General:
-What is/are the most likely new weapons Thieves will get when new weapons for classes come? (I hope Greatsword, so I can teleport around with a giant sword and backstab people through their whole chest XD)
The thief is strong in you.
All I have to say is, condition damage in spvp and wvw is so over the top it sucks to play sometimes. And if they buff it by doing this, they will have only ripened the meta with maybe people picking different gear to do more conditions. No thank you and please god no. I’ll take skill with melee over passive conditions any day.
+1
Reason I don’t like rangers is the lame playstyle of 9 of 10 rangers I come across. You can be deadly as a beast, yet most chose to stand in one spot, not move the whole fight and swapping weapons? Forget it.
Bunker ranger trying to kill me with direct dmg? The result is same as with any medium class, you can’t go tanky and still hit hard.
Thieves kill you all the time? You have the advantage of your channeled skills still hitting a thief that stealths up.
So until rangers learn to move and use their skills actively, it’s 9 free kills for me.
Guardian should reveal thieves with their line of warding/ring of warding. Thief could evade this skill in 3 ways;
Stability
walk around it
Pull guard away from it (scorpion Wire)…
The only thief’s stability skills are: dagger storm – elite with 90s cd and would break stealth itself as it hits enemies, and consume plasma, a stolen skill from …. a mesmer not a guardian.
Sadly most people don’t take the time to understand the mechanics.
^ this
Doesn’t take much to try a class in spvp or to ask a friend/wvw opponent who plays that certain class to duel with your few times.
Removing leap from heartseeker would make the whole weapon set useless. The amount of stealth could be simply reduced by increasing initiative cost if heartseeker doesn’t hit a target.
1. Balance the match ups (though I have no idea who to balance servers like Vabbi)
2. Add/modify game mechanics to discourage zerging (ie less loot/xp for karma trains).
3. Make outnumbered buff less of a joke.
4. Upgraded structures should last longer, what is the point of running upgrades when a zerg can deal enough dmg to remove cannons/oil in few seconds, same with reinforced gates. Servers with low population have very little chance to defend anything when enemy zerg arrives.
5. Separate wvw from pve – if adding any ascended items that can be obtained only from wvw, make them usable only in wvw. Last thing I want to see again are pvers moaning in map chat about getting pois or how many yaks they have to kill for achivement points.
Downed a warrior near the bridge between Anza and SM, he used vengeance and thanks to this roaming set up, he made it to the safety of SM.
Funny how you consider being dead “safety”
because he can get ressed inside and then come right back out?
He died and gave away loot/wxp, no problem there.
The real problem I see in his message though, is two things.
One, the warrior died? Must of been bad or greedy.
Two, he was actually able to use vengeance? Why was he not stomped instantly? Bad players all around. L2p get good lift your game etc
My post describes what happened. I didn’t add any personal opinion to it.
Downed a warrior near the bridge between Anza and SM, he used vengeance and thanks to this roaming set up, he made it to the safety of SM.
Funny how you consider being dead “safety”
because he can get ressed inside and then come right back out?
He died and gave away loot/wxp, no problem there.
The real problem I see in his message though, is two things.
One, the warrior died? Must of been bad or greedy.
Two, he was actually able to use vengeance? Why was he not stomped instantly? Bad players all around. L2p get good lift your game etc
I have no problem with Vengeance myself as you say they have to wait until its ready to use first so why not just stomp him? I am pretty sure (not 100%) that unlike Mistform he can still be stunned, interrupted, knocked back and everything as well – so why was none of this done?
Of course those actions can be taken. That doesn’t negate the fact that a warrior with a certain set up can cover such distance while in vengeance.
Downed a warrior near the bridge between Anza and SM, he used vengeance and thanks to this roaming set up, he made it to the safety of SM.
If you don’t like party invites, just don’t accept them. Problem solved.
Nothing better than sneaking into enemy territory and starting a friendly chat with people sitting in their towers, probably bored but deeply dedicated to raising their server’s point cap. Rp is always better under the thread of being killed
It is also the only way to talk with dueling partners in wvw.
Assassin’s reward WITH condi removal would be worth grandmaster for me. I like the idea of small heals during combat but I have to go 10pts in SA for condi removal and the heals on their own are just not worth 30pts.
Long reach is pretty good in wvw imo.
Nice vid.
Glad to see someone puts time and effort into making these.
To some previous posts:
Yeah 30pts in critical is very nice but S/D is playable even with lower dmg, although it is not the most efficient option.
10pts in SA is almost mandatory for condi removal.
Trickery line is amazing with sword if your playstyle is based on positioning and confusing the opponent.
Post nerf sword is definitely not useless, harder to play in some situations but I haven’t seen myself die more often. Just needs the player pay more attention to what is going on around. What I personally don’t like is that cast time removed some useful combos from this weapon set, which imo lowers the skill ceiling on sword.
I would like to see as either a thief elite or as an F2 profession skill something similar to Guild Wars 1 Shadow Form for assassins.
Maybe as an elite – X seoncds: Enemy Spells can not target you. Evade all attacks. You may still attack
As a profession skill. Evade all attacks for X seconds. Siphon X life from your foe whenever you successfully evade an attackI would love to see something like this implemented to give evasion thieves something more to work with and a really good elite, although we do have some good elites already
I think this deservers a separate topic, would be nice to see a new elite that gives more evasive options. But not instead of steal, I like steal too much :P
I find steal very useful in fights, yes some of the stolen abilites are not that great but this is very situational. What I’d like to see is the ability for thieves to store stolen items F2+. Although this would need some sort of icd to prevent spamming. I don’t mind that I can’t plan/make a build around stolen abilities, makes me it more interesting for me when I have to improvise around each fight.
No way a warrior can do that much damage with a sword and board set up…. 16k damage?
Cheating here or what?This is sPvP, and I’m sure you could do higher. If it’s sword you’re interested in, you’re looking at around 10k sPvP crits.
https://www.youtube.com/watch?v=F-1do5naLmUI do remember someone hitting 10ks on ranger greatsword in WvW at some point, though I have no idea if that’s been nerfed.
I am not familiar with warrior class so I find it interesting that only 10pts in tactics gives 20% dmg increase. Thieves have to go 30pts in critical to get that.
personally idc what u do to thief i will figure a way to kill people with it i have played other classes they seem to slow/easy thief is only one that tickles my gizzard when i out play someone ……….
^ this
If the thief profession is to truly be a thief, it should have plenty of access to everything via theft.
Stealing life, boons, endurance, certain attacks, switching out conditions with boons should all be part of the thief’s attacks while they have nothing to produce for themselves. They should be able to improvise with what they steal to at least create some sort of synergy for themselves. And for a thief to be able to hold all of the kitten it’ll be stealing, the thief will need deep pockets (meaning open up F2, F3 and F4 for stolen items).
The thief SHOULD NOT just be another rouge class whose only redeeming quality is ambush and going transparent all the time.
The ability to store multiple stolen skills would definitely add to thief gameplay. It’s something I wish we already had, everytime I have to waste stolen skill to free up my steal.
Infusion of shadow – love the proposed changes.
Assassins reward – I like the idea of sustained small heals but currently there are much better traits to take. I’d consider using this trait if it would have condition removal as well.
