The Four Warriors + One (Sigh) Mesmer mentality functions like this:
The Mesmer is there for Time Warp and Reflect (which does a metric kitten of damage if you reflect right). That’s your job, and it’s all you’re wanted for.
Warriors pump out the most damage, period. Damage is king – Direct Damage, not Condition Damage. Banners and Shouts help the entire group stay buffed.
You’re all in Berzerker gear to max the DD. If you need, say, Valk, it means you probably get hit, and you shouldn’t be getting hit. That wastes your potential and the group’s time.
That’s pretty much it. Thieves can’t compete with warrior cleave damage in these settings with that set up. Engineers can’t. Eles can’t. Necros can’t. A Guardian sure is useful, but when you’re min-maxed to that degree, is not needed. Rangers can’t and the pets are a liability on certain fights. This is all if you have that mentality, which is justifiable if that’s how you want to play the game. I find it boring, myself.
I’ve run with groups where Necros and Rangers melt adds with wells and traps. I’ve run with groups where Guardians make melee so trivial I can 1H sword AA with my jaguar and AFK as things die en masse. I’ve run in groups where my thief can just backstab packs down one by one as a GS guardian and a Hammer Guardian keep mobs grouped for us. It’s probably NOT optimal. But it’s a hell of a lot of fun.
Thankfully, if speed runs aren’t your thing, there’s no shortage of people who just want to have fun.
actually they ninja nerfed death blossom
old: you get evasion when you started the attack behind the enemy (full duration)
now: you get 1/4 sec evasion somewhere in the middle of the animation, not so reliablewhich is a complete fail combined with the 25 bleed stack limit…
What.
However, as I said, I m not in the competitive stage of PvE – if it exists rather than being an illusion of the commoners, who disregard skill and enjoyment aka. “COF P1 4 WARRIORS 1 MESMER GEARCHECK” – so the role the build fulfills doesn’t have to be the one thse people reserve for thieves.
That mindset does exist, but I rarely see it for as much as it’s represented on the Dungeon forums. I’ve been unwelcomed for bringing my Thief and Ranger, and I was once colorfully told why: Dungeons are all about Direct Damage. Warriors output the most heavy damage in cleaving hits and banners support everyone constantly. The Mesmer has Time Warp to make this efficient and has reflect to do a lot of damage. If you’re not maximizing damage or utilizing reflect (poor mesmer), you’re wasting everyone’s time. And to that tend, you better be in ALL BERZERKERS because if not, you’re wasting potential and time. Really, as time is money. In the game. Cough. Joke about wasting time while playing a video game.
Of course, I run with other people who let me bring my S/D-D/P build or my melee ranger, and maybe it’s not as effective, maybe we waste time, but we have fun and that’s really all that I look for these days. My days of main tanking min/max tuned raids are done, it’s what I came to GW2.
Regarding Molten Weapon Facility, specifically the final fight’s Molten Berserker:
Please add a PBAoE damage component to all versions of his stomp / shockwave attack that hits for slightly higher damage than the actual shockwave, in a range similar to the space he occupies. Stacking inside him so that you don’t get hit creates this bizarre social pressure where people think I’m out to sabotage them by not using that particular exploit.
On my Ranger, sometimes I’m unable to stand inside. It flat out blocks me, like a wall, even if he’s in the air. I died on two runs because of that.
Dear Devs,
Ran MF with my Guild last night, was nice of them to include my Lv 74 in their party.‘cept it does not work; although I’ve been anything but cheap; my Lv Scaled Toon is not wearing exotic armor, not having that oppertunity, and might as well have been wearing TP.
I ran it on my 56 Ranger (She’s 80 as of Sunday) last week with no issues in PuGs. I ran it on my 80 Thief who is not in Exotics. Later I ran the ranger all through the 70s in 50ish greens because I just don’t care until 80. No problems at all with PuGs, and I certainly wasn’t carried because there were times these geared 80s flat out didn’t know what to do and I had to save the day.
I don’t doubt your tale, I’m just wondering how there can be a huge disconnect.
I run dungeons with a 0/0/30/30/10 build, using Greatsword and Axe/Warhorn-Torch. Prior to this I went 0/30/30/10/0.
Currently running Clerics because I wanted to play with a bunker build, but I’m going to work into Zerker/Knights. I tend to run with Frost Trap, Flame Trap, and Lit. Reflexes.
For pets, I use Marsh Drake and Ice Drake, because they hit hard, live long, cleave, and have a blast finisher.
Is it viable to go melee? Yep. I open with the axe to Chill/set weakness with my pet, blow the horn and let the bird flock loose, then Swoop in and Maul away. I drop my traps right in the fray, and if needed I drop my spring, so people can blast finish as needed. If they don’t, the drake will.
If I get attention or it gets too chaotic (sometimes the spells are too distracting to me), I zip out, and restart the axe process. If you can hang out in combo fields, axe throwing can be pretty handy.
Depending on the pulls and how well the group is going, I’ll use Sword/Torch instead of axes. I swap to either sort of bow (I’ve found both have their place) with GS on bosses sometimes.
I do tend to run with a Guardian I know, and he’s very adept at controlling the field with his greatsword pull, so it makes things a little easier. When I’m not running with him, I do sometimes feel a little less safe going full melee.
Reviver’s Might
– Changed to give a random boon dependant on which profession was revived.
-Warrior: Might
-Guardian: Aegis
-Elementalist: Stability
-Thief: Fury
-Engineer: Regeneration
-Necromancer: Protection
-Mesmer: Random boon
Didn’t even mention Ranger. Sniff.
I PvE and WvW, just to get that out of the way.
I’ve themed most of my characters in the game. I have Psylocke as a Mesmer (even has her purple butterflies!), Kitty Pryde as a Ranger (and a drake named Lockheed!), and Colossus as a Norn Guardian.
I wanted to make Wolverine/X-23 next and was wondering if Warriors had a viable build that fit that theme close enough. Weapon wise, I was looking at Dual Axes since they seem to just slash all over, and…Sword/OH Sword? I dunno. Healing Signet could be the healing factor, but I read that it is no good. And I suppose the default heal fits the berzerker thing well enough, since it stacks adrenaline and heals.
Any suggestions for my project? Ooh, how about armor?
Is anyone using 1H sword for ranger? I haven’t used it for months, it just collects dust in my inventory.
I know that ranger is designed to use ranged weapons, but sometimes it’s not that bad to have a bit of melee, so my question is:
Are there any plans to change the auto-attack on the 1H sword (yes I’m talking about the jumping kick that interrupts the movement and makes your character jump onto target)?
It’s not designed for range. Sword is one of our best weapons in terms of damage and Greatsword is ridiculously good all around.
GW2 mantra was Melee Damage will always trump Ranged. Ideally you’d be darting in and out and around balancing a bow and a sword.
Guys, even the Army agrees Ranger = Range, because the best snipers work there.
No, not really.
I’d love a crossbow, too, so keep it on the list!
Perhaps Staff for a ranger could play like a defensive melee AoE? Like the Guardian hammer but with pet synergy and blast potential. Since the GS is more reactive and defensive compared to the Warr and Guard GS, I can see staff playing the role of their hammer…but with a nature motif.
Knockdown/back Cleave
Blind (fling dirt up in their face)
Blast Finisher
A weaker Scorpion Wire with a pet synergy
Great to hear, HotHit. I try to work Axe/Torch or Axe/Axe into my Greatsword dungeon build, too.
My biggest concern in dungeons is how the axe stacks up to the shortbow if it comes down to a single target. For me, shortbow and axe have the same risks with shotgunning their conditions, but since Axe has an offhand, I feel a little more versatile with what I can do, especially with weakness/chill. Perhaps that balances out any damage advantage the bows have?
Also, what stats best serve axes? Conditions? Or crit, as it’s own trait suggests.
(edited by PsionicDingo.2065)
I don’t think Lore is an issue considering there’s Charr and Asura Rangers, and they have different sensibilities. Also just because it’s a rifle as far as skins and stats go doesn’t mean it needs to be as such for skills. Look at the difference with Engy rifles or pistols and even shields. Or the various harpoon guns.
I’d rather see a staff if any new weapon is introduced, but I don’t think rifles break anything the ranger has going for it. I feel as far as ranged weapons go, we’re covered with axe and bows.
Conditions might be for the Lynx or Arcturus. Or an eagle.
I’ll second the snow leopard, though. Chill would fit right in.
You could shoot a volley of entangling seeds. And fire thorns like you fire coral. Or lob a volley of bait out and rabid carnivores pounce out to maul the guy. Fire a vine out to yank someone halfway to you and knock them down. Shoot up a blinding spray of dirt and leap back like a bunny.
No point in having vitality if you dont have the toughness to stop burst.
Could you elaborate? I’m well past the point I should be asking for “GW2 Stats and Why You Want Them 101”, but…well, better late than never.
I never used it much pre-nerf, as I wasn’t quite there yet. Tonight during an MF PUG we had a clumsy time against the boss for whatever reason, but I was able to S&R the entire party (minus me) back from the brink of defeat on our closest cooperative effort to seal the victory.
I know it says it doesn’t bring people back from the dead, buuuut it did. They were dead is dead is dead. So perhaps I’m not understanding the way the skill or the nerf work.
Enlighten me! Slowly but surely I’m chipping away at the MMO jadedness that tells me “Just main your Thief” with moments like this.
I do run P/P + SB, since november actually, even started running it in tpvp, and my blocklist is sky rocketing.
I’m a hotjoin hero to start with, had to take a little break from GW2 a while ago so i’m sitting at r50 which is not as high as i could be.
Spent a while tweaking my traits and gear and i know for sure i’m the only thief in EU running around with this setup.
In hotjoin it’s a delight, in WvW it’s an absolute glass canon eater but that’s not really relevant.In tpvp i get hated by my team at first, because they see me with Signet of Malice and Signet of Agility.
Then i get hated by some of the enemy team players, losing to them or defeating them, either way makes no difference i get trakittenalked.You wanna run P/P ? Just grab it. Win some, lose some.
Every single player i saw trying to run P/P makes the same mistake, they think they need to build as if they were your regular power/crit stealth dependant thief.
I actually don’t use stealth except for shadow refuge, sometimes, but even that utility is used most of the time for the benefit of the dark field combo. Which can be very deceiving actually because almost every player thinks you’re going to try to ninja soon as they see SR and rush in, but you’re actually setting your burst up.
Many people also believe you can’t get anything out of it if you don’t 333333333, well good luck with that.
Running P/P, i use every single skill on my bar, and yes even body shot has its uses because of the cheap 100% combo projectile it offers. It’s also very dependent with SB so you really need to learn when is the right time to put your weapons on CD otherwise you’re free food.The opponents you will never defeat are bunker guardians and BM rangers, and you’re going to have a very hard time dueling bunker oriented engies, at least as long as those know what they do.
You won’t be a bunker eater, but then again, that’s kind of the point of bunkers, not dying 1v1.Other than that i’ve beaten my share of shatter/phantasm mesmers, bunker eles (i made this build a while ago especially in order to counter bunker eles and believe it or not it gave decent results), other thieves and so forth.
It’s true that you need to work your kitten off to be on par with most of the favored tpvp specs, it’s true the skill/reward ratio is unfair compared to many specs out there, but i still believe P/P is very underestimated.
Yes it needs some love but far from a complete rework as i read more and more.
And the hipster in me whispers he doesn’t want it to be buffed because i don’t want it to become cheezy and start seeing all those people discarding it without even trying starting to run around with P/P because Anet mouth feeded it to them.
Inspiring, sir. Now I want to try it. Haven’t touched P/P since August.
Personally? I’d be good with storing a few stolen items on F2 – F4, with the caveat that anything after the first item had to be used within a certain timeframe, or that stolen skills now uniformly expire after X seconds.
I like the idea of storing 2 or 3 items for strategic use.
Personally, I think a Rifle kit with emphasis on sniping and distance CC would befit a thief.
Trait-less, the main-hand axe seems like a good weapon when compared to the shortbow. It gets a bouncing projectile which can compete with the shortbows single-target damage, a fan of bleeds, and a skill that causes frost and weakness.
However when traits start getting factored in, it becomes easily out-classed. Due to piercing arrows the bouncing projectile no longer has as much of an advantage. If you can line up just 2 enemies you are out-damaging the axe by a good amount.
I believe the problem lies with the only axe trait, which gives a lousy 10% more critical damage. If it had something on-par with the usefulness of piercing arrows, like perhaps the third bounce splintering and doing AoE damage and maybe 1 stack of bleeding for 5 seconds, it could become a great weapon.
For the off-hand axe, path of scars seems fine but whirling defense could use some improvements. Its root leaves you too vulnerable to AoE and melee attacks, making you not want to use it offensively, and if you use it strictly to block projectiles at a range its not going to be very helpful, not to mention your still rooted and vulnerable to AoE. They either need to remove its root or make it block all incoming attacks.
Yeah, I’d agree with the Axe trait. It needs something. I’ll try piercing arrows in dungeons this week; I try to avoid shortbow because I find it mindnumbing, and longbow is pretty situational.
Axe 5 reflects projectiles, fyi.
lol tooltip has been wrong since alpha… shows how accurate those things are xD
It’s so hard to tell for me because I tend to only OH axe in dungeons for those whirls = whirling in a combo field for benefits while scraping up the pack of melee mobs for the Vuln stacks.
Thanks for the clarification. I remember on my mesmer the phantom ranger did, so that does make sense!
I keep sword on auto and I feel it’s good – except for that dodge. It should dodge. And I do like the idea of swapping the order of the attacks – the jump first makes sense.
Other than that, with a torch and traps, it’s great for keeping an opponent locked into an area for your fire and pets.
I do not support reversing Monarch’s Leap. It felt wonky at first, reversing it puts the evade on the second end of the active, and that could be clunky. I much prefer dodging out, then in to get an Aura, or staying out.
What I will suggest is retuning Serpent’s Strike to be like new Flanking Strike. Both of them used to send me off of edges if I was in a hard place, and now FS doesn’t. Serpent could be tightened. And between Monarch’s and Serpent’s, both sword evades really suck if you want to use them with a cliff on your rear or right.
I usually bring jokes.
Yeah, warrior jokes are the best. Like, how many blades does it take to smash a light bulb?
They can’t. It Blinds them and runs away.
My friend (who plays a Necro and Guardian) is really, really feisty when it comes to rifles on rangers. He doesn’t play his precisely because they don’t have rifles. And while I get the nature magic motif with Rangers, I too wonder why we don’t have a rifle. I mean, Charr elites break that mood.
Maybe they could just give the rifle attacks a nature motif, similar to the Engineer’s rifle flavor. I just can’t think of a role, balance aside: shortbow is conditions, longbow hits hard (yeah, I know) and controls, and the axe is pretty much your shotgun skirmishing weapon.
What would a rifle bring that we don’t have?
In GW2, Melee > Ranged damage as a general rule, I knew that at launch, and I get the risk-reward factor.
Where do axes fit in? I know they ricochet, but I almost consider them melee, with the shotgun bleed, the chill-weakness combo with your pet (you get more benefit from time the closer you are), and the vuln stacks on Whirl, buuuut…I see where it’s ranged, too, with the projectile block (I keep hearing reflect, but whirl BLOCKS, right? I’ve never seen it reflect) and…well, ranged attitude of the set. Also the traits for Skirmishing cover bows and axes, while sword and GS are in Wilderness.
So as far as damage goes, where do Axes fit? Less than shortbow? More? More, but only if you can ricochet?
And with a condition style, is the axe just filler for the torch and cat and chill, or do the bleeds really hit hard, especially considering it spreads across multiple targets (at less stacks the less axes hit)?
I really love the axe in dungeons, but sometimes the Min/Maxers make snide comments about how I should be using shortbow. I’d love to just know how the weapon stands and what, precisely, you use it for, no matter what format you play in.
Also, include any criticisms or suggestions you have about the weapon. The only thing that comes to mind for me is a KD or daze on Path of Scar’s return hit.
Jade Quarry- no snow/dirt covered object, no dead drops, and also is missing, dead refugees, ability to fix signs, and no experience for healing wounded refugees.
Second night in a row of this.
It’s broken. I tried tonight in both zones and nothing. I know the objects move, but drops don’t.
I brought an Ice Drake for Chill and River Drake because that Lightning breath shreds things. I swap out a Fire Drake, too, because he hits hard. They both survive trash and the bosses.
I usually bring jokes.
This is my take for WvW/PvE-dungeons/casual sPvP.
The TL;DR is this: my own guild tells me “Go Thief” for WvW and dungeons, and I love my Thief, but I really love the Ranger when it all comes together…it just comes together less often than the Thief. However, my RL friends I play with in dungeon content regularly prefer my Ranger, but I also choose to believe it’s because my Thief smokes targets and makes them feel less bad kitten
I play both. I actually have a similar dilemma, as I want to focus on one for the summer, but love both. Here are my thoughts, especially post-patch:
They both have strong, supportive skill sets. Both dish damage out, but in different ways.
The Ranger can do damage, but the trick is you can’t really get that Might yourself. In groups where you can stack it on yourself, you will start to massively pull ahead, especially with Sword/Something and Greatsword. I go melee in dungeons unless I desperately need to be ranged (for now, the MF bosses depending on the group, and then I go shortbow). I consider Axe melee because of the shotgunning of bleeds, but it does let you pull back for breathing room. The Chill and weakness on Axe 3 is fantastic. Axe OH is wonderful with the sword if you have a lot of combo fields going on, especially with light or water. Saves your butt and heals/cleanses less than careful players. If you do the twirl in melee range, which you usually can with a good Guardian, it stacks some Vuln.
The Sword is really evasive, I prefer Sword/Torch, and it plays like a sword thief – auto attack, and you have two evades on demand. If you bring Dagger, that’s another, but I prefer Torch for the combo field at your feet, or Warhorn for some nice hard hitting birds and buffs. Greatsword also rips things up (again, work with your group to get more Might) and has a ranged and melee block that can be a lifesaver. The daze is also great, and you can swoop out of trouble or to a stray mob and lock it down.
You bring traps, which are great for trash. Fire and Cripple are great, but you have an Ice field, which is actually not that common. Learn to love Chill. You bring spirits, which can still be killed, but with proper placement and attentive control can offer some nice buffs – I don’t think they’re a Must Use! yet, but if you can drop them, they do work nice when they’re alive. You bring Entangled, great for overzealous pulls or players.
Shortbow is nice in a pinch, but pretty boring. Longbow is useful for Barrage and Hunter’s Shot, which stacks Vuln at 10%, more if you’re pet is traited for Opening Strike. Can be useful if paired with Sword.
Your pets are nice now, after the patch. Drakes simply don’t go down with half-hearted management, and their breath hits reliably and HARD. Each drake has it’s use. I still wouldn’t throw a cat into a melee fray with explosive spell graphics unless you’re really paying attention, but they do stay behind targets when they can, and it does improve the up time. You’ll really just have to play around and find out what works at what time – swap often. Maybe you just want Fury buffs to aid your group. Maybe Chill or dog control. You have options. Oh, and drakes have a blast finisher for your fire and water fields; once you learn their AA cycle you can abuse this.
As for the Thief, Shadow Refuge and Smoke Screen can be invaluable. As long as you don’t have dredge, OH Pistol can turn most dungeons into nap time. Sword control is fantastic, with the teleports. Mobility is key, and you’re a little more selfish then other classes. I prefer to take advantage of the weakness, poison, and bleeds than outright Backstab, along with sword cleaves and dazes. You don’t really focus on multi-targets as much as a Ranger can, but that’s okay because you’re spiking things down one by one just as fast in the end.
Melee is risky, but outside of a Guardian, when isn’t it? Learn you Evade timing on every weapon, learn your dodging, and learn to see through the mess of spell FX on the target. You’ll get the hang of it – play like a boxer, get in, get a few hits in, duck out, repeat. The Thieves I see who die a lot try to play it like other games and just staying on the target’s back.
Shortbow is still good because of it’s gas AoE and blast finisher, but I don’t consider it mandatory.
I highly recommend Shadow Arts as your dungeon tree, the lower cooldown on Deception skills is great.
I enjoy both classes, the mobility on them and group synergy is fun. Yeah, you’re not going to be bringing as valuable toys as a Guardian or Mesmer or sometimes Warrior. And there are people who only want those three. But honestly, even if you’re just the tagalong and know the class, people will respect you and soon be asking for you.
Total damage for the entire team? Sure. Total damage for yourself ONLY? Yes. Total damage for other individuals in your group? Oh hell no. It just invites a type of in game bullying that is neither welcome here nor needed here.
I play trinity games regularly, and consistently play a tank or healer. I refuse to play DPS. With that said, if ANYONE in my group wastes my and the group’s time by kittening and whining about someone’s DPS, I boot them. Simple as that. I have the patience of Buddha when it comes to running with other people, but I will judge you by your own standards. If a player thinks that someone’s DPS being 5% lower than their own is slowing down the run so much that it needs to be addressed, then I will address the fact that their kittenty personality is slowing down the run.
tl;dr- my vote is- for yourself, sure. For others? No.
As a former tank in trinity MMOs, I salute you.
I do like the tactics.
https://forum-en.gw2archive.eu/forum/game/gw2/Are-the-Dead-Drops-and-Mementos-gone/first#post1960347
I’m on JQ, and I’m not seeing any objects or dead drops in Diessa or Wayfarer.
Those are the only two achievements keeping me out of my fused reward.
I’m not even using Dulfy’s guide after the initial circuit.
The fact is I’m not seeing any objects or dead drops at all.
Yeah, I still can’t find the dead drops in the Norn area as of this morning. Nor any of the mementos.
Anyone else?
Thanks for the armor stat advice, Scoot. And the build, Incurafy.
I did the MF, and those are the only two LS achievements I do not have. I ran around for an hour tonight and couldn’t find either of these items, even resorting to a map.
I know the mementos are random, but players tried to help me with the dead drops and were puzzled why they were gone.
I play both. I actually have a similar dilemma, as I want to focus on one for the summer, but love both. Here are my thoughts, especially post-patch and as of running MF and AC Explore last night:
They both have strong, supportive skill sets. Both dish damage out, but in different ways.
The Ranger can do damage, but the trick is you can’t really get that Might yourself. In groups where you can stack it on yourself, you will start to massively pull ahead, especially with Sword/Something and Greatsword. I go melee in dungeons unless I desperately need to be ranged (for now, the MF bosses depending on the group, and then I go shortbow). I consider Axe melee because of the shotgunning of bleeds, but it does let you pull back for breathing room. The Chill and weakness on Axe 3 is fantastic. Axe OH is wonderful with the sword if you have a lot of combo fields going on, especially with light or water. Saves your butt and heals/cleanses less than careful players. If you do the twirl in melee range, which you usually can with a good Guardian, it stacks some Vuln.
The Sword is really evasive, I prefer Sword/Torch, and it plays like a sword thief – auto attack, and you have two evades on demand. If you bring Dagger, that’s another, but I prefer Torch for the combo field at your feet, or Warhorn for some nice hard hitting birds and buffs. Greatsword also rips things up (again, work with your group to get more Might) and has a ranged and melee block that can be a lifesaver. The daze is also great, and you can swoop out of trouble or to a stray mob and lock it down.
You bring traps, which are great for trash. Fire and Cripple are great, but you have an Ice field, which is actually not that common. Learn to love Chill. You bring spirits, which can still be killed, but with proper placement and attentive control can offer some nice buffs – I don’t think they’re a Must Use! yet, but if you can drop them, they do work nice when they’re alive. You bring Entangled, great for overzealous pulls or players.
Shortbow is nice in a pinch, but pretty boring. Longbow is useful for Barrage and Hunter’s Shot, which stacks Vuln at 10%, more if you’re pet is traited for Opening Strike. Can be useful if paired with Sword.
Your pets are nice now, after the patch. Drakes simply don’t go down with half-hearted management, and their breath hits reliably and HARD. Each drake has it’s use. I still wouldn’t throw a cat into a melee fray with explosive spell graphics unless you’re really paying attention, but they do stay behind targets when they can, and it does improve the up time. You’ll really just have to play around and find out what works at what time – swap often. Maybe you just want Fury buffs to aid your group. Maybe Chill or dog control. You have options. Oh, and drakes have a blast finisher for your fire and water fields; once you learn their AA cycle you can abuse this.
As for the Thief, Shadow Refuge and Smoke Screen can be invaluable. As long as you don’t have dredge, OH Pistol can turn most dungeons into nap time. Sword control is fantastic, with the teleports. Mobility is key, and you’re a little more selfish then other classes. I prefer to take advantage of the weakness, poison, and bleeds than outright Backstab, along with sword cleaves and dazes. You don’t really focus on multi-targets as much as a Ranger can, but that’s okay because you’re spiking things down one by one just as fast in the end.
Melee is risky, but outside of a Guardian, when isn’t it? Learn you Evade timing on every weapon, learn your dodging, and learn to see through the mess of spell FX on the target. You’ll get the hang of it – play like a boxer, get in, get a few hits in, duck out, repeat. The Thieves I see who die a lot try to play it like other games and just staying on the target’s back.
Shortbow is still good because of it’s gas AoE and blast finisher, but I don’t consider it mandatory.
I highly recommend Shadow Arts as your dungeon tree, the lower cooldown on Deception skills is great.
I enjoy both classes, the mobility on them and group synergy is fun. Yeah, you’re not going to be bringing as valuable toys as a Guardian or Mesmer or sometimes Warrior. And there are people who only want those three. But honestly, even if you’re just the tagalong and know the class, people will respect you and soon be asking for you.
Any questions, PM me.
Best of luck!
Thanks, guys. I’m still playing with my builds (currently running 0-30-25-15-0, and wanting to find room for Mug), so any gear that lets me comfortably play around within the confines of that set up, even if it’s not Min/Max, is great.
How about we just scrap the Thief class completely and see what other class is the next poopstain of the month…
My secondary is a Ranger. I thought that was them.
I don’t understand the hate for the mug nerf. It can’t crit now. And?
It’s still extra damage on Steal, which is nice. It also heals now, which makes pinballing around groups and stealing mid-fight a little more rewarding. Sure, the huge chunk of burst is gone, and I notice that, but it’s not like they murdered the skill.
From the beginning I’ve enjoyed how you could customize Steal to work for you, and it still has that. Even if Bountiful Theft kind of sucks in the Might department.
They’re going to add Shadowstepping to it, right? Even better.
It’s fun stuff, mate. I enjoy seeing people just enjoy what they do.
I’ve been running with Valk/Zerker yellows since I hit 80, just to kill time until I invested in my exotics. What’s my best bet for a preference of D/D-S/D builds?
After playing around with it, I’m inclined to agree with stof.
And now we’re a necro forum.
Thanks, guys. Helped me settle a friendly argument.
S/D from the start. I love playing an evasive swashbuckler.
That’s how I interpreted the change. Thanks!