Nice though you are still slower :P
Time?
I need a new pc, framerate is holding me from a fast start, lost at least 15 seconds there
Caudecus’s Manor: Story
5th March 2015, game build 45737
Solo time: 8m, 17s
Guild: Legends of the Gods [LoGo]
Thief: Meryn (Meryn The Quick): https://www.youtube.com/watch?v=ckUEVlOxFkc
F11 at 8:29.
You just dont let me have it, eh?
Good job, you even beat the current record of Goku!
Do you think there could be some improvement bij having d/d on 2nd set at some points like the Lieutenant at Sigfast and/or last boss?
What’s the deal with the hylek pots?
Free swiftness!
Only used them at the start, shouldve used them later on with all the skips as well.
2- as nobody runs condition builds, the bleed cap is a one man thing, and a properly tuned hybrid build should be able to output good damage till the bleeds drop again to 20.
The problem here is that most classes, warrior specifically, apply bleed stacks even when specced fully DPS. Right now the conditions are FIFO I believe, and so warriors will be able to quickly replace all your high ticking bleeding stacks with low ticking bleeding stacks.
3- sure. you get power, not condition damage, from party buffs, but again, when pugging, people rarely blast firefields, so this shouldn’t be such a big issue.
Might also gives condition damage, and will also boost your direct damage, so its only favorable te receive buffs.
The condition caps and damage has been a topic since beta, but appearently its a hardware-issue.
Dont really get why that rule was implemented. But it was voted for. People seem to enjoy having so many pointless rules i guess.
It is probably considered an exploit, and I dont think it is a good idea to allow exploits on restricted records.
Even using the Air Gun for anything other than the turrets in CM is an exploit in Anets eyes.
I don’t want to spoil the record, but Laxa broke Rule 9 of the restricted ruleset, didn’t he?
9.) Compression of AOE hitboxes on by moving, blinking and/or dodging is disallowed.
At 3:40-3:45 it’s rather clear visible, that he uses the dodgetrick for icb4
I don’t know if stealing towards the target affects the AOE hitbox, but it looks like he just dodged normally, and activating his skill after the dodge, not affecting the AOE itself.
Might be wrong, but it doesn’t look compressed either.
He noted it in the description as well!
Approved. Good job!
Thank you!
I believe you linked the wrong vid to this record on GW2dungeons
Pretty good run! Always good to see new soloers learning the ropes. Just to let you know, though, Goku currently has the record for soloing this path, but I encourage you to keep trying! Maybe soon you can give him a run for his money!
Goku has the record for ele, this is for thief, is it not?
This is meant to be for the Thief table, yes.
Ele is probably unbeatable for many paths, which is why I’m not trying to get the normal record. I’ll be trying to fill the Thief table with some more runs in the coming weeks, hopefully starting a Thief competition.
Caudecus’s Manor: Story
26th February 2015, game build 45662
Solo time: 12m, 10s
Guild: Legends of the Gods [LoGo]
Thief: Meryn (Meryn The Quick): https://www.youtube.com/watch?v=_WSRggx_QbA
F11 at start.
Many mistakes, forgot to equip d/d at the last 2 events, somehow aggroed dogs, forgot switft for skips, spammed Pistol Whip a bit too much
This was my first time adding a timer to my recording. Somehow it glitched a bit and doesn’t show the real time. Timer shows 12:07, but if you watch the Youtube seeker, its 12:10. If anyone can tell me how to properly add a timer (afterwards!), that would be great
(edited by Meryn.6875)
I’ve tried being super elitist with a meta-thief build but without any might or fury I don’t do much damage
I’m currently running full zerk with 6/6/0/x/x or 5/6/0/x/x and Runes of Strength. If my group stacks might I choose for a Sigil combination of Night sigil or the Dungeon-specific sigil, and a Sigil of Bloodlust for optimal damage/power.
However if they dont stack might, I pick Sigil of Strength instead of bloodlust, and if critical is low, I swap my other wep to Sigil of Accuracy.
Together with my Strength-runes and Might on Critical food (33%/crit) I can EASILY maintain ~15-20 stacks. Sometimes even reaching 25 if I spam pistol whip too much. Together with the few stacks your party will probably provide, you will have a solid stack of might.
There is no need to change your build/gear to get more power, changing a few sigils/food should be enough.
Its just in the rules to cover all bases. Not sure who decided on mentioning jumping and turning though.
I understand, but can we either agree to remove it, or to follow it? I prefer to remove it since it does not affect the run.
As minor as it is, its still a rule, which appearently doesnt apply anymore.
I dont see how it affects the runs either, so why is it still in the Ruleset if it gets ignored anyway?
Now I don’t join LFG’s unless they say zerker 80 speed run. Please don’t run stupid builds in dungeons
Well to be honest, unless you state “zerker 80 speed run” or alike, I expect it to be a casual/noob-friendly run. I would actually encourage new players to join LFG’s like this, since these are the only parties where they are accepted and able to play what they want.
Basically what you say is you didn’t specify what kind of party you wanted, and are now unhappy with what you got. It is like going to a candy store, asking for random a random sweet and then complaining that you didn’t want that one.
If you dont want stupid builds in your party, either make sure your LFG is clear about it or dont wine about what you get.
3.) The records timer starts when any party member activates a skill or moves their model. This includes but is not limited to: taking a step, turning, jumping, etc.
Ouch ^^
I personally hate it when people use stuff like “teef” instead of “thief”. It’s like they either can’t spell it right, or are too lazy to type 5 letters instead of 4.
The only pro of it that I can think of, is that people look “experienced” or “pro” to new players when they use terms new guys don’t know about.
Lets just stick to the original, so everyone knows what we’re talking about..
Are the might stacks even worth the damage you loose in order to get them? I think the +% dmg modifier on the weapons and traits are better than might. If you have ~2500 base power, a 10% damage modifier is about as good as ~8 might stacks.
Just because you have 25 stacks might doesn’t mean you do the most dmg.And if you want to stack might for the team, I think thief is the wrong class for you.
This.
If, and only IF you think you should generate your own might, please refer to my previous post and use Strength runes+sigil. Keep you main damage build (which should be 5|6|x|x|x or 6|6|x|x|x or something alike)
With the Strength runes/sigils im able to keep more than 5 stacks of might at all time, sometimes even reaching 15 stacks (pistol whip spam, yay)
Runes of Strengh + Sigil of Strengh has pleasured me for a while. Ofcourse this becomes redundant when having a might-stacking party.
If you do not aim for full power (Deadly Arts traitline) you can also go 5 points into Shadow Arts (2 might for 20s on stealth).
The Fire Elemental is usefull, but does not give fire fields unless attacking, thus wasting time stacking might in combat.
As for the Lovers…
from the thief side of things, have you tried using scorpion wire for some long pull up the hall? i don’t know much about thief as far as how essential your utilities are, but you could probably accomplish something similar with scorpion wire + summon gang bang.
I find it easier to shut the door so there is no way of escaping/coming in, as a thief this does not need much preparation since you can just shadowstep into the hall when standing on a plate. I always use Scorpion Wire for this trick, aggro both, let them come up to the hall, pull 1 in, shut the door. I save my Summon for the last boss (has more HP) to keep it speedy.
I remember seeing some video of a warrior killing them both at the same time with stability if i’m not mistaken. This does however require you to burn them in seconds.
Speaking as a Thief here.
Multiple coffins (I myself never take more than 3) can be done with lots of blindness. I’m not sure how much blinds engineers can spam, but I think blindness is best here. (unless you can spike everything down fast enough, like the duo-ele record). If you get the spider spawn, try to reflect them. If you reflect their full attack, they should be dead.
I never take down the Lovers together. Are you familiar with the split method? Basically you just lure 1 boss into the hall passage, take the boulder off and lock the other boss out. This way its much easier to kill them, since you wont have to deal with their buffs, or 2 guys attacking you.
In my experience this is way faster than kiting them, since you can just full dps them instead of luring/hiding/range them.
You can speed up your skips with Harpy Feathers and Order of Whipsers Spy Kits, no need to blas your fields anymore.
I’m looking for improvement myself as well, mainly The Lovers. But I’m able to reach 12min on my Thief on good runs
Soon™
You mentioned high-level-content, this post will be pve-based. High level pve content is mostly zerker, so this will be a power-based comparison
Dont forget a few things:
Every traitpoint you will spent in something different than Deadly Arts is a loss of power which has to be compensated if youre aiming for damage.
Lets say you have 5 points in Deadly Arts, leaving traits blank you will gain +250 power and a +10% damage modifier.
Say you spent these points in Shadow Arts for the 2 might (70 power) you do not gain any modifiers. CnD/Backstab rotation costs 4 sec, for 20sec mightx2 (24 with runes) so you will be able to maintain 10 stacks of might (5 backstab rotations).
10 might = 350 power.
Lets fill in Deadly arts traits
50% vuln on crit = ~5 stacks maintained = +5% damage
Dagger training = +10% damage
We can even go for Revealed training for +200 power for 1 autoattack rotation every 4 secs
350 power vs 300 + 10% +10% + 5% + 200/revelead.
Basically what im saying is:
When you go for full power, just go 56xxx or 66xxx, let the might come from your runes/sigil/food and maybe might on dodge/trhill of the crime.
25 stacks might probably looks like a big power boost (which it is!) but you could be lacking damage, just because you skipped the power/damage modifier buffs.
For conditions builds (p/d) 5/6 in shadow arts is OK for might stacking, since in this build you wont gain might from runes/sigils and the powerline wont boost your condition damage much.
The general idea of abduction is neat, but I’m wondering what the tactical advantage would be. Generally, the point of SS is to move yourself in and out of range. Abducting an adjacent foe while shadowstepping toward another keeps you in melee, but now against two targets. Thieves don’t tend to deliberately surround themselves, and the same result could come from just using a pull on the ranged target.
I could see this being used in wvw for pulling targets away from their zerg/into a zerg when using Singletarget burst/aoe. For pve, like dungeons this could be used to stack up the foes as well, or just getting a foe away from a teammember. Would like to have a play with this ^^
(Also, please avoid using callings things stupid on these forums. If you dislike an aspect of something, show us why instead of how much you dislike it. That gives people something to work with in finding a solution, instead of throwing up a brick wall.)
Youre right, edited
Abduct; Grandmaster: if within melee range of your target and you use shadow return you will “abduct” your target, returning them to your return location with you.
Edit; does not work against targets with Stability.
I think it would be better to implement it for some kind of skill type instead of just making it for the Shadowstep utility (+infiltrators strike?).
Instead make it that everytime you shadowstep (using I.signet/shortbow #5/dp#3 etc etc on other targets) the enemy in melee range will stick to you. That way it works on every shadow step, not just 2 skills.
Ofcourse this would need an internal cooldown ^^ I like the idea tho!
(edited by Meryn.6875)
Depends on what you are aiming for.
For casual dungeons, just play how you want and communicate with other partymembers about your tactics, have fun. If you are looking for speedruns, you can take a look at GWSCR.com (world record site) and take a look at record runs with Thief POV’s, the tactics used here might be different from pug speedruns but it shows you how to use the thief nonetheless.
take a look at this: https://www.youtube.com/watch?v=MlLTrfLYfhs
I cant find the post but whoever posted this video
Thank you. vallog was causing me lots of trouble. kitten near unlimited dodges <3
Pop Signet of Agility if you need instant endurance refill, Dagger autoattack refills a bit as well.
Smokescreen blocks the fireballs (daggerstorm as well I believe)
Not sure if I used the endurance refill nourishment, but it helps
AC Story:
Fun to duo (& solo). If you whish to get the feeling like the original guild wars speedclears you can even decide to kill the bosses apart from eachother.
After the Ascalonian Captain 1 can go Master Nente and the other one can go Kasha Blackblood and kill the lovers together. You could also do all of them together for more ease. I like this one the most for solo/duoing!
AC p1/2
Fun to duo, definately take 1 ele with you for the burrow part on both paths. The remaining parts of the dungeon is pretty easy.
CM story
Easy one, pick any class for this one and just roll through it. The only hard part I can remember is killing the Lieutenant right outside of the cave, but once you get used to him its a walk in the park.
CM p1/2/3
Take at least 1 thief (for skips & p1 basement).
The hardest part on path 1 is Bloody Victoria. I found its best to just stack up at 1 spot/corner and rez eachother as soon as possible. Take stunbreakers to avoid the 1shot.
Path 2 needs a bit of an exploit for the keg-part, place it in a spot unreachable for the foes and prepare the spot with some extra kegs, then just place them 1 by one in the circles and you should be fine. This can be done without exploits if you do this whole part in stealth (AKA dont aggro anything).
Path 3 is easy, just take reflects and you should not encounter any problems. solo
TA up/forward
Guardian is nice to take with you, for both the reflects and the staff autoattack for long runs. Hardest thing imo is Leurent (Forward path), take lots of evades/stunbreakers and this shouldnt be too hard.
CoE p1/2
Up to the Laser part should not cause any problems. It is possible to do the lasers with only 2 man, using teleports/shadowsteps and quickness altho I have never had the right timing (never had any problems 3-manning this part).
Path 1 console should not be hard as well, 1 activates and the one with most dps defends, kill the 3 big golems in between.
HOTW p1
Havent solo/duod it since the troll update, but just practice a bit, shouldnt be too hard. Last boss takes AGES!
EDIT {
COF p1 is impossible to duo thanks to the gate controller.
CoE p3 is possible, but only with a mesmer portal/thief shadowstep + quickness taking 2 lasers at the Inquest Specimen
}
EDIT2 {
FRACTALS! Some are easy, some are hard. Its random so dont expect to be able to do a full run everytime. Easy ones are Charr, Water fractal, Snowblind, Swamp (use thief/mes for 2 nodes), Harpy fractal, Jade Sea end boss and ive probably forgot some
}
I dont have much experience with duoing other dungeons, but I hope this helps
Contact me in-game if you need help/get stuck.
Man do I whish I had someone to duo dungeons on an almost daily basis I really love doing this.
(edited by Meryn.6875)
Oh I would love to know how to get there. I’m on EU btw.
Your level should not be ever a problem. If its needed i could clear out the whole way.
And yeah, the protection and might is probably the killer. They couldve just removed those?
Not sure when this changed or if I just didnt do it right. But i couldnt teleport behind the portal in CM where it was possible in the past. Can anyone confirm this is impossible now?
Youre probably not going for recordspeed, just some speed for havesting/exploring.
I’d recommend heartseeker when ooc and with swiftness, and IA when youre in combat. Sword is too much of a hassle imo and you can’t spam it as much as heartseeker. Last time i did this all my jumps got misstimed and I got teleported back enough to pretty much stay on the same spot after 3 tries ^^
Just go with whatever you feel most comfortable with. Dont force anything
If you’re from Europe, add me to your contacts.
I’d love to take you to some dungeon runs, i do them daily and ive done all paths lots of times (Arah excluded).
If you’re really not interested in pugging, you might wanna consider doing solo runs.
For CM (p1&3) and AC (p1&3) solo’s wont take much longer than an average pug party if you have a bit of experience in these paths.
Other solo’s that dont take that long are TA up & forward, SE p1, CM p2, HotW p1. For other dungeons/paths solo’s will take significantly longer than an average pug.
If you’d like I could teach you some dungeon solo’s!
For other runs, I do like speedruns with experienced parties for almost all dungeons. But I also like carrying noobish pugs through a dungeon (again gives you more of a solo-feeling and makes you a hero if you have to semi-solo a boss ^^). So if you’re interested in either of these, feel free to hit me up!
-Meryn
I dont think Greatsword fits the thiefs’ style actually. Its way too big to jump around with/deal quick hits.
I’d rather see offhand sword (melee) / rifle (ranged) added
Did AC today and we could still stack behind this pillar.
Pistol #5 + Dagger #2
9 initiative, 3s stealth.
aoe on ground enemy knows you’re there.Pistol #5 + Shortbow #2
9 initiative, 3s stealth.
locks weapon choices.
aoe on ground enemy knows you’re there.Pistol #5 + Blinding Powder
6 initiative, 40s CD, 6 second stealth
aoe on ground enemy knows you’re there.Smokescreen + Dagger#2
3 initiative, 30s CD, 3s stealth
aoe on ground enemy knows you’re there.Smokescreen + Shortbow #2
3 initiative, 30s CD, 3s stealth
aoe on ground enemy knows you’re there.Smokescreen + Blinding Powder
2 utility slots, 40s CD, 6s stealth
aoe on ground enemy knows you’re there.Shadow Refuge
the best current option for stealth ambush, but still, 15s stealth, 60s CD,
obvious aoe on ground present for alot of the duration.Blinding Powder
40s CD, 3s stealth.Hidden Thief trait
2s stealth.Hide in Shadows
30s CD, wastes your heal if used for stealth, 3s stealth.
Assassin’s Patience
60 sec cooldown upon activate
Waste of elite for stealth
If youre gonna shoot down all options, please dont let your own out.
The thief has to use init/utilities to stealth for a reason, being able to permastealth with no sacrafices would be too OP. I’m cool with stealth having some location tells and costing a bit of initiative, after all were still able to perma-stealth, so dont tell me its too costy to use.
the aim of this elite was to give thief a way to reliably ambush unsuspecting enemies,
other than blowing shadow refuge around a corner and then hoping you make it to your enemy in the 11 second window, thief has no way to stealthily ambush someone without them knowing you’re there.
all of the current forms of stealth have incredibly short durations, require attacking a target or have high costs and obvious ground effects.
If you want to ambush a target from stealth without them knowing, use Shadow Trap. Im not sure if it puts the target in combat as well, but even if it does, no biggy.
Shadow Trap does exactly what you appear to ask for, without even wasting an elite and having a shorter cooldown.
id rather have it something like
Camuflague
-Can only be used outside of combat
-3 second activation
-duration 45 secs
-Trappers patience (TRAIT) increases the duration of camuflague by 5 second for each trap you equip (+15s max,making it 60/60R time)
-recharge 60 second
-UNSTEALTH IF MOVED
-When unstealthed gain fury and swiftness for 10 seconds and stability for 5 seconds
Would be fun to set a bunch of traps and wait in stealth till someone walks by and springs the traps
This means you will have to have a visual on your enemy first and then stealthing untill he’s near your position. The problem with this is, if you can see your enemy, he can see you too and if you keep perma-stealthed he will know where you are, since this will be the only way to perma-stealth without tells (see above) Sure you can just perma-stealth at your location but cmon, who likes waiting 15 minutes just for 1 target to pass..
Pistol #5 + Dagger #2
Pistol #5 + Shortbow #2
Pistol #5 + Blinding Powder
Smokescreen + Dagger#2
Smokescreen + Shortbow #2
Smokescreen + Blinding Powder
Shadow Refuge
Blinding Powder
Hidden Thief trait
Hide in Shadows
Gahhh, why do people always have to moan on the forums about their “break”.
Just leave if you want, I don’t know you and frankly, I dont even care. I agree on thief being in a bad state, but everyone knows that. Anet won’t read this post and think “oh maybe we should change, he’s leaving man”..
Anet will look at the numbers in-game.
Maybe we should make a “Goodbye” thread where people can post their leavings.
Point is, condi already outdamages zerker in some cases. They aren’t suited for group pve that’s all. It’s a mechanic problem: a slow ramp up damage isn’t suited for dungeons, and since most condis come from on crit effects or direct damage utilities, a berserker also stack 25 bleeds, while having far superior direct damage. DoT in other games aren’t as op as gw2’s. Bleeds, burning and poison are balanced around the cap.
Point is, if I want to play condi, I will play condi.
This whole thread isnt even about effiency, its about the cap condi’s have. Why should you limit condis to only 25 stacks, and dont limit Direct Damage to say 10k/hit? Not to mention those 25 stacks are total, if you can apply 25 stacks on your own, great! But other condi-damagers wont be able to deal damage anymore. Just like you said, Direct Damage does way more damage than conditions, so tell me again why condi’s should be capped?
Sure your full zerker group speedruns will be faster, and im not saying condi is better. But condi is a playstyle, just like your zerker.
Only this playstyle will suffer from having multiple in your group, unlike berserker.
If you are just here to say “hurr durr go berserker, its the only way to go” then please leave. This is just a discussion about making conditions more viable.
(edited by Meryn.6875)
Listen, even if they removed the stack cap and you could keep perma burning and 25 stack bleeds, you’d still be doing less damage than a zerker spec.
This isn’t about damage comparison, its about multi condi-specs in a party. If 1 member can stack up 25 bleeds, the damage output will stay the same if 5 players can output 25 stacks of bleed, because of this cap.
Conditions= attrition, slow damage over time
pve= burst
????
condi= solo
direct damage= groupHow is this hard to get?
You are totally right, I shouldnt be allowed to play condi damage in groups. I am not permitted to like it. I should play whats best, not what I enjoy the most. Thanks for bringing this up again
It is indeed a technical issue. Every bleeding tick needs to be tracked and this is eating up resources. If they remove the cap total, there would be way too much processing for the servers to handle.
This does not mean its impossible to fix the condi-specs tho. Expending the servers processing power is an option, altho it would be way too expensive for anet to buy and maintain. They should think of a way that condi’s could somehow work together without upping the needed processing.
If the cap is indeed more of a technical issue, would a compromise be that instead of overwriting/dropping/ignoring condi over the stack, they it makes whatever would go away instead burst, maybe not as effective as it would be had it run it’s full duration, but at least a bone for the player.
Suggestions like this could help
thief is now dead and terrible to play, so uh yeah goodbye guildwars 2.
Cya
It’s ok man, I appreciate, but I don’t want to put you through such excruciating pain of helping someone out. Don’t worry, and thanks anyway!
I’m okay with helping people, but saying “I need help” and nothing more makes it hard. I’m not gonna spoonfeed you either with just posting links to build-threads since there are plenty to find on the first 2 pages.
Give me something to work with and i’m able to help.
(edited by Meryn.6875)
@meryn: That bug has been fixed a long time ago, at least i cannot remember losing my stealthed texture while being stealthed after teleporting with Infiltrators Arrow, Steal or Shadow Step for a long long time now.
Tested and comfirmed. Forget about my previous post ^^
Hey, thanks Meryn!
Anyone alse could help me out?
Not sure why i’m doing this but…
Since you already named p/d , why dont you come up with a suggestion and ask us for feedback?
What is your question?
What is your point?
What do you want to discuss about?
If it is builds youre asking for, go look for them yourself, they are all over this place.. If you’re lazy, why shouldnt I?
Ok Anet I do not know if this was intentional, but if it was then gg for the ninja nerf but if not then please fix it ASAP. When I stealth and then use Infiltrator’s Strike or any Steal/Gap closer I become unstealthed… Is that intentional or a bug. I think alot of people would like to get some kind of answer, even if it is or not intentional, we would like to know either way,because it going to change the TOTAL playing style of the class. Tanks for your time.
Just to clear this up; you did receive the Revealed debuff?
I’m asking this because it has been since forever that when you use Infiltrators Arrow (SB #5) while in stealth, you will appear unstealthed, while your stealth still continues and other wont be able to see you.
^this is just an animation bug.
So people who make mistakes should just be fired? Hey, next time you mess up at your job, no need to come back? Really?
This is a video game, not a life and death business. As such, do you guys prefer having regular updates, possibly containing bugs (then quickly fixed and learnt from), or indigent/sparse updates, possibly bug-free?
Developers and managers are real humans, doing their best like many of us, and the hate of players can only induce frustration and weariness, thus more bugs and less confidence in the product to be delivered (meaning longer timelines).
1st big-time mess up, sure, it happens.
2nd big-time mess up, well were all human, but dont let it happen again
3rd mess up. Dude, last time or youre out!
4th I’d fire you, for sure
Do you really let people make mistakes OVER and OVER again and just say: well bugs happen, no matter how big they are and could be prevent by doing some normal testing.
I agree bugs happen (im a programmer myself) but come on… They shoudlnt occur on this rate
Please point out at least 1 (relatively) big patch where there wasnt a huge/game-breaking bug and I will take back my words. (I’m not calling this bug huge, but it is semi-gamebreaking, and please know that this aint the only game-breaking bug that came with this patch)
(edited by Meryn.6875)
Oh wow all these “fixes” x’D
I will see if I can post one with my thief later this day