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Pulmonary Impact

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

glkittenter mesmer

Just curious… what was the intended word here? :-P

Stupid forum censor xD

The words were glass, followed by shatter. Not the word for a hat made of sphincter.

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Pulmonary Impact

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Posted by: Jugglemonkey.8741

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I used to hit 3.7k pulmonary strikes vs a glkittenter mesmer friend before the last big patch, and I understand it hits higher now. Given it’s affected by damage modifiers in our favour, it’s only fair that it’s also affected by those in the foe’s favour really.

If it’s really an issue for you, trait for Bountiful Theft and take the sigil that steals boons on interrupts. That eliminates protection if used correctly, you shouldn’t be bursting when bulwark gyro etc is active, and toughness is supposed to counter direct damage so there’s no reason to change how that works.

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Do I need some toughness?

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Posted by: Jugglemonkey.8741

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I run mara armor and weapons with cavalier rings and one earring, zerker rest. It gives me about 2.4k armor, imo go for that as a minimum or don’t bother as less than that will make minimal difference.

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So how are thiefs in pve now?

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Posted by: Jugglemonkey.8741

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Thief isn’t awful in pvp, it’s just outclassed in the same role by Rev. It’s like saying why would you drive a mini cooper when you could drive a corvette, both will get you there but one is significantly nicer.

Anyways, on topic. I hear thief has one of the highest DPS now, condi venom share is strong and daredevil staff works too. Again though, we have minimal team support, so the question is why bring this DPS that offers no support over a slightly worse one that offers good team support. This is thinking for raids though, for open world it’s perfectly viable and hella fun.

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Thief vs Revenant

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Posted by: Jugglemonkey.8741

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Yup, improv with the stolen skill can wreck a rev. I play S/P though so it depends whether they run the stab on dodge trait, if they don’t it’s a pretty even fight.

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Meld with Shadows change?

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Posted by: Jugglemonkey.8741

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So the Shadow Arts minor trait, Meld with Shadows, no longer gives the extra second of stealth duration when leaping through a smoke field. Utility skills still get the added duration.

Anyone know if this is intentional or not?

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Sigils proc triggering basi

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Posted by: Jugglemonkey.8741

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I actually like the effect, as interrupting with basi up can proc another basi proc from the pulmonary impact and interrupt again lol.

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We need our heal back !!

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Posted by: Jugglemonkey.8741

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Scrapper still feels fine to me, playing static discharge with hammer and having no real issues surviving compared to pre patch. The main thing they achieved with this was to make sneak gyro and healing turret interruptable, which they needed to be for the sake of balance. Being able to wait for the elixir S trait proc then instantly stealth, heal, blast then leap three times through water fields was just stupid in a 1v1, I’m glad it has a little counterplay now.

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Delete your thieveS in protest?

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Thanks, gonna send you flowers later. Cant join tho. I grew up following a strict moral code. Genosuicide is unethical.

U WILL BE REBORN AS A REVENANT ITS NO MURDER OR GENOCIDE

This is sounding suspiciously like the spanish inquisition.

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Balance: everything that needs it(updated)

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Posted by: Jugglemonkey.8741

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Honestly, I like acro as it is now. I run bound and pulmonary impact on my S/P interrupt build, so the condi traits in acro are massively useful to me. The ability to just ignore confusion stacks from guarded initiation as long as I’m aggressive is great. That trait alone means condi mesmers are an easy (albeit slow) kill, and condi dodge thieves have little burst if you evade properly.

Also, the current versions of don’t stop and expeditious dodger are very useful if you run a build without dash, both for maintaining move speed and avoiding immob. A build with dash is less likely to be running acro in the first place, so removing ways to deal with immob from acro isn’t a good plan imo.

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Trailblazer equipment and condi thief

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Interesting about PI…I like the idea of pulling a DH off traps and into yours. Given your experience with the build how have you handled conditions put on you? It seems a solid condi burst would down you.

It honestly depends who hits first, the burst on this is pretty serious. a lot of condi builds don’t have much cleanse themselves, so as long as you get the opener you’re likely to win. The other thing to consider is that traps have no physical damage, meaning you can get your traps and an interrupt in before you leave stealth if you’re quick.

Condi chronomancers and necros are normally the difficult ones to fight, chrono because of the silly amount of invuln they have (although traps are unblockable, just wait til they use their shield before trapping), and necros will one shot you if they transfer your condis back to you. Trapping while maintaining stealth is advisable there, saving the interrupts for when they’re low and trying to heal. EA is pretty much required as you say though, I was mostly experimenting with PI to see what it did in a non power build.

In general, the things that I struggle with are those that heal to full after cleansing, so druids and some dragonhunters. That’s more of an issue with thief lacking real sustain in comparison to those classes though.

Edit: I realise you probably know a lot of that stuff, just wanted to make my reasoning explicit ^^

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(edited by Jugglemonkey.8741)

Trailblazer equipment and condi thief

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Posted by: Jugglemonkey.8741

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I use TB weapons. I’ve found that the returns on condition duration can be deceptive. The reason is that the longer the condition lasts the greater chance the condition will be cleansed. In a pure DPS sense at a certain point you are better off adding pure condition damage or alternatively buffing another stat. TB is certainly worth it for the weapons. Playing around with it in the build editor should give you an idea of what you are giving up.

On your build — one issue I can see is that there is really no “hybrid” statistics built into it but you have chosen Pul. Impact which relies on power/precision/fero and not condition damage/duration. Another issue is that you drop trap on heal but your heal is channelled. This means that someone can interrupt you and reduce your healing significantly. Otherwise I suppose dropping a smoke field and then healing would usually be acceptable.

A huge issue I can see with this build is the lack of any condition clears. You have to be close to drop your traps and can expect to get hit with a lot of conditions. This makes the build very niche against non-condition users. As per above, getting EA might be a solid choice for you.

Ultimately, your build has good interrupt/condition dealing synergy. Where it doesn’t is in the area of utilities. You can consistently rely on HS to interrupt. I assume you are using scorp wire to pull people into your trap(s). This is good but I feel that the wire won’t be as helpful as taking Impairing Daggers and having to work a little harder to land your traps.

Cool, I’ll give TB weapons a try then.

Interestingly, pulmonary impact only relies on power, and with no power investment at all it hits for 1.7k, which when you add the draining sigil is around 2.7k per interrupt. Not too shabby imo. I do agree that escapist’s absolution is generally a better choice though.

I’m using channeled vigor offensively actually, if you start the heal then cancel the cast with sheath weapons it still places the trap, putting your heal on a 3-4s cd instead of the full cd. This means I can heal>steal>cancel>needle trap on every other heal for a better chance at landing both traps, and you can let the heal complete for the extra dodges when the traps are on cooldown. Just using the heal while in stealth reduces the risk significantly as well.

And yes, impairing daggers does work better, I just had fun pulling my dragonhunter friend into traps last time we had a free for all in the guild arena ^^ I often use shadow refuge as well, casting that then placing traps is a good way to kill people that try to knock you out of stealth. Shadow trap is also a good choice, allowing you to get close to 3k condi damage with the might from traps.

It’s an unconventional build but it’s rather effective, given a certain playstyle.

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Trailblazer equipment and condi thief

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Posted by: Jugglemonkey.8741

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Wtf is this kitten?

Thanks for the constructive and immensely helpful comment.

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Trailblazer equipment and condi thief

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Posted by: Jugglemonkey.8741

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So the most effective build I have right now is a dire interrupt/trap condi build:

http://gw2skills.net/editor/?vZAQNAoaVn8lCtNhlOB2OB8PhFZCTbPNFCAzdwRYK0bLco+QA-TFzCQBI7BA8C9BeSlgmoErgnAAAcIAcgSwJcEAW2+D+QdHDYiLLKPIEgi1A-w

I have good burst damage but little in the way of condi duration. I’ve been looking at replacing the trinkets with trailblazers to improve the build, has anyone experimented with this and is it worth the silly amount of gold it will cost?

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PvP - How to deal vs condibombers?

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Posted by: Jugglemonkey.8741

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Also consider Lyssa runes, with sneak gyro they give you a good reset button vs condi bursts. Other than that, pretty much what ruru said.

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Friday Match Resets Starting March 25th

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Posted by: Jugglemonkey.8741

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So, good news!

  • You (collectively) spoke.
  • The team listened.
  • Things are changed for the better, judging from the large number of votes in favor of this switch.
  • Obviously, this is not all that’s coming, but it was a matter of importance to the WvW community, and it’s a good start, eh?

Thanks very much for all of the above ^^ I know we’re ratty about things sometimes, but it’s only because we care about the game. Thanks again ^^

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What is pvp meta for thieves atm?

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Posted by: Jugglemonkey.8741

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Judging by how slow the forums are atm, I’m not sure people really play thief right now. You probably can’t go too far wrong with air and rage on D/P, Trickery with flanking strikes and trickster and 1-3-2 in daredevil, since thief seems to be about decaps and using pulmonary impact procs and autos with quickness for burst atm. I personally like critical strikes with invigorating precision for the last spec, the extra healing can be pretty nice. Honestly though, every time I’ve played thief recently I’ve wondered why I didn’t bring scrapper, and that sentiment is killing the game for me right now.

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Scrapper cc immunity bug

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Posted by: Jugglemonkey.8741

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Lucky enough to duel a scrapper, looks like Impact Savant lets them get interrupted, still shows immune but the lingering effects (under 1 second cc) get ignored. A full 3 second skull crack stun still lands but anything reduced under a second by the 25% presumably gets to only interrupt and not stun or daze.

Never realised how powerful impact savant was until now.

Presumably the issue is not with the -25% stun duration from impact savant, as if it were you’d notice the same thing happening when fighting anyone with melandru runes. If you’re correct about the lack if stability, I’d guess it’s either the combination of melandru and impact savant, or its a bug. Try testing your build vs a friend running melandru runes on anything other than scrapper and see what happens.

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Wtf is this build? Someone try it!

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Posted by: Jugglemonkey.8741

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Looks like fun xD

It’s a shame the on interrupt sigils aren’t in pvp atm, since thief seems to have a o interrupt for good damage these days.

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Mesmer Shatter

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Posted by: Jugglemonkey.8741

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Got to ask, but you are dodging into the clones right? If you dodg through them they blow up while you’re evading. Bandits defence also works wonders.

I’m using bound atm though, which is brilliant for dealing with clones and phantasm if the mesmer is hiding in stealth.

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S/P fun

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Posted by: Jugglemonkey.8741

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I’ve played sword thief since Jan 2014, honestly D/P feels odd to me in the same way pistol whip probably does to others. The way thief plays now it feels like it’s carried by the auto damage, quickness uptime and pulmonary impact procs, none of which is unique to dagger, and while I get the build would probably be better with D/P for backstab alone it just doesn’t feel right.

This build is an experiment into boon removal, it’s fairly effective vs rev, tempest, scrapper and reaper. Shame that the on interrupt sigils aren’t in pvp yet though.

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S/P fun

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Posted by: Jugglemonkey.8741

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I’ve been having a lot if fun on this recently:
http://gw2skills.net/editor/?vZAQNAsaVl0MhCnYpTwyJw/ELjFV3HFijo3AEAHw8tH8FPA-TlyMABLrJw2jAAOKBTR5HA7Pw9DAwpDBQ3nAgtV/ZY9ABAQAYiTciTciTsUACqzC-w

The D/P build is probably more effective, but this certainly works. Anyone else been messing with S/P?

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(edited by Jugglemonkey.8741)

[Suggestion] Nade kit skills throw 1 grenade

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Posted by: Jugglemonkey.8741

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Tbh bomb kit got hurt more by the burn changes than anything else, as now you have to get someone to stand in the fire bomb for the full duration to get good burns instead of just tagging them. From a pvp perspective, it’s the difficulty of landing the bombs on aj opponent with a brain that makes them a sub par choice to grenades.

There was a similar thread on the thief forums not long ago, with people asking for a nerf to D/P so the other weapon sets can get some love. While I can see where you’re coming from, nerfing the most effective option wasn’t a good plan then, nor is it here.

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Suggestion for PPT change

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So night capping is a problem for servers with low populations. We all know it. An obvious fix seems to be to reverse the points and player rewards systems.

So at the moment, we gain points for out world over time based on what we hold, and personal rewards when we cap things. What if we gained personal rewards over time on the current PPT tick, much like the new map rewards system in Hot, and we only gained points for or server when you cap something or kill someone?

Defenders would have loot even if scouting, so jobs that are currently unrewarding but vital to a server’s success get some loot, and incentive to hold as much as possible to maximise said loot. Night capping would be less of an issue as once everything’s taken, no more world points until someone fights back, meaning no more unsurmountable leads by day two.

Obviously karma trains and night crews would still be a thing, but as long as you fight well during the day, you can claw it back. What do people think?

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The 10 ways to make Thief viable again

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Posted by: Jugglemonkey.8741

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In all honesty, some of the changes look kinda OP. Some stuff like preparedness being baseline is good, but getting quickness on dodge would be pretty insane. I can already get 15s of quickness on a burst, you really don’t need more than that lol.

Reveal working on thieves needs to stay the way it is tbh, considering that we now have condi cleanse out of stealth and backstab is now a style preference, our old arguments against it have pretty much been sorted out. I’d sooner see a way to cleanse externally applied reveal but still have it affect us, if you’re going to tamper with it.

Preparedness needs to be baseline if they’re going to balance our ini costs around it, otherwise you end up dependant on trickery like ele is dependant on arcana. Agreed on this one.

Extra health won’t help imo, I already have 15-16k health with marauder armor and weapons and the rest zerker, 18k health with power/vit food and furious maintenance oils. If people choose to build full zerk despite marauder existing then they should be squishy, quite frankly that’s a build error not a class design issue.

If we’re going to have an evasion skill, I’d rather see the acro trait have it’s duration buffed to a more reasonable value so that the line is more valuable. Make it 4s instead of 2s and I might notice it going off lol.

In general, I’d like to see other sets like D/D and S/P less dependant on traits to work, and better traits to choose from so there’s more variety. That’s the sort of change I could get behind 100%.

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Don't * with The Lord Morgul - montage

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Posted by: Jugglemonkey.8741

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Who invited a clown with a horn to a rap video?

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Ranked. Unhinderer or bounding

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Posted by: Jugglemonkey.8741

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Bound was a lot of fun playing S/P in wvw yesterday, running acro Trickery and daredevil. I fought a plex necro and was winning the fight before getting ganked, and I was running pulmonary impact instead of the condi cleanse just to see how good the acro changes were. Depends what your playstyle suits, although D/P with dash and quickness is probably better rounded tbh.

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Dare Devil Acro Interrupt Build

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Posted by: Jugglemonkey.8741

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Shadow trap gives 15 stacks of might when traited, 5 when the trap is triggered and 10 when you port to the target using the second function of the trap. Placed on top of 2 needle traps in a choke point it can be used to gank pretty effectively, although I might be role playing traps more than I should when I do that lol.

I never saw the extra 10 stacks in the Shadow Pursuit before. I may try that as a gimmick on my crit build since it could easily crack a big shot with 15 stacks of might on an unsuspecting foe.

The other reason that I use channeled vigor is that I can steal to place the utility needle trap, then cast heal and sheath weapon immediately to keep the heal and still place the trap. Makes landing both traps in the middle of a fight significantly easier, and means I don’t waste my heal on the engage. This rather necessitates dash though.

The original link you listed used Withdrawl. I did think that was an odd choice. In that case Brawler’s Tenacity may be a pretty solid choice since it changes the heal to 16s from 20s which is more survival and more DPS.

It’s a fair point about cleanse heavy builds being an issue, you do have an advantage there. Like I say, I’ll give it a go when I don’t get massively distracted playing S/P lol ^^

[/quote]

Ah, my bad, I need to stop posting on the forums when half asleep lol. Yeah, it should be Channeled Vigor, brawlers tenacity is a good choice too, esp if you choose to take impact strike or impairing daggers, both of which work well with needle trap.

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Dare Devil Acro Interrupt Build

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Posted by: Jugglemonkey.8741

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Shadow trap gives 15 stacks of might when traited, 5 when the trap is triggered and 10 when you port to the target using the second function of the trap. Placed on top of 2 needle traps in a choke point it can be used to gank pretty effectively, although I might be role playing traps more than I should when I do that lol.

The other reason that I use channeled vigor is that I can steal to place the utility needle trap, then cast heal and sheath weapon immediately to keep the heal and still place the trap. Makes landing both traps in the middle of a fight significantly easier, and means I don’t waste my heal on the engage. This rather necessitates dash though.

It’s a fair point about cleanse heavy builds being an issue, you do have an advantage there. Like I say, I’ll give it a go when I don’t get massively distracted playing S/P lol ^^

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Dare Devil Acro Interrupt Build

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Posted by: Jugglemonkey.8741

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I’ve been playing this for condi recently:

http://gw2skills.net/editor/?vZAQNAoaVl0Mh2mYpTwvJw/ELyEmXZ4Q9hm3ghwUo2eaKEAA-TVzCQBYRpXWUG4AlgGwEEK0Qss9HK4JAYCHBAPp+zL0HAgDJwxeAAU4ABQIAFrBA-w

Similar sort of idea, just using traps for the extra DPS instead of the direct damage from pulmonary strikes. Means I don’t just have to rely on interrupts since two needle traps with 25 stacks of might on yourself kills just fine. I would love to take lotus training, and I played with acro before settling on traps, but immob is a real problem hence why I went for dash. I’ll have a go with carrion today since I have some spare plex runes lying about, I’ll reply later with the results.

Just curious as to why thrill of the crime. Fury is of little use and you get swiftness off unhindered. The one might stack does little. If you take uncatchable you will get more bleeds and cripples each time you dodge.

As is you have no cripple in the build. It acts great as a cover and if you have swiftness and the enemy a cripple you gain more relative mobility then another source of swiftness.

Partially because the fury means the weakness on crit is much more likely to proc (moar cover condis) and partially because I got fed up of the caltrops giving away my position in stealth. Not disagreeing with what you said really, it’s just personal preference.

I got massively distracted and ended up playing S/P with bound and PI, a lot of fun. I’ll edit this when I actually test what I said I would lol.

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Dare Devil Acro Interrupt Build

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Posted by: Jugglemonkey.8741

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I’ve been playing this for condi recently:

http://gw2skills.net/editor/?vZAQNAoaVl0Mh2mYpTwvJw/ELyEmXZ4Q9hm3ghwUo2eaKEAA-TVzCQBYRpXWUG4AlgGwEEK0Qss9HK4JAYCHBAPp+zL0HAgDJwxeAAU4ABQIAFrBA-w

Similar sort of idea, just using traps for the extra DPS instead of the direct damage from pulmonary strikes. Means I don’t just have to rely on interrupts since two needle traps with 25 stacks of might on yourself kills just fine. I would love to take lotus training, and I played with acro before settling on traps, but immob is a real problem hence why I went for dash. I’ll have a go with carrion today since I have some spare plex runes lying about, I’ll reply later with the results.

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(edited by Jugglemonkey.8741)

Rapid regen vs mass momentum

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Posted by: Jugglemonkey.8741

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I have 554 healing power in my build (sinister cele hybrid), so I get 199+109=308 healing per second (rounded down to nearest integer value) from regen and rapid regen respectively. That’s 18507 healing per minute. Rapid regeneration simply gets better the longer the fight is provided you have good regeneration and swiftness uptime, which with defender runes and elixir b I have plenty of both. Obviously this is from a WvW perspective, take the extra power in PvE if you want.

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How To Fight Revenants

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Posted by: Jugglemonkey.8741

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Avoid attacking when they have their healing stance up, and take improvisation. The stolen ability can crit for 4k easily, and applies slow, which with headshot and pulmonary impact can apply huge pressure without a serious attack. Other than that, save dodges for unrelenting assault (the animation looks like a morris dancer doing a twirl lol).

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Pulmonary Impact Causing Revealed

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Posted by: Jugglemonkey.8741

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So don’t run those 3 together if you cannot pull off your stealth attack immediately?

I cannot imagine what a basilisk/mug/pulmonary/air sigil/backstab would feel like on someone not running 500+ toughness.

I used to run that just with pistol whip instead of backstab. My shatter mesmer friend was pretty surprised when it one shot him.

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Pulmonary Impact Causing Revealed

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Posted by: Jugglemonkey.8741

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To be honest, using pulmonary impact with DA Trickery and DD is extremely strong right now. Not really sure hidden thief is needed when backstabbing is outdamaged by shadow shot and autos.

Edit: thinking about it, if a mesmer is running the reflect CC and damage on interrupt traits, as the standard shatter build does, are they revealed when something like a big old bomb or engi pull interrupts them and it’s reflected? If not, pulmonary impact shouldn’t reveal us either.

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(edited by Jugglemonkey.8741)

Bomb Kit: viable for WvW roaming?

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Posted by: Jugglemonkey.8741

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I like and run bomb kit most of the time. Playing a celestial hybrid build atm, I always liked the way celestial played and bombs work nicely with those stats, I loved playing healing bombs while that was still a thing. It is much harder to sustain in WvW these days, but that’s due to people generally building glassier and knowing the game better than this time last year.

That being said, the build would probably work better with grenades, and I main a S/D thief. So take what I say with a pinch of salt.

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[video] dp&hydromancy shortbow

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

Nice video. I need to try bound again, still using dash to deal with immob tbh.

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PvP- Can some experienced thief explain me?

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

I can’t see the build atm as it won’t load for some reason, but honestly bound and acro over dash and DA is a personal preference really. As long as you’re killing meta builds and you’re having fun, carry on doing what you’re doing tbh.

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Thief is boring.

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

Sword is a lot of fun to play now, might be worth a look. It’s not meta, but frankly the meta in general is pretty boring right now imo.

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Reduce AA damage, increase Initiative

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

Honestly, the devs want to cater for the casual crowd and to get in more players as time goes on. That means the combat system gets simpler and less skill based as time passes, and the people who have been here a while get fed up of it. Not advocating this as a good idea, it’s just a logical result of the way they seem to want the game to develop, sadly.

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Runes for Staff play?

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

I just swapped from scholar to daredevil, but mostly because I’m playing S/D more again which doesn’t benefit as much from scholar runes. The crit on dodge lets me build a bit tankier while guaranteeing crits on larcenous strike etc, and they work with more builds than scholar do due to not needing to be at full health to get the advantage of the rune. I’ll probably get a secondary set of zerker armor with scholar for PvE later.

It depends how you play tbh: Scholar are better for quick bursts but daredevil is best for longer fights. If you plan on just +1’ing and playing assassin like then I’d stick to scholar, if you plan on fighting on point go daredevil imo. I’d probably take daredevil personally as unless you go critical strikes with invigorating precision you’re not going to stay at full health for long if you do anything except +1 and decap.

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(edited by Jugglemonkey.8741)

Headshot

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

I play condi interrupt thief as a secondary build, and it would just get dumb with this sort of buff.

Also, it would be nice to have buffs that didn’t just focus on our strongest set for once.

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Anyone find SB lacking?

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

Is it just me or is shortbow a bit… lacking vs other classes these days? For condi it’s still got it’s uses, but for power builds it feels like it doesn’t do as well as it used to since HoT. Thinking mostly for 1v1 situations really, anyone else feeling this?

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Anyone still play celestial/hybrid engi?

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

So it turns out pack runes, elixir B instead of toolkit and blasting lightning fields works as Snakebyte said, thanks ^^ Basically perma swiftness and perma fury in fights too, with 18ish stacks of might to boot. Thanks all for your comments, gave me loads of stuff to play with in the last couple of days ^^

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Anyone still play celestial/hybrid engi?

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

Yeah, that yishis video got me thinking about it again, he plays it well. I was thinking mostly for WvW but honestly I played it in all game modes so whatever experience is interesting. I settled on a cele/rabid set, rabid until I can change it to celestial anyways. Firearms, alchemy and scrapper with hammer, bombs, elixir gun and toolkit. Pretty close to the video in the end lol.

It does well in duels but I seem to get taken apart by thieves ironically lol. It’s a nice change from the meta build anyways, I always found engi without toolkit felt a bit neutered.

I’m liking hammer, but without tools or inventions I’m relying on traveler runes which I dislike. Anyone got the same issue? I don’t really want to drop the defensive traits on scrapper just for move speed tbh.

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(edited by Jugglemonkey.8741)

Anyone still play celestial/hybrid engi?

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

I used to love celestial bomb engi before the spec patch, but every time I’ve tried it since it never ends up as good as playing my usual static discharge build. Just curious if anyone still plays hybrid, and what kind of build works for them?

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Instant Reflexes not working?

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

It probably wouldn’t prevent a single attack that takes you from 100-0, as none of the other autoprocs in the game do either. 2s is very short as well, half the duration of a trained elixir S proc, and engi has the heals to take advantage of that whereas we kinda don’t. I still can’t see a reason to take acro for survival over DA, or CS with invigorating precision tbh.

Honestly taking air runes and pre-casting basilisk when you expect to be burst would be a better defence, given our relative squishyness lol ????

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Please give staff stealth

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

Just take x/P offhand with the gain ini on swap trait and blinding powder, gives you enough stealth to function plus a ranged burst.

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D/D Changes That Would Help

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

How about Dancing Dagger as a CC?

This. If dancing dagger had a CC and CnD had blind, D/D would be in a much better spot. Which supports what other people have been saying, that the problem with S/D and D/D is that x/D is under-performing.

I disagree with death blossom scaling more with power though, that would just lead to people making hybrid builds spamming evades in the same way the condi build currently functions. I personally wouldn’t have an issue with that, but that doesn’t seem to be the desired effect of those wanting to buff the skill :P

Honestly I don’t understand why D/D and P/P don’t have their own skill sets, separate from the other sets. Either that or extend the dual skill mechanic to 2 and 4, for instance, dancing dagger with D/D could port you to the enemy in the same way shadow shot does, but S/D would have a CC on it’s version of the skill. This also allows balancing of both sets while keeping a theme. (Just giving examples from D/P for reference, it would be better if they didn’t just rip off that set tbh :P )

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(edited by Jugglemonkey.8741)

By FAR the Best Thief build VIABLE.

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

I tested some stuff, it seems CS does do more damage than DA a lot of the time, at least with staff anyways. Not sure why, but higher numbers on my screen. So sorry if I came off as kitten y in the last post ^^

get awared SON! now follow my stream.

…..no. You’re still a bit of a prick.

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