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It’s a PvP/WvW based skill and not very useful for PvE. At most it can be planted where an event boss spawns if you’re going to be in the area.
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- Thieves can stomp while stealthed because stealth is a class mechanic. This is different to a Necromancers Death Shroud mechanic because…
- Stealth does not equal invulnerability, Thieves still take 100% damage while in stealth and AoEing or even just auto-attacking a stomping Thief (or using ANY form of CC) will kill them very quickly.
Seriously, please do some research before posting ignorant garbage on our forum; there’s enough of it already.
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To be honest, I think that the fact that you’ve played your Guardian for so long is what’s hindering your ability to PvP well with a Thief. The one thing that you need to understand and remember at all times is that you’re not playing a class that can trade blows and survive like your Guardian, rather you’re playing one that has very poor toughness scaling, shares the lowest HP pool with Guardian/Elementalist, and takes very few hits to down if not specialised purely defensive ability.
That being said, Keltset gave you a few great tips above, but to reiterate, you need to utilise your stealth, dodges (15 points in Acrobatics is excellent), and kiting as much as possible, even if you’re playing with melee. You’re a stealthy, mobile class, and the only way to survive is to use that fact to your utmost advantage.
In other words, forget anything you know about playing a Guardian, a Thief is almost the opposite in every way.
Hope we’ve helped, and don’t be afraid to search for the standard builds (D/D Backstab, S/D control, P/D conditions, etc) and then improvise from there.
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Whatever, just give me what top thiefs are running, need to know meta.
Considering how rude you’re being to the people who are trying to help you I have absolutely no idea why anybody would tell you anything! How about you search the forums and learn the ridiculously obvious meta yourself!
Disgusting!
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Blah got in to check.
Tripwire and Needle trap are still bugged unfortunately.
Wow… that’s disappointing.
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…and where did you hear this?
Let me respond with my own question:
Where did you learn to analyze game mechanics?
Shadow Refuge is a skill designed to be used for party members on top of use in solo-play.
Are my party members expected to stay still and wait too? IN THE MIDST OF COMBAT?
Hell to that.I played my Thief for several months casting it and it working fine when members moved in/out before the Refuge expired. I stopped and made an alt for two months, came back, and this BS was occurring.
If this was a specific nerf, I would love a link to the Update Notes for the patch it came in.
http://wiki.guildwars2.com/wiki/Game_updates/October_2012
Shadow Refuge: This skill’s stealth removal tripwire has been updated to properly match the skill’s effects.Stealth removal tripwire
There you go, the “specific nerf”.
In other words it’s working as intended and to be honest, it’s one of our most well-designed utilities.
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I chose a Sylvari and never regretted it. They’re naturally corageous, inquisitive, and collectively intelligent, but they can also be corrupted by Nightmare and turned into a fearsome enemy. I found that from a lore/RP point of view this makes for a very interesting Thief.
Also, their personal stories are great (I found the White Stag path particularly enjoyable and reveals a lot about the Sylvari and the Nightmare Court).
Oh, and Asura are egotistical midgets and you can’t see their gear properly which sucks… Sylvari > Midgets.
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I’m pretty sure that they were fixed with this update which is great because it means that two of our least used utility groups (venoms/traps) were improved to be more reliable.
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How the hell did your “friend” get to level 80 without learning how to stealth?! The very first heal skill you get is Hide in Shadows which stealths you for 3 seconds untraited… that’s just ridiculous.
Did “he” ever think to read skill descriptions too? Wow…
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Precision is horrible for a condition Thief for the simple fact that you’re relying on DoT (bleeding), not direct damage to kill your opponent. Anything you put into Precision is just going to enhance your direct damage but it’s a waste of points since you’re mainly bleeding your opponent to death.
The above build with 100% Carrion gear/Jewels would be excellent for PvE assuming that you’re relying on death blossom and shortbow shotgunning to stack bleeds. Your strategy should revolve around something like…
Use your shortbow auto-attack to round up a group of enemies (the more the better), place Caltrops on the ground in the centre of them when they’re grouped up, switch to D/D and spam death blossom 3 times (15 initiative total), Steal from 1 to get more initiative for another death blossom, then if at this point they’re not all dead, use Roll for Initiative for another one or two death blossoms. If necessary, switch to shortbow and auto-attack kite the remainder of their HP, though this should be non-existent unless you’re killing a Champion.
Easy.
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You get +300 Healing Power with the Shadow Arts traitline which is why 30 in SA for healing in Stealth combined with Shadow Refuge is practically equal to a second heal ability.
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I really don’t see where the possible hacking is here, but maybe I’m just not looking at the right stuff?
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If all you do is use Death Blossom and Shortbow shotgun for the bleeds from each then something like 20/0/0/20/30 would be great because your auto-attacks will still do a decent amount of damage, your bleed duration will be increased and with Carrion gear your condition damage would be excellent.
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Tip: If you’ve just reached a vista but you’re being attacked by a mob then simply log out and in while spamming your use key (F by default) and as you log in you’ll get the vista before being attacked.
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Thieves in WvWvW need nerfs. Perma stealth, highest burst, fastest run speed. Not even remotely balanced.
- There is no such thing as permanent stealth, even with culling which is ridiculously exaggerated.
- Thieves don’t have the highest burst and the Backstab combo is so easy to counter that you have to be logged in while AFK to be killed by it (or just terrible at PvP… lol).
- The fastest that a Thief can run is at 33% speed with the Swiftness buff which they have less access to then most classes and the Signet of Shadows only gives 25% speed buff (like every other speed signet now). Also, Thieves are supposed to be mobile, complaining about that is like complaining that Elementalists can use magic.
- Please, stop spamming the forums about how unbalanced Thieves are; it’s ridiculous.
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I’m all for a little stealth nerf, but always remember that the thief will only be “perma-stealthed” if you let him.
Without landing his Cloak and Dagger (easily avoidable), he will have to face long cooldowns to get into stealth.
Actually with the culling bug, it’s quite easy to remain perma stealthed.
No, it’s not… wow, this is like the 5th thread you’ve posted that ignorant crap in.
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Good to see another S/D Thief in WvW!
The video was a bit long for its repetitiveness (not your fault), but it was pretty enjoyable overall; I’d probably cut back on some of the sound effects, but that’s just me.
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I’m glad to see that you’ve adapted to the Thief playstyle, that’s great!
Here’s just a few tips to make Thief more fun in PvE than auto-attacking and hitting BP every 4 swings…
- Put 5 points into Trickery for initiative on Steal and use it for an extra DB.
- Use Roll for Initiative for an extra DB (or two, depending on initiative level).
- Use Signet of Malice for constant heal ticks with every hit on every enemy (think about it for a moment, 5 enemies in a mob x 3 hits for each one x heal tick for each hit = a lot of healing
).
- Switch to Shortbow when completely out of initiative and RoI/Steal are on cooldown and kite the mob around your Caltrops. Doing this you can very easily solo melee Champion bosses as long as you stay out of their range and keep mobile.
Hope you enjoy the Thief!
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If you want to give D/D another try, take note of Rayya’s excellent suggestion but also add the utility skills Caltrops and Roll for Initiative to the mix as well as the Signet of Malice healing skill. Additionally, remember to Steal as often as possible with 5 points into Trickery to give you 4 (I think) initiative after stealing for an extra DB.
With this you will easily be able to bleed 6+ enemies to death with no survivability problems and then move onto the next mob straight away if you didn’t use Steal/RfI yet and/or Caltrops are still up.
Hope we helped!
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With culling, stealth can be permanent.
No, it can’t, so stop spreading ignorance in a game already full of people ignorant of how exactly stealth and culling work in this game (including yourself, it would seem).
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Definitely give the Shortbow a try as your secondary, it synergises beautifully with pretty much any melee focussed build with Signet of Malice as the heal.
That being said, it sounds like you may enjoy a D/D backstab focussed build since you like to get in and out of the fight. Use CnD (#5 on Dagger OH) as often as you can once you’ve gotten used to the timing right to practically spam Backstab on targets. As long as you’re constantly moving you should be down everything pretty fast and have limited agro since you’ll be stealthing repeatedly. Use Heartseeker (#2 on Dagger MH) to finish off any mobs that don’t die after one or two Backstabs and still have ~25% HP remaining.
If you ever decide that you want to be able to kill multiple enemies faster (and therefore clear areas faster) then keep D/D + SB and use Signet of Malice, Caltrops, Roll for Initiative, and put 5 points into Trickery to give you 3 Initiative on Steal. Then you can basically use Caltrops, Death Blossom twice, Steal, DB again, RoI, DB twice more, and if the mob isn’t dead by then, finish it off with a couple of HS’s.
Hope we’ve helped.
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Hmm, Power increases Condition Duration? Pretty sure it only increases damage, Condition Duration is increased by Traits, no?
i think he was talking about the power trait line. it also increases duration.
Nah, I meant Condition Duration, but I have absolutely no idea why I said that, I’m aware that it would increase the direct damage without the trait line, lol…
Thanks.
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Thanks for the fast replies! So around 11k for Beserkers, and12-13k for Valks. I currently run Soldiers with around 15k FWIW.
11k sure isn’t alot. Not alot of room for mistakes there. Is the increase in damage that noticable to make this trade off worth it? I’ve never run GC builds before, so I am curious.
Uhhh, no, it’s 14,095 health with full Berserker armour and jewellery without any additional vitality from traits/etc.
Just sayin’… because I’m pretty sure that was already mentioned.
That is only in sPvP where the zerk jewel has vit on it. In WvW it’s 10 or 11k.
My mistake, thank you for correcting me. I wasn’t sure if the OP was talking about WvW or PvP.
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Does the warrior have an ability on that greatsword with a 6 second cooldown (time to recoup the initiative cost) that can regen him for 2800 health, cure 2 conditions, make him untargettable by all enemies, increase his movement speed by 50% and lasts 5 seconds?
No, and neither do Thieves (oh, and it lasts 3 seconds, not 6).
Please, take your ignorance elsewhere,
Bolded the relevant parts.
Thanks for pointing out my mistake, it was supposed to say “5” not “6”.
My point still stands, and you still missed it entirely shortly before making a fool of yourself, well done.
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The difference between Thieves and other professions is that you have to rely on active defence, not passive, meaning that you must be constantly moving and dodging heavy-hitting attacks as often as you possibly can.
Do yourself a favour and go to the Heart of the Mists and check out the Acrobatics trait line, it should give you an idea of the desired mobility and playstyle required to play the Thief successfully.
Once you’re done with that, consider what type of playstyle you would like. There are several very effective builds you can use in PvE (some more exciting than others… cough S/P is boring cough :P) and your preferred playstyle will determine what your best choice of build is.
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How many kittening times do you people have to be told that PvP in this game isn’t balanced around 1v1 fights, but rather 5v5 tPvP?
If it were up to me typing “1v1”, “WvW”, and “balance” in the same sentence would get you hardware ID banned from the Internet.
Does the warrior have an ability on that greatsword with a 6 second cooldown (time to recoup the initiative cost) that can regen him for 2800 health, cure 2 conditions, make him untargettable by all enemies, increase his movement speed by 50% and lasts 5 seconds?
No, and neither do Thieves (oh, and it lasts 3 seconds, not 5).
Please, take your ignorance elsewhere, we’re getting tired of responding to the same kitten over and over again every single day. You think you’re the first person to try and exagerate Thief abilities to win an argument? LOL.
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(edited by Incurafy.6329)
I honestly don’t even know whether you’re serious or not, but assuming that you are…
As ZLE said, if you can post your build then that would be great, because to be honest, Thieves are one of the best professions in 1v1 fights with P/D, S/D, and even D/P builds (P/D is particularly powerful in the right hands).
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Since you’re a Thief, Vitality actually scales better for us as a passive defence mechanism. I can’t remember where it is, but an old thread on here somewhere had someone calculate the scaling of Toughness/Vitality on a Thief and which was better overall.
So, that being said, the ideal armour set for a condition Thief is Carrion due to the Condition Damage main stat (obvious), Vitality for survivability (can be combined with the Toughness trait line for extra defence and making stealth 10x better) and Power for Condition Duration.
As long as you’re able to understand that as a Thief you have to rely on active defence (dodging/manoeuvring) then you shouldn’t have any problems with dungeons without the extra toughness from gear. If you absolutely must, then you can always get some jewellery with toughness on it like Cleric.
Hope I helped!
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“Culling” is a side effect from the game engine.Basically it delays the speed with which the server is rendering the objects when they appear near you.In other words it makes objects that should be already visible at your screen,invisible.And naturally Thief benefits from this the most,because he is already invisible at some moments and with culling it’s like perma stealth.
Hope it makes sense.
Just thought I might add that this ONLY occurs in WvW and some highly populated world events (but it gives you no advantage in PvE).
Additionally, it’s not like perma-stealth, people exagerate just how much culling actually affects Thief/Mesmer stealth. It’s a couple of extra seconds at the most 9 times out of 10.
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Thanks for the fast replies! So around 11k for Beserkers, and12-13k for Valks. I currently run Soldiers with around 15k FWIW.
11k sure isn’t alot. Not alot of room for mistakes there. Is the increase in damage that noticable to make this trade off worth it? I’ve never run GC builds before, so I am curious.
Uhhh, no, it’s 14,095 health with full Berserker armour and jewellery without any additional vitality from traits/etc.
Just sayin’… because I’m pretty sure that was already mentioned.
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14,095 with full Berserker gear and no extra Vitality.
In the future you should go to the Heart of the Mists and use the gear there for an estimate. It’s pretty much the same as PvE basic stats wise for the most part.
Hope I helped.
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Copy/Paste: http://gw2skills.net/editor/?fYUQNAqYVlUmaPXey5E+5EB3Dnm0m6p4rotTBWlPA;T8AgyyuEcJ5S1liLKfMwIgxOjzH5MLQGBMXA
There you go, near-perfect P/D build for WvW. You can swap out the Shortbow for a third Dagger to have a D/D off-hand with another Agony sigil on the third dagger if you please.
Remember that it goes: 5, 1, 1, 1, 5, 1, 1, 1 repeat. Hit 5 after downing an enemy to blind their interrupt and get a free stealth stomp.
Have fun!
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(edited by Incurafy.6329)
Also, instead of asking, with an almost demading tone, why dont you guys go out and test yourselves? This facts were posted ages ago, for the best interest of forum goers/players, and at the time noone seemed interested, they were even disputed, now people are asking?
Firstly, “people” aren’t asking, I’m asking because I used to play S/D and swapped to P/D for the first time as a change when it was nerfed. I read that thread, but only the first page or two, not the part where you broke down the math.
Furthermore, unlike you and others, I severely lack mathematical ability and it’s a lot easier for me to ask a whole forum for a simple answer then to attempt to do it myself when it has already been done.
Thank you very much for your answers and help, it’s much appreciated.
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Thank you both for the information. Assuming that Sigil of Paralyzation no longer works in sPvP, do the mesmer runes actually increase the duration by 33% or is the rounding funny like with bleed duration?
It would be great if we could actually know the exact facts about these kind of things.
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Isn’t there absolutely anyone who knows whether or not this is true? I know that there are a few people who post on this forum who use S/D, I’m not the only one. Surely at least someone knows something.
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(edited by Moderator)
Hi,
Short thread… do the Runes of the Mesmer and Sigil of Paralyzation still stack to increase Daze duration? If so, to what time? I know that they used to stack to make Daze last 3 seconds and this was pretty freak’n OP, so they nerfed it, but I’ve gone back to using my S/D build after using P/D for a while and I want to know if there’s any point to using them or if I should swap out for something else.
Thanks!
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Lmfao. ^
I’m really not sure what it is that you want here, unless you’re talking about a pistol attack that attacks multiple opponents in quick succession (or some kind of shotgun fan effect).
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No, it doesn’t.
/thread
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Honestly, I’ve been playing Thief since BWE1 and I am yet to die to Last Refuge procuring at the same time as I use a stealth ability. My LR has only ever interrupted two attempts at stealth in that time.
Either I’m doing something wrong, or you guys are spamming CnD like champs.
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I’m sorry to be this guy, but “culling needs to be fixed!” – You don’t say?! :O
Here’s Anets words on culling; it’s not just a simple fix:
http://www.guildwars2guru.com/arenanet-tracker/topic/245102-can-you-fix-it-culling/
As for Quickness, it’s OP on all classes, not just Thief. It should be changed to 33% like Swiftness and like it was in GW1.
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Don’t get either of them, legendaries are a complete waste of time and money considering that most regular forge weapons look 10x better.
Look at this:
http://wiki.guildwars2.com/wiki/Mystic_Forge/Other_Items
Most of those weapons look 100x more kitten than the crappy legendaries we get. For example, the legendary shortbow is covered in pink unicorns while the Arachnophobia is literally a spider shaped like a shortbow… which would you prefer?
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The increase of Fleet Shadow from 33% to 50% is quite an interesting choice though, it’s like they’re trying to say “Yeah Thieves can get away easily in Stealth, that’s the point! In fact, you don’t like it? Good, we’ll make them even better at it!”
And that’s when I quit a game.
/facepalm
If you can’t understand that Thieves are supposed to be mobile and agile and that this buff was obviously to balance with the increase in other classes speed then good riddance.
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- Fleet Shadow: Increased move speed from 33% to 50%.
…What?! Thieves can already get away soooo easily in WvW why on earth would they EVER consider making this EASIER for them?! Along with the culling problems…..I just dont understand why they would buff stealth in ANY way right now.
Because as a thief, you’re sooo slow. Bow, 5, done.
Maybe this is Anet saying that the Thief is SUPPOSED to be able to be fast, agile, and mobile? You know, like it says in the class description? Get used to it.
;)
k thats fine…..if they didnt also have the ability to dish out more damage then most of the other classes in the game.
In WvW stealth is already MASSIVELY abused. 9/10 encounters with enemies are thieves. Half the time when your fighting them you cant even see them due to culling issues.
Now you make them move 20% faster allowing them to get behind the target faster pulling off backstabs more easily and if things start looking ugly just turn and run and no one could possibly catch you.
This was really just unnecessary. Thieves were already highly mobile and a skilled thief could get out of any situation.
Everyone should know by now that Anet does NOT balance WvW which is exactly why PvE changes affect it and PvP changes only effect s/tPvP. Yes, culling needs to be fixed but it’s not some easy thing that they can hotfix (as they’ve stated here) and it’s certainly not something that only affects Thieves (Mesmers/anyone in a zerg) or makes us OP in any way.
Thieves are supposed to be agile/mobile to make up for their squishiness. Stealth is the defence mechanic that aids with that mobility.
Also, other classes are just as capable of bursting as Thieves are, so please, that argument has been done to death.
The increase of Fleet Shadow from 33% to 50% is quite an interesting choice though, it’s like they’re trying to say “Yeah Thieves can get away easily in Stealth, that’s the point! In fact, you don’t like it? Good, we’ll make them even better at it!”
What are your thoughts?
This actually grants some legitimacy to “stealth is what allows thieves to escape” whining, unfortunately. Previously it was mostly pure mobility that allowed thieves to escape, with the stealth masking the mobility taking most of the blame for thieves being hard to catch. People were beginning to understand, however, that if you had superior mobility then thieves were catchable, it wasn’t really the stealth at all. With this change, stealth and mobility will be directly linked so folks saying “they get away because STEALTHAX!” will be technically correct.
That’s a very good point, but you can pretty easily counter all of those posts now by citing this patch which increased the speed and made Thieves even better at escaping while stealthed. If people want to QQ about it then whatever, because it’s clear that Anet is on our side here.
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- Fleet Shadow: Increased move speed from 33% to 50%.
…What?! Thieves can already get away soooo easily in WvW why on earth would they EVER consider making this EASIER for them?! Along with the culling problems…..I just dont understand why they would buff stealth in ANY way right now.
Because as a thief, you’re sooo slow. Bow, 5, done.
Maybe this is Anet saying that the Thief is SUPPOSED to be able to be fast, agile, and mobile? You know, like it says in the class description? Get used to it.
;)
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https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012
Thief
- Whirling Axe: This skill can now be cancelled by other skills.
- Fear (Stolen item— Skull): This skill now works like the warrior skill “Fear Me.” It will now actually hit its range, but also have a falloff on fear duration based on distance
- Ink Shot: This skill is now a projectile combo finisher.
- Tow Line: This skill is now a projectile finisher.
- Escape (Harpoon Gun): This skill now creates a poison field with art changes to reflect this.
- Ink Shot: Projectile speed for this skill has been increased by 22%
- Instinctual Response: Now triggers at 10% damage instead of 20%.
- Ricochet: Increased bounce chance from 5% to 20%.
- Fleet Shadow: Increased move speed from 33% to 50%.
- Slowed Pulse: This can now trigger every 20 seconds instead of every 30.
- Pistol Mastery: Increased damage from 5% to 10%.
- Improvisation: Now also increased damage with environment weapons by 10%.
- Piercing Shot: This skill is no longer able to fire at enemies behind the player.*
A bit of a disappointing patch to be honest, but I like that they only made a small tweak to Pistols because it shows that they’re going to address them but be cautious by only making small tweaks along the way.
The increase of Fleet Shadow from 33% to 50% is quite an interesting choice though, it’s like they’re trying to say “Yeah Thieves can get away easily in Stealth, that’s the point! In fact, you don’t like it? Good, we’ll make them even better at it!”
What are your thoughts?
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(edited by Incurafy.6329)
LOL.
The ignorant hypocrisy coming out of your mouth is astounding. You were running a burst spec designed to take people down in 2-seconds, yet you have the nerve to complain that you were bursted down in 2-seconds by a class that has less armour than you, less health than you, and whose burst deals less damage than yours?!
Additionally you managed to survive their burst and then succesfully proceeded to burst them down! What an absolute kittening joke. It’s people like you who make this forum a kittening nightmare to navigate through.
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i have a glass cannon thief lvl 80 full exotic, so, i know that your “nerfed” cluster bomb can hit for 5k+ and you can spam it, your nerfed skill have more damage that ALL the skills that can use the ranger for example, and you still crying because they nerfed a bit the cluster…. heartbreaker was nerfed months ago but since 2-3 days thiefs can hit for 10k+ with it, the fact is that thief is a very good class, thief was above all other classes (with mesmer perhaps)since release, and now that anet is balancing allthieves QQ.
I ca BS. I highly, highly. HIGHLY doubt that you have a Thief, and a level 80 one at that. Unless you’re standing in melee range it’s impossible to spam CB due to the 20 minute travel time of the arrow. During that travel time you can’t fire another one so spamming it simply isn’t possible.
Also, I don’t know how many kittening times I’ve had to say this, but WvW damage DOES NOT COUNT; their are simply too many variables involved. Give me a screenshot of you hitting 5k+ in s/tPvP and I’ll eat my own shoe on video.
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The argument is simple, fix asap the render issue or change stealth , you can choose, but half times i fight against a rogue 1vs1 , i can see in combat log, unknown hit you for X(hi render/stealth bug).
This render issue is only in WvW right? i never really noticed a problem in Spvp on my ele.
sometimes in Spvp too
.
No, actually, it never occurs in s/tPvP because there’s a maximum of 16 players on the map at any given time and very rarely are they all in the same area. The game systems are more than capable of handling 16 players.
Don’t post false information, especially when you’re clearly biased.
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Please stop feeding the troll
^ This.
No body is really this ignorant of class mechanics.
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