[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]
Hello fellow Pvpers!
Some things i would love to see in the near future. I think this changes would give the game a way better stand as it has right now.
What would you like to see for the future? /discuss
Best regards!
Shinobi
I say implement atleast 2v2 arena.
Seperate it from the conquest queue.
Max three rounds. Two wins means victory.
Implement leaderboards that shows class compositions.
Let the players decide if they like conquest or arena more.
Best regards!
Hello everyone!
Ps:
The traps for thief are still bad, but nice try ....
Best regards!
More esports than all conquest maps combined!
I am hyped!
Will watch!
Best regards!
Kill all the salad people!!!
Well done Razzy!
+1
So what is the supposed difference, since you’ve suddenly graduated to a professor of linguistics to defend your moot point?
Actually is an adverb, modifying in this case, the verb want. He’s not asking if anyone wants a Season Three. he’s asking if they “actually” want it.
lol… Vayne
being in top form after holidays ????
This is exactly why people think you are someone from A-Net.
Someone comes with a legit request or opinion and it will be drowned in semantics.
Despite speaking 5 languages i have to admit that english isn’t my native tongue.
But i still catch the OP’s message that he is not happy with LS 1 and 2 and asks that if someone else is interested in a 3rd part if it includes the same dull and weak stuff.
How difficult can it be ?
Actually this topic can be closed right now because all of us know where this will lead.
The future discussions will be like………
What do you actually mean by LS2…… do you mean the actual LS2 or the 2nd chapter of LS2. Or even the 2nd LS after LS1 or after LS2 what would be LS4….. all this has to be cleared out before we even continue talking about game content.
After 83 pages the “A-Net Tag” comes in:
Dear Op we totally understand your desire of new and fresh content.
I just came out of a meeting and and got a hint that we add 3 trees to the swamp in Queensdale and removed 5 ambients.
Our graphics team also replaced the dye “Teal” with “Apple Green”.
We are totally excited about these ground breaking news and also want to point out
that it wouldn’t be possible without all your players input….
OP: ………. wait what ?? I was asking for content………..
White Knights: We totally told you… all this waiting was worth it. We always told you something big is brewing.
Trolls: LOL…….. this is insulting.
OP: but.. but … but…… all this was not my issue i just wanted to play more GW2
White Knights: This is exactly what you have been asking for
Forum: 273 bans …. topic moved to page 426
[/quote]
I laughed so much about this. Thank you! +1
Best Regards!
Sounds good.
Just one other thing i would change on intelligence sigil.
From:
To :
This change would make it more appealing for professions with channeled flurry of blows.
Best regards!
Something like that:
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Bloodlust
http://wiki.guildwars2.com/wiki/Potent_Superior_Sharpening_Stone
http://wiki.guildwars2.com/wiki/Plate_of_Truffle_Steak
http://wiki.guildwars2.com/wiki/Might
http://wiki.guildwars2.com/wiki/Guard_Killer#Guard_Killer
Best regards!
It´s pretty amazing what Caithe got as weapon and utility skills.
Enjoyed it a lot to play her.
E.g.:
Second Shadow – 8s of stealth even if you are attacking.
Backstab! Backstab! Backstab! Backstab!
Was really funny!
Did you try the new LS? How do you liked it?
Fix to Engi:
Weaponswap cooldown on device/ weapon kits and their main weapon.
e.g. They switch from rifle to bomb kit – rifle gets 10 second cd – they switch from bombkit to elixier gun – bomb kit gets 10 seconds cd.
Incendiary Powder: triggers from blinds.
Best regards!
Hmmm who is really interested in Top 15 NA.
I heard EU PvP > NA PvP.
Grabs popcorn.
Best regards!
The purpose of the fee is to create mini prize pools for the players. A team or a player that shows good gameplay or has a fanbase will fill up the spectator spots quick. The limit on spectator spots isn´t a must.
Hello everybody! I thought about a new concept for pvp. Let me know what you think and what improvements could be made to that concept.
Custom Arena:
Hotjoin PvP:
Rated PvP:
Spectating:
Both options will take you to a browser with games that will start soon. You can look who is playing in there before you start to spectate. Ten free spectating spots for every game. The browser will show you the highest rated games going on right now.
Best regards!
+1!
Would go as far to say nothing procs from AA.
No traits, sigils or runes.
Best regards!
Thief – All venom abilities had their cooldown reduced from 45 seconds to 40 seconds.
What do you think?
Share your opinion!
Best regards!
Shino
(edited by Shinobi.3240)
I really like the idea!
Would be great to give it a solo and a group option.
Maybe some bossfights in the style of queens gauntlet.
The higher you get the harder they will be.
+1000 good sir
The sky isn’t falling for Thieves. Still playable but harder to play well.
And S/d is pretty much dead now. The weaponset didn’t need a change. The minor acrobatics trait feline grace needed some adjustment.
Some additions to the main post:
Please add a type to every thief utility.
Hide in Shadows – Deception
Withdraw – Trick
Daggerstorm – Trick
Thiefs Guild – Trap
Best regards!
Shinobi
1. The comment with completely broken came from shimmerless.4560. I picked it out because i think he is right on this topic. Porting through walls and without line of sight doesn´t seem right. It takes the reward from good positioning away.
2. I just checked my main post again. I didn´t reference to spvp that often. When i say enemy it relates to players and mobs. A groupfight can be player versus player or player versus mobs. Sorry if it sounded like -PvP only-. I am interested in all gamemodes. But you have to admit that the most anger rises in a player vs. player environment when something is too strong.
3. No problem i try to break my thoughts behind the whole trait rework down into a few sentences. I took most of this ideas from reading through the forum topics and tried to put them into a form that could work out.
Hope that made it clearer.
Best Regards
The only issue I still would have is even with a flat 10 second cooldown reduction on utilities when stealing, people who spec for steal (sleight of hand) will have an incredibly strong effect with this trait. I’d say still add an ICD onto the recharge portion because it would permanently reduce the cooldown of everything by 10 seconds which is quite powerful for stealth based skills.
So perhaps something like this:
Improvisation- Reduce the cooldown of recharging utility skills on successful steal. While holding a stolen item, move faster and deal extra damage with bundles.
Recharge effect cooldown 10 seconds (30 second cooldown)
Movement speed increase 5%
Bundle damage increase 10%
As far as stealth works now thats true. You get all benefits while sitting in stealth: Ini regain, health regeneration, condition clearing.
When you read through my main post i suggested to shift all of this benefits to revealed. I would even go as far to increase the revealed timer so thiefs don´t hop in and out of stealth so often and give their opponent an enemy they can fight and not only thin air. Stealth is really powerful and especially for beginners hard to counter and not a lot of fun to fight against.
Sure backstab damage etc. has to be looked at because it can´t be used that often anymore.
Even if this all sounds very drastic it would be good for the game.
Anyway i really like your idea with the internal cooldown so things don´t get out of hand. 30 seconds seems about right and would come down to a point investment of 3 into trickery.
Thank you for the nice input.
Best regards!
Improvisation is good as it is (the bundle damage). Don’t make the same errors as Anet by balancing over one gamemode of your choice thx.
I am not balancing around a gamemode of my choice. I play every gamemode (Spvp the most).
Full ascended gear on my thief, rank 176 in WvWvW , rank 80 in Spvp, 5 level 80 professions, 4 level 400 crafting disciplines, Fractals up to level 40+ and i did
the world exploration and every jumping puzzle.
What i tried to do is rework traits to make all of them more interesting. But i always looked on my other professions while doing so. I don´t want to build a monster that stands at the top of the food chain.
And yes a part of improvisation was good, the bundle damage. I am absolutely okay if we keep that. So the new improvisation would look like that:
New: Master Improvisation
Stealing reduces the cooldown of already used utility skills by 10 seconds whenever it connects to a target. Move faster as long as you have a stolen item. Deal bonus damage while wielding a bundle.
“On completely broken maps like Kyhlo it’s even worse because they can port back up the tower forcing your team into a worthless split.”
Edit on Improvisation:
Old: Master Improvisation
Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions). Deal bonus damage when wielding a bundle.
New: Master Improvisation
Stealing recharges one equipped utility skill on cooldown. Move faster as long as you have a stolen item.
Stealing reduces the cooldown of already used utility skills by 10 seconds whenever it connects to a target. Move faster as long as you have a stolen item.
Best Regards
Okay i think we all come to the conclusion that thief is still strong and has it´s place in the meta with around 4 viable builds. What i want to do with those changes i suggested is to open up way more possibilities. I want to bring unused traits up to the level of usefulness so there is a choice.
e.g: 2 points in deadly arts:
Most of the time you will choose Mug. It´s always useful. It heals and does damage. Great and simple. It´s available to all thief specs because steal is a class mechanic.
The same should be done for the other adept traits. Make them useful for all specs or if they are situational make them a little bit stronger or tone down the other traits to be on par.
And thats not just a thief problem. I would like it if there would be a discussion like that for every class.
More diversity!
Back to topic!
Best regards!
Thief is conceptually impossible to balance in capture points because of initiative and until the developers realize this any kind of trait tinkering or skill reworking is just polishing the brass on the Titanic.
Everyone ought to give this thread the attention it originally deserved:
http://forum-en.guildwars2.com/forum/pvp/pvp/Thief-requires-serious-redesign/
After reading the first page, many players including a few thief players came up with the conclusion that the OP had no credibility. And I would agree with them specifically because people who have no problems with thieves should have already seen how thief isn’t as great as players make it out to be. So either he was lying about not having problems with them or it was aimless complaints for unnecessary nerfing.
Oh no Leeto is a good player. Played with and against him. And i think it´s true that he doesn´t have that much problems against thieves. And i understand his point of view. Thief is a really good decapper for undefended points. Thats his role.
There are classes that can decap and keep two players from the enemy team busy for a while.
Thief is conceptually impossible to balance in capture points because of initiative and until the developers realize this any kind of trait tinkering or skill reworking is just polishing the brass on the Titanic.
Everyone ought to give this thread the attention it originally deserved:
http://forum-en.guildwars2.com/forum/pvp/pvp/Thief-requires-serious-redesign/
I don´t think it´s that bad as Leeto pictures it. Thief is really strong because of its mobility and ability to escape most of the time or sneak around the map without being noticed. And if you leave your closepoint unguarded to be stronger on middlepoint fights thats not the thiefs fault. He just takes opportunity of the situation.
One of my changes to thief is that steal needs a target to trigger it´s effects from Thrill of the Crime. That will hit his mobility a little bit except he traits for swiftness on dodge.
I apologize shinobi. I felt I went a bit too harsh. A lot of your ideas I think are really great. I’ve personally always liked the idea to make the SA line have an incentive device to promote popping in and out of stealth instead of lingering in it. It’s just that I don’t think it would be healthy for the game if the thief was to be good in teamfights, if the thief choose to have their primary damage source melee.
Don´t worry! I play mainly pvp in this game. I heard way harsher words.
I think if you invest in a defensive line you should get some staying power in a fight. All i want to achieve is that this staying power doesn´t come from hiding. So chaining stealth or using shadow refuge doesn´t get you to full health to restart the fight in your favor. You only get benefits if you trigger revealed. Your health will go slowly up again as before but your enemy has a chance to see it and react to that. Stealth will still be powerful for positioning, getting your stealth attack or just to let your enemy lose his target.
Can you explain in detail what changes you don´t like at all? One of them is the condition removal of Feline Grace a on succsesful dodge right?
How would you like it if Fleet of Foot (only removes impairing conditions) gets the new minor Master Trait and Feline Grace takes its place as a selectable Master trait.
So there is a bigger tradeoff for the thief if he wants the ability to cleanse damaging conditions.
Regarding Runes of Lyssa:
The reason why this runeset was way to strong was not only the condition cleanse.
It gave you every boon aswell. So suddenly you had a thief with protection, aegis, stability etc. that could rampage around for a rather long time on a low elite skill cooldown.
Best Regards!
Hello!
First of all, thank you for the feedback.
@Prince:
With the change to Feline Grace you will not be able to dodge as much as before.
And the traits are only triggered on a sucessful dodge. Furthermore they doesn´t remove immobilize. So if you get immobilized you need to first use Withdraw or Roll for Initiative to make use of your condition cleanse on dodge. So a smart enemy will lure out your Withdraw and immobilize you for a condition bomb right afterwards. Enemys who just randomly throw conditions on you will achieve not that much.
@NinjaEd:
Yes traps are a tricky part for the thief class. We are the mobile skirmisher. The only way i found to integrate them in our gameplay is to make them throwable and give them some stronger conditions if you trait for it. So you can deny your enemy an escape from a teamfight or secure a node in spvp while you cap it. Always open for better ideas.
And yes you are right shadows embrace and shadows rejuvenation would need some small tweaks. They should give you the ability to sustain in a fight without hiding in the shadows for too long.
Best regards!
What do you think?
Best Regards!
One build possibility to show the new synergy between the reworked traits. I am sure you can find some more. I also tried to not break existing builds with the trait rework.
Blood Thief:
Best regards!
Thief – Skillbar – Weapons
Thief – Skilbar – Shortbow
The Idea behind it:
This weapon is just a little bit too strong with it´s auto attack. And if the enemy knows what he does he will not get hit by it for a single time if it´s a 1v1 situation. Thief should stay the master of single target spikes. Now the auto attack acts as a way to setup your burst. Also gives Mesmers a bit easier time against thiefs. The bounce hurt them a lot. If you want to do AoE damage with your shortbow you have to spend initiative for that.
Thief – Skillbar – Sword
The Idea behind it:
With the change of the feline grace trait I suggested the weaponset should be fine that way.
Thief – Skillbar – Pistol
The Idea behind it:
No ranged blind on Black Powder anymore. If you want to blind on range use shadowshot from dagger/pistol or fire through the field with a projectile finisher:
(edited by Shinobi.3240)
Thief – Skillbar – Healing
The Idea behind it:
As stated before .. we are thiefs … we steal. Offers some interesting gameplay. You can take the risk and port into a groupfight and trigger your heal to dmg everyone around you and get rewarded with a bigger heal.
(edited by Shinobi.3240)
Thief – Skillbar – Trickery
The Idea behind it:
Acts like Bountiful Theft now. No successful connect to your target … no reward.
(edited by Shinobi.3240)
Thief – Skillbar – Acrobatics
The Idea behind it:
Get rewarded for well timed dodging.
The Idea behind it:
Mostly for PvE. Especially for leveling.
The Idea behind it:
Makes Traps way more interesting to use. They are rather lackluster baseline.
The Idea behind it:
Get rewarded for well timed dodging.
The Idea behind it:
Get rewarded for well timed dodging.
The Idea behind it:
Short duration stability access so you can escape chain stuns from multiple players. Has some drawbacks. You need to get stunned first. And you need to use a utility skill stunbreak.
The Idea behind it:
Double dodge on purpose to gain stability to prevent hard crowd control for a damage spike etc. Make yourself vulnerable to damage if you do so.
(edited by Shinobi.3240)
Thief – Skillbar – Shadow Arts
The Idea behind it:
Now useful even if it triggers revealed by accident. Read on why so.
The Idea behind it:
Rewards getting out of stealth quick to trigger revealed and give the enemy a better way to fight back while giving the thief his reward from stealth.
The Idea behind it:
Rewards getting out of stealth quick to trigger revealed and give the enemy a better way to fight back while giving the thief his reward from stealth.
The Idea behind it:
A way to get longer range. Comes in very handy for WvWvW.
The Idea behind it:
As it is now you are not able to trait Mug and Hidden Thief. You get revealed as soon as you steal. Fixed it.
The Idea behind it:
Rewards getting out of stealth quick to trigger revealed and give the enemy a better way to fight back while giving the thief his reward from stealth.
The Idea behind it:
Rewards getting out of stealth quick to trigger revealed and give the enemy a better way to fight back while giving the thief his reward from stealth.
The Idea behind it:
Now useful for solo play aswell.
(edited by Shinobi.3240)
Thief – Skillbar – Critical Strikes
The Idea behind it:
Makes it harder to finish you in downed state via melee cleave. Gives some protection for your allies if you die on point.
The Idea behind it:
Just the way it should be.
The Idea behind it:
Rewards weapon swapping. Now useful for all weaponsets.
The Idea behind it:
We are thiefs. We not just heal. We steal!
(edited by Shinobi.3240)
As the balance adjustements, improvements and bug fixes take always a really long time i would have expected a lot more. So here are my thoughts about thief. Maybe some Devs step in here by accident and find some neat ideas.
Anyway lets discuss ….
Thief – Skillbar – Deadly Arts
The Idea behind it:
Your are used to feint your opponents. You take a knockdown on purpose to strike your enemies out of an unusual position.
The Idea behind it:
Now more interesting for condition based builds.
The Idea behind it:
Now more interesting for condition based builds.
The Idea behind it:
You are now able to play every power based weaponset as a condition based weaponset.
The Idea behind it:
Was not reliable. Now it is. If you steal something you have to get away fast aswell.
The Idea behind it:
Promotes the smart use of weapon swapping to set up your burst. Now useful for all weaponskills.
The Idea behind it:
Duration reduced - Cooldown reduced – 50% less
The Idea behind it:
You get rewarded for not using stealth at all instead of using stealth as often as possible to trigger revealed.
Hello!
To be honest, why do you even care about all the whine.
Good players already found out how to deal with thieves.
The others will continue to search for a way that make them not look bad and thieves overpowered. It´s never their fault if they lose. They don´t want to improve. They want to drag others down to their level of skill.
So maybe you should start to do it like i do … come on the forums … shake your head and laugh a little bit about all the nonsense that gets posted here … log back into the game and have some fun.
Best Regards,
Shinobi
Hello fellow thieves!
Had a good fight in wvwvw.
Lost many duels against him at first.
Hope you enjoy!
Mfg Shino
Get over it …
It’s like motorsports … The driver gets the fame … not the engineer.
If you like to craft builds you should do it for the community and not your ego.
https://forum-en.gw2archive.eu/forum/professions/thief/The-Evasive-Invader-Support-Bunker
With best regards!
Shino
Dear ArenaNet
I don´t know how you think about it but i don´t really care that much about rewards.
Thats not the reason i keep playing.
The only thing i care about is a good matchup.
And it´s lacking …
Please improve this area of the game.
I really hope you can implement a better filter for the matchmaking soon. This will improve soloq by a lot.
What are the thoughts from the pvp community on this topic?
With best regards,
Shino
Hello buddies!
Connect the finishers to the amount of tournament matches played.
e.g. 1000 won/ 1500 played tournament matches = Dragon
You get the Dragon Finisher faster if you play well.
Still obtainable for casual players but it takes a little bit longer.
Keep the chest rewards connected to rank points.
So people who abused skyhammer to farm their ranks sill get their rewards for doing so and people who tried to play serious in a tournament setting get something to show off.
With best regards,
Shinobi!
Additions:
As soon as you face one … imagine the player behind the warrior looks like this …
Even if you lose .. you will die with a smile on your face …
Jokes aside … what Amaterasu said.
I don’t think moving the damage from auto (direct or condition) is a good idea
All it would do is forced the thief to spend initiative on damage instead of using them for utility, and any use of aa would be a lose of dps/pressure.Look at p/p, all your damage in a direct damage build is in your unload. you can use other skills like the daze, blind, or immobilize, but because they fight for initiative with your main damage source, you just punish your self when you use anything else.
And using your aa in that kind of build just tanks your damage hard.Now you can say just spread the damage evenly between the 4 other skills, but anet has a thing about giving more dps to control/support skill, which is what 3 of the skills on p/p are. And people will just spam what ever is easier to hit with anyways.
I don’t know about you, but spamming my aa and being reward when I want use my other skills seems a lot better then spamming an initiative based skill and being punish when I do something different, it’s a lot less boring too.
As for condition damage, only 2 mh weapons have condi damage on the auto, and I never heard the bleed on the pistol or the poison on dagger really being an issue :/
This change is for all classes not just for the Thief.
Every class will want to use the AA for its added utility e.g. Might, Swiftness, Fury, Cripple .. etc. not for it´s damage.
Your strong attacks will be buffed through the use of your AA, but they have a drawback .. your CD or Ini based skills have visual effects that makes them easier to dodge.
Best regards!
I got a discussion going in the thief forum about stealth, you can read more about it here. During the discussions someone threw out an idea for Black Powder (pistol off-hand 5). He proposed to change the combo field to Dark instead of Smoke and let the projectile it fires grant stealth if it connects (in the same fashion as Ranger Longbow 3).
Changes to Black Powder;
- Projectile grant stealth if it connects
- Change combo field to Dark
- Add a small cast time after the field drops and until the shot is fired. The same as Cloak and Dagger.
Why do I think this is a good idea?
- It would fix the problem with D/P stealth stacking
- It would provide stealth too P/P and S/P. Dual pistol really need help, and this would help a lot.
- It add real counter play to the D/P stealth combo. You could just evade, block, blind, etc the projectile to negate the thief stealth. This is also in the same fashion as Cloak and Dagger.
- The cast time would really help with the counter play as people will have a chance to evade or block it.
This change would help people counter the D/P weapon set and it would help the other two sets that use pistol off-hand a lot! This change was originally proposed by Maugetarr.
The only Thief build that takes advantage of stealth stacking is the one that invests in Shadow Arts. So if you want to get rid of that please nerf the root of the evil and don´t destroy every other build that uses D/P.
http://wiki.guildwars2.com/wiki/Infusion_of_Shadow
http://wiki.guildwars2.com/wiki/Patience
http://wiki.guildwars2.com/wiki/Meld_with_Shadows
The combination of Black Powder and Heartseeker feels right. It´s exactly the tool that you need to knock out S/D and S/P Thiefs. You get stealth without needing to hit someone whats a big plus because they evade 75% of the time they engage in combat.
And then you got 3 seconds to squeeze your Backstab into them during their evade frames and force them to retreat for a while.
So please keep the number 5 as it is. There are way more other things that need a rework. Pistol number 5 does it´s job.
To get rid of permastealthing you need to get rid of all the initiative regain traits and make it the same for every build.
Sword/Pistol with permanent access to stealth is way over the top.
P/P has other problems … no identity … is it condition or is it power based … is it both?
Removing damaging conditions from auto attacks would make them completely useless to condition builds. How could that possibly be a good idea?
Removing conditions from auto-attacks would allow us to shift them to other better-cued, recharge-bound weapon skills. It would make condition builds more susceptible to things like timed dodges, positioning or single blocks as opposed to what they are now: countered only by extended blocks, invulnerabilities or passive healing while being forced to eat an unending stream of condition spam.
Well written! Thats what i had in mind. +1
Best regards!
I forgot to say that direct dmg gets shifted aswell … away from AA to cool down based skills.
—snip—
Btw: Nice videos you got there^^Oh, that makes a lot more sense.
I don’t like the idea of spamming skills on cooldown being always the optimal strategy though. I see what you’re trying to do by moving damage away from auto attacks, but the reason they exist in the first place is to do that damage.
In a lot of games if you want to do the highest amount of damage possible, you must midlessly repeat the same skill rotations over and over again regardless of the situation. In gw2 however, the idea is that your skill 1 is your bread and butter damage dealing ability, while the rest of the skills are more situational things like CC. It’s there to steer us away from spamming all our skills.
Personally I think we’re better off with the current system, but if we were to make cooldowns more powerful, why would we need an auto attack in the first place? Couldn’t we just as well replace it with an additional cooldown skill?
And glad you like then :P
But couldn´t AA exist to buff yourself or debuff the enemy … as utility .. ramp up … And to really do damage you have to hit with your Cooldown based and paragraphed skills … so the enemy has the opportunity to dodge it.
I know about the power of AA … i played other mmos before, wrote guides etc.
And it´s simply not fun .. yeah you had to do your rotation to buff the speed of the AA etc. but it was still AA.
My rogue back in the days … ^^
http://www.youtube.com/watch?v=nMW-LaKGDls
To replace the AA with an additional cooldown based skill is not a bad idea. I like that. :-)
Best regards!
Seeing the endless line of thieves roll in to defend their one-shot combos with “dodge noobs” never gets old.
So what that dodging the Backstab doesn’t even remove the thief from stealth.. it wastes their initiative! Wait.. it doesn’t use initiative. At least it puts the skill on cooldown! Wait.. it doesn’t have a cooldown. Well, nevertheless, as soon as you see a damage number on your screen, DODGE! It’s a stealthed thief that just used CnD to restealth immediately! That’s intelligent, meaningful gameplay. Just try to ignore the fact that you’ll die in 3 seconds anyway.
Stealth lasts for 3 seconds baseline and 4 seconds traited.
Cloak and Dagger has a cast time and needs a target.
You can interrupt it, dodge it, blind it or block it.
So the thief has opened up on you with his wombo combo using steal.
So one of his gap closers is gone. Because he pulls of such big numbers i guess he plays with 3 or 4 signets … he used them all. Sitting Duck.
If you really have problems to counter the backstab than i suggest that you use the vampiric runes. You will never be oneshotted again on the first contact no matter how glassy you are. I used them aswell during the time of the revealed bug in wvwvw. They are great and give you plenty of time to react and turn the tide.
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