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Before you nerf Shadow Trap, fix it first.

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Posted by: Rafahil.2857

Rafahil.2857

Currently all shadow steps can easily be interrupted by simple things such as rocks or higher/lower elevation. You can fix this easily by simply changing the mechanic as if it acts like a mesmer portal.

Understand that what I ask is not a buff, but a fix. This has been a problem since launch, I hope this gets looked at.

[March] Issues with character art, weapons, or armor?

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Posted by: Rafahil.2857

Rafahil.2857

Whisper’s boots have the daggers all red again.

State of the Game - suggestions/questions

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Posted by: Rafahil.2857

Rafahil.2857

Battosai, please check this thread and the video in it. It will easily explain pretty much everything that is wrong with pets:

https://forum-en.gw2archive.eu/forum/professions/ranger/Explaination-why-pet-sux

Cannot Dye OoW-Armor [Merged]

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Posted by: Rafahil.2857

Rafahil.2857

The daggers are red.

To the people for removing the pet...

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Posted by: Rafahil.2857

Rafahil.2857

The biggest problem with pets is that they can’t connect their attacks on moving targets.

Now I remember one of the devs saying they’ll be nerfing pet attack power because one afk ranger’s pet was attacking another afk player and killing him, this alone leads me to believe the devs are on crack.

Ranger Fusion

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Posted by: Rafahil.2857

Rafahil.2857

I suggested this before. I think for starters they can make one new symbiotic pet (something ghostly) and give it a fusion f2, call it possession.

Anet could you explain your logic?

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Posted by: Rafahil.2857

Rafahil.2857

It’s funny how people always talk about the strong points of the thief’s, but never about the negative ones as if the thief is the end all be all class….seriously……

btw we also need gauntlets for hand to hand combat (dim mak baby)

Question about Assassins Reward Trait

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Posted by: Rafahil.2857

Rafahil.2857

Assassins Reward is a lousy trait really. The heal is too little to make a difference that warrants it as a trait. Would be ok I guess if it was there in place of Last refuge, but that’s another issue all together. Assassins Reward needs either better base healing or better healing power scaling.

Let’s hope that the upcoming trait fix patch will touch it.

Idea to make P/P viable

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Posted by: Rafahil.2857

Rafahil.2857

Then there’s still the problem with mobility. I think vital shot’s auto attack is slower than what the tooltip says like most other ranged aa’s. Another suggestion would be for all pistol attacks to be piercing.

Also that trait that bounces bullets needs some type of rework as well.

Boon Steal Spamming Thieves

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Posted by: Rafahil.2857

Rafahil.2857

Thieves can steal!? The more you know….

Ranger Pet DPS getting a nerf

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Posted by: Rafahil.2857

Rafahil.2857

Every pet attack needs to be a somewhat longer reach lunge. Moving targets were always a problem for pets. It’s the only fix we need. C’mon…

Why no Range indicator for portal ?

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Posted by: Rafahil.2857

Rafahil.2857

Yes please, this shouldn’t be hard to do Anet! Do it!

Backstabber vs Flanker

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Posted by: Rafahil.2857

Rafahil.2857

Thanks so much! Also Nederland represent here!

Backstabber vs Flanker

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Posted by: Rafahil.2857

Rafahil.2857

argh didn’t mean that song, I meant the one after that. Since there was no singing I thought it was just intro theme or something.

Are sword thieves being shafted?

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Posted by: Rafahil.2857

Rafahil.2857

You do realize that pistol whip does less damage than a sword auto attack chain right?

I say it should no longer lock us in place and the initial stun attack to the flurry should be alot faster in order to utilize the actual stun.

Backstabber vs Flanker

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Posted by: Rafahil.2857

Rafahil.2857

I always open with the usual backstab combo then switch to s/d and start messing with their heads.

Also that backstab video, which song is that first one with the woman and man?

Anything left for S/P?

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Posted by: Rafahil.2857

Rafahil.2857

I’ve never had s/p been too useful in pvp/wvw, but it’s great in pve. Even if they buff pistol whip the set will still not be good enough in a pvp setting where everyone is moving.

Unless they make it so that you can move while pw is doing it’s animation, then you’d see more people use it for sure.

Also inf.strike’s shadow return shouldn’t cost any initiative anymore imo.

What pets would you like to see added?

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Posted by: Rafahil.2857

Rafahil.2857

Some kind of Shadow creature with an f2 ability called Fusion that melds the shadow with the ranger for 10 seconds buffing the ranger with half its stats with a cool shadowy glow. Cooldown 40 seconds.

Post your thief look

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Posted by: Rafahil.2857

Rafahil.2857

There’s already a sticky topic on this:

https://forum-en.gw2archive.eu/forum/professions/thief/Let-s-see-some-thief-pics/first

Enjoy the thief galore.

Make Unload a "Charge up Attack."

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Posted by: Rafahil.2857

Rafahil.2857

before.

15char

15 characters? I see 13.

What sorcery is this!?

Mesmer portal needs a range indicator...

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Posted by: Rafahil.2857

Rafahil.2857

I’d really love this.

Range indicator for Mesmer Portals.

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Posted by: Rafahil.2857

Rafahil.2857

Or maybe if it targets the first part of the portal and gets the red line under the skill when you move too far away.

Yeah this seems like an easy to do solution.

Range indicator for Mesmer Portals.

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Posted by: Rafahil.2857

Rafahil.2857

As it stands you can only rely on your memory and minimap distance for your portals.

It would be a real treat if we could get some kind of indicator that shows us when you go too far like maybe an “X” on your skill/boon icon so you don’t waste your much needed portal.

Flanking Strike was definitely overbuffed

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Posted by: Rafahil.2857

Rafahil.2857

We’re thieves. It’s about time we had a “reliable” steal. The Sword/Dagger weapon set is probably the most balanced right where it should be weapon set in the game at the moment.

As always:

Attachments:

[Video] Still so much hate for the backstab!

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Posted by: Rafahil.2857

Rafahil.2857

What was that second song?

Reaper of Grenth Skill

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Posted by: Rafahil.2857

Rafahil.2857

The problem with reaper of grenth is its overly long cooldown. In wvw it’s better to use Basilisk venom to substitute reaper of grenth if cc is what you want, however dagger storm and thieves guild are also pretty good. Don’t underestimate them.

You can use black powder followed with a dagger storm for mass blinds for example and in zergs you can tag many enemies and collect all that loot. You can use Thieves guild for when you’re in 1vs2-3 fights and come out on top more often than not.

is this a bug?

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Posted by: Rafahil.2857

Rafahil.2857

Emphasize “at least” lol. It has always been like that.

Sclerite karka shell transmuted and upgraded?

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Posted by: Rafahil.2857

Rafahil.2857

If I were to transmute the Sclerite karka shell’s skin into an exotic berserker stat back item can I still upgrade it to ascended?

Alternative for Runes of Divinity

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Posted by: Rafahil.2857

Rafahil.2857

Lyssa runes can also be gotten for karma + transmutation stones.

Wait what? Please explain.

Anti-Stealth Traps?

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Posted by: Rafahil.2857

Rafahil.2857

Again a direct nerf to thieves…..just remake the class into the classic assassin and just maybe less people will moan.

[video] Sword mobillity

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Posted by: Rafahil.2857

Rafahil.2857

Video is blocked.

Introducing the Phantom Catmaster

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Posted by: Rafahil.2857

Rafahil.2857

I hate to necro this, but I recently made a Ranger myself and was wondering why Signet of the Wild is not mentioned. Does it not stack for an even bigger burst?

Signet of Agility stats after Patch

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Posted by: Rafahil.2857

Rafahil.2857

I have read the in game description again. it says precision increase by ten plus one per level.

So for a level 80, we would get 10 + 80 precision right?

Does it mean that the description is not updated or is it that we do not have the intended double passive.

thanks again.

Tooltip is not right, it gives more crit chance so that’s proof that it is indeed buffed. Assassin Signet however does have its tooltip changed accordingly.

Wow.. Rangers...

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Posted by: Rafahil.2857

Rafahil.2857

So my thief just downed a ranger.

After almost downing it, the rangers pet interrupts me, then starts chasing me around as I try and kill it. Then downs me with a 6k hit.

Then it proceeds to rez the downed ranger, then they both destroy me.

Fun fun fun!

What kind of thief doesn’t use shadow refuge before stomp?

Edit: and follow up with dance.

Who wastes a utility to just stomp someone?

You’re joking, right? Do you PvP?

I’ll C&D or Black Powder to get the stomp in, but no way will I use shadow refuge to do that. It’s a crutch for subpar players and only really needed when you are being swarmed.

Signet of Agility stats after Patch

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Posted by: Rafahil.2857

Rafahil.2857

Before patch : 90 precision (+4% crit)

After patch : 180 precision (+8% crit)

Gives me 9% though. I guess diminishing returns and all…..

Wow.. Rangers...

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Posted by: Rafahil.2857

Rafahil.2857

So my thief just downed a ranger.

After almost downing it, the rangers pet interrupts me, then starts chasing me around as I try and kill it. Then downs me with a 6k hit.

Then it proceeds to rez the downed ranger, then they both destroy me.

Fun fun fun!

What kind of thief doesn’t use shadow refuge before stomp?

Edit: and follow up with dance.

Who wastes a utility to just stomp someone?

Give us back our burst!!!!!!!!!

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Posted by: Rafahil.2857

Rafahil.2857

Sadly they won’t do any balance changes next month as they said in the stat of the game, but personally I’d like it if they added +5% damage per hit on Assassin Signet’s 5 hits for a total of 25% extra damage to give us at least a part of our burst back.

1 stack of might = advantage or disadvantage?

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Posted by: Rafahil.2857

Rafahil.2857

Sigil of Strength gives might. That “might” help lol pun

a viable realistic idea to the new Mug

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Posted by: Rafahil.2857

Rafahil.2857

Well we don’t have much to work with. The devs won’t change it no matter what good ideas we give them they are too stubborn to listen. My ideas was a mild buff, obviously we’d like a better buff then that. I just don’t see that happening.

a viable realistic idea to the new Mug

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Posted by: Rafahil.2857

Rafahil.2857

So pretty much all has been said about the the upcoming change to Mug I came up with an easy fix to ease the heal part of it to make it more viable as an opener. (I won’t begin about the damage nerf here, just the heal)

If you are at full health and use Mug normally you won’t heal and that part of Mug would be wasted, but what about if at full health and you use Mug it would increase your max health temporarily by the amount it would have healed?

This way you have more health to survive a starting fight making it somewhat better to put pressure on enemies and giving your glass thief a wee bit more time to do his thing.

(I’m only making this suggestion, because I don’t see anet bringing Mug back to its former glory.)

How much harassment have you got?

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Posted by: Rafahil.2857

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This right here:

Attachments:

Balance for the MUG nerf.

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Posted by: Rafahil.2857

Rafahil.2857

I’d have prefered that it steal some boons instead, much more fitting. Although Mug did lifesteal in FF7 I think.

Mug in ff7 is the same as Mug in GW2.

A 2K heal on a 45sec cooldown? Seriously?

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Posted by: Rafahil.2857

Rafahil.2857

But being forced or cornered into using another build is not fun.

I already went with 10/30/30/0/0 and I’m pretty sure the healing power scaling with the mug heal will be very low like all other heals in the game.

To compensate for this I probably have to go something like 30/30/0/0/10 for that extra power and 5% dagger damage meaning less survival and more attack.

The C&D →Mug→Backstab combo will also have to change to Heartseeker→Mug C&D→Backstab for that little extra damage from heartseeker to compensate the damage loss of Mug….ugh…..

Mug should at least get some base damage increase if it can’t crit anymore, but the main problem is the long cooldown on a single class skill. Maybe we need 2 steals(f1,f2)? I dunno….

A 2K heal on a 45sec cooldown? Seriously?

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Posted by: Rafahil.2857

Rafahil.2857

Does Anet really know what they’re doing? 2K is negligible. I hope they at least increase mug’s base damage if we can’t crit with it anymore.

Please Switch "Last Refuse" with "IoS."

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Posted by: Rafahil.2857

Rafahil.2857

I think it should instead give 5 stacks of confusion for 5 seconds to enemies around you instead of stealth, but that’s just my opinion.

Shadow Trap Makes No Sense.

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Posted by: Rafahil.2857

Rafahil.2857

The skill can be really fun if it worked as intended meaning it teleported you regardless of terrain.

Imagine being in the EB jumping puzzle and put a shadowtrap and allow an enemy to trigger it, you wait until he’s almost at the chest and then you teleport to him and deny him the chest

Or put a shadowtrap at a camp and do you thing elsewhere and when your camp is being attacked you instantly teleport back to defend.

It’s such a waste in its current implementation and would really make it a wortwhile skill if it worked as intended.

Why do thieves get the short straw?

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Posted by: Rafahil.2857

Rafahil.2857

I hope you all know the only reason we have Steal as our class mechanic is to justify our class name right. It’s the cooldown and sporadic stolen items that need work.

I remember someone making a thread with a good idea of stealing items and saving them for later use up to a certain number could be saved on f2,f3,f4 etc.

Bugs and Issues Compilation:

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Posted by: Rafahil.2857

Rafahil.2857

All sorts of things with Bountiful Theft. Like when it removes all stacks of might on an enemy it only grants you and allies one stack with a lower duration. It doesn’t do what it says it does.

[Video] New Thief here, my first Duel Video!

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Posted by: Rafahil.2857

Rafahil.2857

That regen on stealth seems pretty OP

Maybe only with d/p since you can stealth and stay in stealth as long as you want, but with other weapon sets this is less viable.

Anet you NEED to nerf thief stealth

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Posted by: Rafahil.2857

Rafahil.2857

Why do you always assume hacking……

The thief probably got in when your team was capping the fort and remained in stealth hoping to demolish your stuff when alone.