Showing Posts For PopeUrban.2578:

The problem with deathblossom

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

It doesn’t need a damage buff at all. it simply needs an evade buff so it’s useful for both types of builds. The raw damage is low on purpose as it’s theoretically supposed to be an evasive skill with DoT damage to continue pressure, not a major source of direct damage so it can spam people to death with crits.

Would I complain if it also got a white damage buff? not at all! but I think if the evade is fixed it already hits the usability point for crit /power builds, and if anything it could use another non-damaging condition like cripple or even a short immob.

Like, put the evade at the front, immob on hit for .15 secs, thus, you can use it to evade, and the immob, if not broken, prevents the target from turning around and blasting you as you land? The catch is to really “land” the immob you’d have to strike with all three hits to stack the duration. This means you could use it to set up backstabs, etc. and due to the multitarget nature of the skill might actually increase d/d’s staying power in group fights?

Of course, my math is off and doesn’t account for condition duration and such but it could be a more interesting mechanic useful to both build styles

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Get over trinity, it's bad!

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

It’s not that having ‘trinity’ is bad. Players having roles in a group is a good thing that encourages teamwork.

What’s bad about trinity systems is they tend to make certain classes required for certain content. GW2’s goal is that we have some form of trinity, but without boring kitten “main tank and healer whack-a-bar” mechanics, and that every class is supposed to have valuable support, dps, and control roles.

What’s wrong with the system currently is that not every class actually has access to good builds for all roles, and because of this reason anet has been forced down a road of making all content completable by all DPS parties, as DPS roles are the only roles that every class actually has working builds for (now that condition stacking is fixed)

There’s nothing bad about having roles at all. What’s bad is not being able to do a thing because the one guy in your group that has actually levelled a “tank” or “healer” is offline, even though you have three other max level dudes ready to go.

In a perfect GW2, we’d do some rapid build shuffling in the group and fill that support slot with one of the existing members, or one of the guys on deck. You could do this easily in GW1. Your monk not online? That’s cool, just have a necro, rit, ranger, or whatever to swap out, have people build around his style of support, and go do the content!

This is better for overall longevity of single characters, as having access to multiple build types means having a reason to acquire alternate gear without actually invalidating your old gear or turning the game in to a gear grind. You’re ready to go with one set of gear, but having multiple build sets ready means you’re more flexible and can fill more roles. This is far better than being forced to roll more characters. Again, this was the system in place in GW1 and it worked really well. people were constantly inventing new builds to try, and often that meant putting together another set of gear.

It’s better for the game overall, as combat can be designed to be less braindead spamming the same rotation which you could macroand be just as effective (if it wouldn’t get you banned) and dodging the occasional red circle. That’s the primary problem with GW2 right now. The PvE is stupidly easy, and as a result all of the rewards suck because they don’t want to hand out good loot for easy content.

The concept of a trinity, or roles in general isn’t a bad thing. The specific implementation of the boring “main tank holds all aggro while DPS falls asleep running a rotation and the healer looks at bars, and by the way you’re screwed if you tank or healer can’t log in” is the bad thing. Don’t get those concepts confused.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Inconsistency in elite specialization traits

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

They all grant the mechanical change and don’t do much else. I don’t see the problem here. Different elite specs change up the class in diggerent ways, but all of these traits simple say ‘add skills and a weapon and the special whatsits that come with the spec’

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Revealed isn’t any more readable than an insight buff.

There’s no visual tell for revealed, just a UI icon.

The point here is that revealed prevents stealth which makes the thief super vulnerable and locks out his stealth traits

A boon based ‘detect stealth’ approach in stead allows those traits to continue to function, and makes “spotters” more balanced. They don’t reveal you for all to see, they’d need to communicate to teammates where you are.

Reveal was a mechanic originally designed to prevent stealth>damage>stealth spam.

The heart of the SA traits are designed around our access to stealth, and our stealth is designed around as system of short durations and an internal global cooldown in the form of revealed

Revealed doesn’t make more sense within the context of theif design, or stealth design in general. Revealed as an anti-stealth mechanic has an extremely limited effect that people can’t use in a preparatory manner, which doesn’t make it a stealth counter that’s fun to use, only as a reactive panic button that you hit because you happen to think someone is around.

It’s imprecise, unweildy to use, and overall just plain plays worse for both the stealther and the scout.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

1 Player Dungeons?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

All of the story instances are solo. That’s the vast majority of Anet’s content. As of S2 they even made sure to add challenge achievements so that there’s something less faceroll to play them for, and some of those are pretty tough, it’s basically the same feel as secondary missions in GW1, without the whole group reliance.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

What have you been doing?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

This is it. This is GW2 until oct 23. I do dailies and argue on the internet.

Also work and stuff, but everyone does that.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

So sick of Mordrem

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Don’t forget the mushrooms guys.

Seriously, you only think you want to fight new monsters, then you try to facetank a pack of mushrooms.

I find the other mobs in the HoT betas interesting, but those kitten mushrooms are terrifying

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

I Could Outrun a Centaur!

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I don’t do story anymore but if you shut off sound (and I do) for talk it also shuts it off for cutscenes. Can be a real pain because you can’t pause the cutscene to turn your vocals back on. At least that was the way it was long ago when I bothered with GW2 story (I stopped because it doesn’t pay and I’m all about the looty).

This is not the only game that makes the mistake of repeated voice use on a character you will be using repeatedly. Dragon’s Dogma a great game but exactly the same as GW2 where the voice volume turns down cutscene volume as well. Then there was Skyrim with one male voice actor for all npc’s….

Every time I get in these situations I just keep repeating to myself, “be thankful they didn’t hire Gilbert Gottfried.”

I would buy gems for a Gilbert Gottfried voice pack. That’s a worthwhile account upgrade. He’d make an awesome asura.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

not sure if i need to worry? or..

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

no, there are logs that can prove if you cheated or not, anet doesn’t reflex ban over whiny babies.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Scrapper is a better Guardian

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

It’s not about the killable gyro at all. For a thief to give group stealth support, we cast SR and everyone has to stop and sit in it until it ends

the gyro can be popped, mid-run, and sacrificed to the enemy team, but a teammate can literally gain stealth just by running through the field.

Blowing up the gyro doesn’t remove the 10+ seconds of stealth everyone near it already has and due to the duration _it’s going to be a lot more people with the full stack than shadow refuge.

Not only that _but it’s a packaged deal with an AoE reveal.

It’s not just a better SR. it’s a better veil, sic ’em, and a better mass invis as well.

The only think keeping it in balance is that engis have to give up supply drop or mortar for it. Meanwhile a stun on a cooldown, 2 pets, or 7s stability and whirls are “elite” for thieves because our traits hamstring venoms, our pets do combo fields, and our whirl hits lots of things.

Sugar coat it however you like, but thieves aren’t just disadvantaged by someone who chooses a reveal skill. They’re already disadvataged in every fight since the trait update ue to the insane amount of passive defense avaliable to everyone that’s not a thief. They’re simply eviscerated by a reveal skill/ Revealing a stealth build isn’t a ‘counter’ it’s a I win button that cuts off all condi cleansing and passive damage mitigation. This is an issue other classes with stealth skills don’t have. Htey have the same amount of tank in stealth or out of it. Thieves however are a design relic that was originally balanced around high risk high reward play that has now lost its reward and is experiencing increasingly high risk.

Seriously. When was the last time you were jumped by a thief 1v1 and actually died? They don’t have the tools at this point. Something needs to be done for thief durability or stealth or whatever. They’re squishier than ever and they recieved a damage nerf in the same patch that gave most other classes a damage buff, despite the fact that the only defenses that got buffed were all stealth traits, and their non-stealth survivability was actually nerfed. They were already unable to kill anything not in full zerk, and only then when running boring burst builds that only got to try to fight once every 60 seconds and then ran away on cooldowns.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

What weapon to go with double daggers?

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Posted by: PopeUrban.2578

PopeUrban.2578

Shortbow.

Thieves don’t take secondary sets for damage, they do it for utility since we don’t get dps increases from swapping like other classes.

Shortbow is essentially your best utility weapon kitten 5 doesn’t have the mobility limitations of the other sets (always toward or away from a target) and you don’t have the init to really use more than one “key skill” on your secondary set unless you’re in a situation where SB would already be a better option: ranged fights where going melee would be suicide/ You could try p/p but it’s just bad at keeping range and mobility, meaning it doesn’t support your melee set and it doesn’t give you escape utility or a good auto attack to spam and range while you recharge init.

and doing d/* or */d is just a waste if you’re going d/d as you’re only getting basically the dual attack and half of a dps set you’re not using anyway, and the dual attacks are all inferior in either mobility or basic utility.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Controversy: Decrease Backstab Damage

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Posted by: PopeUrban.2578

PopeUrban.2578

I think he means everyone experienced a bit of power creep, but since our GMs on a lot of lines were already so low impact thieves didn’t feel the boost in terms of damage or survivability like many other classes did from the extra traits.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

I Could Outrun a Centaur!

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Nonsense, I love it. It’s obviously a common saying in human culture. So common a man had it inscribed on his grave

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

elite is best?

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

The “elite” is a throwback to gw1 mechanics. GW1 had an 8 slot skill bar, and you could equip any 8 skills you knew, from either of your professions. Certain skills were “elite” and were generally “build makers” that you built the bar around.

In that system you could only equip one elite to the bar, so because the elite specs are “build makers” and you can only equip one at a time it sort of fits, as traits replace a lot of the build diversity we got in GW1 from more free skill selection.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

TIE: Shortbow

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

I’m also of the opinion that cluster bomb would benefit more from range than projectile speed, just because the blast combo nature of it is what prings up its viability rather than its actual damage.

It used to be 1200, and while I’d love to have that back, the speed is still a real bummer, because if you’re trying to use it at that range you only get one shot every 3-4 seconds. The only way that would be cool is if its’ damage increased for every half-second it’s airborne.

Well, the thing is, it’s obvious that donm’t want want us doing, like 1200 range builds. I think the old version was fine specifically because of the travel time. It gave us a skillshot that didn’t make us 1200 range murder machines who still had massive escape potential.

Basically, it’s a useful thing to do out at range that doesn’t make it a “1200 range weapon”

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Inherent Thief Advantages: Where are they?

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Posted by: PopeUrban.2578

PopeUrban.2578

LMAO!!!! your signature is crazy… lol

“Raptors”
“Hundreds of them”

I lost it.

I’m pretty happy with the price point but that’s a kitten fine bit of memery sir.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

TIE: Shortbow

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Honestly, to buff any aspect of SB they’d have to leave #5 alone at the very least. it’s already very good at what it does. I’m also of the opinion that cluster bomb would benefit more from range than projectile speed, just because the blast combo nature of it is what prings up its viability rather than its actual damage. The damage/condis are fine as are the mechanics, but allowing it some of its old range back would let us at least contribute to max range fights, albiet with only a pressure role.

  1. needs a range/evade buff, and #1 is pretty okay considering it’s a seeking bounce auto. Maybe amp its projectile finisher chance a little so it’s still more utility?
  1. could probably use a tiny bit of juice. Duration, aoe size, init discount or something.

I think your suggestions overtune it, as it’s supposed to be a largely utility weapon so upping the utility rather than damage seems the better way to go.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

BWE 3 Daredevil Specialization Changes

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Posted by: PopeUrban.2578

PopeUrban.2578

Glad you guys agree. I’m not saying DD need to die. it’s a cool spec choice. I’m just saying it shouldn’t be a mandatory choice just to compete, and the thieves should somehow retain thier title of “the stealth guys” if the build for it.

DD is great, I’ll probably be playing a non-stealth DD just like I play a non-stealth corkscrew now because it’s fun. I like timing dodges more than stealths.

However, what pushed me out of stealth was this situation when it was much less problematic, and it’s sad to see it get incrementally worse with no mention of compensation or why they feel the repeated indirect nerfs to a core tratline are considered well balanced. Stealth is becoming incrementally less fun to play, which is the only option for a “core” thief, and even many DD weaponset builds.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Honestly, outside sources of reveal should be changed to grant a boon that allows you to see stealthers in stead. Reveal should only be applied by attacking from stealth, as that was its original design, to prevent stealth spamming that would make you impossible to detect while still dealing good damage.

Insight: When affected by insight, you can see stealthed characters and monsters.

Sic ’em: You and your pet gain Insight for 10 seconds
Analyze: You gain Insight for 10 seconds
New engi toolbelt: You and up to 5 allies within 900 units gain Insight for 10 seconds.

There, fixed. It’s a logical counter to stealth that doesn’t shut down a trait line, and it can be countered as stealthers and their allies can see the boon, rip it, avoud the guy with the boon until it’s over, and otherwise actually have some counterplay

It’s also a better stealth counter as it affects your perception of all stealthed targets rather than a single stealther, meaning it’s much better against packs of stealth mobs in pvE or stealth blobs in pvp.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

I liked what Huang said about stealth on the twitch stream.
Irenio: Stealth is something that you haven’t really been able to counter, its just been a one sided opportunity for whoever can stealth
Rubi: I don like stealth to be countered
Irenio: Yeah, people who have stealth always say that

Like he said, a lot of you thieves want to protect stealth from being countered at all but really it gives a huge advantage in any battle when you are helpless to stop it.

Also, hopefully anet can buff thieves in other areas that are needed so they aren’t so reliant on it anymore.

Thieves: Reveal is something that you haven’t really been able to counter, its just been a one sided opportunity for whoever can Reveal

Penguin: I don like reveal to be countered

Thieves: Yeah, people who have reveal always say that

Explain to me the counterplay against reveal. It is literally a debuff that turns off its counterplay.

Thieves are stealth reliant by nature of our defensive traits, HP, and armor class until DD comes out.

Every other source of stealth in the game is granted to classes that Don’t lose anything but stealth when they are revealed.

When a stealth-specced thief loses stealth, he loses his ability to cleanse conditions, his damage mitigation, and his ability to deal meaningful damage.

We don’t merely lose stealth as any other class granted stealth does.

We lose an entire trait line, and there is no counter play to prevent it

Every source of outside stealth reveal can not be evaded, blocked, or otherwise countered. They are “hit button apply cripling win-making debuff that lasts two or three times as long as a stun and can not be broken”

The only exception is the engi lock on trait, which is completely fair as it has counterplay in that the thief can actually evade, reflect, block, or otherwise not be hit by the engi’s attacks to prevent it.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

In GW1, when they designed assassin, they purposely did so without implementing stealth as a mechanic. Their reasoning? It was hell to balance. Assassins were still really good at being bursty hit and run characters with fun to play mechanics due to mobility and unique combo chains.

Assassins were awesomely designed, and what I thought I would be getting from Thief in GW2 originally. I would gladly sacrifice Shortbow #5 and every source of stealth if we could be a lot more like Assassins from GW1.

They gotten beaten to a pulp by the nerf bat too you know…

Yeah, but the difference is that they started out OP and actually got balanced, in stad of starting out slightly overtuned and ending up completely worthless.

Ditto for dervs, paragons, rits, IWAY, bear form, and pretty much everything that really was a balance problem in that game for any length of time.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Might needs toning down.

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Increase all might durations by 300%

Limit might stacks to 5.

Now it’s balanced, and doesn’t make preparatory hugs with only the jut right classes the only efficient way to complete content or kill people.

Alternately, give everyone more might and balance the whole game around the assumption everyone has 25 stacks of might at all times. You know, it’s backwards and annoying but at least people won’t cry because they “got nerfed”

Might Stacking isn’t the problem. The problem is You can’t might stack without a very small selection of classes and skills which kills build diversity and is as bad for forming groups as the “LF Healer & tank, DPS full” design you intended to get away from with GW2’s combat system.

If the goal of GW2’s system is that all classes can fill all roles, stop making certain classes obscenely better at filling certain roles, or go all in and just create a proper tank/dps/healer trinity as in the end it has the exact same effect

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Losing 3/4 of your health bar to a thief or mesmer or indeed and engineer before even seeing your opponent is not fun.

Just my opinion but – stealth is annoying and the more counters to it the better.

THEN – classes that rely on stealth will need buffing in more interesting ways.

IMO this is good for the game.

Classes? There is one class that relies on stealth and that’s the thief. So where’s our corresponding buffs?? The elite specialization where we are the only class in the game that has to give up our grandmaster trait for the spec power? With horribly implemented dodge replacements and terrible copy paste hammer animations?

I don’t think so. We are getting shafted in this expansion unless something major happens in the next month.

Yeah I don’t desagree… What I’m saying is, over the course of time, personally, I’d like to see Thieves become more interesting to play and play against by being less reliant on stealth. If stealth becomes easy to counter and thieves start being under powered as a result for a while… Anet will need to give thieves something else to bring them back up… hopefull something really cool!

You know, the thought occurs to me.

In GW1, when they designed assassin, they purposely did so without implementing stealth as a mechanic. Their reasoning? It was hell to balance. Assassins were still really good at being bursty hit and run characters with fun to play mechanics due to mobility and unique combo chains.

In GW2 we lost a great deal of that mobility and the durability we could have obtained in the old assassin design through multiclassing. In return we got stealth and stealth attacks.

The exact reasons GW1 assassins didn’t have stealth are the same reasons thieves are in the sorry shape we are in.

You want to hand out stealth and reveal like candy? Fine! However, if we’re still going to me “the masters of stealth” our stealth defenses line needs to be more of an asset and less of a crutch.

Currently, it’s a crutch, and one that’s becoming increasingly less good at supporting the class.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

BWE 3 Daredevil Specialization Changes

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Posted by: PopeUrban.2578

PopeUrban.2578

I remember when we were masters of stealth.

Then engineers got a mobile super-refuge.

And they still don’t rely on stealth to defend themselves.

Look, Karl, I realize this is the DD feedback thread, but acro was eviscerated, and with all the reveal being tossed around to every single other class in the game SA is being eviscerated as well.

You want our role in PvP to be back capping and +1? Well that’s awful, but if you’re going that direction go all the way. Give us more run speed, shadow steps, and mobility so we can at least reliably run from fights since it’s obvious that we’re not supposed to be able to win them unless we select the mandatory new evade playstyle.

I don’t even play a stealth build any more and I’m just plain upset about the constant inattention to thief stealth reliance as more and more revealed creeps its way in to the game.

how does it even make sense that the class The developers stated is “the master of stealth” actually worse at providing and maintaining stealth for both allies and self than not one but both pet spam classes?

How is thief burst even a problem when compared to mesmer burst, or the upcoming engineer stunlock?

Isn’t it more problematic to have a class that can continually hand out lethal damage while remaining completely invisible? Didn’t you nerf cloak & dagger because of that exact issue?

Isn’t it more problematic for a class that can literally stunlock someone for upwards of ten seconds to also hand out obscene amounts of stealth to his allies?

I get that daredevil is all about the evasion. I’m a fan of that. But core thief is not in a good place and it is the only class that has all of its passive defenses turned off when revealed by an outside source

Since you’re in charge of thief balance at the moment, can you enlighten us as to why you feel this is an acceptable limitation for thieves, but not for classes with far better innate passive survivability tools?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

With all the reveal being passed around, isn’t it high time we had, as “masters of stealth” a trait that lets us, you know, cleanse revealed?

Or hey, fun idea, how about just dropping revealed applications from leaving stealth altogether, only self-apply reveal if we actually use a stealth attack, and spread all the reveal around to people’s skills in stead. Now people can feel good about having a “reveal the stealther” button, but thieves can still actually use the Shadow Arts traits?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Turn down particle effects?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Still need this option. Still don’t have.

I just want the clicky checkbox from City of Heroes, another particle heavy game. That one simply turned off all particle effects that couldn’t interact with you. So all allied buff auras, extra effects other than projectiles for allies, etc.

When you turned it on, all you saw were simple melee animations and simple projectiles with no “splash” animations. You only saw VFX from aura type abilities when they were something you could interact with (usually by standing in it, in GW2 this would be only the most recent combo field) You still saw all of your own particle effects normally, and those from mobs.

That game was also unplayable in groups without that option.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

BWE 3 Daredevil Specialization Changes

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Posted by: PopeUrban.2578

PopeUrban.2578

Is the Kick from Bandit’s defense Unblockable? Is it even dodgeable?

It can be blocked or dodged as of last BWE. In ideal circumstances (1v1 melee) it’s highly unlikely the target will have time to do so as it happens so fast after the block, and you usually activate the block while they’re already stuck in the animation for their stun follow-up so the kick’s animation is usually covered by their aftercast.

In group fights or piles of mobs though, the problem is that you can’t dodge-cancel the block or the kick, and the combination of the two animations together is a pretty long stretch of not being able to reactively dodge, which can get you killed pretty fast.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Necromancers

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Posted by: PopeUrban.2578

PopeUrban.2578

There has never been a stigma against necromancy in tyria. They don’t consider the practice unhealthy or evil in any way, as their culture has a much easier time dealing with death than our cultures do, mostly due to the fact that tyrians of all races have definate and definable proof that there is a separation between “soul” and “body” even though they have different ideals about where the point of separation is and what happens (or doesn’t happen) to the “soul” when they die.

Tyrians see necromancers minions as gross, but not necessarily evil. Kinda like going to the bathroom.

The idea that messing around with corpses is evil is simply a concept that doesn’t exist in tyria.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

[HoT Trailer] Could this be Sylvari ?

in Lore

Posted by: PopeUrban.2578

PopeUrban.2578

https://www.guildwars2.com/en/news/the-mordrem-guard/

Well, seems like I was right about the whole “the Mordrem Guards are former Pact Sylvari”. :’p

How do they explain why Scarlet and Aerin continued to have a Sylvari appearance rather than a Mordrem appearance even though they were under the control of Mordremoth? Could they have been considered Mordrem Guard as well?

Neither had direct contact with the sleeping mordremoth, but were rather awakened to the buried facet of their nature of which the were unaware.

Neither was “corrupted” in the proper sense. Scarlet’s experiences in Omadd’s machine, and Aerin’s similarly mind-opening experience while training with the zephyrites only allowed them to percieve their nature, and being weak willed they succumbed to it. Basically they were running on mordy’s “failsafe” while Mordrem guard are the result of an awake and active mordremoth directly influencing physical corruption and actively giving orders to minions and facets of himself to do the same

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

BWE 3 Daredevil Specialization Changes

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Posted by: PopeUrban.2578

PopeUrban.2578

Bandit’s defense

Quoted from other non-official feedback thread for visibility.

2s block would be nice.

We also need to be able to interrupt it at any point in either animation state

Currently it can get you killed by locking you in to the kick in large fights. I don’t want to lose the kick, as it’s awesome when used in the proper conditions, but we should be able to dodge or skill-cancel out of the block OR the kick animation, thus we could use it as a block/stunbreak in large fights and not get murdered becuase we’re leaping in a rnadom direction to kick a guy.

Alternately, it could have an evade on the kick section since we don’t really control the target, and in single fights the target would already be knocked down Thus, we could still get the awesome kungkittenblock>kick combo in a crowded fight without the drawback of becoming vulnerable while doing so.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Bandit's Defense 15 sec --> 10sec

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

2s block would be nice.

We also need to be able to interrupt it at any point in either animation state

Currently it can get you killed by locking you in to the kick in large fights. I don’t want to lose the kick, as it’s awesome when used in the proper conditions, but we should be able to dodge or skill-cancel out of the block OR the kick animation, thus we could use it as a block/stunbreak in large fights and not get murdered becuase we’re leaping in a rnadom direction to kick a guy.

Alternately, it could have an evade on the kick section since we don’t really control the target, and in single fights the target would already be knocked down Thus, we could still get the awesome kungkittenblock>kick combo in a crowded fight without the drawback of becoming vulnerable while doing so.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Let’s not forget that Mantras, once pre-casted, immediately start cooling down for future use

I believe this was fixed in the July 28th release. It’s possible that they could behave the exact same as mantras. At this time, we’re going with the theme that Distracting Daggers are something you can hold over your opponents for a period of time, and then it’s gone. We’d rather encourage using the daggers and getting those interrupts off, than simply holding the daggers for hours at a time.
Please feel free to let us know how they play during the next beta event. There’s quite a few ways to go with the ability and I’m not sure they have to behave exactly like mantras.

Make them unblockable, or have them boon rip or something?

The problem is they just have too much built in counterplay as ranged physical attacks. The only way you’re going to land one is being in your opponent’s face.

I get that you want it to be a pressure skill, but the problem is, given travel time and GW2’s extremely short cast animations, it makes them useless at range. The increased projectile speed may help this, but given the prevalence of aegis, blind, and other covers they’re simply a worse version of headshot.

Consider granting them some other “danger zone” buff during the duration to assist in giving them a pressure feel? Unblockable daggers, giving the daggers a 1-boon rip, or maybe granting the thief immunity to debilitating conditions like blind and weakness while they are active, and removing an immunity for each one used?

This would make them much more effective pressure tools and the limited window for use would make a lot more sense. Boon rip would make them threatening alone, unblockable would make them much more fearsome interrupts, and granting immunity to primarily debilitating conditions (but not damaging one) would make it easier to land the interrupts alone, as well as making the thief a less counterable opponent while the daggers are active, which would give a nice push and pull to the skill.

I get the intent, but even with the listed changes it’s not a very effective pressure tool.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Bring back ricochet trait!

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Posted by: PopeUrban.2578

PopeUrban.2578

I agree with people saying ricochet should just be baked in to unload.

Actually, an improved ricochet should be baked in to unload, removing the RNG and just giving each shot a bounce.

This doesn’t affect 1v1 balance, and it doesn’t impact the design of other pistol sets, but adds back something a lot of the people that liked to play P/P sorely miss.

Another decent buff to unload could be to make it a 100% physical projectile finisher. This would greatly increase its utility and make it’s initiative/damage cost much more reasonable. Dancing dagger has some really interesting interactions because of its 100% projectile finisher+bounce nature, but it fights for initiative on */D builds so it’s very situational.

If unload, however, had a baked in 100% projectile finisher and one bounce, it would give it some unique positional and combo play and mesh better with the condition focused #1, as 8-16 100% projectile finishers is a significant condition application combo, lifesteal combo, and is an otherwise unprecedented amount of utility or damage with the obvious drawback that thieves have quite limited access to damaging combo fields.

This would be thematic for the thief, considering we’re already the best finisher spam in the game, and if a lot of our group play intent was built more around being really good at exploiting combo fields while being slightly less good at throwing down the fields it could do a lot to make thieves desirable and fun to play in non-roaming roles for WvW and PvE

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

A suggestion for Guild communication

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

The first thing we need is for the MOTD to actually display when people log in (that are representing the guild)

Have it display in guild chat, or in its own window or whatever.

Most rank and file members have no real reason to ever open the guild panel. They say “hi” in gchat to see who’s online, and they don’t need to check upgrade progress and rosters and other such things, so it’s often days before some of them see an important motd if nobody else mentions it, and often nobody does because they assume everyone else read it. So, you know, I end up constantly bothering people with “Hey did you guys read the MOTD?” “Guys, read the MOTD.” “If you wanted to be on that run the start time was in the MOTD” and so on and so forth.

Sort of defeats the purpose of the motd.

It would be great if we could just greet our guild members with the guild MOTD on login.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Traeharne Breaking Continuity

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Posted by: PopeUrban.2578

PopeUrban.2578

So they fixed that? He definately didn’t acknowledge my sylvari. I remember it clearly as I was pretty bewildered by that fact.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Reduce the amount of Mastery Points gained?

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

I simply don’t understand the concept of mastry points.

It would make sense if we gained mastry points through XP and it took X points to unlock a mastry tier, the way hero points work, but the whole “fill up a bar with XP to earn the right to spend a point you already have tons of because it took so long to fill the bar” seems needlessly complex for no reason other than to replace hero challenges and pois.

The system is pretty solid, choosing lines to put xp toward is solid, but the mastry points themselves seem… tacked on.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Small Guilds earning Favor/GH in HoT

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

This is same as complaining why raids need 10 people and why can’t they be soloed or 2-3 manned (nobody actually complained yet, but you get my drift).
Point of guild quests/events is that more people gather to do guild related stuff to advance the guild. If you choose to have guild with 20 active players, few online at a time then that comes at a cost. Cost being harder guild advancment and sometimes not being able to do all stuff bigger guilds can. You can’t compare your guild to a guild that has 200 active members and demand equality. Big guilds are harder to manage and in return some benefits must come from that. It’s harsh but it how it is and how it’s fair. Otherwise, everyone would make small guild and easily grab all the rewards that come with it.

you are incorrect in your comparison.

I am also in a small guild, very small PVX guild which is WvW focused.

Point is, in a WVW focused guild you HAVE TO HAVE WvW upgrades going which is possible and doable within the current system of influence.

But to our understanding, after HOT launches, we will have to have a guild hall and continuously obtain the new currency in order to maintain WVW effectiveness.

We do not need to raid for armor, only those of us that want the new legendary armors will go after them and they are not necessary for WVW, but the WVW upgrades are.

So a better comparison would be that we will have to do PVE raids in order to maintain the WVW upgrades (regardless wether those raids are guild missions or new upcoming raids in HOT). That is the issue.

What makes you think a quite small guild will get any use out of wvw upgrades in the new system? Claim priority scales based on the number of players representing a guild when an objective is taken. I don’t know what your server is like, but on mine it’s pretty much a given that a guild of less than 20 people wouldn’t really ever get claim priority.

Your server may be different though.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Please AN - Attention to casual gamers

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

You don’t actually need ascended gear for the “casual” content you’re playing in the first place, and furthermore ascended is very very easy to craft compared to when it was first released thanks to the endless font of dragonite/shards from silverwastes.

Why back in my day we had to do fractals, guild missions, farm world bosses, and run a ton of jumping puzzles to make the stuff. These days you can join a shovel map and eat a sandwich and get it all with one hand in two or three play sessions.

Ascended was added to the game because they wanted “top tier” to be a longer term goal, and people were gearing out in full exotics faster than they had anticipated. Ascended is a reasonably long term goal at the moment, but still quite easy to make progress on in the order of one or two pieces a week. You just have to actually direct the rewards you get from play toward that goal in stead of hoarding resources or spending your gold on other stuff.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Introverts need not apply.

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

I understand your issue, but designing online games to discourage rather than encourage forming relationships with other players is simply dead end design that doesn’t leverage the strengths of the format and wastes its development cost.

This isn’t really the game’s issue, it’s yours. It’s unfortunate, but there are many, many games that are desgined from the ground up around asynchronous multiplayer elements where you never actually directly interact with other players.

You (and pretty much anyone) are welcome to use my guild hall with no expectations if you’re just after the resources/skins. I rather enjoy the idea that “randoms” could occasionally be found browsing in the bar or mining nodes in the zone. That’s just more people to appreciate the decorations.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Just hear me out

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

It’s almost like you want to play a game that encourages people to make friends and do content with them.

Weird.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Legendary Armor: Runes

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Guys

Legendary Runes and Sigils

followed by

Legendary Infusions

It’s the obvious eventual outcome.

Anet wants to add value to “elite” gear without adding mechanical power creep. This is the next logical step after every gear slot has a legendary option or two. It would likely be far cheaper to craft, and would give them an excuse to do more shiny particle effects without also having to design multiple races and gender variations.

They’d just make “Legendary” effects for the sigil procs and 6 slot effects, and they’d say “Now you can truly complete your legendary equipment!”

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Waypoint Rules & Limitations

in Lore

Posted by: PopeUrban.2578

PopeUrban.2578

And for some reason, waypoints are free inside cities. Lore approved, since those little orphans scamps use waypoints to get about, as well!

Waypoints in cities are paid for with property and sales taxes most likely. Think of them like roads. You don’t pay a toll for most roads directly, but indirectly they’re paid for by the municipality.

Because much of tyria doesn’t directly fall under a ruling municipality, the waypoints in “the wild” are essentially toll booths since there’s no local government that collects taxes.

One could argue that the waypoints in kryta and ascalon sort of fall under the banner of their respective lords, but it seems to me these territories ascribe to a more lenient feudal system as outlying territories, since it’s likely impractical or just plain not cost effective to collect taxes from the very few people that actually live there.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

All sylvari heard the call?

in Lore

Posted by: PopeUrban.2578

PopeUrban.2578

I honestly don’t see the nightmare court turning to Mordy. The entire ethos Faolain ascribes to is one of self determination. Mordy, just like the pale tree, is a force that claims to know what’s best for sylvari and denies them true free will.

See, both Mordy and the Pale Tree teach that all sylvari have a sort of innate destiny and it’s their duty to persue that destiny.

Faolain and the nightmare court hold to the philosophy that sylvari should determine for themselves their destiny by exploring all the facets of their being.

I think it’s more logical to see the nightmare court, or at least a faction of it, ally with the player against Mordy in a sort of enemy of my enemy deal, and wouldn’t be suprised to see Faolain take a keen interest in the physical transformation Sylvari go through when they submit to the call, and even seek to control it and perpetuate it throughout the court.

I also wouldn’t be suprised to see the nightmare court brutally evsicerate anyone mistreating sylvari and substantially growing the remaining court’s numbers this way. After all, the Pale Tree may not be in a position to protect her children at this point, but you can bet Faolain would take it upon herself to do so.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Traeharne Breaking Continuity

in Lore

Posted by: PopeUrban.2578

PopeUrban.2578

Traherne doesn’t event remember you know him if you already met him during the sylvari personal story.

he’s just all like “sup, I’m traherne, I study orr”

and you’re like “oh nice to meet you guy I already know but can’t remember me. Jerk.”

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Very disappointed upon hitting 26.

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

..the bonus for killing a mob closer to your own level is pretty inconsequential, and overshadowed entirely by the exploration bonus awarded upon killing a creature that’s been alive for some time.

Is that a thing? Does it really scale with a creature’s survival duration in the game?

Sure does. Any time you see bonus xp from killing a mob, it’s because that mob hasn’t been killed in a while. It’s meant to discourage people from farming in one spot.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(Suggestion) PvP - Duels [merged]

in PvP

Posted by: PopeUrban.2578

PopeUrban.2578

It’s simply not as important as you think it is. They don’t have open world dueling to cut down on “1v1 me bro” tells, and keep pvp limited to areas designed for PvP.

They also implemented guild arenas specifically to function as customizable PvP sandboxes so people don’t have to make/find a custom arena and can still have a place to duel without disrupting other pvp or pve play, or be disrupted by mobs and other players.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Dust strike

How about a single 5 target pbaoe blind pulse (no damage) at the start of the animation, and the current ranged 3 target cone at the end?

This wouldn’t make it any better against single targets, since blind stacks duration and is always removed extremely quickly, but it would increase the survivability in group encounters, which seems to be the focus of staff right? if that seems too powerful, that skill could lose some damage and move that damage to debilitating arc?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Distracting Daggers changes still don’t address the fundamental issue that it’s not just worse than a mantra, it’s worse than a mantra four times over.

It has to be cast in combat (interruptable) you only have a limited window to apply the interrupts (stallable) and it can be blocked/evaded (and many classes do this passively) and it has a bizzarre 1s internal cooldown so you can’t use it to break a passive block and follow up to still get the interrupt when you see the block procced.

I understand that you don’t want this to be as good as a mantra, but as it stands it’s so much worse that I can’t find a use for it. How about cutting the down sides of this by like half if you’re really committed to the whole “cast in combat and only use during a short window” mechanic.

Or throw that out and just treat it like a mantra that throws counterable daggers with a 1s ICD

Also I echo the concerns (and have for a long time) about deathblossom.

Also, can we get a confirmation that the art was just unfinished in the last build and we’ll see some polish?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Standard build for D/D Condi Thief?

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Dude, I’m telling you, if you’re using SoM mad king should always be an auto pick. In a group fight I can literally refill my entire HP bar just by hitting my elite. It will kitten up tactical use of BV or any other venom though, as the birds count as attacks, and you don’t control what they choose to attack first (and sometimes they attack rabbits, doors, and other random kitten)

BV used to be my go-to because of the cooldown when I was getting in to solo fights, but impact strike has the same CD so I can spam the birds on cooldown and is controllable rather than random CC so it’s a better pick. Obviously you’ll still want to use daggerstorm when you start zerg surfing though. What’s cool about daggerstorm is that the birds fire after you end the spin, so you get the SoM heals from all the bouncing dagger spam, and then while you’re disengaging the birds fire so you still collect heals while escaping all the people trying to knock you out of the spin, or finally limping in to range.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Standard build for D/D Condi Thief?

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

I’d also like to note that the build is a lot more fun with the DD stuff simply due to having more decision points to juggle in your head.

For instance, against single targets, your lotus daggers are actually higher DPS than using a deathblossom, so it becomes advantageous to actually treat the dodge as DPS, and the initiative as evade fuel. The low CD and block>knockdown of bandit’s defense makes timing its use a very skill intensive decision. Do you save it for a block, or do you intentionally hit it on an auto to get the KD which guarantees a few risk free condition applications? Do you save the new elite to finish with or do you blow it for some sustain heal from mad king birds and extra CC?

Overall it moves the build away from “just hit 3” in to a place where you actually look at your other abilities as valuable uses of initiative or other cooldowns as valuable damage rather than automatically loading up with utility, and in general have more frequent and meaningful combat actions.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ