Also I see your point but its basically that if I have utilities and I think I can defeat the opponent I will stay on them, because I know my utilities will buy me enough time to do a slight reset on the fight. If I have nothing left it’s hard for me to run away.
So you’re basically saying what’s the point? Either way I’m screwed. In that case I’d imagine it’s situational. You and Karolis are giving different examples of it being implemented though, or rather, he’s thinking of it more in an offensive fashion and you are thinking of it in a defensive fashion.
Offensively, it seems it would allow more damage to be done at the cost of a longer wait to do anything else
Defensively, if you had no utilites to follow up, it would seem worthless and potentially ruin you as you won’t have a CnD to chain stealth to wait off a CD, if I understood you correctly?
Uhhh… I think you mistake this profession as a bursty one. Necromancer gets a large portion of its dps from bleeds, siphons, and sucking up damage without retreating, or being able to. When a Necromancer enters a fight, desired or not, he or she is 100% comitted to victory or death – mostly death.
I dunno man, a necromancer once almost downed me in literally 3 seconds, and I’ve spectated some do some insane DPS without conditions in PvP, so then I wondered where that spike comes from since they don’t have one move that does it all.
You were probably standing in the damage wells, they hit really hard…
See i thought this since they usually place wells before attacking. So then would the damage be cut significantly if one kited them from the well?
Does the power burst come from being hit with multiple skills at once? Well of power? Lobsters?
Ahhh, a Well of Lobsters. Now that would be epic.
For using or eating?
Suit yourself. I hope that reasoning convince them. Good luck.
This is going a bit off topic about an imaginary event that is not going to occur.
Let’s just hope you are right.
I just find it odd that he claim that S/D is still viable yet he require assistance from a 3rd party macro.
Let’s not pretend that S/D is still viable, because it’s not.
Dagger dagger masterrace? or not yet?
Uhhh… I think you mistake this profession as a bursty one. Necromancer gets a large portion of its dps from bleeds, siphons, and sucking up damage without retreating, or being able to. When a Necromancer enters a fight, desired or not, he or she is 100% comitted to victory or death – mostly death.
I dunno man, a necromancer once almost downed me in literally 3 seconds, and I’ve spectated some do some insane DPS without conditions in PvP, so then I wondered where that spike comes from since they don’t have one move that does it all.
This is a really convoluted buff to Thief, and a theoretical penalty to people who don’t manage initiative properly. It’s the worst kind of change, since it makes the good Thieves better, and the bad Thieves worse. Not a great idea.
half of the thief community already rerolled if not much more.
Oh really? Can’t wait to see the source data for this one.
This is actually a complete 180, which makes it questionable in a different way than I originally thought
Red,
You presented a change to the thief class(even though you disagree with it
). You got a full proof response to it, to which you have yet to address. Nay? The original argument for this was in regards to spamming of skills. That argument was smashed, nay?
THIS is how constructive ideas emerge, but you’re just crying veteran thief and not actually addressing responses.
@Karo, he didn’t know that…He presented it as a limiter on our ability to reuse skills. If in the case it benefits our class, then we can negate the whole post. However its original intent was to limit, or nerf the thief in a mild way. Congrads on finding a corner case though :]
Wait what? You made it seem like I ignored Interceptor. I didn’t even respond to any post after his. And as you’ve seen I do respond, to constructive feedback. Interceptor did what Trav didn’t said it wasn’t a good idea, that’s it, no backlash or anything. And I did see it as a limiter, correct, but how it was implemented seemed different. If you were disciplined, than this shouldn’t hit you hard. Karolis even pointed out that it was a hidden buff.
I don’t really agree with this change. Being a thief since release, I know initiative is hard to manage, especially with dagger/dagger, and ESPECIALLY without at least 15 in trickery, which, in WvW for a burst thief I believe you could use that for a different tree. While this negative initiative idea may seem like a buff, I see it as a nerf.
Let me explain. (This is mostly a WvW standpoint) Thieves MUST preserve cooldowns to survive. If you run out of cooldowns, you’re stuck with 2 CnD’s, and then you die after the use. Here’s where the negative initiative comes in. Let’s say you have very low initiative and you CnD. You’re making it so that you have to use your utilities to stay alive and stealth, because us thieves are very squishy and stealth is our salvation. After we use our utilities, we have nothing but CnD, which takes half our initiative right there. So after you CnD, you CnD again, which will leave you with close to none initiative, even with initiative regen. So you use negative initiative to stealth one last time. You can’t stealth again, and you’re screwed. A thief out of stealth is an incredibly easy target, especially without utilities.
Plus, I think this is basically just adding more initiative if you really think about it. But this is just my opinion, you guys feel free to agree or disagree.
I see your point, which was my frame of thinking, but to be the devil’s advocate, if you were out of everything and had one CnD left, why would you keep fighting? If the opponent got you to a point where you used everything and that still wasn’t enough, normally you’d be trying to reset.
(edited by RedSpectrum.1975)
I understand a lot of necromancer power builds use a dagger mainhand but from experience, while not utterly weak, it seems the dagger mainhand autoattack wouldn’t be what I’d consider bursty. I mean thieves have backstab when they want to go raw power with a dagger. I only have a condi necro alt (I plan on learning this class extensively so I have two classes I can be thorough at) so as it seems, an immobilize and a life leech don’t seem that powerful. And the warhorn doesn’t offer a burst skill either. Does the power burst come from being hit with multiple skills at once? Well of power? Lobsters?
snip
I know how terrible some of our mechanics are compared to others. Awhile ago I suggested >_> that steal be a natural stun breaker. But if you took the time to think as Karolis did, if you don’t spam anyway, then the idea above could potentially help and not hinder you. I wouldn’t bring it up if even I thought it was nonsense like a 50% damage decrease to backstab in return for a 33% increase in survivability however that percentage can be converted to those mechanics
No no trust me I read every single line. You don’t agree with it, but you’ll post it anyways as a suggestion because you’re a veteran thief, so that makes it completely OK.
If it was a suggestion, why wouldn’t I post it in the class balance sub-forum? I posted it as a topic of discussion. I even ended it with “What do you guys think?” allowing for broad opinions, not set in stone, this is what I think and how it should happen since I don’t agree with it yet it seemed interesting and I wanted to know what others thought of it. But apparently others seem more interesting in attacking rather than discussing. And my comment of being a veteran thief is something you’re taking out of context. I said that because I have been a thief for awhile and would think at least others who have been here awhile, such as Travlane, would recognize my account and what I generally stand for. Never once have I attacked the thief class or any class, except warriors.
and @ Travlane, never once did I, me personally say thieves were unfair, hence my words, “as I understood the reasoning behind it”.
(edited by RedSpectrum.1975)
I think what Travlene posted was spot on, there should not be any further discussion. You mentioned thieves ability to spam, and he countered what you said by saying we don’t, EVERYONE else does. As Travlene mentioned — one can easily see this by comparing the amount of attacks a thief can dish out in 10 seconds, versus any other class. By adding in the ‘negative int’ phase for a thief, you’re only reducing the amount of skills we can use by a larger amount.
If you’re a veteran thief you should know better than you suggest this, or even think it’s a great idea to implement.
Oh look another person who can’t read -_-, I’m not even going to bother explaining myself, I already have.
I don get it… If i understand it right, this would be only a buff. It would simply increase active initiative pool by a varying amount. Lets say you run out if initiative, have only one left and desperately have to use CnD (but you went HS happy before and you are kinda screwed) you get 5 negative initiative after using it. In this current situation that would work as if your initiative pool was 5 points higher in the first place, just you wont be able to use any skills until you lose all the negative iitiative and pool enough real initiative. I see this only as a buff, no idea what got Travlane so defensive about this.
Hm, good point, I would think the “nerf” here is that, how things work currently, if I am out of initiative, I would need to wait a minimum of two seconds to at least use HS, with the NI implemented, I would need to wait six seconds worst case scenario to use any move. It seems like a trade off actually but even still six seconds is rather long I think.
(edited by RedSpectrum.1975)
It’s a sad day when thief players don’t even recognize “veteran thief” players on the forums. Go through my history and find an instance of me attacking my own class. And this wasn’t my suggestion, it was one I heard that inherently sounded interesting. You should learn to read carefully: “I am not going to post this in the profession balance because I know everyone who is not a thief will for sure be on this bandwagon so I’m going to post it here to see what you guys think of this suggestion I heard of. I personally don’t agree with it since I think it can be downright punishing and before you ask, read the title, stealth is in no way being attacked here.” there is my introduction in case you skimmed past it.
That is right.
/15
Correct
I am not going to post this in the profession balance because I know everyone who is not a thief will for sure be on this bandwagon so I’m going to post it here to see what you guys think of this suggestion I heard of. I personally don’t agree with it since I think it can be downright punishing and before you ask, read the title, stealth is in no way being attacked here.
The concept at question was “negative initiative”, to put it bluntly as I understood the reasoning behind it, thieves have the luxury of re-using “spells” repeatedly which can make them unfair to fight, mainly for people just getting into the realms of fighting other people. To re-word this in a way you guys may understand better and are used to hearing, “Omg thiefz spamz the heartseekersz and kill me, this unfair why I have cooldown and they hit with powerful attack that can be uzed over and over and spammed and gets stronger the moar Im dying” now then, the proposed suggestion was a negative initiative system that would let you use anyskill as long as you had at least one point of initiative but at a price. The initiative that should have been used becomes negative intiative that decays at the same rate as regular initiative regenerates.
How I see it, if you have four points of initiative left and you use Cloak and Dagger (six initiative in case thieves in the making are reading this) You would still be able to cloak and dagger, however, the four cute little white blips go away, and two red blips so up. That is the negative initiative. No other move can be used until at least one intiative blip returns after the decay to all the NI. This means that once those two NI decay after two seconds(one per second) and it immediately turns over to one RI (regular initiative, and there is no point with no initiative, the final NI is converted straight to a RI blip), and you want to use heartseeker, you’ll then get another two points of NI. Let’s use Cloak and Dagger again, you have one RI, you use CnD, you now have 5 NI. It’s here where I started to get iffy as having to wait a total of six seconds to use a move and a total of twelve seconds to use a high end move with no repercussions seemed a bit nerf OP.
The good: promotes active initiative management and wary-ness and discourages spamming
The bad: downright punishing in its punishment
What do you guys think?
EDIT: According to some constructive feedback, this is actually a stealth (not literal stealth calm down) buff.
(edited by RedSpectrum.1975)
Like an elite skill is supposed to be almost like a last ditch effort in most cases, HOW WILL THAT HELP ME?
Yes, any passive speed buff works in and out of combat, think of it as signet of shadows without the blind and utility space take up
I hit rank 4 necro with full whirling axe for 11.2k dmg. I followed through with evis for another 7.4k. I swapped to sword and with leg specialist immobilised them and got final thrust in for 5k. In 8 seconds I did 11+7+5=23,000+ dmg. That only removed their death shroud.
Dude please..any profession that has a mechanic that allows a rank 4 to absord 23K dmg from a rank 40 ..and you wanna come here and say warrior is OP. You can have any warrior build you like in exchange for the 23,000 HP buffer.
Nuf said?
I love how he admitted that he was able to do 23k damage in 8 seconds when 99% of fights would have been over after the first two moves and yet he still insists that warriors are fine. Have you ever thought what would happen if you hit a class with that combo that didn’t have deathshroud? And did you lose the fight afterward?
Are you using vengeance to get back up? If so then it says you’ll die after a short time unless you get lucky and stay alive only after you killed what downed you
I don’t want to sound like I’m glorifying any class here but I feel like this has to be mentioned. Thieves, backstab thieves specifically, are almost no threat outside of stealth. Factor in CC’s, revealed and general running around and on average you spend more time out of stealth. Crazy right? If stealth based thieves were revealed so much, they’d be such a laughing stock. In fact, I would think backstab, arguably the most notorious skill in the game, would need a buff just to compensate for the decrease in the amount of times available to use it, only pouring more oil into the fire. As it is now I personally think it’s fine. And that’s the necromancer me talking, although to be fair, it’s funny how a necromancer can defeat a thief purely being on the defense the entire fight. That and they are thieves, who said they had to play fair?
Hmm, good thing my current 80’s all have mix and match right? Let’s see….. necro, thief guard…and why is this spot in DR such a great place for pictures?
I tried being unique with them all, I really did. I acknowledge my necro’s chest and legs are a popular combo but it looks so nice. I have seen zero sylvari with my thief armor combination but she normally wears the subterfuge hood, I just thought her hair should show for this pic. The guardian uses karma armor and T3 with radiant gauntlets and windcatcher….actually the karma armor got the flame added to it so picture it with flames now. Let me know what you think!
So now everyone thinks its Mordremoth
in Battle for Lion’s Arch - Aftermath
Posted by: RedSpectrum.1975
Lol people have been discussing this constantly for over a year.
https://forum-en.gw2archive.eu/forum/lore/lore/Origin-of-The-Pale-Tree#content
https://forum-en.gw2archive.eu/forum/lore/lore/Slyvari-a-dragon-minion#content
https://forum-en.gw2archive.eu/forum/archive/tower/Why-I-think-Mordremoth-is-next
I don’t know why that last link made me laugh honestly. Like its specifically titled, ‘Why I think Mordremoth is next’ reminds me of someone buying a book on how to do X and the book is titled ‘So you wanna know how to X?’
But, my Sylvari would be devastated…I hope she won’t commit suicide after watching her entire race pretty much go up in flames like a certain quarian for those unlucky enough to have seen that scene….
So. basically people do not use s/d + d/d builds in wvw? I am getting a bit tired of running with a sb without using that for 99% of the time so I thought using s/d as a secondary set.
The thing is to use a sword usually requires a build specifically for the sword, this is because SD can be very initiative hungry. DD can hold up with a minimal initiative based build, so if you’re using DD, you generally wouldn’t use SD as you’ll quickly ind yourself running out if resource, that and you’ll be downright confused as to what to do. Give a stealth thief a sword and watch how cute and confused they look. The sword promotes non stealth play and it’s stealth attack isn’t as powerful as backstab so you’ll downright want to and not want to go into stealth because you want to and not want to use that stealth move you aren’t built for and use those acrobatics you aren’t built for
man, looking at all this posts one would assume stealth lasts like 3 hours and backstab hits for 17k dmg + thief in stealth is invulnerable and has stability
what kind of build is it? i want it O.o
It’s that 30/30/30/30/30 build that’s out didn’t you hear?
- Whip – i could turn my lil sylvari into lust driven dominatrix
- Nunchaku
- Angle grinder or chainsaw
- Gatling gun(whip) is like the same thing i am talking about now … but without the blade. they would look similar . and have similar animations
(nunchaku) thats a new one like it
(chainsaw) they have a skin for that. i think it has sound effects to
(gatling gun) XD .. maybe as a siege weapon for wvw lol XD … zerg problem solved lol
Not to bash your idea, it’s cool, but a whip would also make more sense since they are already a thing and can be incorporated easily to other classes
Rifle or Staff would be my next weapon of choice. We don’t need another melee/semi-melee DPS weapon. Staff with access to a lot of PBAoE CC combined with the leaked trap could give thief an option to play decap, while rifle would obviously be extreme burst range at a 1200 distance. I couldn’t see any other weapon introduced to our class in its current state.
The thing is though, Viking, while I would like the idea of a bo-staff, look at the staff skins in the game. Do those really look like something you would swing around to hit people with? Yeah the Crossing would hurt like hell with that lantern but that’s not what it’s for :p
But nonetheless, I’ll satisfy your desire for a weapon, but Im going to think of one that would make sense for a thief and even other classes could probably use. Now thieves aren’t assassins, they generally focus on incapacitating and not assassinating but who cares about that, I suggest:
A whip. A long reach melee, that fits the idea behind a thief.
I would agree, if someone said stealth need a rework, but these 1000 cry threads, with always the same content, are really annoying.
I play 6 classes incl. a 99,95% stealthless thief and I have no problems to counter stealthbuilds.
So what does that mean? Are these 6 Classes OP or the others just to bad?
@OP
Is AA not enough to know, where they are and if you hit them?
For the last time, this isn’t to know if I hit them. Yes that’d be a side effect which I wouldn’t mind either, but this is to know how hard I hit them. I don’t see why this wasn’t implemented in the first place. Say a mesmer cloaks when they are at half health and I backstab the area and then suddenly get re- no let’s use a better example, say a thief is at half health and enters shadow refuge. I then proceed to to BS inside the circle and suddenly get revealed, indicating a hit. At this point three things will happen: I will keep swinging and finally come to the conclusion the thief is down and keep swing at the air that is magically progressing my AA, My AA will cease to progress indicating the thief got away, same as last scenario except the thief doesn’t retreat they retaliate catching me off guard.
Here is how that would change with my suggestion: I see that my BS did 2k damage, a face stab and surely not enough to down the thief as the state they were in. Even if they were at full health that doesn’t help much still. I can then retreat out of thier SR and use my normal tactics to counter an oncoming counter attack if that is what they were planning. Now same scenario, they go into SR I get revealed and I see I did a signature 8k damage. If they were at half or less, that’s a down and I can affirm I am not wasting my time looking for the downed body, granted this won’t happen every single time. Or, even if they were at full health, as a thief, if you get hit for half your hp with one of your crucial utilities on CD, you normally wouldn’t counter attack and risk anything.
In the case of mesmers, it’s basically the same thing except they aren’t known to make large groups of people go around furiously swinging at the air around them looking for the downed person.
Also, it would help those that have aoe’s and help shed the whole, thieves are invincible while in stealth yadda yadda etc etc and so on and so forth.
this is not about scythes.
they r lore breaking.
as this is a discussion on new weapon types.
and they all ready have scythe skins for the staffwhat i am talking about is there is a place for a RANGED MELEE WEAPON . being a new weapon type all together.
Okay, but some weapons you suggest might not even exist in Tyria in the first place if you want to bring in the topic of lore, at least scythes have been a thing. Also, it’s easy to see why people would say things like kusarigama, but don’t forget guys, weapons like the one aforementioned would only work for one class it seems. You’d need something that at least another class would use. Which is why I made two scythe threads in the first place, one for thieves, the other for necromancers.
(edited by RedSpectrum.1975)
Thanks for the answers, yes i know it doesn’t take long just wanted it clarifying.
And @ RedSpectrum please keep those non-constructive answers to yourself saying i have a week to do it is not an answer i appreciate you have no idea what i do in real life.
LA can be done in thirty minutes straight, even less. I’m just saying I may have no idea what you do but I find it hard to believe 30 minutes cannot be done when you have a week to do it, hence my comment. And I’m still thinking I’m giving it more time than is needed.
Gonna leave this here as a suggestion shadow steps out of thread
There is no excuse, you have a week to do it…
What about your favorite Non main NPCs!
in Battle for Lion’s Arch - Aftermath
Posted by: RedSpectrum.1975
“Twenty? Yesterday they were ten!”
“Today, twen- *building falls and collapses on her
“……today, free?”
I agree, I worked so (farmed deadeye) to get the crossing for my necro so hard. I love it more than any legendary, I also worked hard for my garchomp
Ofc the warrior gets the best one, even if it is fake
What’s different about the thief"s dodge roll? Lol. I don’t see it.
The blur effect
Yes there is a lack, and I’m sorry but I love my necromancer…COWER IN HER BEAUTY
But on topic, I feel as though I kind of like it as it makes characters like my necro stand out in the crowd. One valid argument is that the faces may seem unambiguous. Another is that people generally make their avatars similar to them so given a safely assumed demographic of the types of people that pay this game…..
(edited by RedSpectrum.1975)
That article was extremely informative. Pretty unambiguous with the improper noun usage, probably for a valid reason, but nonetheless, was an interesting read.
Not a good idea. If the person is in stealth the person is in stealth. You should not get a tell by doing a weapon cleave/spin in the hopes you hit something and get feedback that you did.
On conditions it even a worse Idea.So I lay down a poison or bleed then can track the thief wherever he goes by it ticking on screen?
Either I can see the theif or I can not. If I can not see the thief he is bleeding or poisoned?
Your argument already has a dent in it. Progression based auto attacks tell you if you hit something in stealth. Counters hit back if something hits you from stealth while your guard is up. By your logic we should get rid of those mechanics as well. So being that we know when we are hitting something, I want to know how hard I hit it. This isn’t in any way asking for a stealth nerf it should just be implemented since it would help me, and others, gauge encounters better
Easy way with most weapons to tell if you’re hitting a stealthed player is to watch and see if your #1 switches to the next attack in the chain.
Not everyone has this. Showing damage done would be just fine, and in fact would be more fair BECAUSE not everyone has this ability. Examples:
Warrior longbow
Guardian Scepter, Staff
Ranger Shortbow, longbow, axe
Engineer anything.
Thief Pistol
Necromancer Scepter, axe (neither can even hit because they aren’t projectiles) staff.
Mesmer staff
Elementalist… Pretty sure all #1’abilities for all weapons and atunements.Most of those rely on blindly attacking or spamming woes and never knowing if they’re even close.
awww poor baby
I understand that, but the point of the thread wasn’t to know if I’m hitting a stealthed target, it was to know how much damage I did to it, which would kill two birds with one stone.
You said “many thieves roaming with the sword dance evasion-limited access to stealth…”, then “diversity of playstyles”, contradicting yourself. I have no clue what Triggerless uses, but I know a lot are using the SD semi-stealth trickery build with Lyssa runes. But what I’m proud of is the amount of DD thieves Ive been seeing, but Im generally happy to see anything other than DP
I’m not contradicting. I meant to say there’s another build many other theives are roaming lately with and doing very well aside of the perm stealth or condition stacking with perpl runes build. I’m giving praise not finding fault.
I wasnt saying your faulting anyone, don’t worry. I just meant that if a lot of thieves are now using this new build, then diversity ironically falls a bit. But I understood what you meant
I dont understand why you all say you cant kill necros, engis and warriors…… I can kill them usually with ease with s/d. Engis are really only powerful when they use perplexity, but you can still kill them.. I have yet to come across a build that I cannot beat.
A really good Necro, Engineer or Guardian with the right builds usually have the odds on their side, you can even find these chasing thieves. And some warrior builds in WvW are like fighting a stonewall; your fists bleed while you didn’t even scratch the wall. A skilled mesmer is usually 1:1 with thieves. A highly skilled ranger can also reach 1:1, but takes a lot of effort and experience.
I pretty much kill 92% of everyone I find 1v1, if the 92% of who,e I killed learnt from the 6% who killed me or I had to run from, maybe we would have less complaints about stealth.
Tested a different S/D build earlier in sPvP, was really fun to play it and worked better than expected.
http://gw2skills.net/editor/?fYAQNAsYVlYm6OncS6E/5Eh3DyO2wqVgmdP4qV1KA-TsAg0CtIKSVkrITRyisFNKYZx0CACredits to Arganthium.5638
That comes out to 98%, but it wasnt your fault, I stole the remaining two.
You said “many thieves roaming with the sword dance evasion-limited access to stealth…”, then “diversity of playstyles”, contradicting yourself. I have no clue what Triggerless uses, but I know a lot are using the SD semi-stealth trickery build with Lyssa runes. But what I’m proud of is the amount of DD thieves Ive been seeing, but Im generally happy to see anything other than DP
@Burnfall,
You know as the term goes, “Honor among thieves”. The only problem is, it’s hard to be honorable to a community who is dishonorable to your kind
Yup, you know what time it is! But no really can we please see what damage we are doing to the thing in stealth in our combat log? That’s my only real gripe. It doesn’t make sense how stealth makes you invisible to the combat feed as well. That way say if a thief is in SR, and I hit him, I can at least make an educated guess if I did enough dmg to him to down him in stealth and therefore keep swinging or not even bother.
“Needless to say we don’t agree on the riskyness of getting knocked out. Just use a few of your many dodges within the shadow refuge” I’m sorry what? Try dodging a lot in that circle and see that it gets so much smaller when you need to maneuver inside of it. Not to mention thieves only have two dodges, like everyone else three if you get the trait that returns some endurance. The other dodges come from SD 3 and DD3, SD3 will surely send you out of the friggin’ field in the first place and DD3 is too short a dodge. And even if they didn’t, most ppl run inside the circle swinging away like a smart person should, so you use one of the attack dodges, you’ll hit them revealing yourself.
(edited by RedSpectrum.1975)
And it’s hella convenient. When someone starts to rush you, CnD on the bridge and watch them stop and re-evaluate when you havent even moved
Its always “2 of 3”. Want me to link a video proof of how kitten ed easy it is?
Dont need to ask me…
What I see in WvW is that thieves stalk/glitch in forts with very long stealth,
in fights, if they have ~50% HP, they just stealth, then seconds later they backstab 8Ks out from nothing with full HP. There is a new “Revealed” block, but due to server or client problem, the game doesn’t load them in time – when zerg fights goes on.
So they ‘nade to hit most of people, or rarely hunting fleeing ones from behind,
going to stealth, finishing the downed, stealth again, finishing the downed, stealth again, finishing the downed…
Then they even have teleport skills, a lot of evading, and cripple/blind/basilic venom…
So apart from the very risky Stealth mech in an MMO, they’re very good at assassinating. I just wish my main “broken” Ranger to be fixed to be like this – we’re the deisgnated Hunters by the way…
Guess what, can’t even do anything in downed. “GGAN!”I have a thief, I know how it works
To be clear, you’ve mentioned backstabs, a lot of evades, stealths and teleports. Those aren’t usually all on one thief at the same time; dagger for backstabs, sword for evades and even more teleports. I’ll give you both for stealthing. Thieves built for DD( I use this becuase you said this:“going to stealth, finishing the downed, stealth again, finishing the downed, stealth again, finishing the downed…”) Cloak and Dagger works wonders, would be inconvenient for a DP thief) don’t usually use SD since you literally need to be able to handle the sheer amount of initiative being spent and evades being done manually, hence why I said you usually don’t see a DD+SD thief. Furthermore, if you’re stealthing a lot, you would want backstab anyway for the bigger damage over tactical strike. Sword thieves don’t stealth as much since they are about controlling the battle in various ways and frankly can access heavy moves without stealth. Not to be mean, but I suggest you look at your thief more.
(edited by RedSpectrum.1975)
My love for thief is probably why I can’t get into warrior. I alt a necro and even then it’s better imo than warrior. I feel as though warriors have a class that does all the work for them. My necromancer I plan moves ahead to keep conditions up and stay alive, but what I love most of all about the thief is that I feel like I’m playing in “real-time” if that makes sense. Since we have no CD’s on main skills, we can evolve our tactics as a fight is constantly evolving, to get better, you need to learn how to evolve faster than the fight.
OT: I disagree with your siggy AikijinX, I feel pretty safe in Lion’s Arch :p