Nice post, but this is more you in a nutshell.
The utility Shadowstep brings to me, I find far more superior than Roll for Initiative,
it provides you with 2 stun breakers within a time window, high mobility, removal of 3 conditions, Teleport>Return stomp while inside clustered situations, and for simple teleport stomping of eles, thieves, mesmers, may require good timing and reaction speed and not always possible.
Daggerstorm is a great Elite, and you can cancel it by just stowing your weapons, no need to dodge. Thieves Guild has a long cd, but is the strongest Elite in a 1v1 and with a venom share build they totally annihilate your opponent. A well-timed basilisk venom can also give you the upper hand in a fight, and with Runes of Lyssa it grants you a good condition removal on a relatively short cd.
PvT armor, zerker weapons, zerker jewelry is a simple way to go, but you can achieve more stats by placing your gear in the right slots, example: with exotics; PvT rings, head, legs. Ascended; PvT head, chest, legs, weapons. And this is by no means optimal, having high crit dmg wearing full slotted crit dmg along with hidden killer will make your backstabs hit hard and can make many fights really short.
D/P is a great weapon set with 5 well shaped weapon skills, but it also has its weaknesses, and there are situations where D/D will perform better. D/P can however be a lot more forgiving and tanky. Myself went through all weapon sets and ended up back on D/D, and sometimes D/P for tournaments, but my main task in the team is to get between bases quickly and take down various strategic targets quickly and execute with HS and leave quickly for next place letting my team mates stomp, D/D outshines D/P for this.
Shadow Trap beats Shadow Refuge by far when solo imo, it can be used both offensively and defensively for escaping or waiting out cds, the instant 6 sec stealth (if SA traited) will allow you to escape most situations, a zerged shadow refuge will in most cases lead to your death, but there are some tactical ways of using SR as well.
30 CS is optimal for having good damage output with Dagger mainhand, dagger mainhand needs good burst to drop most opponents and having 30 points here will open up more gearing options.
(edited by Ghostwolf.9863)
You can blind stomp, stability stomp, tele stomp, invulnerability stomp, aegis stomp, pet stand in front of you stomp and stealth stomp.
so I don’t see what’s the problem? In a team fight you can also save ppl who are stomped with knockdowns and kitten, since thieves have poor access to stability. But you can’t knock someone with stability down.
I’d rather steal Gear shield or something from engineers, would come in more useful against their condi spam, or Big Ol’ Bomb.
Throw Gunk is the worst stolen skill currently, ofc it’s useful for detargeting throwing it on the ground, performing sneak attack and 2 body shots or dancing daggers through it. But if you rely on stealth it’s more likely to kill you otherwise.
Necro, Ranger, Warrior and Mesmer stolen skills are my favourites.
The thief stolen helps you just as much as it does for the other thief.
The guardian stolen is necessary to kill good ones and causing shock on other players expecting short dazes.
Then the engineer one, may kill you, doesn’t change much, ppl can step out of it with ease. Chaos Armor, sure, it’s strong, but avoidable and short, in a teamfights with SB it can give the team chaos armor twice, which can be pretty nice, but not enough for me to find it good. It’s the only stolen skill I don’t feel guilty for throwing away before engaging.
(edited by Ghostwolf.9863)
Against a friend I used:
Smoke Screen whenever he put away nades and switched to pistol, if he switched back to nades I spammed blind projectile finisher through it.
Shadow Refuge for Sneak attack + Life Steal, or long stealth waiting for HiS.
Shadowstep for burst condi cleanse.
HiS for extra condi cleanse.
Daggerstorm for projectile reflection and stability.
Blind and condi cleanse on stealth.
Was a long and tough fight, but got him down in the end while having 3k hp left myself.
Other tactic, venomshare + thief guild, nuff said, didn’t use that since it’s OP 1v1.
But I get quite torn apart while on my engi by thieves performing that combo, unless
I carry “convert all conditions into boons”-elixir.
All classes have their annoying kitten that may become a huge problem if they are glassy and there at the right time.
Necromancers can for instance pop Lich Form and spam 5k auto attack and hit 9k or something with the #5 skill, from range
What: Hard to Catch
Why: This trait places the thief outside my chaos storm…
Being on the thief side they totally need to do something about the S/P build… They can stay alive forever!! And they can’t hit me for kitten! I mean they backstab me for 4K and get back into stealth and in 5 seconds I’m back up 2K allready. All they do is being annoying as kitten. Like flies.
You might wanna add that here, sounds really solid and all.
https://forum-en.gw2archive.eu/forum/professions/thief/Nerf-Wish-list/first#post3308531
Seen many S/P thieves recently, some who actually were really skilled and utilized immobilizes really well.
One totally outplayed me on my PU mesmer I created 2 days ago, ofc PU mesmers mostly die once they give up caring about living, but he would surely have killed me if he brought 1 more team mate.
So this thread is saying Warriors are bad, then asking for a further nerf?
Yep. Definitely from the Thief forum. 2/10 for effort.
I think the warrior sustain is fine, there could even be more if changes would be made.
I just don’t like the way it’s implemented currently and makes the class look like a noob class yes. I can tell the difference between a bad warrior and a good one, but I rarely see good ones being more rewarded than bad ones or bad ones more punished than good ones, just pick the right build and done.
Overall, build variation seems really crippled currently, with several builds underperforming compared to the top builds.
I pley warrier, butt the amount of demedge a warrier can dish out during this 3 sec stun, this skill is OP! nurf nurf.
No really, they made this skill way too telegraphed and the long cast time turned it into a joke, I’m surprised they didn’t add some sort of commentator shouting SKULLCRACK!!!!! BOOOM HEAD SHOT!!! HOHOHOHOOOOHOOOO!!!
After I’ve fought the remaining warriors actually using mace mainhand, I’m not convinced the nerf to this skill was justified and it crippled their build variation.
On my mesmer and engineer I had too many ways to counter getting locked down which made the skill a joke even if I was hit, on my thief I simply dodged it by not even using 0.01% of my brain.
While at it, the only thing I ever disliked when fighting warriors was their passive/afk heal, and I think they should tone it down and instead in some way make them achieve same amount of heal, but instead from actively playing.
what: Bug
why: Whenever I place chaos storm on top of myself the thief walks out of it.
…
:D tell me what I scored and what it’s out of.
That’s a clear 10/10, you are really good at this!
Imo the S/D nerf hurt most in areas where we were already fragile.
Magic bullet, fearspam, engineer condi spam.
Personally never had any bigger problems with warriors, taking a skullcrack on top of the shadow return point was ofc annoying, what I’m mostly concerned about warriors is them pretty much outhealing 60% of our dmg output in active fights.
A small overlook; What build? What did you play before the patch? Did you reroll something else? Is GW2 still installed? Waiting for better days perhaps? Are thieves ok and those who QQ are bad? Should thieves be nerfed?
sPvP:
25/30/0/0/15 – D/D + SB
10/30/0/0/30 – D/P + SB
10/30/0/0/30 – S/D + SB
WvW:
10/30/30/0/0 – D/D + SB
5/0/30/20/15 – P/D x2
PvE:
…
- Attacks cast before stealth and lands while in stealth doesn’t reveal you.
- SB #1 Shorter aftercast, heatseeking.
- SB #3 fix for getting stuck on the same spot when attacked when dodging
- SB #5 Transfers 1 condition to 1 enemy within the target area.
- x/D #4 Increased dmg, targets reduced from 4 to 3.
- A trait for shortbow range +20%
- Deadly Arts VIII – Steal randomly recharges 1 of your utilities (not elite, may recharge non used utilities).
- P/x 1# faster and slightly more dmg, speed and aftercast to synch well with reveal, 1 sec shorter bleed.
- Basilisk Venom penetrates stability.
- Lotus Poison, 8 sec icd.
- Last Refuge improved with new mechanisms, to reduce backfiring.
- Reduction of traits increasing dmg and instead higher base dmg.
- Traps improved.
- More survival options to venom builds.
- Stealth Attacks from behind unblockable, but blocked stealth attacks causes reveal, only applies to stealth attacks.
A few things that would improve the thief gameplay imo.
This change actually made me feel useful for something, I can indeed use Infiltrators Arrow more frequently, and we were promised more mobility a while ago.
While guardians and engineers can stand immortal and knock ppl off points, I can go quickly between points supporting my team with poison and dmg pressure from SB and spike with D/D, or take far point when the enemies go all in on close and mid, to force 1 of them to disengage.
1v1 is usually hopeless, some go down really quickly making it worth it, but many doesn’t, creating extended fights and since you wont stand on the point most of the fight, it’s completely useless and you are better off leaving. Fighting bosses in some maps is really time consuming, taking buffs can also be hopeless since it can involve 1v1, and 1v2 where you go down really quickly if you don’t escape.
So this minor ini regen buff, actually made us thieves stronger at something we already were strong at, but we also received some nerfs making us weaker in a lot of other areas. Thieves are still the most selfish class (or most generous with venomshare), and by being selfish to your team mates sometimes leaving them to die, you can do useful things for your team that in the end will lead to your win.
I play 25/30/0/0/15 D/D + SB, and it feels really smooth now for once.
I also swap to 10/30/0/0/30 D/P + SB from time to time.
I was playing S/D before the patch and I believe it’s still viable, but the IS/IR nerf was really huge to the set, and made the set a lot harder, but in the right hands it can still perform really good.
And watch Yishis vids, he says everything he’s doing and what the opponent is doing,
also meantions his mistakes and tactics.
http://www.youtube.com/watch?v=b8Lh8Oogl6Y
And remember, D/D is different in WvW and sPvP so you have to learn different playstyles and tactics for both.
Trav, didn’t you make a thread about this a while ago?
It works as intended, refills endurance and cures 1 condition for all nearby allies.
Although curing 1 condition sucks, it can stunbreak fear or remove immobilize totally saving your buttocks.
I think it should penetrate stability, just sucks when someone pops 100 years of stability when I’m going in for a spike. Blind is acceptable.
Oh! And this would put some pressure on classes with high stability uptime by forcing them into using stunbreakers.
since they fiddled with it, I hope they fixed rubberbanding issues…
Felt a bit like that earlier when I IA right before I got stunned.
http://gw2skills.net/editor/?fYAQNAoYVlUmaPncS6E/5Ey2jdqC5J/DklODaqlA-TsAg0CnI4SxljLDXSuscNKYBxkCA
This one is pretty much in & out, you can enter and burst down whoever needs to die and leave quickly, and support in cluster fights by keeping distance and using shortbow, it doesn’t have something like unlimited stealth and unlimited teleports though, but it has everything you described in a more limited fashion.
And this one pretty much the same, with a lot more utility and uses D/P.
http://gw2skills.net/editor/?fYAQNAoaVlUmaPncS6E/5Ey2jdqC5JvHk1YZWaFoJA-TsAg0CnI4SxljLDXSuscNKYBxkCA
Assassins Retreat, Master Trapper, Hard to Catch.
:D:DD:D:DDDD
Vigorous Recovery is still quite ok.
Fleet Shadow is really great for D/x to chase and P/D to get out of clusters and swift repositioning, but nothing mandatory.
Pain Response is nice since it reduces opening burst from conditions, but it sucks in long fights since it triggers without conditions.
Power of Inertia, quite ok if you attempt for some sort of might stacking build.
Descent of Shadows, some love it but it’s quite situational, really handy in WvW though.
Fleet of Foot, haven’t tested this one to see if triggers on every dodge it’s off cd or not, so not sure, but even if it worked good it wouldn’t be worth 20 points in acro.
Quick Recovery is not really worth 20 points in acro as it is now.
Necros are hard to fight, they are no doubt one of the stronger classes in short fights,
but usually they have the horrible sustain sided with horrible mobility.
To win, you have to kite them and wait til they blow most cooldowns, by playing evasive and performing some small bursts from time to time their life force pool will drop to nil, when life force is empty you just have that huge health pool to fight through, also necromancers lack stability Daze-lock builds can be effective if used right, also a good use blinds can be effective as always.
Dodge + Steal/Infiltrators Signet allows you to gap close in quickly destroying the runes they place at their feet.
Also I found that going all in on offense in D/D can kill them before they even have time to react.
And from what I saw and remembered they wont nerf necros much, they’ll reduce the amounts of bleeds they can apply through burst.
I was having fun with this one in spvp about 3 hours ago.
http://gw2skills.net/editor/?fYAQNAoYVlUmKOncS6E/5Ex2DfKUe6fgs6MoZLB-TsAg0CnI4SxljLDXSuscNoYBxsAA
It can get across the map quite quickly because of the 15 trickery, popping signets returns some ini which provides you with the required ini for the spike after spamming a lot of infiltrators arrow. Time things right, have good team members who mark who needs to go down, this helps really good especially when fighting pve zoo-builds when it’s hard to find targets. And be highly evasive, don’t enter fights unless you are sure you can get away. Happy hunting!
If it was WvW, probably the common 10/30/30/0/0 & 0/30/30/10/0.
Works as intended.
Randomly refreshes either venoms, signets, traps, tricks or deceptions.
What you have on the utility-bar is irrelephant to what it recharges.
It hits randomly and each dagger bounces to an additional target, if the dagger is blocked or dodged it wont bounce additionally.
Best way to use it is to be close to your targets and surrounded.
I believe ANet balances based on TPvP. I also believe that the percentage of the population focused on TPvP is tiny. As most of us view things from the perspective of WvW, Dungeons or overland PvE, confusion ensues.
uumyeah tpvp
Didn’t bother reading this thread.
But I think anet should work on decreasing the inflation instead of taking away things people… ehm.. likes? doing.
This is a major problem with this game, people will always select the most steady and optimal way of making gold over doing other things when it’s gold they’re after.
Why would someone stay to do a generic event without champions for making 2.41 silvers and 200 karma anyways, when it’s possible to kill 3 champions in that time and make 20+ silvers and more karma.
i did say throw feathers was actually aceptable as other classes have blinds when injured as well or invulnerability so this one shouldnt count i suppose
and still my point is proven too much access to blind coupled with thief’s dps and stealth theres really hardly any counter other than being a bunker and endure the thief’s attacks all it takes for me to fight non thieves without taking any damage is 2 blinds and my damage isnt even close to a thief’s
as for stealth having cooldown for excuse to blind on stealth cooldown Name me 3 classes with at least two 8s cd blinds.
as for ranged i dunno why you guys complain spammable aoe poison fields is Huge in zergs you’re crippling the whole enemy zerg’s ability to heal and clusterbomb is no joke either
as for pvp yes ranged is pretty lackluster i ll agree
Since you compare other classes:
Where’s our burn, 13 stacks of confusion, endless CC, blocks, invulnerability, stability, protection, retaliation, 15k base hp?
You know thief is the only class with 10.8k hp without blocks, protection and invulnerability and on top of that we have poor access to stability and really silly condition cleanse . The only cond cleanse that can be considered really strong is one that only works if we are staying out of the fight, in stealth. Mesmers and Engineers have everything thieves are lacking + all things that thieves have, with 5k more hp on top of that. Engineers even have a lot more healing. Thieves just specialize more into these few things ppl are QQing about because we don’t have the other ones. Engineers and Warriors can be immune to blind, and also engineers have really strong AoE options that can annihilate the thief both while he’s in stealth and outside stealth. I could go on, but I don’t have time for now.
The moral of the story, thieves have high access and are strong with the few things they are strong with, hard-counter what they are strong at and they don’t have anything cause of lack of versatility.
(edited by Ghostwolf.9863)
Yeah, this is a feature I really miss from GW2.
Would be nice with some new maps in the mists with overflow and stuff, they are currently working on a map like this, but looked like some weird sky platform with no obvious purpose.
https://www.guildwars2.com/en/news/the-edge-of-the-mists-a-new-map-is-coming-to-wvw/
I want something in similar style to the normal level 70-80 maps, where I can farm materials and do things as I see fit, ofc with some additional features as well.
What I have in mind is a map like Alterac Valley from WoW, with events in a more pvp fashion. And instead of people blobbing up farming champions and events, it should be more rewarding for skirmishing in small groups with lots of areas requiring attention at the same time, and some fortress in the middle of the map which you take by helping npcs with a serie of event chains spread around your “home” zone, also slowing down the progress of the enemy by performing offensive counter events, if the offensive events hit you hard, the defensive events starts, if all totally fails npcs fall back to the starter area. Since various PvE elements are involved, it gets similar to taking a keep with Commander Siegerazer in WvW, so you can do well even if you are outnumbered. Not sure how it all would be implemented but feels quite cool in my mind.
Yeah, wrote this a while ago
Venoms, they can be overpowered when used with venomshare and a necromancer or with thieves guild solo. But whatabout the thieves defence ? ouch. No condition removal, no stunbreaks, no teleport, no stealth, nothing if I’d wish to use more than 2 venoms, which I think I should be able to after dedicating 2 whole traitlines for them. If I make a build fully dedicated to venoms, once the venoms are shared to the group I feel useless.
Personally I would like to see:
- Trait: Remove 1 condition whenever a venom is triggered (works with venomshare).
- A portion of direct dmg on devourer venom.
- Stunbreak on Ice Drake Venom (doesn’t work with venomshare). On a side note: I find this venom and spider venom really weak and not worth an utility slot. IDV works cool with venom share, but no matter what, Choking Gas from SB does SV’s job better with pulsing poison on demand.
Since I’m not built to kill healing tanks, I just ignore them.
Otherwise, I guess any glassy dagger mainhand setup might do the trick, keep good
sustained dmg, spike them when they are going low and use their headcrack
to prevent them from healing up.
Fighting a skilled, well-built Sc/F + GS Guardian can be frustraiting though, lots of counters to spike dmg, lots of blind, lots of CC and lots of dmg. Always feels like I would need a tanky build with the dmg of a glass-cannon to kill them.
Against the rest of the skilled glass-guardians, survive their burst and let them blow all cds and they get vulnerable.
And the casual guardians, just keep high pressure on them and head crack.
Boonsteal is really useful to get rid of protection, and if you run a really glassy build try catch them off-guard as always. Time your burst in windows when they don’t have protection up, also look out for stability and aegis if you’ll use BV.
Let’s shave thief a bit.
What: Daggerstorm
Why: This skill has too much on it, projectile reflect makes them immune against rangers and engineer while totally annihilating them with reflect, and it shouldn’t give stability since thieves can stealth.
What: Dancing Dagger
Why: This skill is a spammable on demand cripple, and can cripple 4 people, cripple should be removed from this skill.
What: Thieves Guild
Why: I can’t find the thief when he uses thief guild and they deal high damage and cc.
What: Basilisk Venom
Why: It’s op to use it with runes of lyssa, thieves shouldn’t remove conditions since they have stealth.
What: Death Blossom
Why: Remove evade and bleeds from this skill, 3x 10s bleeds are op while evading.
What: Cloak & Dagger
Why: This skill is spammable and gives stealth, remove stealth from this skill.
What: Flanking Strike
Why: Spammable evade and boonsteal, remove evade from this skill.
What: Infiltrators Arrow
Why: This skill is 900 range, which is too much because thieves have stealth, a rewarding skill like this should have 500 range and 4 seconds cast time so it can be interrupted.
(edited by Ghostwolf.9863)
16.5k (s) self buffed WvW, on lvl 80s…..goes to show “balance”
So how hard would you suggest a backstab should hit with 20 stacks of might, in a build that focus 90% around landing the first backstab, blowing all utilties, geared with full ascended berserk?
I think 16.5k is fine when someone isn’t equipped with toughness.
Since with some toughness and the protection buff it would take it down to 10k, with invulnerability 0. Someone can prevent getting hit at all by a build focusing 90% (the other 10% for casting 1 more cloak and dagger or 2 heartseekers) around hitting the first 2 attacks thanks to invulnerability and blocks, should invulnerability and blocks be nerfed?
Also by turning at the right time, it would take down that 16.5k to 8250,
with protection and some toughness even down to 5k in that case,
that’s 28% of warriors base health! and the hammer can deal overkill dmg with 2 strikes on that thief.
I would be happy if I could turn my front to the elementalist hitting me 10k to take 5k,
or turn my front to the warrior eviscerating me for 15k to take 7.5k dmg.
Every other class can perform same burst, only difference is, after the thief hits you for that 4k backstab when you are buffed with protection or 2k from in front, you have a 4+ second window to strike back.
^
Meaning, there are things that make backstab look ridiculous in this game.
Blocks, Blinds, Protection, Invulnerability, OP heals, passive CC, 40k health pools (necromancer).
Some classes and builds have higher access to these than others, the rest counters backstab with high mobility or stealth, if you have neither it’s not only thieves you would die to.
(edited by Ghostwolf.9863)
hehehehe
http://wiki.guildwars2.com/wiki/Grenade_Kit
http://wiki.guildwars2.com/wiki/Grenadier
1500 range
http://wiki.guildwars2.com/wiki/Short_bow
900-1000 range
logic demands grenade distance to be reduced to 600
Although I like that work put into PvE and PvP are brought closer together,
I don’t really like things that somewhat seperated experienced PvPers from the rest are removed. It’s already disturbing that someone can gain rank 40 by farming with a warrior and not have any clue about how any of the other classes work and then hop on a mesmer and pick up the coolest armor and be displayed as r50 with Champion Slayer title etc.
I think sPvP needs more things that seperate good players on their main classes from the rest. Titles like Champion Phantom, Champion Shadow, Champion Hunter etc. should be titles that make people you fight kitten their pants, titles that your team recognize and make them approve having you on the team and knowing what you are good at and what role you will take, not common titles 1/3 of the population run around with and many of them who are clueless about many things.
imo the rank system, title system and gear system needs a huge overhaul, not be removed, and we need new game modes and better maps, I think many ppl agree if I say Legacy of the foefire, Forest of Niflhel, Battle of Kyhlo, Temple of the Silent Storm are their favourite maps. They are most flexible and doesn’t benefit some classes and builds a lot more than others, yeah you heard it right! We all know that annoying mesmer or necromancer standing at the skyhammer cannon who easily kick 2-3 people out of the room to their deaths or totally wrecks them with high precision areal damage which is only countered by mobility and dodges.
Depends on how you use it.
Personally I wouldn’t take this trait in a build that relies heavily on stealth, but I like it in my gc S/D builds, and perhaps vs. thieves if I run P/x cond.
And yeah, like Last Refuge, this trait is working poorly, I somehow have an impression it’s working better than LR though. It can acutally turn the fight in your favor if you get hit by CnD, ride the lightning, warrior hulk abilities and other insert generic spike.
Since people aren’t expecting this trait, it can be really troll.
I really like it against x/D eles, it gets triggered by RtL and blinds their updraft.
And then I go to a safe distance watching them:
http://stream1.gifsoup.com/view4/1964492/agk-smashing-keyboard-o.gif
And dodge churning earth>teleport if needed.
Immunity to all conditions for the duration. Apply all conditions that would have been inflicted and their respective durations to the warrior upon the end of beserker stance.
I like this one, represents the meaning of berserk really well.
It would be a direct nerf though unless any nice ways of skillfully using it would be introduced.
I feel the game needs more things like this since everything in the game is either too straight forward, constant or passive atm.
I’ve filed a bug report for this topic:
https://forum-en.gw2archive.eu/forum/support/bugs/Thief-trait-Last-Refuge
Hopefully Anet does recognize it.
Don’t, they’ll probably reduce the cooldown again.
The issues with this skill have been bugging thieves ever since reveal was introduced,
and they’ve done nothing to it. Well, they reduced the cooldown of it, making it trigger more frequently.
I use 10/30/0/0/30
Mug heals me for ~2k every 20 seconds and withdraw for ~4.3k every 15.
Depending on how frequent I use them this sets me up at ~340-390 hp/s + stolen regen, my next goal is to utilize Infiltrators Strike and Dodges well to not be where the damage takes place in the first place. Frequent and swift usage of IS will reduce the overall condition dmg you’ll take and good positioning and dodging will do the rest.
Shadow Step and Runes of Lyssa will provide you with a burst cleanse.
The problem with trickery builds however is that they at some point, especially when under the effect of chill will run low on initiative, if you are good at managing initiative and know how to keep the initiative expense:income balanced during the fight, this will happen less frequent.
Also I find this build more rewarding and more punishing at the same time than any other thief build. Next patch it might be unplayable though since it relies heavily on infiltrators strike and the vigor from bountiful theft.
I wish all extra stuff could be turned into Karma or something, since it’s incredibly hard to get karma these days. And I don’t see why it would have an impact on the economy if they could be put on the trade post, it wouldn’t bring more coin to the market actually it would reduce the coin on the market and increase the worth of gold.
I like the casual Skullcrack + GS build, it’s still strong after the stun duration fix and it totally wrecks other thieves in seconds and will be way easier after Inf return wont escape CC, I run with valkyrie amulet and healing signet to be able to survive any 1v4 as I like without having to spam stealth, against rangers I stealth a lot however to be able to hit them with skullcrack with ease, if I run into any problems I just walk away,
if someone decides to chase me I just use some mobility skills and I’m at the other side of the map.
After the next patch I’ll lose 100 toughness and projectile reflect or 10% crit dmg, but I feel pretty fine with that.
They’ll replace it with Hard to Catch.
And the healing was poor, so they improved it, not sure if they improved it enough to make it more viable.
Personally I made a zerk pistol to use with S/P and in case I would like to play D/P again.
Next I’ll probably make Shortbow, and whenever I feel kitten d, I’ll level weaponsmith and make daggers. But I’ll wait for ascended armors first so that I can calculate and get the desired stats.
lol, engineer complaining about thieves. lol wait what, complaining about thief heals? go bombkit yourself.
I think HiS needs a change, it needs.. To remove torment!
(edited by Ghostwolf.9863)
Playing dual daggers in a direct dmg build can be hard early in the game if you aren’t experienced, but if you insist on using it, get Infusion of Shadows from Shadow Arts as your first major trait and Thrill of the Crime from Trickery. Rotation: Cloak and Dagger > Backstab > 1 full auto attack chain and repeat, put in steal either before Cloak and Dagger or after, using it afterwards will give back 3 initiative if you have 5 points in trickery. Once you are able to trait into grandmaster, Hidden Killer will make things easier since your backstabs will always crit.
Pistols have a bit low damage compared to all other options, but here again you will need to add some initiative management.
Infiltrators Signet utility, 2 ini on signet use from 20 CS, +3 ini pool from 15 Trickery, and 20 acrobatics for Quick Recovery are good options.
If things get hard, try S/P and use smokefield to blind mobs, or a D/D condition build,
those are the most reliable options imo.
(edited by Ghostwolf.9863)
The idea of the trait is just fine, it’s how it works which is not. It doesn’t interrupt your current action, which probably is because it’s just a trait. It doesn’t take previous reveal in account and it doesn’t queue up after your current action.
My solution, since I like the trait if it could work better.
Last Refuge:
30% threshold
40 sec cooldown.
Drop a smokebomb blinding nearby foes within a radius of 350 followed by a stealth with 1/4 sec cast time(clears current reveal, queues up after current action, works while stunned and channels while dodging.)
In return, this trait should be made into a major trait, +1 sec stealth should be the new minor trait in the adept tier, since it’s the only useful one while not being too strong. Infusion of shadows could be put at 15 since most people want this trait and it goes well into most builds, I personally don’t use IoS anymore and it will be nerfed 10th December, but would rather have that instead of last refuge.
@ens
Well formulated, thanks.
Though, I’ve never heard about dimishing returns on critical dmg alone, besides it’s more costly statwise in some slots and better off converted into alternative stats.
Do you have any source on this? Would be helpful.
Is there any point taking critical damage past 100%?
Same point as it is taking it past 50%
Crit dmg base multiplier is 1.5, with an additional 50% crit dmg it is 2.0, at 100% it is 2.5 and so on.
1% crit dmg yields more damage on your crits than 10 power does, while 10 power increases your raw damage across the board. Crit dmg is also consistent, it always increases your critical damage, while the effect of adding power is lower the more power you have. 30 power at 3000atk gives you 3% more dmg while 30 power at 1500 gives you 6% more dmg. (correct me if I’m wrong)