Showing Posts For Midi.8359:

Improvisation less random?

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Posted by: Midi.8359

Midi.8359

It’s not really high risk though. You aren’t suddenly at risk if you don’t proc deceptions, tricks, or venoms on Improvisation.

I run executioner myself, but I wouldn’t say executioner completely outclasses Improvisation (If anything I’d say Improvisation is slightly better than executioner on a SA build, and that executioner is better than Improvisation for a CS build). Instead, I’d say Improvisation is for a different and more sustain-based playstyle that requires you to play around the chance of proc’ing Improvisation and the 2x stolen items. So fights might last longer, but you’re much more likely to win/tie in the end. Also the ability to swing a fight in your favor becomes a lot more dependent on how well you can use stolen skills.

In my opinion GW2 is casual enough that fights being decided on RNG isn’t that big of a deal. If Anet found a way to make Improvisation less random that’d be nice. But I don’t think they should do it in a way that makes Improvisation stronger, it’s already strong enough as is.

Also you say most people only run 2 different skill categories in the first post. Most people run at least 3. Healing and Elite skills can be refreshed by Improvisation as well, and when you count those in very few people will use only 2 different skill categories (A huge part of improvisation is the ability to refresh your heal skill).

(edited by Midi.8359)

[Teef] State of Thief part 2

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Posted by: Midi.8359

Midi.8359

Even if developers only make a single change at the end of the day. They still have to consider how that change will affect each game mode individually. Assuming that a change could affect one game mode differently than it could another that is (And likewise that a skill or trait could be good in one mode and not so good in another).

But still, isolating each game mode is just my suggestion. If you folks feel as if there isn’t any benefit to doing so then just don’t do so. Rather, if nobody in these ongoing internal discussions sees any benefit to isolating each game mode, then it wouldn’t be very beneficial to try and force yourselves to isolate each game mode.

That being said though, I can share why I think the game modes are better separated. Like I said earlier, even though the traits (and skills) are all the same, the context is very different. Elaborating on that a bit more (From my perspective, which is by no means an end all perspective). In PvP you can’t respec, play in small groups of five, play around capture points and objectives in a relatively small area, typically play against a somewhat well-defined meta, and everyone plays with the same level of gear. In WvW you can respec, play zerg, solo, or specialty (Like solo camp flipper/scout/revbot), you can rally/stack/stealth off neutral monsters, de-aggro’ing and re-engaging is a bigger thing in WvW than in PvP, you have access to foods (+40% condition duration being a big one), tuning stones, different runes (trapper being a big one here, dunno if there’s a list of rune differences, but hopefully there is), and applied fortitude/strength. Lastly, in PvE most of the differences listed above from PvP and WvW transfer, but instead of playing against players your primary target becomes an AI, and sustaining becomes a bigger deal since the AI isn’t going to run away anywhere.

Of course there will be instances where none of those differences matter, like dagger training for example which is weak in all game modes. But likewise there will be instances where those differences do matter, like +40% condition duration and runes of the trapper making condi and trapper builds more viable in WvW/PvE than in PvP.

(edited by Midi.8359)

[Teef] State of Thief part 2

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Posted by: Midi.8359

Midi.8359

The traits are all the same, but the context is very different. I could list how but I’m pretty sure you already know how.

I’m not sure if there’s a good way to tackle balancing an entire class for three game modes without making a wall of text. But irregardless, good luck in however you end up deciding to approach the issue.

[Teef] State of Thief part 2

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Posted by: Midi.8359

Midi.8359

If you guys do ratings again, separate PvE/WvW/PvP ratings would provide a much more meaningful critique. I hope you guys consider putting in the extra effort to do so.

[Game] Shortbow hop knowledge test!

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Posted by: Midi.8359

Midi.8359

Hey folks! I found this cool vid on Youtube that lists many, if not all of the thief’s shortbow hop locations. Link: https://www.youtube.com/watch?v=LCKHBldKO44.

So, the video is about 10 minutes long. I thought it’d be fun if we played a little game to test the knowledge of the thief forum populace. Watch the video above with something like notepad open. Then, type an ‘x’ every time you see a shortbow hop you didn’t know you could do, or didn’t believe you could do. At the end of the video, tally up your x’s and post your results here!


Rules:

  • You are your own judge. No cheating!
  • If you see a hop that makes you realize another hop is possible, and then see that other hop later on in the vid. Only mark one ‘x’ against you (So no need to count back and forth or left side/right side as two marks).
  • If you see a hop that you haven’t done before, but realize that you could’ve done it. Don’t mark an ‘x’ for it (So only count the ones you didn’t know were possible).
  • The lower your score the better.
  • Extra: If you want to, you can share which jumps you didn’t know. Or jumps that you do know that aren’t in the vid!

I scored an 8. Half of the jumps I didn’t know were from Battle of Kyhlo, which was pretty surprising since I considered that my best map >_>. I didn’t know any of the clocktower room to ceiling jumps. Most surprising jumps for me were the two that went from the courtyard below the keep in Forest of Niflhel to the keep itself in one hop, and the one that went from the hallway underneath the clocktower to the clocktower room in one leap. Also typing this one out so I don’t forget about it later: TSS, hop from Gate floor to the Ferocity buff platform (Range surprised me on that one).

Note: Vid is from the Denied Guild Wars channel, and it appears to be made by the EU guild [YuM]. Props to them for making such a nice video!

(edited by Midi.8359)

[Teef][SoT] Specs and Traits

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Posted by: Midi.8359

Midi.8359

Surprised about the A+ rating on Pressure Striking. At least for PvP that is, since perplexity runes don’t exist in PvP. Also not quite sure how I feel about having to spec into a x/p condi build just to get effectiveness out of Pressure Striking. With all of those loadouts being kinda weak in the condition application area.

Agree with Quick Pockets. Personally I’d like it if they just did what your comment mentions and made Quick Pockets also reduce the cooldown of weapon swaps to 7s, maybe upping the initiative gain to four also.

(edited by Midi.8359)

Hidden Thief tech

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Posted by: Midi.8359

Midi.8359

Pretty sure this had been known for quite some time considering how long hidden killer has been around. I know a common/documented thing with d/p thieves running hidden killer is that instead of using bp → hs → steal for a guaranteed hs hit, they just use hs → steal (Since if you do the former combo with hidden killer you get revealed).

Bunker/Condi Thief

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Posted by: Midi.8359

Midi.8359

So I’ve been messing around with this build a lot more. Actually starting to get pretty good results with it. Made a few tweaks and changed the playstyle to a point disruption one that focuses on droping poison fields with the shortbow. Like Zodryn said, people aren’t going to be stupid enough to just stand in your caltrops. But when you drop caltrops and poison fields on points (Noting that they have the same radius as a capture point) things start to get a little less binary for your enemies. Icing on the cake being that sb 4 has the same interaction with SoM as caltrops does, meaning that you heal for each of the four pulses of choking gas + the initial hit (That’s 7.6% of your total hp healed per target per choking gas, and choking gas only costs 4 init).

I’ll update the original post with the changes/tweaks to the build later. First though I want to respond to babaz’s suggestions.

So in my opinion this isn’t really a 1v1 or +1 build. Withdraw would definitely provides more sustain in 1v1s, but just isn’t better in the 2v2/2v3/3v3/etc fighting situations this build was designed for with all its aoe’s and whatnot. That being said I actually changed the now “offhand” d/d into p/d for more reliable single target damage in the 1v1 and 2v1 matchups (Death blossom being really unreliable, and d/d just lacking too much mobility without any support from utilities.). But again 2v1 and 1v1’ing is something a d/p thief will outperform a condition thief in any day (In terms of speed at least). This build wants to stick to on-point teamfighting.

Also I did try out spider venom. It was a bit too high risk/mediocre reward for me. Since the venom’s can be dodged/blocked and is on a 40s cooldown, I found myself loosing at least half of skill’s utility on average since I can’t reliably set up for the next 6 attacks/hits (Unlike baslisk venom which only requires you to set up for one hit to become effective). Dunno, I also didn’t like spider venom is since it’s more of a single target burst skill which is something d/p thieves already excel at.

As far as runes go I did try out going for more sustainable options but felt like I lost too much offensive pressure by doing so. Afflicted doesn’t grant another tick of poison so it isn’t worth it imo. Undead runes might actually be a viable alternative as they round off bleed ticks quite nicely and do provide more damage per tick/provide options for alternative sigils (You can’t get more bleed ticks by using agony sigils if you use runes of the undead, so it’s pointless to use them).


Edit:

Build changes

  • d/d -> p/d
  • Acro -> DA (2/3/1)
  • Bursting/Agony & Energy/Corruption -> Corruption/Agony & Venom/Agony
  • Basilisk Venom -> Dagger Storm (More aoe/whirl finisher on sb 4 or other fields)
  • Bountiful Theft -> Trickster
  • Updated Playstyle section

A kinda cool but hard to pull of combo I didn’t mention in the Playstyle section is that you can sb 4 -> weapon swap & stealth -> unload for 5 stacks of poison and bleeding since unload is a 100% projectile finisher. Also another nice trick is that you can body shot someone to snare them inside your caltrops.

(edited by Midi.8359)

Trickster vs Bountiful Theft: Discuss merits

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Posted by: Midi.8359

Midi.8359

I have a feeling we’re talking about d/p with shadow arts here? s/d might have different preferences since they have innate boonstripping from Larcenous Strike (Although that requires getting flanking strike off first which doesn’t always happen).

I personally go for bountiful theft even though I run crit strikes d/p. My way of thinking is that if the opponent is willing to put in effort to boon themselves up, I should respect that and put in effort towards stealing those boons. I can’t imagine the extra condi clear and regeneration being particularly useful for a shadow arts d/p thief. I’ve played that variation a few times and it already has plenty of condi clear and sustain imo (For the +1 roaming playstyle that it normally has that is. The extra healing could be nice if you like to 1v1 over extended periods of time).

Reported for Shadow Shot

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Posted by: Midi.8359

Midi.8359

If skill linking didn’t work then I dunno what to say. At that point any further conversation would be like hitting your head against a brick wall.

Bunker/Condi Thief

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Posted by: Midi.8359

Midi.8359

Hrm that’s an interesting idea. I’ll try that out. Been trying to add poison into the build to make it more offensive anywho (largely by dropping acro for da). The change would also let me drop the sigil of bursting for sigil of venom (I realized bursting only adds a measly ~70 condition damage anyway).

Edit: AH actually the stealth on hidden thief is pretty vital as far as sustain/condi clear goes. I’ll still try venoms out but not sure how well it’ll work out.

(edited by Midi.8359)

Bunker/Condi Thief

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Posted by: Midi.8359

Midi.8359

Ye the stealth decaping is a problem. Also I know this build is far from optimal or viable. I normally play a meta +1 & decap d/p thief (Hell lets be honest here, anything with d/d isn’t going to be viable in even a midly competitive scene).

I still think it’s really interesting however, how much sustain you can get by using settler’s amulet (Tbh, I was thinking of naming the thread “Settler’s amulet on thief.” Probably should’ve done so). Haven’t really worked out the offensive side of the build. But the defensive core of SA with toughness & healing power should be able to be transferred into other builds. Dunno, at the moment I’m trying to use this build to provide a number’s advantage by sustaining in 2v1 situations. (Which obviously builds like d/d ele and cele necro will do better, since they can actually hold points while sustaining). And also trying to be a damage sink/revive bot in teamfights. Since people still try and focus me down in teamfights expecting me to be a squishy thief. At least initially at least (Just like how some dps guardians stack burns to fake being burn guardians to try and draw out condi clears).

@swinsk: That’s unfortunate. You should go see a doctor about that blown mind of yours.

How exactly to stealth entire group for long?

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Posted by: Midi.8359

Midi.8359

A big tip is to use the shadow arts traitline, blast smoke fields with shortbow skill 3 (don’t explode it, just aim it at your feet and let it hit the ground for the blast finisher). You can blast black powder from the pistol and the Smoke Screen utility skill for stealth.

Also shadow refuge should help.

Bunker/Condi Thief

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Posted by: Midi.8359

Midi.8359

So what do you guys think? The main reason I’m sharing this build is because I like the idea of using the Settler’s trinket on thief and haven’t heard of many people doing this before. I’m surprised how well it actually works on thief. To be honest I think an s/d variant might actually be better for the Settler’s amulet, but I haven’t played s/d in forever so I’m reluctant to try that out (I know [Teef] had an s/d condi build out there before that worked pretty well. Lots of thoughts here drawn from that build actually). Any of you folks use/tried Settler’s on thief?

In regards to the build itself, the only change I’m really considering is the first one. I think withdraw might outheal signet of malice and a little more condi clear could be nice. Surprisingly though I haven’t needed that much more condi clear as far as current testing goes (except against d/d eles). I dunno I’m still pretty new to this build so I’m not sure what’s optimal yet. If anyone tries out this build or another Settler’s thief build I’d like to know what they think though.

Bunker/Condi Thief

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Posted by: Midi.8359

Midi.8359

This is something I’ve been theorycrafting lately. It uses the idea of low health, but high toughness and healing power for sustain (With toughness increasing the value of your heals). And uses condi’s to apply pressure. The build at the moment is…


Weapons: p/d & sb
Trinket: Settler’s ( +1200 Toughness, +900 Healing Power, +900 Condition Damage)
Runes/Sigils: Krait Runes, Corruption/Agony for p/d, & Venom/Agony for sb
Traits: DA/SA/Trick (2/3/1, 3/2/2, 1/2/2 – respectively)
Utility Skills: Signet of Malice, Caltrops/Blinding Powder/SR, Dagger Storm
Build Constructor: [Link]

Notable facts:

  • You have 11.6k total hp. SR heals for 2.6k (Not including the 383 heal/second of Shadow Rejuvenation) and Mug heals for 2.5k. That means both of these skills heal for slightly less than 25% of your total hp.
  • Shadow’s Rejuvenation heals 9.9% of your total hp every 3 seconds while in stealth. You also gain one initiative and clear one condition every 3 seconds from these traits.
  • Caltrops proc Signet of Malice when applied and caltrops pulse every second. If two enemies stand in your caltrops for 3 seconds you will heal 9% of your total hp (You are traited to drop caltrops that last for 3 seconds on dodge).
  • Choking Gas (sb 4) also procs Signet of Malice for each of its four pulses and the initial hit. Making it possible to heal 7.6% of your total hp per target per cast of Choking Gas (sb 4 only costs 4 initiative).
  • You have 2200 toughness, this makes your 11.6k hp equivalent to 25.5k hp against physical damage. Except it’s much easier to heal 11.6k than it is to heal 25.5k (It’s also much easier to burn through with conditions. But more on that later).

Playstyle

Playstyle focuses around providing on point disruption. Drop caltrops and poison fields on or near points to punish fighting on points. Prioritize sustain over damage, using stealth for healing/condi clear. Try to not activate your signet unless you get below 30% and try to save steal for when you’re around 75%. Use p/d for 1v1 or 2v1 situations, but at the same time consider using sb if you feel the poison would help you more. You will want to be near the center of the fight as much as possible to optimize SoM’s healing and act as somewhat of a damage sink for your team. Also try not to waste all your initiative on sb 5 getting to the fight, as you are very useless without initiative compared to a d/p or s/d thief. Dagger Storm should be used as an on-demand whirl finisher, preferably in your own poison fields. Dagger Storm puts you at risk when casting it, so don’t be afraid to cancel it if you are low or in a bad spot. Especially if whatever field you were whirling in has died.

Problems

This build is very immobile and has very little chase potential. It is also very weak against stuns/knockdowns/snares whenever steal or blinding powder are on cooldown. Having very little actual hp also makes it very susceptible to conditions, and this build features no on-demand condi clear other than Shadow’s Embrace and Trickster. This build also lacks objective control such as securing neutral monsters or taking down base doors. Lastly it struggles against meta builds like d/d ele or cele necro in 1v1 situations (Not so much in group situations).

Variations

  • Drop Krait Runes for Runes of the Undead, and drop Sigils of Agony for Sigils of Bursting/Corruption/Frailty. Provides more damage per tick and sustain at the cost of fewer ticks. Recommended against comps with a lot of condi clear, which are quite prevalent in the current meta (Note that keeping Sigils of Agony will not add any additional bleed ticks).

(edited by Midi.8359)

Population shift going good so far?

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Posted by: Midi.8359

Midi.8359

I can kinda sympathize with the whole medium labeling instead of small/low. Like others have said it’s been better after the shift but still largely a stomp in Green’s favor when you look at Green v. Blue/Red in T8. I dunno what cutoff’s or parameter’s they use for deciding world balance, but I’d say that Devona’s Rest and Eredon Terrace deserve a low population price point considering the current matchup. At least until we catch up to the green team.

I mean if you look at points now Green is at 77k, while Blue/Red is at 27/22k respectively. That means Red + Blue < Green, by about an entire server’s worth in terms of points. Lemme bold that: the green server in T8 WvW outscores the sum of the red and blue servers by a whole 27k. And yet Blue/Red have the same 500g transfer cost as green.

Also regarding dueling/skirmishing. That’s something that happens more at lower tier servers. Can’t really blame a zerg whenever they interrupt a duel since it only takes one person to “break the duel barrier” so to speak. My policy is that if I’m near a zerg friendly or enemy I’ll break duels since if I won’t somebody else in the zerg will anyway. Otherwise I just wave and keep on doing whatever I was before.


EDIT: Missed the thing about T1 servers. Was just as curious if the changes would negatively affect T1’s as it could positively affect others. Sad to see that it apparently is from your perspective.

(edited by Midi.8359)

Population shift going good so far?

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Posted by: Midi.8359

Midi.8359

So a little preface, I’m from Eredon Terrace. The last place, T24 server (Or T8, whatever). On any given day it’d be more likely that whoever has green side has 100% map control than for us to have our main keep in EB. Whenever the WvW changes were announced I didn’t expect to any changes to trickle down to the worst tiered server. But lo’ and behold my WvW and EotM experience has gotten much better since the changes.

In EotM I’m noticing many more commanders for the badlands side. While before there were often times were we didn’t have a tag or had first time tags that were just tagging up since nobody had in the last hour. After the changes I’ve never had a no-tag problem, and the commanders in general seem more experienced. Obviously basing my statements off of a small sample size of a week or so, but it still feels like there’s been a noticeable change.

In WvW, well to be fair it doesn’t take much for there to be a WvW improvement in Eredon Terrace. Yesterday we miraculously took all of EB. Which is a huge improvement off of the normal “/m Is there anyone here?” I experience in WvW. But, I think a better way to put it is that there was somewhat of an actual clash in WvW. From my experience when one side controls all of WvW, nobody plays. Not even the team that is winning because nobody on the losing side show’s up to de-cap their camps. But now, it seems like WvW lively enough to were you can randomly drop in and actually expect for there to be a zerg in one of the four servers.

What’ve been your experiences with WvW/EotM after the population changes? Anyone else noticing a positive improvement, or am I just eating some sugar pills from Anet?

(edited by Midi.8359)

Primer into competitive PvP? (ESL, WTS, etc).

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Posted by: Midi.8359

Midi.8359

Ah I see, didn’t notice the competitive tourneys were under the community ones. Also I already play PvP a decent amount, looking into following competitive to do as you suggested.

I’ll check out WTS. Probably focusing on finals/semi’s if the format is like that. Thanks for listing out the teams. I saw TCG under ESL’s website and The Abjured sounds familiar. Will keep an eye out for them.

Primer into competitive PvP? (ESL, WTS, etc).

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Midi.8359

So I wanted to get into following competitive PvP but don’t know where to start. Could someone give me a introduction to the current scene? Or let me know where I could find one? Stuff like what teams (maybe players?) are good at the moment, where I can find tourney brackets/rankings, and what sites track the competitive PvP scene would be nice to know. Have tried following the ESL website but it seems like a bit much for me to understand without knowing what teams are favored at the moment or who’s playing in them.

Side note is that I hear about someone named Sizer a lot. Seems to be a s/d thief? Does Sizer still play/play on a competitive team? A lot of people seem to follow him and he never seems to be online whenever I try to catch his stream.

1vs1 Dueling builds

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Midi.8359

So, as someone who frequents dueling rooms myself.

It’s somewhat wrong to assume that dueling builds and meta PvP builds are in two completely different classes. What a lot of people do in dueling rooms is practice 1v1’ing with meta builds. That being said, whenever you go to a dueling room you typically see a lot of meta builds. So if you want to make a good dueling build you probably want something that works well in the current meta (IE meta/anti-meta builds).

Put in another way. You will need at least 2-3 condi clear’s in your build in the current meta so you don’t get cheesed out by burn guardians (Not trying to say this in a derogatory manner for you burn guardians out there). Those burn guardians don’t suddenly disappear whenever you go to dueling rooms. So likewise whenever you’re making your dueling build you want at least 2-3 condi clear’s so you don’t get instant downed by every burn guardian you see. But then you also want stunbreaks for thieves/mesmers in your build just as you would in PvP. The list goes on and in the end if you find a good dueling build chances are you’ve found a build that’s pretty good for PvP aswell (Inverse of this isn’t true, there are good PvP builds out there that are bad for dueling. Venomshare, Traps, and Improvision/Thieves Guild builds come to mind).

But ye, with that being said d/p, s/d, and p/d condi with sb are all builds a see a lot in dueling rooms. I also used to see a lot of p/d condi with d/p offhand, but I don’t see them as often nowadays. d/d is very hard to play so you don’t see a lot of folks using it, it’s also a bit lacking in the mobility/gapcloser department.

As far as countering other professions go. Looking for builds to counter a single opponent isn’t really the right way to go about dueling imo (Whenever we get sanctioned duels for gold this might become a thing). Being able to beat an opponent after changing your build specifically to beat them doesn’t really improve your skill as a player. In fact it’d be pretty sad if you couldn’t beat someone after learning their build and respec’ing specifically to beat them. Instead I think a better approach is learning how to counter people with your current build. Or, thinking about how your current build needs to be changed because it’s being countered too hard or is ineffective against those you’ve fought (With the realization that changing your build to be better in one matchup has a chance of making it worser in another).

For instance, this is the build I use for PvP and dueling: [Link] (Very meta I know >_> I did a lot of variations before I settled on this particular variant though). Instead of changing it every fight to get a better matchup advantage. I used dueling to learn things like when to poke with sb instead of going all-in, stalling out invulns, and tricks like using whirling axe in BP for perma blinds or like using Bountiful Theft to interrupt bunker guardians.

But ye. I’d say making your own build when it comes to dueling is the best way to go. If you want to start with a condi build, I’d suggest looking at this thread from the leader of Teef to get started: [Link].

(edited by Midi.8359)

Finally thief d/p owns mesmer

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Posted by: Midi.8359

Midi.8359

I’m in the boat that this is a troll thread… Or at least I hope it is.

Your entire reasoning goes like this: “Hey guys, I know you all think Thief is weak, but guess what today I lost to thief. Therefore you guys are all wrong and thief is not weak.”

Irregardless of whether or not thief/mesmer are strong/weak. Maybe that thief was just better than you. Or maybe you’re a bit below average when it comes to mesmer. Or maybe that thief was just really good.

You get what I’m trying to say here? You losing to a thief doesn’t really mean anything in the grand scheme of things. Likewise, me losing to a necro doesn’t really say anything about the current state of necro’s… Dunno feel like I’m wasting my time telling you that water is wet. Like I said I’d be surprised if this wasn’t a troll thread.

Why thief melee staff is stupid. (vs. rifle)

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Posted by: Midi.8359

Midi.8359

I noticed the attention to melee staff in your post. I haven’t been paying heavy attention to the leaks, but I think it’s possible that the staff could be ranged. I mean, look at what they did for the mesmer’s GS.

Would be funny if they made a ranged staff that worked like a sniper rifle.

Improvision/Kleptomanic without a target.

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Posted by: Midi.8359

Midi.8359

Ye ronpierce I said this before but sometimes you miss steal on purpose for the utility. The same can be said for many other spells ingame (Sometimes you miss heartseeker for the mobility, heal at full hp for the trap from Trapper’s Respite, or use Firery Whirl for mobility as well).

Irregardless, as your whole stance relies on a game-wide change that hasn’t happened yet and has no signs of happening soon. And thus is very irrelevant. Sure, if every spell was punishing on missed casts in GW2, then Steal should be punishing for missed casts as well. But the fact is GW2 isn’t a game where every spell punishes you for missing casts, it’s a game where some spells have utility even on missed casts.

If you wanna argue for game-wide changes that’s fine, but I don’t think a thread in the thief forums is the best place to do that. Its pretty derailing to the actual discussion at hand.

Improvision/Kleptomanic without a target.

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Midi.8359

I think you’re going about it the wrong way. Sometimes you want to steal when nobody is around just for the added benefits of casting steal. I’m saying that adding improvision and possibly kleptomanic to the reasons why you would want to steal without a target would be nice.

Improvision/Kleptomanic without a target.

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Midi.8359

Currently Improvision and Kleptomanic do no activate their effects when stealing without a target, but Thrill of the Crime does. Does anyone know if this is working as intended? I know Kleptomanic has a different wording then Thrill of the Crime, so it maybe it shouldn’t proc when stealing without a target. Improvision on the other hand though has the same “when you steal” wording as Thrill of the Crime though, so I think it should proc when stealing without a target (Or at least would like it if it did >_>).

Anti Aliasing on Traits UI.

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Posted by: Midi.8359

Midi.8359

You can have anti-aliasing for 2D images. Or rather, even if you can’t what I’m trying to describe is that the edges of the hexagon have sharp jagged edges in terms on transparency. Something went wrong either in the creation of the hexagon’s alpha channel/mask or in the blurring of the white edges of the hexagon.

Either way this is something that should be extremely easy to fix (I say this because even I could fix this problem. At least if I couldn’t fix it directly I could fix it by just editing the background image and hexagon into a single layer with anti-aliasing if it’s not already like that).

Edit: made an example of what I mean (whiteness isn’t exactly the same but that’s missing the point).

Attachments:

(edited by Midi.8359)

Viability of toughness and vitality

in PvP

Posted by: Midi.8359

Midi.8359

For thief I think Marauder with Vit is better than zerk personally. If the only point of PvP was to down someone then sure zerk all the way. But as it is zerks can’t sustain to actually stomp or waste too many resources in doing so (again just my opinion) Esp. since thief loses nearly every 1v1 downed state fight which happens enough to be a problem with zerker builds.

On other classes though I think the burst from full zerk is interesting.

Anti Aliasing on Traits UI.

in Bugs: Game, Forum, Website

Posted by: Midi.8359

Midi.8359

Hoping this doesn’t get brushed under the table. But the current Traits UI doesn’t have anti aliasing on (Hexagon on the left).

Example: http://metabattle.com/wiki/images/7/70/Venomshare.png (Not my image).

Should be really easy to fix so I hope somebody does so. Not a big deal mind you but still not up to gw2’s standards imo.

Thoughts about the current Thief?

in Thief

Posted by: Midi.8359

Midi.8359

Been practicing in dueling areas. I feel like thief is a bit weak atm. But then again I’ve been playing against a lot of mesmers so maybe it’s just that they’re strong right now (Invulns + stealth + burst damage makes it to where I haven’t won a single duel against a good memser yet).

Don’t really like the traits offered at the moment. Feel like I have to choose the lesser evil of Crit + Deadly Arts for more damage than I need or Crit/Deadly Arts + Acro/Shadow Arts for an adequate amount of damage but poor condi removal/defensive stats. Haven’t tried dropping trickery yet so that might prove fruitful. Also haven’t done condi builds yet, but I like how those are looking more viable. Diversity and whatnot.

[Teef] A Thief Forum Guild (Lock pls)

in Thief

Posted by: Midi.8359

Midi.8359

IGN: Midicronica
Playstyle: PvP
Server: Eredon Terrace
Experience with thief:
Mostly a D/P user, although I’ve experimented with all the builds. Like to swap into venomshare on occasion. Don’t do much WvW as my server is last place on the rankings list and WvW is usually a stomp for us. Currently rank 55 in with 306/574 wins. Also I like to idle in dueling rooms.