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Finally rolled a Warrior

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Posted by: MyCondolences.8172

MyCondolences.8172

5point trait for bleed on crit
10point trait for 1% dmg per a boon
10point trait for 25% move speed
15point trait for 5second weapon swap
10point trait for 1second immobilize on cripple
20point trait for 1 stack of might per a crit
30point traits for 15% crit or 15% dmg

They also got Healing Signet, 100 blades which seems to rival Pistol Whip with not much longer CD, perm fury, plenty of traits for crit chance and weapon dmg, stability, gosh the list goes on…

Yet thief’s are OP and need constant nerfs. Just me or are Warriors Anets love child. I’d kill for traits like these on my thief.

Hard to catch

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Posted by: MyCondolences.8172

MyCondolences.8172

if it just teleport backward it would be nice.

I personally still wouldnt use it just bc you have no control when it triggers and it doesnt do anything to help with the CC.

I’d be much more inclined to use it if it only just broke CC. Teleporting without any control regardless of what direction just seems like it could be too much of a burden.

Dungeon thief

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Posted by: MyCondolences.8172

MyCondolences.8172

I’ve always found tanking easier in full zerker, especially as S/P.
The extra crit % means that opportunist triggers more frequently meaning you have more initiative to spam Pistol Whip(immune to dmg).
Add in Omnom Pie which also triggers off crit and your alot tankier then the non crit tankier builds.

Thats just my opinion ofc.

Thieves need Piercing bullets trait

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Posted by: MyCondolences.8172

MyCondolences.8172

Ricochet

Pistol shots have a chance to bounce to an additional target.

Miscellaneous effect.png Trigger chance: 50%
Miscellaneous effect.png Maximum additional bounces: 3

Daggers and Dungoens

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Posted by: MyCondolences.8172

MyCondolences.8172

Well this is considered the optimal min/max dps build for thief and it uses d/d for boss fights (where possible ofc.) and s/p for trash.

There is also the d/d condition/ evasion build I played around before and I found it quite fun on trash but I didn’t like it on bosses. Think it was 20/0/0/20/30 but I might be wrong.

Similar to the build I’m already running, cept i only have 10 in trickery in put the other 5 in acro for swift on dodge.
Guess I’ll have to see how it goes.

Opportunist: In which we beat dead horses

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Posted by: MyCondolences.8172

MyCondolences.8172

Laeir wrote this in the main topic about thief changes.



Initiative Increase (%) with only Opportunist

                  Attacks Per Second
Crit%  |    1      2      3      4      5      6
---------|-------------------------------------
       10 |   33    32    30    28    26    24
       20 |   32    28    23    19    16    12
       30 |   30    23    17    12      8      4
       40 |   28    19    11      6      1     -2
       50 |   25    14      6      1     -3     -6
       60 |   22    10      2     -3     -7   -10
       70 |   19      6     -2     -6   -10   -13
       80 |   17      3     -5     -9   -13   -15
       90 |   14      0     -7   -12   -15   -17
     100 |   11    -3   -10   -14   -17   -19


Initiative Increase (%) with Opportunist and Quick Recovery

                  Attacks Per Second
Crit%  |    1       2      3      4      5      6
---------|-------------------------------------
       10 |   17    16    15    14    12    11
       20 |   16    13    10      7      5      2
       30 |   15    10      5      2     -1     -4
       40 |   13      7      1     -3     -6     -9
       50 |   11      4     -2     -7   -10   -12
       60 |   10      1     -5   -10   -13   -15
       70 |     8     -2     -8   -12   -15   -18
       80 |     6     -5   -11   -15   -17   -20
       90 |     4     -7   -13   -17   -19   -21
     100 |     2     -9   -15   -18   -21   -22


Should i play PvE thief?

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Posted by: MyCondolences.8172

MyCondolences.8172

I just started playing guild wars about 4 days ago and I currently have about a level 13 thief because i thought it looked very versatile throughout the game. Did I make a bad choice?

They do well in open world, shortbow is also one of the best AoEs available.
But thieves are also very fragile and have crappy heals.
Blind is only 10% effective against bosses, stealth doesnt negate any dmg and thieves have no innate dodge mechanic.
Stealth is also a mostly in combat thing, without using exploits our longest stealth only lasts for about 15 seconds, untraited.

But thieves can perform well in most content but it seems to be very build specific.

Daggers and Dungoens

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Posted by: MyCondolences.8172

MyCondolences.8172

Do they have any chance of being viable against bosses?
Unlike S/P which i currently use atm, dagger builds have no immunes, blinds are ineffective against bosses and you still take dmg while stealthed.
I could spend my time dodging atks but that would mean less time dpsing.

Anyone have any good dagger builds for running dungoens. I was playing around with D/P and really enjoying it but i think once its crunch time, i’ll just drop like a fly.

Also our main source of heals seem to come while stealthed which again, takes me out of combat.

Is standing behind bosses enough to negate enough dmg to survive sustained fights.

Thanks in advanced, i feel like a change of scenery.

Why i think Thieves have no hope.

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Posted by: MyCondolences.8172

MyCondolences.8172

I know at least 1 mmo where stealth worked/works. Why new devs refuse to use that as a template and insist on their broken/QQ magnets is beyond me.

Well I’m not saying my idea is the best idea or even balanced/good.
But thiefs keep getting hit hard with PvE nerfs bc of how we manage in PvP. And judging from ppls comments on how poorly our builds are and how hard it is for us to do alot of things other classes do, i can only assume it has to do with our stealth abilities and the lack of ways other players have to deal with them.

Why i think Thieves have no hope.

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Posted by: MyCondolences.8172

MyCondolences.8172

No way. Mesmers and Engineers get stealth. Thief and Mesmer can spec for stealth traits. If your problem is with the thief than just say so because youre not even mentioning mesmers…

I have no problems with stealth, just the fact that once someone enters stealth there’s no way for another player to end it. And this is why people pick on thieves so much. Too much stealth, nothing to do about it.

eg. X class nearly kills thief, thief hides and run off. Atm you complain and its essentially “tough luck kid” which brings the blame on thieves. Where as if we had reveals of some sort, then the blame would reflect the player who let the thief escape.

Dec 10th thief changes

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Posted by: MyCondolences.8172

MyCondolences.8172

The Ragnarok Online thief was pretty good.

They had 3 kinds of stealth there:
Cloaking – invisible – can’t be single targeted – can be hit by AoE – revealed when hit
Chase Walk – less visible (invisible + footprints) – can’t be single targeted – revealed when hit
Tunnel Drive – invisible – can’t be single targeted – can’t be hit by AoE (need AoE that hits underground) – revealed when hit

Detection abilities available to other classes
- Sight – for the duration all stealthed targets around you are revealed
- Ruwach – same as Sight + deal damage
- Improve Concentration – reveal stealthed targets around you (only when you cast the spell, no duration)
- Detecting – reveal stealthed targets in a ground targeted area

Detectors can see stealthed targets (players can be detectors through gear)

Perma stealth wasn’t a big deal in that game. Every thief class in that game was in perma stealth if they weren’t attacking. There was pretty much no QQ about it too (plenty of hard counters available to all classes)

Take note, they didn’t have the revealed debuff there. If you are revealed in RO you can simply restealth so long as you could avoid getting hit (getting hit reveals you) after.

The biggest difference here is the only hard counter to stealth comes from ending stealth (with the exception of the recently added “sic em” to rangers) on purpose (you deal damage, you let the timer run out) or by accident (you step into a veil with over 3sec of stealth left, last refuge)

just made a topic with this in mind. Was reading all the topics about people saying how bad stealth/rogue was in games and remember RO. Stealth was readily available and Assassins could even 1 hit ppl and recloak a split second later. So why was there so much less QQ about them and realised its bc reveals were so regularly available in RO that only those unprepared were affected. I tried to tailor something for GW2 with those concepts in mind. Balance is all about everything having a weakness and atm hidden has none.

Why i think Thieves have no hope.

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Posted by: MyCondolences.8172

MyCondolences.8172

No matter the changes, no matter the nerfs, thieve’s are destined to fail. They are impossible to balance, not bc of their dps or dodge abilities but bc stealth is over powered. And that alone brings the hatred towards thieves. No matter the nerfs or changes thieves will forever be feared. The reason is simple, there is no counter for stealth and for that people feel out of control and helpless then start crying.

Solution, add counter stealth abilities and reveals. This way when they get ninja’ed by a thief they have no one to blame but themselves.

This ofc would come as a huge nerf to thieves. Its not like stealth is readily available and can be spammed at our hearts desire so what i suggest is to give us just that.

Add a new f skill which I’m going to call “Cloak”. Cloak would work in the exact same way as stealth minus a few distinct abilities.
1. Each time it is cast you lose 3 initiative
2. Instead of regening 1 initiative a second you lose 1.
3. At 0 initiative you can remain in cloak.
4. In Cloak taking any dmg will reveal you, costing another 3 initiative to reenter(quick cooldown could be added or could not be usable while in combat, although i reckon with the initiative drain it wouldnt matter)
5. Hiding traits will not affect Cloak, eg. no healing, initiative regen or con removal, it is a seperate skill entirely.
6. I think adding a GM shadow arts or acrobatics trait that removes the -1 initiative per a second drain.
7. Atking a target ends cloak

And i think the current stealth should be more or less left alone.
And for people who will probably right off the bat saying “Cloak” would be over powered, without #6 it would mean more then likely starting a fight with 0 initiative.

To counter stealth, i reckon all professions cept Guard, Warrior, and Thief should receive abilities to counter stealth, ofc with an appropriate price.

Something like
Elementalist: Cast a spell that reveals an x radius around the caster for x duration. x cooldown.
Ranger: Have it available by having certain pets.
Mesmer: ?
Engi: Could make target appear on mini map
Necro: Could be part of deathshroud.
Item: usuable by anyone, cost karma or a pretty penny. 1sec see hidden, 5 sec cooldown.

And I’m not saying these abilities would have to be easily accessible via utility slot, they could be added to trait lines, be part of weapon sets or elites.

My point is that stealth should have a counter, and as long as people feel like sitting ducks even if thieves will only tickle them, thieves will get a bad name.

Edit:
TLDR: stealth and the lack of ways to deal with it is the reason why thieves can never be balanced. No matter how squishy or weak we are as long as people dont know how to deal with hidden thieves will never be put on par with other classes and will continue to receive nerfs. Think after a change to stealth, skills and weapon sets can be reworked to offer a more balanced thief.

(edited by MyCondolences.8172)

Opportunist: In which we beat dead horses

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Posted by: MyCondolences.8172

MyCondolences.8172

I must say excellent work.
Although that just shows how dire the situation is. Sword skills cleave, short bow is aoe and unload/PW both have a high number of successive hits even furthering the gap.

My question for you would be; how does this play when you consider the base increase in initiative gain. Ignoring multiple hits/targets ofc(unless you want to do that).

edit: NVM not hard to work out with graph. This graph does say that against single targets with that many aps we’ll have more initiative gain post patch. Although as i said above, doesnt consider the 9hits from PW every 2 odd seconds or hitting multiple opponents.

(edited by MyCondolences.8172)

Thief Initiative vs Cd's

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Posted by: MyCondolences.8172

MyCondolences.8172

The ini regen buff is well needed.

What buff? Its going to be a nerf if left as is to any high crit build that uses opportunist.

I’m talking in terms of the base ini regen buff.

Well i can say one benefit of this would be that crit becomes less important as a whole for thieves. ATM been stacking crit just for the sake of opportunist.
More Crit = More Initiative = More Casts of PW = More Immune+Procs of Healing Signet always as DPS

Thief Initiative vs Cd's

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Posted by: MyCondolences.8172

MyCondolences.8172

The ini regen buff is well needed.

What buff? Its going to be a nerf if left as is to any high crit build that uses opportunist.

Thief Initiative vs Cd's

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Posted by: MyCondolences.8172

MyCondolences.8172

Thieves also have the fact that using any defencive/movement/ultility skills in their weapon slots directly and negatively affect their dps output.

eg. Although i could spam blackpowder for almost forever, i’d be unable to use any other weapon skill. Something other classes dont have to contend with.

But i agree with the apples to oranges statement. There is noway you can compare thief’s initiative to that of other classes. The only way to compare is to compare the class as a whole and i’m pretty sure everyone agrees thiefs are under powered.

Disappointed in the Balance team.

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Posted by: MyCondolences.8172

MyCondolences.8172

I dont think Assassin’s Reward is all that bad, I used it in a venom share build with magi set and it was probably comparable to Healing Signet.
That being said, unless your playing a pure defensive build, it hardly warrants any points yet alone its master status.
I think with a big enough buff, it would be quite rewarding for an offensive playstyle and probably negate some of our needs for dodge/mobility although i’d also feel that would play against thieve’s design as a whole.

Disappointed in the Balance team.

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Posted by: MyCondolences.8172

MyCondolences.8172

I said it in he other thread but this trait has to get hit hard because it is breaking the profession. We need to push the effectiveness of this trait into base thief functionality. If any other profession had a trait that reduced weapon cooldown by 30% for all weapons as a 15 point minor we would have to balance around that. A single trait shouldn’t be holding thief balance hostage so we will steal from this trait, no pun intended, and impart the savings on to every build via base initiative regeneration.
Jon

Nerfing Opportunist bc it provides too much of a “cast reduction”is absolutely 100% ridiculous.
With the proposed changes to initiative regen thieves are going to fall even further behind.
I’m going to ignore dagger builds for this, they rely on initiative more so for utility rather then dps so i’ll concentrate on S/X and P/X
All of their commonly used dps skills require 5 initiave except for shadow strike which is 4. Without traits/skills your suggesting that we have 1initiative a second regen which would mean that over a 100 second period we can only use our skills 20 or 25 times.

Compared to mesmer who can use between 21-29 weapon atks depending on which weapon set they are using(btw this does not include weapon swapping, which they can do aswell), and isnt inclusive of the fact that they can summon phantasms that dish out atks/utilities aswell.
You’re also offering them a 20% cooldown on their most valuable skills for 15points, and get another 20% on top of that for another 20 points, 10 in the case of swords.

Compared to thiefs, opportunist under ideal conditions is only a 20% boost in cooldown; base rate 1 with perfect trigger of 1 every 5sec. And your nerfing our other trait to only provide a 10% bonus which is a 20 point skill btw.

Of course this doesnt include skill quality and over all effectiveness, but unlike other classes our cooldowns follow through on weapon swap, where as other classes get more skill usages over an extended period of time and get an additional set of cooldowns via weapon swap.

Thiefs also only get 1 physical dmg skill through utilities and its an elite.

Mesmers the only other class I’m familiar with, but if other people want to do this comparison with other classes.

Dec 10th thief changes

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Posted by: MyCondolences.8172

MyCondolences.8172

Let’s break down this thief change a bit more so we can dispel any notions that this is going to ruin thieves.

We are increasing base regen by 33%. This is basically equivalent to a patch notes that says: “Warrior: Cooldown on all weapon skills has been reduced by 25%.”

It is an incredible buff to this profession and should not be treated lightly. To counter this imagine we took a few weapons and took away the cooldown portion of their trait. They would still be 5% better but other weapons would be 25% better.

Among the changes that is basically what it amounts to, with the exception of one change which I’ll talk about next.

Opportunist
This trait was wildly overpowered. I there was a 15 point minor for any other profession that basically read: "Reduce cooldown of all weapon skills by 33%, it would basically be impossible to run that profession without putting 15 points into that line. Because of this every thief build that is effective uses this line, which improves crit and crit damage. This pigeonholes this profession in a way that makes it frustrating for players and developers. This trait has to be closer to an 8% increase if we expect people to consider not taking 15 point in critical strikes.

By reducing this trait and improving base regen we are giving non-crit thieves 15-30 trait points back to spend where they want to. There are a lot of good traits that simply will never see play until we make this change.

Hopefully this explains, in more detail, what we hope to accomplish here.

TLDR; Thieves with 15+ in critical strikes and no other initiative traits will be slightly less efficient. All other thieves will be equally or more efficient.

Jon

I think the 10points that we’re forced to put in Deadly Arts is just as bad or worse. Mug is a must have for nearly every build. I couldnt live without the heal if everything else was removed. Your not going to invest 15 points in CS unless your already adding crit to your build. I wouldnt make a PVT thief and waste the points on oppurtunist, there’s other traits that would provide more initiative gain for similar points. 20 points in either shadow arts or trickery would provide(at current) more regen and offer more defensive stats.
Your looking over 3 points.
1. It rewards aggressive play styles.
2. Your going to initiative starve players, this will particiuarly affect S/x and P/x playstyles since they have weak first atks.
3. People are going to have to invest more points in traits for initiative gain just to make up for this nerf. Either that or drop certain builds all together. Unless your planning to revamping some of the weapons ets to not depend so heavily on initiative.

Sword Pistol Thieves: Discuss

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Posted by: MyCondolences.8172

MyCondolences.8172

Do we still have thieves who are still willing to play s/p after patch?

I probably will, although i’ve been trying to find a different build recently. PW is great and all in dungoens but i feel its not “cloak and dagger”and want to find a good build that fits “thieves” better. Yet to find anything yet.

Found D/D to be about the same dps, involves alot more concentration and i lose the immune from PW/
S/D was fun in my test runs but i forgot to change builds so my dps was bad but it was a cool play style.
D/P also looks fun especially for pvp.
Pistols as mainhand just seem crappy to even bother with.

And i love shortbow as secondary.

PW Breakdown vs Initiative

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Posted by: MyCondolences.8172

MyCondolences.8172

Being curious about how the opportunist nerf upcoming in dec i decided to do some investigating into PW.

From what i could tell PW involves 3 stages.
3/4 second cast time followed by
1/2 second first hit + stun then
about 1 second for the consecutive hits

I’m guessing it takes atleast 2 seconds to cast pistol whip, probably a bit longer and there seems be some delay in between casts. So I’m going to assume that you’ll have a fresh ICD on opportunist by the next cast.

This means that you’ll recieve 1-2 initiative per a cast of PW depending on when you trigger your first crit and luck.

First lets assume, it takes 2seconds per a round at 1 initiative
2x .75 = 1.5 +1 from opportunist. That means you get 2.5 initiative back between casts.
Over 10seconds, that would be a total of 12.5 regen

Lets compare this to the new opportunist trait.
2×1=2+1 from first cast, 2 on second(opportunist on ICD), 2+1 from third, 2 on 4th, 2+1 on 5th.
Over 10 seconds thats a total of 13 regen. Although this does overlook the fact that one(or more) casts might fall under ICD and not trigger any regen although that seems unlikely.

Second scenerio assumes that PW has a 2.5sec delay
2.5×.75=1.875+1= 2.875x 4 casts = 11.5 initiative over 10 seconds

2.5x 1=2.5+1, second cast wont trigger(still under 5sec ICD) 2.5 , 3rd cast = 2.5+1, 4th cast no trigger = 2.5 = 12initiative over 10 seconds.

So there seems to be a .5 increase in initiative with the new initiative regens. But this is assuming that PW can only trigger 1 initiative from opportunist per a cast. And since i have no way to test this, we can assume as best case we gain a slight boost in initiative gain, worst case we could lose up to 4 over a 10 second period(although i doubt it would be that high). My personal guess would be about a .5-1 initiative over 10 sec loss depending on crit. Not as bad as i thought so maybe there still is hope for PW after all.

BTW if i made any mistakes, please point them out so they can be corrected. Thanks

Remember the days when...

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Posted by: MyCondolences.8172

MyCondolences.8172

I saw a hammer/gs warrior down 8 players trying to take a tower in about 10s, yesterday. They were all bunched on the gate… Probably expecting him to run inside. Ooops, guess warriors are not OP.

seriously

Everyone who’s played this game knows Warriors are OP. Maybe everyone should start playing Warrior until they balance or delete other classes.

Dec 10th thief changes

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Posted by: MyCondolences.8172

MyCondolences.8172

I support the initiative changes, even if they don’t get it right the first time round, the idea of being less dependent on ini traits is a good one.

I’d agree there if they werent nerfing the over all initiative regen on thiefs. Even if i invested in all of the initiative traits now, i still reckon i’d be worse off using S/P then i was using just opportunist.

EDIT:
Since a vast majority of most builds dps depends on initiative, regardless of how high the base is and how low the traits are, as long as the bonuses to initiative out weigh the loss in taking up other traits ppl will still be forced into taking these traits until they get to such a point where they have high enough regen for it not to matter.

Long story short;
Trying to decrease the maximum initiative regen just forces us to invest more points into these traits your trying to make us avoid. I’m going to need to invest additional points in trait lines i previously had no interest in just to maintain the initiative regen i have now.

(edited by MyCondolences.8172)

Venom Revamp Idea

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Posted by: MyCondolences.8172

MyCondolences.8172

I like the idea of adding venoms to f keys. At the moment they seem to be more or less a waste of a skill slot when you have so many other better options. I occasionally swap between them in pvp but the only other time i’ve bothered with them was when i tried out a venom share build.

Other then Devourer Venom their effects are barely noticable.

Infiltrator's Return Changes (Help)

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Posted by: MyCondolences.8172

MyCondolences.8172

I’m starting to think that this skill shouldnt be nerfed at all. With the all over reduction to initiative traits initiative is going to much harder to come by and I’m thinking there’s a good chance that if your unloading as you are now, odds are you wont have enough initiative to cast the skill in the first place.
I think if anything, they should change the cost of SR to 3 initiative, this coupled with the over all nerf to initiative regen, should be enough of a nerf to stop abuse, your either going to have to master resources inorder to ensure you have enough left to cast or you going to have to sit there and wait on regen which would take longer then the 1/4sec cast time.

Think they’ve over looked the lower initiative regen rates when they decided that SR is going to be nerfed. I’m dreading the state of thiefs once this is implemented, only dagger as mainhand as a resonable dps without initiative burning.

Dec 10th thief changes

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Posted by: MyCondolences.8172

MyCondolences.8172

I think an interesting idea that should be considered is making steal a stunbreaker.
I think this might off set some of these changes and make more thought into thief builds/playstyle.
eg. whether or not its worth investing 30points in trickery or
whether or not to use mug offensively or save it for a last resort.

Would also make the cast time for SR not as relevent since you can break stun and then cast it to retreat.

Dec 10th thief changes

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Posted by: MyCondolences.8172

MyCondolences.8172

All these nerfs make me think they want thiefs just to be punching bags.
Thiefs innately have low hp, low defence, limited heals so we rely on skill to survive. Since we cant take a hit we are forced to not get hit but all these changes seem to counter that design plan. They’re saying thiefs are too nimble so lets force the squishiest melee class to sit there and facetank dmg.

Sword Pistol Thieves: Discuss

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Posted by: MyCondolences.8172

MyCondolences.8172

I think the opportunist nerf is going to hurt alot more. Surprised you overlooked this. Its going to be a huge loss in initiative making s/p have less dps and survivability.

Need some fashion advice

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Posted by: MyCondolences.8172

MyCondolences.8172

So after playing for far too long, finally got a total make over kit from the 5k AP chest.
Trying to decide whether i should use it not or wait for until i regear(when ascended gear comes out).

I love the TA armor…. but i chose red skin color. I was trying to go for a red tree look when i created this character, like i grew from the ground but after i geared up i realized that this choice affects the color of my TA armor limiting the available choices of dyes i could use. I have around 300 dyes on my character and was going to go for white skin, seeing as white would blend well with anything.

If you were me, would you rather;
1. Use the kit now and go a skin color that would go with anything
2. Save the kit for when you regear

BTW i already like the way my character looks, but i also like changing my appearance every so often to keep it fresh, i feel that although my look is cool its starting to get stale.
Just incase your wondering, I have a fiery look going on. Red skin/hair, black/red/gold armor, the fiery book backarmor(forgot name) and sunbringer title and cof weapons(although i want to change them too). I’ll see if i can get a pic later.

Any point to Halloween Events?

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Posted by: MyCondolences.8172

MyCondolences.8172

Of all the posts about being disappointed about the update, I think this is the most concise one. You want new skins? Whip out the credit card. Otherwise: nothing. I know that there is more coming later on, but honestly, the entire first phase of this event is a complete non starter.

Thanks for the compliment. I usually love participating in living world content, but i find very little motivation to take part in the current set of events.

I was more so hoping someone to be like “oh there’s a rare chance you might get x skin” or something to motivate me. Not trying to complain, i just dont see any point in doing the same thing as last year, only worse.

Any point to Halloween Events?

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Posted by: MyCondolences.8172

MyCondolences.8172

So far I’m seeing nothing other then a few achievement points.

1. New skins are BLT which are independent of halloween content.
2. Old skins are not farmable, well atleast realistically.
3. Drops seem mediocre at best. Havent heard of any exclusive drops as of yet, basically a slow FGS farm that’s Halloween themed.’

In short, there’s nothing new, everything old is unobtainable.

I must say, Anet really needs to bring their game, i had such high expectations for halloween content judging by what they had out last year. Really hoping second part of these events has something worthwhile. ATM only reason i can see to bother with content is to unlock the achievements in preparation for the new content.

iDuelist Discussion

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Posted by: MyCondolences.8172

MyCondolences.8172

This was a bug. It was fixed. If you had a build that relied entirely upon getting out 3 iDuelists, that was a bad build, full stop. Hate to break it to you. If your build relied on confusion bomb, it was a bad build twice over.

This is a simple bug fix. That’s all.

You cant just assume something was a bug or not based on personal opinion.

And i was quite happy with my build. Although getting out 3 duelist my goal i had alternatives depending on the situation. And as for confusion bombing, that was the icing on the cake, although it was the only reason i had to justify going rampagers gear over berserkers.
And although my build was flawed, for its purpose (single target dps) it did exceptionally well.
With all 3 duelist out, i was doing 4k dmg per a duelist with a conistant 20+ stacks of bleed, a few stacks of vulnerability, burning from staff and 3 combo fields for confusion stacking. I was happy with my build regardless of how “bad” it was.

It’s not so much opinion as consistency. The iDuelist does a p/p thief’s Unload, which also has a 20% projectile. All projectile channels do. My sincere condolences on your loss. I hope you’ll manage to get through this tragedy somehow.

I dont see how i made you believe i was so distraught about this change. I mean its annoying that i need to regear my mesmer again, but in the world of MMOs change is inevitable.
I’ll probably just concentrate on my thief again, i did enjoy playing my mesmer, i was actually torn trying to decide which character to main, but atleast this made my decision easy.

I’ll probably just put him on hold til i can find another build that interests me, mean while make efforts into getting my thief into ascended gear.

iDuelist Discussion

in Mesmer

Posted by: MyCondolences.8172

MyCondolences.8172

PvE, this was my secondary character. Mostly used for dungeon runs bc of the better survivability and single target dps compared to my thief.

This char was build around being optimal for longer boss fights where i had a chance to throw everything out and use this build to its full potential.

iDuelist Discussion

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Posted by: MyCondolences.8172

MyCondolences.8172

This was a bug. It was fixed. If you had a build that relied entirely upon getting out 3 iDuelists, that was a bad build, full stop. Hate to break it to you. If your build relied on confusion bomb, it was a bad build twice over.

This is a simple bug fix. That’s all.

You cant just assume something was a bug or not based on personal opinion.

And i was quite happy with my build. Although getting out 3 duelist was my goal i had alternatives depending on the situation. And as for confusion bombing, that was the icing on the cake, although it was the only reason i had to justify going rampagers gear over berserkers.
And although my build was flawed, for its purpose (single target dps) it did exceptionally well.
With all 3 duelist out, i was doing 4k dmg per a duelist with a conistant 20+ stacks of bleed, a few stacks of vulnerability, burning from staff and 3 combo fields for confusion stacking. I was happy with my build regardless of how “bad” it was.

iDuelist Discussion

in Mesmer

Posted by: MyCondolences.8172

MyCondolences.8172

I found that using sceptre destroyed my iDuelist build. The auto attack with sceptre replaced one of the iduelist slots with a useless clone, which didnt seem to be replaced with recasting another duelist.

iDuelist Discussion

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Posted by: MyCondolences.8172

MyCondolences.8172

I must say i’m disappointed with this change. Whether fix or nerf, thats up for debate, but never the less completely destroyed my build.

Although i felt the build was strong, at least for me, came with a huge list of drawbacks.
1. Under optimal conditions, took 30 seconds into battle to take full effect.
2. I lost the use of shatter skills except in dire situations
3. I had to be careful with skill and trait choices, casting any other illusions hurt this build
4. Condition dmg only stacks up to 25 times making this build some what useless in open world content.
5. This build was unusable on bosses that had massive aoes/dmg because the duelist would not survive long enough to get all 3 up. Would have to use more readily available illusions.
6. Had very limited capabilities against weak mobs. The 12 second cooldown meant that casting more then 1 duelist per a trash mob was a waste
7. No AoE abilities. Shattering duelist would be counter productive.

I enjoyed this build non the less. I found that under optimal conditions it was an extremely strong build but that is in fact, only under optimal conditions. Maybe i just wasnt playing my strengths right and put too many cards into duelists, i dont know. But this build in no way seemed like some sort of super build that rivaled other builds. It had its advantageous and disadvantageous. I’m still a novice at mesmer so maybe i missed something that made this build awesome.

I’m curious as to what other people think and have to say. I wanted a condition build but with only bleeds and burn this build no longer seems worth it to me.

Cost of Arachnophobia

in Blood and Madness

Posted by: MyCondolences.8172

MyCondolences.8172

Your assuming that the recipes wont be dropable from bags or chests. I just woke up and I’m still patching so havent been on yet, but judging by past events there’s a good chance that these recipes will be obtainable by other means, if not… god help us all, the gap between rich and poor will only widen.