“This one match, I had teammates that played badly and since the enemy team never makes mistakes, I am the clear victim of a system that doesn’t recognize how much of a pro I really am, so now I’m going to make several threads in the PvP forums to throw a fit over this since raging in chat just wasn’t enough.”
Yep, it’s always someone else’s fault and the person raging in chat is clearly the one who has everything together.
I don’t know why this isn’t a slam-dunk. Your personal ability is not at issue. Matchmaking is all about putting similar teams together. If someone, like the OP, has 45 losses to 5 wins, then matchmaking is clearly broken for him, meaning that it’s broken. Period. All this insulting Troll Advice is nonsense. Explain the 45:5 ratio. Cooldowns, classes, strategy, etc. doesn’t do it.
My own experience isn’t that of the OP but my matches are often wildly one way or the other. And when I do win, I get 2 pips about 50% of the time. As I understand it, that means I was paired with a better team (compared to mine.) Doesn’t that tell you outright that the matchmaking is not designed to match similar teams?
I wish they’d go back to the scheme used for the first part of last season. It was a lot more fun and reasonable. Once they switched, I never left my tier, even after 80 games.
It’s not a slam dunk because you, just like the OP, is running on the faulty assumption that there’s always 10 people online queueing at the same time as you who is at your same skill level. If you’re at the bottom of the 10 lowest skilled players online at the time you’re playing, then you will be at a disadvantage, no matter how good the matchmaking algorithms are.
And remember that we’re talking about human beings being paired with eachother here. There are limits to how well mathematical algorithms can arrange these things.
This isn’t saying that the matchmaking is perfect or even fine, but you can’t just say that there’s something wrong with it just because of a losing streak, particularly when the player experiencing this is clearly not on par with the majority of PvPers.
How do you know that the problem isn’t just a lack of available players of the OP’s skill being available? Unless you have access to all the data, you can’t really know.
So no, it’s not a slam dunk.
I made a video of my gameplay so that everyone accusing me of being a bad player can see for themselves the reality of my gaming experience. Hypothetically, even if I am a bad player, I should still have a higher win/loss ratio than 5/50 ranked games won.
…
Support Cleric Elementalist Gameplay: https://www.youtube.com/watch?v=nZ_1sDVt_rI
Ok, let’s take a look at the video:
1:33 – Match starts
1:33 – 3:05 – You run to mid and walk around toss out a big of negligible damage while outnumbered on the point. Your team went for side points, so you didn’t really accomplish anything by doing this. Since you stood up top, you didn’t even contest the point.
3:05 – 3:30 – You rotate to home after a teammate pings for help. Good job.
3:30 – 3:40 – You blow your CC at the start and miss. Your teammate who was at low HP goes down after this and you’re left with nothing to prevent the stomp, leaving you in a disadvantaged fight.
3:40 – 4:47 – You bunk as well as you can and after getting enough help from respawned teammates, you finally win back the point.
4:47 – 5:07 – You rotate to mid.
5:07 – 5:36 – You can’t add enough damage to down the necro in time, but at least you decapped and contested the point for a bit.
5:36 – 5:40 – You wait too long to cast rebound and a teammate goes down. You throw down your CC field and again miss (if you would have tossed it on your ally, you could have stunned the stealthed mes). You blow rebound, but don’t save anyone and instead of assisting the rez, you also blow both dodges and back away. If you would have rezzed, you could have popped mist form to prevent taking damage or getting CCed.
5:40 – 6:00 – You indecisively run back and forth towards the enemies, then blow mist form while you’re at near full HP as you run away.
6:00 – 6:33 – You follow the thief who rotated to far to decap.
6:00 – 6:59 – You bunker down with the thief and manage to capture far.
6:59 – 7:26 – You revive the thief. Good job. You miss the stomp because you didn’t pop mist form. Bad job.
7:26 – 7:52 – You bunker down, but eventually get fully cleaved. Mistform has still not been used.
7:52 – 8:12 – You revive.
8:12 – 9:12 – You +1 at mid and win the point. Good rotation.
9:12 – 9:43 – You bunker down as enemies start piling up and miss the opportunity to lightning flash to the ledge and rotate away.
9:43 – 9:57 – You revive. GG happens a bit later before anything else happens.
So, you made a few good decisions, but unfortunately were dead weight for most of this match. All flaws with your build aside, you’re running a support build, but are rotating as if you expect people to follow you instead of following people and supporting them.
Even when you do end up in fights, you’re missing crucial CCs and don’t seem to know how to use mist form to revive/stomp, which is one of the biggest reasons this skill is worth taking.
You can blame the matchmaking all you want, but honestly, I don’t see how you think you are entitled to wins when you’re not really contributing much towards them.
Anyways, here’s my advice:
If you stick with your support character, start following your teammates a bit more instead of pioneering to the rotation you think is best. It’s better to support a bad rotation than to make a good rotation to a point where you’re without any teammates in a build not meant for 1v1s.
Consider these alternatives:
– Only queue for Stronghold and use your healing on NPCs. They at least won’t run out of your heals and you’ll always know where they’re going.
– Run a more damage or CC-centric build. You would have contributed a lot more in this game if you were just mindlessly spamming AoE damage/CC from a distance than just spamming small heals and missing clutch stomps/revives.
– Run a more solo-friendly build. If you don’t like the idea of following a bad rotation, then run a build that is more 1v1 capable or at least can down an enemy before they get backup.
– Simply practice your build more and try to remind yourself of your cooldowns. Awareness of long cooldowns takes time, but it makes a big difference.
Looking at most matches, that just shows matchmaking is not working properly.
You just had rng luck on your side.
That’s a lot of RNG luck…it’s carried me to sapph so far and I’m still waiting to lose a game where someone on my team doesn’t DC.
I like how the OP assumes that they know exactly how their skill compares to 9 other people that they’ve probably never interacted with outside of that one game.
Oh PvP forums…you never cease to amuse me…
My Two Cents :
- Rework the “Skyhammer”:
- Make it available only at certain times, (aka 11:30, 8:30, 5:30, pretty much like “Med” on ToSS).
- Place some sort of bonusses inside the underground passages of the map.
- Give it 6 uses and enable it for 1-2mins only each time.
- Increase the rotation speed of the Hammer
- Give it two types of ammo, 1, the current AOE dmg strike, and the 2nd, a healing shot with Condi cleanse.
Reasoning:
- I think the Skyhammer itself, the cannon I mean, its fun, but how about if we give it a healing factor too? and make it available only during certain times, that way people wouldn’t zerg it from min 00, they will (or should) try to cap first, fight on points until the “hammer” is available.This is an awesome point and something I really wanted to ask you (the PvP community) so thank you for bringing this up.
- Which secondary mechanic do you like more: A secondary mechanic that is always up and has constant impact on the map or a secondary mechanic that comes up periodically that maybe has more impact on the map?
- Do you think secondary mechanics should ALL be swing mechanics or can there be some maps secondary mechanics that are more focused on snowballing the match?
- If you could rework the Skyhammer secondary mechanic what would you keep and what would you change?
1) I definitely prefer a secondary mechanic that comes up periodically and can potentially have more impact. I think this breaks up the flow more and puts in more depth to strategy than just waiting for 350 points to rush lord or to try and just control a 4th area for a different advantage (i.e. treb or skyhammer). I mean, good players will know the depth of when to rotate based on who is where and how each fight is going. However, when an objective pops (beasts spawn, tranq pops, etc.), it throws a wrench in all those plans and adds a new layer of complexity.
That being said, the lords on Foefire are probably my favorite of ‘always up’ secondary mechanics.
2) Not sure, but I think swing mechanics make for more epic and memorable games.
3) This is a tough one. I think that whatever it is, it needs to be a bit unique. Right now, Skyham is just too much like a shared treb in Khylo that can’t be destroyed. Here’s an idea though: At set times, there’s a button that gets charged up, located where the hammer is (or would have been, rather). Pushing this button should still require a bit of a channel, but when pushed, it triggers a poisonous gas cloud on the side nodes that hurts enemies and a damage-boosting electric shock to friendly players on the mid node (maybe even make them grow in size for flavor). This would make it rough for glassy roamers to cap side nodes while also giving bunkers on mid a chance to win fights on mid.
I think this could give a decent swing mechanic that could potentially be powered through if a team decides that they want to focus more on point capture than the secondary objective (similar to how a team can ignore the enemy treb on Khylo if they want) while also potentially giving a team the push they need to swing a game in their favor.
Variation of the button idea:
- When button is pressed, it triggers spinning golems to sweep across a point. Enemies can stability/dodge through them or AoE them down to counter. This may make for a more interesting match to watch.
You can only “grind” to a high rating if you have a positive win rate, so the rank is still earned. If you can get to legendary easily with a much higher win rate, then good for you, but that doesn’t mean the other person wasn’t any less deserving of a legendary rank.
I mean, it would be like saying that someone doesn’t deserve to be a pro athlete on an NFL team just because they weren’t the first draft pick.
The OP argument is valid, it useless to blame him for his shortfalls when the MMR algorithm says:
We will match you with folks around your MMR but won’t consider your team MMR to find you opponents.
I belive what the OP want is a system where each team has a 50/50 chance at winning not a jumbo slot.
well, if that’s the OP’s view, he is just plain wrong.
I mean, he is right if he wants even matches, but why should the matches be even in a league?
let’s put all footbal teams in the same division. Let’s call it amber division. During the season, all the teams have the chance to reach legendary division, but, here’s the catch, Barcelona only gets to play against Bayern Munich, Real Madrid, and PSG. Meanwhile, Swansea gets to play against third division teams…. from Central Asia.
At the end of the season, Swansea is up there with Barcelona, while Real Madrid is still in amber trying to beat Chelsea…. Fair, right?
I just realized that I’m way to American to follow your analogy…especially since I started thinking of teams like the Cowboys, Vikings, etc. when you said Football, lol!
That being said, I get your point and agree that a player with the skill level to cap out at Legendary shouldn’t necessarily be playing difficult games when they start working through the beginning tiers.
I can’t say why dungeons were abandoned, but I can say it’s one of the reasons I resubbed WoW. =P
Eh, I could care less about underwater, but I do wish that Rocket Boots were good enough to fit in some decent build. At best, they’re mediocre for open world PvE, which is sad since it’s an incredibly fun skill.
I’m actually pretty sure that those shoulders are from the Rubicon set (the Karma exotic armor). It’s just showing the left shoulder on the right side:
http://www.gw2armorgallery.com/armour/charr/medium/charr-medium-karma-temple-male-small.jpg
Sorry little medic gyro buddy. Maybe one day you’ll shine, but we got a bench and you know what? You keep that bench warm and I’m sure that counts for somethin’!
So, chin up! You may still be useless, but we still love ya!
Nicely done Leeto. Thanks for sharing your achievement here. I think the “pros” who are only held back because they think everyone else on their teams are the problem need to be offset with people posting stuff like this.
If you’re trying to 1 v 1 as a thief, then that’s probably why you’re having so much trouble with the profession.
I’m far from any sort of pro, but I made diamond last season before any of the thief buffs playing thief.
If you want to win games, focus on these 2 roles:
1) Rotate to points where your teammates are in a 1 v 1 or 2 v 2 and burst down targets at low health. Rotate away from the point as soon as the target is down. Your teammates can deal with downed state. Just make sure another enemy isn’t incoming to them.
2) Decap uncapped points quickly, then get back to help your team win fights.
Never get in a fair fight. Focus on making sure your team has the upper hand in any fight that starts out as an even fight. Utilize the living kitten out of your superior mobility at all times. Play to your strengths and play a thief like a thief, not like any other profession.
Best advice I can give:
Never take anyone seriously who thinks they can evaluate you as a player from a single PvP game.
Stop playing theif problem solved
Okay, then explain this. Rumor has it, necro is one of the strongest classes in the game for pvp.
Doesn’t matter with the class people are playing, it’s basically RNG when you reach Ruby in SoloQ this season…
Im in emerald.
That’s really weird…
I started the season a bit late, but I’m 1 pip from finishing emerald and have yet to lose a game (aside from 1 game with 3 DCed teammates that doesn’t count, lol).
I’ve also been working on the profession win achievements, so this has been done while playing Thief, Engi, Mesmer, and Revenant. I’m a thief main and have played engi a decent bit, but have played a total of 41 games on mesmer and 26 games on revenant in the history of my account (3,438 matches total on my account).
I was tempted to make a new thread on matchmaking since my winstreak is so strange, but it’s been the total opposite of your experience.
Lots of good points from the OP, so +1 to most of that, but I’m going to nitpick on #4 and 5:
There need to be some decent low skill builds that do decently and I think that there should be a good number of PvE rewards in the game.
The reason is that the PvP community will always need a healthy dose of players, including casual primarily PvE-focused players who are lured in for rewards. The reason is that in reality, very few players are 100% PvE or PvP focused, even if many of us gravitate primarily to one of those directions. That crossover is crucial to helping prevent player burnout and to maintain a strong playerbase for the game overall.
I know it can be annoying to have ignorant players on your team who don’t care to much about being great PvPers, but that’s a problem for matchmaking. Group those players together as much as possible so that they can have an enjoyable experience and you’ll do the game overall a lot of good.
And those players will need some simple build options. Players will never become strong at learning basic map rotations and PvP strategy if they’re too focusing on trying to figure out if they need to be attacking in fire attunement or cleansing in water or bunkering down in earth, etc.
Don’t get me wrong…I don’t ever want to see anything like turret engis become strong enough to pose a big threat again and I think that the top tier specs should be nuanced and reward skillful play. However, beginning players need to have some build options so that they aren’t overwhelmed by just playing their character and can learn from the overall PvP game without being at a tremendous disadvantage.
Almost certainly PvE only sigils…
…but the fact that these sigils that are not only not confirmed to ever be added, nor is there any proof this will make it to PvP won’t stop people from losing their kitten over this.
But…but…Helseth said that mesmers would be bad after the balance patch!
=P
Not a critique an observation that lots of people have made and requested.
Nah, it’s actually a pretty passive aggressive comment that’s pretty full of bitterness.
Wow, really? That’s sad…
I feel bad for people who want to play condi and don’t already have their Vipers set. That gear was a pain in kitten and I actually thought that now people would have a less miserable option.
I gotta say though…after all the grind I went through in HoT, I decided to resub WoW and I appreciate it a lot more. I mean, you still have grind and gear treadmills, but you also have a lot of unique fun content you can do while you get the gear you need.
I can see it now:
Players steps up to statue to show how much dps they can do. Raid group lets in the highest dps players who all put out amazing numbers.
Raid group wipes constantly due to lack of dps because it’s a whole different ball game to do great dps when you’re running around avoiding damage and handling boss mechanics.
I’m not a WvW player (more sPvP oriented), but in general, I’ve found that deciding between the two generally depends on your access to fury outside of traits. If you run Thrill of the Crime (or use the CS tree for some reason), go with Scholar. Otherwise, go with Pack. Also, if you’re using Bound over Dash for some reason, you may also want to consider Pack since you’ll be lacking swiftness.
Personally, I prefer Scholar with TotC and Dash.
I’m not sure if the OP understands what questions are. Just putting a question mark at the end of a sentence doesn’t make something a question, lol.
I gotta be honest…I’m really glad that there is a support role out there and that Druid has brought that to GW2, but I really do wish that it was possible to play druid as a non-healing, damage-focused character that wasn’t built around Sparkly Form.
Sadly, Rangers were never really great at DPS and with the Druid spec, there’s pretty much no better way to build a ranger for 95% of the game.
After reading the replies here…I’m kinda glad he’s leaving the game. Only question I have is how long until he quits the forums too?
So, I am running this build – http://gw2skills.net/editor/?vZAQNAoaVn0MBNmilOBGOB8PhFqiyLE+gSoLBCgDYu6/+xH-TpBFABLcIAa4IAE/+DAcCAEvMABPAAA
and my question is… what’s wrong with this build exactly? I’ve been using it successfully for quite a long time, being able to both kill and be killed by other thieves. My main questions are about certain things contained at this build – why shouldn’t I use something, because other ppl use something different.
I’ll touch on a couple general principles that apply to the answers below real quick before specifically addressing your questions.
D/P Thief excels because it does a few unique things exceptionally well:
- Quickly moves to points to make decapping a point advantageous to your team.
- Can jump into a fight and burst a low hp target before they can see you coming.
- Can strip stability to prevent many safety stomps/revives.
- Has access to headshot, which can reliably and frequently interrupt skills/revives/stomps.
D/P, no matter how you spec or build for it is not good at:
- Engaging in the middle of a big team fight for any extended time.
- Outlasting or out-sustaining fights.
- Being a 1 v 1 hero (even if you can win some 1 v 1s, this is seldom a good idea compared to what you could be doing otherwise).
1 – Bounding Dodger – why should I use Unhindered over it? I mean, I think that Bounding gives a lot better finisher and also increased the dmg/gives the “stomp” dmg, while Unhindered gives me only swiftness, reduced dmg taken, erases mov. imparing effects and gives u (useless I think) finisher. Bounding gives a lot more backstab potential and higher initiation dmg (standard combo – pistol 5, begin dodge > Steal, 1 [u get stealth for backstab]), also with the acrobatics traits I use (I will proceed to it later) also u gain some swiftness.
The basic reason for this is that while Bound is a really strong dodge for duels and actual combat, it comes at great expense to your mobility. You have all the tools you need to bring heavy burst to +1 and Bound just isn’t needed, even if it is helpful.
It’s pretty much the same reason you run Marauder’s amulet instead of Berserker. Yes, there are ways to increase your burst and Bound is one of them. You can bring Impairing Daggers, Fist Flury and then use Black Powder -> Impairing Dagger -> Bound -> Steal -> Backstab -> Fist Flurry to burst anything that’s not blocking/evading in a second, but that doesn’t mean that it justifies everything else that you can’t do by investing in these skills.
2 – Acrobatics – why would I take Deadly Arts instead? I don’t find (standard) double stolen usage more useful/ some dmg increase compared to stun break, a lot more endurance, 2s evasion (or condi cleanse every 20secs) and some bonus initiative (like really a lot if u keep in mind that u have as DD huge amound of dodges + you get huge amound of endurence regen with acrobatics).
There’s a couple reasons to this below, but in general, DA is a trait line build for bursting, whereas Acro is designed to help you win sustained fights. D/P is a burst weapon set and even outside of this, thieves generally don’t do well in sustained fights. Here’s how DA plays towards burst:
1) Mug applies burst on your basic steal combos
2) Panic Strike immob works perfectly for when you +1 a low HP target to keep them from line-of-sighting or fleeing damage from your ally as well as from you.
3) Even if you don’t like Improv, Executioner is again a huge damage boost to low hp targets.
3 – Distracting daggers – over ??? – Let me explain – after HoT I really don’t know which spell should I use as my 3rd. Some people use Impairing Daggers but it’s not very useful if you will keep in mind, that you will face so much condi cleanse other classes have (let’s be honest, it doesnt work for druids at all), the same goes with mesmers (not mentioning the invuln. this class has now) and eles. I find distracting daggers nice if you really know when to use it. It will increase enemy’s cooldowns and hit them with pulmonary impact which is both uncleanseable and unblockable. Some people also use Fist Flurry. but let’s face it. Noone will stand in one place and get that whole dmg it can make.
Distracting sounds great in theory, but the pre-cast restricts your window of opportunity and limits your ability to land an interrupt when you really need it (such as against an enemy heal).
As for what else to bring instead, that is easily Shadow’s Refuge, Blinding Powder, or even Inf Sig. I’d argue Blinding Powder is probably the best option since the instant stealth gives you an edge in a lot of situations. You can prevent stomps with it more reliably than SR by popping it at the last second if you have an ally that is still attacking in downed state. If you’re in a coordinated group or at least are playing with higher caliber teammates, it’s also great for AoE stacking stealth. Finally, while it’s not a stun break, it can save you when stunned often due to the blind and ability to use while stunned.
There’s two other things I would suggest for your build as well:
Impact Strike I strongly suggest playing with this skill a bit more if you haven’t. Here’s why:
1) With decent timing, you can fully spike a downed enemy as part of your burst rotation since it hits very hard. Even if a target isn’t downed after using Upper Cut, Finishing Blow will spike the target if it deals enough damage to down them.
2) The increased spike time in general will make or break so many fights, especially since the patch that eliminated quickness stomping since this is the only fast-cast spike in the entire game.
3) You have a decent window of time between each chain, so even if a target gets ported, such as a thief using downed skill or a ranger using Search and Rescue, you still are able to move to their location and finish the chain. Feel free to try this out in the mists by using the first chain on one golem, the second on another, then the 3rd on another.
4) Even outside of the spike capabilities, this is a great skill for general CC and damage. The short cooldown allows you to get the upper hand in fights and this is especially useful when fighting necros.
BV is good and the unblockable change is nice as well, but the cast time keeps you from ever really being able to land this to prevent a heal through shelter or anything like that anyways.
Daredevil Runes These aren’t doing you a lot of good when you’re running a marauder amulet. I mean, these are great for Valkyrie staff builds, but the toughness isn’t really helpful and you just don’t get much damage from runes that guarantee a crit on an attack that was probably going to crit anyways. I mean, take a look at your build. You have a 63% base crit chance, which goes up to 80% after Steal since you have TotC specced.
I’d recommend Scholar runes since they’re very strong for a bursty +1 playstyle, but Runes of the Pack are another good option. You can even consider running Flanking Strikes if you go with these since they give you access to fury.
edit @ Midi: I’ve noticed that life steal in general doesn’t seem to hit the combat logs, but I have seen the numbers appear on targets when this happens. I can’t remember Sigil of Blood specifically, but I know that I’ve seen this when playing around with Skelk Venom and Sigil of Leeching.
(edited by Dahkeus.8243)
Oh this is a great thread. Thaddeus, does it mean that if you put buffers into a separate group, they give boons to all 10 players? Am I right when I say that chrono+herald in group 3 first give boons to group 2, and then group 1, and then again group 2?
Basically I want to figure out the mechanics behind giving out boons and why to divide squad into more than 2 groups.
There’s a discussion on the GW2 reddit about this topic that you may find interesting:
https://www.reddit.com/r/Guildwars2/comments/45biuy/king_raid_party_composition/
Well…thieves generally don’t need much condi clear since you can often just blind/evade condi application or shut down the target with CC. Condi thief, however, often is one of the strongest anti-thief condi builds since it can evade the CC and blinds while also tossing out enough AoE condi to keep up pressure on stealthed targets.
I’ve played around with condi thief a bit lately and it’s definitely a strong choice for countering thief and burst-heavy teams. However, it’s still a pretty 1-dimensional build without the utility and flexibility of something like D/P.
It’s pretty also strong for Stronghold since you can evade attacks while peppering NPCs with condi, but staff DD seems to do the same thing, but better.
I was watching Sindrener’s stream and I think he explained best why S/D isn’t what it used to be. It’s not so much due to the nerfs to the weapon or traits themselves. Instead it’s more of a result of the meta not being as slow as it used to be. S/D worked really well by going to far points and winning the 1 v 1s, but that’s a strategy that doesn’t work as well as it used to.
edit Also, I’d agree that staff does the team fight aspect of what S/D used to do better. It can evade into a team fight and lay down heavy burst cleave.
If you BP→HS towards someone, they’ll generally see the backstab coming. Here’s some tips:
- BP and HS in the opposite direction so that it looks like you’re running away.
- Wait a half second before porting and backstabbing to bait out any dodges
- Use Shadow Shot instead. Steal is a big cooldown and the stun you get from using it is usually better utilized in a different part of the fight.
Personally, I’d say that a BP/HS/Steal/BS combo is something you only really want to use when you’re joining a fight where the enemy doesn’t see you coming.
I find the use of those terms distasteful. It hardly ruins my life, so please, keep your preachy life counseling to yourself. I’m not sure what makes you think that you’re some model of how to think and feel, but I have zero interest in your advice regardless.
I swear, something like this was pretty much inevitable. So many people trying so hard to tell other people how to live their lives…
And yet YOU try to tell us we can’t say ebola. Who’s the one telling who to not say something here?
Umm, you may want to read what I actually said. I never said what someone should or shouldn’t do. I said that I thought it was tasteless, but I never said said you can’t say that word.
You didn’t say not to say that word, but you did say not to share his “preachy life counseling.” He was offering his perspective, not telling you how to live your life. You responded in a very aggressive way that many would find far more offensive than using the word ebola or cancer. When someone offers thoughtful, well-meaning advice, you certainly don’t have to take it, but shoving it back in their face is not usually appreciated.
He was offering unwarranted advice. If I was to go around saying that accepting Jesus into your heart, it would be no less preachy. The absence of religion from his argument made his pushing of his flawed and arrogant opinion no different.
There’s a difference between having an opinion and giving advice. If you can’t tell the difference or feel that you don’t want to because of your own biased opinion, then please move along. You’re doing nothing productive here.
Oh and just because he was “well meaning” doesn’t mean that his actions still weren’t problematic. I don’t care how much of a nice guy he was trying to be, he failed at it and was pretty insulting at the same time (“don’t let it ruin your life”). Intentions are great, but it’s the outcomes that matter.
(edited by Dahkeus.8243)
I find the use of those terms distasteful. It hardly ruins my life, so please, keep your preachy life counseling to yourself. I’m not sure what makes you think that you’re some model of how to think and feel, but I have zero interest in your advice regardless.
I swear, something like this was pretty much inevitable. So many people trying so hard to tell other people how to live their lives…
And yet YOU try to tell us we can’t say ebola. Who’s the one telling who to not say something here?
Umm, you may want to read what I actually said. I never said what someone should or shouldn’t do. I said that I thought it was tasteless, but I never said said you can’t say that word.
My one big concern was the potential aoe loss of vault/bound/wc. Do you still do okay against big groups with lotus/db?
Yea, lotus/db are also AoE. It has less max targets (3 max, vs 5 on staff Vault) though.
One people cleaving can delay the res significantly. Res speed is affected by healing power, this is why you are baffled by the speed. The Ranger is most likely running the Menders amulet which makes him very glass and vulnerable to focus fire. It can run away perhaps but it cannot sustain vs 2 people for more then a couple of seconds.
This. If your thief and rev are aware of the druid when someone gets downed, they can teleport to him, interrupt him with steal if running stab, and delete him in a few seconds, while cleaving the downed. Only problem is when the druid positions himself in a really good position like outside the clock tower or under the Keep on Niflhel where you can have some problems noticing the druid, but even then you can still just teleport to the downed body ez pz, so even if its really strong, I dont think it doesnt have counterplay… Which should be looked at is conditions staying or not on the body, ause I have not noticed it but if its true that poison doesnt stay on the body when teleported then it really sux
I agree…kinda…but not fully (at least regarding thief).
You can interrupt the druid, but the pet keeps rezzing, so this doesn’t necessarily counter, unless the druid is either running a squishy amulet or is at low health.
I’m considering moving my more or less meta zerker thief to viper/sinister condi instead. Does anyone with experience making this change have suggestions for or against? I probably do 60% open world and 40% fractals/dungeons, but I’d like to get into raids eventually too.
So, while I haven’t raided on thief, I have recently put together a condi set which I’ve been using quite a bit. Here’s my experience on condi vs power for thief builds:
Pros of Condi:
– Tons of evades as part of the damage rotation makes it easy to survive
– Chews through breakbars very quickly with shared BV
– Deals much better DPS than most expect
– Whirl combos work great with fire fields and ethereal fields
– Scales better with Alacrity than power since so much damage comes from cooldown-based utility skills
Cons of Condi:
– Evade-based rotation often makes it easy to fall off ledges (sometimes you just need to aim towards a wall and drop your target to control movement)
– Relies on filling utility skills with damage, so it’s tough to fit in stun break or refuge without affecting dps.
– Low access to swiftness unless you are solo running Trickery
– Vipers/Sinister gear is much more expensive than zerk
Also, here’s what I’ve been running. Trickery can replace SA when you’re not in a group.
http://gw2skills.net/editor/?vZAQNAoYVn8lCFNhdmCeNB8PhlWCTLAEiWAcLqjQRY+EuCfhA-TBSAQBhUZQEV/5SKBDo+ABu/AAeCAYTpn0OFAkCYRlVA-e
Honestly, I expect that the actual dps of venom share is higher than what many people calculate since lifesteal is not listed in combat logs (and won’t show up in a legal damage meter) and since fire fields are common, you get a good amount of extra dps from burning.
(edited by Dahkeus.8243)
Yea…I gotta admit that as happy as I am to see “Search and Rescue!” getting some love, it is dangerously close to making druids the new Rezzmers.
They will just one shot you with True shot, if not from the traps, trying to contest or decap against them is usually pointless, even worse without shortbow.
You know, you can just dodge that. It’s a pretty obvious animation (bow pulled back with glowy blue light) with a 3/4 second cast time plus projectile speed.
Or line of sight it.
Or blind it.
But agreed that jumping into a 1 v 1 against a DH is generally not a good idea. Just rotate to a fight somewhere else and +1 instead.
I find the use of those terms distasteful. It hardly ruins my life, so please, keep your preachy life counseling to yourself. I’m not sure what makes you think that you’re some model of how to think and feel, but I have zero interest in your advice regardless.
I swear, something like this was pretty much inevitable. So many people trying so hard to tell other people how to live their lives…
Raid timers aren’t intended to increase difficulty. They’re just there so people don’t cheese through with super tanky, low dps builds that can afford to stand in bad circles without dying.
In other words, boss mechanics provide the difficulty. Raid timers just make sure you don’t get to rid through with training wheels (defense stats).
If GW2 was a duel-based game or had WoW-style arenas, bound would be really strong. However, in a Conquest dominated game, the cost of not using Dash brings Bound down considerably.
For that matter, many people refer to things as “cancer” or “cancerous.” Pretty sure many more are affected by (and die from) cancer, yet we think nothing of it.
Actually, that’s pretty kittened up too. Personally, this hits me harder since I’ve lost people close to me and I’ve nearly lost my dad to cancer, but that doesn’t make people who die to something else any less valid.
But, ultimately, people experience this stuff differently. For some people here, bringing up these conditions in a sarcastic way isn’t difficult at all and to them, it’s just meaningless joke. If that’s how you experience this, more power too you. Just don’t expect that perspective to work for everyone else.
What if I told you… one person shouldn’t be able to res through 3 people cleaving.
Lol, so this.
Honestly, I think there’s enough counterplay now to rezzing and stomping. There’s still ways to secure a rez and ways to speed it up, especially after the Search and Rescue change.
You gotta remember that quickness stomping was also nerfed on this patch and the only quick stomp comes from a squishy thief.
In PvP/WvW, thieves need less evade/block/mobility and more soft sustain outside of stealth (condi removal, healing). Coincidentally, thieves already received these exact buffs along with even more evades when they got Daredevil (heal on evade, condi removal on evade, +1 evade).
Please, God, no. Thieves are designed as an active defense class and should always be that way. Evade/Block/Mobility already take care of condi removal and healing by preventing you from needing them in the first place.
Thief just doesn’t have a sustain problem unless you’re trying to play your character like it’s another profession.
It’s pretty well-known in the guardian and thief communities that DH directly counters all thief builds and play choices, though, and that a DH losing to a thief lost due to a massive skill disparity rather than by one just being a bit better than the other.
BV buffs helped for D/P burst but that’s about it. If the DH is aware of the thief, he’ll still hard-counter it. Core thief vs core guardian is much more favoring of a relatively even split depending on skill and build choices.
DH really aren’t that bad…
And they don’t counter all thief builds, even if they are strong against meta D/P. Condi builds, such as this one, can easily evade through traps and survive burst a lot better. The only real threat is getting hit by Maw when your stun break is on cd.
edit Included link to build.
(edited by Dahkeus.8243)
I still fail to see how bound gives us perma stealth, could anyone please enlighten me?
I haven’t actually tried it, mostly because perma stealth is generally pretty useless (except I guess in lolbalancedWvW roaming), but I’m guessing it would be something like this:
Black Powder
Bound x3 in field for stealth
Repeat when stealth nearly wears out
Pop Sig of Agi and Channeled Vigor to refresh dodges
If out of dodges, use Heartseeker
If out of dodges and ini, use Black Powder and/or Shadow’s Refuge
In sPvP, you will never want to hide in stealth for more than about 5 seconds anyways.
Here’s a link to the main build Brazil describes in the video. As Zodryn mentioned, you have a lot of condi duration just from Viper’s gear alone, which will put you at about 6.45 seconds per 10 second icd. You won’t exactly be re-applying poison every 10 seconds, but it will be close.
If you really want 100% weakness, you can just swap Brawler’s Tenacity for Weakening Strikes, which will put you well over 100%.