Where exactly did you read IP is turned into life steal? As of now (post-update) it is still healing, nog stealing. As much as your build sure would work, it would be healing instead of stealing
oh god ANet! Typed a very long story with calculations etc and then got errors when clicking post. Now ive lost 30 minutes of typing and calculating stuff since i couldnt just turn a page back and copy my stuff.. Ill try to get the same amount of information back into this post
So since you dont have any trouble staying alive ive tried to improve your build towards more damage
Differences are
- the trinkets (carrion/chrysocola for more power)
- Venom utility swapped for Signet of Shadows
- Venom trait swapped for Potent Poison (to make up for the venom utility)
- changed Thrill of the Crime for Flanking Strikes
This way you will gain a some power(~200), in the exchange of a little bit toughness (~200)
Your choice to move Critical Strikes to Shadow Arts was a smart one, the blindness you got there will be a lot more helpfull than the +10% damage was.
I still didnt feel a lot for the venom, so I took it out. This opened 1 utility spot and 1 trait. Ive changed the trait to Potent Poison (+33% poison duration) to still extend the amount of poison.
I also dont really know why you have Thrill of the Crime equiped, but i guess you had it for mobility. This is why I equiped Signet of Shadows and changed Thrill of the Crime.
Other viable utilities are:
- Caltrops (explains itself)
- Scorpion Wire (get the enemy to you, instead of running to him, knocks down as well)
- Signet of Agility (condit-remove)
- Infiltrators (another gap-closer)
Keep in mind that if you dont use Signet of Shadows, but still want mobility, swap Trhill of the Crime back in.
Other usefull traits instead of Thrill of the Crime are:
- Flanking Strikes (more damage)
- Uncatchable
- Long Reach
Here are some damage-calculations in your build vs mine.
These are done with taking traits into account and no might/vulnr on target.
Your build:
Autoattack: 367-431 (Deadly arts 5, Trickery 5 as modifiers)
while revealed: 411-483 (Deadly arts 5-6, Trickery 5 as modifiers)
My build:
Autoattack: 441-518 (Deadly arts 5, Trickery 2-5 as modifiers)
while revealed: 488-573 (Deadly arts 5-6, Trickery 2-5 as modifiers)
So as you can see the difference isnt that huge.
These calculations are based on the formula given by wiki, and just adding the traits as multipliers.
Now I just have to come back to the Shadow arts Traitline.. Keep in mind that the Grandmaster minor trait will give you 2 might on stealth (1 might = 35 power/condition damage). So this trait will not only boost your power a bit, but your condition damage as well! Not to mention the survivability is a huge improvement!
The might duration of this trait is 15 sec. Lets say you will stealth 3 times in that time window. This will maintain you 6 stacks of might (= +210 power/condition damage).
You lost 400 power from Deadly Arts (600 if you cant Revealed Training) but got a 400 toughness/healing power boost, not to mention the healing/condit removal from the traitline!
Remember that a dead thief will deal no damage.
As a comparison to the damage calculated above, this build will do:
Autoattack: 359-421
With 6 stacks might: 403-474 (and +210 condit damage, thats 10 damage extra per bleeding tick)
Now if we count the extra bleeding damage onto the direct damage with might, our damage will now net 465-536 (6.25 sec of bleeding * 10 extra damage = 62 damagE), coming close to my build but with a lot of extra survival.
Now keep in mind that my 2 builds have different trinkets than yours!
As for you food and weakness sigil, i dont really know why you chose them, as there are better options (Agony Signet, Koi Cake food) but if you like these, keep them
Hope this is some usefull feedback!
(edited by Meryn.6875)
As I stated in a post in the Game Updates: Wardrobe, Transmutation, Outfits feedback thread, the exchange rate they implemented for transmutation stones to charges left me feeling cheated. I am not happy about it.
But what really bothers me is the echoing silence from the Anet staff on the matter. A simple ‘we understand your frustration and will be more careful in the future’ would be enough for me.
You have to understand that anet can’t apologize for YOUR frustration, while there are others that enjoy this. Your problems are your problems. If ANET had to apologize for everyone’s frustrations they wouldnt even have time to think about the game.
Man the heck up and deal with it.
Since the not so wonderful update, I haven’t played.
Im sorry but i have to say this. Stop being a crybaby, did you really quit because of 1 small update without any comments on it from the devs?
I could live with the changes. I can even live with the loss of the money I spent in the gem store for stones that I was forced to exchange at a loss. It’s the silence and the indifference that silence shows that disgusts me. I just can’t bring myself to play any more.
Yep, being mad at anet for not giving any interaction suddenly makes the game boring.
You stopped playing because you didnt enjoy the game, not because of not getting interaction with anet.
You dont like your girlfriend anymore because her parents dont wanna talk about a book they gave her?
If you folks at Anet want me back, all you have to do is reply.
SEEEEEEEEEEYAAAAAAAA!!!
It seems to me youre going for a condition spam, and because of this, i’d suggest giving up your power (since the real damage comes from conditions) and run full Dire armor. This will even give you more condit. damage with the tuning crystal.
Since you would be running no-power, you can scrap the traitpoints in Critical STrikes, the 10% damage is not noticable without running a direct damage setup. Even if you decide to stick to this setup, i’d still remove these points.
Your Trickery trait line looks solid. You could consider swapping Sleight of Hand for Bewildering Ambush of even Ricochet for more cleave.
Going 6 in Deadly Arts seems OK for the condit duration, altho Im not sure it is really worth all the points. The Venom trait choices seem a bit like a waste to me.
I like going 6 into Shadow Arts for the Shadow’s Embrace (IV) and Shadow Rejuvenation (XI) traits for defensive purposes. This will really save you lots of times, without giving up damage.
Runes are OK, Trinkets are OK (altho i’d change your amulet for Dire too), I’d swap weapons/armor to Dire, Sigil of Corruption is nice to have for a nice damage-boost, I’d run a +condition duration nourishment, like Koi Cake.
Utilities are fine, altho i’d swap the venom.
Here are some links you could take a look at:
The build i’m running
Thief – P/D on the gw2 PVXwiki
that aside fighting p/d isn’t all that difficult. stay out of melee range so they can’t use cloak & dagger and shadow strike, prevent them entering stealth as much as possible, and avoid their easily avoidable stealth attack. simple strategy but it works very well: staying out of melee range and avoiding their melee attacks denies them access to stealth and heavy damage, and preventing them from entering stealth via distance and other means denies them the strong sustain that shadow arts + stealth offers as well as their only strong source of ranged damage, their stealth attack.
also, it’s a good idea to be as mobile as possible. this plays into what i previously mentioned as p/d suffers from poor mobility and a lot of players don’t bother to cover that weakness with utility teleport skills like infiltrator’s signet or shadowstep as they tend to opt for shadow refuge, blinding powder, signet of shadows, or venoms. if you can move around a lot, do so.
If people try to prevent me from getting to melee for CnD, i just cast Body Shot on them (they can dodge/block what they want, its spammable) untill they get rooted.
About the mobility, im running Speed Runes (yep, not optimal for p/d but i like it) for extra HP, swiftness and the speed boost, thus swapping signet for ShadowStep (another gap closer for CnD).
P/D is OP, it is counterable but not that easy. I’d say experience helps, so that you can predict their actions in order to counter it.
Interesting theory. I’ve always thought it doesnt work on tower/keep walls/stairs because of something to do with the destructible aspect to them.
That is kinda what I meant to say with the “object” stuff.
Since its not considered terrain but rather an object (destroyable or not) its not a viable pathing
Would be nice to have an official response on this subject tho, makes understanding (and predicting!) teleporting failures a lot easier.
(edited by Meryn.6875)
I don’t remember this being like this before, but lately if in WvW in a tower or a keep if you try to steal to someone who is on a stairway or try to shadowstep up said stairs, even if the ground target marker is green you will not move at all, and the skill/steal goes on cooldown.
Thought this used to work before until recently.
Not sure if it used to work on tower walls but.. Yes, teleports used to work better. This had to change tho because there were some glitches/bugs that allowed you to get to places you shouldnt be able to. These glitches used the same mechanics as some of the teleports we now arent able to do, but should be able to. (see the connection?)
As for the tower walls etc, they are considered different objects as the ground and even tho they connect, the walls are different from normal terrain and thus arent considered a viable pathing somewhere deep in the mechanics. Why does this work with some other stairs like in Lions Arch? Those are a different kind of terrain and are probably even considered normal terrain instead of a different object. These do connect to the ground, making teleports viable.
Yep its a shame some ports dont work, but im sure its really hard to implement it in such a way it works where it should.
EDIT:
Before i get flaming comments on this post; I have to say this is mostly based on assumptions. Being a programmer myself I’m just trying to understand how this is implemented.
Feel free to kindly correct me.
(edited by Meryn.6875)
Dat feeling when you played ever since early access, have 2k hour of playtime and only have one character which is a Thief.
I raise your 2k gameplay to a 3k thief gameplay.
“Letz buff venoms again cause so many people loved it the last time we did and totally used it” to anet that went down as “thief buff” even after community feedback of how pointless it was….
Well you cant say that venoms dont/didnt need a buff.. They just didnt buff them right and now theyre still useless.
Too bad this patch wont bring any real nice changes either
Depends on how much it will scale, since its easy to achiev 3k+ power, you cant just scale them 1 on 1, thats way too much damage to have on an autoattack.
This will also buff zerkers by taking caltrops along their dps-build (since you only really need 2 utilies anyway to boost zerker damage). IMO its too OP unless its really lowly scaled.
Bugs:
Agreed that these need fixings, but we all know they wont be getting them :/
Anti-stacking/walling:
This would be an excellent solution to the stacking problem, altho I think this isnt CoE-specific, might want to post this in the general bug/suggestion section. Would love to see this implemented
Anti-exploit
Totally agreed! Every dungeon needs this, might wanna post this in the general as well
Subject Alpha
- Lower the condi cleansing from p1/p3 Alpha to one stack per cleanse – all stacks cleansed every 5 sec makes condi builds practically useless in this dungeon.
- Make Alpha Essence move slower and instead of healing the boss once they reach him have them trigger another effect. Each Essence can apply a stack and at 25 Alpha can initiate an unblockable pbAoE stomp like the one Evolved Destroyer does (but with much less wind-up time). Also, Instead of applying the stacks when reaching the boss you can have the tendrils pick essence up and throw them at Alpha to avoid essence getting destroyed when everyone is stacked and applying massive AoE dmg around the boss.
- If Alpha is receiving 30k DPS or more for at least 3 seconds, have Alpha dodge away from the stack (away from a wall). 7 sec CD on the dodge.
- Apply 3s fear on everyone within 200 radius of a player about to be crystalized, right as he is being crystalized.
- Allow people to evade the crystalizion with a dodge but not with an evade from a weapon/bundle skill. Or, possible make crystal summon transparent/vague and 1s after summon it solidifies freezing whoever is in it for 15s, unless countered with stability/invuln.
- Apply torment on people kiting from 900+ range every 15 sec.
I love how the condi cleansing is working right now, as it encourages the use of direct damage. If only other bosses/dungeons had this kind of mechanics as well, we would finally see some variation. Right now this just cheers on the zerker-meta, which we dont really need.
Not sure how I feel about the alpha essence idea, so I’m not gonna make any comments on this one.
30k DPS dodge, hell yes! But again, would be nice to have it applied on all enemies/bosses, should be generic AI. General section?
Fear on crystal, sure why not. Everything to prevent stacking is OK with me.
Again, not sure what to think about the crystal suggestion.
Torment on 900+ range, why actually?
Destroyer
- Double his HP or at least increase it to match the other bosses in the dungeon.
- Increase the time before shield re-engages by 5s.
- Instead of using the stomp skill (as rare as it may be), give destroyer a skill which will punt a random player into lava.
Yes, Yes and Yes. Lava hurts a lot tho, so let players at least have a chance of returning without a guaranteed death.
Bjarl
- Allow him to throw his greatsword like warrior gs4 skill on people who range him.
- If someone successfully interrupts his thrust into ground that gives him the protective buff, make Bjarl become stunned for 5 or 10 second.
- Every CC applied to the boss adds a stack of xyz, when reaching 10 xyz stacks boss will gain stability and go berserk. When berserk he will throw his gs on a player that dealt the majority of those cc’s causing the gs to pin the player down to the ground. When Bjarl rushes to the pinned player he then rips the gs back out downing the player regardless of his defensive stats.
GS4 sounds reasonable, so why not.
5 sec stun sounds like a lot. I think the casting time of the buff should be a slightly bit longer, to make interrupting easier (might just be me being to slow :p), but thats it. Youre already rewarded by not having him have the buff, so I’d scrap the stun.
The stacks mechanic sounds like a lot of work, and really difficult to implement, just to make him a bit harder. I don’t know..
Husk
- Prevent the bombs from instantly blowing up when tripping on a patch while being subverted. Give them animation of actually fumbling before blowing up.
- Lower the radius from which the patches can be cleaved.
I think the blowing up is fine. They are “unstable” after all.
Lowered radius, yes please.
Champion Icebrood Wolf
- The wolf has no leap animation if the leap skill is used point blank. Make him actually jump for the skill.
Im actually fine with the no-animation, it counters stacking. Spread your party and this one is a breeze.
Dungeon
- The gold reward doesn’t match the amount of time it takes an average party to clear a path. It needs to be increased.
Indeed they might need a little buff. 1.5g is fine for me, its not that hard of a dungeon (yet?).
Just my opinion. I liked this post tho, would like to see you make posts like this on more dungeons
WOULD ABSOLUTELY LOVE TO HAVE THIS IN PVE!!!
/sarcasm
Are you for real? How is this even a suggestion?
Should it be high if you want to be pro?
No. It should be comfortable enough for you if you want to become “pro”. If you feel comfortable sweeping your whole arm around your desk but still being able to turn/look around and be precise, go for it. Others like it to be very sensitive and will be able to achieve the same results.
Its all about preferences.
Oh boy do I love this!!
I really hope this will catch on, and i’ll try to contribute
Things I (thief) have done duo with my buddy (Guard) that I can remember
Story:
- Ascalonian Catacombs
- Caudecus’s Manor
Explorables:
- CM p1
- CM p2 (altho little cheated on the kegs)
- CM p3
- TA up
- TA forward
- HOTW p1
Fractals: (sorry, im too lazy to look up the correct names)
- Charr fractal
- Underwater fractal
- Maw boss fractal
- Swamp fractal (long live thief
)
- Snowblind fractal
Do note that we did not try everything, theres loads of paths left to do
- Zerker with Strength Runes
- Zerker with Speed Runes
- Dire with Nightmare runes
- Soldiers, still gotta find the right runes for this one
- Carrion with 3x Krait, 3x Afflicted
- Zerker trinkets (ascended)
- Soldiers trinkets (exotic) -Exquisite Sapphire Jewels
- Carrion trinkets (exotic) -Exquisite Chrysocola Jewels
- Dire trinkets (exotic) -Exquisite Sapphire Jewels
Zerker daggers
- Strength Sigil
- Accuracy Sigil
- Force Sigil
- Night Sigil
Zerker pistols
- Accuracy Sigil
- Strength Sigil
- Force Sigil
- Night Sigil
Zerker sword
- Accuracy Sigil
Zerker Shortbow
- Accuracy Sigil + Energy Sigil
Carrion Daggers
- Agony Sigil
- Corruption Sigil
- Malice Sigil
Dire Dagger
- Malice Sigil
Dire Pistol
- Corruption Sigil
Soldiers Daggers
- Purity Sigil
Soldiers Shortbow
- Purity Sigil
Full zerker for anything pve, Dire/soldiers for wvw, Carrion (catching dust in bank, previous pve-set)
For the weapons I mix&match depending on the situation/dungeon/armor
Nice. But be prepared to face some flaming if you leave your party behind like that
If you can leave them behind with so much swag, you will be the one flaming them.
Thanks! I lol’d
http://gw2skills.net/editor/?fZAQNAsaVl8Mp7pFOxyJ8PNRPRtdAEbDoXPR31watDA-TFCBABScCAwS5HAPBga2fIP9BMcIAqU9nzUCGA4A4347wB87vP/7z/WKgRFGB-w
This is what i would go with for casual pve.
Sword main for AoE, dagger main for single targets. Note that signet of Malice heals 100 per attack per ennemy hit, so if you pistol whip (9 hits) on say 3 targets that’s 2,7k hp total + you get more from critical hits and initiative used.
actually it heals for 132 (133? not sure), anet doesnt know how to edit tooltips when they change skills. The skill received a 33% healing buff AGES ago
so pistol whip could heal for 3.6k
I think s/p with shortbow is a pretty solid set for almost every encounter.
5|6|0|x|x always works, but for more survival i tend to go with x|6|x|6|x or something like that, just for the extra vitality and Pain Response + Assassins Reward. Zerker armor with vital runes (like Superior runes of Speed) works like a charm as well without losing too much damage.
With the x|6|x|6|x and vitality runes you should hang around 16k health.
Signet of Malice + Assassins Reward + Invigorating Precision + Pistol Whip and your health will stay up a lot as well.
This setup is just for when you feel you die a lot tho, if youre a bit more experienced i’d stick with the 5|6|0|x|x and some power runes
This is from a pve perspective btw, im not sure if youre looking for a wvw/pve/pvp build
Thanks for the replies – good to know there are like minded people out there who enjoy challenges rather than the usual “stack here/skip these”.
Well I have to say I still skip things in duo runs, like all the trash in CM and TA. Only sometimes when i get bored i run back at the end of the run to kill some mobs
On a slightly different topic – what would you say is the best 2 man combo for duo dungeons? I know it kinda depends on the situation but interested to know some opinions.
SE yesterday was Ele(me) and Ranger(mate) – probably not the best combo
I’m only playing on my thief, and so far I did not have any problems with it. It same quite some DPS as well. But some classes you should definately consider are Guards, Warrios, Eles and Thiefs
The best combo is probably ele + thief (FGS #4), but that takes all the fun away :p
Play whatever combo you like, its all about fun isnt it?
Had more fun than I’ve had for a while and it really makes you explore different set ups for different situations.
Anyway just wondered if many others have tried this and how they found it?
Yes I have, and I like it much more than doing dungeons 5-man!
Some dungeon are too hard to solo (for me at least) and can be done duo, so there will be much more content to do while duoing.
Here’s a list of things I have duo’d:
AC Story
CM Story P123
TA Up Forward
CoF p1 (with some help at the Gate)
HotW P1
CoE P2 (with a 3rd man for the laserpart, altho it can be duo’d)
Arah p2
Underwater Fractal
Urban Battleground Fractal
Grawl Fractal
Swamp Fractal
Snowblind Fractal
Maw Fractal
Have fun!
Well I mean AC Story is easy because you can kill everything super fast.
CM P1/3 Are also nice choices for thieves.
All TA paths are pretty difficult.
I’ve never tried SE But I think they’d be difficult to solo.
CoF P1/2 Are impossible to solo (Gate in p1, bombs in p2[Is that impossible])I haven’t donkittenough to tell you about it.
HotW Would be hell seeing as the bosses hit hard and have massive health pools. I think P1 Might be the best choice but I wouldn’t reccomend soloing HotW at all.
I’m not sure if the laser field HAS TO be shut down in CoE, if not then soloing would be essentially impossible, because alpha would crystallize you, kill you, and you would have to rally asap. If they must be shut off then it’s literally impossible
Arah Story is impossible unless someone helps with the gate at the beginning.
Arah p1/2/3 is easy to solo once you learn the tactics, check out other people’s videos of arah solos/ask some questions on the forum if you need help.For Alpha Thieves can shadowstep/steal out of the crystals so it might be doable depending on CDs.
I have solo’d CoE p2 on my thief (had some help on the lasers) and yes, Alpha is pretty easy with some shadowsteps + Hard to Catch trait. Steal + ShadowStep + Infiltrators Signet is all it takes, be sure to shadowstep OUT of the crystal, so dont Steal on Alpha when he’s right next to you.
As for the lasers, im able to do 2 in time (on both sides) so I think its able to duo.
The consol hack on p1 might be unsoloable though.
Well, Thieves guild + thieves trap + Ember consumable + Ogre pet Whistle + Mortar Kit might actually do enough damage, altho im not sure the thieves will attack.
Also, the ember/ogre pet/mortar have high recharge rates and low life-time.
As for easy dungeons, i’d recommend starting with TA up/forward or CM p3, they have easy bosses once you know their abilities.
It happens after a shadowstep/transforms.
When an ele is stealthed, then use Mist Form, he will appear un-stealthed after the Mist Form animation finished.
Not sure if this helps you, but just wanted to clear this up
“Please fix the bug that allows Thief to skip to the last boss in AC”
New race? HELL TO THE NO!
Where do you even get that kind of idea, have you ever seen some new “playable” content the last 2 years?
Get a thief (or any other class with perma-blind abilities) and stack on eachother.
When they are perma-blinded its just as easy as autoattack (even solo!)
I like to use 5/6/x/x/x with S/P, imo its the fastest set to flip them.
Line of sight them on a spot so they will all stack on you, there are lots of spots for every camp, so it shouldnt be hard to find one.
My rotation normally goes #5-#3-#5-Daggerstorm-#5-#3-#3-……
You can use Smokescreen for the blinds as well, gives you more Pistol Whip spam but takes up 1 utility.
IMO, CM p2 is way easier to solo than CM p1 (just because of Bloody Victoria), im shooting cm p2 thief solo today
Can the keg part be done solo?
Yes, it can be done, although its not really a fair way.
Put 1 keg in an unreachable spot for the foes (i use the spot behind the house, directly left of the keg placement rings). Then get ~10 kegs (just to be sure) and drop them right before the circles.
Plant shadow refuge or smokescreen+sb #2 and place the kegs in stealth on their spots, some enemies will pop but since youre in stealth they wont attack you.
You can try AC 1, AC 3, CM story, CM 1 CM 3, TA Story, TA Up, SE 1 (?), Arah Story, Arah 1, Arah 2, Arah 3 and Arah 4.
IMO, CM p2 is way easier to solo than CM p1 (just because of Bloody Victoria), im shooting cm p2 thief solo today
Also, dont forget hotw p1 (troll might be the hardest to beat atm)
TA Forward and SE 3 are doable as well.
Good luck on your next solo’s!
6|6|0|2|0 i’d guess, most output DPS, since its not that hard to survive when you know all tells and timings. 5|6|0|3|0 is okay as well
But for starters x/6/x/3/x might be best (spend your deadly arts on survival) untill you feel comfortable enough
But what about utilities?
Signet of agility+assassins for damage, and shadowstep because its awesome
6|6|0|2|0 i’d guess, most output DPS, since its not that hard to survive when you know all tells and timings. 5|6|0|3|0 is okay as well
But for starters x/6/x/3/x might be best (spend your deadly arts on survival) untill you feel comfortable enough
Lol the game is nearly 2 years old and people think it’s going to die. lol
Whithout something new being added, yes it will..
Are you planning to do the same stuff over and over and over again for the next few years? Yeah, well, neither are other people..
Lets just hope that LS #2 will add some new maps/activities we can chew on for the next 2 years.
I can’t believe how the same company of the original series could screw up their sequel so badly, I actually feel like going back again.
Don’t you think something BIG is coming? Maybe it isn’t just simple LS 2..but much bigger than that..like opening up a lot of permanent areas…introduction of Tengu..maybe a new class….Something is bubbling under…….Could just be my gas..But I suspect….something good
Nope. This game actually IS progressing this bad/slowly. If you whish for a game with more development or content being added, play something else. This truly is the worst progressing game i’ve been playing so far tbh.
No one would mind if combined training or combo critical chance where removed for a sword trait, and it would make sense too for it to be in deadly arts or critical strikes.
Leave us S/P’ers alone! Go and remove Ankle Shots from the CS-line or something..
Altho I do agree, Sword itself could use some love in traits
I just don’t get it; I don’t. I’m HOPING with the potential release of Magumma that some NEW 3 path dungeons will be implemented with appropriate sets of armour, or at least some HIGH level, permanent content.
dont hope, it will only dissapoint. Its been almost 2 years, and it feels like this game is still within beta.
People dont like Simple and Effective in 1 build, and when they can’t win from a thief using useful traits they start QQing.
Dont hold yourself back because others call it cheesy/troll.
I dont think its really a bug, but has probably to do with the way anet calculate things.
Lets say the system first looks at trais, then the trait takes all of the precision there currently is, and converts to vitality, then the system looks at utilities and adds the precision from signet, without updating/notifying the trait.
(edited by Meryn.6875)
Im very interested. I do like speedruns and such, while still being able to keep my guild.
How much rep do you require outside of doing runs?
Bonus will be weaker in PvE since you can get more Power. If you go the extreme with full ascended, 25 might stacks, 25 Bloodlust stacks, Butternut food and the like, you are looking at a 4758 power Thief that would gain 200 power which is a 4% damage increase.
This would probably be still a better choice than Mug
EDIT
I can’t find the skill coefficient of mug, so this is just an assumption
Please note that the % bonus I talk about are multiplicative with all the other factors considered (except getting more power) so your +26% damage value is wrong. It’s actually slightly more.
Oh thanks for pointing this out
Still, do you know that in a typical PvE rotation, you probably get more DPS out of a 25/30/0/0/15 build because the 3 bonus Initiative help you activate the effect of the “First Strike” trait more reliably which gives you 10% bonus damage?
But will the more reliably 10% bonus be better than +250 power?
Would take me some time to calculate the breaking point for this one.
edit:
when looking at your 4758 power the 25/30/0/0/15 would definately be a better choice
(edited by Meryn.6875)
Is that 200 power even worth mentioning really ? A non power based sPvP thief with 30 in DA has 2231 power already. On the other hand, a Zerk (or any other power main stat) based thief has 3029 power. Not counting rune sets here.
So that 200 power bonus while revealed is at best a 9% damage increase when you are 30 DA with 0 power in your gear and no might stacks at all and a 6-7% increase with the 3000 power thief.
6% damage increase with such a highly situational requirement as Revealed isn’t fit for a grandmaster trait I say.
If your calculations are correct and the damage increase would be around 6% , its still worthwile taking in pve as I dont see any better options. For bossfights: Dagger trainig + revealed training + Sundering strikes (assume you can keep up 5 stacks) + exposed weakness will translate into +26% damage
For pure damage d/d builds the trait choices would be
- Mug
- Sundering Strikes
- Dagger training
- Revealed training
In my opinion Dagger training and Sundering strikes should be taking anyway here, so it will be between Revealed Training and Mug
Revealed training vs Mug:
Mug damage (3285 attack, no revealed training) will result in ~1750 damage on a 35s recharge (50 damage/sec)
For revealed training to do 50 damage/sec you will have to deal 833 damage/sec which is easily obtainable with the same amount of attack power as mug.
Not sure how these numbers will scale with power/crit/critdamage/conditions, but since mug cant crit, i assume high crit+crit damage will only result in boosting revealed training.
So if you do not care about the healing Mug will give you, and you play d/d pure damage, this trait will still be the best choice for pve
(edited by Meryn.6875)
I really can’t go into the specifics of why bug X took Y time to reach the live servers, sorry.
Ah well, thanks for finally fixing it. Please try to get all update-notes in, since some have been waiting for this to be fixed, and wont use them untill it’s confirmed.
I too, am looking for such a guild.
I do have a guild where I want to represent regularly, mainly because of a few friends I’ve got there.
I am able to represent ~75% of the time in a guild that offers me:
- Experienced dungeon/fractal runners
- Daily speedruns
- A nice community
- Guildrush/bounty/puzzle (optional)
About myself:
Since launch I’ve been playing my thief, which ofcourse is lvl 80.
Ive got multiple sets:
- Berserker, offensive runes
- Berserker, defensive/utility runes
- Clerics/Soldiers, defense/healing set
- Carrion, full condition-damage specced
Im basically running with berserker sets all the time, the other sets are either because of some tests I did or for funzies.
I Do have a nice amount of knowledge about a series of dungeonpaths
- AC P1/2/3
- CM P1/2²/3³
- TA up²
- SE P1/3
- CoF P1²/2
- CoE P1/2³/3
- HotW P1²
- Arah P2
- Snowblind Fractal³
- Urban Battleground Fractal³
- Cliffside fractal
- Uncategorized Fractal
- Aquatic Ruins Fractal²
- Swampland Fractal²
- Underground Facility Fractal
- Volcanic Fractal
- Solid Ocean Fractal³
² : Duo’d this path as of the time of writing (able to reproduce)
³ : Solo’d this path as of the time of writing (able to reproduce)
Mechanics where you need more man not included
Other professions im able to play at lvl 80:
Elementalist
Warrior
I’m mostly on weekdays online from 17:00 GMT – 23:00 GMT
and in weekends about the full day
IGN:
Meryn the Quick
Elemental Mer
Charr Mer
(edited by Meryn.6875)
So, did they fix all the potions or just Scarlets potion? The fix says just Scarlets potion … :P
It’s all fixed. (Tested with inquest and undead potions.)
just a few posts back
So they take a problem that has been around for over a year and a half… they “reintroduce it” as in, they let it happen to a new item in the new patch, then they report
“We FIXED the problem that just happened”….
They ghost patch the other problems that are identical to it that have been around forever…..This makes them look like super stars to their stake holders.
This fixes a problem that players have yelled a year and a half.
In my opinion, if a bug is easy enough to the fix pushed within a few working hours (lets say this one took a few minutes of debugging, seeing the amount of other bugs fixed), it shouldnt be a bug in the first place…. (dont they test ANYTHING?)
Therefore they do not look like super-stars, but like monkeys trying to program.
I’m a programmer myself, and whenever I find out I published something with a bug thats fixed within 30 minutes (searching for the bug not included, since finding the location of the bug shouldnt be a problem when you follow clean programming rules), I apologyze and slam my hand on my head for being so stupid.
[ I would happily lend you a slam, devs ]
It’s likely a question of who fixed it.
before, it was a general bug, and added to their list of bugs that need fixing eventually, which is probably handled by their bug-fixing team. judging by how many bugs get fixed, I’m gonna guess this is not a well-funded team, and probably relatively small.
I dont think they fund a bug-fixing team for general bugs, if they do, they overpayed
*edit:
Dont get me wrong, I’m glad this finally got fixed, it just took too long
(edited by Meryn.6875)
But you ALL really should stop farming. This only leads AN to make more expensive sinks that normal players can not reach within logical timeframe.
Please tell me how to farm my t6-mats for my legendary
Anet making more expensive sinks is not my fault (or problem) but anets fault for not making an “normal-friendly environment”.
@OP
If you are not manipulating the events (or other things like spawns/safespots), continue farming. You’re doing nothing wrong here.
Go for warrior
Thief is gonna be deleted somewhere this year.
I think people would feel much better about this whole thing if you took a moment to explain why exactly this is taking so long to fix. For example, why maybe it ISN’T as simple as changing a + to a – in the effect code.
The reason they’re not saying anything is because it is that easy a fix. They just haven’t bothered to do it.
^^^^^^^^^^^this
I can’t be more difficult than just changing a sign.
How can anything convert PLUS to MINUS with the signs being correct?
Even if the sign are theoretically correct, and just inverting them would fix it, F that theoretically correct code and go for the fix?
I just dont understand why this bug hasnt been fixed yet, whilst it will probably only take a minute to find the code and change it