d/p means tanky guardian should not pose any threat to you even if you can’t kill him. Just move on and let him cry alone.
I’d live with them.
If they followed character size.
If they didn’t clip with everything.
If they didn’t ruin my pink armor set.
If I could use my plush charr with them.
For the starters I would agree for a slider “hobosack size %” from 100 to 75.
And maybe some coloring options.
Apply chill on crit (1s, 4s cooldown). Foes already chilled are burned instead (4s, 10s cooldown)
cooldowns are per target affected
thieves would not even want to touch a good necros
staff alone is enough to keep that kind of thief at bay. With wells and deathshroud he would be destroyed if he tries to get through to you
thief vs stealth is an old joke.
Main weapon of thieves now are blinds. I have long thought that an era where people were playing for or getting killed by gc thieves in any pvp are long gone really.
The best counter to any thief?
Stay in your group. And actually be USEFUL. Unlike that thief looking at you with hungry eyes from a place you don’t see.
Even the tankiest D/P thieves which can be considered the strongest sPvP thieves won’t do sheep to you if you just stand in your own aoe’s.
yes i use heartseeker to kill those annoying nabs running away from me in a straight line on a flat surface.
Or what should I use? Shortbow 5? 0 damage for 6 ini. Dagger 4? minimum damage (hello, 50% nerf) for 3 ini. Sword 2? One use. S/D 3? Good luck. D/P 3? I’d do that, but 5> 2 > backstab is still better.
Wait.
Thieves are easy. BUT still bad.
So we must nerf thieves to be harder. SO they will be better.
EPIC LOGIC
full zerk p/p unload wins the day. Because people, having battled mostly with other thief builds, fail to understand how to avoid it’s rather weak and simple damage.
you will get revealed if any of your previously used skills hit something after you go in stealth. Like throw gunk or aoe skills from ele weapons, or even long range attacks (cluster bomb > stealth > cluster bomb hits > revealed)
If we talk about terror necros that are on the rise now – you won’t counter them without reliable stability or stun-breaking/ignoring condition cure.
Automated response is pretty much the only thing that works perfectly against them.
that would be a minor master trait at best then.
and wouldn’t do a thing against any proper condition build
condition builds NEED to have counters
engineer excels in groups and for that sole reason is much less suited for roaming unlike thief.
You can’t roam if you cannot run away.
don’t make a thief for those. Unless you got some friends to go with, it is very and very unlikely you will be allowed to join a party for 20+ fotm or most of the harder dungeons.
Clearly, 500 achievement points result an unprecedented in-game disbalance, ruining hundreds of builds and giving selected players numerous exclusive benefits that do not comply with the competitive gameplay
I’d add few little words.
Most of the updates I find it hard to even consider being “content”. Content is something that should fill and improve the game, not small steps into side stories and numerous additional things to waste time time on.
Fractals were content update. Guild missions were content update. Significant changes in skills and traits was a content update. Everything else is not much different from mainstream “do that event”, multiplied by just as mainstream “do X times Y get achievement”.
We need permanent content that would contribute to competitiveness of the game in a more natural way than achievement points leaderboards. For example, additions to the list of skills, traits, builds, multiparty dungeons and a regular changes to wvw.
I won’t even talk about competitive spvp, as I believe it to be non-existent at this point.
actually it would be nice if just for a moment they considered a playability of the gw1… 80% of players that are still willing to play gw cannot do so due to ridiculous amount of lag, especially on pvp servers.
sniper kit – makes engineer lie down with rifle and unable to move.
Skills:
snipe – 5 second cast long range attack
reload – switch magazine and throw empty one into someones face at close range
roll to the left – do a barrel roll to the left, evading attacks
roll to the right – do a barrel roll to the right, applying bandages on the way
camouflage – open a can of cola and channel stealth for a long duration, cancelling skill will cancel stealth
P/P needs 2 things:
Skill 1 to must first have aftercast reduced (to match listed cast time at least – look at warriors rifle – it has longer cast time, more damage and longer bleed but in game still shoots as fast as thief pistol)
Additionaly (optionally) skill 1 may either be separated into 2 faster skills – first one that applies bleed and second one that does a bit more damage or boosted with a trait like “whenever you apply bleed with weapon skill, you deal damage instead”.
For pvp what p/p need is either movement control (like chill/cripple on 2) or movement boost – for example swiftness on every unload hit or something like “move 33% faster while channeling”.
For pvp dagger has leap/stealth/cripple/evade, sword has teleport/immobile/cond remove/cripple and even shortbow has evade/cripple/teleport. Pistol only has a rather obvious blind and do-no-damage interrupt
new content in skill based game = new skills, new builds etc etc.
Not a thousand of new achievs every 2 weeks normal people don’t care about.
As far as story goes with “living story” even free mmos have better ones
No the fact we don’t like is that is that GW2 is more and more like thousands of other main-stream mmos. Unlike what first GW was.
using a good name of Guild Wars…
Sorry, I withdraw my post. I didn’t notice that trait-wise this build is almost opposite of mine.
Outside some eles and, very rarely, guardians I do not want to see anyone outside berserker/carrion/similar gear in dungeons. And even for those eles/guardians it is healing gear.
Tanky stats do not contribute anything in pve and you should not need them anywhere to be able to survive.
Don’t have much trouble with those on 30/30/0/0/10 P/P + SB.
You can interrupt CnD, channel him with unload in stealth (especially with food procs and things like immobile venom) and single evade from sb lasts longer than sneak attack channel
I mostly stopped playing because I got bored of literally carrying pugs through dungeons on my full zerk thief. You get hit, you lose. You don’t get hit, you win. This was meant to be this kind of game. ANY, absolutely ANY player taking serious damage is a point of fail.
It just happened to be that thieves need less hits to go down.
And I will mention P/P again. Its damage IS NOT LOW. And strongest point of it is VOLUME of hits. Unless you run without proper food like a typical MF pugger.
thief with shortbow can pretty much get out of anything mesmer can do.
With evade, bounces and cluster bombs there is just not enough options for mesmer to choose from.
I prefer playing the skills rather than hoping for my luck to shine
In an open, flat field mesmer will have advantage but will still lose to defensive capability of stealth.
In other cases – almost instant win for a thief. Clones’ weak AI is just too easy to deal with
Auto: update animation to reflect speed in description
Body Shot: Add functionality “cripples moving foes for 5 sec” increase cost by 1, increase vuln duration and stacks by 20%
Unload: Without changing total damage, increase amount of hits to 10-12
Head Shot: add “do more damage and apply burn upon interrupt”
Black powder: increase duration by 1/3, increase time between blind ticks by 1/3
Utility of main hand pistol is way below of that of a sword. My first point.
Secondly I must note that most of thief’s support options come from skills. Very few support talents and very little synergy with stats.
For support I recommend going 15 into deadly and 20 into trickery. Moderate investment into critical strikes is recommended too for initiative regen and higher procs for sigils like boon removal.
And do not take scorpion wire in spvp
Balance is a myth.
Rock/Paper/Scissors is the way to go. It has been long proven.
The only thing this game needs is more options. The horizontal progressing in terms of building. Hundreds of skills to choose from with no artificial restrictions.
Skill is what matters the most when there are no restrictions.
Artificial autobalance ( the one that is taken the turn for the worse in GW2 – did not exist in gw1) should not exist. In a well designed game there is no need for so called internal-cooldowns, random effects (critical rate as stat goes in here too – worst idea ever) and senseless restrictions to cover the holes in design that were added with implementation of vertical movement ( invisible walls, invincible mobs, inconsistent terrain that results in going through textures)
Signet of agility is one of those great-potential abilities though I cannot say it benefits as much from signet recharge. For a group it is a must-have.
Infiltrators signet offers easiest and fastest stun break available to thief, with a small benefit to thief when not used. I personally take it to every fight where both shadow refuge and smoke screen are not needed at same time.
And third slot you just have to waste on shadow refuge. In dungeons (except the ones you can easily complete without ever getting downed) it is the best defensive utility available. At the same time, dark field provides leeching for whole party, boosting both damage and surviveability.
Outside few situations (running objectives alone and moving after respawn) SoS is not worth a slot in combat.
Assa signet is just bad.
About signet of malice – it provides superior over time healing but I found out that at higher levels (been running glass cannon in dungeons for a while) it is easier to rather avoid all of the damage and use hide in shadows for superior condition and aggro control.
It won’t work on moving target most of the time, and on almost any targets not on same level of terrain
Thieves are different from other classes in these terms.
And what many fail to notice – good thieves are, before anything else, the tide turners.
Noone really can change a dire situation to an extent thief can – blinds and stealth all the way with perma weakness, control and mobility.
It is a game with no direct support – that is why thief shines – almost all of thief support options do not come from boosting the combat strength of your team – but denying any and all foes of it.
P/P wins in style. Case closed
its myth. no 50% increase as i can see
Shadowstep is kinda limited for what it comes with. Effects on it do not sync well and for that it has too long of a recharge.
Inf signet is in most cases faster, quicker recharge and a nice passive boost.
1.6 sec per initiative is base. That is 20 second recharge on whole bar, not just one skill.
2x CnD = 8 skills on recharge.
I’ve been stuck in pvp for quite some time now. And, face it, BS-builded thieves are long extinct in spvp (they literally cannot do ANYTHING there) and so old in WvW.
BS thieves exist in wvw not because they are op, but because there are always thousands of glassy, sleepy and blind people running around alone in wvw maps.
interrupts from pistol 4 + trying to keep poison up
air/fire + accuracy/perception
is what i run on most sets, switching as needed
If P/P is changed to be strict con damage set ill be mad
why is everyone so crazy about bloodlust?
Full glass cannon in pve has around 3500 attack, and over 250% total crit damage. To that, 25 stacks of bloodlust is less than 10% boost, while as the 10+% crit rate for 25 stack of preci is well over 10% total damage boost.
you know. if, say, base drop of a rare is 1% you would have to get at least 100 rare drops in one test run to get out of what could a be statistical mistake.
That is the problem. If me, or anyone else, got 100+ rares per day, the effect of MF would be obvious and very much worth it. But say, if i get 10 rares one day without mf and 20 rares next day with 100 mf, there is no way for me to prove that I would not have got them without that mf.
For such low base drop rate for those, you cannot and should stop counting POTENTIAL benefit. Benefit of zerk gear can be easily proven, counted, showed in very real numbers – in case of mf you can only speculate how much of an effect it has
If you are in a group of 5 people and you are killing a champ – some bits of mf is good.
If you are alone on champ or other people totally fail – you’ll win by just killing champ faster.
Besides, mf gear does not come with any synergy in stats. (preci+con damage? huh)
Mf gear is nice for orr event farms. But at things like troll or karka farm, especially with all those diminishing drops, MF literally does not matter as much as how many mobs can you kill in same time.
If you kill 11 mobs in full zerk gear in time you kill 10 mobs with one mf piece, do you know how much mf should that piece give?
If besides you thief has other targets to use CnD on, and they are not willing to respond adequately, you should try to get out of range and force 1-on-1. At this point necro has just about everything to stop him from going to stealth
don’t bother, just let them suffer. sadly, this is one of the most fun things at this point in game
shortbow is the most balanced thief weapon set now, I doubt it should be ever considered for a change untill all other weapon sets are solved
“getting MF besides farming events as a zerg at lvl 80 zones”
anything else – more damage yields more drops than more mf
facepalm moment is when i get through the gate for some reason when i use steal on it and dont want to get banned for abusing