Showing Posts For Shinobi.3240:

What changes would you like to see in PVP?

in PvP

Posted by: Shinobi.3240

Shinobi.3240

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.

  • Shifting away from area of effect damage to single target and telegraphed attacks – AoE should provide utility like cripple, weakness, etc.
  • Reducing the damage of autoattacks and give them utility like vulnerability etc. instead – move the damage to telegraphed skills
  • No sigil, rune or trait procs from autoattacks
  • A step away from AI damage – give the turrets,minions , spirits, spiritweapons etc. utility – let the player do the damage.
  • Introduce 2v2 and 3v3 Arenas – with leaderboards etc.
  • Update the reward structure of pvp so ranked pvp is as rewarding as endgame pve – give spvp players the opportunity to get a legendary weapon for achieving something big – like win 1000 ranked games , Earn all Champ titles etc.– account bound ofcourse so it doesn´t effect the TP market.

What would you like to see for the future? /discuss

Best regards!

Shinobi

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

just a simple question about arenas!

in PvP

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Relevant to your interests: Upcoming Balance Changes

in PvP

Posted by: Shinobi.3240

Shinobi.3240

Hello everyone!

  • Hmm, not many and really small changes.
    Would expect something like that every month.
  • Steady and small tweaks to underperforming or overperforming
    skills, traits, runes, sigils and amulets. Every month!
  • And on a quarterly period some bigger changes like the implementation of
    new Amulets, Weapons, Skills etc.
  • PvP feels really stale. We have only one gamemode.
    And build diversity is really not that great.
  • Please Anet for the good of all change the way you approach on PvP.

Ps:
The traps for thief are still bad, but nice try ....

Best regards!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

International ALL-STAR Karaoke Tournament!

in PvP

Posted by: Shinobi.3240

Shinobi.3240

More esports than all conquest maps combined!
I am hyped!
Will watch!

Best regards!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[SPOILERS] Season 2 Finale [merged]

in Living World

Posted by: Shinobi.3240

Shinobi.3240

Kill all the salad people!!!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Feedback on Item Drops

in Guild Wars 2 Discussion

Posted by: Shinobi.3240

Shinobi.3240

Well done Razzy!

+1

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Does anyone actually want a Season 3?

in Guild Wars 2 Discussion

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[VIDEO] Zoose's proposed changes

in PvP

Posted by: Shinobi.3240

Shinobi.3240

Sounds good.
Just one other thing i would change on intelligence sigil.

From:

  • Your next three attack after swapping to this weapon while in combat have a 100% critical chance.
    (Cooldown: 9 Seconds)

To :

  • All of your attacks will have a 100% crit chance for two seconds after sweaping to this weapon while in combat.
    (Cooldown: 9 Seconds)

This change would make it more appealing for professions with channeled flurry of blows.

Best regards!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

6k Heartseeker - seriously?

in Thief

Posted by: Shinobi.3240

Shinobi.3240

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Playing Caithe in LS: Seeds of Truth

in Thief

Posted by: Shinobi.3240

Shinobi.3240

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?

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Engineer needs balancing

in PvP

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Top 15 North America

in PvP

Posted by: Shinobi.3240

Shinobi.3240

Hmmm who is really interested in Top 15 NA.
I heard EU PvP > NA PvP.
Grabs popcorn.
Best regards!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Improving the structure of PvP

in PvP

Posted by: Shinobi.3240

Shinobi.3240

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Improving the structure of PvP

in PvP

Posted by: Shinobi.3240

Shinobi.3240

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:

  • Keep the custom arenas in the game browser and add a daily limit on rank points and on the reward track progress.
    e.g. 5000 rank points and 2 reward track tiers daily limit in custom arenas.

Hotjoin PvP:

  • Remove all the of the hotjoin maps and convert them into unrated solo and team pvp maps. Match the pvp players via hidden mmr.
  • No team swapping anymore. No limit on gaining rank points and reward track progress.

Rated PvP:

  • Keep rated solo and team pvp as it is but add an entry barrier to it.
    e.g. PvP rank 30
  • Use the hidden mmr from unrated pvp for rated pvp to match new players accordingly for their first games.
  • Reward the pvp players using their rank on the leaderboards.
    Higher leaderboard rank – better reward.
  • Every two weeks leaderboards reset and people in the top 50 or 100 get something nice like a special armor or weapons skin.

Spectating:

  • Implement a new NPC for spectating PvP Games.
  • Two Options:

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.

  • Spectate unrated PvP: free of charge
  • Spectate rated PvP: cost gold or gems per match to watch
    The gold or gems minus a spectating fee (for anet) will transfered to the players.
    e.g: 60% to the winning team – 30% fort he losing – 10% to anet

Best regards!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Nerf Autoattacks. SAY NO TO RNG !

in PvP

Posted by: Shinobi.3240

Shinobi.3240

+1!
Would go as far to say nothing procs from AA.
No traits, sigils or runes.

Best regards!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[PvX][Thief] Shadow Arts

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Balance Update - Thief

in Thief

Posted by: Shinobi.3240

Shinobi.3240

Thief – All venom abilities had their cooldown reduced from 45 seconds to 40 seconds.

What do you think?
Share your opinion!

Best regards!

Shino

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

(edited by Shinobi.3240)

A Designer's viewpoint: Endless Mode in GW2?

in Guild Wars 2 Discussion

Posted by: Shinobi.3240

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

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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.

  • People want more build diversity, so i tried to make weak or very situational traits more appealing by adding something useful to them.
  • People don´t like to fight invisible enemies. I want to reduce the time thiefs have to sit in stealth by shifting the benefits of stealth to revealed. So a thief wants to leave stealth quick. Just positioning and an attack and back to visible combat.
  • Risk and Reward and a minimum of RNG. Thats what i tried to aim for.

Hope that made it clearer.

Best Regards

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

“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.”

  • Should be fixed so none of the classes can use blink and ports this way.

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

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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:

  • Back Fighting: You deal bonus damage while downed.
  • Corrosive Traps: Traps apply vulnerability when triggered.
  • Mug: Deal damage and gain life when stealing. This attack cannot critically hit enemies.
  • Venomous Strength: Venoms grant might when activated.
  • Potent Poison: Increased poison duration.
  • Sundering Strikes: Critical hits have a chance to cause vulnerability.

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Thief - Traits, Utilities and Weapons

in Thief

Posted by: Shinobi.3240

Shinobi.3240

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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:

  • Pistol/Pistol
  • Celestial amulet
  • Traits: 2/6/6/0/0
    Mug – Pistol Mastery – Leeching Venoms – Invigorating Precision – Venomous Aura
  • Utilities: Signet of Malice – Venoms

Best regards!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

Thief – Skillbar – Weapons

Thief – Skilbar – Shortbow

  • Old: Trick Shot ¼
    Bounce an arrow between multiple nearby foes.
  • New: Trick Shot ¼
    Fire an arrow that makes your target vulnerable. 1 stack/10 seconds

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

  • Old: Flanking Strike ½
    Evade and stab your foe. 3 ini
  • Old: Larcenous Strike ½
    Stab your foe and steal one boon from them. 2 ini
  • New: Flanking Strike ½
    Evade and stab your foe. 4 ini
  • New: Larcenous Strike ½
    Stab your foe and steal two boons from them. 2 ini

The Idea behind it:
With the change of the feline grace trait I suggested the weaponset should be fine that way.

Thief – Skillbar – Pistol

  • Old: Black Powder ½
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
  • New: Black Powder ½
    Fire straight to the ground, blinding nearby foes with a smoke cloud.

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:

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

(edited by Shinobi.3240)

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

Thief – Skillbar – Healing

  • Old: Signet of Malice Signet 3 1¼ 15
    Passive: Heals when you attack.
    Active: Gain health.
  • New: Signet of Malice Signet 3 1¼ 15
    Passive: Steals Health when you attack.
    Active: Steal Health from Enemies around you.
    Gain bonus Health for every enemy around you.

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

(edited by Shinobi.3240)

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

Thief – Skillbar – Trickery

  • Old: Adept Thrill of the Crime
    When you steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds.
  • New: Adept Thrill of the Crime
    When you steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds. Only triggers if you hit a target.

The Idea behind it:
Acts like Bountiful Theft now. No successful connect to your target … no reward.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

(edited by Shinobi.3240)

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

Thief – Skillbar – Acrobatics

  • Old: Master Feline Grace
    Dodging returns some of the endurance used.
  • New: Master Feline Grace
    Sucessful dodging cleanses two damaging conditions. 5 seconds cooldown:

The Idea behind it:
Get rewarded for well timed dodging.

  • Old: Adept Assassin’s Retreat
    Gain swiftness when you kill a foe.
  • New: Adept Assassin’s Retreat
    Gain swiftness and regeneration when you kill a foe.

The Idea behind it:
Mostly for PvE. Especially for leveling.

  • Old: Adept Master Trapper
    Reduces recharge on traps.
  • New: Adept Master Trapper
    Reduces recharge on traps and make them throwable at 600 range.

The Idea behind it:
Makes Traps way more interesting to use. They are rather lackluster baseline.

  • Old: Master Fleet of Foot
    Dodging removes conditions from you.
  • New: Master Fleet of Foot
    Sucessful dodging removes two impairing conditions from you. 5 seconds cooldown. Crippled, Chilled, Vulnerability or Weakness

The Idea behind it:
Get rewarded for well timed dodging.

  • Old: Master Quick Recovery
    Gain bonus initiative over time.
  • New: Master Quick Recovery
    Gain bonus initiative for every successful dodge.

The Idea behind it:
Get rewarded for well timed dodging.

  • Old: Master Hard to Catch
    Shadowstep away and gain swiftness when you are disabled (stun, daze, float, knockdown, launch, knockback, sink, pulled, or fear).
  • New: Master Hard to Catch
    Gain Stability and Swiftness whenever you break a stun. 3 seconds duration

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.

  • Old: Grandmaster Assassin’s Equilibrium
    Gain stability when striking an enemy from stealth.
  • New: Grandmaster Assassin’s Equilibrium
    Gain stability when your endurance is empty. 1.5 seconds duration

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

(edited by Shinobi.3240)

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

Thief – Skillbar – Shadow Arts

  • Old:Adept Last Refuge
    Use Blinding Powder when your health reaches a certain threshold.
  • New: Adept Last Refuge
    Use Blinding Powder and gain Protection when your health reaches a certain threshold.

The Idea behind it:
Now useful even if it triggers revealed by accident. Read on why so.

  • Old: Adept Shadow’s Embrace
    Remove conditions periodically while in stealth.
  • New: Adept Shadow’s Embrace
    Remove conditions periodically while you are revealed.

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.

  • Old: Adept Infusion of Shadow
    Gain initiative when you enter stealth.
  • New: Adept Infusion of Shadow
    Gain initiative when you leave 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.

  • Old: Master Power Shots
    Short bow and harpoon gun damage is increased.
  • New: Master Power Shots
    Short bow and Pistol Shot range is increased. +300 range

The Idea behind it:
A way to get longer range. Comes in very handy for WvWvW.

  • Old: Master Hidden Thief
    Stealing grants you stealth.
  • New: Master Hidden Thief
    Stealing grants you stealth. Stealth gets applied after all other effects of Steal.

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.

  • Old: Master Patience
    Regain initiative faster while in stealth.
  • New: Master Patience
    Regain initiative faster while you are revealed.

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.

  • Old: Grandmaster Shadow’s Rejuvenation
    Regenerate health while in stealth.
  • New: Grandmaster Shadow’s Rejuvenation
    Regenerate health while you are revealed.

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.

  • Old: Grandmaster Venomous Aura
    When you use a venom skill, you apply the effects to all nearby allies as well.
  • New: Grandmaster Venomous Aura
    When you use a venom skill, you apply the effects to all nearby allies as well.
    Your Venoms grant you a single application every 15 seconds as a passive bonus as long as they are not on cooldown.

The Idea behind it:
Now useful for solo play aswell.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

(edited by Shinobi.3240)

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

Thief – Skillbar – Critical Strikes

  • Old: Adept Concealed Defeat
    Create a Smoke Screen when downed.
  • New: Adept Concealed Defeat
    Create a Smoke Field when downed. Radius: 130

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.

  • Old: Adept Practiced Tolerance
    Gain vitality based on your precision.
  • New: Adept Practiced Tolerance
    Gain vitality based on your precision. Add the precision gained from
    Signet of Agility, Rune of the Worm etc. to the conversion.[/spoiler]

The Idea behind it:
Just the way it should be.

  • Old: Master Combo Critical Chance
    Dual skills have increased critical-hit chance.
  • New: Master Combo Critical Chance
    You gain 10% extra critical hit chance for 5 seconds after a weapon swap.

The Idea behind it:
Rewards weapon swapping. Now useful for all weaponsets.

  • Old: Grandmaster Invigorating Precision
    You are healed for a percentage of outgoing critical hit damage.
  • New: Grandmaster Invigorating Precision
    You steal health from your enemy for a percentage of outgoing critical hit damage. 10%

The Idea behind it:
We are thiefs. We not just heal. We steal!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

(edited by Shinobi.3240)

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Shinobi.3240

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

  • Old: Adept Back Fighting
    You deal bonus damage while downed
  • New: Adept Back Fighting
    You deal bonus damage for 5 seconds when you get knocked down.
    You deal bonus damage while downed.

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.

  • Old: Adept Corrosive Traps
    Traps apply vulnerability when triggered.
  • New: Adept Corrosive Traps
    Traps apply vulnerability, torment and bleed when triggered.

The Idea behind it:
Now more interesting for condition based builds.

  • Old: Adept Potent Poison
    Increased poison duration. +33%
  • New: Adept Potent Conditions
    Increased condition duration. +15%

The Idea behind it:
Now more interesting for condition based builds.

  • Old: Adept Sundering Strikes
    Critical hits have a chance to cause vulnerability.
  • New: Adept Sundering Strikes
    Critical hits have a chance to cause vulnerability and bleeding.

The Idea behind it:
You are now able to play every power based weaponset as a condition based weaponset.

  • 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.

The Idea behind it:
Was not reliable. Now it is. If you steal something you have to get away fast aswell.

  • Old: Master Combined Training
    Dual skills deal more damage.
  • New: Master Combined Training
    Deal 5% more damage after a weapon swap. 5 seconds duration

The Idea behind it:
Promotes the smart use of weapon swapping to set up your burst. Now useful for all weaponskills.

  • Old: Grandmaster Panic Strike
    Striking a foe that is below the health threshold immobilizes them.
    4 seconds duration / 30 seconds cooldown
  • New: Grandmaster Panic Strike
    Striking a foe that is below the health threshold immobilizes them.
    2 seconds duration/ 15 seconds cooldown

The Idea behind it:
Duration reduced - Cooldown reduced – 50% less

  • Old: Grandmaster Revealed Training
    Gain extra power when striking an enemy from stealth. +200 Power
  • New: Grandmaster Revealed Training
    Gain extra power when you are visible. When you are revealed or in stealth the extra power fades. .+200 Power

The Idea behind it:
You get rewarded for not using stealth at all instead of using stealth as often as possible to trigger revealed.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

Dear thief community, have I gone too far?

in Thief

Posted by: Shinobi.3240

Shinobi.3240

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

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

D/P - SB - 6 2 0 0 6 - Panic Strike [Video]

in Thief

Posted by: Shinobi.3240

Shinobi.3240

Hello fellow thieves!

Had a good fight in wvwvw.
Lost many duels against him at first.
Hope you enjoy!

Mfg Shino

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

PSA: 2/0/0/6/6 is not Sizer's build

in Thief

Posted by: Shinobi.3240

Shinobi.3240

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

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

SoloQ - Proper Matchmaking - No Stacking

in PvP

Posted by: Shinobi.3240

Shinobi.3240

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.

  • Remove the option to switch your profession as soon as you queued up for a solo pvp match.
  • Don´t stack professions in a team. Max two of the same profession or armor class in a team.
  • Please lower the entry mmr of new players so they don´t get into high ranked games so easy.
  • Before a game starts everyone has to do a readycheck. If a player misses it he will be removed and a other one will take his place in the team.

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

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

The only fair solution to rank finishers.

in PvP

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Balance] [PvX] [All Professions] [Thief]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

Additions:

  • Block only prevents damage from the front.
  • Blocked stealth attacks reveal the attacker.
  • Channeled evade attacks like Pistol Whip and Blurred Frenzy only prevent damage from the front. Blurred Frenzy doesn´t auto face anymore.
Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

How do I beat a hambow?

in PvP

Posted by: Shinobi.3240

Shinobi.3240

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Balance] [PvX] [All Professions] [Thief]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Thief] Black Powder

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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?

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Balance] [PvX] [All Professions] [Thief]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[Balance] [PvX] [All Professions] [Thief]

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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!

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

[WvW] Thief BS High Armor Squishy Targets

in Profession Balance

Posted by: Shinobi.3240

Shinobi.3240

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.

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]