Showing Posts For Invision.1307:
If this gets nerfed and BACKSTAB/HEARTSEEKER doesn’t I’m gonna freak out.
You really don’t understand the concept of Thieves and Warriors do you?
They are the bursty classes, compared to others like Guardians etc.
Of course, Guardians can use dps-builds too, but in the same way, thieves and warriors can also be tanky. However, a tanky thief compared to a tanky guardians is kittens stupid, and same with the opposite.
It’s easy to react on a thief’s burst, and counter it.. So stop with QQ and get some skills, will ya?
How about you try it in a real scenario? You had 18 stacks vulnerability + full adrenaline bar + berserker armor + scholar runes + might stacking using a full glass build against a non-moving target with 1800 armor.
Honestly, that damage is terrible for such a scenario when thieves can open with a 14k backstab from stealth. Your real eviscerates wouldn’t break 8k in combat against glass cannons, and probably 4-5k against bunkers.
Please show me some proof of thieves backstabbing 14k on “real scenario enemies” in spvp?…
Is it just me or does this bug only affect thieves? I see warriros quick-stomp constantly and have NEVER seen a warrior or ranger not be able to quick-stomp.
Indeed. I often play on my warrior, and there I can stomp with frenzy (quickness) and yet it works. However, on my thief it does not work when I use Haste.
Of course we’d all rather have them fix more important bugs first, but how could this take any long to fix? It’s not like a major issue for them to fix the animation time, and turn it down.
It’s like 1 sec delay after you’ve finished the stomping, but that doesn’t mean he’s dead yet. Cause he can still interrupt you, because it’s kitten #8230;
Alright, so everyone knows what stomping is. If not, it’s simply a slang word for finishing. So when an enemy has downed, and you’re stomping him, you can do the normal stomp that takes around 2 sec, or you could perhaps use skills that give you quickness, for a fast stomp (so the enemy can’t revive him).
So, there is a small bug when stomping with quickness, and this bug has been forever!
Your animation is working fine, but when you’ve stopped the animation (a.k.a the enemy should be dead), you still have to wait another 1 sec for him to die, as if the quickness didn’t help at all.
Please fix this, as it’s super annoying to stand there for one second after he’s supposed to be dead, and then getting knocked back by his interrupt, and then you’ll have to re-stomp.
So when a Sword/Dagger thief meets a necromancer in a duel, where both of them are equally skilled in their own professions, the fight will mostly be like this (the thief’s POV):
Basilisk Venom + Infiltrator’s Strike / Steal as a fight-opener, then #1 until the necromancer has some boons up. When boons are up, he’ll be using Flanking Strike and Larcenous Strike to steal the boons, and then go back to #1. Whenever his health is low, or he knows he got to get out of the combat, he’s using Infiltrator’s Strike / Shadow Return to get away from the enemy, as well as curing one condition (in a fight versus a necromancer, one condition is nothing). If he were to spam #2 to cure one condition at a time, he’d be out of initiative in no time.
So the damage from the thief’s side comes from pure hits from the sword. He will barely use Cloak and Dagger, as it drains on the initiative, and it doesn’t give any good Stealth-skill like Backstab in a Dagger/Dagger spec. When it comes to the thief’s utility skills, he’ll probably be using some of these:
Signets, Roll for Initiative, Blinding Powder, Shadow Refuge, Shadowstep, and as healing skill, he’ll probably be using Withdraw because of the 15 seconds cool down instead of 30 seconds, the dodge and the fact that it cures immobilized, chilled and crippled. But these aren’t the conditions that kill you, only slow your movement speed.
So all in all, the thief has to be dodgy, to deal with pure damage, while other professions got boons and toughness + vitality to protect them. They need high damage to be viable, because else they are just pointless, and they need to be mobile in order to be able to roam etc.
The things the OP dislikes are the condition removers, which are not used by most Sword/Dagger players, especially not those who use it in tournaments. He also dislikes their dodging, which is necessary for a thief to do, in order to deal with incoming damage. And he dislikes their teleporting around, which also is something that keeps the profession alive (viable for roaming).
If the thief couldn’t do this when using Sword/Dagger, he’d be the easiest enemy in the game.
Now, I also read some posts about how people fight the GUI more than the opponent itself, as they turn invisible etc. constantly. Well, this is not true. This is more for Dagger/Pistol and Pistol/Dagger builds, as they use a trait that restores 2 initiatives every time they go stealth, so they can stealth more often. So the target doesn’t disappear unless the thief goes stealth (which he doesn’t do often, when using Sword/Dagger). And if he does (which is stupid), you can always check Auto targeting in the Options settings, so when he’s turning visible again, you just have to use the spells, and it automatically hits (range spells).
When I’m playing in the battlegrounds on my thief, I love doing 1v1s against all classes, especially thieves. But the thieves can dodge and stealth so much and I have to struggle so much with my GUI. No, you just have to counter attack them, find out where they will shadows step etc. Simply be a step ahead of them.
Thieves got almost no toughness, a very little health pool, and they can barely even get any useful boons. You can get Swiftness, Fury and Might for 10 seconds when you Steal, if you stack 10 in Trickery and choose Thrill of the Crime (#5). You can get 2 seconds of Swiftness on Evade if you stack 5 in Acrobatics. You can get Might whenever you dodge if you stack 10+ in Acrobatics (#2), and you can get Vigor when using a healing skill. You can also get 5 stacks of Might for 5 seconds, if you activate a signet, if you chose this as trait in Critical Strikes. There’s also other traits that grants you some boons, but these have cool downs for 45+ seconds.
Now, many of these traits are ridiculous, if you want a powerful thief, you’ll need to stack critical hit chance, critical hit damage, and power. A powerful thief is a thief that is able to bring something to the team. In tournaments, the thief’s job is to help roaming between points. Let’s say you have a bunker holding close point, and the rest of your team fighting at middle or far point, you’ll often have to run between the close point and where the others are, to assist the team. The bunker at close needs help with dealing damage, whenever an enemy tries to capture the point. So he calls on you, and you’ll try to get there as fast as possible, in order to burst down the enemy before he can escape. However, if the enemy has checked the teams before the game started, he should be aware of the fact that there’s a thief in the game. With this knowledge, he should always be cautious and be prepared for a discrete attack from the thief. A thief often uses Basilisk Venom and Steal as a fight-opener, but this is fully possible to get out of. There’s utilities for every profession that gives you a stun break, which means you can get out of the incoming burst damage from the thief, and escape. Perhaps you’ve used the stun breaker already, when fighting the bunker at the point, but that’s your mistake then. If the thief has failed to burst you down, and you’re still fresh enough to be able to fight 2v1, you can easily take down the thief. His toughness and vitality is limited because he’s a glass cannon spec.
When the thief isn’t helping the bunker at close point, his job is to help the rest of the team. He can be a scout, looking for incoming enemies around the map, or he can simply just help with his Short Bow at a longer range, or burst down the targeted enemy etc. Keep in mind, the thief has to be cautious not to get stunned when bursting, as this will result in a pointless death, or a waste of burst.
This topic is mainly about the Sword/Dagger build, where the OP complaints about how dodgy the thieves are, how many condition removers they got, and how much stealth they got. Now, if you take a look at thieves’ traits, you’ll see that they can remove a condition every 3rd second in stealth. Now, a first off, there’s only 1 condition you’ll remove, which means that it’s pointless against a necromancer (which in this case, the OP is). Secondly, you’ll have to go into stealth, and stay there for 3 seconds, in order for it to apply. Now, what does “going into stealth” cost you? It costs you 6 initiative out of 12 initiative, or 15 if you’ve stacked 15 in Trickery (in trait lines). That’s more than a half / a third of your total initiative. And to do this several times to remove condition after condition? Also, do not forget that there’s a cool down before you can stealth again, after going out of stealth.
When you’re building a Sword/Dagger build, that is supposed to help the team (for example in tournaments), you’ll need to have a lot of damage in it, as well as some mobility. You will most likely not use the trait that can remove conditions. You’ll need some Vigor and Swiftness when you dodge, as you’ll be doing close combat (as that’s the only way for a glass cannon thief to deal with pure damage), and you’ll need some Fury and Might (for example from Thrill of the Crime when you Steal), but the other boons you’ll get from Larcenous Strike (the dual skill of Flanking Strike).
(edited by Invision.1307)
Just finished kitting out my thief, very happy with it.
I like the gloves, boots and helmet. Care to tell me what set-piece those are?
Anyway, have you seen “The Hood” in the series “Arrow”. It looks like him with that face, and the hood.
Good job
You should both run the same build and see who would win. Perhaps multiple tests with each of the “popular” builds.
Because with this video, you only show how much overpowered a Dagger/Dagger build is compared to a Pistol/Dagger build, in a 1 vs 1 duel against each other. However, a Pistol/Dagger will survive a lot longer in a solo vs team duel.
:)
Ingame name:
-Invision.1307
Main Class / Potential Classes (Incase team requires):
-Thief / Elementalist & Warrior
Region:
-Norway, EU
Practice Times:
-Basically everyday
Experience:
-Rank 27
A noob thief can spam HS as much as they want, but only noob enemies get killed by that. I barely even use HS, and that’s to either travel faster (with no enemies in sight) if I’m not using a SB, but also some few times in combos.
“Gotta laugh at Eduardo’s post”.. haah