These things all depend on what you are doing pve, wvw or spvp.
Condition build are not nearly as strong as you think they are, thieves unlike engies or necroes can’t apply mass amounts of “junk” conditions to block the hard hitters such as burning or bleed from being cleansed.
To be fair, bleeds always cleanse first.
So, towards the end of that pirate cove JP in Lion’s Arch, there’s a part where if you fall to your death, the game respawns you at a point where there is no waypoint. Couldn’t they have put something like that in the large room of this JP, if only so players didn’t have to do the opening sections over again?
Noticed this on my ranger when wielding a sword, so it isn’t a warrior only thing. I think it has to do with leaps.
No, there are even videos showing you step by step how to complete it.
This is the thread complaining about how easy it is mentioned in the OP. I agree that it’s rather poorly designed with the launchers that seem to shoot you downward half the time, and the general layout with so many walls to jitter the camera about, but that’s not what the OP was reffering to I think.
Nearly 3 AM mountain time in Dragonbrand, and after spending over an hour helping players new to the puzzle through it on my ranger, a group of around 8 Crystal Desert players was at the top of the arena camping it.
Interestingly enough, Crystal Desert is losing in our match right now, so it’s pretty clear these players had somewhere they could’ve been doing something productive, but wanted 2-3 badges an hour instead.
The people who are complaining that it’s too easy are talking about the mesmers portaling everyone to the chest from the nearby waypoint outside the puzzle.
http://dictionary.reference.com/browse/ranger?s=t
http://dictionary.reference.com/browse/skirmisher?s=t
http://wiki.guildwars2.com/wiki/RangerThe problem is that either side will read these exactly as they want to. And while we’re debating it, we’re further dividing our community and directing our attention away from improving our experiences with the profession or discussing how the profession can be improved.
-goes back into lurk mode-
This guy gets it.
CoE gear looks great, though I think the key to making a good looking Asura is to have more of their skin showing.
When you cover your asura in armour that covers them head to toe, you’re left with a midgit with a football shaped head instead of a unique looking race IMO.
http://cloud.steampowered.com/ugc/615022166483078110/934B6F6A2CF47CE53A238AC784E905559F98618C/
http://cloud-2.steampowered.com/ugc/615022166483367097/B20CE855506100C33D35ED421BB70E35BE103691/
You think throwing axes is stupid? Ok, don’t use axes.
I know for a fact it read that before the patch. Don’t know if it actually increases pet damage though, and it sounds more like a tooltip mistake than anything else.
Signit of the hunt on an 8 second cooldown would be pretty crazy.
You’re welcome.
Necro marks, and ranger traps.
Pretty sure rangers also can have any condition. Even fear via some pets.
Wish granted. They now cause the thief to burst into flames for 10 seconds whenever they are equipped.
Won’t work, as you’d be under the revealed debuff after the backstab.
Can we see a “shadow trap teleports instead of shadow-steps” buff as well? It’s kind of pointless to have the 10,000 range otherwise.
They refer to weapon sets. S/D is a Sword in the mainhand, and a dagger in the offhand, and D/D is dual wielding daggers.
Conjurer can be pretty freaking awesome…
But yeah, traits outside of water and arcane need a look at.
I seriously question how anyone could seriously look at these changes with an objective eye and conclude they’re fair and balanced, unless ANet is outsourcing balancing to FOX News.
Welp, I was going to actually discuss this, but this statement here tells me that your views will not change depending on what people post. So there’s no point really.
But not Immobilization or Knockdown, which many classes also possess. Its also notable that while in RtL, we are locked out of all of our skills, which means no way to remove CC, which other classes don’t have to worry about. And why shouldn’t the lowest armor, lowest health class have a reliable escape?
The only CC you are vulnerable to is immobilize, which for the vast majority is either on a projectile that will likely miss due to the speed of RtL, or melee that will almost never be in range of the ele mid skill.
Lowest armour is also misleading. Ele has some of the best healing, and access to defensive boons. While this isn’t exactly “armour”, it gives eles much more staying power than classes like the warrior or thief who have little else but their base health and toughness. Also, it’s not uncommon for eles to have three stunbreakers on their bar at any given time, so I’m not sure why knockdown is even being noted here.
The condition removal is one of the only reliable defense mechanisms the Ele possesses. Your argument on the “movepool” is irrelevant, a Warrior with GS and x/S has three different move skills on shorter CDs and a weapon swap that for an Ele would require 25 points in one traitline. Which not only means our moves are fewer and we have to use trait points to access a mechanic all other classes get for free, but we’re also pigeonholed into builds that utilize those 25 points. Which makes signet builds, staff builds, and anything non-bunker much less viable.
Yeah, you’re locked out of that one element by noticeably longer than other classes if you don’t trait heavily into arcane. It is a problem with the elementalist on a whole, but that doesn’t make it any less true that you can use ride the lightning, use burning speed, and still have 11/16 non-auto attack skills available to you. Many of which are also good for making an escape like frost armour.
(edited by Rottaran Owain.6789)
Oh kitten Go to the Wiki. Look at the movement skills the Warrior, Guardian and Ranger have. They, including the Thief, all had more total movement ability, as well as shorter CDs than the Ele before the nerf. Which meant any of those four could easily chase down a fleeing Ele, CC him and kill him.
Ride the Lightning, along with Lightning Flash, ignores the effects of cripples and chills, making it much better than those movement skills on other classes for the purpose of escaping from combat.
It’s also notable that not only does an elementalist have much better condition removal than thieves, warriors, and rangers, but they also have a larger movepool, meaning that they can use multiple movement skills, turn around, and use other abilities on their enemies to greater effect.
The shortbow’s poison field doesn’t deal direct damage, and as such, doesn’t break stealth.
Now the game just needs more skills with “Revealing” tagged on and a nerf to backstab OR a buff to all the other stealth skills.
Arrow carts now reveal. Good show Arenanet! How about some P/P nerfs to seal the deal?
Exactly the same D/D 20/0/0/25/15 build I played before the nerf, just more often switching to signit of air when roaming out of combat.
A rare time in these forums has occurred. I agree with everything here.
If i would want to hear my own opinion aka Thief = GW2 infantile mode, then i wouldnt even create this topic, i want to hear something new, i want thief to tell me about their problems they encounter in this game, i want to hear why they think that everyone who says thief is OP is wrong, i want to hear why they think that thiefs should be unique snowflakes on gw2 that can pull off things that no other class can.
Because at the end of the day, that warrior who can’t survive 1v6s can pick off enemies practically in one shot from the safety of their zerg at 1500 range. Or he can build defensively, and support his allies with healing shouts or banner buffs.
That necro can cause huge AoE damage spikes that others can only dream of.
That engie has more CC than you can imagine.
Those eles and guardians can give their allies boons and healing like no other.
They may not be the best at ganking enemies, or taking advantage of player ineptitude, but when push comes to shove, I’d take any of those classes above when defending, or attacking anything but a camp over a thief.
Mist form got nerfed yesterday, you cant spam downed mate while trying to ress him, and cant you just use shadowstep to not get dmged when trying to stomp?
I thought you just couldn’t use utilities/heal when mistformed now. Sorry if I’m mistaken, I haven’t WvW’d since the patch.
And yeah, you could use shadowstep, good point, though I worry about the thief’s state after finishing the stomp. You almost never down your enemies while you have full initiative, and you’ve used at least 6 (or a second utility) to stealth.
(edited by Rottaran Owain.6789)
It’s impossible to kill people 1v6 because they rez each other too fast.
Yet thief has the most chance of actually finishing someone cause of stealth, some other classes could do it with stability but they would be dead in seconds.
Mist Form. And why are we considering enemies that are dumb enough not to have someone auto-attacking the downed player when a thief is stealthed nearby?
Tied for lowest health with medium armour, and nearly no defensive boons make thieves the squishiest class out there (when they get hit). Because of this, and a lack of supporting capabilities, thieves falter in larger group fights, and find themselves relegated to ganking solo wanderers.
Sure, you can run away very well, but how good is that at defending your territory?
(edited by Rottaran Owain.6789)
Honestly, if one class is low hp light armor, and another is low hp medium armor and both are melee range, wouldn’t it make sense for the lighter armor one to be more mobile, or similarly mobile?
Eles have much better access to defensive boons, healing, and condition removal than thieves making them much less squishy.
Baseline armour and health of a class doesn’t do much for staying power. If it did, we’d be seeing warriors everywhere in tpvp.
Bow has one good skill, and would probably be more useful if you were able to give it to players who could support higher offensive states.
Uh, the spread shot chill, the 100% projectile finisher rapid fire, or the PvE/WvW AoE death machine?
I mean, I know #1 and 5 have pretty much no use due to slow firing, and the cooldowns are rather long, but it’s still very good in the proper situations.
“Summoned creatures and pets can no longer draw aggro from enemies that have not already aggroed on their master.”
That will make ninja’ing chests harder.
Forgive me if I’m wrong on this, but can’t you just use protect me and let your pet take the hits as you open the chest?
Well, I’ll never have the problem of being downed in my shadow refuge again. That’s for sure.
No one is going to point out that apparently his pistol whips hit for 13k against this opponent?
Yeah, I’m calling frenzy.
Because everyone has recording software, and is totally going to put in the hours of effort of making and editing a video for the sole purpose of getting a person to stop complaining on a forum.
Then there’s the factor that you’re already calling people out on not making one within 12 hours of posting. Seriously?
Ele is really bad early on until you get into the traits that make it come together.
Also it’s not super hard to play or anything but there’s some learning curve. I wouldn’t sweat it.
This more than anything. Once you reach level 11, pour points into arcane and get elemental attunement. The protection and regeneration provided will make a big difference.
Thats great, of course I pick the worst class in the game for my first character.
In terms of PvP, the ele makes a great roamer, and bunker with some of the best condition removal, healing, and mobility in the game.
It’s a hard learning curve at first, but right now, the top tier is dominated by Elementalists.
other way around. ret and confusion will be 50% weaker in wvw due to how zerg breaking they were and how they could be kept up 100% of the time
It’s already like that in sPvP, though at the time I posted that, I didn’t know about the upcoming changes that seem to be floating around.
Have fun being hit by double damage confusion, and what was it? 50% stronger retaliation?
Oh! and eles who flee to areas you can’t reach after you down them.
Technically speaking, the majority of classes are “stronger” in WvW.
I usually use HiS because it’s decent everywhere, and you don’t have to worry about poison killing your healing off.
True enough. I always react to the animation though out of habit. I tend to roam in WvW a lot to level up alts, and just the steal and cloak and dagger is often too much damage to deal with alone when wearing level 40-ish gear.
On my thief, I just shadow-step away after the C&D though.
(edited by Rottaran Owain.6789)
In an ironic twist of fate, the elementalist has mostly been hit with nerfs, and is currently considered one of the, if not, the most powerful class.
That said, it’s really only great if you spec heavily into arcane and water traits, and use D/D.
Edit: In PvP mainly, though they’re also in a good place in WvW.
(edited by Rottaran Owain.6789)
100 nades got removed cause it was never intended to work that way.
Backstab works as intended. That’s the whole difference.
And if you still wanna look at it from a balance stand point, look, what the thief can do if you get away from him after he blew his initiation and before he could backstab you and what the engi can do.
Got out of net before he got to you? Oh, wait, still got magnet pull. Got away from that? let’s grab stability and overcharge shot him.
Got away from that? well, just get the tool kit and block a bit, net should be up again in a couple seconds.
The engineer could drive you into a corner simply with the mere possibility of him using 100nades, while you’d have to use stun breaks, immob breaks and dodges on every single skill he throws at you.
Thief? Evade the backstab, he just burnt 3 long cooldowns and got nothing to fall back on besides going into stealth and running away.
I said before and I will say it again, there is a huge difference betwee them. If I had to nail the biggest difference, it’d be, that with 100 nades, you are dead, as soon, as you take the first burst of damage, cause that burst is already 120-150% of your hp. CnD, Mug, BS, HS is 3 bursts, which come in very short succession, but you can always dodge out after the first burst and use a HEAL to make the rest of the combo pointless. Tell me, how you can outheal a 100nade build.
QFT
And for those wondering how you tell when a thief is going to do a backstab combo. There is only two ways for a D/D thief to attack at range without swapping out for another weapon. One where he throws a dagger that no one uses for anything but kiting since the 50% damage nerf, and the other is to use steal to close the distance.
This is why it’s always obvious when a thief is going to do a C&D backstab combo. If he does cloak and dagger at range, and not use a gap closer, he’s just wasted half his initiative for nothing. The only thing you need to remember is the cloak and dagger animation, to see it coming from a mile away.
Half a second is nearly twice the amount of time the average person needs to react to a situation where they know how to act, so there’s no good excuse for being unable to stop it.
For a ranger at least, this means that a thief can stomp with absolutely no risk in a 1v1 scenario. I don’t know how you figure I can slow down a stealth stomp. Not only can I not interrupt, I can’t deal any damage at all because both my damge dealing downed skills require a target.
Well the answer is obvious here.
Don’t get downed in a 1v1. Seriously, what classes do you expect to beat while downed?
You can’t 1-shot someone with 100nades.
If you don’t immobilize them it won’t land. Same logic right?
No. You can still land it. It’s harder, but you can still land it.
If you dodge the cloak-and-dagger, the thief can’t do the backstab combo.
Ladies and Gentleman. The new Billy Mays
One quick question about your engi though. Why does no one complain about flame thrower 2? Seriously, that ability deals more direct damage than backstab and is yet another ability that deals that kind of spike damage at range.
Aren’t engineer kits unaffected by the player’s stats?
It’s meant to work that way. Detonating the cluster increases the overall damage output, and gives 3 stacks of bleed as opposed to only 1.
As opposed to most other MMOs, long-term stealth is basically non-existent. Thieves tend to use stealth many times mid-combat in short bursts via many methods (C&D, heal skill, combo fields, utilities) to their means be it escape, repositioning, or hitting with a burst.
Infantile mode puts rainbows everywhere to make the game easier. You don’t get nearly as good rewards from it though.
