No, I wouldn’t like to compete with my friends in PvE. But thanks for asking. lol
Every time this thread comes up, more people are against it than for it. Which would make it not an essential feature in my book.
This.
just set up a custom arena and fight your friends there.
Oh really? o.O
So paying? yeaaaa
Open the game menu and you’ll see that there are tons of empty arenas without passwords. Just step in one of those…or one of the many arenas that people specifically set up for dueling.
Eles may be as squishy as a thief, but Fiery Rush gave them the DPS of three thieves. Yea, this means people will probably not be able to burn through encounters like the spider in AC anymore, but this is a fair change.
There’s little reason enough to run Fractals as it is. Make these skins available in PvP and you’ll see a hell of a lot of people stop running Fractals. If you give Fractals a new reward to replace skins, then PvPers will just ask for that too.
Leave Fractal skins in Fractals. If you only play one part of the game, there’s no reason for you to be awarded like you play all of them.
I think if this community was any more jaded, there would be ancient Chinese emperors rising from the grave to chase them down.
Inc tons of human T3 pics…
I honestly thing that a larger PvP mode could be a good change for GW2, but it would absolutely have to require groups to split up to take care of objectives. Too much of the playerbase has a zerg mentality as it is.
Meh, until thieves can dual wield 1h swords, I don’t have much desire for Katanas.
It was obviously a two-handed sword.
Also, why do you sign your name on every post?
Could be worse…ever seen a post by ArrDee (usually on sPvP forums)? Ugh…
So, I think the heavy focus on melee and short range attacks is a big part of why GW2 isn’t nearly as fun to watch kitten many other games.
Conquest pretty much encourages people to use builds that are all about either piling on top of a single point to keep it contested and/or to just blast it with as much AoE as possible. Both of these things tend to make the whole fight look like a giant mess of spell effects and swinging arms that doesn’t give much to tactical analysis. I gotta give big props to the people who shoutcast GW2 games since they are so often a giant clusterkitten.
Compare this to GW1: Players were much more spread out in many games and this meant that it was not only easier to see what spells/abilities players were using, but also to see the overall tactics being employed.
I think if GW2 could adjust PvP to make ranged builds more viable, we could see a very positive change in overall dynamics both for gameplay as well as for viewers. Sadly, this would probably take a whole new gameplay mode before we could see any kind of shift like this.
Fyi, there are few things that will kill your argument faster than using the word “coward” when talking about a video game, lol.
Hey, then Guardians would be able to have a shield without gimping themselves! (except as bunker in sPvP, of course)
My sylvaris miss their town clothes and there isn’t anything leafy to wear ingame outside of the TA armor.
Well, that and Cultural Armor:
http://wiki.guildwars2.com/wiki/Sylvari_cultural_armor
=P
Ok…so here’s a question: Do you choose your color when you buy the Compendium or is it when you consume the Compendium? If it’s the latter, then technically, you could buy it now, then not use it until the patch hits to have a shot at a different color.
I doubt it will work out that way, but if you’re buying a tag now and don’t really need it immediately, it may be worth holding onto just in case it works out that way. =P
What ever nerfs they throw at us we can get through. The reason we’re the best class class out of all, is because our ability to adapt to our changes come easier to the class.
Wtf is this? Some pseudo-patriotism just because of the class you play?
I can assure you, there’s nothing inherently superior about the players who play thieves. No one had to pass any test to roll a thief and there’s no magical force that attracts the “best” players or most adaptable players to this class.
So, now some people are arguing this is a good change, as it adds more skillful play to a build that already had higher skill floor than most builds in the curret meta? If such ‘skillful play’ is so important to anet, shouldn’t they change builds like turret engineers, Incendiary Powder, MM necroes and bunker guardians, that are known to be the very apex of intellectual play? /sarcasm
Sure, this thing adds more counterplay to the thief, which wouldn’t be a problem without the issue I mentioned earlier. I don’t think this change is a major problem. HOWEVER the logical paradox mentioned by the op stands true; what’s the point of an unblockable skill, if you can’t use it due to beong locked by a skill that is blockable? I don’t think anet really thought this change through before they blazed their guns. As a compensation to an already increased risk, they should make FS unblockable as well, or even have LS at least steal 2 boons instead of 1. S/D was supposed to be a ‘bunker buster’ with LS being unblockable, but even that is now meaningless if no further changes address this.
At least they also added more counterplay to warrior, but they really should address the faceroll builds before increasing skill floor on a build that already demands more than most of the builds. Their course of action is really paradoxal, as they first imply to want to make the game more skillful, but leave things like turrets pretty much untouched and buff things like 1500 ranger pewpew (which will still be unviable against decent teams)?
If you want more ‘skillful’ builds, then don’t argue against the good changes. Yes, in an ideal world, the faceroll builds would be fixed first or at the same time, but at this point there’s no point in asking the devs to dumb down or keep things easy for some builds just because all other builds aren’t up to your standards.
We don’t get alot of armor sets in the game anyway.
Is this serious? o.O
How many armor sets do you expect to get in a game that’s less than 2 years old?
I try the sword/dagger build now.
I find that even with Infiltrator’s Return I have a problem to get rid of conditions.
Would it be a great damage for the build if I would substitute Mug for Shadow’s Embrace and Shadow Refuge for Blinding Powder?
Yea, I wouldn’t advise that. If you want more condition removal, consider Pain Response by going into deep acrobatics (2/0/0/6/6) and/or use Signet of Agility. However, your best defense against conditions is to play evasively enough to prevent getting hit with them in the first place.
World of Tanks is one that I just play don’t understand…
The idea of playing an MMO that revolves around tanks has no appeal to me, but I’m guessing it’s the ESports that makes it so popular.
I actually think that the current deathmatch arena would be much better for a 2v2 or 3v3 than it is as a 5v5 map.
Nope. Traps are currently the weakest of all utility skills for thieves.
The closes traps ever came to being viable was for a brief time when Shadow Trap was used in sPvP to allow a thief to run back to home instantly…but that got nerfed.
You can still use the same meta 5/6/0/0/3 build with a sword mainhand. Ideally, you use S/P on trash mobs or grouped enemies and on single target fights you use D/D, but you can use S/P on single target fights as well and it’s not that much of a difference.
S/P is actually a bit easier to play than D/D since your high DPS rotation is pretty much just spamming Pistol Whip, which is simpler than CnD → BS → 3 auto attacks → repeat until target is below hp threshold and then heartseeker. Pistol Whip also gives you an evade which makes surviving much easier. As an added bonus, this weapon works particularly well with Signet of Malice.
PvE: Scholar runes – Because there’s really no reason to run anything else unless you just can’t afford scholar runes yet. =P
WvW: Traveler runes – I like the passive 25% speed in WvW since 90% of WvW is running around the massive map…
sPvP: Strength Runes – It’s either this or privateer/ogre runes and I don’t like having pets that give away my position while in stealth.
Builds I use:
PvE – meta power build. 5/6/0/0/3 when using S/P on trash or P/P on ranged fights and 6/6/0/0/2 on single target fights where I use D/D.
WvW – 0/6/6/2/0 (same build Yishis runs), but I haven’t messed with WvW in a while…my least favorite part of the game.
sPvP – 2/6/0/0/6 S/D. If I get subjected to Skyham, I’ll switch to D/P with the same traits.
They probably stayed up too late getting the patch set up and fell asleep at the keyboard. =P
I’m not arguing that it’s well designed either!
I’m just saying that making it a condi weapon makes it worse, not better.
I’d love to have a power-based auto attack for pistol instead of a bleeding one, but I’m pretty sure all the condi thieves who run P/D would be kittened if it got changed that way. =P
It’s not about giving a power based attack to pistol AA – it’s about making the set make sense. P/D is a condi set, P/P’s autoattack is condi based, with 2,4 and 5 as utilities….sounds like Unload is the skill that’s out of alignment.
Making Unload fire faster does nothing to address the fact that it doesn’t fit with how they designed pistol for thieves.
Maybe, but I don’t think that changing unload to be a condi skill so that P/P is also a condition set is a good idea.
Ok, why?
Do you prefer P/P as a poorly designed unusable set?
There’s only 3 directions they can go with it.
1) Change Unload into a condition skill, solving half of P/P’s problems (Still has an issue with available defenses).
2) Change Pistol AA to a direct damage ability only when equipped with another pistol (or else it ruins P/D)
3) Change both the Pistol AA and Unload to be hybrid Condi/direct damage skills.2 isn’t happening – it’s a major departure from how the class has been designed, and would be legitimately confusing for new players.
3 Has been an option forever, but they’ve never taken that route – with the popularity of Celestial amulet surging, I don’t see them going this route now when it might potentially be very powerful.I prefer P/P being a good ranged option for single target fights in PvE than to being condition weaponset in PvP, when we already have another weaponset that fulfills that role just fine.
Ideally, I’d like to see the power-based damage of P/P strong enough to make it a more viable set to a power build, even if there’s a bleed on the auto attack.
Even if you made unload a condi skill, P/P would still be an absolutely terrible set in PvP, while becoming worse than the short bow for PvE ranged fights.
Making the damage type of attack skills to be consistent doesn’t make a weaponset suddenly viable or balanced.
I’m just going to quote myself from a couple posts up
1) Change Unload into a condition skill, solving half of P/P’s problems (Still has an issue with available defenses).
Even if they did give it a decent defense, you’re talking about killing the only decent single target ranged weaponset in PvE for a potential ranged condition weaponset that’s completely redundant with P/D.
And we already have a version of unload with condition damage. It’s called Sneak Attack
It’s not a decent ranged weaponset for PvE – it’s extremely poorly designed. Just because you got it to work doesn’t mean it’s decent – having one und only vone button to press to deal damage is absolutely awful from every conceivable perspective, even if you happen to enjoy it.
A weaponset shouldn’t remain horribly designed just because some people happen to enjoy it – if you enjoy ranged direct damage DPS, the game offers a number of classes that have it.
You’re changing the argument. I never stated that P/P was fun. I never stated that I like the design of pressing 1 button over and over to DPS. I stated that P/P is the one weapon that gives decent ranged DPS on single targets in PvE and that making it a condition weapon would leave thieves with no other decent options.
If you want to have a debate on how to make P/P more fun or how to make it a better power-based weapon set, go for it, but don’t quote me in your reply when you’re addressing a very separate issue.
edit
If it helps, I’ll clarify: When I say it’s a “decent” weapon set for ranged PvE, I’m talking strictly from a pragmatic perspective. The DPS it does is competitive for a ranged weapon in PvE. I am not weighing the fun factor of the weapon in this statement.
Yea, I’m gonna say no to adding RNG to steal. If you think that’s a good idea, go ask engis what they thought of having random effects on all their elixirs before the devs fixed them all.
who says here something about RNG, An automatism is not = RNG.
A random chance to get one of several effects is RNG.
I’d love to have a power-based auto attack for pistol instead of a bleeding one, but I’m pretty sure all the condi thieves who run P/D would be kittened if it got changed that way. =P
It’s not about giving a power based attack to pistol AA – it’s about making the set make sense. P/D is a condi set, P/P’s autoattack is condi based, with 2,4 and 5 as utilities….sounds like Unload is the skill that’s out of alignment.
Making Unload fire faster does nothing to address the fact that it doesn’t fit with how they designed pistol for thieves.
Maybe, but I don’t think that changing unload to be a condi skill so that P/P is also a condition set is a good idea.
Ok, why?
Do you prefer P/P as a poorly designed unusable set?
There’s only 3 directions they can go with it.
1) Change Unload into a condition skill, solving half of P/P’s problems (Still has an issue with available defenses).
2) Change Pistol AA to a direct damage ability only when equipped with another pistol (or else it ruins P/D)
3) Change both the Pistol AA and Unload to be hybrid Condi/direct damage skills.2 isn’t happening – it’s a major departure from how the class has been designed, and would be legitimately confusing for new players.
3 Has been an option forever, but they’ve never taken that route – with the popularity of Celestial amulet surging, I don’t see them going this route now when it might potentially be very powerful.I prefer P/P being a good ranged option for single target fights in PvE than to being condition weaponset in PvP, when we already have another weaponset that fulfills that role just fine.
Ideally, I’d like to see the power-based damage of P/P strong enough to make it a more viable set to a power build, even if there’s a bleed on the auto attack.
Even if you made unload a condi skill, P/P would still be an absolutely terrible set in PvP, while becoming worse than the short bow for PvE ranged fights.
Making the damage type of attack skills to be consistent doesn’t make a weaponset suddenly viable or balanced.
I’m just going to quote myself from a couple posts up
1) Change Unload into a condition skill, solving half of P/P’s problems (Still has an issue with available defenses).
Even if they did give it a decent defense, you’re talking about killing the only decent single target ranged weaponset in PvE for a potential ranged condition weaponset that’s completely redundant with P/D.
And we already have a version of unload with condition damage. It’s called Sneak Attack
(edited by Dahkeus.8243)
Maybe not my best character, but one of the best screenshots of one of my characters at least. =P
>>>3a. For WvW Roaming solo, the thief only shines when taking on the lost straglers, or for taking down sentries, capping a BL-point. There are few thieves that I see take a camp on their own, and I hardly ever succeed. For WvW-small group Roaming, the thief is excellent (esp. with a Mesmer), you can use the other person as a distraction (hence mesmers work so well) and go after each other small group member 1 by 1.
I do not understand this statement at all. I took out camps solo all the time in WvW as a thief. I play every profession and my thief does it just about the fastest.
This either a condition build or a power build. I can not recall the last time I failed to flip a camp as a thief unless it when I was hit by some of the enemy players coming in to defend the same.
Then cuddo’s to you, in general when I try, the whole pack in the camp comes for me and I’m overwhelmed basically, sure going invis helps to get away, but not in order to take it… then again, I am not a thief pro, so if you say so I take your word for it. But I am not sure when the last time was that you did this, but maybe things have been nerfed?
If you want to solo cap a camp, equip Sword/Pistol, then line of sight all the enemies around a corner. After that, just drop a blind field and auto-attack. Dancing Daggers works pretty well if you can’t line of sight everyone.
I’d love to have a power-based auto attack for pistol instead of a bleeding one, but I’m pretty sure all the condi thieves who run P/D would be kittened if it got changed that way. =P
It’s not about giving a power based attack to pistol AA – it’s about making the set make sense. P/D is a condi set, P/P’s autoattack is condi based, with 2,4 and 5 as utilities….sounds like Unload is the skill that’s out of alignment.
Making Unload fire faster does nothing to address the fact that it doesn’t fit with how they designed pistol for thieves.
Maybe, but I don’t think that changing unload to be a condi skill so that P/P is also a condition set is a good idea.
Ok, why?
Do you prefer P/P as a poorly designed unusable set?
There’s only 3 directions they can go with it.
1) Change Unload into a condition skill, solving half of P/P’s problems (Still has an issue with available defenses).
2) Change Pistol AA to a direct damage ability only when equipped with another pistol (or else it ruins P/D)
3) Change both the Pistol AA and Unload to be hybrid Condi/direct damage skills.2 isn’t happening – it’s a major departure from how the class has been designed, and would be legitimately confusing for new players.
3 Has been an option forever, but they’ve never taken that route – with the popularity of Celestial amulet surging, I don’t see them going this route now when it might potentially be very powerful.
I prefer P/P being a good ranged option for single target fights in PvE than to being condition weaponset in PvP, when we already have another weaponset that fulfills that role just fine.
Ideally, I’d like to see the power-based damage of P/P strong enough to make it a more viable set to a power build, even if there’s a bleed on the auto attack.
Even if you made unload a condi skill, P/P would still be an absolutely terrible set in PvP, while becoming worse than the short bow for PvE ranged fights.
Making the damage type of attack skills to be consistent doesn’t make a weaponset suddenly viable or balanced.
I’d love to have a power-based auto attack for pistol instead of a bleeding one, but I’m pretty sure all the condi thieves who run P/D would be kittened if it got changed that way. =P
It’s not about giving a power based attack to pistol AA – it’s about making the set make sense. P/D is a condi set, P/P’s autoattack is condi based, with 2,4 and 5 as utilities….sounds like Unload is the skill that’s out of alignment.
Making Unload fire faster does nothing to address the fact that it doesn’t fit with how they designed pistol for thieves.
Maybe, but I don’t think that changing unload to be a condi skill so that P/P is also a condition set is a good idea.
Yea, I’m gonna say no to adding RNG to steal. If you think that’s a good idea, go ask engis what they thought of having random effects on all their elixirs before the devs fixed them all.
fine, if you are happy having and unblockable skill that you don’t have access to wile your enemy is blocking then fine! take it!
I don’t even play S/D I was just trying to understand why would anet give us an unblockable skill and a second in chain, isn’t it obvious that if the target is blocking you wont have access to that skill?!
Wouldn’t it be better if the “unblockable” part of the skill was replaced with some other effect like stealing 2 boons instead of 1? or apply poison? it’s just that being unblockabe or not is irrelevant since it is the 2nd ability on a chain that only flips IF you HIT the target…
Well sure, but if ANet wanted S/D easier to play, they wouldn’t have nerfed it.
it is not a matter of difficulty of play, it’s a matter of logic, way have an unblockable attack that you cant use when your enemy is blocking?! o.O’ it does not make any sense…
I’m sure if they designed the weapon skills from the start with the current meta, they wouldn’t have made LS unblockable, but they most likely left it that way because:
A) Removing that aspect wouldn’t make a big difference on performance, but it would cause more nerf QQ.
B) Since taking away the unblockable aspect wouldn’t make a big difference, there’s no reason to make patch notes longer or to make more changes to the game that returning players would have to get acclimated to.
I.e. Just because it’s strange at this point don’t mean it’s broke, so they ain’t gonna fix it!
I’d love to have a power-based auto attack for pistol instead of a bleeding one, but I’m pretty sure all the condi thieves who run P/D would be kittened if it got changed that way. =P
fine, if you are happy having and unblockable skill that you don’t have access to wile your enemy is blocking then fine! take it!
I don’t even play S/D I was just trying to understand why would anet give us an unblockable skill and a second in chain, isn’t it obvious that if the target is blocking you wont have access to that skill?!
Wouldn’t it be better if the “unblockable” part of the skill was replaced with some other effect like stealing 2 boons instead of 1? or apply poison? it’s just that being unblockabe or not is irrelevant since it is the 2nd ability on a chain that only flips IF you HIT the target…
Well sure, but if ANet wanted S/D easier to play, they wouldn’t have nerfed it.
Yea, the biggest downside I see of this is that I liked to use a LS for beast steals and that won’t be possible without landing a FS beforehand…which kinda gives away your position. =P
Pretty sure the devs are just sick of getting trash talked:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Bank-of-the-mists/first#post4278199
you can’t really save LS cos the duration is only 3 secs before it reverts to FS.
You can save it for 3 seconds.
I’m just curious what people’s opinions are on the Ranger’s overall mobility and would something as simple as changing Heal As One to be a skill more similar to a Thief’s withdraw be a better fit?
Personally, I don’t want the Ranger to be more mobile than Thieves overall (in combat), but I do feel this class should be the fastest ground speed class in the game and certainly more mobile than they currently are.
If Heal as One were changed to a Thief’s withdraw, only we would leap forward and it granted a long durataion swiftness I think it would be a really great addition overall.
I don’t think it would be OP, per say, but I don’t see another profession getting the same heal.
And no class will ever be as mobile as a thief until they get something like Infiltrator’s Arrow (at least in sPvP).
S/D 2/6/0/0/6 w/ strength runes
I use it because I find that S/D seems to be in a better place than D/P right now.
I use the 2/6/0/0/6 over the 2/0/0/6/6 version because:
* I prefer the higher damage over higher hp
* I prefer damage that isn’t as reliant on dodging for might stacks and endurance that isn’t full since big burst at the start of a fight can be so important
* I don’t find that the additional dodges are necessary in my playstyleAs for what to use as a beginner, either D/P or S/D with 2/0/0/6/6 is probably your best bet. You can survive really well with D/P through blind spam or if you decide to go S/D, the acro variant will give you more hp and dodges so that it’s a bit more forgiving in fights.
I don’t get going into critical strikes that much, it sounds like you just try to burst as hard as possible then run away when things go wrong with that build. I just don’t understand how it has any sustain in any kind of fight once the burst is over 0_o
Yea, knowing when to be in the middle of the fight and when not to be is very crucial, but just because you step out of the fray doesn’t mean you’re running away. I find that in team fights, short bow is often superior than risking going melee in the middle of a ton of AoE regardless of traits since you have a wider range of AoE and can do a lot to help teammates with poison cover and blasting for weakness.
As a thief I play heavily into roaming, so being able to down an enemy quickly and get to my next location is much more important for me than it is for something like a necro who is focusing on winning team fights the vast majority of their time.
There’s no wrong answer for either 2/6/0/0/6 vs 2/0/0/6/6 imo, but if you get really serious into it, then your team comp and playstyle can make a big difference in which is better for you.
Just because someone isn’t blocking when you use FS doesn’t mean they won’t be blocking when you decide to use LS.
sure but if they are blocking when you use FS it will NOT change to LS so what good is it being unblockable if you don’t have access to it wile you enemy is blocking?
Not to mention you will probably drain all you init by accident if that happens because you will perform 2 FS (4 init each) and they will most likely be both blocked
Then don’t use FS when they’re blocking. =P
After that, you can save LS for a bit and use it when they are.
Just because someone isn’t blocking when you use FS doesn’t mean they won’t be blocking when you decide to use LS.
S/D 2/6/0/0/6 w/ strength runes
I use it because I find that S/D seems to be in a better place than D/P right now.
I use the 2/6/0/0/6 over the 2/0/0/6/6 version because:
* I prefer the higher damage over higher hp
* I prefer damage that isn’t as reliant on dodging for might stacks and endurance that isn’t full since big burst at the start of a fight can be so important
* I don’t find that the additional dodges are necessary in my playstyle
As for what to use as a beginner, either D/P or S/D with 2/0/0/6/6 is probably your best bet. You can survive really well with D/P through blind spam or if you decide to go S/D, the acro variant will give you more hp and dodges so that it’s a bit more forgiving in fights.
Cursor visibilty options.
Yup. Allow us to make the cursor larger and/or a brighter color.
Get a full tank set of armor and wear it until you meet up with your blue Dorito. Something like the new Toughness/Vitality/Healing set would be perfect, but there are other cheaper options too I’m sure. When you get to your Dorito, swap to your normal armor set.
GW2 easily has the best daily system I’ve ever seen in an MMO. I love that I often get my daily without even trying. When it doesn’t come naturally, I generally just check and find that I only need to gather a few resources, rez a few people or something like that to knock it out.
I love having a daily system that rewards you for playing what you like in the game instead of forcing you into monotonous quests like other games (cough, WoW, cough).
So, in the next balance patch, ANet is going to try to make Assassin’s Equilibrium worthwhile by increasing the duration…but here’s my suggestion:
Grant stability when gaining stealth instead of when attacking from stealth. Also increase the duration to 3 seconds and give it something like a 10 second internal cooldown.
Why would this be worth taking? It would give thieves a solid stomp and would protect them from getting knocked out of SR.
If you really want a change of pace in PvP, give it a shot. There are worse builds out there and sometimes trying something different can make the game fun again…
…but performance wise, I still think the D/P and S/D meta builds are stronger.
Panic Strike: Reduced immobilize from 5 seconds to 2.5 second, reduced CD from 30 to 20 seconds.
I get the change…but I don’t think I ever saw this trait ever seriously used by any decent build.
Invigorating Precision: Increase healing % based on damage from 5 to 8%
Fair enough. I still see this as only a trait for certain open world PvE content, but the healing was too low for sure.
Ricochet: Now also increases range to 1050, along with a few bug fixes to make it hit more reliably.
I’m not sure 150 additional range will make that much of a difference, but this is a good change that will at least help a few PvE or WvW encounters.
Assassin’s Equilibrium: Increase stability from 1 to 1.5 seconds
I still can’t see any point to this trait. =/
Maybe a D/D thief dueling a hambow would want it? lol
Venomous Aura, Allies will now use the thief’s condi damage and healing when applying the venoms.
I’ll still never use venoms, but I’m sure this will make some WvW thieves happy.
Dagger 1 Combo will now hit max 2 targets, Posion will stack, but not the endurance gain.
A nice change, but since so much of dagger DPS often comes from backstab, CnD, and heartseeker, I don’t expect this to really change much.
Pistol 5 Black Powder: will now pulse every 2 seconds for 4 seconds instead of 1 second for 4, and the aoe blind has been reduced from 3 seconds to 2 seconds per pulse.
Part of me really hates to see this, since I can see skilled players negating the advantage of any assistance that a blind field gives against a downed target…but at least it promotes skillful play.
P/P Unload: cast time as been reduced from 1 3/4 seconds to 1 1/2, also applies to your summon thieves as well.
A nice change for P/P, although I don’t anticipate a great change in pistol DPS since the initiative restriction mostly means that you’ll just get in extra auto attack occasionally.
Short-bow 4 Choking gas: now delivers a strike when it lands.
A fair change. I think this only really hurts the trolliest of the trolls.
S/D Flanking strike: initiative cost increase from 3 to 4, and now requires to hit before it can combo into Larcenous Strike,
S/D Larcenous Strike: Initiative cost reduced from 2 to 1
Not entirely sure what I think of this yet…I appreciate the increase need for skillful play, but it’s confusing to see this done to a build that requires a good amount of skill to pull off, particularly at a time when there are so many MM necros, spirit rangers, and turret engis.
Ultimately, the big question is whether Air/Fire sigils together will get nerfed as this plays such a large role in sword builds having competitive burst.
Short bow mobility is too awesome for me to consider running without it. I know Jumper made a dual S/D build work a while back, but the thought of doing something like Battle of Khylo without Infiltrator’s Arrow is depressing to me, lol.
I think for it to really work well, you need teammates that will mark targets for you so that you can use the sword port better for map travel.