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Contemplations of a Thief: A Humble Request

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Posted by: SharadSun.3089

SharadSun.3089

Pistol Mainhand

Pistol/Pistol becomes a gunslinging, teeth-gritting desperado. Evasion is inherent, with a heavy emphasis on uninterrupted and sustained damage output.

Pistol/Dagger demonstrates a perfect stealth-oriented Assassin archetype, dealing massive single-target spike damage at a moderate range and capable of taking down many enemies sequentially.

1 [Autoattack]


Hollow Round is a moderate-damage midrange shot which deals more damage if the caster isn’t moving and stacks 5s Vulnerability with each shot.

Range: 900
Combo Finisher: Small Projectile

In stealth, Hollow Round becomes…

Double Tap: Aim and fire two powerful armor-piercing rounds into the target. Casting is interrupted by movement. The first shot removes all stacks of Vulnerability from the target, and the second shot deals 3% bonus damage for every stack removed this way.

Range: 600
Combo Finisher: Large Projectile

2 [Mobility]


Deadeye: Fire three rounds at the enemy while evading backwards, gaining 2s of Fury with each landed hit.

Range: 600
Initiative Cost: 4
Combo Finisher: Small Projectile, Leap

In stealth, Deadeye becomes…

Spiral Flare: Load and fire a military-grade signal flare that explodes at its target (or at max range). The spectacular flare grants all nearby allies 7s of Fury and Swiftness, while Dazing target for 1s and Burning all nearby opponents for 3s.

Range: 1200
Initiative Cost: 3
Combo Finisher: Large Projectile

3 [Dagger Offhand]


Target Marked: Lodge your dagger in an opponent, inflicting 2 stacks of Vulnerability for 8 seconds every 2 seconds (like Impale) and sealing off your Dagger Offhand skills. You may dash towards the target at any time to retrieve your dagger and unleash a powerful combo.

Takedown: Dash to your target and rip the blade from wherever you stuck it. Then thank them for holding your blade… with a brutal pistol whip to the head, stacking 4 Vulnerability for 8 seconds and restoring the use of your Dagger Offhand skills.

No stealth form.

Range: 130 (400)
Initiative Cost: 5
Combo Finisher: Leap

NOTE: Only the initial dash is a Leap finisher. Casting Takedown, however, does not break stealth. Using the follow-up through a Smoke Combo Field causes no Revealed debuff.

3 [Pistol Offhand]


Unload: Fire a volley of four heavy slugs at an opponent while evading all attacks. Attacks deal 2% bonus damage for each stack of Vulnerability on the target, and each bullet removes one stack of Vulnerability.

No stealth form.

Range: 700
Initiative Cost: 4
Combo Finisher: Large Projectile


Pistol Offhand

4


Kurzick Roulette: Fire five weak shots at your target, inflicting a random condition with each shot. If the opponent is suffering from five or more conditions after the fifth shot is fired (regardless of the source of each condition), fire a powerful sixth shot for critical damage that dazes the target for 2 seconds. If the opponent is suffering from four or less conditions, the sixth shot removes all conditions from the target.

No stealth form.

Range: 700
Initiative Cost: 6
Combo Finisher: Small Projectile

5


Wraith Flare: Load and fire a special smoke cartridge (another lovely signal flare). The flare itself passes harmlessly through enemies, Blinding them for 2s and leaving a conical trail of burning smoke in its path. The smoke trail itself has a 50% chance of Blinding and Burning opponents for 2s, every second.

No stealth form.

Doesn’t break stealth
Range: 600 (fixed)
Initiative Cost: 5
Combo Field: Smoke, 5s

Faolain Mag Aoidh / Diarmuidh
Leader of Thunderguard
Tarnished Coast Representative, Mist League

Contemplations of a Thief: A Humble Request

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Posted by: SharadSun.3089

SharadSun.3089

Dagger Mainhand

Dagger/Dagger shifts its focus towards hit volume and quick condition dispersal; the single-target counterpart of the necromancer, but with the added danger of being in close combat. Death Blossom is a survival skill instead of a bleed dispenser, since the autoattack combo performs that role much better, and Heartseeker is phased instead as a high-direct-damage Confusion stacker.

Dagger/Pistol has the choice of remaining a powerful direct-damage Assassin, with some added utility and a higher cash-in damage potential, or a versatile damage/conditions hybrid attacker with dangerous mobility.

1 [Autoattack]


Double Strike layers two 5s Bleeds, Wild Strike adds one 10s Bleed, and Lotus Strike finishes the combo with 4s of Poison.

Range: 130

In stealth, the autoattack becomes…

Spinal Tap: Stab the target. Deal massive damage and Immobilize the enemy for 1/2s if striking from behind.

Range: 130

2 [Mobility]


Keening Frenzy: Dash to an enemy and unleash three dire strikes, stacking 3s of Confusion each.

Range: 450
Initiative Cost: 3
Combo Finisher: Leap

In stealth, Keening Frenzy becomes…

Burning Veil: Add 1s of Chill and 1s of Burn to each strike, as well as a black-veiled graphical effect.

Range: 600
Initiative Cost: 4
Combo Finisher: Leap

NOTE: Only the initial dash is a Leap finisher. Casting Keening Frenzy through a Smoke Combo Field results in Burning Veil + the Revealed debuff.

3 [Dagger Offhand]


Death Blossom: Perform an evasive leap over an enemy while shredding nearby targets with three flying strikes, stacking three 2s Bleeds and 2s of Cripple per hit.

No stealth form.

Range: 130
Initiative Cost: 4

3 [Pistol Offhand]


Hook and Line: Fire a grappling wire towards an opponent, Crippling them for 6 seconds and sealing off your Pistol Offhand skills. Within the next 6 seconds, you may pull yourself to their location and hit them with a powerful dagger strike.

Sinker: This reckless backhand slash removes all conditions from the target and deals 2% bonus damage for each condition removed this way, restoring the use of your Pistol Offhand skills.

No stealth form.

Range: 600
Initiative Cost: 5
Combo Finisher: Large Projectile, Leap

NOTE: Like Heartseeker, Sinker is a Leap finisher. Casting Sinker through a Smoke Combo Field puts you in stealth.


Dagger Offhand

4


Dancing Dagger: Throw a dagger towards your opponent that glances weakly between enemies, with a total of 4 targets. A successful hit transfers one condition to the enemy and steals one boon.

No stealth form.

Range: 600
Initiative Cost: 6
Combo Finisher: Large Projectile

5


Cloak and Dagger: Strike with a precise stab, inflicting 5 stacks of Vulnerability for 5s. Drop a cloud of nerve gas to enter stealth and cover your escape, inflicting 5s of Weakness per second.

No stealth form.

Range: 130
Initiative Cost: 6
Combo Field: Poison, 2s

Faolain Mag Aoidh / Diarmuidh
Leader of Thunderguard
Tarnished Coast Representative, Mist League

Contemplations of a Thief: A Humble Request

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Posted by: SharadSun.3089

SharadSun.3089

I’ve played the Thief class since Beta, and I enjoy it.

It’s powerful, it isn’t overpowered (unless you’re a grunt in 8v8 hotjoins, and the rules don’t really apply there), and it’s effective at playing the role of the Assassin: namely, delivering a mortal blow to an enemy that your team couldn’t normally kill. We pull it off without much effort.

But that’s the thing. Once the routine of port-prep-backstab-port has been established, it gets dull and non-skill-intensive. There’s no effort.

And that’s all we CAN do. We can’t solo. We can’t bunker points, and we certainly have issues with playing support.

I’m not saying that we ought to be able to do all of these at the same time, or even that we should have those options available to us. A Thief is a Thief, after all.

But the fact remains that we’ve been pigeonholed into a role… a role we excel in, for sure, but one that’s caused me and many others like me to drift slowly away from this game we know and love. We want to play, we want to be tested, we want the rush of danger and the thrill of victory.

Not just the boring eternity of Steal > CnD > Backstab > Heartseeker > wash, rinse, repeat, or one of the other clonespecs that produces the same result and lends to the same Thief mentality.

Because of the versatility issues that Thieves face, I propose a change in the roles of certain weapons in the Thief repertoire. We need more choices, without being overpowered, and a significant change in our weapon skillset is the perfect way to enforce this.

I’m no game developer, but I understand the balance within this game after months of PvP experience. I speak with the best intent for the future of this game and its build diversity, and I think ANet’s done good. But with a bit of community involvement and your capable hands, we can do better.

Thanks for reading, and enjoy the show =)

Faolain Mag Aoidh / Diarmuidh
Leader of Thunderguard
Tarnished Coast Representative, Mist League

State of the Game Discussion with ArenaNet

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Posted by: SharadSun.3089

SharadSun.3089

Watched the whole thing, liked some parts, disliked some, too.

I found the “Quickness 100 Blades” example quite disturbing, because the way Jonathan talked about it left the impression that the devs don’t see burst as a big problem, more as a L2P issue. Is it a L2P issue having to have a stunbreaker equipped and off CD and press it in a split second or just die? If a profession has trouble being competitive without instagibbing then by all means give it the tools it needs and remove the binary BS.
I also remember Anet guys saying during development that they do not want GW2 to be about twitch gameplay etc.. Well, it sure is a lot about that currently.
But maybe I’m misinterpreting things here and the comment about “bringing everything more in line” also included over the top burst, because if burst is toned down (and respectively bunkers), then all of a sudden many more builds will become viable that right now have a negative answer to the “Does it live through spam and burst before it starts working?” question.

Besides burst and spam, Downstate is my least favorite part about GW2 PvP. Why? Because I’m not playing in an organized team, nor do I want to. What was said about Downstate in the video left the impression that the primary goal is to make it work well in organized high level 5v5 tPvP play, and in these circumstances DS might actually be a fun mechanic. Too bad that it severely cripples much of the rest of PvP that’s going on: Looking good in a group fight in WvW despite being outnumbered? Tough luck, cause all the damage, interrupts and quickness stealth executes in the world are not enough to avoid endless near instant resses. Do you happen to have enganged in a 1v2 and are you actually having chances of winning? Better have that quickness stability stealth execute ready! Or are you just merely about to win a normal 1v1 battle, which might have been going on for a few minutes, just to have a random team mate of your opponent walk up and finish you off while you deal with the other guy’s DS damage, immunities and interrupts, which can take longer than most fights, and /snap, the guy you just took minutes to take down stands up as if nothing had happened, and you gain nothing but feeling like an idiot wasting his time.

My tone might be a bit harsh sometimes and I really do believe that you devs work hard all day to get things right and fun, but as a burned out former WoW PvP maniac I really really wanted (and still want) GW2 to be the next game that provides the tools for skill-based PvP, but Downstate, too much burst and spam, and sPvP maps that prevent tactical play through arena-style hyper-vulnerable cap points and very short travel paths keep it from being that.

/opinion

As someone who plays a bunker, a squishy sustained-DPS bunkerbreaker, and one of the suspect haste-burst builds (namely Haste/Pistolwhip) in equal proportions, I can confidently say that avoiding a burst is really a matter of skill.

That, and Assassin specs like the 100b Warrior and the Backstab or Pistolwhip thieves are designed inherently to destroy squishies or die trying. In higher-level tournament play, it’s almost impossible to land a nasty burst like that effectively, which is why the results are so rewarding.

Faolain Mag Aoidh / Diarmuidh
Leader of Thunderguard
Tarnished Coast Representative, Mist League