I run my Guardian everywhere, and last night I willy nilly made a build that worked surprisingly well. It’s more DPS oriented by far, and I was roaming, takin supply camps, dolyaks, and sentries easy. Took on 2-3 ppl at once, and was winning (albeit one was an upleveled engi), but the only issue I always have is dealing with thieves. Namely D/P thieves that perma stealth. -__-’ Any advice? I’ve leveled one, and I know once I find them, for the most part they drop, but getting crit for 8K even with 28+ toughness is aggravating, to say the least.
D/P generally don’t run with a tons of hp or toughness so you can hit them hard IF you catch ’em.
My advice is to CC them in their black powder.
Or simply put a stealth disruptor trap…
I think every skill (even racial ones) and food is allowed … stacks are a bit lame.
WvW: not OP. D/P is the best thief set for WvW.
this is your opinion… i think S/D > D/P … 1v1 speaking
for roaming, zerg surfing or anything else, well you have 2 weapon sets….What is 1v1? Does 1v1 dictate you can’t run off/stealth and heal ad infinitum? If so then S/D is superior…
Tactical strike is really fast, you can cast 2 of them in the black powder, the first one misses the second one dazes the thief. gg
WvW: not OP. D/P is the best thief set for WvW.
this is your opinion… i think S/D > D/P … 1v1 speaking
for roaming, zerg surfing or anything else, well you have 2 weapon sets….
If this was true, which I think it is not. This would be the stupiest thing Anet could ever do:
“Torment: Added a new Condition called Torment. This does damage every second (75% of a bleed), and double damage to foes that are moving(150% of a bleed). Stacks intensity”
This will only punish the small organized groups in WvW because they relay on movement, were blobs can simply stand still.
Lets just pray this thing will never come out.
Nothing new … they are discouraging small team roaming since they launched the game… first of all: 5 targets aoe cap (dumbest mechanic ever)
Btw a small roaming team will clean conditions more than a zerg… we will se more light+whirl
WHY retaliation has no CD ?!?
WHY does whining have no CD?
Whining is fine man, this is just a l2p issue …
:D
retaliation is fine, now you can see when you get ret damage, if you spam 3 unloads it’s only your fault, and for the first one: hit esc key to stop the channeling.
daendur doesnt play s/d obviously. its a ruined set if even 1 is nerfed like so.
I actually play s/d and even if sr will drop his stun braker part it will still be useful.
condition remove and teleport …
you will still be able to engage / disengage but if you are stunned you’ll have to wait for it to wear off (after having disengaged)
btw with Torment and reduced ini cost of death blossom maybe there will be room for some hybrid build …
we just need some condition damage+critical damage+(vitality or power) equip.
even if it’s true, sd will still be good.
why?
so much drama, theorycraft and hopes going on for a fake patch notes.
i don’t think they are a fake …. all those aftercast changes, skill speed changes, buffs and nerfs seems to be quite real…
tbh it was not nerfed last patch, it was fixed … a teleport with no range limit ? lol
to OP:
yes, it is.
In my personal opinion, GvG is about fighting and smashing in your opponents. I don’t enjoy sieging and I’d like to stay away from a keep as far as possible.
I’d be happy with an open field arena where you could fight another guild, I’m not even interrested in rewards, pride is good enough.
a ranking system is mandatory to see who wins and who loses…
additional skins will be nice …
nothing will solve the problem of zerging until ANet will modifiy how rewards are given.
more rewards to small team fight = problem solved.
Why do people always say that if someone gets hit by so and so skill, they must be terribad? Like youve never been out of stamina, never been cc’d or out of stun breaks before? Not to mention killshot channels thru stealth. Maybe you were concentrating on a fight and didnt see 1500 units away behind you. Abilities like these get landed all the bloody time on all sorts of players. Id love to have killshot on my class.
When I see a rifle warrior my first thought is to keep Whirling Axe or Dagger Storm for that special moment…
to defend and assault keeps, kill guards, take flags, hit doors there already is WvW.
For a 5v5 capture the point there is PvP
GvG should just be about kill other ppl.
Nice idea the special NPC … it should be something like: you create you GvG team, inviting guild members, you speak to NPC, choose the 5 – 10 – 15 -20 team size and be teleported to a special map…
3 … 2 … 1 … kill you opponents, like WoW’s arenas
you gain points if you win and lose points if you lose.
public herald to see best guilds
and special armor/weapons skins that can be used in PvE and WvW
[cut]
I’ve seen several people say that a thief should always run berserker gear due to them having high mobility and the ability to dodge out of the way of attacks, and pretty much not get hit at all.
[cut]
This is not the case of a 25-30-0-15-0 build.
If you want to use this build you should have a specific approach to the fight.
Come in, kill, run out.
If you want to stay in the battle you should use a stealth or a dodge build.
I suggest a x-30-30-x-x and the use of stealth to let your enemies lose their target on you.
you can simply stealth and move few steps away, to not reset the fight but avoid some damage, or stealth and go away if they are too much.
As for the stats you can keep your zerk jewerly + weaps + soldier legs and head and buy valk gloves, feet, shoulders and chest.
Thanks [HI] for the only nice fight we found tonight… too bad it was just one.
@everyone else: zerg less plz.
Stop reporting my replies. This idea is pure kitten. Deal with it.
let us merge 4 parties, see ppl on the map and put a /face button (maybe just for frendly units)
there are good thieves even in wvw… if they are better, it depends only on their opponents.
Just learn 2 dodge that kill shot, rookie.
why dodge it when you can Whirling Axe or Dagger Storm it ?
because thief is OP and stealth has no counter …
/sarcasm
i got /laughed by ppl after they killed me 4v1 or even more…
sometimes i laugh when players avoid the fight, when they don’t even come out from the wp …
the problem is there aren’t emotes like /spit or /rude
enter the camp
switch to D/P
5 111 5 111 5 111
go back to D/D
of course you should use the build that you prefer, but leave Shadow’s Rejuvenation for Feline Grace is dumb… no matter what.
You invest in SA but you will not take the most powerful trait of that line.
This is not a play style choice (like could be a 30 30 10 or a 0 0 30 20 20 or everything else)… this is just a stupid choice.
imho.
consider soldier for chest/leggings , due to the bad rate crit dmg/attribute.
you don’t look for build suggestions so I won’t tell you that x/x/25/x/x is laughable.
Any FSP or AS guild doing small team roaming ?
I mean 5-10 ppl …
I think we should name a border stay there…. if there is someone interested, write below.
bye
Zerg is boring. Don’t follow a zerg, let them know how stupid they are playing like that, insult them if necessary…
Perfect example of how jacked facing a thief is right now. I’m fighting a thief as a turret engie (Ya I know, but it’s fun :P). Hit him a few times and place my turrets as he enters for the kill. Pop my turret abilities and he gets perma-blinded, has like 10 seconds of burning, has 6+ stacks of bleed, Rocket Turret lands the first knockdown, I time the supply crate for the second stun, rocket turret knocks down a third time. All knockdowns in a row without him being able to act after eating the first one.
At this point the thief still has all the burning, bleeding, and now poison on him, is at 5% hp, and is stunned on his back while immobilized. Shadow Return, Hide in Shadows, runs away at half health with no conditions on him already out of combat.
.
.
.
So lets add this up, shadow return removes 3 conditions, teleports you back to where you started from up to 1,200 away, and breaks stun instantly. Hide in Shadows removes all damaging conditions, so any conditions that hurt would be gone and the thief is far away stealthed and running away.I really don’t know what more I could have done. I condition stacked, immobilized, stunned, and generally wrecked his face but he gets a get out of jail free card. I mean ya I wrecked his face because he was blatantly terrible (rocket turret knockdown is MASSIVELY telegraphed), but he still doesn’t even have to die for being terrible.
You have 10 seconds to use Shadow Return. So, if the thief came on you using shadostep (only way to activate shadow return with the 3 conditions remover), you simply have to wait more before burn out all your abilities.
If, as I think, the thief started with steal, he didn’t have shadow return, but shadowstep, which is a break stun but doesn’t remove conditions. Anyway shadowstep + hide in shadow + remove 1 condition entering stealth + 1 every 3 seconds is a powerfull combo.
The problem is shadowstep has a long cooldown, so I suggest to put pressure on him without using CCs and make him use his shadowstep/roll for initiative to gain distance and time. When thief’s abilities are in cooldown use stun/knockdown and whatever you have.
Almost every class has powerfull escape abilities, to win you have to make your opponent waste his.
over 1M on a rabbit.
How about rewarding scouts? If you knew someone’s going to your tower a minute before they even got there, rather than finding out by seeing swords on the map, surely you’d have plenty of time to get in it and defend.
Currently thieves get absolutely nothing for having a perma-stealth, survivable build and shadowing enemy groups, when that’s probably the best thing they can do. Fresh, constant intel is of such high strategical value, and the person providing it will often only get armour repair bills for it. Staying alone and hidden behind enemy lines, shadowing enemy groups can be a lot of fun, but it stops being fun when you get absolutely no badges for it.
There is no glory if there is no battle.
You can have a perma stealth, solo roamer build and spot enemies here and there and call your mates, but when they arrive, you should fight… if you win you’ll gat your badges
I dont see how making something HARDER to attack (like guards 10x stronger) would make it more fun to defend against being attacked, since less people would be able to attack it. That’s like saying arrowcarts has made it more fun to defend – it really hasnt, its just made it a hell of a lot easier.
guards can be pulled far from the tower and killed and they will give defenders enough time to reach to tower and try to defend it.
The point is: you should not stay inside a tower waiting for someone to attack it, you should go out roaming and go to your tower only when it is under attack.
Well WvW is PvP (I hope), and pvp is in fact killing other players.
So indeed I think killing players should be rewarded more than any other thing.
I hope you are meaning the way in which you kill those players.
We should absolutely try to penalize somehow the zergy gameplay while incentive the medium and small scale pvp.
Am I wrong with this assumption?
WvW is about more than just PvP. Winning in WvW requires people building things, repairing walls, scouting, escorting dolyaks, etc. We want to continue to improve the rewards for doing those things as they facilitate the rest of your server capturing locations and killing foes. If you are helping to win the match, we want you to see rewards for that.
That will bring to players avoiding fights just to run safe to the next flag, or dolyak and get more XP.
Defend a tower should be rewarded only if someone is attacking that tower.
Escort a dolyak should be rewarded only if someone actually attacks the dolyak.
1 player capping a camp with no enemies inside should get NO reward… while 1 group of players capping a camp defended by 1 group of enemies should get a good reward.
otherwise we’ll see ghost zergs capping point and fleeing from battles.
1: just make guards 10x stronger, with a longer respawn time (hard to kill but long respawn).
2: if the tower/keep is claimed by a guild and a group of players kills a guard a message in guild chat will appear saying somthing like that “xx invaders are attacking your tower/keep”
no more need to sleep inside towers, stronger guards will prevent 1-2 ppl to take it, longer respawn time will grant enough time to use rams, guild groups can “call” other guild groups by attacking their tower, claim starts to gain meaning
In addition we will be continuing to find ways to reward players who are doing more than just running around and killing other players.
So you want people to do more pve in wvw ?
You have to find ways to reward players who are running around killing other players.
WvW is supposed to be PvP not PvE … kill a player often give less wxp than a dolyak -.-’
Dear OP,
ANet already answered to your question:
Skill: Toxic Unveiling Shot. Removes stealth and applies poison to target. (25)
and
http://wiki.guildwars2.com/wiki/Stealth_Disruptor_Trap
Hello,
do you know which could be a color similar to backpack flower ?
ty
point of spvp is cap objectives and you can do it only out of stealth, so an evasive build is better than a stealthy one… imo
As a non-stealth thief this doesn’t change anything for me, ha!
yeah, you’ll die exacly as you did before.
lol. loved this +1……. non stealth thieves die fast in wvw :P….can get by in spvp/tpvp tho
ok, if you play spvp/tpvp you are right and you don’t need stealth.
What if you don’t play wvwvw, that kinda makes it redundant.
ok, let’s make this change only in wvw, since there is already differenciation between pve/wvw/pvp
As a non-stealth thief this doesn’t change anything for me, ha!
yeah, you’ll die exacly as you did before.
Last Refuge is one of the most discussed trait…
Use Blinding Powder when your health reaches 25% (90-second cooldown).
sometimes it saves your life, sometimes it makes you die.
If traps are meant to counter stealth bombing and not avery single thief out there, I think ANet should change LR to something like:
Anti-stealth trap effect reduced by 80%
It will be a 6sec revealed debuff (double duration of normal one)
/discuss
RandomPlayer: I hate thieves. They are soooo OP because they can stealth !!!!
Thief: Ok, but mesmers can stealth too.
RandomPlayer: Mesmers has just a couple of abilities to gain stealth, thieves disappear every other second
Thief: …
ANet: anti stealth trap…. ahah
RandomPlayer: this effects Mesmer’s more than thieves
….
I think you do a lot of random stuff… also they where pretty bad… leaving you downed in the refuge, no comment.
next trap will prevent the use of a 2H weapon for 30s ….
fair ?
traps that lasts for 1 hour should have a cast time longer than 4s … something not doable in combat.
I say 30 seconds cast time for 30 seconds reveal.
If you want to set a trap you have to do it before starting a fight.