- What is your build?
- What are your primary stats (ie; Armour, Attack, Critical Chance, Condition damage, Healing)?
- Are those utilities (all elixirs) what you were using when you died?
- Where is your shield?
- Where is your toolkit?
- Why didn’t you use Elixir S?
- How did you let this happen?
- What do you think YOU can do to improve?
Before you blame the other player/profession think about what you did wrong and how you can improve your game, your gear and your build so that the next time you run into a roaming thief, you know what to do.
hint: there is a lot of good advice in this thread and the identical thread you put up on the thief forum from experienced engineers and experienced players in general that can help you improve. You can blame the game all you want, but the truth is you just failed to react, failed to build well and possibly failed to gear well. Leanr from your mistakes and improve your play.
22k is low health for an engineer.
My engineer has 28k health in full Pvt
I use sigils of accuracy and perception to bring my critical chance up above 30%
I use 2xRune of Hoelbrak, Strength and Fire for 60% might duration
I run juggernaught and flamethrower to have permanent 10+ stacks of might
I use Elixir B for fury, might, swiftness
I use Elixir S as my Oh kitten button
Pistol & Shield for static shield, projectile reflect, confusion, poison and knock back
If a thief attacks me I have numerous counters at my disposal
- FT #5 to blind them
- FT #3 blowout (Thieves only get stability from Dagger Storm)
- Shield #5 to stun them when they attack
- Shield #4 to reflect projectiles or knockback
- Elixir S to avoid all attacks
This is just one build of many that the engineer has at their disposal. I levelled my Engineer in WvW with toolkit/Pistol&Shield and had no troubles at all against thieves.
If you spent half the time learning how to play your engineer instead of here on the forum you would know this stuff: Stop complaining and learn how to counter.
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Here’s a few suggestions from an ex-Thief turned Engineer:
1. Swap one of those Elixirs out for a toolkit so you can prybar to the face.
2. Learn to use Elixir S. It’s on your utility bar for more than just decoration.
3. Get a Shield and learn how to use #4 and #5
4. 22k Health is low for a WvW engineer.
5. Get more Pvt.
6. Refer to number 5
Does auto attack chain really do more damage than Pistol whip though? Have you actually timed the auto attack and pistol whip and compared the damage over time between the two?
Pistol Whip has a 3/4 second cast time.
Slice cast time isn’t labelled but there definitely is a cast time or after cast delay there.
Slash is 1/2 second.
Crippling strike is 1/2 second
Just doing a quick test on some dolyaks in Frostgorge Sound I ran three auto attack chains (Slice, Slash, Crippling Strike) for a total of 5200, 5800, 5100, from a fresh Dolyak each score. Then I opened with Pistol whip on three separate dolyaks for a total of 5100, 6900, 6800 for each yak.
Maybe I’m missing something but pistol whip is still slightly better than the auto attack chain for damage per second, and it has more chance to proc ‘on crit’ sigils and a 1/2 second stun. Auto attack chain is great for a base attack considering it doesn’t have an initiative cost, but I still think Pistol Whip has its uses.
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I would suggest just doing what feels fun. Don’t over complicate things for the first few days, just go with whatever your instinct tells you and the rest will follow.
I didn’t even know there was achievement leaderboards. I couldn’t care leds
If you want your experience in Obsidian Sanctum to have less PvP, get out there and help your commanders take control of all three keeps in Eternal Battlegrounds. By holding three keeps, you deny the other servers entry to the Obsidian Sanctum, then all you need to do is flush out the guys camping inside with a superior force and the whole puzzle is your playground until they take back a keep.
There is no such thing as griefing in a PvP zone, you are only griefing yourself by not taking the appropriate measures to ensure your safety.
Thieves have always had more options than the bursty backstab builds, some are just easier than others. I was using sword/pistol for the first 3 months
Mesmer greatsword is 1200 range, what’s your point? some classes channel magic through their weapons, warriors don’t use magic
It really depends on what you want to achieve in the game. If all you want to do is collect gear then there are a few more skins getting around, laurels to collect to buy ascended gear etc. If you like sPvP there should be another two or three maps now iirc. WvW has introduced ranks that can give a renewed sense of progression there. There are some new jumping puzzles, new dungeons and mini dungeons, guild bounty hunts, puzzles and other guild based features. There is quite a lot of new content and features here compared to 5 months ago, how much of it is interesting or worthwhile is up to the individual
They have a test server, it’s under strict NDA and most of us aren’t invited to test it.
How else do you think patch notes get leaked before we see them? It’s like the first rule of fight club.
As long as any change is just an option, I love my hobosack. I wish I could transmute my hobosack onto other professions.
Change the trait trait that boosts shortbow damage by 5% to include increased shortbow range by x%. Or add a trait that increases pistol range by x%.
I’d like to see more traits like some of the other professions ranged traits, things like 15% chance to cause bleeding, or 60% chance on crit to cause bleeding, +5% crit chance on bleeding targets, things like that. I drool over some of the engineers ranged or on crit traits (I also play an Engineer).
WvW
If I have to reset a fight or shadow step/flee with stealth I consider it a loss. Only if I run though, Most of the time I prefer to stealth dance until I either win or die. Honestly I’d rather play a Sword/Pistol build without stealth but I don’t believe it is up to the standard of stealth builds so I continue playing stealth builds.
If I’m fighting a thief and he has to stealth and flee I definitely consider it a win.
I love the backpack. I was so jealous that I couldn’t transmute one for my thief that I ended up rerolling an Engineer just for the coolest looking backpack in the game. It’s humble, it’s not some ridiculously bright magical twinkling dragon wing or tentacle, and that’s why I like it. It would be cool to see some variations or customisation options for the kits though. I’d love an elixir kit with bubbling green stuff visuals, or a flamethrower kit with liquid magma visibly bubbling away. A tool kit that uses a sledge hammer instead of a wrench, or even an option to customise and dye the back packs.
I’d even like to see my helmet change with my kit as well. So a Flamer or Elixir gun kit would equip a gas mask, a tool kit would have a construction helmet and a grenadier or bombadier would have a set of noise cancelling earmuffs or something.
Bombs is the most melee you can get, they have zero ranged skills.
Toolkit is melee
Flamethrower is only 425 range for most of its abilities, may as well be melee.
In all seriousness, I’d be putting that money toward fixing Eternal Battlegrounds. It’s virtually unplayable with rubber banding and skill lag at the moment.
I’d force the dev team to implement the sandwichmancer profession, and then spend the rest of the money making it really imbalanced so I can win the $$$ back in PvP tournaments.
Sandvich™
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I used to play a Thief. Then I got my Engineer to 80 and haven’t looked back. Once you play a Thief you know their weaknesses and they are very easy to counter. Just remember, if you start beating them and they stealth, there’s a good chance they wont come back (emphasis on ‘you start beating them’) Most thieves will know in the first few seconds whether they can win or lose, if they think the odds are against them, they will stealth and bail. If it looks like they have a chance they will stick around they will stealth dance around you, assuming they haven’t melted you in that initial burst. Some toughness, vitality and learning when to pop counters help a lot. Static shield, smoke vent, air blast, gear shield, smoke bomb, flash grenade, Rocket Boots, Slick shoes, Personal Battering Ram, Net Turret are very important. Toolbelt skills that immoblise or knockdown are also extremely helpful.
We have plenty of ways to deny a thief the burst that they need with blinding. Anything with a knockdown or immobilise will also help as the thief only has one way of gaining stability and it’s an elite skill (Dagger Storm). To be honest, the Engineer is one of the best equipped professions for dealing with thieves.
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shortbow from rangers wont reach you now too. They got nerfed to 900 range too
At least Ranger Shortbow got a 14% damage increase to compensate for the loss of range. Thief always gets things taken away but nothing compensated in return. The only thing Shortbow is good for now is blasting water fields.
Ascended gear doesn’t suit me at all. I like changing my builds and gear constantly to keep the game fresh. This isn’t possible with ascended gear due to how long it would take to get multiple sets.
I chose the Thief because I have always liked rogue-like characters, from characters like Taurus (from Conan’s Tower of the Elephant), the Grey Mouser (from Lankhmar), Bronn (Game of Thrones) to Bilbo Baggins. There’s just some weird fascination I have that draws me to the little guy that would rather avoid direct confrontation and settle the matter by wearing down an opponent and stabbing them when they are otherwise occupied.
Cleric was the name of the calling wasn’t it? So I used Archtype when I meant calling, point being, GW2 doesn’t have a chain armoured Cleric profession. I played Rift from from the first open beta until GW2 open beta, I’m very familiar with both games and I still consider GW2 to have the superior class system. I agree that they are both different to the point that they can’t really be compared fairly, but I stand by my opinion that 8 fully fleshed out gw2 professions are better than four callings with a variety of souls, many of which have little to no synergy with each other.
If you don’t agree with my opinion, you don’t agree with it, it’s just an opinion.
I would never go back to a game that only had four callings.
It would have been better if they were weekly instead of daily.
WvW. If it weren’t for WvW I doubt I would still be playing.
the 5 trait lines are poor methods of differentiation imo, since you can have numerous amounts of different trait combinations that play more or less the same exact way as each other.
the way i see it, in 5 trait lines you can get maybe 3 distinctive roles (defense, offense, and support)
You forget the variation you get from utility skills and weapon skills as well.
I think this boils down to personal opinion and play-style. I much prefer playing a fully fleshed out gw2 class with various interchangeable options from utility skills, weapon skills and traits. Off the top of my head I can think of at least six different ways of playing my thief in GW2 just from weapon combinations alone, then I could further expand that depending on what gear and traits I am using and that is just for WvW.
If I wanted to my style of play in Rift I had Nightblade. That’s it and there was very little variation in how to play it.
What really separates the two games is that GW2 doesn’t have dedicated healing classes.
you have your three sorcerer types, you have three roguish types, you have two warrior types and the healing is spread out among them and they are all subpar unless you work together with combos and finishers. Take away the Cleric Archtype in Rift and GW2 has more options.
At the end of the day, Rift forced you into cookie cutter builds. I don’t ever want to have a healing or tank role as an option in a damage class because it becomes expected that you play that role. I play a thief because I enjoy that role, whether it be scout, combo blaster, Conditioner, glass cannon or controller.
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In GW2 you have 11 professions, each with 5 trait lines
I’d like to know what the other 3 professions are in GW2.
Meh.
I was going from memory, posting from a mobile device at work. It’s still better than Rift. I hated playing a rogue in Rift when half of the souls were taken up by ranged, tank and support souls. As a melee rogue you had three choices, Assassin, Nightblade and Bladedancer. It gave the illusion of variety without having much variety.
Rift – 4 classes with 8 Souls
GW2 – 8 professions with 5 trait lines
GW2 still wins with number of options because you don’t have dedicated roles wasting space.
The only thing I enjoyed about Rift was the level 5-20 Zone events and the invasions. Once I left the level 5-20 zone it the epicness dropped off and the game got boring real quick.
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I dunno about WoW killer but………..I like that Rift has more class/soul options. I mean heck, even Dark Age of Camelot has 48, yes Forty-Eight classes, and that MMO was released in 2003. You might say “Dang 48 classes that musta been hard to balance for pvp/pve”, but actually DAoC is regarded as the best MMO for overall large scale and small scale PvP ever made, largely due to groups being balanced and diverse at the same time.
I know I went a lil’ off topic, but what is with modern day MMO’s only having 5-6-7 classes to choose from?-x
IMO rift had less class options than GW2.
In GW2 you have 8 professions, each with 5 trait lines
In Rift you had 4 classes, each with 8 Souls
Rift limits you to only three trait lines per build.
GW2 allows you to spend traits wherever you want.
Rifts trinity meant that not all souls worked well together.
GW2s lack of trinity means that there are always new ways of coming up with a build that works in any given situation.
I’d take GW2s professions, low gear progression, light trinity and action combat over Rifts restrictive system any day of the week.
I’d take WvW over PvE raiding any day of the week.
Edit: correct number of professions for gw2
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It has been suggested by me and tons of other people that by implementing a simple mechanic were the Alter of Power is completely invulnerable to damage whilst the Keep Lord is alive would stop the type of hacking we saw during the Orb of Power era.
Has this suggestion gone completely ignored all these months?
Orbs need to return to the borderlands soon with a flat PPT value per orb held and the fail-safe mechanic.
^ This.
We said it well over six months ago:
- Altar invulnerable until Keep Lord is killed
- Orbs power buff replaced with PPT value
I would throw in an extra for Orbs to boost Wuxp, Karma & MF (Non-Combat buffs) because Need Moar Wuxp
How does a warrior get 20k vitality. You seriously need some Pvt gear if you want to compete in WvW. My Thief has 23k health, 3k armour and 2.2k power when I’m running Pvt. You’re obviously not running any vitality gear and not enough toughness for WvW. You deserve to get nuked by a glass cannon.
They’re not rocks they’re Minerals Marie!
Any survivability gains would come at a very steep cost in damage.
Really can’t agree with this. At the least, it is a terrible idea to use Berserker or Valkyrie in head, chest, and leg slots. The stat you are giving up for that bit of +crit damage is just not very efficient. For helmet and legs, you are giving up 16 toughness for each +1% crit damage gain. For chest, it’s 14.4 toughness. Compared that to ascended trinkets and rings, which are closer to 7 toughness given up for each +1% crit damage.
To the OP, if you are planning on using ascended stuff, I would keep all of them as Berserkers. While exotic berserker backpack/ring/amulets/trinkets have pretty subpar ratio, their ascended counterparts offer the best trade-offs for that extra +% crit damage. Consider switching one or both of your weapons from Berserkers (which I assume you’re using) to Soldiers. Your shoulder/gloves/feet slots have a slightly better trade-off ratio than your weapons do.
Let’s say you are using all soldiers right now and slowly switching gears to berserkers while maintaining maximum stat effectiveness.
1) If you want more damage, the first items you will want to swap for berserkers will be your ascended backpack/rings/trinkets/amulet.
2) If you want more damage on top of that, you will then want to swap your shoulder/gloves/feet to berserkers. (12 stats per 1% crit) This is a fairly happy medium and a good place to stop.
3) If you still want more, switch your weapons to Berserkers. (12.8 stats per 1% crit) You’re not maximizing your stats here, but that extra precision and crit damage is nice.
4) If you go up another step, swap your chest to berserkers. (14.4 stats per 1% crit)
5) If you’re going full glass-cannon, then you will change your helmet and legs to berserkers. (16 stats per 1% crit)On a similar note, there’s a pretty good theorycrafting post on the first page: https://forum-en.gw2archive.eu/forum/professions/thief/Building-a-better-D-D-thief.
I’m not looking for berserker gear or builds mate, I’ve ran berserker for the first 4 months of the game (Not counting all the beta weekends) and it gets old after a while. I’m also not a D/D thief, I was originally a S/P thief and changed to S/D when pistol whip and signet of assassination got nerfed. I’d still be playing S/P if it wasn’t so easy to counter.
As the thread title suggests, I was looking to see if others had tried the Sentinel/Soldier path. I’ve mixed Soldiers with Berserker gear before, I’ve mixed it with Knights gear and even tried some Cavalier and Valk mixed in.
That’s what I was thinking, the loss to power woukdn’t justify the extra health. There’s no point surviving if you hit like a wet noodle.
My Pvt set works fine though, the aim is not to be a one-man army with that set (I have 5 exotic sets that I interchange depending on what I want to achieve).
I run a Rabid trap Ranger in the zerg with x/30/30/x/x and it works great, It’s not the best for roaming though. Weapon sets are Shortbow and Axe/Dagger, Axe/Torch or Axe/Warhorn depending on what I feel like doing. Traits are quite loose.
Has anyone tried mixing Sentinels (pVt) with soldiers (Pvt) in WvW yet?
I’ve been toying with it for more survivability but worried that the loss of power would make it pointless. I’m currently running full Soldiers with two Knights rings to get Armour over 3k and it’s great for S/D 10/30/30 but I’m looking to mix it up a little with the new gear. I don’t want to fork out 18g per piece without some feedback though.
No changes mean no nerfs at least. Unless they have covertly nerfed us and conveniently left it out if the patch notes.
I’d love to see a melee staff with traits down the acrobatic line (animations like Darth Maul)
and also a Torch off-hand for burning, more smoke and possibly a fear condition skill (set hair on fire and they run around trying to put it out).
“Yak’s Bend Invader hits you for 178 using Throw Rock”
I lol’d right there, classic.
In reply to Elthurien
Dont get hung up on the name, it gets annoying when people want to kitten a class because of a name change. The original Dungeons and Dragons class was called thief, not rogue, but had the same skills. Its a name.
By your definition engineers shouldnt even be in game, engineers design things, so shouldnt they be off creating tech for actual soldiers to use. Engineers dont know how to fight.
If I am sold a pizza and open the box to find a hamburger it still doesn’t make it a pizza, it’s just a hamburger in a pizza box. I was sold a game with a profession called thief, I created a thief and discovered it was an Assassin, not a Thief.
An engineer can mean a great many things IRL, I held the title of field engineer for quite a few years and never designed a thing. I did learn how to shoot assault rifles and fix equipment while I was a field engineer though.
The Thieves are just handled rather poorly in general. Take Venoms for example.
Like you said, they’re terrible because they have to be balanced around the possibility that you can share them with several teammates.
A skill cannot be balanced around the assumption that you WILL have an optional trait; especially a 30 point one at the top of an indirectly related path like Shadow Arts.
If the trait is THAT strong, you need to either remove the trait or make it base-line.
Base-line Venomous Aura would go a long way toward making the Thief a less selfish class, anyway.Absolutely, although I don’t necessarily agree that venomous aura should be a baseline, I think it’d work well as an elite (make basilisk a regular utility, it isn’t powerful enough any more to be an elite). Step one to decent venoms on all thieves is definitely nerfing the trait lines though. To truly give thieves a varied toolset I’d like to see venoms made into passive procs with their active effects being swaps between 2/3 effects.
I’m envisioning:
10 % base proc chance, 20-30s cooldown on proc, 15s cooldown on swap (modifiable by traits)Drake Venoms:
-Ice Drake: As it is now (multiply duration by 3)
-Fire Drake: Applies burning
-Marsh Drake: Applies confusionReptile Venoms:
-Skale: As it is now (duration by 3)
-Basilisk: As it is now (same duration)
-Snake: Copy spider venom (duration by 3)Leeching Venoms:
-Vigorous Venom: Steal 50 endurance (1 dodge) on proc
-Vampire Venom: Decent amount of life leech, the numbers would have to be worked out.
-Thievery Venom: Steals 1-2 boons, if target has no boons when it procs, grant 4 init.Ambush Venoms:
-Devourer Venom: As it is now, double duration to account for two charges.
-Smokey Venom: 1/4s daze + blind on proc.
-Explosive Venom: Small DD + blast finisher.New Elite: Venom share same effect as now, including forcing the effects to apply on your next attacks instead of being chance-based, which gives the elite a large amount of solo use as well by allowing a venom build to force-proc all of its (now useful) venoms immediately.
There, now venoms are useful, worth building around, but also not required to be an entire build to get use. They help every current build and give thieves access to more conditions and combat options via a unique mechanic. There’s also plenty of room for balanced traits to tweak them (X happens on venom type change, X faster venom proc recharge, X higher chance to proc).
Those skills would be great for an Assassin profession but to be completely honest, venoms and traps just don’t belong in the Thief’s arsenal.
Thieves are traditionally opportunist, backstabbing kittens that rely on exploiting the weakness of their opponents or creating situations that cause the enemy to make mistakes. The thief can then exploit the weakness caused by making said mistakes. They are also light on their feet due to their medium armour and acrobatic nature.
So far, caltrops, blinding powder and smoke screen suit the bag of tricks theme quite well. Roll for Initiative, haste and withdraw compliment the acrobatic nature of the Thief. The majority of weapon skills suit the thief, weapon skills like Flanking Strike, Backstab, Sneak attack, Headshot, Black powder shot, crippling strike and tactical strike all suit the thief style of control and evade. Boon stealing should be one of the thief’s primary abilities, yet it is only possible with flanking strike and bountiful theft.
What doesn’t belong, are the traps, venoms and shadow stepping, which all scream of the evil, invisible ninja/assassins we know from pop culture and other Mmos. Assassins and rangers lay traps, Thieves disarm/disable them.
/rant
I just wish they had kept Assassins and Thieves as separate professions. Left the stealthy, poison, traps and damage dealing to the Assassin and made the Thief more about acrobatics, control, condition and evasion. The current Thief is a hybrid of the two and doesn’t do the profession the justice it deserves. The trickery trait line and the acrobatics trait line (minus the traps) are very close to a Thief theme, but Shadow Arts, Deadly Arts and Critical Strikes are more Assassin than Thief.
Think about guild full of dungeon masters. Those guys would roll dice IRL and peer menacingly from behind their screens of charts and tables
FTFY
I lost interest when he usually dies within 30 seconds of spawning.
yep.
Was fun in beta, but not so much anymore.
Fights are too static, Anet really does not do boss fights very well. Jormag is possibly the best right now. The boss in the reactor in mount maelstrom is good, fireelemental was good before it was nerfed. Fire shaman is ok.
But most (and shattered and tequatl are prime examples) are boring and involve no real need to follow tactics, and lost (SB, Maw, Worm….) are just 30sec nukefests……yawn.
I wish we had big DEs more like Rift, especially volan, that fight is epic.
http://www.youtube.com/watch?v=JXmyo_1SkX4Much as GW2 has some really nice features, the DEs are great at a local level, but never manage to feel epic.
The early zone events in Rift were amazing. GW2 Dynamic events are pretty lame in comparison.
I’ve Played thieves’ since they had 1d4 hit points and only a 5% chance to hide in Shadows. I will always play the thief class, I just wish they would separate thieves’ from assassins, there is IMO a big difference between the two.
I have screenshots too! SoR makes our towers/keeps paper for JQ – I have PROOF! The proof is in the pudding… Mmmmm I like pudding. Vanilla pudding ftw!
Duck Tales. ooOOoooo
If you don’t eat your meat you can’t have any pudding
Is it chicken? I don’t eat anything but poultry…
A poultry task :/
I just returned to GW2 after having a break due to RL commitments and I must say that T1 WvW is amazing. The adrenaline rush in those zerg vs zerg fights over SM is huge. I have rarely had skill lag since coming back. There have been skill lag during SM fights but to be honest it has greatly improved since January. I run a high end rig with all graphics settings on low (except for having models set to max shown). If you don’t like the game, don’t play it. It’s really not that hard to fathom
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SO you are saying that all weapons should be available to all classes in this game? The type of staff you are talking about and the type of staff skills used in GW2 are on polar opposite ends of the spectrum lore wise and from a gaming practicality stand point…There are reasons that they limited the weapons available to certain classes and from a game mode perspective you are essentially asking for an entirely new weapon because staves are “Magical weapons” in this game and you are asking for more of a melee time option here… You aren’t comparing oranges to apples you are asking oranges to turn into apples.
How is this any different from the Mesmer using a Greatsword (predominantly melee weapon) as a magic focus from 1200 range?
Just because staff is ranged magic for other professions doesn’t mean it can’t be martial melee weapons for other professions.
What are the odds people on the WvW forum are playing WvW?
I’m not. Add that to your odds :P
He’s a necromancer. It would be easy to justify him becoming evil as one who tries to control the true power of the undying, unknowing that it is the undying that are slowly corrupting his soul with the long term goal of controlling him and all other practitioners of the dark arts. I wish the game had FFA pvp so I could kill every last one of the evil necromancers.
Exotic 80s running low level dungeons ad-nauseum are usually doing it because they’re not good enough to farm the harder dungeons.
I think this is way off the mark. It’s not because they aren’t good enough for other higher level dungeons, it’s because it is more time effective to run the lower dungeons for the reward. The only reason I ran AC was so I could get soldier stats on my pants because the temple vendors don’t sell them and was faster than getting them through WvW. This is the same reason players will farm Fractals more than dungeons too, it is more rewarding. I would rather spend all my time in WvW but due to bad game design, I must subject myself to doing PvE dungeons to get the gear with the attributes I am looking for. I also think it is bad design that 80s must do lower level dungeons for such gear, it would be ideal if there were three dungeon types, story, explorable and then 80 explorable.