I wanted to say a lot more than this, but…
S/P in WvW? lol.
S/P is one of the only set worth using in wvw along with shortbow during zergs fight. S/D can also do the trick, anything that involves dagger main hand is crap since you will end up losing infiltrator’s strike aka god mode.
Otherwise it’s not really a good set for 1vs1, it can works for small skirmishes but it’s not that great, if not plainly bad as an option.
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Venoms are terrible because they can become really powerfull when you trait massively into them.
Reducing the cd would be a lazy way to "fix"them, they need a complete overhaul be it in the skill effect itself and the traits.
Also, Traps (traits doesn’t save those at all).
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So with the Thief, we feel like their straight burst with some sets is too good as it is (Mug/C &D/BS/heartseeker), but a lot of other things are weak in comparison, which is bad.
The goal is to allow them to punish boons (something we also want to try with the Warrior) while also improving their mobility with all weapon sets (since Shortbow is already strong at that, but it overpowers other options).
As Allie said, we want to be careful to balance their WvW/PvE potential against their PvP potential, and then inside of PvP, we have to be careful to watch how they perform at high ranks vs. low ranks.
Thieves are subpar in pve because they are simply not warriors, guardians or mesmers. Seems you’re going to reduce their damage and give them “boon hate” (pve boss barely use boons meaning thief will be even more terrible, woohoo?)
Thieves aren’t strong at all in wvw despise what people think, they are decent at best. It’s the one, if not the most worthless class to have during zergs, and an d/d ele is infinitly superior at roaming and can switch to something like staff for keep attacks/defence. They are the best at trolling i guess, awesome!!!
Thieves are weak in pvp, good against noobs but 10 time less effective and frustrating than mesmers against the same players and are plagued with lots of terrible traits, skills and utilities for no reason (mesmers aren’t for some reason, seems having stealth, good mobility in combat, decent burst and damage and clones is not dangerous for balance all of a sudden, how mysterious).
It won’t prevent me for playing that class at all,, i honestly don’t care that much as long as you don’t nerf the shortbow or infiltrator’s strike, but you can’t say i didn’t warned you about how struggling that class is atm (not as much as warrior in pvp though, but i consider warrior easier to salvage than thieves).
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33 chest, no skins
Still one of the best profession. Good in pve if you ignore the warriors/guardians/mesmers party (that counts for every classes btw, not only necros), really good in spvp and wvw.
I think this skill is the only reason i still bother playing that class, along with the shortbow.
Thieves are supposed to receive mobility buffs, not nerfs.
While we’re at it, shadow trap should do the same, not porting me 1 step away from my current location, that would at least make one trap worth picking up. It’s not a thief skill but necrotic traversal should also work like this, at least unlike portal it can actually be destroyed.
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Try jumping on the mushrooms at the start of zone 2.
Signet of agility, return on sword and shadow step, there’s also a trait in 20 acrobatics that can remove fire/poison/bleed on yourself and give 10s regen every 45s (below 75% health).
Yes it’s not that good and kinda wonky, but that’s just how thieves are atm.
Also yes, withdraw is a really good healing skill, my favorite since release. It’s kinda bugged with the “immo removal part” though. Just like shadow step are bugged with stunbreakers.
Every single underwater legendaries are currently suffering from bugged auras.
Try jumping on the shrooms at the start of zone 2.
God Tier:
Ele
S(uper) Tier:
Guardian/Mesmer/Engi
A(lright) Tier:
Ranger/Necro
B(ad) Tier:
Thief
I’m not going to list Warrior on purpose, i don’t think i have to explain why.
Note that i consider each tier class to be able to pull out something, meaning that while i consider thieves to be generally weak, you can still get some results playing it. Warrior can aswell but i honestly don’t see the point of torturing yourself playing one at this point.
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Cd + Venom share i guess.
Venom skills in general need to be buffed anyway, they shouldn’t pay the price of being terrible unless you spec massively for them. The only exception would be devourer venom atm.
I would even go as far as to say venomous aura should be integrated in those utilities without traiting for it and venomous aura should increase the radius to 600-900.
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You do the same thing that in that video but you switch the classes. Also work by switching thieves with warriors.
Well more seriously, since i realized a long time ago this class was subpar i decided to go with some random builds with it, might aswell have some fun.
Since i like s/p and honestly find stealthless builds more entertaining, i’m trying builds with that in mind, today i tried a 0/30/0/25/15 pw+sb build, sigil of energy everywhere, vigor on healing, whithdraw, signet of agility, could’ve used roll for initiative but i like shadow step and sr far better. Elite i switch for whatever i feel like.
Was fun to use as long as the target wasn’t a bunker.
For a real class i already switched to the sadly underrated necro.
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I have 90 laurels right now, it’s bugged and needs to be fixed somehow.
Yeah i finished my monthly pvp today and got those 10 extra laurels, well 11 with the daily, what?
I honestly think it’s not fair and needs to be reverted, or disabling next month pve/pvp monthly reward for those players.
Ele are op, nerfs the two worst pvp classes of the game.
Guess i’ll pve/wvw for a month, not even worth stepping inside pvp at this point.
Haste nerf is a bit harsh, the drawback is far to massive at this point.
I heard mesmer suffer from the same issue (few skill that can trigger it because few skill that actually use the spear as a way of attacking)). Are you sure it never works with 5, since the ranger obviously use the spear itself for that attack, not really sure it is supposed to work every single crit (some hits on that video doesn’t proc the shark). It not working on 2 & 4 is probably working as intended.
And yes the auras aren’t working properly for the three underwater legendaries.
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Thief is far better in pve that it is in pvp/wvw. Easily the 4th best class, can easily switch one of those warriors for a thief without it being an hindrance, far from it.
Yesterday, made 4g by myself in 30 minutes.
To be honest, if your at the point your gold only purpose is to buy gems, weapon skins or legendaries (happens really fast imo), that you actually like that underwater legendary and underwater combat, i don’t see how it could not be worth it.
Whenever i want to get some gold quickly.
Deadly arts for best tree.
Guys, should i pick back fighter, sundering strikes or improvisation (rng for the win), mug is a given and i don’t use dagger nor am i venom share, halp.
Half of this tree needs to be deleted and i’m generous. Otherwise there’s a few terrible traits in every single trees but it’s not that bad.
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@vol now you made me curios xD mind sharing that link with us?
Enjoy:
http://kekai-k.tumblr.com/post/44440600480/guild-wars-2-legendary-weapons-i-designed
Some of them are already in-game of course, and there is no guarantee that the unreleased concept legendaries will be made, but if they will be…
The ones that are unreleased look like a mace, a spear/trident, a torch, and some wierd kitten thing for engineers
Mace = Meteorologicus, sadly redesigned.
Spear/Trident = Kraitkin, looks far better after small redesign.
Torch = Rodgort.
There’s nothing new in there.
To be honest unlike my previous post, i think it’s a good match up and i’m glad we’re having a third round, at least it’s never really one sided and huge fights or small fights are generally interesting.
I just wish we weren’t red AGAIN for personal and obvious reasons.
After two weeks of wvw in this match up, this is what i saw:
Gandara = Werewolves, nobody is around during prime time. Only wins because of night caps as a result, aka pro tactic. Actually manage to stand decently in 1 vs 2 ratio fights, which happens all the time. Piken and Augury should try using silver dyes.
Piken = Culling mastery level 10/10. Aside from abusing this in any possible way and as much as they can, i can’t deny they have some really good coordination in general. At night, they actually seems to do what they call “sleeping”, a strange ritual in which you rest your body and soul in preparation for another day.
Augury Rock = Infinizergs, the overmind probably ended up in the augury rock part of the mists when he died.
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I’d add confusion to headshot, but i find this skill powerful enough to be honest.
I wish that p/d 3rd skill was still teleporting you backward regardless of hitting something or not. Those were good times. It felt like assassin backdash in RO.
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To be honest i don’t see the point to compare those two classes. They both have half of their trait not even worth being picked at all, with half of those only being worth picking in specific builds.
Sundering strike so good.
I would definitly, even in pvp.
But if i was Anet i’d first make every single utility/elite skills have an underwater version and some weapon/downed state balancing.
I wish i could transmute my characters into Asura for pvp.
It would be useful because it’s an upfront burst of damage.
I don’t see the point in making suggestions.
Unless Sundering strikes is improved, Mug will be kept (or should be) somewhat proportional to it at an upfront burst vs the increase over time that is Sundering Strikes.Change Mug to do less then half its current damage.
Mug
Damage: 202
10 Vulnerability: 10 s
Knockdown: 2 sYou’re a funny poster.
Sorry, it wasn’t powerful enough.
Mug
Steals two defensive boons from the target, giving it to the Thief.
Damage: 202
Knockdown: 2 s
There’s a 30 point tickery trait that gives steal 1s daze as a bonus effect. While i still think this trait is not as powerful as it should be, gutting it with a far superior 10 point one isn’t a good idea.
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You should try a Nadegineer.
Stacking stealth removal would be a huge hit for thief pve. Otherwise the change is good.
Spectral grasp and Scorpion wire (even worse, it doesn’t give light force (epic typo, will leave it here) or chill or anything) are kind of a joke when you compare them to into the void.
Since it is a mersmer skill, it being a light field giving aoe swiftness to your allies, while crippling your enemies and allowing you to pull them all in a desired location RELIABLY at will while having a shorter cd than those two bugged underpar utility skills is only natural.
I forgot you generally wouldn’t even see the wall more than 0.1s before being pulled while those two utilities are projectiles meaning they are easier to dodge.
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If you like bolt go for it, I don’t see the point of making a legendary you may not even like.
Else as other people said, rodgort, kraitking, frenzy, shark spear, the ministrel or the howler are kinda “cheap”.
I’d rather have my ghastly dagger not to glow at all.
I think they should add an option to choose which effects you want to display or not on every weapons.
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Mesmer is probably the only class i’d say to be stronger than thieves underwater atm (unless your a condition based thief and i agree it’s aweful if you are one), by far. Maybe ranger cause they can’t really die anyway.
I agree they did a bad job with utility skills choice for thief though, it’s really limited atm.
Also if you’re in wvw and you see a pool of water, it’s a good bet to run away there since for the very first time of your thief life, you really are the master of mobility and by far, withdraw + ink shot + roll of ini = you can’t get caught, they can’t escape. Also everyone is scared of water so they might not even follow you, hilarous.
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Katar/Claw/Fist is all i ask for.
For a new ranged weapon either giving them the rifle or a crossbow.
If possible i’d like those weapon to not be highly stealth based, this class need more s/p or p/p sets (those who don’t rely heavily on stealth but on evasion, well at least for s/p).
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Thieves are invincible in wvw and i’m not even using stealth (well i have sr because it’s broken, that’s it, if it wasn’t i wouldn’t even have a single stealth on me).
Seriously the only time i die is when i pay no attention at all (or get stomped by culling aka mesmer portals which is 8987156678917 times worse than thief stealth btw if you want to speak about broken skills in wvw), i go rambo mode and don’t give a kitten anymore or i just played badly.
Prepare mats for another legendary, wait for precursor hunt (unless your precursor is cheap). That’s what i’d do at this point.
if i could add one elite per class id make sure it was usable underwater so classes with one underwater elite have options even if its only X or Y doubling the number of underwater elite abilities for those classes
Every time i see my thief guild swimming with me i can’t help but asking myself why don’t they still have a speargun and a spear. The major problem is simply anet being lazy in general with underwater skills. I mean shadow refuge and necro wells could simply be shapped like a bubble, caltrops aren’t useable underwater but engi version is useable (seriously?), and the list just goes on and on.
As for an elite, i think it would be fair to give another class a mesmer portal, with some powerfull effect (or not).
It could be thief which would also stealth on port but could only be used once per players. Engi could build teleporters. Whatever really, as long as it’s no longer exclusive to mesmers.
Thieves and thief haters.
I actually think the majority of the raging thief players are actually thief haters because they generally rage when i stomp them after their flawless hs spam strategy backfired and i tracked them through stealth with my auto attacks.
The problem of this downed state is the craptastic fear. The third skill is deadly good, but since you can always never use it unless you have some support the downed state feels weak.
You can’t create a class that has good damage, decent mobility, stealth, pets, evades, medium hp, massive boon+condition removal + infliction, knockback all around the place (into the void is especially broken), projectile reflection, teleports, etc and think it will be somewhat weak.
To sum it up this class has access to everything the game offers, and do so just as good or even better than other classes (the only things that would be worse would be teleport and stealth, dps might be lower than other classes but their burst ability is pretty kitten high), they don’t pay anything for it, and to put a nail in the coffin have access to exclusive absolutly broken skills (time warp and portal come to mind). This class is broken by design. You an easily see it’s the last class anet worked on.
Ele and guardian also suffer from this but not as much.
Doesn’t mean it’s not possible to win against one though, they are counterable.
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I track them using my melee auto attacks, it’s really not that hard.
I did some wvw recently and i’m 100% convinced that culling is the only real issue with thieves. The delay between the dark smoke thingy (effect that appears at the location the thief or whatever uncloaks) and them finally becoming visible is just ridiculous.
At worse if fixing culling is not enough they need to increase the revealed debuff slightly but that’s pretty much it.
Most guardian died when i well bombed them so i can’t really help you on this one. Have you tried using well of corruption + focus skills against one? It really hurts them generally.
If you fail the anti boon part you will indeed suffer to bring them down.
We had them in story before launch, but what we found is that we couldn’t strike a balance between the amount we give for completing story mode, and the difficult difference. Our feedback was that rather than face the challenge of Explorable dungeons, high skill groups would just afk faceroll the much easier story mode content for the guaranteed smaller token amount. We tried several things, but couldn’t strike the balance, so we removed tokens from story mode as a reward and put them into explorable mode only as a reward.
I find hotw story mode harder than the explorable atm, just saying.
I honestly think they should all at least give 30-40 tokens ONCE per day. They take far enough time to at least give a small reward, even if they are indeed faceroll.
This weapons aura is basically not working as it should.
It will randomly decide to not be present at all when going into combat , which also happens quite often at that, resulting in the player having keep trying over and over if they want those effect to actually trigger (unless they got lucky).
This bug might also be present in the legendary trident kraitkin, as it seemed quite random from what i heard and saw.