gw1 – healing signet/frenzy/charge
gw1 – healing signet/frenzy/charge
If you mean open world pve then what dosnt work lol. I run the same build for wvw roaming, simply because I cba to change traits which is defence/discapline/bersker axe/shield and gs.
gw1 – healing signet/frenzy/charge
Wow. Most if not all are obsurd ideas at the least. The thing is nothing has changed to d/d in terms of dmg, everything else to other class has due to hot release. D/p and staff can still burst people down very quickly as it is and we don’t need more power creep in this game
gw1 – healing signet/frenzy/charge
I have neither a problem with it as I use it too, but for the sake of this discussion I thought I would add this in.
gw1 – healing signet/frenzy/charge
Why should that hit harder, on a much less cd and a much bigger range then a normal f1 burst? (If you want to call arcing slice a burst tat is)
gw1 – healing signet/frenzy/charge
What I think the issue is that daredevil trait line is too good for nearly every build. Da/cs/tri d/p vs da/acro/tri s/d use to be a lot better match up but now that d/p has the same amount of dodges as s/d, this is where it falls short imo. I don’t think buffing acro will do anything at this point as traited brawlers tendancies and vigor from bountiful theft is already more then enough dodges and that’s not including signet of agility. The only real way I think is to do something with x/d side of things, A lot of people suggested adding blind on cnd aoe or not and then we have dancing dagger too… I don’t like to add more power cream to this but what else can be done to it to make it viable.
gw1 – healing signet/frenzy/charge
If anything, the range of this attack is to blame, keep it the same as arking slice.
gw1 – healing signet/frenzy/charge
also the dmg range seems larger then what it says, 130 right? its more like hitting 200.
gw1 – healing signet/frenzy/charge
All I see here is a typical d/p thief spamming bound. Very skillful play right there, nearly as skillful or face roll as d/d condi #3 spam.
gw1 – healing signet/frenzy/charge
I think it is more then viable. I don’t think they had a ranged blast finisher in mind to be used as a fast long range attack, would also like to have a a bit more poison pulse on #4 and longer cripple on #3. The aa is pretty strong too, can crit up to 2K.
gw1 – healing signet/frenzy/charge
Been like it since day 1. Harsh words but all I can say is Learn to deal with it tbh because there will be no change
gw1 – healing signet/frenzy/charge
Can we have a tldr version?
gw1 – healing signet/frenzy/charge
Most, or probably all of them duelers are actual roamers that hover around sm to form fight clubs as a break more then anything. They do this (my self included) to home in their skills and fighting other duel’st is the best way to do it, 90% of the time there is muteral respect and allow the loser to self rally so no ppk is involved. when they go back to roaming again they have a better chance of defending said camp/tower or vice versa, flip them.
Back on topic, I noticed that better roamers are on international servers so if you want to fight better people then join a German or French server lol.
gw1 – healing signet/frenzy/charge
I ask this because I was playing s/d. With aa disabled and poking at warriors and also keeping a small gap from them I use to be able to flanking strike nearly every telegraphed skilled but it went through flanking strike twice and once through dash dodge. It might just of been at my end as I witnessed other ‘out of sync’ things happen like knowing I downed someone for them to not be in down state 1 second later but at the same time everything else was happening normally.
gw1 – healing signet/frenzy/charge
Fighting a warrior on my thief today in wvw and he hit me 3 times with evis while I dodged. Has this skill been broken again? If it was lag then this is a weird sort of lag that I have never seen before.
Anyone 1 else noticed this?
gw1 – healing signet/frenzy/charge
how do you know i dont? ofc i play s/d, have done for over a year. s/d is in a good spot, but d/p is just that much better.
You say it’s “perfect” and “in a good spot” but in relation to what? Because if it is perfect as you say it is, why don’t I ever see any thieves running S/D? I mean if it was prefect I should atleast be seeing a handful of S/D. In fact, I’ve seen more P/P Theives then S/D. All I’m saying is, if u want S/D to remain in its grave then go ahead, pretend like the weapon set is fine and doesn’t need a 2nd look at. That’s all fine with me, but I actually wanna see S/D return to its glory days.
a lot of people do not play s/d because it is far harder to pull of, that is the reason why you see more p/p… smash that #3 man such skill well played. the weapon set is all about dueling and presure not burst but you can manage to land a burst if you proc impact with steal and LS all at once.
.#3 is far from clunky, it is only clunky if you spam AA and or, have AA on auto. what i have learnt is to disable AA and rely on postion/kiting to use flanking strike to its full potential. the old s/d was a gimmick, people just spammed #3 and use LS as a ‘spike’ or they just spammed #3 when it was just 1 move, infact i still see people do that now. i much prefer the change did to split that skill in half.
gw1 – healing signet/frenzy/charge
(edited by Fat Disgrace.4275)
how do you know i dont? ofc i play s/d, have done for over a year. s/d is in a good spot, but d/p is just that much better.
gw1 – healing signet/frenzy/charge
changes i would make:
- aa applies cripple on 2nd hit like dingo said
- maybe spread the ini cost so both flank and larcen cost 3 ini (dont think that would change much, but w/e)
- make dancing dagger apply 3 sec of poison as well
- reduce cnd cost to 5 (or 4, hah! i mean srsly, no one uses this anymore. lets give it a huge buff!)
i agree on AA. no dmg buff at all, 1st hit is normal, 2nd cripple third does weakness.
i think the initiative cost is fine
dancing dagger has is uses, especially when BV is up, but it could do with something else, may be longer cripple duration.
on the contrary, i use cnD a lot for tactical strike. still not sure if I like the idea of adding blind to it.
gw1 – healing signet/frenzy/charge
fair enough, though i don’t remember such game.
gw1 – healing signet/frenzy/charge
this is nothing of a major concern or is it? i was just browzing through my competitive achievement panel and noticed that champion legionnaire has 102 games but the legionnaire panel says i have won 103 games?
gw1 – healing signet/frenzy/charge
s/d is perfect as it is i think. d/p and s/d are totally different in play sets but d/p should beat s/d because of the nature of burst from d/x. if there is anything i would change is probably shadow shot… 4 inative for a 900 range port – blinds – unblockable and the avg thief in wvw can deal 5k dmg to an enemy power build. but thats a different story.
gw1 – healing signet/frenzy/charge
I like this armour combo too much lol
gw1 – healing signet/frenzy/charge
it cant be that much of a problem, look at all of the 90% nude female cosplay out there.
gw1 – healing signet/frenzy/charge
nerfing this will risk other ‘legit’ thief builds. this is not gane breaking, it is more of an inconvenience.
gw1 – healing signet/frenzy/charge
Slayer of Issormir.
gw1 – healing signet/frenzy/charge
can we have a poll to resize this ‘long bow’ ? it is far too large for it to be called a shortbow. the skin it self is fantastic, and the animations are pretty original too but come on, this should of been a long bow if anything. i understand that it too a lot of effort and time to make this bow.
2 screen shorts of a short bow vs the ‘longbow’
gw1 – healing signet/frenzy/charge
Chill necro was op and nerfed. Cele was op and nerfed. Turret engie was op and nerfed. The list goes on, basically it’s going to get to the point where everything is going useless because people keep complaining.
gw1 – healing signet/frenzy/charge
Sorry, was doing my main guild gm.
gw1 – healing signet/frenzy/charge
It isn’t just in pvp. I was watching a 2v2 in wvw and once my buddy’s on server won I went closer as I was on my way to a sentry to the downed enemy people (1 was already stomped) the remaining guy started to spam downstate #1 on me and I wasn’t even in the fight lol… what did I do ; (
gw1 – healing signet/frenzy/charge
thieves always did and always will counter mesmer’s because we are the only class that can keep up with them, i don’t know why some folks dont get it. sure, better mesmers will beat lesser skilled thieves.
gw1 – healing signet/frenzy/charge
He means deathblossom https://wiki.guildwars2.com/wiki/Escapist's_Absolution
gw1 – healing signet/frenzy/charge
Dancing dagger dosnt really do much, nor can you say it’s an ‘attack’, dust strike is ok but it’s only good if it crits. Not really bothered with condi stuff so I haven’t seen what range the Condi dodge does. I guess that is ’ranged attack.
gw1 – healing signet/frenzy/charge
i run this in wvw, solo or grp roaming
gw1 – healing signet/frenzy/charge
i prefer this over boring conquest maps. but i think another problem is if you have a premade on the other team, 9/10 chance they will just lord rush and end the game with in 2 mins or so. things like that is kinda lame but oh well.
gw1 – healing signet/frenzy/charge
Can’t hosntly remember now. In order of blocks, mask was abyss – midnight gold. Shoulder can’t remember. Top abyss – midnight gold – redemption – mithral. Leggings – deep glacial sky – redemption – midnight gold and sandals, while – white – abyss.
Thanks, was curious about those white-ish pants
hope this helps.
gw1 – healing signet/frenzy/charge
Please can anet enforce add new reward track – tequtl. people been farming that thing for months and got not chest from it. do something amazing anet.
gw1 – healing signet/frenzy/charge
A place to start for S/D: http://metabattle.com/wiki/Build:Daredevil_-_Marauder_S/D
Frankly, I think you guys would probably be more effective and have more fun with one of you playing D/P and the other playing staff. D/P is so good with the interrupts, blinds, and ways for getting both of you into stealth. Staff just brings much more damage than S/D.
Actually I think a lot of people are fed up with d/p but are forced to play it because it is so good of a weapon set.
gw1 – healing signet/frenzy/charge
never understood this 1 shot thing, never found it fun tbh because there is no action. sure you may get a little excited if you are doing that sort of thing in zerg fights but general roaming solo or with people, I found 1 shotting people just as boring as playing condi thieves.
gw1 – healing signet/frenzy/charge
Can’t hosntly remember now. In order of blocks, mask was abyss – midnight gold. Shoulder can’t remember. Top abyss – midnight gold – redemption – mithral. Leggings – deep glacial sky – redemption – midnight gold and sandals, while – white – abyss.
gw1 – healing signet/frenzy/charge
Becareful with going fill bersker as you will only have something like 12k at the most – health. Aiming for 40% crit chance is easy to get with mixed valk and bersker gear. I would also advice staying away from condition builds as they promote poor and lazy game play.
And yes, like others said wvw reward tracks is the best thing to do at this stage. You will also discover your min/max stats that you aim to achieve too.
gw1 – healing signet/frenzy/charge
my easter bunny cosplay,
gw1 – healing signet/frenzy/charge
Meh, but it’s fine for you to pew pew from 2K range away on walls and let’s not forget how easy it is for you to take out melee classes.
gw1 – healing signet/frenzy/charge
My take on this is I think it’s the trait that is the problem, especially thief vs thief. I was fighting a necro and stole into him (interuptd and 3.5k dmg) then I feared him (interupt and 3.5k dmg) then I head shot him and yet another 3.5kdmg. Traits like this make no sence at all, and it’s in the daredevil line too? Would of thought this would of suited da or cs.
The power creep on this trait is what ruins thief imo.
gw1 – healing signet/frenzy/charge
It isn’t just thieves that do this. Mesmers are capable of such things too. Just the other day, me as stealthless s/d thief (apart from cnd) and a guildy druid constantly harassed a grp of 8 people, 3 dh 3 necros and 2 eles. We downed many of them as they wasn’t intrested in us but was forced to slowly retreat from waters back to their garrison. I was close to being downed a few times, but my guildy dried was untouched. Either have a freindly theif with you or just suck it up and hope to down the thief when he comes in for repeative gank because he will slip up advenrually.
It isn’t just d/p thives that can do this but they are the most efficient class/build to do it.
Now thievs are starting to comeback in to pvp meta and might even make it in taunaments they might give us the nerf bat. Dash is a pest but that impact trait is stupid. Steal from a necro, that’s mug dmg then 3.8k pi, then I feared him and that’s another 3.8k….
gw1 – healing signet/frenzy/charge
(edited by Fat Disgrace.4275)
i have no intrest throwing matches and coming on here to “stir” things up, dont worry about that. before i gave up last night my last Q was about 5 mins long and the avg Q was about 3 mins. most of the games were 500-300 score but there was 2 games that were a complete 1 sided, 500-50.
anyway I am not too bothered about this leauge thing anyway i just wanted to try it out. may be next time i will play a class i have never used as most of my pvp is 90% thief with 2k games.
gw1 – healing signet/frenzy/charge
my Easter bunny cosplay.
gw1 – healing signet/frenzy/charge
foo foo poo. lol.
gw1 – healing signet/frenzy/charge
played a bit more.
gw1 – healing signet/frenzy/charge
i do not fully understand MMR but this is tonight. i do not belive 1 bad player loses matches over and over, nor do i believe that there is a fix on win/loss. but i don’t get this. first time since last season i played all as thief.
gw1 – healing signet/frenzy/charge
first 6 games in ranked, please explain. if this streak carrys on, what is the point ?
gw1 – healing signet/frenzy/charge