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Anet you NEED to nerf thief stealth

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Posted by: Grimwolf.7163

Grimwolf.7163

So he was attacking siege with nothing but Cloak and Dagger? It’d take him a week to break a single piece of Siege.
And if 12 people couldn’t kill him, that isn’t a game issue, that’s an all 12 people are raving idiots issue.
Stealth doesn’t protect you, it just makes you invisible. All they had to do was start throwing around AoEs and attacking the air around where he might be.
And it’s not like the Thief is actually doing anything while he’s staying in stealth like that.

(edited by Grimwolf.7163)

Why isnt S/P used much anymore?

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Posted by: Grimwolf.7163

Grimwolf.7163

It has no damage output anymore. Pistol Whip does less than your auto attack, and those are your only attacks.
It isn’t fun relying on auto attacks to kill stuff.

Improvisation Nerf

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Posted by: Grimwolf.7163

Grimwolf.7163

I don’t understand. Were environmental weapons once found in dungeons taken out or something?

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

Let’s say you have 1200 Power (+14.2%), enough Precision for 50% Crit Chance and 100% Crit Damage.
A particular attack has a base damage of 2000.
With your Power factored in, it becomes 2284.
With your criticals factored in and averaged, the damage becomes 3997.
With 20 more Power, the damage becomes 4032.
The increase in damage is 0.875%.

Now let’s cut out crits completely and take enough Power for that alone to put the damage at 3997. That would be 2913. 1997 over base.
Add another 20 Power to that, and the damage goes from 3997 to 4017
…and if that was accurate, it would seem what you’re saying is correct. Definite reduced impact…
I’m still not sure why the math is working out this way, which makes me really curious.
I understand why the higher the damage is, the less percent increase there would be from one step to the next. But not why the value of each individual attribute affects it differently depending on it’s own size.
I kinda feel like an idiot right now for not being able to understand it. I’ll have to think about this.

Something crucial that I originally overlooked is that I was not taking this into consideration when I did my original testing of damage granted by Power. So Power likely does grant only slightly more than 1% damage for every 20 points. Like maybe 18 or 19 points. I’ll have to test it again.

(edited by Grimwolf.7163)

Revealed Debuff to be Reverted in PvE and WvW

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Posted by: Grimwolf.7163

Grimwolf.7163

Fine, let’s change the subject then:
a thief with a group of 3 killing a champion by putting down some smoke fields and spamming blast finishers.

I fail to see the problem with a group killing a Champion.

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

Doesn’t that mean though that Power would scale in the same manner? Whether you have enough Power to take you from 1500 to 2000 average damage or Precision or Critical Damage, the increase between those two points is still ~33%
I’m not seeing where this causes a lower stat to start scaling better.

(edited by Grimwolf.7163)

What level do we really bloom?

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Posted by: Grimwolf.7163

Grimwolf.7163

I’d have a hard time recommending S/P for leveling. You do garbage damage since all Initiative is reserved for simply keeping you alive, and ranged enemies will just tear through you anyway.
The direct damage also means you have to fight enemies close to your own level, which die too easily to warrant building around keeping them Blinded at all times.

What level do we really bloom?

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Posted by: Grimwolf.7163

Grimwolf.7163

A very powerful way to level with a Thief is to either use a Shortbow as Starbird suggested, or go D/D like you are and focus on Condition Damage with Deadly Arts and Signet of Malice and Caltrops.
Spamming Death Blossom will then give massive AoE damage and healing, and Caltrops does basically the same.
Best of all it’s Condition Damage, so it can be used to kill enemies far higher level than yourself by ignoring Glancing Blows.
I’d say Shortbow does the same but better, especially since Choking Gas will trigger massive healing every second just like Caltrops, and combined with Deadly Arts you can easily spread massive amounts of AoE Weakness.
You can also then take advantage of the huge amount of AoE Cripple provided by Caltrops to kite enemies.
Shortbow is hands down the best way to level, but D/D used this way is good as well and you can still use both anyway.
Carrion would be the most preferable equipment type.

(edited by Grimwolf.7163)

What level do we really bloom?

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Posted by: Grimwolf.7163

Grimwolf.7163

It’d help to know what build you’re using.

Looks like theifs getting a buff in WvW

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Posted by: Grimwolf.7163

Grimwolf.7163

ROFL, a moderator moved this to the Thief forums? The OP was nothing more than a link to a thread already existing in the Thief forum!

Revealed Debuff to be Reverted in PvE and WvW

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Posted by: Grimwolf.7163

Grimwolf.7163

I’m curious why the nerf is needed in SPvP.

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

If a normal hit does X damage that means a critical hit will do (1.5 + CriticalDamage / 100) * X damage.
Difference is (1.5 + CriticalDamage / 100) * X – X which is X * (0.5 + Critical Damage / 100).
21 Precision (1%-point more CritChance) means on average every 100th hit will do extra damage so effect to average damage is 0.01 * X * (0.5 + Critical Damage / 100).

I think I see the issue here. It would seem that I somehow completely misunderstood exactly what that wiki formula was supposed to be doing, and didn’t even follow it exactly. Pretty ridiculous on my part.
I’ve been using a formula like;
((0.5 + Critical Damage / 100) * (Critical Chance / 100) + 1) = Percent Increase
So for example;
((0.5 + 50 / 100) * (50 / 100) + 1) = x1.5 total damage
It still seems sound to me though, because logically a 50% chance at double damage should result in an overall 50% increase compared to a 0% chance or damage, in the same way that a 100% chance at double damage would result in double the overall damage.
Based on the other formulas though, I doubt it’s that simple. I just have no idea why.

Let’s say we compare two builds with base stats plus a certain amount added.
Base Critical Chance of 4%, base Critical Damage of 50%.
Power build = +1400 Power, + 300 Precision, +30% Critical Damage.
1400 Power = +70% Damage, + 5% Sigil of Force = 75%
300 Precision = 14% Critical Chance, +4% base = 17%
30% Critical Damage = 30%, +50% base = 80%
Criticals = +13.6% Damage
88.6% total damage increase over base.

Critical build = +500 Power, +800 Precision, +70% Critical Damage
500 Power = 25% Damage
800 Precision = 38% Critical Chance, +4% base, +5% Sigil of Accuracy = 47%
Critical Damage = 70%, +50% = 120%]
Criticals = 56.4%
81.14% total damage increase over base.

This is the kind of math I’ve been using.

Now, on a more practical level, here are two build links. They both have very similar attributes, except the first has Rune/Sigil choices which favor Precision, and the second has Rune/Sigil choices which favor Power.
http://gw2buildcraft.com/calculator/thief/?7.0|8.1g.h1.0.0.0|8.1g.h17.0.0.0|1n.7h.1n.7h.1n.7h.1n.7h.1n.7h.1n.7h|2s.0.2s.0.3s.0.2s.0.3s.0.2s.0|0.k00.u000.k00.0|0.0|0.0.0.0.0|e
This build, by my math, deals 124.2% damage over base.

http://gw2buildcraft.com/calculator/thief/?7.0|8.1g.h2.a.0.0|8.1g.h17.a.0.0|1n.7b.1n.7b.1n.7b.1n.7b.1n.7b.1n.7b|2s.0.2s.0.3s.0.2s.0.3s.0.2s.0|0.k00.u000.k00.0|0.0|0.0.0.0.0|e
This build, by my math, deals 118.45% damage over base.

(edited by Grimwolf.7163)

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

I’m having difficulty following your math, so decided to do some practical testing in the Mists with the testing weapons.
I was able confirm with certainty that Precision or Critical Damage can surpass Power once you have an achievably high level in the other, but I don’t know exactly what amount. It seemed higher than my math previously led me to believe.
Without any Sigils, Runes or Major Traits, 300 Power with 150 Precision and 15% Critical Damage did drastically more damage than taking 300 Precision and 30% Critical Damage with no Power.
But when I took Sigils and Runes to boost Precision and Critical Damage as much as I could, then those two setups began to do relatively equal amounts of damage. In fact I think Power was already pulling ever so slightly behind. And this was without an on-crit sigil.

(edited by Grimwolf.7163)

Fixing The Gunslinger (*P/P*). Suggestions?

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Posted by: Grimwolf.7163

Grimwolf.7163

P/P and P/D definitely do both need to be reconciled to deal the same damage type. Considering the Pistol trait is inside Critical Strikes, I would lean toward making P/D direct damage.
Unfortunately, either way people are going to have their builds royally screwed over and be forced to completely re-gear.

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

You’re taking that example too literally, it was just meant to be simple. I understand that you’d still have a chance to crit even if you are taking Power instead, but the scaling should be the same regardless. 1% crit chance adds 1% damage with +50% crit damage whether you’re going from 0% to 1% or 79% to 80%, and 20 Power adds 1% damage whether you have a 0% crit chance or 100%.
Yeah it’ll grant more actual damage since the numbers being put out are larger, but the percent is the same, and both Power and Precision are working on percents.

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

They don’t pull ahead given the amount of limited stats; I have them on a spread sheet. If you don’t believe me, input the real numbers yourself on a spread sheet cause it seems nothing else will convince you.

I just did; as a Thief with literally nothing more than 20 points in Critical Strikes and all Ascended Berserker Trinkets, Precision and Critical Damage are both high enough to put each other above Power.

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

But if you’re stacking both Precision and Critical Damage, then you’re not sacrificing damage on either end. They both pull ahead of Power. On Trinkets, which average as you said 1% Critical Damage for 9 of another attribute (in this case let’s say Power, even though the two are not in direct competition).
9 Power would grant around 0.45% damage. 1% Critical Damage then would be better with at least 46% Critical Chance.
And with Trinkets alone you can easily get enough Critical Damage for Precision to pull ahead, so you don’t even need to take the less efficient armor values into account.

Does blind work at all on "Unshakable" mobs?

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Posted by: Grimwolf.7163

Grimwolf.7163

Considering how infrequently such enemies attack, the odds are in favor of the Blind running out long before they trigger it.

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

I don’t see where you’re going with this.
First, that formula I gave which you didn’t understand was the result of dealing 99 regular hits and a single crit with +50% critical damage.
Second, the formula I took from the wiki is not simply for finding out the average damage of a critical hit. If it were, it would have no use for critical chance, and would have to include additional math for the damage variances. I assume I must have misunderstood what you mean here, because it just makes far too little sense.
The formula I used does take non-crits into account, because it simply averages the critical damage. 4x damage every other hit is equal to 2x damage on every hit.
Finally, that formula you showed supports exactly what I’ve been saying all along. The two grant extremely similar amounts of extra damage at that level of critical damage, and with at least around 53% critical damage Precision would always come out ahead. Exactly as I’ve been saying.
In PvE/WvW it isn’t difficult to get 100% critical damage, at which point Precision would grant FAR more damage than Power.

(edited by Grimwolf.7163)

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

How do you know it adds more than 1% per 20 points? I tested it on several different Thief attacks and they all scaled by almost exactly that amount.

Regarding former thief site/blog ideas.

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Posted by: Grimwolf.7163

Grimwolf.7163

Not only have I changed the font to be what I hope is more legible, I’ve also finished the first guide.
It took far longer than I expected, so I don’t know if I’ll get another out today.
http://www.blackwolfbrotherhood.com/guides/builds/attributes/

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

With 2100 power, 50% critchance and 50 critdamage
you get: 0.5*2100 + 0.5*2100*2 = 3150
add 21 power: 0.5*2121 + 0.5*2121*2 = 3181.5
add 21 precision: 0.49*2100 + 0.51*2100*2 = 3171

The amount of extra damage Power brings is based on Precision and Critical Damage. Similarly the amount of extra damage Precision brings is based on Power and Critical Damage.
If I understood you correctly you are basing your Precision analysis on all three: Power, Precision and Critical Damage (= average damage).
In other words you say that every +1 to CritChance causes +1% more damage. So going from 0% to 100% with steps of 1% would cause 1.01^100 = 2.7 times as much damage, which obviously is not true.

Where would you get that assumption? I said nothing like that. I’ll go straight to the extreme end;
100% crit chance with +100% crit damage would lead to x2.5 overall damage.

Value of Precision

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Posted by: Grimwolf.7163

Grimwolf.7163

I need someone better at math than myself to help here. I’ve heard plenty of people say that Power is significantly better than Precision for increasing damage, but my own math says otherwise.
It seems pretty straight forward; 1% total damage is equal to a 1% chance at double damage. ~20 Power grants 1% total damage, and ~21 Precision grants an extra 1% chance to crit.
Let’s take 100 hits for 10 damage as the example.
10×100 = 1000
1000×1.01 = 1010
99×10 = 990 + 20 = 1010

Now understand that the base critical damage is only +50%, not double damage. But +50% critical damage is very easy to achieve. The more you have above that the more the relative value of Precision increases. And on top of that, higher crit chance increases the frequency of triggering various sigils and traits, making it even more valuable.

The Wiki formula for expected average damage with crits supports my conclusion;
“Base damage * (((0.50 + Critical Damage / 100) * (Critical Chance / 100)) + 1) "
Following that, +50% Critical Damage and a 50% Critical Chance results in an overall 50% increase in damage, just as I would expect.

What am I missing here?

(edited by Grimwolf.7163)

On a scale of 1 to 10.....

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Posted by: Grimwolf.7163

Grimwolf.7163

….You’d rather see darts and boomerangs than dual swords?

Thief haters, take this wisdom from a dev :)

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Posted by: Grimwolf.7163

Grimwolf.7163

What you quoted originally was talking about 100nades, which you responded to without changing the subject to Grenade Barrage, therefore your subject remained 100nades.
The entire conversation was about 100nades, not Grenade Barrage, as GB is not a problem on its own. Then you come in, start talking about GB without actually changing the subject, and you look like an idiot because it looks like you think 100nades is easy to land and has a huge effective radius.

Not my fault you lack the communication skills needed for a coherent conversation.

Is true, I made a mistake there. Still don’t know why you try to make yourself out to be the jerk at every topic. seriously, please stop that… it’s very annoying. Also, one of the topics you quoted was me linking grenade barrage and me commenting on the skill itself.

Eh don’t mind him dude. He’s just going to pick at every little wrong thing you might of said and not even discuss the main point your post is trying to make. Did that with me too in the other thread. Your point still holds.

What “point”? He came into the conversation (comparing 100nades to BS burst), said something completely irrelevant to the conversation while pretending it was relevant, derailing the conversation, and then got into a long argument because he didn’t communicate the point well enough to know what he was talking about.

So, I will now put it back on track.
@Robert Hrouda: Why was 100nades held to a different standard than other bursts? What was so bad about it compared to other instagib bursts that you felt it should be removed while the others remain?

He answered that exact “question” in his original post. I’m not sure what you’re trying to get at.

Regarding former thief site/blog ideas.

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Posted by: Grimwolf.7163

Grimwolf.7163

The basic framework of the site is pretty much done, so I’ll be spending much of tomorrow adding actual guides.

Thief haters, take this wisdom from a dev :)

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Grimwolf.7163

So why is this not ok but thief burst is?

Because there is play in thief burst. There is play there, and that spike isn’t a single attack that’s 150% your max HP in damage. Thieves need to execute a series of skills in a row, in which at any time the victim has the potential to mitigate or have some sort of play to save themselves or stop the thief. You just don’t see that with the 100nades stuff, or its a window so narrow that we as devs weren’t happy with the play from both sides of the equation as attacker/defender.

There is no “play” in mug – backstab combo.

let me brake it down for you (and i do not play BS spec)

Basilisk Venom (Elite Skill) > Assassin’s Signet > Cloak and Dagger > Steal > move behind the target > Backstab

By now if you cant avoid a backstab on a 1v1 you are doing it wrong man.
When I’m caught off guard and unprepared is one thing but if I see him coming, no way he will be able to backstab me even once during the fight.

Usually followed by one or two Heartseekers if they’re not upleveled.
And it’s single target. Disturbingly, 100nades was not not, and neither is Killshot.

Rifle Thief idea?

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Posted by: Grimwolf.7163

Grimwolf.7163

Are you seriously suggesting that a Rifle warrior is like a long range invisible assassin? Surely, sir, you are not!

No, but it has a rifle, and long range abilities, if ou want a long range invisible assassin you’re in the wrong game.

If the Thieves would get a rifle it would have something to do with mobility and sustained damage, nothing more. Besides, even there it would be lame, the only thing that prevented the Pistol Thieves from infesting the PvP grounds was the ridiculously low damage it dealt, + the fact that it was bleed only which was really easily removable.

Your psychic powers intrigue me.

Rifle Thief idea?

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Posted by: Grimwolf.7163

Grimwolf.7163

I’ve always wanted to see rifles for Thieves. It’d fill a pretty easy niche as long range single target burst.
Pistols are mid-range sustained damage, and shortbows are long range AoE condition damage.
It’d be really fun to have a gunslinger Thief that uses a rifle to snipe people, and switches pistols when people get closer.

Molten Alliance Mining Pick

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Posted by: Grimwolf.7163

Grimwolf.7163

So when an item is RNG based, like the F&F weapons, people complain about the RNG and say they’d rather purchase it directly.
When you can purchase it directly, people complain that it’s too expensive (despite being far cheaper than the comparable RNG items).
When an item gives actual power to your character people complain about others buying an advantage, but also complain about cosmetic/convenience items not having enough practical use…

They’ve handled this mining pick in the best way they have for similar items in a very long time.

The Debate: Vitality vs Toughness

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Grimwolf.7163

For a Thief, Vitality is generally much better. Not only because Vitality does, for any character, provide point-for-point more straight defense than Toughness, but more importantly because the Thief has so very little base health.
But, if you go heavy Shadow Arts, the combinations of prolific self healing and condition removal will actually make Toughness the better choice, once you get enough Vitality for at least a few thousand extra health to prevent getting spiked down too easily.

Theif - The Basics I should Know

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Posted by: Grimwolf.7163

Grimwolf.7163

If by hybrid of conditions and damage you mean getting effective use out of both direct and condition damage, then most condition based builds work that way already by pairing Condition Damage with Power. The common stats would be either Rampager for full glass cannon, or Carrion for a more balanced approach.
You just don’t get nearly AS MUCH value out of direct damage attacks as a direct damage focused build.
An effective condition damage spec for the Thief is to get P/D, and split your points between Shadow Arts, Deadly Arts and Trickery.

Regarding former thief site/blog ideas.

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Grimwolf.7163

Aw, I was really happy with that font. I can look for a more simple and legible one, but do you have any details on what the problem is, like is it perhaps just too small or does it not contrast with the background enough?

P/P Leveling Miseries.

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Grimwolf.7163

P/P is not largely a condition spec. thats P/D with vital shot stealth ability.

P/P with unload is direct damage. once you learn a ranged mobs patterns and know when to dodge u can just slaughter everything.

full zerker gear + signet of malice + omnom berry pie (or same food for lower lvls) even with the internal CD now it heals alot due to high hit volume from unload.

no P/P does not hit as hard as melee based weapons (duh) but it lets u do fights that normally cause melee to run around like a headless chicken avoiding AoE and boss attacks. while P/P u strafe circles around the boss keeping a constant and reliable source of damage.

and if you spec into +3 int and int on crit regain, you quickly see how long your int actually lasts. i can just spam unload all day and only have to stop every now and then (also when using dodge or LoS attacks that lets u regain int).

yes P/P lacks some damage and yes it can use a buff. but its still very nice to use ikittennow how to use it.

alot of people who say its bad just stand still and dont move (u can shoot while moving like zomg wtf no wai) and if u shoot then jump u keep shooting while jumping (unload) so u can hop all over the place (i play asura so i need to jump !).

P/P is bad because most of the attacks don’t work together. It’s direct damage but both the auto attack and stealth attack are pure condition damage, leaving you with only Unload to actually deal damage.
Because you don’t have a decent auto-attack, you blow through initiative spamming Unload to kill stuff.
Because you can’t kill stuff without blowing Initiative on Unload, you don’t have any Initiative for Blackpowder or Headshot.
Body Shot is also just full-blown garbage and a waste of a skill slot.

P/P Leveling Miseries.

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Grimwolf.7163

I would strongly recommend taking 30 in both Acrobatics and Critical Strikes.
Critical Strikes has the +10% Pistol damage trait, valuable Precision and Critical Damage, and Opportunist is practically assured to trigger when using Unload, effectively reducing the cost by 1. If you’re lucky, you could actually trigger it twice in a single use.
Critical Haste used to be an absolutely amazing trait for P/P as well, but it was nerfed by half last patch and isn’t so great.
Acrobatics boosts Dodges and general mobility, which are you’re only means of staying alive with P/P. On top of that, it provides great options for boosting Initiative regeneration, which is vital to the Initiative hogging weapon set.
The remaining 10 trait points would be well placed in Trickery. Every time you Steal you get 3 more Initiative on top of being able to Steal more often, and you can take Thrill of the Crime to gain Fury, Might and Swiftness every time you Steal. All of which are amazing for the build. On top of that, it pairs extremely well with Acrobatics and the +Boon Duration.

As for skills, I’d recommend Smoke Screen. Negates ranged attacks, blinds any melee that rush through it, and your ranged attacks fired through it can trigger even more blinding.
ABSOLUTELY take Signet of Malice as your heal, coupled with the signet boosting traits from Critical Strikes. The nearly constant Vigor will let you dodge like crazy, combined with great Initiative recovery and Might stacks.
Even if you don’t find the need to trigger it at a particular point, the passive healing with Unload is great.
Also take Signet of Agility. Beautiful Precision boost when not in use, and more Endurance plus condition removal and all those other traited goodies when you trigger it.
If you took another signet and triggered all three together, you’d get 6 Initiative and 15 stacks of Might (roughly +26% damage), allowing you to absolutely destroy your target.

For armor, focus mostly on Berserker stats, with some others like Valkyrie thrown in for Vitality. Especially focus on making all Trinkets Berserker, since they scale the Critical Damage far better than on armor.
Definitely get some On Critical sigils for your pistols. Fire is a good one you’ll definitely want.

(edited by Grimwolf.7163)

Regarding former thief site/blog ideas.

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Posted by: Grimwolf.7163

Grimwolf.7163

I’m not done building the site yet, and haven’t even put any actual guides on it. But I thought it’d be good to let everyone keep tabs on its current state and give feedback on the layout to help me improve it. So, here’s a link;
http://www.blackwolfbrotherhood.com/

Thief Duo

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Posted by: Grimwolf.7163

Grimwolf.7163

A solid duo would probably be D/P Direct Damage, and P/D Condition Damage.
D/P guy can get a lot of Shadow Arts to help the two of you stay alive, and P/D guy can get a lot of Deadly Arts to control and weaken the enemies.
With P/D guy taking a lot of Trickery, he can also apply boons to the two of you.

Periodic Disconnect

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Posted by: Grimwolf.7163

Grimwolf.7163

The automatic forum disconnects that seem to occur at various points in the day are driving me insane.
I don’t know why they exist, or even if they’re intentional, but many times now I’ve written up a long post only to be disconnected while writing it out, and lost the whole thing when I attempted to post it.
At least a few times a week the disconnect manages to occur right in the middle of trying to post something.

I seriously do not think I’ve ever used a site before that arbitrarily and frequently purged your connection, regardless of your activity on the site.

(edited by Grimwolf.7163)

How to effectively use stealth?

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Grimwolf.7163

The main use is for stealth attacks, followed by the various benefits provided on stealth from Shadow Arts.
After that, it just depends on how clever you can be.
You can use it to out-maneuver and flank your opponent so they can’t attack back as effectively.
You can use it to help wait out various boons or skills that could wreck you.
You can use it to flee a fight.
You can use it to gain some breathing room and recover a little.
You can use it to help you sneak past someone combined with general careful maneuvering outside stealth.
You can use it to help you stomp someone in PvP.
You can use it to help get an enemy off you in PvE.
And so on…

(edited by Grimwolf.7163)

Lethal Tournament Build for Thief!

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Grimwolf.7163

I don’t know why all of a sudden people are so focused on bps. I play s/d and encounter d/p Very often and s/p now and again. You can stand outside the tiny aoe and melee without getting blinded at all except the initial shot. It’s really not that effective

That’s because they’re bad. If you back up instead of just standing in the middle they’ll have to pass through it. Even if they try circling around it, you just have to move as well to stay on the opposite end.
Now, it won’t stop a whole group of melees from touching you. That’d be overpowered anyway.

Problems with Engineers and Legendaries

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Posted by: Grimwolf.7163

Grimwolf.7163

The simplest solution, as I see it, would be to have your weapon still show as sheathed while a kit is active, and somehow provide an option to hide the Engineer backpacks.

Why do people think Thieves are "OP"?

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Posted by: Grimwolf.7163

Grimwolf.7163

Annoying to fight isn’t limited to Thief, stop being biased.

I hope to God you weren’t dumb enough to just say I’m biased against the Thief. Thief is my main, and anyone who spends much time on the forums should know that much.
I have an entire site dedicated to the Thief class.

Why do people think Thieves are "OP"?

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Posted by: Grimwolf.7163

Grimwolf.7163

I want some serious answers please. No replies like: “cuz they’re stupid and need to l2p”, we (us Thief fanatics) know they are. I just want a constructive discussion why they’re “OP” supposedly.

Thank you.

Because their style is annoying to fight against. Whether or not it’s really OP, it certainly is often not fun for the person fighting them.
Whether it’s when the Thief bails every time they’re about to lose, or when they tear you open faster than you can react with a shadowstep burst combo (which Eles can also do).
I’ve fought fellow Thieves on my own Thief plenty of times and thought “Wow, that’s why everyone hates us.”

Human Tattoos

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

You guys might want to look at some of the original Krytans. It should still be culturally relevant.

http://wiki.guildwars.com/wiki/Krytan

Can’t say that I’ve seen a single NPC around Divinity’s Reach or Queensdale that looks like that. Not that I remember, at least. Plenty of farmers, scholars, merchants, and nobles, though.

MOST of the Kryta NPCs were tattooed. I’m pretty sure a fair number of Canthans were as well.
Also, every single Monk, Necromancer and Ritualist was heavily tattooed.

thieves abusing wvwvw

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Posted by: Grimwolf.7163

Grimwolf.7163

You mean like the nerf they already gave it by changing Revealed to be 4s?
Have you ever played a thief? Do you know how difficult keeping up invisibility can be?

in most cases its not that difficult

So you get angry cause of one guy has learned his profession and can use it really well – and now, of course, you want to not just punish that player, but also punish everyone else who plays thief.

learned his profession? thieves are easy to play as it is, easier than most classes (not that they are that hard either), but thief is probably one of the easiest at least in world vs world
right now i feel, allmost all classes are punished for not playing thief (or mesmer) in wvw (zergfest excluded), the effort you have to take to kill a thief is much more than for him to kill other classes

You sir, are a hateful man, and need to learn to accept that some people just play better than you. (not me though, last I went into WvW with a thief I was killed in four hits)

i believe a lot of people have problems with thieves that even when they “outplay” the thief they gain nothing, besides as a thief you can compete with players above your skill level at least in wvw

Just because you don’t like a class, that doesn’t make it easy to play.
I’ve played every class in the game a fair amount, and the only ones more complicated to play than the Thief are the Elementalist and possibly the Engineer depending upon the build.

(edited by Grimwolf.7163)

[SPOIL] Future Flame and Frost dye packs.

in Flame and Frost

Posted by: Grimwolf.7163

Grimwolf.7163

The Charred dye… I.. NEED.. the Charred dye…

The Return of Cut Scenes

in Flame and Frost

Posted by: Grimwolf.7163

Grimwolf.7163

The cut scenes in GW1 were one of THE defining points of the game that made the story really memorable.
I was SOOOOOOOO disappointed when they first announced the flat cut scenes they have in GW2.
The only logical reason I can think of that they even went that route would be that they could make the dialogue more easily. But I still don’t think it was worth it from my perspective.
Fewer GW1 style full cut scenes paired with straight text dialogue would even have been significantly better.
I recall reading once that part of the reason was so that the scenes could be shown easily outside instances when multiple people were triggering the same one, but I know for a fact that was unnecessary.
First of all, they still do it inside instances like dungeons.
Second, they could have CREATED a tiny “instance” on the spot in which to display the cut scenes. Sure there would be a short load involved, but these cut scenes have that as well.

What do I find memorable about the GW2 cut scenes? The various times when they vaguely mime out some important event that is supposedly occurring, but you can’t see. Like someone being struck down, and it goes something like;
Victim: “What are you doing?”
Attacker: “Die!”
Victim, now shown sitting: “Agh!”
Bystander: " Oh no, you’ve killed him!"

It’s like a horrible play.

(edited by Grimwolf.7163)

Human Tattoos

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

I know it was decided that tattoos were the Norn’s thing. But the human characters look terribly plain to me without anything like this, and it’s really disappointing to me.
I’m not recommending anything so extensive as the Norn, like the face + full body tattoos.
But at least some shoulder and/or arm tattoos.
When I look at my Thief in the cultural tier 3, I just feel like screaming.

Lethal Tournament Build for Thief!

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Posted by: Grimwolf.7163

Grimwolf.7163

I’m glad that you are happy with this build but it is really a terrible way to use the D/P spec. It lacks imagination and knowledge of what that build is all about. Do youself a favor. Listen to Frenk and watch the link he/she suggests.

This is a tournament build not a WvW ganking build.

25 / 30 / 0 / 0 / 15 is the only viable tournament build for the thief at the moment, Frenks build is terrible for high lvl tournament play.

Better than doing the very opposite of what any knowledgeable player would recommend and just spamming the crap out of Heartseeker.
There’s no way that strategy actually works. That’s like playing Street Fighter and just endlessly jamming the crap out of the punch button.

Rejoice PvE thieves! Possibly MORE GOOD news!

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

The problem is that they have no plans to revert it in PvP for whatever reason, and they don’t know if they want to split it because having different timing between PvE and PvP would be stupidly jarring and hard to deal with.