While i didn’t get anything decent so far, i’m pretty happy with my cheap arachnophobia.
If anything, the one who crafted those items (worth more than 100g for the gift and 10g for the recipie) should be the one complaining right now.
I can’t stop doing it, i keep telling myself “this time, it’s my last try” but i keep going.
I also somewhat like seeing player fall in the most random places and to see one or two managing to finish it.
First victory in 2h more or less.
Finished with my charr thief, human guardian and sylvari necro.
Out of like 30 tries today i must have finished it 25 times, maybe slighlty less.
I love that puzzle.
Why it got nerfed:
1)Log in
2)Look for the chest
3a)Loot it then log off
3b)It’s not here, log off
4)Repeat
Congratulations, you now have 100000 exotics, 10 ara/crossing/mad moon to sell 1 year later for 400g each.
Is it fair for people who didn’t abused it (like me, was busy doing the clocktower sadly), definitly not, but at least it saved the economy from becoming complete kitten.
They still seems to have an high exotic drop chance, in an area which is arguably the best karma + loot farming area of the game.
I thinks it’s pretty decent.
The skills are slow and unresponsive, if i don’t mash the key my necro seems to fail understanding she needs to attack.
The 4th skill is underwhelming, while the effect isn’t that bad, i honstly think they should add another effect, like dealing damage in an aoe depending on how many conditions you transferred or something.
I know he had far too much health before, fighting him for 6-8 minute was really boring but i actually liked the mechanics of the boss the first time i fighted him even if it was easy as hell, it just didn’t made sense to fight him that long.
The patch note were promising and i finally managed to fight him again with a new character and… What the hell did you do to him?
I killed him with my almost fully geared power necro (no rune/sigil).
He lost 3/4 of his health before the first teleportation, he went back to the middle and died. The fight lasted 30s at best.
I think giving him 2/3 time more hp wouldn’t be a luxury, at least he may have the chance to use all his skills before going down.
(edited by Puru.4217)
For any of your complaining about the nerfs to the thief; try rolling a class like Elementalist who’s supposed to have massive damage for the trade off of having the LOWEST armor and health in the game.
Enough said.
I tried ele actually, after 4 rounds i was asking myself “why am i even bothering playing thief at all”.
Just saying.
I’m pretty happy with my thief be it in pve or pvp.
I admit i use my necro more in pvp though, and will probably do the same in wvw simply because i find the thief lacking in pvp in comparison to other classes (yes i know, it might shock some people) unless i go venom share or support builds (which i like playing), i also like to go tanky dps with d/p + sb and some stealthy/support utilities.
After trying ele for like 4 pvp rounds, i already see 2 time more potential in that class than thief (once again it will shock some people) so i might use it more aswell.
But as far as pve goes, thief all the way. It’s fun and the mobility is what i seek for.
Hs spam does less damage than auto attacks.
Actually in most case, you should be thankfull a thief actually use a skill in order to damage you (not including the bs combo in there since it’s a reliable rotation if the target is unaware/bad/vulnerable), since pretty much every single ones are situational and lack the dps output of auto attacks.
Nah, the futur will be engineer, mesmer and ele in all match with a touch of guardian, thief will probably disappear naturally (venom share being a rare exception) when people actually become decent at the game and realize they actually pretty much suck (of course i don’t mean they need to be buffed, i mean they need to be rebuilt almost entirely).
See you in 2 months.
Pretty nice actually, i just think there’s a lack of disco themed footstep (come on, was it so hard for some random colored/sized dots/squares or something) for it to be on par with the greatswords.
With the exception of the greatswords and the juggernaut, it pretty much feel like a complete waste of time.
Bolt and bifrost aren’t that bad actually, especially bolt, but it’s still not even close to those 3.
While i agree it should be fixed, it’s also pretty much the only skill not turning thief underwater into garbage (actually this is true for most of their weapon sets).
At least, it’s not as bad as a single engi with nades being able to stomp the whole enemy team + sharks by himself.
Personally i roll 10/30/0/20/10 well focused build, with dagger/focus as my main weapon set, and staff or axe/warhorn as the secondary.
Utilities i roll 100% Well of darkness (along with ds it pretty much guarantee thieves to lose, unless they roll p/d) and suffering, then if i really want to go full kitten i go for well of corruption aswell and if i don’t i pick up spectral walk for the chasing/escape.
Ult i generally pick up golem because it can tank some attacks, does some damage , doesn’t prevent me from entering ds, and root someone in place longer for well damage with the charge.
Lich is good for damage (4k ranged crits on squishies…), plague is good for the blind spam and the cripple is always usefull. Honestly those 3 ults are pretty kitten good, golem isn’t recommended in capricorn though, because of the water insta kill.
I’m honestly having a blast, and i feel 3 time stronger and usefull than on my thief (not in mobility though, that’s for sure).
(edited by Puru.4217)
1. Guardian / Mesmer / Engineer
2. Thief
3. Ranger /Warrior / Ele / Necro
The third tier need more build options, debugging and buffs.
The first tier classes are actually not that bad and honestly how the other classes should be, some slight nerf at most unless the other class aren’t buffed to their level.
The thief… This class is only viable because a few skills are broken, even some minor nerf could pretty much kill the class instantly. I’d argue this class needs a huge overall be it nerf or buffs.
(edited by Puru.4217)
Personally i’d like to see:
-Tokens are now common to each dungeons.
-Token reward based on dungeon/path difficulty
-Only enable players to trade them for a specific dungeon armor/weapon if they completed every path of the said dungeon.
That would allow:
-People to do whatever dungeon they want in order to progress toward their goal which let’s be honest is more fun.
-Players who are just here to do some mindless grinding do whatever dungeon is considered easy mode over and over.
-Force to explore and complete entirely the dungeon you want your gear from.
Grenade kit seems fine, it isn’t easy to hit with it, and is easily avoidable.
Underwater however, it is just plainly broken. The only class that as a chance to win is a thief, and that’s because he can spam 5 with is spear. Otherwise you can kill everyone + every single sharks by just spamming 1.
I use something similar but i use spectral walk instead of epidemic. Spectral walk is pretty much an out of jail card in pubs.
It pubstomp hard, you just need to learn to spam ds (seriously necro never use it, or just once, that imo explain alot) and use it wisely for the fear, and if a team fight occurs or you get ganked (gank can generally be avoided by using spectral walk), use plage and spam 2.
The hard part is to look at enemy boons to transform them into conditions and when to use plague signet (can be used for the stunbreaker in last resort).
The heal is the most powerfull heal of the game hands down, remove all condition and half the time give back 10k+ out of 23k+…
Seriously i stomp at least 3 time harder with this build than with my thief, and i actually feel i’m doing some teamwork.
Thief ability to support is highly tied to the team composition and especially what kind of field they bring to the table.
For example with durable fire fields you can give 25 stacks of might easily, with a water field you can become the best healer of the game.
Of course you need the shortbow, and bring along some utilities like shadow refuge, caltrops, smoke screen, scorpion wire, blinding powder or agility signet. Venom share also works but i really think it’s overestimated in pve.
I think they should increase the auto attack damage of daggers and reduce the damage heartseeker can dish out above 33% health to promote it as a finisher or gap closer.
You can actually manage perma swiftness with the warhorn and one particular utility skill but it requires a bit a mix of boon duration increase, warhorn cd decrease and spectral skill cd decrease.
Without any of this (just the warhorn + spectral walk or whatever it is called) you can manage around 50s of swiftness and need to wait 10-12s before being able to do it again.
(edited by Puru.4217)
It’s fun to spam jump as a charr to ear MEOWRAAAAAAAAWRAWWWWRMEOWRAWR but i honestly think this is supposed to be the sound playing when you actually fall from a cliff.
It honestly sound like a mistake.