue you would see more variety of thieves besides D/D Backstab, D/D Deathblossom Condition, D/P Condition Thieves.

Because Thief traits are so limited, it brings us to trait for only a few weapon slots, why do you think people use D/D+Backstab, because well, most of our traits ONLY work for D/D+Backstab!

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Does Pistol Whip benefit from Pistol Mastery?

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Daecollo.9578

No, even though it says: 10% Pistol Damage, and the Skill does attack with a pistol, it does not even improve the damage of the attack one bit.

It should say: “Damage is increased by 10% while a pistol is in the offhand.” which would fix some of our SETs damage.

S/P, D/P, P/P are some of our weakest sets…

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The thief and its gameplay - Your feedback [Merged]

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Daecollo.9578

Thieves need some revamp of useless traits that only effect one attack.

Every other profession has a “Sword Trait.” that either improves critical chance or damage, thief needs this trait, we have no sword traits.

Pistol Whip needs a damage increase otherwise.

Dual Skill Traits need improved, 5% Critical for ONE skill? … meanwhile in the same areas other classes get “10% damage if using X weapon in main or offhand.”, or “15% critical chance if using X weapon in main or offhand.”.

Backstab needs a damage nerf, but after that, daggers need better dagger traits to make up for the loss of burst damage and add more passive damage.

The only thing saving us is our really good traits, but all classes have them and more, we don’t have many builds like other classes do, and venom and traps remain to be kind of worthless.

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Thief needs a 2-handed melee weapon. (Staff!)

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Daecollo.9578

Staff, used like a melee (not a ranged.) uses one.

It would be unique, because all the other staffs in the game are ranged weapon, whilst this would be melee.

1.
(1) Fierce Strike: (x2): 333 Damage, grants 2 seconds of reveal, range 130.
(2) Fierce Swing: (x2): 444 Damage, grants 2 seconds of reveal, range 130.
(3) Fierce Smash: (x3): 333 Damage, grants 2 seconds of reveal, range 130. (grants short evasion for the duration.) (3/4 second channel time.)
(Stealth) Shadow Strike: Front damage: 804 (0.25 second daze.), Range: 130, Back damage: 406 (if behind, knocks the target down for 2s.), Range: 130 (Although, this would be hard to do since this thief is revealed so much, it would be more of a first strike move.)

2. Mantis Leap: 568 Damage, Combo Finisher: Leap, Range: 600 (3 Int Cost.)

3. Mantis Twirl: Damage (9x): 1,251, Combo Finisher: Whirl, grants evasion while channeling, Range: 130. (5 Int Cost.) (3/4 second channel time.)

4. Fierce Kick: Damage: 481, Knockback: 180. (4 Int Cost.)

5. Cobra Stance: Grant 15s fury, and swiftness and “revealed” (debuff) to yourself. (6 Initative.)

The Staff is an “in your face.” weapon, dealing more damage then conditions, but preventing the thief from going into stealth due to the power of the weapon.

((The damage is from similar abilities with the same effects.))

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The thief and its gameplay - Your feedback [Merged]

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Daecollo.9578

All I got have to say to the dev team is PLEASE do not give in to all the people crying for nerfs on thieves.

I played a thief and I want them to be nerfed. Thieves are killing this game.

do we hit hard?yes.

is it unavoidable?no.

no need to nerf.

Do you hit hard? Yes.

Is it unavoidable? No.

Can you escape if you were doing bad and get away with it, only to return 4 seconds later? Yes.

2:20 seconds for those who just wish to skip ahead.
I just agree to disagree :P

Link to a video where nobody is focusing on the thief… :/

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The thief and its gameplay - Your feedback [Merged]

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Daecollo.9578

1. Warriors do more damage, and have almost double the dps of thieves, its why they are wanted in dungeons and thieves are mostly avoided due to the fact they are useless for DPS due to initiative being a burst mechanic, anyone who does not have much toughness/vitality will get wiped by any class with berserker’s gear.

2. Mesmers also have stealth, and the steal your talking about, the man has to be in melee most of the time to do this, but most people (aka you.) are not intelligent enough to swing when you don’t see him, he has to be in kissing range to stealth like that, but most people just kitten and let people perform such tactics.

3. Warriors have higher mobility then thieves do, they can have 33% movement speed forever compared to ours, and you have greatsword alone mobility moves that make you faster then thieves, your CDs are less as well.

4. Mesmers can do this as well, Elementalists/Rangers can revive people with stability/protection.

5. Mesmers/Warriors/Elementalists also have this ability.

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In my view, Thieves=No e-sport

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20,633 health, 1281 toughness. I got hit for 15367 damage in UNDER a second. If I was an Ele with lower health I’d be dead aka one shut in UNDER a second.

So:

1.My armor is half vitality and half toughness. No tough/vit on weapons and trinkets. Glass cannony. Regardless. I thought you were not supposed to one shot a person in under a second in this game? Last I checked this isn’t a FPS.
Even with higher toughness/vitality I can’t survive two thieves doing this in under a second..let alone a class with lower base toughness/vitalit like the ele.

2.Damage by unknown in the picture. We still can’t see thieves once they come out of stealth.

3.There are ridiculous resetalthing cooldowns on thieves. Anyone fighting a pistol thief condition build can testify to that.
Can’t fight what you can’t see half the time..its almost like..hacking..

4.Thieves can travel faster than ANYTHING across the map and you can’t catch them.

5.You can finish a downed player or rez one while stealthed. Why isn’t any action taken in stealth breaking it? Its bad enough already that you can initiate an attack unseen.

I find it silly that we are talking about e-sport when these ridiculous issues are still not fixed.

How is it the thieves are still unbalanced this long into the game?

I already have two good pvpers quitting over the broken thief class mechanics saying -rightfully so- that needing this much time to fix such simple imbalances in a thief means they will take another year to get to the bunker builds or the mesmer. I have been telling them for months to give it time. They have more than two people working on it but they usually start by balancing the OP professions like eles and Engys.

So is the message that we should Roll one of the holy trinity: Mesmer, Guardian or thief or leave the game with our money? One things for sure..one year from now Eles and Engys will still get nerfed =D .

First of all this is WvWvW, Esports is SPvP, so your topic is wrong.

Your stats are poor, my thief has 1780 toughness and 18000 health.

Your a Warrior, you have higher armor/higher health (8k more then thief does.)

So basicly, your in mostly berserkers gear, a glass cannon, complaining about another glass cannon destroying you, you have no toughness, little vitality. (20k-18k=2k extra health.)

You deserved to die that easy and deserved every point of that damage.

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Signet of the Locust:

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I don’t wanna sound like a broken record, but since rangers and thieves are going to have 25% Movement Speed, why not Signet of the Locust?

I don’t play a necromancer much (low level.), but I feel its fair for them to have this mobility option as well, even maybe a particle effect to go with it.

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Thief Short Bow Changes?:

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Will Thief Short bow receive any changes?

Trick Shot: I think needs to be a lot faster.

Cluster Bomb: Arrow Velocity Increased by 50%.

Choking Gas: Arrow Velocity Increased by 50%., Fired more upwards so it does not hit the walls.

Disabling Shot: I don’t really like this ability, because it would be easier to just run away with infiltrator’s arrow then use this to dodge one blast.

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What are some ways P/P can be made favorable?

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“1” needs to be a bit faster, its very…very…very slow…

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December 14th, Rise of the Pistoleer.

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What changes do you think we will see to P/P?

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In my personal opinion, 1200 Range Weapon Needed

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Do warriors really “need” the rifle? I mean they are a melee class, right? Built with survivability and mobility, why did they need a weapon that’s good enough to rival ranger damage? Obviously AN thought they did and everyone agrees. How does that change when it comes to the thief?

We already have a weapon that rivals the ranger’s damage: shortbow. In WvW, it’s one of the best ranged weapons for spreading a lot of pain around quickly.

If only its velocity was increased by 100%.

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What are some ways P/P can be made favorable?

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Ricochet – Pistol shots have a 33% chance to bounce and hit all targets in area for 25% of that attacks damage and set those targets on fire for 1s.

Yes!

Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.

YES!!!

Ankle Shots (Change name to Gunslinger.) – Critical hits with a pistols cripple and weaken foes for 1 second, Increases Critical Chance of Pistol Attacks by 5%.

YES! YES! OMG! TOO AWESOME!

Seriously tough, I do think these suggestions aren’t too far off. The pistol traits right now are practically useless. We could use 1 weapon set with 1200 range, Ricochet needs a buff to be worth taking, and Ankle Shots has far too much a CD to be worth it.

There are lots and lots of traits that double up the benefit too. How about Crack Shot for example?

Err.. well Gunslinger should be 33% chance to do that effect instead of 100%, 100% is way to powerful.

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Condition thieves, an easy fix for Anet

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Daecollo.9578

Fix the page!!!!!!!!!!!!

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Condition thieves, an easy fix for Anet

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Thief
Ricochet – Pistol shots have a 33% chance to bounce and hit all targets in area for 25% of that attacks damage and set those targets on fire for 1s. (this is for condition damage pistols.)
“Idea straight from “Torso Shot” in Starwars Galaxies."

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What are some ways P/P can be made favorable?

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Opportunist is too overpowered if no CD, and too weak with a CD.

Change it so:

If you have over 6 initiative, gain extra initiative regeneration. (1.6 to 1.2).

There, now its not overpowered, has to be maintained so you can’t just spam all your abilities, and gives you a bonus for being patient and not just luck/spamming attacks.

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What are some ways P/P can be made favorable?

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Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
“Idea also from Gunslinger.”

This is way too powerful man, it’s like 2 traits in one, plus even if they made a trait so that it gives pistol piercing, they would probably not make it a 100%, imagine an unload (4-9k damage) into a group of opponent, add to it a fire sigil and, well, you see, not gonna happen.

Wait.. so that means Rifles are overpowered?

erm.. don’t really see anything saying rifles were…

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What are some ways P/P can be made favorable?

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Posted by: Daecollo.9578

Daecollo.9578

Ankle Shots (Change name to Gunslinger.) – Critical hits with Pistols have a 33% Chance to cause 2 seconds of weakness and 1 second of cripple, increases critical chance with pistol attacks by 5%.

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(edited by Daecollo.9578)

What are some ways P/P can be made favorable?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Thief
Ricochet – Pistol shots have a 33% chance to bounce and hit all targets in area for 25% of that attacks damage and set those targets on fire for 1s. (this is for condition damage pistols.)
“Idea straight from “Torso Shot” in Starwars Galaxies."

Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
“Idea also from Gunslinger.”

Ankle Shots (Change name to Gunslinger.) – Critical hits with a pistols cripple and weaken foes for 1 second, Increases Critical Chance of Pistol Attacks by 5%.
“Got from Gunslinger in SWTOR.”

This would be kind of like how Pistols were in Star Wars Galaxies.

Pistoleers should be scary, not laughed at.

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(edited by Daecollo.9578)

What are some ways P/P can be made favorable?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

So, please make Headshot instant and not dependant on animations, like dodge roll.

Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.

Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.

Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)

Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.

Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?

I said move “repeater” to where “body shot is.”

Repeater would be a really fun/proper “2” ability.

I love repeater, but I think it should be a “Low Range” High Damage attack.

Body shot can be the new “3” for solo pistol.

Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.

Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.

I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.

Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_Strikes

Rending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…

Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.

Good point, and notice that they are both major traits on the Adept level. Not sure how you can get more than one vulnerability per attack, but I get your point.

Though, I’m not so sure what this trait has to do with how Pistol skills function. The vulnerability from the trait can only be classified as a bonus.

http://wiki.guildwars2.com/wiki/Hundred_Blades as an example, with http://wiki.guildwars2.com/wiki/Rending_Strikes, I have a chance to get 9 vulnerability on the target.

IF warriors had the thief version.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example with http://wiki.guildwars2.com/wiki/Sundering_Strikes, I have a chance to only get 3 vulnerability max.

Okay, posting whole links is really awkward to look at. Try using
“Hundred Blades” :http://wiki.guildwars2.com/wiki/Hundred_Blades
without the space before the colon. It will look like this: Hundred Blades.

Still, these traits that you are telling me having very little to do with Pistols specifically, as it can also be applied to daggers and the sword.

Well i’m just saying, the fact that that has a 1 second internal cooldown makes it a little worthless, if it was “40% chance to set on fire, 1 second cooldown.” I could understand, but not something like vulnerability, which other classes have at there disposal for more and no internal CD.

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What are some ways P/P can be made favorable?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

So, please make Headshot instant and not dependant on animations, like dodge roll.

Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.

Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.

Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)

Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.

Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?

I said move “repeater” to where “body shot is.”

Repeater would be a really fun/proper “2” ability.

I love repeater, but I think it should be a “Low Range” High Damage attack.

Body shot can be the new “3” for solo pistol.

Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.

Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.

I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.

Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_Strikes

Rending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…

Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.

Good point, and notice that they are both major traits on the Adept level. Not sure how you can get more than one vulnerability per attack, but I get your point.

Though, I’m not so sure what this trait has to do with how Pistol skills function. The vulnerability from the trait can only be classified as a bonus.

http://wiki.guildwars2.com/wiki/Hundred_Blades as an example, with http://wiki.guildwars2.com/wiki/Rending_Strikes, I have a chance to get 9 vulnerability on the target.

IF warriors had the thief version.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example with http://wiki.guildwars2.com/wiki/Sundering_Strikes, I have a chance to only get 3 vulnerability max.

For Thieves, if Thieves had http://wiki.guildwars2.com/wiki/Rending_Strikes, I have a chance to get 9 vulnerability on the target if I use http://wiki.guildwars2.com/wiki/Pistol_Whip.

If I use http://wiki.guildwars2.com/wiki/Sundering_Strikes, I only have a chance to get 1 vulnerability if I use http://wiki.guildwars2.com/wiki/Pistol_Whip….

1 vulnerability compared to 9, not balanced.

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(edited by Daecollo.9578)

What are some ways P/P can be made favorable?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

So, please make Headshot instant and not dependant on animations, like dodge roll.

Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.

Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.

Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)

Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.

Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?

I said move “repeater” to where “body shot is.”

Repeater would be a really fun/proper “2” ability.

I love repeater, but I think it should be a “Low Range” High Damage attack.

Body shot can be the new “3” for solo pistol.

Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.

Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.

I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.

Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_Strikes

Rending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…

Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.

http://wiki.guildwars2.com/wiki/Opportunist_
This skill is so unpredictable and worthless its not funny, remove the 1 second internal CD, internal CDs should NOT be on class traits, otherwise start putting it on the other classes traits.

Pistol Mastery should grant pistols 100% chance to pierce, and buff its damage.

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(edited by Daecollo.9578)

What are some ways P/P can be made favorable?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

So, please make Headshot instant and not dependant on animations, like dodge roll.

Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.

Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.

Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)

Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.

Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?

I said move “repeater” to where “body shot is.”

Repeater would be a really fun/proper “2” ability.

I love repeater, but I think it should be a “Low Range” High Damage attack.

Body shot can be the new “3” for solo pistol.

Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.

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(edited by Daecollo.9578)

What are some ways P/P can be made favorable?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

So, please make Headshot instant and not dependant on animations, like dodge roll.

Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.

Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.

Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)

Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.

Repeater, a high damage, but low range pistol attack (450 range.) where you fire at your foe repeatedly, 3 ini, high damage.

Basicly it would be our “Hes at closer range, FIRE!”

Opportunist also needs the 1 second Internal CD removed as well.

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(edited by Daecollo.9578)

Suggestion 100 blades, etc: no more self root

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Posted by: Daecollo.9578

Daecollo.9578

I’d love to see how warriors would do if the root on HB and frenzy would both get removed. HB is still very easily interruptable.

Lower damage by 50%.

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Kill Shot: Myth vs Reality

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Posted by: Daecollo.9578

Daecollo.9578

People saying can’t get 95% Critical Chance…

Posted way to get 102% Critical Chance…

Now get flamed for it…

Signets are amazing actually.

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What are some ways P/P can be made favorable?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

I feel p/p is fine after extensively using it in pve / wvw / dungeons. The bleed effect on the auto adds good consistent dps (if you consistently keep up the 5 stack) and the range allows for a more reckless glass cannon build. I ran 25/30/0/0/15 putting points in 5% pistol and dual ability damage. Quickness + unload and the fact you arent avoiding mob agro as much makes for a very high sustain damage as well as burst with minimal risk. And with the vulnerabilty 10 stack from body shot and the near perma blind availble due to the combo field you have above average group utility.

I think that depends on your definition of “good consistent DPS”. Vital Shot is the worst DPS of any thief auto attack (sans single-target shortbow) by a good margin, but it lets you stay at a safe range and doesn’t burn any initiative.

Unload isn’t “very high sustain damage”, it is definitely good burst with Quickness, but any ability is good burst with quickness. Body shot is debatable as to what it brings to the group unless you’re running a support-heavy build. So we’re back at P/P being low damage, medium utility (or vice versa, due to initiative reliance), high survivability.

Except P/P has no access to stealth, so its actually poor survivability.

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The thief and its gameplay - Your feedback [Merged]

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Posted by: Daecollo.9578

Daecollo.9578

everyone who cries “OP THIEF” needs to roll a thief and realize that they are not. Thieves do EXTREMELY WELL against people who don’t know what they’re doing (that’s about 85%+ of this community.. I’m not being mean it’s just by playing this game for the past few months in spvp and WvW, there are more terrible players than skilled ones.) So OF COURSE there’s going to be lots of people crying OP, yet the funny thing is that thieves actually need several buffs in different departments. And this is coming from someone who doesn’t main thief.

Certainly need some buffs, the stealth should be longer and damage should be increased so I have a higher chance to one shot someone down.

Not really.

Thieves need buffed in P/X, S/X.

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Kill Shot: Myth vs Reality

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

If kill shot is “interrupted, evaded, blocked, missed.” your adrenaline is still full, it doesn’t go away, and Kill Shot is put on a VERY VERY short cool-down so you can almost immediately use it again if you want to.

It works the same way for every single burst skill warriors have. You don’t have 95% all the time. Screen shot or it never happened. Facts are Facts Opinions are not. Most of your so called facts are opinions.

Oh no, I was wrong, I can only get 93% (88%+5% Sigil.) Critical Chance if I don’t focus on it.
http://img839.imageshack.us/img839/5130/gw028i.jpg
http://img685.imageshack.us/img685/8830/26281564.jpg (Non-Blurry Image of Stats.)

I’m 10/20/15/0/20, I don’t have every point in precision, I could have 96% Critical Chance if I did.

Please don’t comment unless you actually play a warrior.

Oh… I just noticed I can get 9% More Critical Chance if I’m full Adrenaline… thats 102% Critical Chance…

This is funny you show me your stats buffed and just proved my point. Unless you are buffed you don’t have 95%. Hence you proved my point in a flawed attempt to argue that you “always” have 95% lol “always mean means 100%” of the time. even if it is 99% of the time that’s not always.

Sigil + Adrenaline Critical Chance does not show up on your character sheet, are we playing the same game?

I have Boon Duration on all my gear, so… my “Buffs” last forever. 48 Second CD On Signet of Rage and 60% Boon Duration = Permabuffs.

2 Rune of the Water — 15% Boon Duration.
2 Rune of the Monk — 15% Boon Duration.
2 Rune of Sanctuary — 10% Boon Duration.
Chocolate Omnomberry Cream — 20% Boon Duration.

30 Seconds + 18 Seconds (60% Boon Duration) = 48 Seconds of Swiftness/5 Stacks of Might/Fury.

Thats… LE GASP… … That means it lasts forever!
/golfclap… I could get it even higher if I wanted to invest points in the silly vitality tree.

If I had 30 points in Vitality Tree… oh my… it would be 57 seconds of Fury/Might/Swiftness… I could even buff myself to 10 stacks of might for a good long period!

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(edited by Daecollo.9578)