Showing Posts For Lan.1968:
Its like every profession has complaints about being nerf’d lol. Seems ANet made everyone OP to start and is now correcting so we level more slowly.
I am hoping they start fixing things in game more then correcting OP issues moving forward.
Well cheers.
Not a leveling issue, and every class is OP because the majority of players are terrible
Sonic Blow
Hide
Cloak
Venom Splasher
Katarr
Grimtooth
Apply poison
they’re not nerfing anymore.
Like you said, capping is the primary objective in tournament pvp and thieves have the right kits to carry out that objective effectively due to their weapon kits (elementalists too). However, if your worry is that thieves are too mobile due to the fact that they can get from point to point, then there’s nothing to be fixed about that. Thieves were made to be mobile and destructive at the cost of lacking on the defensive side. Also, players typically don’t die within a one-second period from a thief combo unless he/she is going for a full offensive build. You’re overestimating the thief’s dps output here. As for the thief’s unicorn build, that takes no effect on how well a thief can cap a point with bleed. The main issue is the fact that a thief can travel to different points/nodes in quick succession and efficiently take a point through elusive methods. A lot of thief weapon sets can perform this task, maybe with the exception of going dual pistol. However, if you’re complaining that a thief holds all the cards in a capturing game, then the game itself needs to be changed. If you take away what a thief symbolizes, which is speed and stealth, then you basically wipe the class itself. I will agree that the SB does need reworks.
Different traits will give your dodge different buffs and abilities, but the concept of dodging is the same for all classes.
1,2,1,2,1,1,1,2,1,2,1,2,5,1,2,1,2,1,1,2,1,12,1,1,2,11,1,1,1,11,5,1,1,11,1,1,2,21,1,1,2,21,11,1,2,21,1.
Sorry, its OK video but 10000000 billion other thief videos its getting old and boring and like in every single video thief basicly spam 1 and 2.
Look at this:
http://www.youtube.com/watch?v=amC903MVhqo&feature=player_embeddedIt is not my video but for crying out loud it is so much more fun to watch and person actually use many different skills. Not your fault though, its just class you play is boring to watch.
I’ll admit that it elementalists looks more fun to watch due to the number of skills he’s using. Unfortunately, he’s also spamming those number of skills. The guy goes in, casts aoe spells, realizes his opponents noticed him and attacks him, so he used mist, followed up by defensive spells with healing spells, and repeat. You may think that looks fun to watch, but I’m shaking my head because of what he’s doing.
P/P’s not that weak. People just have a hard time using the weapon set because all they can think of from using P/P is to maximize unload’s damage output.
It looks utterly boring because it is utterly boring. p/d condition build’s dps output is so low that if a class really wants to run from you, he potentially can without a problem. You can chase him or put status effects on him, but that’s only if you didn’t use your utility skills during the fight and if he has no condition clearing skills up. Not only that, p/d specializes solely on single target fights (1 v 1’s). I will say it’s probably the easiest build to use because of cloak and dagger, but I hate the effectiveness of the build overall.
btw, the guy’s opponents seriously suck.
Giving global initiatives for thieves is to limit the amount of skills they can actually use, so players have to think before using what kind of skills for each situation. That is the drawback to having skills with no cooldowns, so no players can literally spam their skills forever. Also, both D/D Burst and Unicorn have their own drawbacks from the guide people have been using. In fact, the D/D burst has the drawback of having no CC’s within its weapon kit, and only from the thief’s utility skills if the player decides to equip them. Even so, the opponent can easily clear away any conditions which renders them unable to dodge, especially with the new basilisk venom change. D/D burst relies on actually bursting someone within a short period of time, and if the thief isn’t successful, then he remains useless until the duration of his utility cooldowns are off or his initiatives have regenerated. I see no problems with the D/D burst build, since the build itself doesn’t contribute as much as you’d like a thief to contribute.
The Unicorn build from the guide may look strong, and I’m more surprised that the Unicorn isn’t as popular as most glass cannon builds. Unicorn basically gives immense survivability, constant dps, and little risk to perform any task. The problem with the unicorn build is the initiative cost of putting bleed or other condition damage to take full effect. Also, the unicorn build focuses the thief to take on a disrupt/tanking role instead of actually finishing somebody off. On one hand, the build is great for defense, but a lot of classes are quite effective for defensive jobs if they spec their build for such a role (Guardian, Mesmer, Engineer).
I wouldn’t rule out the thief’s other weapon sets just yet. Although PW was nerfed, that doesn’t mean S/P becomes completely useless. Pistol weapon sets are still quite useful if use the blinds and the stuns properly, and sword still has a gap closer ability which proves to be quite useful to chase kiting classes.
You worry too much, and if you don’t enjoy the meta thief builds are right now, then create your own effective build and stop looking at other people’s guides. Frankly, ArenaNet made the right choice to decreasing the damage output on a thief, seeing as how they cannot touch stealth and dodge because those are what a thief primarily depends upon regardless of what their builds are. You should be grateful they haven’t nerfed SB, since that weapon alone is broken.
I’m surprised you would focus your build to perform more than one task by using shadow trap. I’d focus on my own safety first and defeating my opponents first before defending nodes. Otherwise, I’d go pure defensive utility skills if I focus solely on defense.
I agree, but you’re freaking out
im more surprised you were downed by a glass cannon thief with survivability
I wouldn’t call using shadow assault three times as using the skill forever. The range on shadow assault’s also pretty short, and the damage is mediocre at best. Aside from shadow assault, other thief skills underwater makes me want to cry. On the other hand, I’ve quite enjoyed elementalists underwater, so I’m not sure how you’re losing to a thief.
How ironic, cuz I’ve never died to a warrior or guardian on my thief.
Granted, a support guardian is hard to beat. Yet, a support guardian also doesn’t do damage at all, which gives me the freedom to engage or disengage whenever I wanted.
A warrior is really just hilarious to fight. The class feels very slow and clumsy, and can’t seem to react fast enough against a thief. The only times I’ve been hurt by a warrior is when he’s autoattacking aimlessly or when I’m looking at my map while travelling around. Even then, I don’t fear dying from a warrior at all.
" I mainly play a Guardian". There’s your prmary source of problem right there. Don’t expect yourself to kill anything, because your class isn’t suited for that type of job.
1. Dagger Storm. We take damage but not status effects during its channel time. Doesn’t do much damage aside from disturupting and scaring people kittenless.
2. Once
3. With the proper healing skill, yes we can heal per attack
4. Forever (If done properly)
5. You’re asking the wrong players if you’re seeking help on how to fight thieves as a guardian. You should be asking other guards on how they fight us.
I think your or your guildmates are forgetting an important aspect to stealthing. Stealthing doesn’t mean a thief becomes invincible, but he cannot be seen. If you know a thief is restricting your team from capping a supply camp, then he’s within the vicinity of the camp’s parameter or the camp turns green for you. Throw down some aoe’s and put status effects on a thief, and he normally would panic and run. You should also remember that stealth, especially aoe stealth skills, have limitations. One stealth skill doesn’t last too long, and aoe stealth’s only stealth while the thief remains within such aoe. As long as you were following a thief’s movements, then you know where he stealths at and the most possible route he’ll take to either escape or come out of stealth. Frankly, I’d suggest playing a thief if you think you’re having difficulties on how to beat the class, so you’d have a better understanding of what we do.
Condition isn’t bad; just most thief players are quite scrubby. Play around with the builds, and you might find something amazing. That’s all the advice im gonna tell u. Also, Im a conditions thief
Order of whispers hood looks nice as well
If you want range, go back to your engineer. If you want damage on pve, go warrior. If you want to dodge everything, go thief on pve. If you want to pvp, then you shouldn’t be asking us and decide for yourself.
What’s “OP” from a thief is their ability to stealth all the time, and their capabilities to disengage fights very easily. There is no “OP” damage builds, people are just bad when they get stomped on the most basic full damage build.
It’s true that ArenaNet wants all class to be flexible on melee and range, but I’ve not seen a class who’s ranged capabilities allows him with so much flexibility aside from a support guardian. A warrior with rifles would be considered a joke, and an elementalist or ranger going melee is purely suicidal. The biggest issue I would have is how easy a thief can escape with SB. I wouldn’t mind a nerf on 3 and 5, and frankly, they need a nerf.
You’re in the wrong forum section if you’re seeking help on how to kill a thief. No thief player could give you an in depth guide on how to fight their class with another class. You’d have better luck asking the mesmers. Also, as some have previously mentioned, mesmers are quite annoying for most glass-cannon thieves to kill, simply because they HAVE to target the right target in order to beat a mesmer. If a glass cannon thief don’t take down a mesmer with their burst, the thief’s going to die pretty easily. Only advice I can give you is to trick a thief into attacking a clone and he’ll drop like a fly.
The reason shortbows require reworks is because of how flexible the weapon can be, due to its synergy with other weapon sets and the weapon kit itself. The shortbow not only allows a thief to escape much easier due to its 3 and 5 (aside from the utility skills a thief has), it also gives a thief kiting capabilities with the chance of adding more damage onto the oponent. The initiative cost for a shortbow, as you’ve mentioned, is quite generous on a thief. The bonus effect from firing the shortbow from stealth also seals the thief’s escape as well. In other words, the shortbow is practically perfect for a thief with any build, whether they be going for a full offensive thief who can stack full offensive utility skills and require a quick getaway escape, or they can go for a support thief who’s main objective is to disrupt the enemy. Forget the high level usage of a shortbow, a player who understand the basic concept of the shortbow is capable of contributing much more than a thief who understands the advanced concept of going melee. I’m saying the shortbow requires rework because it’s too powerful of a ranged weapon kit on a class that was (or should) be designed for melee combat. Giving this much survivability to a thief with one weapon kit is simply too unbalanced, and I’m saying this as a thief myself.
Ive no concern for the glass cannon build, nor do I enjoy the concept of such build that much. Frankly, its a great build to stomp pubbies, but it’s also a double-edged sword. While the majority of players love to stomp pubbies by smashing haste+2+ w/e venoms they have + power/crit signet, they will also feel the pain of being finished off just as fast. Forget comparing thieves to other classes, a glass cannon thief vs a thief with an unknown or not as popular build shows just how terrible going full damage can do to a class. I personally believe people are diverting their focus of creating an unbeatable build to compromising with the easiest build thought possible. This is why I’m thoroughly disappointed with the majority of thieves so far, because the majority (if not all) focuses so much on damage that they’ve forgotten on how to even survive in pvp. The whole concept of surviving by killing is pure bullcrap, because there is no possible way of being capable of finishing another player down (especially with the down system) before their reinforcement arrives. This is why a lot of people believe thieves don’t contribute much in wvw, because most players limit themselves to assassination jobs and have little regard on the primary objective of taking points.
This thread should be renamed into “How to fuel noob tactics”
This is why you’re a complete scrub (as you have mentioned). The D/D kit was made to give players the opportunity on exploring different builds than the “I’M SO OP GLASS-CANNON” build. The reason bleed and poison comes in effect is so players don’t max out crit and power and believe they’ve evolved into a pro. The D/D weapon set is to make an all-rounder thief, a true thief, that doesn’t just try to assassinate players. If you’ve played around with different builds, you’d understand the concept of each skill in each weapon kit. I’ll tell you this right now, majority of thieves who went glass cannon can never understand the true potential of playing a pvp thief. If you want full damage, go back to pve.
Also, shortbow needs extreme reworks
It’s threads like this which explains why I’ve not fought any decent thieves on my own thief.