[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]
All Damage output needs to be scaled down 20%, Thieves require 30%.
Skill doesn’t exists in 3 second fights!!!!
If you are talking about WvWvW then i agree.
In SPvP the damage is in a rather good spot right now.
1.4 5 % /10 % Damage traits:
Please remove them or change them to give stacks of might on you or vulnerability on your opponent. Condition damage based classes would profit from this because might increases the damage dealt through conditions aswell.
For example:
Old: You have a trait that gives you +10% dmg when your target has a damaging condition on them.
New: You gain 5 stacks of might for 1o seconds if you put a damaging condition on your target. 15 seconds cooldown. (You can keep it permanent if you invest in + boon duration)
I hope you understand what i try to achieve: Counterplay … your opponent has options to counter your increased dmg. He can rip off your boons, convert them into conditions or use a defensive cooldown to increase his defense.
1.5 Cooldown reduction:
Merge them and put them into different traitlines for a 20 point investment.
-20% CD on Melee Weapons, – 20% CD on Ranged Weapons (for Thief this would mean a increased initiative regeneration if you are wielding the right weapons)
- 20% CD on Utilitys Skills; -20% CD on Healing Skills, – 20% CD on Elite Skills;
1.6 Critical procs:
Change them to normal hit procs and decrease the proc chance.
Opens up a lot of options for non crit builds.2. About Thief:
2.1 Iniative
Same initiative regeneration for all builds. Only increased by the cooldown reduction trait.
So it´s easier for the developers to calculate what a thief can do in a given timeframe compared to other classes.Agree with these parts
Thank you!
If i am allowed to ask, what about the other points i made?
Would you leave them as they are now? And why?
What i am interested in is how the community thinks about the application of damaging condition through AA.
I am not a huge fan of how they act now …
e.g.
You have poison on your autoattack.
Enemy is low on health … tries to heal … you just need to autoattack to decrease his healing.
You have a short duration poison on your Cooldown based skills.
Enemy is low on health … tries to heal … you kept your poison ability for this moment and apply it at the right time.
You get awarded by not spamming all of your skills as soon as they are off cooldown.
Poison should act like a soft version of an heal interrupt … spam it randomly … minor or no effect at all …. use it at the right time … huge impact.
Best regards!
You think you got it bad? See below. I don’t care what gear or what spec is being used, nobody should be global’d from stealth without a chance to react. Especially when running 3/6 Knights, 3/6 Valk, and half soldier accessories.
Your situation is obviously somewhat different as full-on bunker, but the point remains: thief damage is too high considering their stealth and crazy mobility.
Nice Sword you got there … Ever tried to use weapon skill number 2?
http://wiki.guildwars2.com/wiki/Blurred_Frenzy
I am pretty sure you wouldn´t get hit by the Backstab if you act quick enough.
Lol. Yeah, silly me for being terrible and not seeing the combo coming entirely from stealth. I’ll try harder to hit an evade in between two hits for 22,000 damage.
Except that an evaded Backstab doesn’t even reveal the thief from stealth, so it accomplishes nothing since they just spam it.
If i sound rude i have to say thats was not my intetion … sorry for that.
And i never said you are bad, i would never do that. All i wanted was to help.
Okay i made a little fun but thats how i roll.
You have plenty of tools to win that fight … Blurred Frenzy, Riposte, Two dodges, Invisibility, Blinks and Clones etc.
The key is to react in time and always keep looking behind you … you can keybind that.
Thief is an offensive class .. they need to kill quick or get killed … you don´t counter them by playing defensive … you immediately need to counter pressure them.
Best regards!
Removing damaging conditions from auto attacks would make them completely useless to condition builds. How could that possibly be a good idea?
Give me immobilize on auto attack and they wish they didnt make this suggestion to remove bleeds/poison from aa.
Dream on! 
very interesting notes,
but plz explain burning on autoattack, never seen this
also my respect for going separating stealth and give a favourable opinion to stealthless thiefs
I was away from the game for a while (6 weeks in Thailand .. jihaa) so i don´t know if they are still up to date:
There are more i guess .. but not sure …
http://wiki.guildwars2.com/wiki/Burning_Precision
http://wiki.guildwars2.com/wiki/Dhuumfire
http://wiki.guildwars2.com/wiki/Incendiary_Powder
Another Change to Thief i would like to see .. if a stealth attack is blocked you get revealed.
Best regards!
Removing damaging conditions from auto attacks would make them completely useless to condition builds. How could that possibly be a good idea?
I think they are not useless … they are just to strong right now.
I forgot to say that direct dmg gets shifted aswell … away from AA to cool down based skills.
As i said they should be a ramp up for your cooldown based skills.
Add the damaging conditions to cool down based skills.
I don´t want to take away damage from condition specs but i want to shift the dmg to cd skills so they get their dmg when they actually hit with those spells.
To successfully autoattack still awards you with non damaging conditions on your target or boons for yourself … but to land with your cd based skills gives you the bigger reward.
Autoattacks could grant might stacks so condition professions could profit from that.
I hope i could explain that. So not only condi on AA gets a hit of the nerfbat .. Direct Damage aswell.
Btw: Nice videos you got there^^
You think you got it bad? See below. I don’t care what gear or what spec is being used, nobody should be global’d from stealth without a chance to react. Especially when running 3/6 Knights, 3/6 Valk, and half soldier accessories.
Your situation is obviously somewhat different as full-on bunker, but the point remains: thief damage is too high considering their stealth and crazy mobility.
Nice Sword you got there … Ever tried to use weapon skill number 2?
http://wiki.guildwars2.com/wiki/Blurred_Frenzy
I am pretty sure you wouldn´t get hit by the Backstab if you act quick enough.
The Scenario:
You run around … sniffing on flowers and watch the beautiful skyline … not thinking about you are in a warzone … and because you are not careful you are the perfect prey … The Thief comes close to you … yes he is in 900 range and yes he is visible to pull off the precasted cloak and dagger + steal + backstab combo ….
There is another way to pull off that combo from +900 … use of infiltrator signet + steal …. in that case it´s much harder to react in time.
Maybe you should act like i do .. if you get beaten by another player look for the failure in your gameplay and don´t blame them. Only if you are 100% sure you did everything right come here and talk about it.
Sidenote 1:
WvWvW is pretty unbalanced … they should apply the rules from spvp there too.
Sidenote 2:
A big yes to the backstab change : if you get blocked you get revealed.
Best regards!
1. About all Professions:
1.1 Autoattacks:
Please get rid of damaging condition application through autoattacks.
No burning, bleed or poison on autoattack. Put them on Cooldown based skills.
Autoattack should provide some control like cripple, chill or weakness + vulnerability as a ramp up for your strong cooldown based abilitys.
Bleeds, burning and poison through traits, sigils and runes only trigger from cooldown based skills.
1.2. Area of Effect Abilitys:
Reduce the radius of this abilities on weapon skills. Make it harder to aim with them. Especially on small nodes there is not really a counter. You have to eat them if you want to keep the point contested.
Keep the bigger radius on utility slot skills. They should be stronger than normal weapons skills.
1.3. Immobilize:
Please revert the change to this skill.
It was better when it wasn´t stackable.
Immobilize ist too strong in it current state.
1.4 5 % /10 % Damage traits:
Please remove them or change them to give stacks of might on you or vulnerability on your opponent. Condition damage based classes would profit from this because might increases the damage dealt through conditions aswell.
For example:
Old: You have a trait that gives you +10% dmg when your target has a damaging condition on them.
New: You gain 5 stacks of might for 1o seconds if you put a damaging condition on your target. 15 seconds cooldown. (You can keep it permanent if you invest in + boon duration)
I hope you understand what i try to achieve: Counterplay … your opponent has options to counter your increased dmg. He can rip off your boons, convert them into conditions or use a defensive cooldown to increase his defense.
1.5 Cooldown reduction:
Merge them and put them into different traitlines for a 20 point investment.
-20% CD on Melee Weapons, – 20% CD on Ranged Weapons (for Thief this would mean a increased initiative regeneration if you are wielding the right weapons)
- 20% CD on Utilitys Skills; -20% CD on Healing Skills, – 20% CD on Elite Skills;
1.6 Critical procs:
Change them to normal hit procs and decrease the proc chance.
Opens up a lot of options for non crit builds.
2. About Thief:
2.1 Iniative
Same initiative regeneration for all builds. Only increased by the cooldown reduction trait.
So it´s easier for the developers to calculate what a thief can do in a given timeframe compared to other classes.
2.2 Evades
Thiefs defense is a tricky part, if you go for stealth based combat your survivability is okay.
If you want to stay visible and contest points etc. you have to abuse evades so you don´t get downed in a second.
One way that could work is:
Change Flanking Strike to give protection on the first strike and steal a boon on the second part. Would fit with the design that conditions are a strong counter against thiefs, we wouldn´t be downed so fast by direct damage and it would lessen the frustration from other players that we can´t get hit 3 out of 5 times.
That´s all for now! Thx for reading!
Best Regards! Shinobi
Additions:
(edited by Shinobi.3240)
I’ve been playing since Beta and thief was my second maxed character. It’s the only one with map completion and geared on level with my ele (combo with ascended). I ended up quitting my thief.
It feels weird as I’ve always played assassin based classes in other games. I’ve never had a problem running glass-spikers and just having tons of fun with it. Kinda the thought of knowing if someone hit me I would fold like origami paper.
In GW2 however I feel too safe on my thief I guess. Now don’t get me wrong this isn’t a thread about OP or subtle dissing, I know this is based on playstyle. I’ve minimized my stealth by playing D/D – S/P and zipping around, relying only on SR and Backstabs. I just don’t feel the “risk” that’s supposed to inherently be with assassin classes. Without the risk it feels kinda hollow I guess.
Just want to see what other people think as I really do like the class and I want to go back to maining it, but I feel it’s too “safe”. After all our classes homage is “Winning against a thief isn’t killing him, just surviving till he runs away.”
Play against decent opponents and suddenly there is plenty of risk.
Thief is strong against people without much game experience or slow reaction time.
1. About all Professions:
1.1 Autoattacks:
Please get rid of damaging condition application through autoattacks.
No burning, bleed or poison on autoattack. Put them on Cooldown based skills.
Autoattack should provide some control like cripple, chill or weakness + vulnerability as a ramp up for your strong cooldown based abilitys.
Bleeds, burning and poison through traits, sigils and runes only trigger from cooldown based skills.
1.2. Area of Effect Abilitys:
Reduce the radius of this abilities on weapon skills. Make it harder to aim with them. Especially on small nodes there is not really a counter. You have to eat them if you want to keep the point contested.
Keep the bigger radius on utility slot skills. They should be stronger than normal weapons skills.
1.3. Immobilize:
Please revert the change to this skill.
It was better when it wasn´t stackable. Immobilize ist too strong in it current state.
1.4 + 5 % /+ 10 % Damage traits:
Please remove them or change them to give stacks of might on you or vulnerability on your opponent. Condition damage based classes would profit from this because might increases the damage dealt through conditions aswell.
For example:
Old: You have a trait that gives you +10% dmg when your target has a damaging condition on them.
New: You gain 5 stacks of might for 1o seconds if you put a damaging condition on your target. 15 seconds cooldown. (You can keep it permanent if you invest in + boon duration)
I hope you understand what i try to achieve: Counterplay … your opponent has options to counter your increased dmg. He can rip off your boons, convert them into conditions or use a defensive cooldown to increase his defense.
1.5 Cooldown reduction:
Merge them and put them into different traitlines for a 20 point investment.
-20% CD on Melee Weapons, – 20% CD on Ranged Weapons (for Thief this would mean a increased initiative regeneration if you are wielding the right weapons)
- 20% CD on Utilitys Skills; -20% CD on Healing Skills, – 20% CD on Elite Skills;
1.6 Critical procs:
Change them to normal hit procs and decrease the proc chance.
Opens up a lot of options for non crit builds.
2. About Thief:
2.1 Iniative
Same initiative regeneration for all builds. Only increased by the cooldown reduction trait.
So it´s easier for the developers to calculate what a thief can do in a given timeframe compared to other classes.
2.2 Evades
Thiefs defense is a tricky part, if you go for stealth based combat your survivability is okay.
If you want to stay visible and contest points etc. you have to abuse evades so you don´t get downed in a second.
One way that could work is:
Change Flanking Strike to give protection on the first strike and steal a boon on the second part. Would fit with the design that conditions are a strong counter against thiefs, we wouldn´t be downed so fast by direct damage and it would lessen the frustration from other players that we can´t get hit 3 out of 5 times.
That´s all for now! Thx for reading!
Best Regards! Shinobi
Love that post! ^^
http://spirosk-photography.deviantart.com/art/Ninja-Nurse-273401008
Come on guys, they don´t need to tell you anything if they don´t want to.
Every information they give to us is a little gift.
Nobody of us has a right to judge about their behavior.
You bought a game and not the company.
You like the game? – Play!
You don´t like the game in it´s current state? – Get out and do something else, you don´t pay a monthly fee. Hop back in when something has changed.
With best regards,
Shino
Do they all stack?
Couldn´t find it on the wiki.
They would boost the dmg a lot and make the event much easier.
Bowl of Seaweed Salad
60% chance to gain Swiftness.png Swiftness (10s) when you kill a foe
+10% damage while moving
+10 Experience from kills
Powerful Potion of Undead Slaying
+10% damage vs undead
-10% damage from undead
+10 Experience from kills
Superior Sigil of Undead Slaying
+10% Damage vs. Undead
Superior Sigil of Force
+5% Damage Damage
Strength Booster
Double-click to consume to gain a buff that increases your damage by 5% for one hour.
Best regards! Shino
Looks familiar ^.^ …. anyway good summary.
https://forum-en.gw2archive.eu/forum/professions/thief/The-Evasive-Invader-Support-Bunker
Hmmm not very impressed by the changes … i thougth they would get rid of all the traits and utilitys that nobody ever wants and either buff them or put something new in instead.
I was hoping for a real change to even the way for more diversity ….
Hi!
Yeah i still make a lot of mistakes while playing it.
You never stop learning. :-)
Currently i am ranked 400. Still a long way to go.
I think it works even better in wvwvw because of consumables etc.
But i didn´t join Zergwars for a rather long time. ;-)
Best regards!
Gameplay Video:
Best regards!
Okay after two months of playing this build some tweaks:
Build Update:
http://intothemists.com/calc/?build=-cF3V;1VwV0-K5R-kd0;9;49;0TT2;628946A5BW4;2IBl3IBl36gH
Good luck and have fun!
Hello fellow thiefs!
As I get asked frequently ingame what build I play … here it is.
Are you tired of backstabbing people, getting downed if someone sneezes at you, your reliance on stealth to stay alive which prevents you from holding points against enemies or your lack of group support?
Maybe you should try something new? A thief as slippery as wet soap. They don´t get hold on you and if they drop the soap and bend over to pick it up again you are right behind them ruining their day. Just kidding. :-D
I would like to introduce to you my new build for a mostly stealthless thief.
THE EVASIVE INVADER!
What to expect:
Good Survivability (High toughness, vitality, constant healing and lots of evades)
Good Mobility ( Infiltrators Strike, Swiftness, Roll for Initiative, Infiltrators Signet, Infiltrators Arrow, Withdraw, Shadowstep, Steal)
Group Support ( Might, Swiftness, Vigor, Fury, Blast Finisher )
Control and Conditions ( Cripple, Poison, Bleed, Daze, Immobilize, Boonstripping)
Mediocre Damage (many small numbers)
Charactercalculator: (Copy&Paste)
http://intothemists.com/calc/?build=-cF3V;1Vw-1-U5R-kd0;9;49;0TT2;628946A57X7;2IBl3IBl36NR
What you get:
Steal: Every 34 seconds you grant you and your team swiftness, fury and might for 13 seconds and vigor for 19 Seconds through steal. Two boons are stripped from your target and granted two your Team for 5 seconds. Your target gets poisoned for 10 seconds (118 damage per tick) and damaged via mug ( about 1200 damage). You receive 3 initiative ( 237 HP)
Withdraw: Every 15 seconds you get Vigor for 10 seconds. You get 4 initiative. Summed up: 4518 HP (Withdraw) + 316 (Spending gained initiative) = 5996 HP
Assasins Reward: For every point of initiative you spend you get healed by a small amount (about 79 per point). 15 initiative (full bar) = 1185 HP
Shortbow: Evade+ Cripple / Poisonfield / Blastfinisher + Aoe bleed with direct damage / Mobility
Sword / Dagger: Daze / Cripple / Boonstrip + Evade / Shadowstep + Immobilize + Stunbreak
Superior Rune of Leeching: Every time you switch your weaponset you steal a small amount of life ( ca. 975 HP).
Thiefs Guild: Extra damage … little bit of CC
How to play:
First of all … this is a team oriented build. You provide a lot of boons and conditions for your team but you can play it solo and be successful.
Don´t expect big numbers and easy fights. Something like burst is only available every 180 seconds with your elite utility Thiefs Guild.
Rest of the time you have to troll your enemies and kill them rather slow. You have a lot of dodges and evade skills so you can outlast most of your enemies.
If you get pinned down and spiked you are dead like all other classes with no invulnerability abilities, but to pin you down is a rather hard task for your enemy.
Drop Choking Gas to weaken the opponents healing. Clusterbomb for the blast finisher or detonate it to stack more bleeds.
If you fight with other people switch to sword/dagger after you dropped choking gas and start to strip boons from the focused target and daze it with tactical strike.
If you engage with sword and dagger be sure to always enter melee combat with infiltrators strike. Keep an eye on Shadow Return, switch in and out to keep it active. If you get focused it´s your lifesaver. Shadowreturn and Withdraw, switch to Shortbow and use Disabling Shot and Dodge. Also watch out for Confusion.
Have fun by supporting your team and soaking up damage like a sponge. ;-)
Gameplay Video:
http://www.youtube.com/watch?v=GVjdROhcJAA
What else?:
Sorry for any unclaritys, english is not my native speech.
Will record and post a gameplay video soon.
Constructive criticism is always welcome.
Best regards!
Shinobi Sicarius
(edited by Shinobi.3240)
Hiho! You probably saw a combination of this.
http://wiki.guildwars2.com/wiki/Disabling_Shot_
http://wiki.guildwars2.com/wiki/Withdraw
http://wiki.guildwars2.com/wiki/Feline_Grace
http://wiki.guildwars2.com/wiki/Vigorous_Recovery
Take a look:
http://www.youtube.com/watch?v=KSmdR74mQkM
Best regards!
Flanking Strike is a sword skill, #3. – That´s not true.
It´s a dual skill … only available with S/D
Okay stealth gets balanced … but don´t you think we get some buffs to iron that out?
Hello again!
Changed my build a little bit and made a new Video.
So much fun … nom nom nom … Warrior Tears inside. ;-)
Build:
http://intothemists.com/calc/?build=-cF3V;1Vw-d0Y5R-Fd0;9;6JTJ;418-27946-57X7;2IBl3IBl36NR
(Video is ready in 10 Minutes)
This Time with a little more Sword/Dagger gameplay.
Hope you like it. Constructive feedback is always welcome.
Best Regards!
Thx for the feedback!
@style: You are right, in this video i use only shortbow. I will record another one where i use S/D if i get the right opponents. I like to use S/Ds flanking strike for buff removal on bunkers, i soften them up so my teammates can kill them easier.
I tried S/P but i don´t like it that much.
Best regards!
I use stealth … love the daze. :-)
But i don´t rely on it to stay alive.
Who is Columba?^^Columba is an annoying ranger that cant play the game properly so he blames the thieves. And stealth.
Rangers are always annoying. XD
It´s in their nature.
Don´t be to harsh to them. ^^
Hmm a stealthless trap build … sounds interesting … never used traps because they were bugged … i will give it a shot. Thx!
I use stealth … love the daze. :-)
But i don´t rely on it to stay alive.
Who is Columba?^^
Hiho!
My attempt for a thief build that doesn´t rely on stealth. So much fun to play!
Build in the video discription.
Best regards!
A lot of the problems could be solved if they would reduce the max duration of all boons.
Boons should be short term buffs not permanent active. They are very powerful and should be treated that way.
Something like max 15 seconds and not 1 minute.
All weapon and utility skills grant a maximum boon duration of 10 seconds for every class.
The same goes for Conditions.
In my oppinion this would tone down bunker and burst builds.
Best regards!
Hi!
I read a lot of complains about how OP certain movement skills are as orb carrier.
What would happen if as soon as you pick up the Orb your appearence, healthpoints, stats and skills are exchanged.
No matter who is picking up the orb every class is on the same level. No Imbalances .. every class gets the same skills.
So there is no need to nerf certain classes because they have better mobility than other classes.
What do you think about this idea?
Best regards, Shino
;-)
The Last Ninja – Main Theme for Classical Guitar
http://www.youtube.com/watch?v=fi8Cce46hGo
Instant Remedy – Last Ninja
http://www.youtube.com/watch?v=2xZfTcrq8nA
Yoshida Brothers – Rising
http://www.youtube.com/watch?v=x_CzD0GBD-4
J.Rabbit – Ninja Gaiden
http://www.youtube.com/watch?v=CTVYgq_gIrM
Ewan Dobson – Time 2
http://www.youtube.com/watch?v=eXqPYte8tvc
Greetings from Riverside to Piken Square!
Had a lot of fun with the members of Army of Adoran.
Good Guys! Keep it going!
With best regards from my little Asuran thief!
Good Fight! Good Night!
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.