Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
Love the first picture, if you see there was 2 Backstabs withing 6 secs(10:40 and 10:46) (excluding the 2x C&D) , 8.9k and 9k, you know you can only land 1 evicerate in that same time with time to spare, and I’m not saying is easy on a moving target but it can be done. On the other hand you can see the whole telegraph warrior burst skill and you can easily dodge.
First of all: timer in GW2 doesn’t show seconds, it’s minutes.
Second: dummy’s don’t dodge/hit back.Yeah maybe the time you are right but still 6 seconds is enough to land 2 BS, and you can see when a warrior is about to hit you with a Burst, now can you see a thief backstabing you?
2x BS with 4 sec reveal debuff ? ofc
BTW you don’t see CaD ? You don’t see black powder + HS ?
Ehm ehm. Full DMG traits 3013 power (20x might) All spell on CD and 9k BS vs Warrior eviscerate without power traits and with power traits 2668 power( 5x might) 9.6k, 90% CD ready
I don’t understand what you’re trying to say here. Nowhere did I deny that Eviscerate hits for a lot of damage, only saying that Backstab has the potential to hit for the same numbers, and that denying it is narrow-minded.
From what you’re showing, it’s natural that the warrior would have no cooldowns (which are defensive in nature) spent, since you generated all your adrenaline by slowly chopping away at a target dummy, and that you blew all your cooldowns as thief to burst the target in one instant. Translate that to a game situation: the warrior would be generating adrenaline faster from Berserker Stance and Cleansing Ire (which you’re missing!) by trading hits with their target, and the situation is largely unchanged for the thief – opening on their target from stealth and blowing cooldowns to burst (but missed venom!)/lockdown.
I still maintain that the problem is Eviscerate’s consistency, not costing adrenaline and/or the short cooldown on a miss. The build it belongs to (Celestial Axe/Sword+LB) adds to the issue, but looking at the ability in isolation, it would be that. Neither has to be nerfed, but both sides can’t deny how hard they can hit.
Problem is.
Thief must use all offensive abilities(thief without defensive skills) on CD to hit weakest than warrior and must hit target from behind.
And Warrior ? Click F1 on better dmg every 7 sec.
Clearly someone doesn’t want his “precious” to be nerfed.
I have yet to be hit by 9-10k backstab, so 15-20k numbers are out of thief reach imo.
https://www.youtube.com/watch?v=S9d4Og8KbEM
This is footage from a full glass thief. He has to use ALL his utilities to get might/boost to dmg to even get close to warrior numbers, leaving him with almost nothing if his combo fails. All this is from before thie Ferocity patch, and the highest numbers 16k are on some squishy or uplvl guys (not to mention they’re total nubcakes, but it’s just to show the numbers). Now, how many hits will it take to kill 12k hp 1800 armor thief?Warrior however… “F1 , oww he dodged, switches to GS – run away 1500 range, 7sec later F1 magic button is ready again, Boom! 12k, 7-10sec, Boom! 15k”. Feel free to input random 2-3k auto atk hits in between.
edit:
Because some ppl posting below didn’t seem to have read my previous post, go read it. This is about WvW zerg situations where zerker thief pulling out 16k numbers will just evaporate from few hits.
If you read the part about 1v1, it’s not big problem to beat a warrior.
This is not crying post. This is pointing out at a certain problem with balance of warrior class, just like other people in this thread are trying to point out.This is from a hotjoin, using Melandru runes and zerker amulet on necro. If it hits that hard not as full glass, and not in WvW, what could it do in WvW?
Ehm ehm. Full DMG traits 3013 power (20x might) All spell on CD and 9k BS vs Warrior eviscerate without power traits and with power traits 2668 power( 5x might) 9.6k, 90% CD ready
(edited by Evilek.5690)
make it 5 seconds all over. Boost damage on stealth attacks by 3% – DONE.
An additional 2 seconds forced out of stealth is enough time for a good player to destroy a thief, no thanks. And if it was going to be 5 seconds I think a bigger damage boost than 3% would need to even it out. 10-15%??
people want thief nerfs and to balance stealth. This would offset it. Seriously though. Unless you burn ini like a madman, you should have enough ini for a blind and 2-3 evades (DD 3 or SD 3 or SB 3). That SHOULD be enough to keep you going “until next stealth”.
3% may be a bit low, i was thinking DD damage (which is the set most affected by this “nerf”) however, i would say 10% is a bit too much. 5%?
I think, longer revealed time and a trait (adept minor?) granting 3-4 seconds of protection upon revealed would offset and make it fair. It would also balance out the “unfairness” of others being able to force you to be revealed (rangers and soon also engineers).
3 to 5 sec reveal = 65% You would have to increase stealth attacks DMG by 65% to give it the Same Effect no 10 % lol
Steal is really broken or only my issues ?
Problem is – Use steal and in 60% case teleport me +- 5 meters out of target. Same problem I have even if I use [Infiltrator’s Signet]
withdraw+ vigorous recovery+ feline grace+flanking strike+signet of agility
this is almost perma evade, and u can switch to shortbow and disabling shot+ infiltrator’s arrow+energy sigil if u want.And yes thief got the best endurance regen in this game =)
Of coarse Thief change weapons and magic trick give back full initiative ? Don’t be funny
Yep cause 3 dodges every 5 sec is too little..lol every dodge is a sec of invulnerability.
Add to that that opponent has skills with casting time which he does no damage while casting(no need to dodge then) plus your ports which are countless and the abuse of los..
Define sustain pls..Cause yeah thief cant stand still and soak damage.He has all the tools to avoid it and more.The "more " is the problem.Something needs to go.Not much be it a steal nerf,los on port,some reduce on dodging (not much),damage,landspeed..Whatever those who “balance” choose to take away
3 dodge every 5 sec ? Maybe first time when is your endurance 100% no over all time.
For you : Each dodge requires 50% endurance, meaning that characters can dodge twice in a row when at 100% endurance. Endurance regenerates over time, at a base rate of 5% per second and a max rate of 10% per second
Thief endurace trait
Feline Grace – Dodging returns some of the endurance used.
(Endurance gained: 15)
Thief vigor up time with all traits is 60%.
vs
Other classes with endurance regen traits
Traits that increase endurance regeneration rate
Guardian Purity of Body – Your Virtue of Resolve’s passive effect also regenerates endurance.
Engineer Adrenal Implant – Endurance regeneration is increased.
Ranger Natural Vigor – Increases endurance regeneration.
Elementalist Vigorous Scepter – Endurance recharges faster while wielding a scepter.
Elementalist – Your endurance regenerates faster while channeling skills.
Traits that cause skills to restore endurance
Warrior – Burst skills restore endurance.
Engineer – Using toolbelt skills partially restores endurance.
Elementalist – Arcane and signet skills restore endurance when used.
Dont worry Thief has not the best endurance regen in this game =)
(edited by Evilek.5690)
Best single target dps is D/D, best setup on fast farming mobs is D/P, best aoe dps with sustain is S/P, S/D is realy bad on PVE
To continue this point, you seem to dismissed what is the crux of my point. All mechanics in game to lesser or greater extends have counter play capacity. However in a biased control situation of where I can spam evade endlessly between attacks my opponent has little to no hope of ever defeating me. This currently is balanced by the simple fact that one cannot spam evades endlessly. So if we narrow the focus to be an opponent has a lot more evades than everyone else, it cannot be denied logically that the player does a good advantage. So if we take a typical set up rotation of shadow return, larceny, shadow return back, teleport in, larceny, retreat step, steal in, larceny, roll evade back, sword teleport in, larceny, sword retreat..the counter play people seem to be suggesting to me is position myself well. What part of good positioning is countering this rotation?. All I am doing is playing defensively. I am not actually countering anything. If you fire a missile at a military boat and the boat simply sails away from that landing spot, that is defense from good positioning. If they fire an anti airborne missile to destroy the incoming missile, that is countering. There is a difference and the two play style tactics are being considered the same, when they are not. As stated above evade on skill use do not get countered by typical cripple/chill conditions. Because these skills evade on use, skills like power block are also useless because even if you did hit, thieve’s do not have cool downs on weapon skills and you can’t interrupt teleports forcing a mesmer power block. So using the logic above that one cannot down a target they cannot hit, or one will have increased difficultly countering a target they have higher percentages of not hitting and following through with the other fact established, that thieve’s have a far greater load out of teleport, instant cast, no cool downs and evade on use skills, this only underlines the obvious..the counter play to them is virtually non existent and leads to my original established situation much earlier on. Your best defense (which is not counter play) is just move, stealth, teleport and make yourself an annoying target. However this is nothing more than the naval boat just sailing in circles making itself a hard target. It is not pressuring, or countering the attack at all. When the thieve knows your dodges and evades will run out a lot sooner than theirs, this firmly establishes advantage goes to them. Why does it go back to them?..because high evade has no counter. Only limited defense. In fairness I don’t want to see this thief destroyed, just to see that mechanic laws in game apply to all professions. Currently movement kittening skills don’t impact thief play and some mesmer play the same way they do every other profession. This is not nerfing, it is just making combat mechanics apply equally to all professions. If you still can’t grasp what I man, imagine this situation. All warrior burst/movement skills evade on use. Rush>>whirlwind attack>swap>shield bash>eviserate>bull’s rush>swap>100B(the only time u can hit them now)>whirlwind..It is not impossible currently with solid play and good keybinds to create thief s/d rotations thru teleports(can’t be interrupted) evade on use skills, roll for initiative, steal, roll of recovery etc to establish longish chains of extremely high evade chains while still being able to strike your opponent at the same time.
Thief use Flanking/Larcenous strike combo max 4x in row with all initiative regen traits maybe 4.5×.Evade is only on Flaking strike(0.5sec evade and 1+sec animation), Flanking strike + LA strike has 3sec(4×3=13sec total cast time) cast time and only 0.5sec evade -> 0.5sec evade every 3sec = 2sec evade on full initiative WOW. Where is your PERMA EVADE ?
2 secs of evade with initiative huh? You forgot to add in the evade from Withdraw and dodge. Thief has a extremely high vigor uptime. So that’s a lot of evade/dodge aka not being hit by damage.
All clas has V evade,vigor(engineer,elementalist->perma vigor) All other class has protection boon Thief does not.
Thief(s/d)
10.5k Base HP
Medium armor
Thief does not: protection,stability(only on Dagger Storm),passive HP regen,block,invurnerability.
Thief has: 2sec evade when he spend all invitiative/stealth+3/4 sec evade on heal skil every 15 sec , V evade, 12sec regen every 30 sec, 50% vigor up time and 12sec 1x might,swiftnes,fury every 22 sec.
To continue this point, you seem to dismissed what is the crux of my point. All mechanics in game to lesser or greater extends have counter play capacity. However in a biased control situation of where I can spam evade endlessly between attacks my opponent has little to no hope of ever defeating me. This currently is balanced by the simple fact that one cannot spam evades endlessly. So if we narrow the focus to be an opponent has a lot more evades than everyone else, it cannot be denied logically that the player does a good advantage. So if we take a typical set up rotation of shadow return, larceny, shadow return back, teleport in, larceny, retreat step, steal in, larceny, roll evade back, sword teleport in, larceny, sword retreat..the counter play people seem to be suggesting to me is position myself well. What part of good positioning is countering this rotation?. All I am doing is playing defensively. I am not actually countering anything. If you fire a missile at a military boat and the boat simply sails away from that landing spot, that is defense from good positioning. If they fire an anti airborne missile to destroy the incoming missile, that is countering. There is a difference and the two play style tactics are being considered the same, when they are not. As stated above evade on skill use do not get countered by typical cripple/chill conditions. Because these skills evade on use, skills like power block are also useless because even if you did hit, thieve’s do not have cool downs on weapon skills and you can’t interrupt teleports forcing a mesmer power block. So using the logic above that one cannot down a target they cannot hit, or one will have increased difficultly countering a target they have higher percentages of not hitting and following through with the other fact established, that thieve’s have a far greater load out of teleport, instant cast, no cool downs and evade on use skills, this only underlines the obvious..the counter play to them is virtually non existent and leads to my original established situation much earlier on. Your best defense (which is not counter play) is just move, stealth, teleport and make yourself an annoying target. However this is nothing more than the naval boat just sailing in circles making itself a hard target. It is not pressuring, or countering the attack at all. When the thieve knows your dodges and evades will run out a lot sooner than theirs, this firmly establishes advantage goes to them. Why does it go back to them?..because high evade has no counter. Only limited defense. In fairness I don’t want to see this thief destroyed, just to see that mechanic laws in game apply to all professions. Currently movement kittening skills don’t impact thief play and some mesmer play the same way they do every other profession. This is not nerfing, it is just making combat mechanics apply equally to all professions. If you still can’t grasp what I man, imagine this situation. All warrior burst/movement skills evade on use. Rush>>whirlwind attack>swap>shield bash>eviserate>bull’s rush>swap>100B(the only time u can hit them now)>whirlwind..It is not impossible currently with solid play and good keybinds to create thief s/d rotations thru teleports(can’t be interrupted) evade on use skills, roll for initiative, steal, roll of recovery etc to establish longish chains of extremely high evade chains while still being able to strike your opponent at the same time.
Thief use Flanking/Larcenous strike combo max 4x in row with all initiative regen traits maybe 4.5×.Evade is only on Flaking strike(0.5sec evade and 1+sec animation), Flanking strike + LA strike has 3sec(4×3=13sec total cast time) cast time and only 0.5sec evade -> 0.5sec evade every 3sec = 2sec evade on full initiative WOW. Where is your PERMA EVADE ?
(edited by Evilek.5690)
meh its about 1 skill .. steal .. if u dont know whats is it let me tell you :-
1. 2k heal
2. steal 2 boons and steals the stability so it makes daze
3. give you fury + speed + might
4. interrupt skills
5. deals damage
And only waste 4 Major traits (3 in condition dmg trait line)
(edited by Evilek.5690)
My main problem with this S/D build is the damage it can put out when it has 0 points in critical strikes.
OK, I’m going to stop you right there.
How about how warriors and guardians can both set up a tank spec in traits, then use fire + air/intelligence sigils, strength runes and zerker ammy and still live through tons of damage (unlike the thief) and still put out good damage?
Also, s/d thief DOES live through tons of damage, despite its role…
With 15k HP and low armor ? Really ?
Yes really…
When played well s/d thieves are unkillable jungernaught
Spammy dodge tp everywhere everytime.Look at this guy and tell me it is balanced
http://www.twitch.tv/sizer2654
Spamming dodge ??
here is many fight vs your UNKkILABLE OP THIEF CLASS
(edited by Evilek.5690)
My main problem with this S/D build is the damage it can put out when it has 0 points in critical strikes.
OK, I’m going to stop you right there.
How about how warriors and guardians can both set up a tank spec in traits, then use fire + air/intelligence sigils, strength runes and zerker ammy and still live through tons of damage (unlike the thief) and still put out good damage?
Also, s/d thief DOES live through tons of damage, despite its role…
With 15k HP and low armor ? Really ?
I use this
I use this
Who is Sizer ? And 10 0 0 30 30 is maybe 2 years old condition build
Where is your “Massive condition burst” ?
Charr
Ghastly Grinning Shield skin – drop in event dungeon
Ghastly Grinning Shield – this shield can be madeI thought only Mad Moon had a recipe to craft it.
I see. My mistake
Ghastly Grinning Shield skin – drop in event dungeon
Ghastly Grinning Shield – this shield can be made
Ghastly Grinning Shield skin – drop in event dungeon
Ghastly Grinning Shield – this shield can be made
Only rare unidentified crafted dyes can be forged into an unidentified dye.
Ok thanks
Dye packs can still be crafted by cooks. – Where i craft this dye pack ?
Any four crafted dye packs can now be combined in the Mystic Forge to create an Unidentified Dye. – Works only with “dye packs” or with all pack like a [Unidentified Purple Dye] ?
hi there was roaming in wvw using s/d full glass and ranger started attacking me i have vs alot of rangers before but none that have done this sort of dmg 8.7k maul and 7k counter strike kick is that normal. yes im aware im full glass but iv never seen that sort of dmg
This is normal, Ranger is Thief 2.0 , has better DMG,HP and surv. abilities
DPS Ranger disappear 80+% Thief HP with single http://wiki.guildwars2.com/wiki/Rapid_Fire
Godda love how many people clearly and blatantly ignore points I made in my OP.
I specifically mentioned Warrior builds with melee weapons (even if the constant Blind spam is hard to deal with for any weapon).
I specifically mentioned that the Black Powder effect was the least of the problems because at least that part is avoidable.
But frankly judging by the posts here I doubt most posters even know that Black Powder even has an actual Blinding Shot with 900 range.
I also said that I play a Thief myself as a main and now just how hard Blind spam counters Warriors. And while I’m all for having advantages and disadvantages against certain builds, being able to kill another class without them even having a chance to hit you is pretty stupid.
Use one AA and Blind is gone ? Wow so hard 
7 days and zero feedback !!
Really this is not funny, Arenanet bug or ninja nerf make Legendary weapons unattainable for many players. Before this bug/ninja nerf 90% porecursors cost max 600g now after 7+days ? 1000-1500g lol
My problem with blind-focused Thieves is less the field itself and more the unblockable binds that get applied. Say I’m a Warrior with a shield. I see the BP go down and block the blind shot. They then leap and a blind gets applied through my block. If that blind wasn’t thee I could have positioned myself in such a way as to hit the Thief with something like an Eviscerate or Skull Crack(it’s hard but I’ve done it with Zerker Stance on) but with that last blind I don’t have enough time to clear it and then use the skill. If I evade I don’t have enough time and if I don’t I’ll miss. There’s no room for countering it outside of Zerker Stance being up and I generally save that for the end of the fight because otherwise that smoke bomb they get at the end can save them.
Like almost all Thief builds the problem is not the focus of the build itself but rather the FREQUENCY of the main mechanic of the build. D/P is basically just using BP + Backstab. While almost every class has a main combo they don’t generally get to use the whole combo multiple times in the span of a minute. Even warrior’s combos generally rely on at least one 20-40 second CD skill or utility. You can do smaller versions of the combo in between but you’ll only hit that big combo every now and then.
Warrior make high DMG “combo” every 6 sec lol Eviscerate for 8k+ and kill shot for 10k+ in sPvP is not funny.
Blid Powder is so OP lol
You hit all attack when you use brain.
L2R, it’s not about the combo-field as much as it’s about the Initial Blinding Shot and Shadow Shot
S/P has Shadow shot ?
All Thief use d/p REALLY ? Shadow shot cost only 4 initiative-> teleport on target -> make 4.5k dmg and blind target. Black Powder cost 6 initiative and only blind target. You are warrior with 18.5k base HP, with OP HP regen and tons of cleanse i dont understand what you want
Black Powder puslse every one sec, all warrior AA has 0,5 sec cast time and 100b make two hit every one sec. Black Powder “block” max 50% your attack when you stay in Black Powder -> only L2P issues
Black Powder vs skilled Warrior is waste initiative
(edited by Evilek.5690)
Black Powder is so OP lol
You hit all attack when you use brain.
(edited by Evilek.5690)
Illusionary Duelist, Phantasmal Swordsman, Phantasmal Mage, Phantasmal Defender, Phantasmal Disenchanter, Phantasmal Rogue, Phantasmal Warlock, Illusionary Mariner, Illusionary Whaler, Phantasmal Berserker, and Phantasmal Warden: These skills must now be cast in line-of-sight of the target. These skills now behave as normal attacks that the mesmer must connect in order to summon the phantasm, and they will fail if the mesmer is blind or the ability is cast on an invulnerable target.
Blind,dodge and all evade abilities like a Pistol Whip or Blurred Frenzy dont work on Mesmer phantoms spells. We evade spell DMG but phantom is summoned = bug.
Thx for fast fixBlind works.
You right blind work, but evade and dodge dont work.
Blind = mesmer don’t hit enemy -> phantom is not summoned – Works
Invulnerability(like a mist form) = mesmer don’t hit enemy -> phantom is not summoned -Works
This two defensive “abilities” has same effect like a blind and invulnerability, Why does not the same?
Evade skills = mesmer don’t hit enemy but phantom is summoned
Dodge roll = mesmer don’t hit enemy but phantom is summoned
(edited by Evilek.5690)
Illusionary Duelist, Phantasmal Swordsman, Phantasmal Mage, Phantasmal Defender, Phantasmal Disenchanter, Phantasmal Rogue, Phantasmal Warlock, Illusionary Mariner, Illusionary Whaler, Phantasmal Berserker, and Phantasmal Warden: These skills must now be cast in line-of-sight of the target. These skills now behave as normal attacks that the mesmer must connect in order to summon the phantasm, and they will fail if the mesmer is blind or the ability is cast on an invulnerable target.
Blind,dodge and all evade abilities like a Pistol Whip or Blurred Frenzy dont work on Mesmer phantoms spells. We evade spell DMG but phantom is summoned = bug.
Thx for fast fix
brilliant and im sure they wont consider that in wvw it doesnt deal extra dmg and get us nerfed even further. but hay u dont need to deal dmg all u have to do is put down veil at the right time and right place.
Dont worry this is only sPvP bug fix DMG in WvWvW is correct
And this bux fix nerf all class no only Mesmers.
Thief guild, Engineer turets, Necro minnions, Guardian spirit, Ranger pets etc
ohhh i see. phew i was worried for a moment there, cause if there was a dmg increase then im sure the rune is part of it. im not using it atm and thats why i can see that there is no change in dmg.
Exactly as you write. Global crit DMG is nerfed but new might stack runes make +- same DMG as before “Ferocity”
It’s hilarious that, even after the bug is confirmed, some people still insist it’s not a bug. My god.
because there is no increase. its the rune of strentgh combinet with the battle sigil. it is silly dmg output. i didnt see any change in wvw at all untill i swpped to those runes. of course dmg is ridiculous with an overpowered rune. hello anet check the rune and sigil and then u will see why phantasms deal more dmg
WvWvW is sPvP ? WOW !!! This bug was only in sPvP
brilliant and im sure they wont consider that in wvw it doesnt deal extra dmg and get us nerfed even further. but hay u dont need to deal dmg all u have to do is put down veil at the right time and right place.
Dont worry this is only sPvP bug fix DMG in WvWvW is correct
And this bux fix nerf all class no only Mesmers.
Thief guild, Engineer turets, Necro minnions, Guardian spirit, Ranger pets etc
Can anyone reveal what was causing the bug? I was one of many that didn’t notice the increase, and I played on the receiving end.
I don’t know. but all AI make + 50% +- DMG
This fix works on Thief guild Before patch ranged Thief make 181 dmg after patch 121 dmg and melee Thief before patch 2.2k DMG and after 1687 DMG
Thx for fast fix
(edited by Evilek.5690)
There is currently a bug with all NPC damage in PvP being higher than intended. We are shooting to get this fixed before the Tournament of Legends.
Hmm really fast
Bug Fix
Fixed a bug that caused NPCs and player-summoned creatures to hit for excessive damage in sPvP.
There is currently a bug with all NPC damage in PvP being higher than intended. We are shooting to get this fixed before the Tournament of Legends.
Hmm really fast
Bug Fix
Fixed a bug that caused NPCs and player-summoned creatures to hit for excessive damage in sPvP.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
I have tested this on my mesmer in actual matches and the damage from phantasms is clearly bugged in some way as it is 20-30% higher than pre-patch with no rune or sigil changes. I don’t know why you would want to keep the game unbalanced.
9/10 mesmers who tested the damage of phantasms pre-patch and post-patch say it hasn’t changed a thing. You are the tenth.
I don’t really mind if they nurf it, just don’t say there is a hidden “bug” somewhere that causes it to deal more damage without any evidence whatsoever. Damage coefficient stayed the same. I run a few tests using the damage formula on wiki after I dealt 9k damage to a thief using phantasmal swordsman. The maximum crit damage of the phantasm appeared to be 7k (We weren’t sure if any might/vulnerability stacks were applied). However, some threads indicate that the phantasms use their own weapons with their own weapon strength and the strength of their weapon could potentially be higher than a one-handed sword. If that’s the case, then it means there are no “hidden” bugs. If you want this to be nurfed, then simply request that the coefficient of the phantasmal swordsman’s damage is reduced. Don’t say that the damage got increased after the patch because all the evidence so far indicate otherwise.
9/10 mesmers say power block on autoattack is correct and no broken
Befor patch i hit enemy maybe for 5k in sPvP(berserker phantom), after patch ? 9k dmg is not rare.
Same on Thief,Thief guild elite skill – melee Thief hit for 3.5k, ranged Thief 185 per shot on unload and 2.5k crit !! All AI DMG after patch is broken.
And AI NPC in arena or training NPC in Mist ? Engineer NPC in mist hit me for 14.5k. before patch hardly for 8k.
(edited by Evilek.5690)
And finally, up close
Guy on your screen use bug on stack aura and lag this game. Report him is easy way
My thief is thanking the hotfix too!
Why, because for the first time since ever Mesmers finally got a counter to thieves, and were viable for 3 days… And now were te undersog thats never wanted anywhere again :P?
Or maybe its because we finally had another strategy than ‘just do damage’ in pve?
Ofc perma disable all boss in dungeon is really correct strategi and no bug
(edited by Evilek.5690)
Yep , this patch make many OP bugs on mesmer. After patch mesmer phantoms hit my bunker guardian for 8k+.
Mesmer want next winning button ? Dont be silly
New Megaserver make all location like a Shanghai. I dont like many people on one place and this game upldate make many people everywhere.
The best would be to limit the number of players in one location on 50 or cancel this Megaserver project
Evilek is just a farming maniac
Now with megaserver, he has to share his favourite places with other farmers lol
That’s a lie 
Main problem is fight vs world boss, It is boring/lags one minute fight with 200 people
(edited by Evilek.5690)
I love it. Many events are being done and there are people to play with. THe game is much more playable.
You play same game ? Meet everywhere I go tons of people is more playable ?
New Megaserver make all location like a Shanghai. I dont like many people on one place and this game upldate make many people everywhere.
The best would be to limit the number of players in one location on 50 or cancel this Megaserver project
No!! you L2P your class.
You do not know a thing about how our class functions. Didn’t you know neither traps, nor sick-em (barely) works on a thief ?
Didn’t you know, rangers were designed to be easily killed by thieves ? I’m sure you didn’t know that one.
Lastly,
Did you know thieves can teleport of our entangle ?
Victim Blaming Thief, “we are the victims and rangers and everyone else, are the abusers”
" So it’s easy to blame the victim than to take responsibility for your actions " right?
What are you talking about? I play a BM bunker ranger and I don’t struggle against thieves, I certainly don’t give them a free lootbag. The only time a thief kills me is when they are genuinely better than me or I screw up, not because of our class.
In a fair, 1 vs 1 against a thief that doesn’t run away entirely, then it’s entirely possible that the ranger will win.
Time your dodges, work with your evades if you use the melee weapons/shortbow.
And sic ‘em is actually quite a useful utility if you time it well, it works as intended – you just need to wait for the optimal moment before you use it, usually just after their attack or when they look like they’re falling back slightly. Of course, you’ll need to keep yourself in a position to make the most of the 4 second reveal.
Also, yes, they can get out of our entangle, but so can any competent player of any class, the roots are easy to destroy and many classes have teleport-style abilities. Still, it does damage and slows them down a little if it hits. We also have other elites if you feel like entangle isn’t working for you.
It feels wrong to agree with a thief, but it does seem like you’re having a learn to play issue. As a trap ranger, you have the luxury of placing down your traps, spend your time dodging and evading inside the AoE and mopping up the silly thief that wanders into your killzone.
My advice is do not reply to his post, He lives in his own world
It’s an example of someone who badly plays and their inability to compensate for the forum
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Ranger has stealth to, Ranger has antistealth spell, Ranger has rapid fire(autoaim spell vs invisible) and many other.
L2P your class, go and train your skill and you killing Thief on breakfest.
(edited by Evilek.5690)
Sorry only 1.5k hours on me Warrior and 2.5k on me Thief i have no idea what warrior must investing on Rifle Build
Clearly you don’t, but its notably obvious which class you favor.
Of course me main is Thief because i like high skill class, Warrior is boring easy mod but very strong and i like fight against the odds with him.
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Ofcorse Thief dont need TRAITS on HIGHT DMG AND INITIATIVE REGEN LoL
*
Not nearly as much to specialize for -1- Weapon to do even remotely the same amount of damage output. Which completely shuts them down from being effective in other areas. The very weapon itself is crippling and circumstantial.
Wanna know what screws over every KS? Blind. Damage output? 0.
The amount of effort it takes for a BS Thief to deal notable damage is nothing compared tot he investment a Rifle Warrior has to go through.
Sorry I have only 1.5k hours play time on me Warrior and 2.5k on me Thief, i have no idea what warrior must investing on Rifle Build
(edited by Evilek.5690)
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