It’s 3900 health over 3 seconds. It’s not a reset button.
Let’s try not to exaggerate in this supposedly, ‘Objective’ discussion.
I personally found crystal hibernation very underwhelming. It really decimated my offensive momentum and anyone who isn’t part-orangutan can figure out how to take advantage of a 3 second downtime if they don’t have unblockables.
Let the trait proc, then cast shield 5. Bam, over 7000 hp. Now cast either of your heals and you’re back at a hefty amount of hp.
lol we cant keep referring to that video, the Rev did not have a clue what he/she was doing, was panicking all over the place. Not entirely sure why the necro posted it. Might as well have posted killing an uplevel.
and so, my spoiler was spot on.
Why not? OP can be the clueless player and comparing his experience with a good Rev thus this thread but we will never know.
Bottomline is UA was involved and its a 1v1 for reference.
Sounds unfair? exactly.For more info about Crystal Hibernation or how to counter it :
https://forum-en.gw2archive.eu/forum/professions/revenant/Crystal-Hibernation-Discussion
there are some tips on how to down play that skill./edit : added shield skill reference for OP
Yeah there’s play around it but my issue is in how forgiving it is combined with the other forms of survivability that Rev has. I mean, as far as I’m concerned, the spec isn’t unbeatable but it is a complete pain to fight UA working in conjunction with the reset potential of shield. Unless you have unblockable attacks readily available, you’re gonna be in for a looooong fight if the Revenant knows how to use the shield properly and you messing up would likely have bigger consequences than if they messed up as one well placed Surge of the Mists or UA can knock you down to abysmal levels of health with little recovery potential as Revenant has easily available unblockable effects and gap closers.
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I did some more testing before the BWE ended on Sunday and found a Warrior build that can actually counter the Herald Sword/Shield Shiro/Glint set. It requires the dual endure pain, balanced stance, shield axe/gs setup. However, I still can’t say Revenant needs some attention though as despite the warrior playing nearly perfectly, I made a TON of mistakes, was half asleep and only lost due to my UA bouncing off two other targets that were watching the fight two separate times. Even then the battle dragged on forever as I was able to reset the fight using the staff block, block trait and shield 5.
I almost do want to say that maybe UA and shield are in the right spot because that warrior did give me a run for me money… but I fought two other warriors, one running signets with the power signet for unblockable attacks (which can hit through the shield 5) and one running hammer,gs with the dual endure pain and balanced stance traits and despite losing to the former thanks to his attacks being unblockable, once I got the hang of how to fight him, I really started tearing him apart with Herald. The Hammer/GS Warrior on the other hand got decimated. At one point, I won with 90% hp.
However, that’s warriors. Endure Pain plus blocks make them a fair matchup against Revenant. How did I fare against other classes? Well, Thieves can pretty much get one shotted by UA combined with Enchanted Daggers. I actually did manage to achieve this by pressuring one to dodge twice with Jade Winds and AA, then UA’d and he went down to about 5% with that single one then died shortly after to Staff AA stealth cleave.
It’s hard to say definitively but I still think the sword/shield set is just a TAD bit too strong.
Maybe if the shield trait got a slight icd increase or something, idk. But if you’re not running unblockable attacks or condi bombed the hell out of the Revenant, you’re gonna be stuck with a loooong and annoying fight. Similar to Chronomancer which can survive for an eternity while putting a ton of pressure thanks to the tools they have.The game is not balanced to 1v1. Your point is invalid.
Oh then I guess those changes to D/D ele spec were just because Anet hates eles and not because it was a huge uphill battle trying to get an ele off point with less than 2 people.
Either way, whether it should be adjusted for 1v1’s or not, do you really want to play a class that’s so strong in 1v1 that every time you do engage in a duel and win, you know it’s because the class dominates in that scenario? Or would you rather win because you know you’re good at the class?
FYI, UA is designed to be strong for 1v1(its attack dmg gets lesser with more targets) and so I suppose your thread is totally uncalled for because you are asking simply asking the game designer to change a skill based on the “testings” you personally done and dislike while almost entire rest of the Rev community is telling you that it is fine as it is as of BWE3.
P.S watch the necro vid,
spoiler 01: he has a build that beat a Rev using UA 1 on 1 too (whoaa~)
spoiler 02: he knows how to time his dodge (whoaa whoaa~~)
spoiler 03: I won’t argue that the Rev has no idea what he is doing (whoaaaaa~)/end of conversation.
At this point, I would say UA isn’t the biggest offender as running Dual Sword or even Sword/Axe feels more appropriate as UA provides survivability with good damage. I’d say the offender is probably the 20cd shield block and shield trait.
As I said, you can stall out a fight for so long using these two in conjuction with staff+ua that it makes making a bunch of mistakes forgiving as I was able to reset the fight against that warrior multiple times despite him clearly outplaying me.
I’m still unsure about UA but it does feel more balanced with Dual Sword or offhand axe because you can’t recover from mistakes as easily on those sets. So to that extent, it’s probably fine.
I completely agree that Dragonhunter NEEDS some sort of movement speed increase mainly because if you’re using longbow, it’s a ranged spec.. Whether that’s access to more swiftness or 25%. Furthermore, after looking at the traits, it seems adding 25% increase movement speed would make a lot of sense on Zealot’s Aggression as it cripples enemies therefore you can have access to cripple and speed. This would also not benefit Trapper Guardians as much as they’d have to pick between Hunters Determination or 25% movement speed and of course bunkers wouldnt benefit as well as they would want the Bulwark trait.
Great changes, Karl!
For Weakening Strikes, I think the damage reduction would be far better received than another condition. This way it’ll benefit all builds seeking a little more defense as opposed to just condition-based builds.
I agree with this. I was actually running Weakening Strikes for the defensive potential on my power build. If it got even more damage reduction that would make the skill 2 on staff WAY better especially for PVE.
Oh wow these are some REALLY nice changes, Karl! Very excited to see how it turns out
I did some more testing before the BWE ended on Sunday and found a Warrior build that can actually counter the Herald Sword/Shield Shiro/Glint set. It requires the dual endure pain, balanced stance, shield axe/gs setup. However, I still can’t say Revenant needs some attention though as despite the warrior playing nearly perfectly, I made a TON of mistakes, was half asleep and only lost due to my UA bouncing off two other targets that were watching the fight two separate times. Even then the battle dragged on forever as I was able to reset the fight using the staff block, block trait and shield 5.
I almost do want to say that maybe UA and shield are in the right spot because that warrior did give me a run for me money… but I fought two other warriors, one running signets with the power signet for unblockable attacks (which can hit through the shield 5) and one running hammer,gs with the dual endure pain and balanced stance traits and despite losing to the former thanks to his attacks being unblockable, once I got the hang of how to fight him, I really started tearing him apart with Herald. The Hammer/GS Warrior on the other hand got decimated. At one point, I won with 90% hp.
However, that’s warriors. Endure Pain plus blocks make them a fair matchup against Revenant. How did I fare against other classes? Well, Thieves can pretty much get one shotted by UA combined with Enchanted Daggers. I actually did manage to achieve this by pressuring one to dodge twice with Jade Winds and AA, then UA’d and he went down to about 5% with that single one then died shortly after to Staff AA stealth cleave.
It’s hard to say definitively but I still think the sword/shield set is just a TAD bit too strong.
Maybe if the shield trait got a slight icd increase or something, idk. But if you’re not running unblockable attacks or condi bombed the hell out of the Revenant, you’re gonna be stuck with a loooong and annoying fight. Similar to Chronomancer which can survive for an eternity while putting a ton of pressure thanks to the tools they have.The game is not balanced to 1v1. Your point is invalid.
Oh then I guess those changes to D/D ele spec were just because Anet hates eles and not because it was a huge uphill battle trying to get an ele off point with less than 2 people.
Either way, whether it should be adjusted for 1v1’s or not, do you really want to play a class that’s so strong in 1v1 that every time you do engage in a duel and win, you know it’s because the class dominates in that scenario? Or would you rather win because you know you’re good at the class?
(edited by Rain.9213)
I did some more testing before the BWE ended on Sunday and found a Warrior build that can actually counter the Herald Sword/Shield Shiro/Glint set. It requires the dual endure pain, balanced stance, shield axe/gs setup. However, I still can’t say Revenant needs some attention though as despite the warrior playing nearly perfectly, I made a TON of mistakes, was half asleep and only lost due to my UA bouncing off two other targets that were watching the fight two separate times. Even then the battle dragged on forever as I was able to reset the fight using the staff block, block trait and shield 5.
I almost do want to say that maybe UA and shield are in the right spot because that warrior did give me a run for me money… but I fought two other warriors, one running signets with the power signet for unblockable attacks (which can hit through the shield 5) and one running hammer,gs with the dual endure pain and balanced stance traits and despite losing to the former thanks to his attacks being unblockable, once I got the hang of how to fight him, I really started tearing him apart with Herald. The Hammer/GS Warrior on the other hand got decimated. At one point, I won with 90% hp.
However, that’s warriors. Endure Pain plus blocks make them a fair matchup against Revenant. How did I fare against other classes? Well, Thieves can pretty much get one shotted by UA combined with Enchanted Daggers. I actually did manage to achieve this by pressuring one to dodge twice with Jade Winds and AA, then UA’d and he went down to about 5% with that single one then died shortly after to Staff AA stealth cleave. Necromancers were pretty much screwed too as alll I had to do was wait till their shroud ran out and UA/Surge of the Mists them to death. Guardians were easy pickings also as I had more than enough to block, evade, or negate their more heavy hitting attacks.
It’s hard to say definitively but I still think the sword/shield set is just a TAD bit too strong.
Maybe if the shield trait got a slight icd increase or something, idk. But if you’re not running unblockable attacks or condi bombed the hell out of the Revenant, you’re gonna be stuck with a loooong and annoying fight. Similar to Chronomancer which can survive for an eternity while putting a ton of pressure thanks to the tools they have.
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As of now, yes. Oh, and don’t forget to run to 1 or 2 allies for a huge damage reduction. You know, that’s how UA works.
All PvP-Maps have more walls than I care to count. So you shouldn’t have a problem finding one.
I’m fully aware of how fragile thiefs are, as I play one myself. And 3 seconds until you’re dead aren’t exaggerated. Just 1v1 a burst burn guard and you know what I mean.
Now you’re saying I have to always bring a buddy to fight a Revenant or the UA will wreck me if I’m unfortunate enough to not be next to a wall.
Plus that wall glitch is only temporary. It’s a bug that will probably get fixed.
Really? The counter to a skill being to hug a wall?
Okay, let me just summon a wall that goes everywhere I need it specifically to counter one skill from a Revenant.
Hell, you don’t even have to nerf the damage. Just make it take SKILL to land.
Even a Thief backstab which doesn’t even do as much damage as UA takes setup to land. Not to mention you die in 3 seconds as a Thief if you’re not careful. Maybe a bit of an exaggeration but you know what I mean.
Backstab does more damage, and still less than killshot or 100b or a bunch of new skills that i ate during bwe
Backstab at 2.3 power only does about 2000 base damage IF you manage to get behind them….
Evading killshots and hundred blades is WAYYYY easier than dealing with a Revenant UA.
Killshot has a huge tell to it while Hundred Blades requires you to stand still for all the hits to land.
As I stated before, even if you dodge part of UA, you still take some hefty damage from it critting thanks to perma fury and perma might plus might stacking from UA itself.
what’s so hard about double dodging unrelenting assault.. it’s the only skill that damages you on sword anyway so you don’t have to dodge anything else. it even has a 3/4s casting time, enough to interrupt the revenant. why would the full channel go on cooldown if you blind? does rapidfire go on full cooldown when you blind the ranger? no.
seriously stop whining and start using your beain. i had no problems with this skill at all during this bwe… neither on rev vs rev nor vanilla classes vs rev.
Double dodge UA? K. Now you have to deal with surge of the mists or hammer’s crazy damage. Oh but guess what? No more dodges left for you.
What’s that? CC the Revenant or counter damage them?
Why? They got two 20s shield blocks that heals them and lets them stall out to use both their heals, one which heals them substantially if they happen to have a few conditions on them. Oh and lets not forget more evades.
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Really? The counter to a skill being to hug a wall?
Okay, let me just summon a wall that goes everywhere I need it specifically to counter one skill from a Revenant.
Yes, you can also dodge but even if you dodge to cut the UA damage in half, that’s still about 4k damage with crits or more if you’re on a squishier class.
Hell, you don’t even have to nerf the damage. Just make it take SKILL to land or something. It’s just so easy, even if I’m blinded there’s no drawback. Maybe make it so if they dodge, blind, or block when you first cast the skill, it doesn’t continue with the channel. That way you at least have to keep in mind when you’re gonna use it.
Even a Thief backstab which doesn’t even do as much damage as UA takes setup to land. Not to mention you die in 3 seconds as a Thief if you’re not careful. Maybe a bit of an exaggeration but you know what I mean.
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Yes. I’ve used it on everything from low skill unranked pvp players to many different levels of players in ranked. The result is the same, huge spike damage with no drawbacks.
I’m telling you this as someone who has used Revenant quite a lot and as an advocate for the class. Not as some scrub who just jumped on Revenant to see how OP it is. I played it prior to the UA buff and I played it after as well.
I know what I’m talking about dude. Either rework UA so that it rewards you for timing it properly and landing it or tone down the damage just a bit.
As it stands, it completely wrecks everything not running sigil of energy or Mesmer.
With gap closers that make your attacks unblockable, multiple super high damage attacks, and easy access to perma fury and might, all without no drawbacks other than being a little vulnerable to conditions, Revenant is a complete powerhouse of damage and sustain when running Shiro/Glint Sword/Shield.
I just think Infuse Light (Glint heal) needs a cast time or at least a very obvious effect on the Revenant. The sheer number of icons (facets + F2 boon burst) make it hard to see when compared to warrior’s stance.
I think that would make the heal bad though just like the warrior’s haha.
The problem for me is not the glint heal. I think that works just fine especially considering Revenant’s have poor condi defense.
I think the problem is the just the ridiculous pressure I can put on an enemy.
Sure dodge, UA. But now I can land Staff 5 or swap legends and land an aoe basilisk venom. I don’t think we should hit like wet noodles but 3.5 base power which will almost always crit with 94% crit chance? That’s a little too much.
Its really this simple, if u hit the rev when his infused light is up, u will end up losing the fight. Fights get prolonged cuz ppl dont know how to fight em, and as fights prolong u eat more UA as revs potentially can build for lots of sustained healing ontop of 2 legend heals. I spent a good chunk of time on dueling servers and those who claimed rev op where the ones falling for its mechanic.
idk man, at the start of a fight on Revenant, I have somewhere between 2.4 to 2.5 power running runes of hoelbrak and glint perma fury and perma might facets.
I do one unrelenting assault and that’s literally a 3.5 to 4.2k BASE POWER attack that makes me invulnerable to all damage while sticking to an enemy. Not to mention that the damage spikes up considerably towards the end of the attack thanks to more might stacking from the skill itself. I also have 94% crit chance… so… yeah….
Couple this with the insane survivability and gg. I literally just got done dismantling a necro+ele combo by myself.
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Except Endure Pain isn’t a heal and you can still have conditions applied to you plus both the trait and the skill are on a 60 second cooldown.
Shield skill 5 and the trait are each on a 20 second cooldown…
Look, don’t get me wrong. I want to see Revenant shine. But not to the point where I can annihilate everything with little to no effort all while having tons of sustain to be able to make mistakes and not suffer too badly.
You know the game is not balanced around 1vs1. The drwaback of UA is that it keeps you on the target and at the end you are on your target, that means that if your target go inside a group of allies or onto a bunch of AoE (with a teleport or something else) you are overextended, far from allies and too close to enemies, and pretty much kittened
Okay say we’re fine with some classes just demolishing everything in 1v1.
Aside from that. You know how long it takes to kill a Shiro/Glint Revenant with Shield? The only other class that has this kinda survivability right now is Chronomancer which as I stated is also a bit too strong.
I can survive ridiculous amounts of focused bursts with MARAUDER.
Haha wow. If you think Revenant is completely balanced, you must clearly not be playing it right. Playing Revenant, I can effortlessly mow down practically everything not named Chronomancer.
Sure UA isn’t as strong in a group fight but 1v1, it’s completely over the top.
There are way more ather skills that are over the top in 1v1.
Also on what class/build you fought suche Rev?Anyway UA got invlun but NO dmg increase. Instead this BWE got a 20% more CD
I use a Dual Sword/Staff build. Doing Sword+Shield/Staff right now just to prove my point. Guess what? Everything is dying with relatively little effort. All I have to do is pop perma fury and might in Glint and UA.
And if I mess up? Guess what, dual invulns with heals attached and Glint heal if I get condi bombed.
This just feels so effortless and unrewarding to be honest.
Also UA got a really significant damage boost after BWE1. I remember saying that all UA needed to be good was some invuln but then I saw the damage boost, tried it out, was perplexed as to why they made it so ridiculously powerful. Then people said, “give it time so people learn to fight Rev”
This BWE, people know what Revenant does but to survive that kinda damage while not being able to damage back is just too much.
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Haha wow. If you think Revenant is completely balanced, you must clearly not be playing it right. Playing Revenant, I can effortlessly mow down practically everything not named Chronomancer.
Sure UA isn’t as strong in a group fight but 1v1, it’s completely over the top.
How about dropping your subjectivity and realizing that Revenant is far too forgiving?
Playing it felt just like playing DD ele prior to the last patch. Too much damage and sustain with no drawback. Only weakness a Shiro/Glint Revenant has is conditions but if you’re playing power, good luck fighting him.
First off, I want to state that I love Revenant and it’s gonna be one of my 2 most played classes in HoT.
Second, Revenant just has too many good things going for it. Unrelenting Assault getting invuln was necessary… but a damage boost? No. That wasn’t needed. At the very least the damage boost should not have been so high.
It is completely ridiculous now to the point where a Revenant can make a crap ton of mistakes and get saved by the shield 5+shield trait. Now this would not be too much of an issue if a Revenant didn’t completely destroy you every time he popped UA.
Yes, I can play around UA but for example: I was fighting a Revenant 1v1. He pops UA throughout the fight, fine. I simply pop my invulns, blocks, etc. Keep in mind I’m running energy sigil so I can evade them too. I almost kill him once. Shield trait pops. Okay, keep fighting. Almost kill him again. He uses Shield 5. Alright. Let’s keep going.
I almost kill him a 3rd time but by then, UA pressuring so much and me having to use all my survivability just to live that 1 skill that has literally no drawback to casting with a ton of benefit, eventually I just ran out of ways to sustain myself while the Revenant casually won. It wasn’t even a matter of he played better than me as I juked, landed crucial attacks, and evaded or blocked UA as much as I could.
I think the Shield trait and skill 5 on Revenant are good but the real problem here, I think, is Unrelenting Assault. It’s not even a matter of me not knowing what to do against a Revenant as I played it extensively and know it’s ins and outs. It’s just that a Revenant is a tad bit too strong.
That and Chronomancer right now are quite absurd. Also Staff kittens for way too much. I have been on the giving and receiving end of it and I know how ridiculous that is too. I literally can one shot an enemy effortlessly with it just by baiting them out of dodges with UA, running up to them and pressing 5.
Edit: After further testing on Revenant in 1v1 and group fights, I realize that maybe it’s actually the Shield trait and Shield 5 that makes Herald forgiving as Unrelenting Assault on offhand Sword and Axe sets seems more tame when you don’t have a pseudo 3rd and 4th heal skill.
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So just finished trying out Marauder Amulet with Air/Water/Tempest.
And it’s awesome! The damage is fantastic and the sustain is pretty good. Using Lightning Rod plus dual Shock Aura from air line and Dagger mainhand plus Sigil of air, gives me a ton of passive spike damage while Burning Speed and drake’s breath give me active damage. Earth is nice for the immob, reflect, invuln, while water can heal and keep the sustained damage going with Cone of Cold and Comet.
All while having dual Frost auras that heal and reduce incoming damage, tons of aoe weakness, near perma fury and swiftness with Aura trait in Air line and Air overload which destroys anyone foolish enough to stay near me, and pretty good condition cleansing with runes of the soldier+condition removal on regen application.
Good idea mentioning the Marauder amulet nearlight!
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All three of the attacks should really be a slash. No projectiles. One of them applies the delayed burst to every target hit.
There. Fixed. I know they’re trying to make it unique and creative but you never want to trade practicality for the sake of being different.
It looks hilarious XD But I don’t mind it. I wish it was just a regular dodge that threw out daggers though.
Today I played 6 or 7 games on Tempest, and here’s what I found:
Fresh Air marauder builds work pretty well with it, in fact much much much much better than they do with base elementalist.
This is simply because air overload hits like a storm should hit, its AoE burst damage that you can use very frequently. I tried both D/F and S/F, but I liked S/F the best, since it lets you get in and lay an air overload down, and get out immediately after, and you have tons of active survivability and decent healing with the traied heal sig. Superspeed from One with Air and Eye of the Storm help a lot with survivng, as does the earth cooldown trait. Overall, I had a blast playing it! Tommorow I may try to put together a Celestial staff or D/F bruiser tempest to see how that plays, but honestly fresh air tempest is a load of fun, and I’m mostly happy with the state its in. My main concern is that I just feel as though lucid singularity is wasted on this build by role overlap with Geomancer’s Training. I wish there was a more offensive build option in the GM tier for Tempest, as I can’t really use any of the other traits to any practical effect.
This is the build I used that I described above:
http://gw2skills.net/editor/?vFAQJArdncMA9NgdOAGYC8RgFJAzNxOZvsDfgJQJQYBEAqgA-TJBFABiXGYhTAgO7PAwDAAAI will also though that I tried marauder LB/GS druid, and while I’m not totally sure, I feel as though druid is better, since it has a ton of CC and healing and better survivability, just less AoE damage, and less concentrated burst, and no real superspeed.
And then of course you’re competing for a spot with zerk herald and chronomancer that are on a whole new level in comparison to fresh air ele.
I’ve considered trying out a Marauder Dagger/Focus build, myself. It seems that with all the easy access to Weakness on my build, it could be pretty decent.
I don’t understand the air/water/tempest build. You go full-hog on support, but can’t cleanse condis to save your life. I feel like I do more support taking water/arcana by providing heals, cleanses, and aoe prot. It also gives me more self-sustain too.
Playing dagger/focus, I just feel so slow and still lacking in defense compared to x/d.
Maybe it can be fun for pve, but I honestly can’t find a way to make tempest fit any build in pvp that isn’t water/arcana/x, which plays the same as every cele build.
Well you cleanse conditions with Earth 4 on Focus and you can also cleanse on switching to water, cleanse with cantrips, and you can run Runes of the Soldier if conditions are that big a problem and/or Stop, Drop, and Roll. Also, the healing shout is so strong that even with poison, I’m able to heal back up quite a ridiculous amount so conditions aren’t that big an issue.
Different strokes for different folks but D/F Tempest is pretty good. The Shout trait, frost aura below 75%, shock aura, aoe weakness easily replace the fire line’s blinding ashes as they provide more consistent damage mitigation. The main damage from my build comes from having so many tools to land the burning speed+drake’s breath. You get easy access to immob, knockdown, stun, lightning flash+burning speed. Everything else acts as sustained damage while you ready your Air Overload or get ready to land those fire attacks again.
I do admit though that the playstyle with my build isn’t very different from the Air/Water/Arcana D/F build. However, it does have some nice perks in the overloads. If you need to burst down a group, Air does this well. If you want to stack might, Fire is your answer. Water helps your team stay alive a bit longer, and Earth is good for escaping from bad situations.
I mainly see Tempest as a Support/DPS spec similar to Shiro/Glint Revenant which is my favorite Revenant set.
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With a 14% crit rate, isn’t Weakening Strike basically useless?
I’d use Brawlers Tenacity with Imparing Dagger instead of the Signet and Impact Strike.
Sure you loose a little bit of evasion, but the utility is imo way better, and it gives you
a stronger reason to use the Adventurer Rune.
Yeah it basically is but its the only condition option in the adept line and I wasn’t running physicals so no reason to pick anything else. I will be trying out Impairing daggers with Brawler’s Tenacity later today though. I don’t think Impact Strike functions very well for this build but I suppose it could be good to keep your enemy cc’d while your condies tick. We’ll see how it turns out.
Pretty well the build I use except I took away Shadowstep and put in Spider venom and changed up the Runes. I intend to use adventurer in time as coupled with witdraw you will get some more dodge.
D/D has the advantage over most thief condition builds in that one has decent base durations on the main conditions and the potent poison changes really help to make that skill usable.
Adventurer has fantastic synergy with this build. I was considering those or maybe scavenger but as I said, I like movement speed haha.
The change to potent poison really brought this build up. I’m probably gonna try Impairing Daggers in place of Signet of Agility today to see how that works with this build. The endurance regen loss could hurt but having some good ranged condition offense would allow me to disengage better.
Don’t forget caltrops for serious bleeds!
I tried caltrops but I didnt like them very much. However, swapping out Thrill of the Crime for Uncatchable is an option!
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Wow glad to hear so many others are having sucess with it I was sure I had set myself up for a hate spam. I have to admit that I’m not a fan of the warhorn though but maybe that’s because I am so used to Focus as it is my favorite Ele offhand.
I also want to point out the misconception on Air Overload. I literally was able to burst down 2 enemies at half HP to downstate with it all while in the safety of my Swirling Winds. Furthermore, I am using Aftershock which hits for a considerable amount of damage and immobilizes. What I love to do is combo that into burning speed and drakes breath. It also provides good utility for kiting as it is an aoe immob, condition removal with my runes, might, aoe weakness, and a reflect shield for countering those pesky pew pews. You can also combo it with air overload to guaranteed several lightning strikes on an enemy.
https://forum-en.gw2archive.eu/forum/professions/thief/Dual-Dagger-Condition-Daredevil-Build
Fairly good. Haven’t lost a 1v1 so far and I have even won several 2v1’s. One was against an Engineer and Revenant which are a pain for Thief to fight, normally.
Saving this spot for upcoming montage of it
-10/06 Update/Edit-
Video is finally out! Let me know what you guys think!
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Hey guys. While my favorite set on Daredevil so far is still Staff/SB, I had been planning to test out a condition build for the past 2 weeks now that Potent Poison has been buffed.
The result? It’s pretty kitten fun and good Keep in mind, it might not be perfected yet but so far, I have had really good results.
Here ya go.
This build has tons of evade potential, aoe condition application, and condition removal while still maintaining enough power to make your heartseeker and backstabs still threatening to players. The only thing it really lacks is group support but you still get Thrill of the Crime so at least that’s something.
The idea is of course to dodge and auto attack your enemy to death. You can also backstab and heartseeker under the right circumstances(mainly when fury is up) to deal some decent physical damage while your conditions tick, therefore applying even more pressure to your target. Though I’d recommend not to spam your death blossom too much as you want to alternate between Deathblossom and regular dodge to apply a wider variety of conditions with torment from Lotus Training and Poison from Dagger Training. Should you want to burst someone, a steal+CND+backstab+dodge+deathblossom+dodge will do quite a bit then you can proceed to auto attack and/or heartseeker as well as use signet of agility to regain your endurance or your two evade utilities should the fight be prolonged. Dodging and Deathblossom are your main source of damage but if things get intense you really want to time them a lot better as not only will enemies struggle to kill you while you’re being focused, but you will also be damaging them quite a bit while your team attempts to kill them. If things should get hot, Shadowstep is there to provide a quick escape which is definitely necessary sometimes. It’s also good for shadowstep stomping and of course condition removal.
Withdraw and Roll for Initiative are great with Daredevil as they allow you to still dodge while in stealth if it is necessary not to mention running trickster, also bolster your condition removal even more. Seeing as this is a condition spec and I am running Trickster, I chose to use Dagger Storm as well as this will allow you to kite more effectively and counter everything from Longbow Rangers to Hammer Revenants who can give this build a tough time. Not to mention that it also removes a condition and just offers more than the other elites for this build.
The Runes of the Traveler are optional but I chose these as I like having increased movement speed and they also buff your boons and conditions a fair amount in terms of boon and condition duration. The sigils are also optional but seeing as you can mainly only crit when fury is up, I felt that on HIT sigils would work much better. Ice and Frailty will help you apply more cover conditions as well as assist you in staying on a target with chill and increasing your physical and condition damage with vulnerability. Energy on Shortbow is mainly for defensive purposes.
Anyway, give it a shot, make changes if you want. Personally this has been a really fun build to use. It’s frustratingly annoying for enemies and entertaining for you as you watch your enemies melt before your graceful ballerina twirling and prancing.
(edited by Rain.9213)
I havent found it to be an issue yet. I’m running a D/D, condition Daredevil. However, I am using Withdraw and Roll for Initiative as my dodges while in stealth.
I am definitely serious, hahaha. Haven’t lost a single 1v1 with it yet. Even defeated regular D/D eles with it.
It’s really fun and quite good, actually. I’m running a celestial Dagger/Focus Shout/Cantrip build with Air/Water/Tempest and the damage plus sustain is quite good. Arcana isn’t even necessary as you actually benefit from camping an attunement via overloads, especially the air overload. By the gods, that thing destroys if you can get it off on an enemy safely. Usually, I just pop swirling winds and shock aura then bring the pain with my “Lightning bolt, lightning bolt, lightning bolt”
So there ya go. I like it
Anyone else having a good time with it?
I wouldn’t say OP so much as it just being good. Just last night, I managed to beat two warriors running the Axe/Shield+GS set on my Sword/Dagger Acrobatics Thief and they were using the Balanced Stance trait so I couldnt steal daze them very easily. Of course, the only reason I beat them was because they werent very good until the next fight when they learned how to coordinate their eviscerates on me but still. If that build was OP theres no way I would have been able to beat both of them at the same time on my S/D.
Basically, I think Axe/Shield+GS is strong but not OP. Just gotta learn to dodge those eviscerates and Arcing Slices. So long as it doesnt get buffed more, it should be fine.
The one thing I really feel Warrior NEEDS is for its healing skills to be better. Currently pretty much all warrior builds aside from Shoutbunkers need to use Healing Signet and that’s just not cool.
Jesus this movie looks absolutely terrible XD I love how on their headbands it literally says “Ninja” on it. Also, the yellow suits totally scream stealthy assassin to me hahaha.
This does seem pretty accurate to thief though. Rofl, I can’t believe they even went as far as to give them revolvers. My goodness. My day has been made.
Yes unload is being used to devastating effect now in WvW but that because people are used to simply ignoring the damge. They will adapt. Use unload once against a person that throws a reflect up and you are dead. Those that have truly used p/p and made it work to some degree will not spam unload. The set far more effective if you use it tactically. With vital shot buffed and now doing decent damage the set is much more effective.
The set still needs work.
That’s what I’m saying. The damage is too dependent on spamming Unload.
I’d like to see the immob do more damage in exchange for losing out a bit of dps on Unload. Sneak attack should really be the hard hitting attack that unload is right now as that takes setup to execute and landing it skillfully to annihilate your enemy is where the fun in playing the spec should be. Not spamming 3 till the enemy runs out of dodges. That just makes you predictable and the playstyle rather brainless. With Bounding Dodger P/P stealth or Trapper runes in WvW, this type of playstyle would fit perfectly with Thief.
Haha I’m playing Fire/Water/Arcane S/D Ele and I can beat Thieves when I play right. I’ve also fought several Fresh Air S/F eles who have destroyed me on my Thief when they played right and I’m known amongst my peers in game to be a pretty good Thief so yeah. Just gotta know when to burst and when to defend. It is tricky because of the Stealth abuse but you got ground target Dragonstooth now, Phoenix, invulns, and some really good cc’s(which are devastating to a thief).
After HoT, they will have easy stealth access with Bounding Dodger though. And its not really an L2P issue as they have more than enough survivability to survive a 1v1 long enough to afford spamming Unload for easy damage. I’m not saying kill Unload completely. I’m saying tone down the damage but increase the damage of the other skills to make up for it, then we wont feel the need to spam Unload and we’ll be able to deal out plenty of damage just by using our other skills without having one single attack that is spammable and can destroy almost everything with 2 presses of a single key.
Yeah idk what you’re talking about D/D ele is still viable.
Run any stunbreaker and P/P pistol can’t do anything to you. Roll the freaking unloads. Jesus christ guys. Sure, it’s gret against people who play like they’re AFK, but so is every build. Are you for real?
Yeah no. That wont save you considering that it’s spammable. Not to mention they should have 2 stun breaks available with Haste and Roll for Initiative. And on that note… Quickness from Trickery line + Skill. Yeah good luck trying to stun break fast enough to avoid dying to two Quickness boosted unloads.
Let’s be honest. P/P is a little too dumb right now. The ridiculous damage you get just from one attack combined with Haste is unreasonable.
I’m all for making P/P viable and good but when I can just hit 3 once or twice and kill someone with little to no effort, that’s when you know something’s wrong.
Furthermore, just played with a buddy running Trapper Rune P/P build in WvW…. yeah, you thought Trapper D/P was super strong? Try P/P. The might stacks will make you annihilate everything.
Now I have never asked for a nerf to Thief before but I think this type of damage needs to be spread out in between all the pistol skills. Spamming 1 skill to win is unrewarding and game breaking, quite frankly. We need more incentive to use our other pistol skills…
I find that the trick to playing S/D properly at higher levels is to land the Larcenous Strike+Steal Mug combo with Thrill of the Crime. With crit, I’ve had it drop several enemies below half which I can then proceed to cleave down with AA.
I feel S/D is still pretty good but regardless Thief is still meant to roam and backcap and that’s where our strength and role lies in PvP. However after the nerfs to Ele and Mesmer, it’s actually possible to 1v1 on points against these two so I actually find myself being more useful. Every other class besides minion master necro is pretty much beatable now too if you play right. Burn guards are a bit of an issue but skillful dodges usually win me those fights too.
I think their number 1 priority for D/D should be Death Blossom. If that gets fixed to have a more fluid playstyle, then D/D condi could become very strong and viable for PvP and WvW.
Sword can make newcomers absolutely fall in love with the class once the skill 3 is unlocked. I know anime fans will definitely love it xD
However, on the other hand… the auto attack doesnt look as neat and cool as other AA’s and neither does Skill 2 so… Mace in that regard would look cooler. I guess it comes down to what a newcomer will find most useful in PVE at first.
So with that said… my vote for starting weapon is Staff! It’s fantastic for PVE, all the attacks look really cool, and I’m pretty sure Ranger starts with Longbow so I dont see a problem with setting it to a two handed
First off. D/D is NOT dead, it actually requires brain power to play.
Second, while Scepter didn’t get a ton of love, the change to Dragonstooth is really good both defensively and offensively. I can now cast it in front of an escaping enemy and watch them run right into it and die.
Furthermore, the hits to the Fire line didn’t really affect my Scepter build tbh. The might stacking is still fantastic as I’m running S/D and the blinding ashes nerf was really necessary but it’s in no way killing my build. So… yeah.
Thanks Anet. Ele is actually fun to play knowing I won’t faceroll to victory.
Yeah I was really glad to see this trait get buffed. I’ve got an evasive D/D condi build planned for Daredevil in the next BWE and I really look forward to testing it out.
It really should be a fist or palm. Would make WAY more sense. Especially since it’s martial arts based.
Hell, even Pokemon knows how to make proper symbols for martial arts!
http://cdn.bulbagarden.net/upload/thumb/4/46/FightingEnergyBaseSet97.jpg/200px-FightingEnergyBaseSet97.jpg