I really dont get how we already got the CD increase but no heal increase on that exact same skill.
Cause Teef OP, as usual.
No Withdraw heal fix (Still 100% rather than 110%)
No initiative upon entering stealth fix
This is still redic, can we at least have an official word that this change will never be implemented and/or it was never intended and we all misinterpreted it?
but theres 2 for the thief witch include the S/D that works as well also.
Absolutely NOT.
Buff:white=Thief:black.
wait… Sigil of Air is bugged? O-o
Since more than a year, there’s no difference between the Major and the Superior, they’re both on an ICD of 5 secs, I checked after the last patch in game to be sure about that with 100% crit chance, still bugged. :\
eat some food with -40% duration
Please teach us how to use foods in PvP.
No words, except our swearing.
Only while you’re revealed, and you’re honestly most of the way there if you ever pick up no quarter since you basically always have 20% more crit chance from fury. You’re already riding at a 94% crit chance with Marauder’s, pack runes, signet of agility, and fury. For high crit builds you’d be adding 6-14% crit chance at the cost of 250 ferocity from NQ. For low crit builds you’d actually have access to a way to crit (for build diversity).
Edit: For comparison
The problem is that, with a SINGLE trait (with the change you proposed), we could run something like this:
1) Base Power 2405, which means the same as the build that you posted PLUS 6 stacks of might – we could get rid of Signets of Power and go for Flawless Strike (risky) or just keep SoP to reach 2585 when activating the signet (more, in effect, when needed since it’s kitten’s Signet);
2) More damage with sure crit on Air Sigil every 3 seconds (that means that in a backstab + revealed rotation we get to add twice the dmg from Air Sigil);
3) 208% crit dmg instead of 203%, with the Scholar Runes, and starting backstab with +10% dmg from those runes.
I just made this thing in 1 minute just to see how much the value would change in our favour, I’m sure that we could theorycraft a much better build (with more swiftness uptime, and/or more hps/armor, etc.) if we’d get that +50% crit chance on reveal.
But honestly I’m not for it, it’d be another power creep factor in an already power creep cluttered combat system, rewarding passive play and 1/2-shotting players down, instead of more interesting and fun combats.
Edit: or this, too: http://en.gw2skills.net/editor/?vZAQJAoal0MhSnY3TwwJw/EHwE1uDWuB1nGnRboTgAIDA-TJBBAByXGAgHAQR7PEwJAAA
More power, more HP (20k), more crit dmg (219%), with the same swiftness uptime for mobility and 100% crit chance from stealth and while revealed.
(edited by Galandil.9641)
Random thought for Hidden Killer. What if it also granted a +50% crit chance while revealed (in addition to 100% crit chance from stealth). This would be on par with some of the other classes’ traits like Death Perception and Unsuspecting Foe.
It’d be OP as hell, just with Marauder amulet we have 54% base chance, that’d mean 100% uptime of every hit critting.
-Undo the nerf you made to Pistolwhip OR buff the damage by 5-10%
So I’m not the only one still hurting for that idiotic nerf 2+ years ago.
And we told them, “it’s not PW the problem, it’s Haste”.
Use this: http://gw2crafts.net/
Regarding what crafters to level, go for weaponsmith and leatherworker at first. You can play with exotic sb/pistols (they need the huntsman profession and SB it’s not a damage weapon in the end), so it’s better to get ascended daggers/sword first.
Luckily, the leather is the cheapest mat in the game, so you won’t spend that much in leveling it.
It’s better to use crafted exotic armor because of the runes, as I said before. Keep in mind that scholar runes cost around 4,05g each, and other runes like strength cost a LOT more (strength atm is around 13g each). So putting them on a karma armor it’s a huge waste of money as soon as you have the money to upgrade to ascended. And even if you don’t want to upgrade to ascended armor, the moment that you wish to change build, and thus runes, will be easier cause you can salvage with BL kit the armor, sell the runes and get the new ones. A lot less expensive in the long term.
(edited by Galandil.9641)
If you want to be effective in PvE, the answer is very simple: full zerker gear, and as weaponsets use D/D or S/P, with SB as secondary set.
D/D is useful vs single, high hp pool bosses, while S/P gives you the best efficacy vs groups of trash mobs (cleave + evade frame of PW).
Regarding gear, I strongly advice that you get, for the moment, exotic equipment NOT from karma/wvw vendors, the reason is simple: they’re not salvageable, so if you put expensive runes/sigils on them, you’ll lose them (and no, the extractor is not an economically viable choice at all).
So, start to farm some gold in order to craft your own weapons/armor, you can find guides on how to craft to 400 and 500 with the minimum possible cost, after reaching 400 you can get your own exotic equipment which will be salvageable in the future when you’ll be ready to craft up to 500 and craft yourself ascended gear.
For ascended gear, first craft weapons (which give you a net +5% on dmg, stats aside), then, if you want and are a fractal frequenter, you can dedicate yourself to the armor. As far as trinkets go, try to get the ascended ones as soon as possible, rings are very easy to get (10 pristine relics for each), and you can get the others with guild missions/laurels.
So, where to go to farm gold? Atm, the best solutions are: Silverwastes (event run+chestfarm) and dungeon fast, meta runs.
About steal not critting anymore, I guess it’s because mesmer/war F1 skills need both a setup (clones/adrenaline), so they’re not available at the start of the combat, whereas Steal with Mug can be used at any time steal is not on CD without any further requirement .
If you mostly play open-world/dungeons, zerker is the way, hands down.
may i ask why it should get a 10% increase in the first place? have i missed something?
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-23-2015/5194521
Withdraw: This ability is now a trick. Increased the recharge of this ability from 15 to 18. Healing (both base and healing power) coefficients have been increased by 10%.
Please note that currently, with 0 healing power, Withdraw actually heals us 6% more than the tooltip value that wasn’t updated.
It’s not the 10% more mentioned but it is more than before the patch for sure.
Nope, that 6% that you’re getting comes from the WvW bonus medic. If you go in the pvp lobby, you’ll still see the old value.
Really Anet? We should have had the +10% healing on Withdraw since the June patch, and yet you don’t fix this bug even on this patch?
It’s embarassing, really.
In theory, the skills activation should work something like this: client recognizes the key press, sends the information to the server, server acknowledges the skill, it executes it and sends back the “skill executed” info to the client. You can check it when you get heavy lag (usually prior to a d/c), if the communication with the server is down you can see that the skill starts blinking when you press it but ofc it isn’t executed so it remains in “blinking mode” indefinitely until communication with the server is up again.
To the thieves, I noticed this while playing some pve with s/p with withdraw as heal.
If I try to use withdraw during the autoattack chain, I need to spam it on average almost 3-4 times before it’s acknowledged, it’s easier to notice this due to slower sword autoattacks. BUT, if I queue withdraw during the pistol whip execution, I only have to press it once and it’s always correctly queued and executed.
Could it be that it’s because of skills with aftercast timers/animations? PW doesn’t have them, while all sword autoattacks have them.
I wonder if it’s intended of if it’s a bug, in LA the BL vendor near the TP sells the Scientific skins for 3 tickets, but in the BL building with all the different vendors the Scientific are still sold at 1 ticket only.
Well,I didnt tested it with life transfer,I tested it with life blast,and not in pvp,tested it in wvw on same mob.+ in life blast wiki page it dosnt mention the same thing as life transfer.
I don’t care what the wiki says or not, in-game proof trumps anything that’s written on the wiki.
And if you want to test with Life Blast, then you should use a wide sample since the weapons have a range and not a fixed value for damage, so you’ll get on the single hits some variance.
Still, on a wider sample, you’ll get nonetheless that even Life Blast will make +10% dmg with staff compared to dagger.
Tests should be done appropriately, not in wvw on random mobs and with just 2-3 hits per skill/weapon lol.
edit:Just checked wiki-and saw nothing that you mentioned(maybe you can point me out where exactly) and tested it and the dmg is the same.Dunno what you on about.
1) http://wiki.guildwars2.com/wiki/Life_Transfer – In damage calculation, Life Transfer uses weapon damage from the off-hand.
It doesn’t mention it on the other DS skills, but that doesn’t mean it’s not true.
2) Then you must be doing the test very badly. Here, some proof and numbers, made vs the Indestructible Golem in the pvp lobby.
Life transfer – 234/492 (base/crit) with staff, 191/401 with warhorn, ratio 1.22/1.22.
Avg weapon dmg of staff 1048, avg dmg of warhorn 857, ratio 1.22.
Dark path – 242 with staff, 216 with dagger, ratio 1.12
Avg dmg of dagger 952.5, ratio staff/dagger 1.1
If you want I can provide you the screenshots of the damage. :P
Edit: can’t attach more than one img, there’re 3 more, but trust me, those are the numbers.
Its probably not a speed hack, but a random client side bug thats been around for at least a year. I’ve witnessed it several times second hand, and whatever causes it sticks with the client until its closed completely.
Interesting. Do you know by any chance if Anet, after a report, is able to discern between the bug and an intentional speedhack?
BTW if it’d happen to me, I’d close the client, reopen it and report the bug, that player instead sticked with it. :P
No thief/engi, he was a guardian. Even so, he was going too fast, even compared to the slick shoes toolbelt superspeed (which just gives the usual +33% speed, same as swiftness), I’d say around +100% normal speed.
I’ll try with that email, ty, as for hard evidence I guess they can check things internally after a report.
Just a minute ago, while doing the lab in SW, I saw a player which was clearly speedhacking (my partymate saw him too running too fast before, on the way to the wolf champ after the vinewrath).
I checked in game, but couldn’t see a “hack report”, and couldn’t even make another kind of report with some text of explanation.
How to do that?
You are not making sense here….
Incredible, “100k kills and counting” in your sign, and you still have no clue how Death Shroud skills’ damage works.
It’s pretty simple, though, and a quick search on the wiki or a rapid test in game would have been better than going on in making posts that make you look silly.
Every time you use a damaging skill in the game, you inflict a damage = weapon dmg * (base power + might stacks) * skill coefficient [* damage modifers] [* vuln stacks on the target]/ target armor.
When you use DS skills, the weapon damage used is the one of the weapon currently equipped when entering shroud.
If you’re using main + off-hand weapons, skills 1-3 use the main hand weapon damage, while skills 4-5 use the off-hand weapon damage.
If you’re using staff, all skills use the weapon damage of the staff.
Ascended staves have a range of 1034-1166 (avg 1100).
Ascended daggers have a range of 970-1030 (avg 1000).
Ascended warhorns have a range of 855-945 (avg 900).
That means that, on average, if you have a staff equipped when entering DS, you’ll make +10% dmg on 1-3 and +22,2% on 4-5 compared to the dmg you inflict when equipping a dagger/warhorn in DS.
And I don’t even main necro, lol.
It is utility. You use it to limit the movement of your enemies, you use it to chill and poison -> cd increase and lower healing, you use it to get rid of conditions, and you use it to fear enemies (to stop stomps and control the battlefield)
Oh, and you spam 1 for lifeforce
Don’t forget the higher dmg inflicted when entering DS with the staff equipped, since DS skills’ dmg uses the weapon dmg of the weapon actually equipped.
what is the diffrence betwin having main hand weapon+offhand weapon stats combined to two handed weapon stats? nothing
Weapon damage != stats
It is utility. You use it to limit the movement of your enemies, you use it to chill and poison -> cd increase and lower healing, you use it to get rid of conditions, and you use it to fear enemies (to stop stomps and control the battlefield)
Oh, and you spam 1 for lifeforce
Don’t forget the higher dmg inflicted when entering DS with the staff equipped, since DS skills’ dmg uses the weapon dmg of the weapon actually equipped.
Can’t remember what game it was, but there was one that I tried where the monk was not the same style as a GW1 Monk, was more a brawler type, martial artist without weapons, or perhaps knuckle dusters.
DAOC priest maybe? It used the staff as weapon.
Only one thing would sell it for me. No ninjas, samurai or hentai.
The Witcher specialization.
Geralt of Tyria? Sounds good to me.
I do agree on this,but what im saying is,if they keep doing it,it will end badly for Anet,and i hope they are aware of this.
And I’m saying that Anet, being a for profit company, will go towards the players that give them money no matter what, and there’re a lot already of such players on this game which will keep Anet afloat for quite some more time.
It will not end badly for them if a portion of players (not the majority) will leave the game because it’s dumbed down every other day.
Point being that there will still be enough people around who found ANet by buying useless junk, no matter how much they screw up, I guess.
Spot-on, it’s exactly what I meant. The game is more and more catered to no-brain/no-skill players, who love to go around changing their outfit to show off and don’t want to do anything else than autoattacking bosses/easy events to get those outfits.
Since day one, we saw a steady decline of build variety (this new trait system is a huge step back from the previous one, they just didn’t want to try and fix it seriously, listening to what good players said in all this time), and a parallel steady increase of passive effects, which kill more and more the gameplay aspect of GW2.
And it’s a shame, because the foundations of the gameplay were interesting and original.
I think we’d need to find a balance between the two, enough survivability for those in PvP being trained down, and a system that rewards active and consistent gameplay for WvW.
How could this be accomplished? Thoughts?
This is why ascended gear was a HUGE mistake. The plateau of stats from gear in pve/wvw should be the same given by pvp amulets (i.e.: full zerker ascended gear should give the same amount of stats of the zerker amulet).
Surely we’ll have some higher stats due to food/utils, but not THAT much higher than actually are.
No one can possibly balance a game around a cap of stats (pvp) and pretending that it could work with a higher cap (wvw+food/utils).
They should give up and bring down the stats in pve, admitting it was a mistake, aligning the ascended stats to the pvp amulets stats. Then they can go on in balancing the rest (skills/traits/etc.).
i honestly don’t see why i need to pay 50 dollars to get something back
You don’t.
But they do. Oh, if they do.
Well if they do,they are risking to run themselves into the ground. I don’t think they want to do that
Look at all those white feathered wings. You’ll have the answer there.
i honestly don’t see why i need to pay 50 dollars to get something back
You don’t.
But they do. Oh, if they do.
Why people still talk about “bad/good luck”?
Do you really think Anet put this NPC so that we players can win LONG-TERM? It’s just a roulette in game, we don’t have enough data yet, but I’m pretty sure that long-term it’s +EV only for the vendor.
And if you don’t know what EV means, you should stay away from gambling, even in GW2. :P
maybe the +6% healing in pve comes from the wvw boni you get for having a specific amounts of points in your current wvw match, i am not sure though whether that also affects pve
Crap, I knew I was forgetting something. It’s that, the Medic buff, I have it at exactly 6%.
So, yeah, skill not buffed in healing at all, ggkktnx anet.
It must be pointed out that 4065 is just a +6% increase from before thou.
Well, I tired in game, and I get healed by 4605, even thou the tooltip says 4344. I’m going to check at the PvP lobby too now to confirm that it’s just a tooltip error.
Edit: in PvP I get 4344 from the healing. I rechecked in PvE, and still getting 4605 (no traits are affecting the heal, nor do I have any healing power greater than 0). So, it seems the bug is only affecting PvP, didn’t check in WvW thou.
(edited by Galandil.9641)
Acro thieves took an arrow to the knee on this one.
And one at the jugular as well, I might add. :\
I didn’t see any thread about this.
The trait decreases correctly the CD of the staff skills, BUT it doesn’t increase the boon durations on any staff skill.
He meant Bowl of Orrian Truffle and Meat Stew...
Was playing around with it some month ago with S/D acro. Got the duration from the might from food to like 8sec. We have less boon-duration now though.
Haven´t played that much with the new acro, but I don´t like the feeling for now. The vigor from feline grace is barely noticeable and I have to l2p with hard to catch (when to eat CC, when not). Pain response or vigorous recovery is weird to decide on what to take.
My point (prob. I explained myself badly ^^) is that now the food is mandatory, thus it feels to me like a crutch to the whole Acro traitline, whereas before we didn’t need to have 100% might uptime (with more HPs, boon duration, dodges, etc.).
It’s undeniable that the whole traitline got nerfed quite too much, I’m not saying that Feline Grace should have been revisited, but this much PLUS all the other nerfs has been too much really.
This. This. This.
I’ve been running this food since day 1 of ever playing S/D thief and it’s hilarious. Paired with Strength runes = might on dodge… might for dayzzzz… dodges for dayzzzzz.
Might on dodge? Dude, they scrapped out Power of Inertia from the traits, we do not have anymore access to might on dodge.
The acro traitline has been seriously nerfed, ESPECIALLY when using runes of strength (that, sadly, I have). Our overall access to might in an acro build has been reduced to only Thrill of Crime, which gives us 70% might uptime, so it’s a nerf not only to survavibility (less endurance overall), but even damage.
Ofc we could get might with Bountiful theft, but that steal starts exactly when Thrill starts, so there’s no way we could “fill in” that 30% of no might.
Oh, and now even less boon duration than before. And less HPs.
(edited by Galandil.9641)
Hmmm seems odd that they would make one change in their “preview” and then revert it.
Hopefully it was a typo, and the better formula is the one its supposed to be
It’s not, I checked in game and the latest formula is correct.
So, as far as bleeding goes, the formula is the same as before, except a fixed “+2” per tick.
Before: 0.25*lvl + 0.06*condi dmg
Now: 2 + 0.25*lvl + 0.06*condi dmgCorrection:
Before: 0.25*lvl + 0.06*condi damage
Now: 2+(0.3*Level)+(0.075 * Condition Damage)so a +.05 increase in the level modifier and a +.015 increase in condition damage modifier. As well as a +2 increase in the base damage.
No. Those were the numbers some days ago, check the official release notes here on the forums, and you’ll see that in the end they just added that +2 per tick.
So, as far as bleeding goes, the formula is the same as before, except a fixed “+2” per tick.
Before: 0.25*lvl + 0.06*condi dmg
Now: 2 + 0.25*lvl + 0.06*condi dmg
I read already those posts some time ago. Still, they don’t answer my SPECIFIC request, since we’re not talking neither about unspent skill points in excess nor about items like scrolls not already used.
However, I’ll see tomorrow if I get some spirit shards from the already spent scrolls from those 2 toons. If not, I’ll come back here and have a laugh at your misplaced arrogance.
Back here just to laugh, as I predicted, I lost all the skills AND points on my ranger/necro.
Imho 2 people isn’t a guild. Just join a guild and you have your guild hall. A guild should consist of at least 10 people.
As it was in GW1, the numer of maximum members of a party should define what’s the minimum amount of players required to do everything inside a guild. And that’s 5 in GW2.
I’m arguing against WoW, your response sounds like a WoW players.
WoW is vert progression because level cap changes. We do not need to worry about it. Once you have ascended, you’re done for good. That is not vertical. It is both horizontal and vert, a plateau if you will.
Make points, not whines
You’ve no idea what you’re talking about.
Vertical progression is the steady increase of ANY value that change your performance in game.
It CAN be only level cap. It CAN be only better gear. It CAN be both of them. It could even be something like “use your skill X for 100k times, and that skill will increase its damage/efficacy”.
So, Ascended gear is, no matter what, a vertical progression, since it raises stats/armor rating/weapon damage. And widening the gap, widens the vertical progression.
Go back to WoW.
