Underwater skills only fit single target direct damage builds
in Thief
Posted by: Lurock Turoth.9085
http://www.twitch.tv/disasterdrew
in Thief
Posted by: Lurock Turoth.9085
It’s really quite sad how I avoid under water combat at all costs on my level 80 thief but I quite enjoy it on my level 45 Guardian alt.
I generally don’t set to much hope in getting devs to go back and totally revamp something post launch but this needs to get fixed. There is so much content thats underwater and the thief weapon skills are killing it for that class…sad
My level 45 Guardian alt blast to play a healer guard!
I don’t mind not having cultural armor but at least make the armor models look as good as they do on humans.
Luckily the tier 1 cultural heavy armor looks nice enough.
I really hope its a bug and not the intended style cause the only heavy armor that looks any good on them is racial which is alright but…..
Level 37 Guardian=epic!
Ok so I was looking at the armor for my heavy armor toons one human and one sylvari and I realized that the same armor sets have some pretty big differences. Leg armor is all most always more………poofy on a sylvari and shoulder pieces tend to be pinched looking and all round just worse looking on a sylvari than on a human. I realize their different races but its the same body structure so the armor should look roughly the same. Please fix this cause I love the Kodan armor on humans but the way it looks on my sylvari is…well kinda crapy.
Well I havnt experimented much (mainly cause I like my build so much) but Ive been abusing Signet of Malice to great tanking effect.
Traits 30/0/30/0/10 the main stat I push on armor is healing power to increase the amount of HP gain per hit, my healing power is 954 which heals me 157 every time I hit.
I’m useing Dagger Dagger Pistol Pistol. Dagger Death Blossom returns more hp the more hostiles there are around you, that plus Dagger Storm on me elite works very well for tanking even in level 80 dungeons. If I start taking to much damage I back off and hit them with unload on my pistols which is 1256hp on each use.
For skills I got Signet of Malice – Shadow Refuge – Radiation field or Roll for Initiative – Signet of Shadows or Assassin Signet (depending on what I’m doing) – Dagger Storm.
With the Shadow Rejuvenation trait Shadow Refuge ends up being a full heal if you stand in it for the full timer.
Roll of Initiative is nice for when you swap to Pistols but in most fights I take Radiation field instead but if your not Asura that’s not an option.
Generally I only have the Signets on there for passives so Sig of Shadows for general exploration Assassins for tougher fighting.
Assuming there’s more than one hostile dagger storm will fully heal you while reflecting projectiles and keeping you from getting knocked down.
All in all it ends up being a very durable build for PvE with lots of fast small heals and shadow arts very nice initiative management.
I don’t like how we have extremely poor AoE capabilities underwater, making crowds (and c’mon, underwater it’s always crowds) a pain and tagging mobs for loot/xp/contribution even more of a pain. The spear doesn’t even have any AoE abilities at all.
This!
Well I have only been messing with the elites since I started doing mostly dungeons so that prolly isnt helping but my defensive golem never lives long enough to even give monsters pause for thought. At the end of the day I cant find a reason to replace thief support or dagger storm with any of the racials.
That said I do love radiation field and pain inverter. I think techno babble needs one of two changes, either drop the cooldown down to 10 seconds or so or leave the cooldown and make it multi target.
I know the devs don’t want any race to have a “Must get” elite skill but come on guys. The Asura elites and just silly.
I LOVE running my tank thief with Signet of malice and dagger storm, stack a load of healing power on your armor weps and jewels and use dual daggers death blossom for fast aoe damage and healing.
Look Anet will have new stuff coming once they get every one playing smoothly. If they do it any thing like GW2 the real tough end game stuff will come post launch.
Any one that played GW1 early on knows that Sorrows Furnace (the first ever guild wars dungeon) came out a month or two after launch.
If I were to guess I would say that in the next few months we will see new high level zones open up in the Far Shiver peaks to start moving us towards killing Jormag.
For now just work on getting all Exotic armor and Legendary weapons, that should take quite a while to work through.
Don’t forget torch and sword, best single target dps on the Guard!
Duration on stealth is very limited the only long ones are ground target, other than that its 3 seconds a skill. Its meant more as a tool to help get you out of a fight, not to keep you from ever getting into a fight.
I have only played guardian up to 40 in a beta but I did HotW story last night with a pug group, we had 3 melee users all level 80 me a Theif a Warrior and a Guardian and the Guardian was clearly the tank. That Guardian could stay in melee range 2 to 3 times longer than the Warrior or I could dream of and I’m running a build that I tank AC with.
Vigil cause you get to play with the Norn John Wayne!!!!!!
Signet of Malice and Dagger storm, then stack healing power on your armor and weps. Just remember your not a Warrior or Guardian, once you burn your initiative get out of the melee fight and range them until your initiative builders are off cool down then jump back in.
Um its an MMO meant to be played for years…..your not suppose to have all the best gear in the first two weeks.
I did yesterday don’t know how he got over tho, all I know is a Guildie from another server was in TA with me.
Any one else think its a bit silly how much of the equipment is soul bound. I have been wanting to give my old armor and weapons to guildies but every time I try, nope sorry soul bound, salvage or vendor trash it….
Roll a Signent of Malice/Dagger storm Theif, makes lunch out of Mesmers because of their illusions.
Its not the class’s fault if your not playing right I have played Guardian as a very effective tanks and I am currently playing my level 80 Theif in a tank/dps super durable build.
I will say that I think viable build variety is rather low, but I don’t think any class is broken.
Ok so first the annoying one,
thief daggers seem to be bugged against Graveling mounds. Down leveled from 80 I do give or take 57 damage a shot compared to my guildies all doing hundreds a hit. This makes it all but impossible to do mission 1 and 3 with me on the team…..very frustrating. I have not tried my sword on them so someone will have to tell me if its effective.
Now this I see as a feature not a bug.
Graveling mothers babies start their life as projectiles, if a Thief using Dagger storm stands right under her many of the babies will be reflected and will then fight for said Thief. I have personally spawned 20 or so Graveling babies that work quite well helping me solo kill their mother.
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