No
Mesmer best in everything.
Roamer without damage and without fast speed.
Blinding Powder very often prevents the tanks to keep the point.
Paralyzation sigil do not work.
Weakness kill you.
My builds.
random spvp:
http://gw2skills.net/editor/?fYAQNAsYVlYmiOXey9E95Ex2jeqTe69gsjNsaFoJA;TsAg0CnomxMjYG7MuZkzssYUw0CA
tpvp:
http://gw2skills.net/editor/?fYAQNAsYVlYmiOHey9E95Ex2jeqTe69gsjNsaFoJA;TsAg0CnomxMjYG7MuZkzssYUw0CA
S/D is good as well but D/D is overshadowing it. 10/30/30 or 10/30/0/30.
or 10/30/0/0/30
I would like Anonymity Hood for pvp.
P / d is even worse. You can take in the target the thief only 20-30% of the time of the battle.
Three months have passed since the release. And one of the main mechanic of the combat system is broken.
1) Rendering bug
For example turns p / d in Godmode against melee.
2) Channel single-target spells (single target cc / unload etc) continue to attack the target.
3) Revelead debuff and saving Traits.
http://wiki.guildwars2.com/wiki/Last_Refuge
http://wiki.guildwars2.com/wiki/Instinctual_Response
Stealth is not save from AoE or oneshots. These Traits impose “revelead” and kill you a lot more than help somewhat. You need to replace them for 1 second invulnerable. This will make them necessary for pvp / pve. And remove the domination glasscannnon.
You’re talking about P/D trolls? P/D is, indeed, very aggravating and difficult to fight. Their kills are so slow that you can usually just walk away, though. Because most of them are sitting around in the boonies next to some deer (for easy C&D), trying to make Youtube videos instead of contributing to the scoreboard.
Rendering bug+P/d+30 shadow arts regen= God mod against melee.
one keystroke = one action on one character/account
jump roll = banhammer?
It impossible without cast spell in jump.
1)
Fix rendering bug.
2)
http://wiki.guildwars2.com/wiki/Instinctual_Response
http://wiki.guildwars2.com/wiki/Last_Refuge
Totally useless with revealed mechanic.
3)
Shadow shot+Ricochet= double teleport.
4)
Fix double damage caltrops.
10 sec is fine!
Thief has a problems,but it isn’t this…
It’s far more important to fix the ridiculous Body Shot and Flanking Strike.Also the channeling chasing you trough Stealth.Also the darn Last Refuge.
Access to the venom from the bow would be very useful for thieves with swords. Not understand the logic of that skill no cooldown, and the use of weapons is cooldown. 1-2 second cooldown would be wonderful.
There are too many mechanics already in place to give binuses on weapon swap for this idea to be realistic.
Look, simple abuse :
Pick two sets of d/d
30 acrobatics with quick pockets
sigil ofhydromancy, sigil of energy on each set
> infinite stamina, mad cc, endless DB spamming
And that’s just a single example.
So, yea… make this change, just give it a few days and see how much it can be abused
All traits and sigils have internal cd.
All effects from stealing constantly nerf, at huge cooldown on use.
Cancel swap cd would be a great class ability.
Will there still are any changes to this year?
For example:
-balance changes
-leaderboard
-new map
-new pvp mode
It’s simple.
“revealed” for mesmer.
3 sec cd to create clone after shatter.
I would prefer it left as is, I, as well as many other more practiced players have managed to figure it out and use it effectively. Changes to it might cause the removal of its “unblockable” property, which currently makes it amazing vs shield blocking warriors.
1-2k ublocable hit and 3-4k block or 90% miss without selfdefence(evade).
Fs have worst base damage compare with other weapon sets. Worse only Shadow Shot|Shadow Strike – teleport. Misses happen even if the target is stationary.
“Scorpion wire” need 2 second knockback.
The only thing which has to be fixes about FS is animation delay. It has to be instant like dodge. Right now, it waits for auto attack animation to be finished, and then eventually accurs. It kills viability of the evade, unless you turn off auto attack (main damage source…) or open with FS, so there is no animation que.
Maybe so.
“Blurred frenzy” and “Pistolwhip” for example have invulnerable attack and have more damage. “Flanking strike” evade before attack and crappy second strike.
I think ANet doesn’t want to buff Ricochet too much because in situations with 2 targets, it’s a huge DPS boost.
Think about it : it’s 20% chance to fire a bullet that hits two targets. So it’s 20% more damage. And contrary to the usual +xx% damage, it works for conditions too. And it also gives 20% more “hits” so 20% more proc on hits etc…
All that in a much easier package than piercing bullets which require targets to be aligned in front of you.
piercing >>>>>>> ricochet
For example.
http://wiki.guildwars2.com/wiki/Shadow_Shot + ricochet
Shot to ranger, teleport to pet.
33% non combat
50% combat
JonathanSharp:
Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters..
S/d now have only projectile finisher and autoattack.
Fs useless ability
Second strike miss rate 90%
Second strike beats only 1 target
Second strike not unblockable
Just remove second strike.
http://intothemists.com/calc/?build=-eF3V;1Vwk0-T5FOkd0;9;49T;0T2;009A;446A5NW4;26Rk06Rk05Bl
10|30|0|0|30
Centaur rune+withdraw=permaswiftness – 1 free utility slot
many buffs
many initiative
8×8 replace “haste” to “caltrops”
The same question about t3 cultural weapon.
Thank you for nerfing Mug. Now we have a useless F1 ability. Whats next? Stealth? Or deleting the whole Profession? Surprise us ANet!
Post from the future?
If Nerf Mug, they can reduce a cooldown f1.
35 sec coldown without trait – it would be nice.
(edited by Marduh.4603)
Golem elite.
Fear mark only on shadow refuge.
1 stun break or a well timed roll and you’re in the clear.
If you have a 6-10k hp, then you do not have time to use stunbreak. You will die instantly.
doesn’t pistol whip also make you invuln?
Long cast time without invuln.
5 ini – 8.3 sec regen without use another skill.
30% more damage than blurred frenzy.
Not avtofacing.
Mesmer – only www|pve
Scholar – burst build
Divinity – so-so
Ogre – Stealth detect
Air – with http://wiki.guildwars2.com/wiki/Back_Fighting
Centaur + withdraw = perma swiftness
Why do thieves have cooldown on dressing up arms?
All traits and sigils have their internal cooldowns.
When changing the weapons we do not get free additional skills.
2 different weaponsets with 2 different purposes, I dont see the problem and I like the long daze more than I like backstab actually. By the way, against something moderatly tanky a non-crit backstab from the back will hit for 2.8-3.2k
The purpose – to die of bsnoob for 3 hits? Because Daze gives hit 2 times autoattack and backstab demolishing half health. 15% damage nerf will not make bs thieves worse, but will remove the three push noobs of pvp.
Movement speed.
If I recall. 10% movement speed while wielding a sword or spear. Acrobatics major trait.
http://wiki.guildwars2.com/wiki/Rune_of_the_Centaur
+
http://wiki.guildwars2.com/wiki/Withdraw
=
perma swiftness
Sword master.
Critical-hit chance with sword is increased by 15% – Master Critical Strikes
He’s not wrong actually.
Backstab is fine.
Mug isn’t.
Arguments do not see. Why one stealth skill is damage autoattacks and soft control, and the other has four damage autoattacks?
Mug – one burst skill for many other sets of arms with a huge cooldown.
- Backstab is fine;
Compare stealth skills
http://wiki.guildwars2.com/wiki/Stealth_skill
So
2-3k max “Tactical strike” VS 8k “Backstab” + 6k Heartseeker
Very well thought out balance.
The lollipop is a lie
Yea, bunker elementalists are crazy and S/D-thieves (with the boon-steal on steal) can pressure them very hard. Usually a bunker-elementalist can survive against two people pretty long if they have cooldowns up. However, not against a S/D thief.
LOL
StealCnDbshshshs more dangerous than autoattacks sword. Argue with that can only be mad. Never seen such a stupid elementalist who does not run away from a second strike of FS. Without this strike can be killed only if he makes a mistake.
This is likely a macro. 1ESC1ESC1ESC
But there is no damage, stroke interrupted.
Hopefully wintersday bring something new.
Infiltrator’s Strike+Flanking Strike – 2 sec
252+252+504=1008
Slice+Slash+Crippling Strike 2.5 sec
269+269+437=975Yes you are right. 3 percent more than the auto attack. This changes everything.
When did the Infiltrator’s Strike came in?
Flanking Strike: 756/1.5 = 504 dps
Autoattack: 975/2.5 = 390 dpsThat’s 29% more dps.
With an evade and a boon removal, of course.
And you die in 2.5 seconds from any other glass canon.
evis/100b/faercombo/bs/shatter it kills almost all in one stroke. S/d – only auto attack with a useless soft control. Cluster Bomb does more damage than any combination of abilities S/d.
Infiltrator’s Strike+Flanking Strike – 2 sec
252+252+504=1008
Slice+Slash+Crippling Strike 2.5 sec
269+269+437=975
Yes you are right. 3 percent more than the auto attack. This changes everything.
Yeah! 7 Initative to do the same damage as one autoattack and steal a boon!
no
less than autoattack
http://wiki.guildwars2.com/wiki/Skull_Fear
http://wiki.guildwars2.com/wiki/Death_Shroud
Maybe just to add a button to Death Shroud “kill thief”?
Your made-up datas matter instead. 1.5s cast time? Seriously? Where did you take that info?
Use the stopwatch.
Too long animation for this ability.
Flanking Strike’s first strike ALWAYS hit if you are in melee range (the pathing adjust on the enemy if you press the button while close enough), the second one may miss, but you are able to move once the first strike hit, so you have control over the second hit to land. Obviously the first hit is the worthy one, because it removes the boon.
Flanking strike – 1.5 second cast time|low damage|worst animation
Your theoretical reasoning does not matter. In tpvp fs – useless crap.
Long cast time
That’s all
right now thieves can cover the entire point in caltrops by facerolling, i mean dodge rolling, meaning that everyone trying to take the point is getting 20 stacks of bleeds at all times. is there any hope this sort of rubbish will get fixed soon?
“Caltrops” inflict double damage – this is a bug.
2 stack in sec, instead 1
So feedback helps to fix the major problems of thieves.
Its an interesting point, but I think it works fine as is because 1) you can dodge the inital throw (which has an extremely obvious animation) 2) if you do get hit you can move out of range, and 3) stability or dazeing/fear/stunning/kd guardian will disupt the pull. Being able to get tagged and then dodge roll out would make the skill pretty kittened right?
Well, I guess if theif stealth broke on damage……
If you couldn’t be pulled during a dodge you would essentially get two opportunities to dodge Binding Blade, first when he throws it, and a second time when he pulls. If you want to avoid the pull after being hit you need to use stability.
Use stability for what? To avoid bug ability?
You can say what you want. But the fact that the “Pull” interrupts dodge this bug.
Caltrops deal double damage – bug.
Basilisk venom doesn’t give you a chance to dodge the thief applying it to his next attack now does it?
Previously, he was deafening in the middle of a roll, as it now does “pull”.
Air/Centaur for speed
And you know that nothing should interrupt dodge? Earlier basilisk venom interrupted dodge and it quickly corrected.
tbh both their 2 and 5 are high priorities to dodge, if they start spinning dodge…
And “pull” break dodge…