I am sorry but to achieve 8k backstab you need to be behind target that is mobile can dodge, block etc. In addition you have 3s to land it so i believe that backstab damage by itself is fine because you can avoid it. CnD+mug is much much harder to avoid.
8k – half healthpoint many profession. Too much damage, which can be applied every 3 seconds. Besides, there is still heartseeker.
CnD+mug – 40-45 sec cd
Hi as a thief i would like to see some following changes:
Major:
The CnD+steal+bckstab combo damage needs to be reduced, especially CnD+mug burst. Being hit for 6-8k from mug+CnD in many cases eats up to 50% of players HP and the damage done is almost unavoidable due to it’s nature. Perhaps lowering mug dmg will help.
http://wiki.guildwars2.com/wiki/Stealth_skill
The only problem backstab.
8k backstab vs max 2k other stealth skill.
Pull win.
Why?
Or am I the only one loser?
Offtopic:
Why spirit pets are immune?
Last Refuge / Instinctual Response useless with the current stealth mechanics. Revealed effect turns these traits in the trash. They kill, not save you.
Propose to replace the effect of a second Evade / Invulnerability / Distortion or two seconds Endure Pain. This would make it more balanced builds better for pvp, and will also be very useful for pve.
Dagger would give you chaos armor with Heartseeker. Doesn’t sword just suffer from a lack of finishers in general?
Chaos armor(3 sec) vs tool belt
Seriously?
On the other side there is no skill to engineer Eternal field. Therefore, this skill is not the place.
Noooo don’t change throw gunk it’s amazing in WvW. Probably not as good in sPvP due to the confusion nerf. It’s an Ethereal field so you can throw it un-targeted in stealth so it doesn’t hit the engie and if you use a pistol stand in it an unload 7+ stacks of confuse on them. They kill themselves spamming grenades at you. Even if you hit them by accident you can get 4+ stacks on them with just auto attacks.
At that time and again that if you do not have a gun in your main hand, then steal useless, does not help, even with the immobilization of the sword. A bomb will be useful to all builds.
Steal
Cooldown 45 second – too big cooldown compared to other professions.
35 second – ideal number, 27 second with full Trickery line
Mug – Too much damage to Adept trait. Need to reduce the damage by 30-50%.
Professoin:
Warriors – Whirling Axe – awesome
Necromancer – Skull Fear – awesome
Thief – Blinding Tuft – awesome
Guardian – Mace Head Crack – awesome
Mesmer – Consume Ectoplasm – awesome
Ranger – Healing Seed – awesome
Elementalist – Ice Shard Stab – awesome
Engineer – Throw Gunk – totally useless and break stealth
Thieves simply can not use a professional skill against the engineers. You need to replace this useless Junk on Big Ol ’Bomb.
http://wiki.guildwars2.com/wiki/Big_Ol%27_Bomb
How can u calculate the global cooldown?
I mean, how u can say 0.5 0.5 0.5 is 2.5 ?
This is an example autoattacks GS guard. Each attack lasts for half a second, but the entire chain lasts 2.5 seconds. This bug have all weapons and professions.
I think in general, this GCD. But Vital shot is broken.
https://forum-en.gw2archive.eu/forum/support/bugs/Global-cooldown-or-wrong-tooltip/first#post849415
S/d 10/30/10/0/20
http://gw2skills.net/editor/?fYAQNAsYVlUmiO3cy9E9JFx2jeqTeyVIpeKI7Y1KQTA;TsAg0Cno4ywlgLLXOukctsYUw0CA
I hope to correct flanking strike.
Also I find signet of shadows odd. The passive is a speed boost, but the active ability is a blind. I would of thought the active was a 3 sec swiftness or something like that considering the passive. Or maybe a passive of immunity to blind with the active of the blind.
Can be swapped active effects Infiltrator’s Signet and Signet of Shadows.
Signet of Shadows
Passive: Grants a 25% increase in movement speed.
Active: Shadowstep to your foe.
Infiltrator’s Signet
Passive: Regenerates one extra initiative every ten seconds.
Active: Blind foes near your target.
There is no problem with those skill, the problem is with people going full zerk mode, if you tone those skills down people that are not full zerk wont be able todo anything anymore.
People dont seem to get it that not everyone goes full zerk !!!
Play a thief learn to counter attack them and its very easy to down a thief !!!
Compare 6-10k damage from backstab with other stealth attacks.
Problem in this skill.
If this bug, power builds lose a lot of DPS, compared to the condition builds.
Last Refuge / Instinctual Response useless with the current stealth mechanics. Revealed effect turns these traits in the trash. They kill, not save you.
Propose to replace the effect of a second Evade / Invulnerability / Distortion or two seconds Endure Pain. This would make it more balanced builds better for pvp, and will also be very useful for pve.
Signet of Shadows.
Replace active effect to black powder.
All autoattack chain last longer than they should. For example 0.5 +0.5 +0.5 = 2.5. It would be nice to make public information about the global cooldown, or change the tooltip.
Another bug: Vital shot has the same cast time as Bleeding shot. 3/4 = 1/2
Stealth:
fix rendering
fix channeling spell on stealth
Mug – reduce damage
Backstab – reduce back damage by 10%
Backstab – increase cast time (1/4 to 1/2)
Dancing dagger|headshot – reduce cost 3 ini
Exposed Weakness – replace to “Going stealth apply 3/4 stacks of vulnerability (5s)”
Shadow Shot – remove root before second strike
Body Shot – replace to 1 stack confusion or poison attack or cripple attack
Caltrops – bugged, add 2 stack in 1 second, tooltip say 1 stack in second
Flanking strike – remove second strike
https://forum-en.gw2archive.eu/forum/game/suggestions/Small-buff-Flanking-Strike-after-huge-nerf-sd/first#post803952
https://forum-en.gw2archive.eu/forum/professions/thief/Flanking-Strike-after-patch-need-buff/first#post805065
pw: only if mist form/armor of earth on cd you kill
use d/d
s/p now worse than p/p
PW|BS|HB|Shatter
Kill each other without a chance.
One second fight break pvp.
Rune of the Scholar – max damage
Rune of the Mad King – funny damage
ranger has the less survivability than all of the proffessions
thief has the highest damageand you think rangers are OP against thieves?
oh you
-You and your pet gain 2 seconds of protection when you dodge roll.
-Increases endurance regeneration by 50%.
-Applies camouflage when you are dazed, knocked down, launched, pushed back, or stunned. This effect cannot trigger more than once every 30 seconds.
and much more
Signet of Agility must have in many dungeon.
They should fix channeled skill stop channel if target go in stealth.
Why? so stealth is a counter to even more things?
It doesn’t have to be an end all be all to incoming dmg…
Because the target needs to start casting.
Pet/Spirit weapon/channel skill(autofacing) breaks stealth mechanics
add 2 stack in second
tooltip: 1 in second
http://wiki.guildwars2.com/wiki/Caltrops
Backstab – reduce back damage by 10%
Backstab – increase cast time (1/4 to 1/2)
Exposed Weakness – replace to “Going stealth apply 3/4 stacks of vulnerability (5s)”
Pistol whip – reduce cast time (3/4 to 1/2)
Shadow Shot – remove root before second strike
Body Shot – replace to 1 stack confusion or poison attack
Caltrops – bugged, add 2 stack in 1 second, tooltip say 1 stack in second
Flanking strike – remove second strike
https://forum-en.gw2archive.eu/forum/game/suggestions/Small-buff-Flanking-Strike-after-huge-nerf-sd/first#post803952
https://forum-en.gw2archive.eu/forum/professions/thief/Flanking-Strike-after-patch-need-buff/first#post805065
Necromancer has the greatest potential.
Use Signet of Agility or/and Bountiful thief
Toughness does not save the thief from one shot.
https://forum-en.gw2archive.eu/forum/game/suggestions/Small-buff-Flanking-Strike-after-huge-nerf-sd/first#post803952
Hopefully they sometimes are viewing this board.
I suggest just remove the second hit, and its damage is added to the first strike.
This burst and defence boost, rather than damage.
For example:
Before:
Evade and stab your foe in the back twice. First strike removes 1 boon.
Damage: 252
Second strike damage: 504
Range: 130
After:
Flanking Strike. 4 ini
Evade and stab your foe. Strike Removes 1 boon.
Damage: 756
Range: 130
shortbow poison 4k – 4 tick Choking gas
I dont’ know about boosting the damage too much. If they never fix the animation, I’d rather that the damage be mostly front-loaded with the ending swipe doing significantly less. If they do eventually fix its’ pathing to be more reliable, then I think it’s probably good.
Flanking Strike does a lot of things all at once as it is (damage, dodge, boon removal, re-position), it’s just unreliable so most people don’t like using it. Fixing its’ pathing is probably enough.
So I suggest just remove the second hit, and its damage is added to the first strike.
This burst and defence boost, rather than damage.
Kajiri.8215
The problem is that the second shot is too slow. After total damage nerf s/d light burst is what you need.
This would solve all the problems of this build. Without making it something OP.
After totally nerf s/d.
I think all thieves agree that Flanking Strike needs improvement.
The simplest thing to combine punches in one.
Flanking Strike. 4 ini
Evade and stab your foe. Strike Removes 1 boon.
Damage: 756
Range: 130
then why am I getting hit after stunning the mob while swinging my sword?
There’s a gap between.
Sign holds 1 second debuff on the target. Use the stopwatch.
“Cloaked in Shadow” to fill the gap dazelock
“Thrill of the Crime”
“Furious Retaliation”
resist weakness
Basically it all depends on the necromancer, not a thief.
berserk + 15 Acrobatics
I’m running in this build:
0|30|0|25|15
.75s-1.25s: mob is stunned, rooted, can be attacked by other mobs and take damage during this time.
Stun rounds up to 1 second
No one said that Blurred Frenzy is a bad skill because it deals low damage.
Pistol whip http://wiki.guildwars2.com/wiki/Pistol_Whip 0.75 cast without evade
Blurred Frenzy http://wiki.guildwars2.com/wiki/Blurred_Frenzy 0.5 cast with evade
mesmer have 2 second immobilized
thief only 1 second
norn cultural shortbow
http://wiki.guildwars2.com/wiki/Wolfborn_Shortbow
Chantry of Secrets
p/d better
sneak attack – 5 100% projectile with combo field
shadow strike – best defence
All this spike damage.
I missed something? Apparently the thieves now have invulnerable and protection, like other profession.
so just 1 paralyzation is enough to round up daze to 3 secs?
yes
Blind stomp
Teleport stomp
Aegis stomp
oh so it is always rounded up? meaning if i have mesmer set, i dont need a sigil of paralyzation?
use the Rune of the Scholar
Sigil of Paralyzation on offhand
-3second cast timer
http://wiki.guildwars2.com/wiki/Kill_Shot
with Frenzy 0.9 sec