My eyes are playing tricks on me. I need to see an eye doctor as soon as possible. I could swear that i saw a guy (hackks) telling mr payneful to learn to play. And to add insult to injury i see another guy (sorrow) also calling out mr payneful. This dude is well over two hundred qualifier points by now, but still some randoms are teaching this dude how to play the game. Ive seen it all. Im flabbergasted.
Edit: Skull fear is far from being overpowered, its totally situational, like all steal skills. It depends on having necros around, for example. And it takes quite a while to cast.
(edited by Eduardo.4675)
The reason I say master of deception and potent poison does not work is after I selected those two traits it did not effect their duration and cool down timers. The duration on spider venom did not increase and when I mouse over hide in shadows in the toolbar it still says that the cool down time is 30sec.
Why would deception decrease Hide in Shadows?
20 points into acrobatics will extend shadow protector to 6 ticks; vigorous recovery has allways worked like that; steal boons are affected by acrobatics; shadow protector seems to work only with HIS; if shadow protector stacked in duration, it would be overpowered in tandem with cloak and dagger, bear in mind that it gives regen to every one around you, and stealthing every 5/6 secs is easy and virtually uncounterable, im pretty sure its intended design.
@fellknight:
You should be ashamed of posting that screenshot… first, you were stomped in hot join, second, u got 175 points in a glass cannon build and only 5 kills, in hot join (what a miserable performance, 5 kills, really?), no wonder you team got stomped, the guardian got almost as many points as you, and finally, and this is what is really sad, because it shows how childish and imature you are, in the chat log, your toon, syft shadowstalker, is talking to a guardian on the other team, and referring to his mother… really? mom talks?? how old are you? grow up, dude, dont show screnshots of you talking trash with the “mom is under my desk” thing…
sigh thieves are the easiest class to kill…pop a block or a stun break….hell if you dodge while he steals you dodge the ENTIRE combo. You need only stun or chain them once and you got em.
and for the stealth whiners just HIT THE AIR its not like he teleported hes still there, ESPECIALLY when they shadow refuge just spam that little circle and it will die.
stop complaining and play the game
I only have to sit in shadow Refuge for 2 seconds then I can leave the circle and retain stealth. I get halfway across a map before the stealth runs out so you didn’t see my shadow refuge go off and you have no clue that I’m there.
Even if my stealth ran out my steal re-stealths me, so the only way your gonna avoid a 19k dmg off mug/steal Bs is to be pyschic, Holy crap can you read minds?
So you play a thief and stay in SR for 2 secs and can then travel the whole map?? Stealthed?? Ure not a pyschic (??), ure someone who hasnt got a clue…
Edit: 90% of the champions have a “radar”?! OMG…
(edited by Eduardo.4675)
This mesmer has a pointy hat. Thinks he is Merlin,or something. Still need to decoy, dude.
I am so happy now that i have shattered another mesmer ilusions by just looking properly at the screenshots!! Makes me feel sooo guud! And judging from this new OP post, he was severely owned now by 3 thieves, it can be any kind, backstabbers, tactical strikers, pistol whipers, spoon spammers, fork lifters… You name it!
It is crap.
M B L M B 15
I’ve only ever had this problem when I slip up and hit C&D twice on accident (as it ques up the second one to fire immediately after the first)
One problem that I do have with C&D however is that it doesn’t seem to like applying stealth when used inside a thrown goo field in PvE or WvW. This isn’t a big issue against players in WvW as you don’t often have good from a steal, and when you do (from stealing from a mob) players are not exactly prone to standing in combo fields.
Of course it doesnt apply stealth after gunk… gunk not only applies conditions, it also ticks dmg… any stealth skill (except shadow refuge, coz it ticks stealth 4 times) will fail if u use gunk…
Edit: blinding powder, now that we speak of stealth, is somewhat imune to stun/daze, as if it was a stunbreaker, im often dazed in melee by wars, and blinding powder keeps usable…just a crumb of my observations; also, a couple of days ago was testing the exact amount of armor the golems have in the mists, whilst also figuring out the exact skill multiplier for backstab, and i realized that the next attack after being stealthed by blinding powder has increased dmg.Not sure whats going on here, if its hidden/ninja patch, or bug, but… those were my observations. For the curious out there, the golems armor is 2598/2320/2182, with backstab Skill Multiplier being 2.39xxx.
(edited by Eduardo.4675)
ahahaha, omg, i cant believe u guys bite that… Anet, gimme a fishing rod, ive got the bait already!!
Now seriously,of course i was joking, “ppl complaining that thieves have very little in the way of damage”…
He must definetely be the chamalee we all know from tombz, just look at how he dealt with this silly warrior on the bottom chat: first,this warrior is using whirwind attack on some guy called downtime, u can see this guy getting hit; in the meantime the warrior is completely oblivious to the presence of chamalee, otherwise he wouldnt attack that other guy; chamalee waited for this silly warrior to end the whirwind thingie, AND only after he went for the kill, notice how the warrior never hit chamalee, if he did, whirwind would have put a dent on chamalee,its risky, thats why the thief waited cleverly; now look at the end, the downtime guy is still alive and hiting the warrior… the screenie is self explanatory, but the masses are extremely gullible.
It was a ninja patch from anet: due to many ppl complaining that thieves have very little in the way of dmg, they made the thieves guild melee thief use backstab after scorpion wire.
You’re both rude and should both be ashamed.
Yes, ur right!!
I like ur style, doggie!!
Yes it works; ull get a increase both in the passive healing and active healing.
The passive healing gives you 100 hp for each attack at base compassion and increases 1 point for each 20 points of extra compassion (+healing); the active healing gives you 3275 hp, and increases 1point for each 2 points in compassion.
Amazing!! Only now its reported by players! Let me tell you one thing, this has been happening since start, yes start… I havent played in tournys for almost 6 weeks now, and my biggest turn off its not the stomping by premades (as i joined as a pug) but simply being joined by people that just run around capping, ive had enough of seeing 2/3 people joining together at the close node at start, them they go and cap the farthest node,and avoid middle at all costs… they just run around capping for glory, then they dont defend point and leave, to cap another point… 75% of the time i join as pug and there is 2/3 guys of same guild, this happens. Result? im only rank 29, with at least 80% of my games being in tournys, if this ppl played normally, i would have well over my ~ 600/700 games played. I now only do www cause of this, not because being smashed by premades.
Red Chamalee…. rofl…. GANK is back?
Yeah, ure the first one to notice, lol!
btw,this thread is pointless, the OP is a blatant liar/exagerating, and a poor player, stop this useless thread. To much speculation for a useless player that on first more deep glance at screenies backed off imediatelly.
I dont get the point of the OP… top chat 96% health in 2 secs? with only 4 key presses? i see a lot of key presses in top chat log, and all of them equate to around 20K, which is far from 96% of almost 27k HP, which is what you have…
Gungnir, I forgot to ask: Where/how do I get Carrion Armor for pve/wvw? I cannot find any information on gw2 wiki or ingame.
Thanks
Im gonna guide you in the right direction and lend you a helping hand ull never forget.
First link: http://dulfy.net/2012/10/03/gw2-endgame-gearing-guide/
Second link, this is a spread sheet similar to the one i use for pvp,its like a builder,only better: http://www.reddit.com/r/Guildwars2/comments/136aa7/pve_gear_calculatorefficiency_optimizer/
OK, there you have it. I would apreciate any donation in gold/gems/karma, watever, in to my account as a form of apreciation; alternatively, you can give me you girl friend’s phone number.
Yes,i would love to see quarter knocking here, half the engies would reroll.
Nice screenie. Pretty educating. So this drakkar thief comes around, you see him, because you hit him with flame burst, but you arent expecting a thief to stealth? you dont get yourself ready for the burst? Nicely played. After this wonderful display of game awareness by YOU, this thief uses steal, benefits from the trait that makes them invisible with steal (there is no C&D shown there), and hits you for 7k backstab, what do you do? you switch to air attunement, because thats what you need to do, right? No heals needed, no earth protection, nothing… you need to go air. Well played. You had 5 whole seconds to heal, and that was after you had seen the thief BEFORE all this burst came to be… not a single heal, no preemptive protection knowing what the thief was gonna do, no mists, no dodges, no avoid giving your back, nothing. You were on fire attune, didnt heal, didnt protect yourself, instead you decide to go air, give him the back and run away. Obviously, the thief finished what was an easy job with heartseeker.
Nothing special here, just another day of a thief stomping nubs.
Thieves are very OP indeed, and they really need a nerf. I get frustrated many times when I’m fighting Thieves in WvW. If you say that ele can hit you with 7-8k, do you realise that this is only possible when he/she is using dual dagger? And unlike a dual dagger thief, an Elementalist can’t just sneak to the tarhet, use its most awesome skills on the target then go invisible and run while switching to dual pistols and finish it. If you say that Elementalists are more powerfull then thieves you need to think again. We can’t use a 2nd weapon set, so we’re forced to use long ranged, medium ranged or short ranged and can’t switch while fighting. Ok, we can switch attuments, but they have a CD and still doesn’t change the range you have.
Check the screenshot where a Thief killed me in 5 seconds in WvW
Thieves are gamebreaking and I hope to see a nerf in the future
.
Nice screenie. Pretty educating. So this drakkar thief comes around, you see him, because you hit him with flame burst, but you arent expecting a thief to stealth? you dont get yourself ready for the burst? Nicely played. After this wonderful display of game awareness by YOU, this thief uses steal, benefits from the trait that makes them invisible with steal (there is no C&D shown there), and hits you for 7k backstab, what do you do? you switch to air attunement, because thats what you need to do, right? No heals needed, no earth protection, nothing… you need to go air. Well played. You had 5 whole seconds to heal, and that was after you had seen the thief BEFORE all this burst came to be… not a single heal, no preemptive protection knowing what the thief was gonna do, no mists, no dodges, no avoid giving your back, nothing. You were on fire attune, didnt heal, didnt protect yourself, instead you decide to go air, give him the back and run away. Obviously, the thief finished what was an easy job with heartseeker.
Nothing special here, just another day of a thief stomping nubs.
Thieves are very OP indeed, and they really need a nerf. I get frustrated many times when I’m fighting Thieves in WvW. If you say that ele can hit you with 7-8k, do you realise that this is only possible when he/she is using dual dagger? And unlike a dual dagger thief, an Elementalist can’t just sneak to the tarhet, use its most awesome skills on the target then go invisible and run while switching to dual pistols and finish it. If you say that Elementalists are more powerfull then thieves you need to think again. We can’t use a 2nd weapon set, so we’re forced to use long ranged, medium ranged or short ranged and can’t switch while fighting. Ok, we can switch attuments, but they have a CD and still doesn’t change the range you have.
Check the screenshot where a Thief killed me in 5 seconds in WvW
Thieves are gamebreaking and I hope to see a nerf in the future
.
Nice screenie. Pretty educating. So this drakkar thief comes around, you see him, because you hit him with flame burst, but you arent expecting a thief to stealth? you dont get yourself ready for the burst? Nicely played. After this wonderful display of game awareness by YOU, this thief uses steal, benefits from the trait that makes them invisible with steal (there is no C&D shown there), and hits you for 7k backstab, what do you do? you switch to air attunement, because thats what you need to do, right? No heals needed, no earth protection, nothing… you need to go air. Well played. You had 5 whole seconds to heal, and that was after you had seen the thief BEFORE all this burst came to be… not a single heal, no preemptive protection knowing what the thief was gonna do, no mists, no dodges, no avoid giving your back, nothing. You were on fire attune, didnt heal, didnt protect yourself, instead you decide to go air, give him the back and run away. Obviously, the thief finished what was an easy job with heartseeker.
Nothing special here, just another day of a thief stomping nubs.
As lumines said,there is only one thief there,SKII, Ban him, Haxxor, and look at his lvl, rank 5, what a pro.
Its a hack. The game cant even register him,unless his name is unknown. Ive seen this kinda stuff before,btw.And super runners,escaping my shortbow and perma swiftness whislt they had no boon.
In continuation of my 2 previous posts, lets now give a balanced set to this thief, a soldier amulet, a doliak rune set, and imagine an incoming DPS of 1K.
with a stats allocation like this: 0/0/30/30/10, and using shadow rejuvenation, shadow protector, shadow embrace as traits in shadow arts, vigorous recovery, from acrobatics trait line, plus withdraw as healing skill, we can get something like this:
Damage reduction→ 35.90%, which means only 641 DPS taken;
Health pool → 20745 HP;
Regeneration from shadow protector → 6 seconds at 168 hp per sec, 75% uptime;
Regeneration from shadow rejuvenation → 323 hp per sec in stealth, 50% uptime;
Vigor from combo withdraw>vigorous recovery → 10 seconds every cast, 75% uptime, combined with feline grace allows for 1 dodge every 3.75 seconds whilst on vigor, plus the dodge every 15 seconds from withdraw.
Let’s see the time this guy takes to die:
Assuming the above conditions, and since the heal skill will be used constantly on recharge to fuel vigor, we can use the percentages above to conjure a formula that gives us the average HPS (heal per second)→ HPS=(75*168+50*323)/100+(4110/15) >>> 562 HPS
DPS-HPS>> 79, which means, this guy takes 262 seconds to die, if we don’t dodge … I’m pretty sure there are some guardians out there capable of better than this.
Continuing form my above post:
As it is obvious, at first glance vitality seems to be better than toughness, but as we add the healing factor, the power of toughness emerges victorious, whether it’s because the fight is prolonged and allow for many uses of slot #6, or the offender uses slow DPS mechanics. This is the basis of the bunker builds out there, lots of toughness stacked with blocks/protection, while the shaman amulet does its magic. But there is more: How do they afect time to kill? The way to calculate this is find the relation between ur HP, ur HPS (healing per second) and you dmg reduction. Imagine we wont to know how much dmg we need to kill both thieves in 10 secs. This will give birth to this formula: Needed Damage per Second (NDPS)=((HP+(10*HPS)/10)x100)/Dmg done.
Lets see with max HP: NDPS=((25865+(10*589)/10)x100)/100, which totals 3175.5, 3175.5×10=31755, which is the sum of 25865+5890.
Now lets see with second scenario, max Toughness:
NDPS=((10805+(10*(10*717.6)/10)x100)/58.36, which totals 3081.29, 3081.29×10=30812, since this dmg is reduced in 41.64%, we will have 17981, 10805+7176=17981…I think this concludes the show.
(edited by Eduardo.4675)
He is a necro; necros scale poorly with toughness, specially if they have low sources of healing. The impact of toughness on a high HP necro with poor healing is significantly lower than on a low health prof with powerfull healing. They are called guardians, by the way.
Wouldn’t toughness benefit necros because they have high hp with low armor? It would provide them with a huge a lot more effective life.
Regardless of class, the right balance between vitality, toughness, and healing power will maximize your effective life. That being said, I haven’t noticed a a nerf in toughness.
Toughness benefits classes with high healing capabilities. Since toughness reduces dmg, (vitality doesnt), if u have lots of healing, u can delay death easier if you reduce the incoming dmg, vitality is good against spike dmg, but then it fades away, as it’s initial advantadge is depleted by the burst, if against constant dmg, solid healing benefits toughness and makes it do its magic, plus, the best tughness amulets have usually atached high healing power, its intended hidden game design, thats why bunkers live off of shaman amulet. I play a thief,so ill put some of my magic maths here, as food for thought:
The starting point for this dissertation is this formula: Dmg=P*W*SM/A.
So, to theory craft what is better between toughness and vitality, we must generate a scenario where some damage intake is considered; let’s assume 1000 damage per second as the incoming DPS, and let’s use the thief, which is the profession that I am most familiar with. A thief has 10805 base health and 1980 base armor. What makes this thief more survivable? Without any increase in stats and without any healing, this thief will die in 11 seconds, as 11 seconds will do 11000 damage, 11000>10805. Now let’s add the most health heavy scenario: knight amulet set + 300 points in acrobatics + 5 pieces of warrior rune and 1 of sanctuary + maxed practiced tolerance; this will put the thief at 25865 HP, which will take 26 seconds to down. If I chose to go down the toughness path, I will have 5 pieces of melandru, 1 piece of doliak rune, shaman amulet set and 30 in shadow arts, which will put me at 3393 toughness and 10805 HP; according to the formula above, this amount of toughness is supposed to reduce incoming direct damage in 41.64%, or, I will take only 583.55 damage per second instead of 1000. This will make the thief last for 19 seconds. But what happens if we use our heal skill, which we are supposed to do? Let’s take HIS. In the first case HIS heals me for 5240+regen (130*5=650), for a total of 5890, which will make me last for 6 more seconds, now I die in 32 seconds; in the second case (with toughness gear), I will heal for 5240+944+992, for a total of 7176, which will make me last for 12 more seconds, I will die in 31 seconds. The reason for those numbers in the second case is the fact that the shaman set and compassion from shadow arts will add 944 healing power, and this healing power adds 944 points to HIS (1 point for each point in compassion) and makes the regeneration part of HIS tick for 248 per second, as per this formula: Regeneration=130+(compassion/8).
He is a necro; necros scale poorly with toughness, specially if they have low sources of healing. The impact of toughness on a high HP necro with poor healing is significantly lower than on a low health prof with powerfull healing. They are called guardians, by the way.
Lets get to the facts, for this i ask you ppl to look at the screenie with a pair of eyes, not your “behind”:
The OP is lvl 80, its obvious, its in the picture,to the bottom left; the screenie is recent, a week old at most,all you have to do is look at the trading post icon and notice that he has a notification, probably to get some gold of sold stuff, this is recent change to UI; the OP is low on tufness, obvious because 3 heartseekers do almost the same dmg, regardless of the <50% and <25% health conditions, of which he met allof them, coz a ele starts at 10k health and cant have much more than the 19k he got hit there; we dont know how many thieves hit him, could have been 3 of them hitting simultaneous at below 25%, in www all thieves are called “fort aspenwood”; if it was only 1 thief,he had plenty of time to dodge/mist/watever, its 3 heartseekers, and its not like this thief was stealthed…
First of all, the utility is called shadow refuge, shadow embrace is the trait that removes conditions on stealth; second, and answering your question, you must remain under the little house for 4 seconds (or inside the circle, to be precise), after this 4 seconds the little house will disappear and you can leave stealth and remain stealthed for 6/7 more seconds, or until you do an action that is considered doing damage (for example, attacking, or using the stolen skill from engie, gunk); if you leave before the little house goes away, you will lose stealth.
I see 0.75 secs for a pistol whip to end its animation here… yet, when i test it, i get 4 PW’s in 11 secs…
More of the same blabering…
Part 2:
*Now, start doing the C&D->TS combo. You need to be fast. Hit golem with cloak,and imediatelly use TS, the autoattack lock will make the rest for you. Try to make as many
combos as possible, so you can see for urself as the golem is almost allways dazed. In fact, if you do it right, ull see this: after using TS, your auto attack chain will allways land 2 hits, and daze ends a fraction of a second before the 3rd hit lands, this 3rd hit will also apply weakness and cripple imediatelly, and you will see as the daze icon is almost instantly replaced by these 2 icons. Also, if you activate C&D imediatelly after the 3rd hit, the revealed debuff is beaten by again a fraction of a second, which makes C&D apply stealth on you again, right after revealed wears off, and allowing for another round of TS->auto->auto->auto->C&D… To further clarify results, and not have your eyes playing tricks on you, look at the white numbers from dmg, as i said above, they appear on your screen at the same time the hits land, and you will clearly see that after daze the numbers pop up twice, and daze only ends just a fraction of a second before the 3rd number appears, since each number takes 0.8 secs to appear, we have clearly a daze that lasts for well over 1.5 second.
*Repeat this experiment as many times as you are willing too, and repeat them with all possible combinations, no sigils, 2 sigils, only 1 sigil in whichever hand, no rune, or rune. The result will allways be the same, the sigils or the rune have no say on this.
Conclusion: Anet made it so that the daze still lasts for 2 seconds, but is now unaffected by any runes or sigils, another one of those ninja patches that went unexplained…
You guys can test this in this fashion, if anyone doubts me, but those were my findings, and i hope this clarifies.
Well, when you want something really clarified, the best option is doing it urself, so i took upon me the task of finding out what is going on with the s/d set and its daze lock feature. Props anyway for Dracomir to doing this himself, shows he is not a bandwagoner, he is a man of reason. I tested it myself, using my spectacular imagination and craftmanship, not only to produce results, but also to devise a way for you fellow forumers to test yourself with an almost failure proof method that is easy to do and can be confirmed with roughly 15 minutes of testing, if not less. For this you will need to equip the mesmer rune set, have 2 swords and 2 daggers ready, 1 sword and 1 dagger with sigil of paralyze, and the other set with no sigil (this will make possible testing with all combinations of sigils possible, 2 sigils, no sigil, 1 sigil main hand,1 sigil off hand), ull also need a stop watch, or, if you dont have one, you must equip signet of agility (explanation comes later); equip only the runes, dont equip the amulet, we want as less power as possible, to make the heavy golem (our test dummy) last for a longer period. This test has 2 distinct parts, the first one will determine the lenght of the sword auto attack full chain, and the second will determine how long daze lasts.
First part:
*Put 15 points in trickery to get preparedness, for a initiative bar with 15 initiative, and put 10 points into shadow arts, to get infusion of shadow, in order to use as many C&D’ers as possible.
*Set the slot 1 skill to autoattack.
*Now, with your stop watch ready, press both the stop watch AND the slot 1 skill at the same time, and count 30 hits with autoattack, this is 10 autoattack full chains; alternatively, if you dont have a stop watch, equip signet of agility, this skill is instant cast and overlaps, meaning it can be used at the same time as another skill. This will be your stop watch, because this skill recharges in 30 secs, which is more than the duration of this experiment.
*repeat this experiment at least 3 times, just to make sure that the results have consistency.
Now, after uve followed this steps, you will get this result: ten full auto chains last ALLWAYS between 24 secs and 25 secs, never less, never more; this is higly consistent, so we can safely assume that 1 full autoattack chain with sword lasts between 2.4 secs and 2.5 secs (if ure using the signet, the last autoattack will finish at the 6 seconds or 5 seconds mark on the cooldown). Also, as you are observing this results, notice the white numbers coming out of the golem, its the dmg that ure doing to the golem, this is important because they will ALLWAYS appear on your screen at the exact same time the sword connects with the golem,and will be used on part 2 of the experiment as a gauge of the daze duration. This makes it so that each hit of the auto attack chain has a landing time of 0.8 secs, 0.8*3=2.4 (i will use 2.5 secs because the last hit seems to take just a trifle more time to land). As a side note, the golem will usually die at the 33/34 hits mark, unless you get a lucky streak of critical hits. Now on to part 2 of the experiment.
Dacromir has already done that: its 2 secs, he saw 1.95 secs. For better gauge, probably someone with fraps record it and then count frames, i dont have fraps, so i wont do it. Problem here is that most ppl “eyeball”, and ive never heard of this scientific method before. Its just normal in forumers. Does the higgs bosum exists? sure, ive eyeballed it…
I like how they also nerfed the Daze such that the Sigil of Paralyzation doesn’t apply to the daze anymore (oh and forgot to mention that in the patch notes).
How closely have you actually tested this? I’ve heard several people mention it, but I wanted to test to be sure. I recorded some video of me using the daze on PvP golems and sparring NPCs. I slowed it down to 10% speed, and the daze icon lasted a little over 19 seconds with Sigil of Paralyzation. I replicated this several times. I’d peg the daze duration as ~1.95s with the Sigil. You may want to test this yourself more closely.
S/D is currently unplayable, like every other power/crit build, unless you go totally glass cannon, unviable by default.
Very good work with this patch.
It’s still playable. You still get a spammable stun break, great mobility and gap closing, and frequent 2s dazing. It’s still our most defensive weapon set by far. You just need to adapt to the lower damage, and maybe bump up the damage on your gear a bit to compensate.
I tested with mesmer sigils and got nothing. I didn’t slow the video down, I just eyeballed it, but 43% (10 points in DA) should push the daze over 2s, and it doesn’t.Visually, I saw no difference between 33% longer daze and no daze duration increase (just in case DA’s condition duration doesnt apply for some reason), and 33% should be easily identifiable even visually.
Also, your math doesn’t make any sense – 15% of 1.5s is .225, resulting in a a 1.725 long daze. Unless of course you have 15 points in DA, and it applies for you.
Things might just be buggy now – I’ve seen people complaining how poor the leeching venoms scaling buff is, but kitten if I know from personal experience, since leeching venoms heals me for the same exact amount for me regardless what my power is when testing in the mists.
Ur maths are brilliant… daze is not a condition, so its not affected by deadly arts; before,the sigil of paralyze or mesmer runes were giving 3 secs duration to daze,and i believe its intended coz daze cant stack in duration, so the devs must have built an internal mechanic that makes this 2 items affect daze without making it stack, but for this to be visible,the sigil and the runes must have been coded to provide a substancial increase.
Misinformation is the mother of all whiners, how many ppl have already came to this forum complaining about s/d daze not stacking and been reduced from 3 secs to 1.5 secs?? many, many, many…
Im preparing a thread on misinformation, in a couple days will be ready, ull have a blast, whiners!!
Least played class? Thief.
This game is a complete failure. I did not want to accept it, but the evidence is clear.
Your view of the game is more skewed than shrewd….
My thief has a big didge bar that has traits that help me migrate my incective. In the summer there is a lot of incectives around coz of the heat.
Yes, C&D its nerd in www, it retained its dmg….
Slowly people are starting to realize that p/d was buffed with its return to previous state.
he means: sneak attack,auto auto auto C&D was transformed into→ sneak attack auto auto C&D…
You deserved to die. I see FIVE dagger hits and steal, not 3 hits. That takes a while to pull of. And the C&D was a non crit, as i can see. You have 916 tufness only. We had a nerf to the most serious build (S/D),and ure complaining for the same reason these boards were filled until the patch, even with a nerf to C&D that removed the usual 4.5k/5K and replaced it for that less than 2k hit.
Good bye.
i dont want any answers, but ill bump it anyways, just coz im curious… to see the reactions of playerbase to answers.
Great ideas…
Replace merciful for shadow refuge,lololol, can you imagine the crying? automated unstopable rezzer, in a trait line where almost everyone already goes 15 points for preparedness? right…
retain signet passive AND turn them into stun breakers whilst getting all the actives?? sure, me wants…
merge slowed pulse with pain response???? this is a paradox,coz pain response removes bleeding…. and gives regen for 10 secs…
My favourite: revealed grants retaliation, ahahahah, if i stealth you cant see me, if you see me you cant hurt me, lol….
Lulzy.
Its gonna be deleted.
@Doom
They said culling was fixed,go to structered pvp section, they made a post there.
@loading
They have no idea what they talk about, that build had a massive buff, with the aid of blinding powder buff. Now we only wait 2 auto attack before C&D again. Almost 33% less waiting time to sneak attack again.
OMGdracula,ure using a weird build there… death blossom, posion from shortbows, constant bleeds from pistol shots…what is your spec?? me wants that!!
I havent noticed any nerf… BS is still there, p/d is stronger, only s/d suffered, but its balanced with p/d, right?
Stop the crying, if u cant handle it, there are 7 more profs out there…
crying
No, me, I want your gold!
You can have his gold,i just want the exos!!