Thief – Raiden Hayabusa
Thief – Gouki Kurokawa
I do not like the 1st choice, relying on SoM & Dagger S for your sustain is reckless. This basically means that every minute and a half, you will get a surge of hp (you need at least 3 targets for that) , other than that you will be dead. everyone 90 secs you will get your moment of glory and after that GG.
2nd Choice is much much better, but i insist on picking Signet of Power instead of Flawless Strike.
- F S only applies when you health is pretty much great. the rest of the time, which is all the time this trait won’t be activated… It’s not really inneficient imo.
- SoP you did use Signet of Inflitration, so this traits grants you extra mobility and 5 stacks of might… which is better than that extra crit damage from the latter trait.
Second choice is well done I think, just tweak it a little bit and you got this.
I would like see your build with DD Line added into it if you don’t mind.
I’d never use Daredevil with this build; DD doesn’t have anything synergistic with traps. With Daredevil, you’d be looking at an entirely different playstyle; probably I wouldn’t even bother with Swords at all.
I am surprised you say that. I think DD will greatly enhance S/P gameplay. Granted it obvisouly want have any traps involved, but a different playstyle? I have to disagree.
Oh well. I asked .you answered.
Your build is interesting tho.
I tried CS/DA/TR, without the traps. the signet pop is truly welcomed.
Acrobatics isn’t strong enough to support S/P anymore; the only trait really worth mentioning is Hard to Catch, and you can replace most of what you lose there with a utility skill like Infiltrator’s Signet or Roll for Initiative.
I’ve been experimenting with DA/CS/Trickery instead, and while not as good as S/P in its heyday, it’s fairly solid. You just need to make sure that you are picking the right traits to go together.
Trickery: Thrill of the Crime (need consistent Fury access), Trickster (turns Withdraw, RFI, and Dagger Storm into condi removal options), Sleight of Hand.
Critical Strikes: Invigorating Precision (gives you the sustain that Acrobatics no longer gives, and there’s no need for Hidden Killer).
Deadly Arts: Trapper’s Respite (sticks an unblockable Needle Trap on the end of your Withdraw… extraordinarily useful for duels, stacks with regular Needle Trap utility), Deadly Trapper (makes traps more deadly for you, available more often).I like Withdraw for a heal, and Improvisation + Sundering Strikes as the floating trait options (I prefer those for my style, but they don’t have any particular synergy with the build, so alternatives are just fine).
It’s a fun build. I run it with Strength runes and sigils, since you have easy access to long-duration sources of Might.
I would like see your build with DD Line added into it if you don’t mind.
Dahkeus, I don’t see how the DD trait line defines your build at all. I don’t think a couple of extra dodges for some more initiative so you can use more clunky pistol whips will bring s/p into the limelight.
What makes DD so appealing for s/p is impacting disruption. If gw2 skills calculator is right, thats 2k damage on every interrupt (hilt bash, headshot, pistol whip, steal, distracting daggers, bandits defence, basi venom).
^^^^^ Thats a ton of potential interrupts at 2k damage per interrupt!
I agree with the whole logic behind what you said. However I think SA is a waste, but you did suggest DA. so it’s a 50-50% agreement here.
With DD line, interrupt becomes the real killer not PW.
Precast BS and then steal. 5+2+1+steal
This isn’t what he is asking and it’s kind of misleading. He is asking for Instant Backstab.
5+2+1 already leads to a Backstab, At this point + Steal doesn’t have any purpose as far as helping him land a Backstab.
if you are just trying to a “insta backstab.”
from stealth, you do: 1+Steal
If you do 5+2+ Steal, you will have maybe 2 seconds to land your Backstab.
Heartseeker will land to your target, and backstab comes right after.
So it’s 5+2+Steal …… +1
Your point makes complete sense and I agree with it. There should be a mechanism in which it only account for the different skills types you got on your bar or something. At the same time, that’s the risk of Improv.
You are litterally “Improvising” on your next move, leaving your dead or victorious. There is a rush to it I think.
Staff is fine.
Wait until Monday to post such a thread because you will be more credible that way.
Staff is fine.
Stealth Staff#1 is great. 2 second knocback is more than enough to bring death.
Staff #3 is like SB #3 but better. we got Staff#5 for ground targetting.
Staff #4 is fine as it it. A knockback? A spammable knockback, with a Pulmonary Impact is that it?
Staff #5 needs
Isn’t P/D more appropriate for this?
LOL INCOMING NERF
I think staff has alot of capability, and potential. The animations are what kill it for me.
Karl if you could look at this video from another game called Skyforge and their Staff wielding “Monk” class, I believe you’ll be able to pull some staff animation with of course an Anet twist so it’s not completely identical and then legal issues may occur.
P.S: Watch in 1080p (You’ll feel like you yourself are playing the game)
P.S.S: Pay attention to the Monk’s Dash as well
yeah wow that’s truly amazing. The dashes, the staff manipulation , the extravagant moves. Love it.
I just watched the Slayer… looks amazing too, but the game has some serious clunkyness and zero fluidity. It bothers me a lot.
YES, change staff animation. don’t make it look like we are holding a hammer.
The whole weekend I did WvW & sPvP up until now . I find S/P Too clumsy.
I tried all kind of builds to make it work:
ACRO/ Tr/ DA or ACRO/CS/DA will all kind of skill. It still feels heavy, easy to read.
Pistol Whip needs a refreshing change, and I don’t even think Daredevil trait will save the day. I was really into this hype S/P meta hype because it would be a somehwat really new gameplay, but even with Bound it will feel be too clunky.
Does anyone agree?
Pistol Whip needs either a steadier stun or a lower initiative or a complete change or a faster casting speed. I am putting it the same category D/D #3 now.
Pistol Whip is too slow so there can be only TWO alternative to using it
- Read ahead / precast
- Shadowstep / Pistol Whip
Not to mention sometimes you get teleported ON the character, leaving you kitten ing in a lethal 1v1 against the wind.
Rarely do i ever get to pull even 6 hits on one target – 9 hits would be a mircale- and after I pull my two alternative, i am just dodge around chasing, with S/P#2, Signet, or Steal.
From Friday to Wednesday non stop S/P.
Anyways, I am done. At this point, I don’t even think Bound + Black Smoke could save the day.
Discuss.
This is what I’ve come up with for my roaming playstyle.
The gear is based on what I’ve actually got.
- Rune of the Pack – Synergizes perfectly with Unhindered Combatant, allowing for perma swistness whilst travelling. I would have preferred Bounding Dodger but for it to be worthwhile you will need to hit your opponent with it 9 times out of 10, which probably won’t be easy.
- Flanking Strikes – Yeah this ones debatable, personally I just love the feeling when that quickness pops. Plus it couples nicely with Trickster, someone earlier said FS is trash? a 36 sec CD/stun breaker/condi removal/6 sec quickness hardly seems trash.
- Scorpion Wire – With trickster provides me an additional condi removal on a 16 sec CD, a tool to grab ranged opponents and an interrupt for Pulmonary procs. Again, debatable but I think it could work.
Overall I’m happy with my stats, 16k health is comfortable, my only concern is the low crit, being sat on 40%. If someone could confirm whether or not 40% is considered “too low” that would be great.
Let me know your thoughts.
I am still wondering why Flanking Strikes breaks stun. Especially when you are the one doing the offensive.
that’s a ballsy build tho.
Wow It stacks …. incoming boom boom boom booms 
It would be really OP if it did.
you only stack 4 of them and boom boom boom boom.
Honor among Thieves.
Thieves are so starved for condition removal in PvP that Escapist’s Absolution will be taken in 70-80% of builds without a second thought. The few that don’t will take Impacting Disruption to play with Pulmonary shenanigans instead, so… RIP Staff Master.
Escapist’s Absolution is simply going to be too vital to skip in a vast majority of builds. Please, MAKE IT A MINOR.
Completely agree, There is almost no competition in this Tier and that I why I was defending the reasoning behind putting Escapis’t Absolution in another Tier or a turned into a minor.
Idk if anyone’s posted this yet but this one tickles my fancy.
http://gw2skills.net/editor/?vZAQNAsaVn8lCFmiNPBGOBkmiFqiy7CShSoLCCggcO7/+xH-TJhFABAcCAG4BAAeZgc2fAA
Caltrops for AoE cripple only? If not, you have no condition damage so the bleeding is meh.
Just curious why Caltrops? Impairing is at lower cooldown with Immobilize instead which you can combo with Fist Flurry when timed correctly.
It’s a Trick.
Please judge. WvW.
I like how it is. It has the same distance travel as a Heartseeker so you could calculate it well enough to land right on the target, but even if it doesn’t happen I like that it goes through the enemy.
The reason why I used the Physical heal was because with the leap finisher dodge, I could use it to stealth and then channel to lower the chance of interrupting it. I also combined DD with acro for H2C and vigor. I basically built around high endurance gain and interrupts.
Also I didn’t do many on-evade traits simply because it’s s/p. If I went s/d, you’de see more of them since the set is built to evade.
Not sure if you got enough cleansing there Yolo.
Idk if anyone’s posted this yet but this one tickles my fancy.
http://gw2skills.net/editor/?vZAQNAsaVn8lCFmiNPBGOBkmiFqiy7CShSoLCCggcO7/+xH-TJhFABAcCAG4BAAeZgc2fAA
This one is pretty orginal: I see a nice stunlock inside the Caltrops field with Pistol Whip. Sounds promising.
I think i have a good lead here. For WvW.
http://en.gw2skills.net/editor/?vZAQNAsaWn0MBFmi9OBemCkmiFaCzLLkGKDzZwP4IULAMhmNA-TVCFABVfGAOU9H70EAwDA4KlgIp8rm9HSTPwCHCAA-w
Please note: For condition cleaning I got Sigil of Cleansing on both weapons which leads me to max of 2 condition every 10 seconds, I also have Withdraw and Roll For Initiative. Lasty, I have S/D #2 to clean some more.
It’s really spread out everywhere but I could get used to it.
Alternatives:
DA ——> Acro with Pain Response.
RFI ——> SR.
Let me know what you guys think.
To be honest, when I create a Norn, I want to make him big like the Mountain from GoTs.
But as a Huge Norn Character, not only you stand out like crazy, but it also feels clunky.
Norn are easier to click on, even in the WvW mess.
Humans are more discreet. They can still look big and fit, and their moves are smooth. Fits the Thief perfectly.
PvP build. evade spam hybrid damage. Any thoughts to improve?
This is truly solid PvP wise. You kind of went overboard with the sustain lol (the dodges), but that’s the point i guess.
nice! time to play.. lol
here is my idea
http://gw2skills.net/editor/?vZAQNAsaVn0MBdPhFOBmOBkmiFYCzLMEHaDzdwSYLULBEA2NA-TpBFABiXGggHAQbHCgFOCA6s/AAnAAA
This one’s not bad either, you kind of took it safe and steered away from the physical skills lol.
It depend on what build. Here some possible combination that could work (we’ll have to test them).
D/P (DA/TRICK/DD) : on the current meta, SA is mostly for survivability, which DD can do better IMO. Mostly because while dodging you don’t let the enemy decap the point. The big problem here is the lost of Hidden Thief.
S/D (DA/TRICK/DD) : Mostly getting back the old S/D build with some upgrade.
D/D (DA/DD with TRICK or ACRO) : Condition build. You mostly dodge and #3 to evade while doing condition. Trick isn’t as mandatory there, so maybe Acro would be better because in that situation, more dodge = more damage.
I can tell already S/D is definitely going to be the new kitten nal. But I am going to try out S/P, with DA at first, if it’s too punishing, i ll try Pain Response.
I’m thinking this.
http://gw2skills.net/editor/?vZAQFAWn0MBFOhNmCGmCkmiFYCzLMEHaDzhwTYLULBEAyAA-TJBFABCcBAEvMQN7PAwDAAA
Gobs of cc. Not sure of SoA, this could be played sPvP or WvW really. Decent point defender?Feed back on your build.
No second weapon therefore the build will fail automatically.
Basically, this build go in and do as much damage as possible then die. Limited escape after blowing up your dodges and by that time you will be out of init too.
Gabriel calm down man wow. This isn’t Jury Duty.
I like the build mate. I always wondered the increase in CD from Distracting Daggers. 10 secs is huge. Becareful on the condi cleaning though, because there are none.
For PvP, i’m thinking of DA, or Acro. with the introduction of Bounding dodger i’m keen on trying to make an interruption build With S/P, Staff and the trait Impacting Disruption.
DA for more panic strike strike , dmg ,or improvisation.
Acro is for the Pain Response and HtC just in case I get into a tight spot.
Though I have a question: is the skill Fist Flurry the same as FS where if you land it you only get a few seconds to use LS before it reverts back?
About Fist Flurry: yes. All kittens need to hit the target in order for it to turn into a Palm Strike. So just like Flanking Strike, it has a subskill on the condition that it hits.
I got a question for you too, this time about Pain Reponse.
If all 3 of those conditions are on me; Bleed, Poison & Torment. Will Pain Response clean them all at the same time? or just one of them?
Pain Response will clear Burning, Poison and Bleeding when you’re hit below 75% on a 30s ICD…
problem with Pain Response is, it also triggers if you got no conditions at all and get hit while below 75% healthIt actually a 20 second cooldown. It should be tweaked however to read if below 75 percent health and having one of burning poison or torment clear burning poison and torment. Alternatively it could change to “If over the threshold in total burning , poison and torment stacks clear those conditions” and then make the threshold 6 stacks. keep the ICD and remove the need to be under 75 percent health.
6 Stacks of threshold is huge. It should be half that.
So it’s completely broken right.
75% threshold wit a 20 sec cd. that’s barely usable.
For PvP, i’m thinking of DA, or Acro. with the introduction of Bounding dodger i’m keen on trying to make an interruption build With S/P, Staff and the trait Impacting Disruption.
DA for more panic strike strike , dmg ,or improvisation.
Acro is for the Pain Response and HtC just in case I get into a tight spot.
Though I have a question: is the skill Fist Flurry the same as FS where if you land it you only get a few seconds to use LS before it reverts back?
About Fist Flurry: yes. All kittens need to hit the target in order for it to turn into a Palm Strike. So just like Flanking Strike, it has a subskill on the condition that it hits.
I got a question for you too, this time about Pain Reponse.
If all 3 of those conditions are on me; Bleed, Poison & Torment. Will Pain Response clean them all at the same time? or just one of them?
Pain Response will clear Burning, Poison and Bleeding when you’re hit below 75% on a 30s ICD…
problem with Pain Response is, it also triggers if you got no conditions at all and get hit while below 75% health
oh wow that’s pretty stupid :/ There goes my faith for Acro. This trait is really badly designed it’s crazy.
About Fist Flurry: yes. All kittens need to hit the target in order for it to turn into a Palm Strike. So just like Flanking Strike, it has a subskill on the condition that it hits.
Apologies, I did not make my question clear enough , or perhaps I have misread your answer.
What I meant is when I get Palm Strike will I have the skill till I use it, or will it revert back to Fist flurry after a few seconds if I choose not to use it?
Yes sir, it will revert back after 5 seconds.
The update is finally here ladies and gents.
Time for work on that Daredevil.I have been waiting for ages.
Version 4.1 of Build Editor has been released. List of changes and fixes:
Added new elite specializations – Herald, Berserker and Daredevil
Added Berserk mode for Warrior with Berserker specialization
Small fixes and improvements of selection interface for items and upgrades
(edited by Kocoff.7582)
I think it’s funny how there are people saying s/p is easy or takes no skill. Against new players? Sure, but so is anything else. Against good players it’s easy? Lolno. Sorry but it’s far from “press 3 to win”, especially considering that 3 on d/p carries it just as significantly if not moreso. A thief playing s/p and doing well deserves far more props than a thief using d/p and doing well, d/p is by far the lowest skill requirement build thief has with incredibly high reward for the low amount of risk.
What part of S/P requires skill?
I think S/x requires skill in general.
Sword is by far the most tactical weapon in the Thief’s kitten nal. If you say S/P requires 0 skill than it is only logical to say that neither does S/D, and we both know that cannot be true.
- One requires a serious commitment;
- The other requires a mastery of timing.
It’s a real amount of risk in both ends.
For PvP, i’m thinking of DA, or Acro. with the introduction of Bounding dodger i’m keen on trying to make an interruption build With S/P, Staff and the trait Impacting Disruption.
DA for more panic strike strike , dmg ,or improvisation.
Acro is for the Pain Response and HtC just in case I get into a tight spot.
Though I have a question: is the skill Fist Flurry the same as FS where if you land it you only get a few seconds to use LS before it reverts back?
About Fist Flurry: yes. All kittens need to hit the target in order for it to turn into a Palm Strike. So just like Flanking Strike, it has a subskill on the condition that it hits.
I got a question for you too, this time about Pain Reponse.
If all 3 of those conditions are on me; Bleed, Poison & Torment. Will Pain Response clean them all at the same time? or just one of them?
Cymnéa, Goblin King on Youtube
Thanks Ancharius
Here’s an awesome vid of Sindrener with D/P:
https://www.youtube.com/watch?v=0_yQMxQt7lkHere’s some very nice S/D duels by Kronos Xnm:
https://www.youtube.com/watch?v=SajZhskKfE8
Wow that duel is truly amazing. He is playing really well against Toker too. I hope we get to see more S/Ds during BWE
@ kocoff: I think you’d have about the same condition cleansing if you kept SA as current D/P, but you’d be able to stealth differently. You could dodge roll through your BPS for stealth and also trigger the damage on dodge buff. You’d lose mug, but gain damage on interrupt, so you’ll really only be losing the health from mug if you time steals well (paired with SoH). You might have to worry about stealth on steal and this trait paired though because of the delayed damage. I’m not running traited condi cleanse on S/D currently, so I’ll be trying combinations of DD/Tr/DAorCS. Removal on evade with such a low CD and no restrictions on the removed condis should be able to keep up with their application.
So the answer here is pretty much “no”.
If you get DD/ Trickery / DA or CS , you must trait Escapist’s Absolution. Assuming we are both talking about WvW or pvp action. I think DD and SA are complete opposite of the spectrum and I cannot seem to understand the benefit of both since both are fairly defensive in different aspect of the combat (One being revealed the other in completely stealth).
Alright then.
S/D #3 the Twirling attack is great for evading attacks. Mostly likely used against Ranger arrows, This same ability can steal boons. #2 when it lands, immobilizes the target. Again, this same #2 ability when overwhelmed allows you to get back to that previous position, and it cleans a condition but i am sure you knew that.
I see you saw the D/P trick. Master it to perfection. A real life saver.
Are you sure your boy wasn’t using P/D instead of D/P?
P/D is more appropriate for conditions than D/P unless your role model thief was focused on poisoning and cloaking.. but anyways.
Here are a few answers:
“Also are there any tips/tricks to know?”
- be careful not to attack your opponent and anything else until you are truly ready. You will revealed for 4 seconds and that will get you killed.
- you utility are extremely precious with that build. If you are revealed and all your traps are CD you will be most likely dead.
“Like how to place traps so that the enemy will trigger them?”
- With the runes your thief buddy was using, it makes him invisible when he lays them.
- If you feel confident enough, (against melee professions) stop hiding for few seconds but make sure you got traps around you.
“How to combo and stay invis while laying traps and survive etc.”
https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Trapper
It says “Gain 3 seconds of Currently invisible. Ends if you deal damage. Stealth when using a trap skill.”
This means the more traps you have in your utility bar, the longer you can stealth.
I suggest you use Needle, Tripwire & Ambush traps. The last one (Shadow Trap) sucks.
For combos, make sure when you are stealth and about to do Sneak Attack (P/D Stealth attack), make sure you are melee distance to him, do disengage with your #3.
Armor, I believe Dire is your choice. I hate conditions so I suggest you wait for another condi fan to help with Jewelry sets.
SA/ DA/ Trickery, with Deadly Arts with traps related traits.. obvisouly.
In case he was really S/D , D/P … He used D/P to stealth with the Black Smoke+ Heartseerk Combo, and he used S/D to dodge attacks and use Cloack & Dagger to stealth.
D/P Auto Attacks causes poison at the end, but that’s about it for conditions.
Goodluck.
(edited by Kocoff.7582)
i was personally expecting a mini-teleport, like a shadowy vanishing animation.
Dash doesn’t look too good, but then i don’t really mind to be honest. I could let that slip.
still approve your post though.
I’ve got a really stupid question:
Why is trickery assumed to be included in nearly every Thief build ever? All I see it offering is some minimal boonshare on steal that can easily be covered by other classes, and 15% damage assuming you sit at Init cap.
Is there some great gimmick to it that I’m missing? I don’t use Trickery at all on my Thief, and had zero intention of including it in a DD build, but it seems so popular that I have to assume I’m doin’ it wrong.
(Talking from PVE perspective, for what that’s worth)
You PvE, that’s why. Trickery is the best thing that happened to Thief.
+ Increased Initiative pool
+ Reduce CD on Steal
+ Reduce CD on tricks
+ Sleight of Hand
+Boon Theft and share.
These are essential traits in WvW and Outnumbered fights.
You are not doing it wrong, but in a PvE perspective, a decreased CD on Steal allows you to use stolen twice as many times overtime it also allows you do share your boons twice as often it’s good support.
Good is subjective lol. I still upload and some people seem to enjoy the vids. Do wvw roaming. I’m going to be making some daredevil roaming vids from this upcoming beta weekend.
^^^ yes plz watch his vids.
Also, I approve this message. Rein, you got me hyped once again.
Toss up between DA and acro. I want to get as close to a perma evade as I can since I’m taking the bounding dodge. I was going to math if the dmg from dodges works out to make it more worthwhile to take acro.
#TrapMasterFlex how have you been man. Here we are trying to figure out the best thing with the Daredevil, I really want to take Impacting Disruption but i just have a terrible feeling about it.
and also get rid of Shadow refuge.
YISHIS
COLOXUS
Afro Gaming
enough said. Start from top to bottom.
I am hesitating between DA or Acro. I m am just mainly worried about the conditions to be honest. The rest I am pretty sure I can manage.
DD has excellent condition management just by itself, bordering on OP (theoretically). Removing conditions on evade should bring the sustain of S/D way up. Alternatively, if you didn’t take the condi removal, you could keep SA and take the damage on interrupt with D/P and make headshots hit for 2k.
Do you think it will be possible to have Impacting Disruption and still have decent condition cleaning?
Death Blossom is a little bit crooked right now, but they gave us Thieves enough incentives to try it out. This might be an opportunity to fix D/D #3.
I am really expecting D/D condition thieves to start popping all over the place. It could work and like you said, we can finally make a thief build that doesn’t want to ignore D/D #3.
I am hesitating between DA or Acro. I m am just mainly worried about the conditions to be honest. The rest I am pretty sure I can manage.
ALSO for those who, like me, are seriously considering using this spec as main spec….
May I suggest this appetizer: https://wiki.guildwars2.com/wiki/Superior_Rune_of_Evasion
What do you think? or is it too underwhelming?
I’m too obsessed with Traveler runes.
gottagofast
If you pick up Runes of Evasion+Dash dodge, you will get 11 seconds of swiftness on a dodge roll, plus Fury plus cripple an enemy every 10 seconds AND 175 Ferocity.
So that’s practically permanent swiftness if you’re using Thrill of the Crime.
You also have other swiftness rune options like Rune of the Pack and Centaur that increase your damage and also give you lots of swiftness. Save those Traveler runes for Necromancer or Mesmer, dude!
That’s a good a point. I would use Runes of Evasion to replace Impairing Daggers, in case i need to chase. Bound is too good to pass mate. especially WvW. The choices really compete against each other and they made good job.
I just wish, Escapist’s Absolution would change tiers or just simply be a minor.
Bound is good if you’re running off hand Pistol or Staff. I really don’t see it doing much for off hand dagger other than some nice dodge damage but it could potentially reveal you if you’re in stealth and you dodge to avoid an incoming hit. Plus you have to dodge into an enemy if you wanna hit them and you usually wanna evade away from an enemy.
That’s right. It could completely mess you up.
I think this right here will keep S/P from being as awesome as some people think it will be. Sure, you get stealth from offhand + dodge, but if you SR and then try to dodge a knockback, you’re likely to reveal yourself from the damage.
Yep. The 3 dodge traits will not work with SR.
Damage on dodge will reveal. Dash will reveal b/c the distance is further than the radius of RF.
Also if you are in stealth, damage on dodge will reveal so you either reveal or eat w/e damage/cc.
You can take Dash but you will probably have to give up SR, one of our best utility.
Idk where I read it Gab but damage on dodge will not reveal . Bound does not reveal. If i remember correctly, the Dev said it.
However, the damage on dodge from the Rune of Evasion? I am not sure.
we need the dev to answer that too.Bound will reveal if you hit anything in stealth. Basically, you will be trading the ability to dodge while in stealth and SR because people cant seem to think beyound what is in front of their eyes. DD is trash and so is staff. I’l talking strictly pvp but wvw and pve doesn’t matter. Balance is revoled around 5v5 and DD and staff doesnt ill in what is missing.
lol ok..
It’s time for me to start playing without Shadow Refuge.
There it is. It works just like Heartseeker.
I believe it doesn’t reveal when entering stealth, like heartseeker but will reveal you if you’re already stealthed, like in shadow refuge. Would be really cool if it worked like how mesmer’s phantams don’t reveal them.
Except Mesmer phantasm aren’t in the mesmer’s complete control. Or at the very least the Phantasm shouldn’t penalize the player simply because those illusions are not the players. Anyways…
We just need to be careful how to dodge. Like extra careful, but that’s a challenge I am willing to deal with.
Which 3rd trait will you use? I assuming you already got DD and Trickery.
Please explain why.
d/p is by far the lowest skill requirement build thief has with incredibly high reward for the low amount of risk.
Let’s not carry ourselves here. Lowest? D/P became a little overated because we were all almost forced into it. In June, a few month ago, I started a thread to help me get better with D/P cause I was sooo used to D/D and S/D.
So as you mentioned:
Is a kill from S/P more rewarding than a kill from a D/P?
I would say most definitely so. I would also add landing your #3 and hitting all 7-8 hits is a lot more challenging than landing a backstab or a D/P #3.
Is the skill cap of S/P higher than D/P? In other words, is it harder to master S/P than D/P?
With the current gameplay, I would say yes. S/P players are more ballsy and courageous. I don’t remember the last time i met a S/P thief in WvW and I swear If i get killed by one on a meta build, I would probably whisper him GG out of respect.
Then again, It all depends on your trait build. With HoT coming, it will be very favorable to play S/P (I will definitely use this set) but we still couldn’t say the skillcap of S/P > D/P.
It’s just hard to compare two builds, all else equal and claim it’s harder to master S/P over D/P.
idk that’s just me.
(edited by Kocoff.7582)
There it is. It works just like Heartseeker.
ALSO for those who, like me, are seriously considering using this spec as main spec….
May I suggest this appetizer: https://wiki.guildwars2.com/wiki/Superior_Rune_of_Evasion
What do you think? or is it too underwhelming?
I’m too obsessed with Traveler runes.
gottagofast
If you pick up Runes of Evasion+Dash dodge, you will get 11 seconds of swiftness on a dodge roll, plus Fury plus cripple an enemy every 10 seconds AND 175 Ferocity.
So that’s practically permanent swiftness if you’re using Thrill of the Crime.
You also have other swiftness rune options like Rune of the Pack and Centaur that increase your damage and also give you lots of swiftness. Save those Traveler runes for Necromancer or Mesmer, dude!
That’s a good a point. I would use Runes of Evasion to replace Impairing Daggers, in case i need to chase. Bound is too good to pass mate. especially WvW. The choices really compete against each other and they made good job.
I just wish, Escapist’s Absolution would change tiers or just simply be a minor.
Bound is good if you’re running off hand Pistol or Staff. I really don’t see it doing much for off hand dagger other than some nice dodge damage but it could potentially reveal you if you’re in stealth and you dodge to avoid an incoming hit. Plus you have to dodge into an enemy if you wanna hit them and you usually wanna evade away from an enemy.
That’s right. It could completely mess you up.
I think this right here will keep S/P from being as awesome as some people think it will be. Sure, you get stealth from offhand + dodge, but if you SR and then try to dodge a knockback, you’re likely to reveal yourself from the damage.
Yep. The 3 dodge traits will not work with SR.
Damage on dodge will reveal. Dash will reveal b/c the distance is further than the radius of RF.
Also if you are in stealth, damage on dodge will reveal so you either reveal or eat w/e damage/cc.
You can take Dash but you will probably have to give up SR, one of our best utility.
Idk where I read it Gab but damage on dodge will not reveal . Bound does not reveal. If i remember correctly, the Dev said it.
However, the damage on dodge from the Rune of Evasion? I am not sure.
we need the dev to answer that too.
This is so cringe worthy. I feel really bad for the devs. When you get to the point that you are using phrases like melting your face it just becomes too awkward. Maybe remake this post and be more more informal. This post will be deleted anyway because threads directly addressing developers are against the rules.
You mean formal. My post too was deleted, so I will refrain from commenting from that point on.
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