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Likely:
Off hand sword(parry, daze),
Rifle (power based ranged weap, allowing P/P to be adjusted for condition)
Do want:
Melee Staff (AoE and defensive, should work “like” a Warrior Hammer as in not the best aoe damage but gives survival and let em join the fray, should be to our Sword what Hammer is to warrior Greatsword),
Off hand torch (Burning and tricks)
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(edited by Seth.4927)
I find it extremely unlikely that precursors crafting is ever going to happen. If its “cheap” like many other unique weapons in the 100-200g range its going to be a big kick in the nuts to everyone that had to buy it at 500g+.
Maybe if its going to cost 1000g to craft a precursor.
Also, no mention on existing Legendaries? Still not going to be Ascended, just pretty exotics?
It won’t cost only gold, because it will require a massive amount of time due to time gated resources needed. I think it’s a good compromise.
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As someone that roams in WvW 90% of the time, mostly solo or in 2~3 party I would like to congratulate the Ele/Guardian duo from the guild [EV], that’s some awesome sinergy and both players are hard to pin down. Quite refreshing since on higher tiers it’s hard to see groups smaller than five.
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I wonder how much the ingame LFG would help with this issue for finding groups for the PvP. While I think districts are doable, it would only mask a population “issue”.
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This please. It’s quite disappointing to complete every Jumping Puzzle and get nothing for it, at the very least a title would be nice. There are 45 JP ingame at this time, and it’s likely we’ll have more in the long run, so the title should be awarded for getting, lets say, 40 distinct JP completed.
I’m currently using the SAB title, which is as close as it gets: “Distinction in Applied Jumping”.
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I would like a better standard speed as long as classes can not achieve permanent swiftness anymore.
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I can’t access the game currently, but if you don’t go into stealth every 3 seconds, I believe it will be better (you can’t make it stack though, so it also depends on party composition).
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Where the passive heal would be something like 115 at level 80 it is now 150 or so. An improvement but the signet use is still very situational. These numbers are with 300 Healing Power (Maxed Shadow Arts).
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(edited by Seth.4927)
An Elementalist alone isn’t capable to stack 12 might on your team.
Actually that’s simply not true. Sorry to jump in here – I was just browsing the thief forums for some giggles – but I play a support Elly in PvE. With 30 points in the Arcane Tree, Runes of Water x 2, Runes of Monk x 2, Runes of Strength x 2 + Boon Duration food an Elementalist can keep a stack of 25 might on a team Solo… With the latest patch if we trait for it we can give the team perminant might and fury. And I can do that with two different weapon set combinations (haven’t tested others)…
Argue all you want about Guardians vs Thieves, but you’re wrong about the elementalist :p
Thanks for the enlightenment, I roam with an Ele in WvW that has a similar build, and I do love all the might I get!
Mandatory: Ele OP nerf pls!11
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While the pathing could get some work, it really is an uphill battle. My biggest issue with it at this time is that pets/clones/minions can trigger the trap and make it it enter it’s kitten CD really fast (Ex: Shatter Mesmer or Rangers that actually switch pets will just not let you use this trap unless you place it away from the node.). When the trap is activated by a pet/clone it should tag the owner or they shouldn’t affect the trap at all.
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Mesmers can be really complicated to kill underwater, and normally you won’t win unless he is a baddie. Best advice I could give is to use skill 2 of Spear and hope it does at least 4k damage each time, if not, you better run cause nothing else will bring the mesmer down.
Not to mention the fact that we have only one way to enter stealth while underwater and it is our heal. They need to check our underwater skills and add more variety (Caltrops, Blinding Powder,Thieves Guild), because for thieves the transition between land and underwater combat is not smooth and the playstyle/builds that are good in land don’t translate into a good underwater thief.
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A possible idea I had to both empower and depower the trait line would be this:
Make Infusion of Shadow return only 1 initiative AND make it the 5 pts trait replacing Last Refuge.
Why it empowers the tree?
- It removes Last Refuge, an obligatory to take trait that kills you more than it helps you, and it replaces it with a synergy with the profession mechanic relating stealth (tree focus) with initiative (profession mechanic) the same way Trickery 5 points trait relates Steal (tree focus) with initaitive.
- It allows for a wider range of traits to pick, automatically giving one of the traits you would pick when building for stealth so you can wast your trait slots in others (blind on stealth, cure conditions on stealth, or some of them plus venom specialized traits).
How it depowers the tree?
- It reduces the efficiency of Infusion of Shadows. It still returns initiative but you may not be able to keep them as high as before for very long time (while still being able to keep it for a very decent amount of time).
I think this change gives and takes enough to compensate and most thieves would end up benefited enough by this (getting rid of LR and getting IoS for free which opens more space o pick traits) to compensate for the 1 initiative per stealth loss.
Well, I’ll just pack my stuff and head home you just killed two birds with one stone.
Only problems I can see with this is if the player uses the trait to regain Initiative faster in Stealth, and then being able to keep up the D/P combo spamming… There are so many ways to make D/P a more enjoyable set to fight against, we just need Anet to look at it now that they are done nerfing SB to the ground.
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Can Thieves use Shadow Escape to get through tower/keep portals? I’ve never actually had an opportunity to try it.
No, a downed player can not move through tower doors, Warriors and Elementalists are an exception to this rule since their downed skill is actually a “transformation” and does not count as downed.
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I’m sure it was these 20 stacks of Torment that got him…
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A thief can stealth in combat and walk through the gate without notice. This is overpowered and should be removed from the game. Same logic OP is using, or lack of.
Can he do it whilst in downed state?
Could an Ele getting mist form for 8+ seconds to get somewhere without notice?
(like thiefs have +8s stealth)
This is a discussion about the downed state of Elementalists in WvW. Even if a downed Thief had 8s+ of stealth, he still would not be able to get inside.
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Thanks for all the input guys, in conclusion: while it would make perma stealth harder it would not in any means make it impossible but the side effect is that it would hurt perma stealth (D/P) builds as they’ll be forced to take more initiative regen for it and thus less damage traits.
Permanent stealth is not a huge issue in my view, but the amount of complaining it brings to the forums is absurd (due to how much people dislike this spec) and this complaining will eventually turn it into a nerf and we all know how soft the nerf hammer is.
I’ll test today how often we gain initiative in SR, to see if a 3 sec CD would hurt it. Thanks once again.
Edit: SR gives a total of 8 Initiative due to this trait, would be 4 with a cd on trait. Not cool.
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(edited by Seth.4927)
I can’t wrap my head about the Last Refuge trait, lots of thieves are asking for a change for it, as it’s proc can mean 4s of revealed when the Thief is below 25% health, in other words, certain death. And then they think that it should proc more? I expected better from Anet.
By the next updated, they are going to improve it even better.
“when the Thief is below 25% health he is immune to Stealth.”
Immune? Nerf it!1
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I can’t wrap my head about the Last Refuge trait, lots of thieves are asking for a change for it, as it’s proc can mean 4s of revealed when the Thief is below 25% health, in other words, certain death. And then they think that it should proc more? I expected better from Anet.
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I agree that this needs to be looked at, but in no way it should affect how Elementalist downed state works normally.
It should be balanced just like the Thief downed state: you can teleport around but you can not get through a keep door. This way Elementalists get their downed mode untouched and it stops the abuse that certain players do at tower doors ( losing? RTL+Mist Form+Vapor Form and you are safely back inside). Or enable it for thieves and other classes to enter the keep door with their downed teleport and laugh as QQ ensues.
On to the warrior use of this same mechanic, I really have a hard time justifying not allowing warriors from running inside and dying in 10 seconds, breaking their armor, giving you the loot and potentially taking allies time as he gets resurrected (let’s face it, they rarely get a rally from vengeance). The Elementalist will not die and will be back before you know it.
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Permastealth builds are stealthed for 4 seconds (3.5~) before C&D’ing back into stealth, so either you overlooked this, or don’t understand the mechanics. Either way, it wouldn’t do kitten, and would only nerf Shadow Refuge’s initiative regeneration side effect.
Thought I made it clear, but I’m referring this change into the D/P weapon set where you can drop the smoke field and do 3~4 Heartseekers in it (each costs 1 initiative each due to the trait) and thus attaining a “permanent stealth”.
x/D gameplay really shouldn’t be affected, thanks for the input on SR.
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Major flaw of stealth isn’t being able to attack while in it, it’s the fact that there is no counter whatsoever to it. Start giving out traits and added effects to AoE that allows a person to throw an enemy out of stealth, and the problem will be solved. For example, make it so that if you have a certain trait on, a Ranger trap can knock an opponent out of stealth. You’ve immediately given stealth a counter and made it easier to deal with somebody who has it. Another example would be making it so that a Warrior can knock them out of stealth with “Fear Me!”
Sure, just give Invulnerability a counter too since nobody enjoys when elementalists/guardians use this defensive skill without any counter.
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Why do people keep wanting to nerf thieves?
I hate reading threads like this.
I am not asking for a nerf for thieves, I’m just asking for a discussion on how much would it really affect your gameplay were a change like that take place.
Judging by how it goes since Beta, it is way more probable that Anet will gut the D/P set due to QQ than make a trait adjust.
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Disclaimer: My main is a thief and I play WvW with a D/P & S/D set.
This trait as it currently is, counters good gameplay and Initiative management and allows the Thief to achieve the so hated “perma stealth”, which is the main reason for people “dislike” to fight thieves in my opinion.
So here is a question to fellow thieves: How would it affect your gameplay if Infusion of Shadow had a 3 seconds internal cooldown?
In my view D/P would still have it’s access to stealth without target while making it harder/impossible to maintain permanent stealth with it, the smoke field lasts 4 seconds though and some testing is needed.
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Hey, everyone: we understand your frustration with the achievements not working for Crab Toss and we apologize that you’re not able to earn those achievements. Although Crab Toss will be removed when the Dragon Bash update goes live, we are working on ways to make this activity available again in the future, and you will have the opportunity to earn or complete those achievements again. We don’t have an estimate on when this will happen, but we will be working on fixing the issues with the achievements and on making Crab Toss available again in the future.
Thanks for taking your time and replying to us. I consider this an important feature to be added back to the game since it ended up being the 1st temporary content achievement that I was not able to get, and that is a huge thing for me as a completionist.
Even if it is in many months from now, I do hope to see it back! Thanks in advance.
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I woke up early to try for Crabtacular again, found an arena with 2 players and still didn’t get it. Is it working for anyone right now?
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Same here, was in an arena with 4 people and while I was holding the crab the other 3 got rolled by a Karka and I didn’t get the achievement….Not only you need to rely on luck, you also need to pray for it to be working…
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This will be the only temporary achievement that I didn’t get in GW2 since launch, it is the worst type of achievement to add on temporary content since it requires luck and/or dumb “enemies”.
I tried it all the weekend and never made it to a room with less than 6 players, with many just akitten standing around…For me, they either change it to be a viable thing (100 Eliminations) or make it permanent so we have more chances of being dumb lucky..
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There is a reason for the high amount of asura players in tournaments, and I bet it is not because “cute” in most cases.
Personally the problem is only visual and should not affect the player capabilities when compared to other classes, what I would like to see is a “scaled up” asura for pvp in order to make it easier to see the animations.
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If you want to try out some extra survival on the cheap there is a Orb that gives you the same amount of Power/Crit % Damage than Ruby orbs but instead of Precision it gives Vitality, I’m not ingame to see the name. With the 5% Precision transferred to Vitality it gives my full zerker thief around 13k hp.
There is no Orb that gives Power/Crit % Damage/Toughness unfortunately.
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The burst damage on the old Dagger Storm was huge, so during beta it received not only a damage nerf but it was also spread in twice the time it used to damage before. Yes, Dagger Storm + Signet of Malice is basically 8 seconds “invul” inside a zerg in WvW, but there is zero use for it against less foes, simply because the chance of it hitting em only once is too high and that once will deal less damage than a dagger auto attack. It needs to be tweaked on an effort to make it less situational.
In sPvP it is not even used due to how easy it is to break it, any decent mesmer/necro (which there are plenty) will make short work of it and then we have Thieves Guild that just die too easily to aoes. Basilisk Venom is king because the options aren’t any better, and I would love to see some variety of elites when watching tournaments with Thief players.
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They need to add one of the Major traits between I or VI in place of Last Refuge and then rework Last refuge as a major trait.
Ex: Shadow Protector as minor would be an improvement to Thief survival without making 5 points in SA a must for every build.
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(edited by Seth.4927)
It is a bug, expect a fix soon.
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And we might spend another week together:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Update-on-new-matchups
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Welcome to Crystal Desert, we had some fun with some of the members in CD BL and SBI BL!
I’m looking forward to how much it will affect our current match up!
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Most thieves elite are situational and you can put Reaper of Grenth to good use in some cases.
I’ll recommend you to get 15 points in Deadly Arts to use with that, so it will be permanent Poison, Chilled and Weakness for around 15 seconds!
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I like the area control that AC gives now through damage, but this may be because I play on a server that is outmanned most of the time and it really helped us to be able to hold some ground.
Things to look at: the range is a bit too much after upgrades and the damage that it does to enemies siege should be lowered.
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And somehow CD while Outmanned took a good part of EB. Now we’ll wait for the retaliation…
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Been using S/D for a long time now and I can say it just got a lot better! What was already an excellent weapon set for PvP/WvW just got even better.
Nothing like getting an Elementalist and stealing his 40 sec+ Regeneration or stealing from a Warrior just as he uses his signet!On the topic of skins, I am trying to use a Fiery Sword+Incinerator for all the fiery fun :p
Already there
Finally picked up my incinerator just as the reveal nerf hit, I’m literally over the moon that they reverted it
Forum power!
<—- S/D fanatic since ~October ^^
Congratulations, it looks awesome! For me it will take sometime to get the precursor for this…
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This also shows how pistols is not viable at all as a ranged weapon, Shortbow auto attack is now messed? We all go dual melee. They should take this opportunity to look at both of our “ranged” weapons.
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As lower as the damage went for Mug, I’m using Sword #2 followed by C&D+Tactical Strike for starters and I’ll only use Mug in mid fight when I need to heal a bit (It’s important to stay topped up as a full zerker) or close the gap with the enemy, it is not a starter anymore and people should not use it was such.
So far I welcomed the extra heal in some situations and didn’t feel the need to change my build(10/30/30/0/0), also most people don’t expect to be hit by “Weak Mug”C&DTactical Strike mid fight and most of the times results in a down.
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As a Thief myself, playing S/D since shortly after release, and as a WvW regular I do roam a lot and manage to either kill or flee from my target most times.
First: The only build that will come and start the fight from Stealth is a D/P one, every other Thief won’t start the fight from stealth because it is counter productive, so there is no “guaranteed first hit” due to stealth, it comes from player positioning most of the times.
Getting this away, I play a full berserker build heavily traited to make the best use out of stealth and even then I’ll avoid using it’s full duration most times. The way Thief works, the longer the fights goes on, the harder it will be for the Thief to kill a cooldown class and regen his own life without giving too much breathing room to the enemy (not to mention it allows the enemy no neutralize points in sPvP). It is a fine line between using stealth to survive and spamming stealth until the advantage goes to the enemy.
So, I would like to ask here, what is the type of Thief that is the worst to fight on (weapon set, survivability)? What do you expect/want from a Thief to make a better fight? This would be more constructive than just saying that stealth is bad and should be removed, when it is a clear necessity to Thief gameplay.
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(edited by Seth.4927)
As I suggested a while ago, makes it steal life for the next 5 attacks would be the ideal solution. This way, every single one of Thiefs can use it no matter which weapon they are using.
This makes a lot of sense, would add to our “staying power” which is something Anet wants Thieves to have…
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Been using S/D for a long time now and I can say it just got a lot better! What was already an excellent weapon set for PvP/WvW just got even better.
Nothing like getting an Elementalist and stealing his 40 sec+ Regeneration or stealing from a Warrior just as he uses his signet!
On the topic of skins, I am trying to use a Fiery Sword+Incinerator for all the fiery fun :p
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Does it have an “automatic camera” mode, so I can leave it on and just watch as if it were a stream or will it stay static?
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Please consider adding the clock, it is a huge deal for people that have limited playtime and don’t want to keep looking at Cellphone or Alt-tabbing out of the game to know what time is it…
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So, under the Fashion category of achievements, can we get one for dyes used across your account?
One achievement would help to raise the demand on these dyes “less used” that we see selling for like 50~ copper currently, plus we would be able to get a new goal.
I have a hard time seeing any negative for this, just lots of positives!
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Hey there,
I got this exact same issue, sometimes my game just freezes when I take an screenshot (the sound still works). If you found any workaround please post it!
Thanks
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I also would like to see a different effect there, I already had a Lupicus reset happening due to the stealth cause by this trait, not to mention when it activates and you do a normal pistol shot due to button mashing…
For me they could just swap the VI – Cloaked in Shadow for this Minor trait and be done with, it’s a nice (not mandatory) effect and would appeal to anyone investing in such traits.
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Well, can we get the immobilize effect back on our Signet of Shadow then?
Other than that, yay it’s going to be EVEN more fun to catch Elementalists in WvW…
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