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S/D Vs. D/D

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Posted by: Sifu.6527

Sifu.6527

In terms of raw, burst single target DPS, you can’t beat a dagger. You will always deal more damage with a dagger/dagger thief. However, sword attacks cleave so you’ll see quite a bit more damage with your regular old auto attack on a sword/dagger thief which will make you feel extremely powerful in face to face skirmishes assuming you don’t die incredibly fast, but even with that your damage is not on par with that of a dagger/dagger thief.

Technically, sword/dagger offers a tiny bit more survivability than dagger/dagger because of the condition removal/stun break attached to Infiltrator Strike, and the blind/daze attached to your tactical strike. Your Infiltrator Strike also immobilizes targets which makes landing your Cloak and Dagger significantly easy.

With dagger/dagger, you trade that for just straight up damage.

Anyone know why thief dagger is the only melee range weapon not to cleave?
We have 100B Warrior cleaving and Whriling Attack hitting everyone in its path. Not sure why…

Thief is the only class that actually melees with dagger mainhand (ele doesn’t count since it’s all spells) the trade off is higher dps/burst but hitting only one target.

Our highest burst rotation consist of 3 abiltiies. Of which, 2 of them do not come from the dagger main hand.

Mug is a trait. CnD is offhand dagger. Backstab is the only mainhand dagger ability in that chain. The view of thief’s burst is taking a holistic view of the class and what offhand weapons and traits provide the best dps.

We have the perception that the dagger has the highest burst but in reality it doesn’t. The warrior mainhand axe has as much dps as the thief mainhand dagger. In the meanwhile, their axe mainhand burst skill does as much damage as backstab. Additionaly, axe cleaves thus potientially doing the same dps as a thief but hitting up to 3 targets.

In my opinion, dagger needs to cleave like all other melee weapon but keep backstab single target.

AoE Limit

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Posted by: Sifu.6527

Sifu.6527

I don’t think there should be an AoE limit at all. If you are too stupid to get out of the fire you deserve to burn!

Hi, can you let me know where the red circle is for the following AOE?

Meteor Shower
Mesmer Feedback
Mesmer TimeWarp
Guardian Symbols
etc

lmao

Meteor shower has meteors raining
feedback is a giant kittening purple circle, sometimes its hard to tell whose side casted it, but just pay attention
TW doesnt do dmg
symbols do have the red circle, if they don’t they are friendly

Thats the thing. You can’t tell if it friendly or hostile.

Meteor shower has a red circle on cast but disappear after cast. AOE comming down but don’t know who the kitten it belongs to. Sometimes it obvious, something it is not.

TW does no damage, but it will inflict confusion due to combo field. Again, how the kitten do you tell if it hostile or friendly?

Some Gaurdian symbols are missing the red circle.

This is kind of off topic but they need to do a better job of letting us know which spells belong to which side.

I sometimes shoot at a feedback bubble thinking it is ours…

AoE Limit

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Posted by: Sifu.6527

Sifu.6527

I don’t think there should be an AoE limit at all. If you are too stupid to get out of the fire you deserve to burn!

Hi, can you let me know where the red circle is for the following AOE?

Meteor Shower
Mesmer Feedback
Mesmer TimeWarp
Guardian Symbols
etc

S/D Vs. D/D

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Posted by: Sifu.6527

Sifu.6527

In terms of raw, burst single target DPS, you can’t beat a dagger. You will always deal more damage with a dagger/dagger thief. However, sword attacks cleave so you’ll see quite a bit more damage with your regular old auto attack on a sword/dagger thief which will make you feel extremely powerful in face to face skirmishes assuming you don’t die incredibly fast, but even with that your damage is not on par with that of a dagger/dagger thief.

Technically, sword/dagger offers a tiny bit more survivability than dagger/dagger because of the condition removal/stun break attached to Infiltrator Strike, and the blind/daze attached to your tactical strike. Your Infiltrator Strike also immobilizes targets which makes landing your Cloak and Dagger significantly easy.

With dagger/dagger, you trade that for just straight up damage.

Anyone know why thief dagger is the only melee range weapon not to cleave?
We have 100B Warrior cleaving and Whriling Attack hitting everyone in its path. Not sure why…

Extremely unbalanced profession

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Posted by: Sifu.6527

Sifu.6527

And where I’m lying?

You said “there goes 1/2 my health bar.”

Extremely unbalanced profession

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Posted by: Sifu.6527

Sifu.6527

Enginier in knight gear, every piece of armor and trinkets gives toughness. Tougness traits maxed. “Steal” hits for 7k -there goes half of my healt bar in one shot. I did not know im plaing an FPS where it takes 2 shots to kill you. Waiting for balance or other mmo.

Screenshot of your exotic gear/traits and the combat log, please. Thanks.

You welcome.

Awesome. Thanks for lying on the forum. This is a good example of how players will exaggerate to try to prove their point.

Extremely unbalanced profession

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Sifu.6527

In this thread: Thieves saying thieves aren’t OP. I see noone has been able to answer my question about what other class can kill in 2 hits. I rest my case.

Next up: thieves saying “guard” skill for ranger’s pets is OP.

I will answer your question.

Warrior Kill shot. 1 hit at 1500 range.

Ok, let me rephrase. 2 hit kills that don’t take any time to charge and are instant. Backstab or whatever I got hit with twice was instant.

The combo you’re refering to is Steal (traited for Mug) + Cloak and Dagger (CnD). CnD needs a .5 sec cast time. So therefore, based on your new perimeter, no one can in this game 2 hit kill someone without a charge/cast time.

If you were to rephse your perimeter to include precast abilities then only one other class can 2 kit kills someone.

Elementalist:
Prebuff Glyph of Elemental Power in Fire Attunement
(option use of Arcance Power)
Precast Fire Grab
Then Lightnight (900 range) to target.

Is this realistic? No. But hey, you asked.

(edited by Sifu.6527)

Feb 1st | JQ/SoR/SoS

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Posted by: Sifu.6527

Sifu.6527

Anyone here who wants to duel me?

+10 points tick? Super sad face

Extremely unbalanced profession

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Posted by: Sifu.6527

Sifu.6527

In this thread: Thieves saying thieves aren’t OP. I see noone has been able to answer my question about what other class can kill in 2 hits. I rest my case.

Next up: thieves saying “guard” skill for ranger’s pets is OP.

I will answer your question.

Warrior Kill shot. 1 hit at 1500 range.

(edited by Sifu.6527)

Extremely unbalanced profession

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Posted by: Sifu.6527

Sifu.6527

Enginier in knight gear, every piece of armor and trinkets gives toughness. Tougness traits maxed. “Steal” hits for 7k -there goes half of my healt bar in one shot. I did not know im plaing an FPS where it takes 2 shots to kill you. Waiting for balance or other mmo.

Looks balance to me.

Thief’s dagger is the only melee weapon that does not cleave therefore it must deal the most damage. All other melee weapon sets cleave up to 3 target.

http://wiki.guildwars2.com/wiki/Steal

Yea ^thats dagger attack. So what it doesnt cleave? You want to “Steal” to be aoe? You shodowstep and steal ability from 3 opponents? With no activation time, no cast time, no time to dodge he just took 1/2 of my hp bar while im wearing most defensive gear i can. But ok its balanced. I’m not going to be prey for another Ezio-assain-wannab who just faceroll on keybord and wins, no skilzz involved.

Yes, I know it is not a dagger attack. I was just talking about dagger damage in general. But for a 45sec F1 ability that you have to trait, that is balance.

A warrior’s axe F1 will crit for 10K w/o having to trait for it. What is your point?

Extremely unbalanced profession

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Posted by: Sifu.6527

Sifu.6527

Enginier in knight gear, every piece of armor and trinkets gives toughness. Tougness traits maxed. “Steal” hits for 7k -there goes half of my healt bar in one shot. I did not know im plaing an FPS where it takes 2 shots to kill you. Waiting for balance or other mmo.

Looks balance to me.

Thief’s dagger is the only melee weapon that does not cleave therefore it must deal the most damage. All other melee weapon sets cleave up to 3 target.

Feb 1st | JQ/SoR/SoS

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Sifu.6527

As far as Im concerned—- its a shame one of these three servers will have to ever flip back to tier 2. I have huge respect for BG—- but SOR/SOS/JQ I think have all proven all they have to prove this match. Scores have been tight— and no one server is really outside of beatable this week. JQ has the advantage as the only server with solid 24/7 coverage—- and Im not knocking them for it—- but the fact that they can hold such a crucial advantage and for the scores to still be this close really says something for everyone. So from SOS to JQ and SOR—- good fights….. actually, Great Fights!. Thank you!.

My sole complaints—- culling AOE is being used by all 3 servers. I don’t know that Id call it a clever use of mechanics since we all know culling is busted, but I struggle calling it an exploit either since its being used so much by everyone these days. In any chase, it does feel a little cheap. I hope Anets AOE nerfs get here soon, and I really wish they would find a way to fix culling—- but I suppose those are complaints for another thread.

Again though, it was fun this week.

JQ is OP. A better matchup would be BG, SoR, SoS. JQ is just a little too piled on. I’m sorry for saying this in advance great job to JQ for the recruitment and this is only addressed to some JQ that have transfered there during off peak hours…Not the whole server… but I hope you enjoy PvDooring cuz thats all your going to be doing. If you find PvDoor fun more power to you. consider moving to another server when you get bored of fighting no one. But your welcome to do whatever you want just don’t expect fun battles when there is no one to fight. But maybe you like fighting no one so just do what you do. grats.

Correct me if I’m wrong but didn’t SoR PvDooring all the way up to T1 when BG was no longer in T2?

Mesmers mandatory in wvwvw, unfair?

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Posted by: Sifu.6527

Sifu.6527

This thread is about how mesmers have to large of an impact on wvwvw and how to balance them down to at least near the usefullness of everyone else

Now I understand that every profession has it’s own ways of being usefull in wvwvw but when it comes to mesmers they just about have it all and that makes other professions seem less important (mainly because that’s exactly what they are)

There is a reason you see commanders/pvp guilds/ organized zergs constantly ask “how many mesmers do we have?” Over and over. It’s because in order for a group to be as good as they possibly can you need mesmers, no questions asked you NEED more than at least 5 mesmers it is mandatory. This is a problem, but who can blame them mesmer is obviously the flavor of the month as far as group pvp goes and in most cases people see them as the best dueling class as well (also a problem)

~~Why are mesmers so important in wvwvw?~~

Well let’s see
-group mesmer mind wrack stacking will kill off a large group of players before they can blink an eye

-LOS ignoring pulls. Doesn’t matter if they can’t see you on top of a wall, if they want you down than you’re coming down. (imagine if death knights grip ability could do that in WoW? Yeah that’s a problem, except mesmers pull more than 1 person.)

-LOS ignoring zerkers/clones, In many cases mesmers can take out siege you can’t see with ease and not only that but these do such high damage it’s very likely the siege user is also in risk of being killed, it can be in a place where you think “no one can possibly reach it here” but oh wait it’s very likely mesmers can.

-Portals, having mesmers chain their portals from one location to another makes transporting an army of golems easy, everyone wants to make sure there are at least 3 mesmers around before using golems. Also better make sure there isn’t one hiding in a keep/tower/smc when you cap it….

-Aoe invisibility, do i even need to say how this is usefull?

-Time warp and last but not least let’s not forget aoe quickness which when used with golems it greatly increases the amount of damage they do to a gate in a short amount of time.

~~What can be done to balance this problem?~~

I think their zerkers and that aoe pull should only work on the surface they are standing on. You should not be able to look up 40 yards and just yank someone off a wall that you couldn’t even see that’s ridiculous and why is it’s cooldown so short? You would think pulling more than 1 person into a zerg for certain death would have 1 min cd minimum.

Honestly keep the time warp, keep the portals and keep the barely bearable aoes that’s more than enough to still make mesmers a very important part of wvwvw groups.

I’ll sum it up for you.

Mesmer is not mandatory for WvW. You can have fun and participate in WvW as any class.

If you are in a guild group and you want to be competitive, mesmer is mandatory. So are eles and guardians.

Classes that can disappear and would have no impact on WvW what so ever.

Ranger
Necro
Thief
Engineer
Warrior (probably the least unless in this less if they are support/cc warriors)

Any Tarnished Coast citizens agree?

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Posted by: Sifu.6527

Sifu.6527

Why not expand the range of the green dots that show friendlies to cover the whole map?

Then you will have spies

Any Tarnished Coast citizens agree?

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Posted by: Sifu.6527

Sifu.6527

When he said “so I don’t know where in the map those players are when you’re looking for them, but they’re definitely in there somewhere” players could be in the jumping puzzle, afk at towers/keeps/spawn, solo/pug players looking for solo fights, players who don’t give a kitten to respond to map chat but they are there in the map somewhere. Stop asking them to acknowledge the problem when they said there isn’t any problem at all.

He also posted this before the reset, since then the problem seems to be compunding out of control. I would like an update to this. LOL at 120+ ppl in the JP.

This was a minor annoyance that was just becoming noticable after the patch and before the reset. Now there are numerous thread/servers having the same issue with a queue while also having an outmanned buff???

Having a queue and having an outmanned buff sounds normal to me. What’s the issue with that?

You need to add /sarcasm to that or ppl with think your serious. At least I hope your not serious.

For the most part, I am serious.

Here’s an example:

The map is full therefore there is a que to get in. For whatever reason, a large portion of the players inside the map moves to a different map (example: guild group moving to a different map to help), this will cause an outmanned buff.

This cause the following problem:

-Players upon joining the map from the que think there is a bug because they see an outmanned buff.
-Players that were already on the map jump ship because it is not fun to be outmanned
-The que system cannot fill the open slots faster than 30+ people leaving the map. It takes time – message pop up, player decided if they want to join or now, player is AFK,e tc.

This would mean this very unlikely chain of events is happening 24 hours a day on every map since the reset.

This is not just happening on 1 map, this is happeining on numerous if not all maps at any given time.

Your explanation would make sense during primetime and on one map. Last night there was a queue on every map, there was certainly not 166 ppl on the 2 maps I finally got into.

Yes, this will probably not happen on all maps.

The thing I want to know is how fast the que system can replenish the slots as they become open. If it takes 5-10 mins to fill a vacant slot (server search time + player response time), maybe this part of the system can use some refinement.

Any Tarnished Coast citizens agree?

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Posted by: Sifu.6527

Sifu.6527

When he said “so I don’t know where in the map those players are when you’re looking for them, but they’re definitely in there somewhere” players could be in the jumping puzzle, afk at towers/keeps/spawn, solo/pug players looking for solo fights, players who don’t give a kitten to respond to map chat but they are there in the map somewhere. Stop asking them to acknowledge the problem when they said there isn’t any problem at all.

He also posted this before the reset, since then the problem seems to be compunding out of control. I would like an update to this. LOL at 120+ ppl in the JP.

This was a minor annoyance that was just becoming noticable after the patch and before the reset. Now there are numerous thread/servers having the same issue with a queue while also having an outmanned buff???

Having a queue and having an outmanned buff sounds normal to me. What’s the issue with that?

You need to add /sarcasm to that or ppl with think your serious. At least I hope your not serious.

For the most part, I am serious.

Here’s an example:

The map is full therefore there is a que to get in. For whatever reason, a large portion of the players inside the map moves to a different map (example: guild group moving to a different map to help), this will cause an outmanned buff.

This cause the following problem:

-Players upon joining the map from the que think there is a bug because they see an outmanned buff.
-Players that were already on the map jump ship because it is not fun to be outmanned
-The que system cannot fill the open slots faster than 30+ people leaving the map. It takes time – message pop up, player decided if they want to join or now, player is AFK,e tc.

Any Tarnished Coast citizens agree?

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Posted by: Sifu.6527

Sifu.6527

When he said “so I don’t know where in the map those players are when you’re looking for them, but they’re definitely in there somewhere” players could be in the jumping puzzle, afk at towers/keeps/spawn, solo/pug players looking for solo fights, players who don’t give a kitten to respond to map chat but they are there in the map somewhere. Stop asking them to acknowledge the problem when they said there isn’t any problem at all.

He also posted this before the reset, since then the problem seems to be compunding out of control. I would like an update to this. LOL at 120+ ppl in the JP.

This was a minor annoyance that was just becoming noticable after the patch and before the reset. Now there are numerous thread/servers having the same issue with a queue while also having an outmanned buff???

Having a queue and having an outmanned buff sounds normal to me. What’s the issue with that?

Any Tarnished Coast citizens agree?

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Posted by: Sifu.6527

Sifu.6527

Hi all,

Queues are per map, per team – so there is a queue for TC players on the Eternal Battlegrounds and a different queue for TC players on each Borderlands, and a different queue for each of the other teams on each of the maps.

During the time it takes for players to change maps it is possible for there to be a queue even if there are less players in a map than the maximum capacity because the players taking up those empty slots are still “in flight” between maps. It’s also possible for a slot to take a while to fill if e.g. people see the queue pop, wait until the progress bar for the automatic transfer is almost empty, and then choose to renter the queue. At that point the system will move on and look for other players to fill that slot but all of that takes a bit of time. We’ve watched the queue numbers a lot and generally it’s only a few slots that are in this reserved state at any time.

Just to be sure I ran a quick database query for the last few days and all the queue numbers look quite reasonable.

So I don’t know where in the map those players are when you’re looking for them, but they’re definitely in there somewhere!

This is not what I am experiencing. Can you give us an update as to whether this is an issue you guys are working on so we can stop speculating about what the problem is. Even just a simple we are aware of a problem and are working on it or a working as intended.

I have looked for the players that are missing, they are not there. I have done a press 1 in map chat if you are on this map and with a 20 min queue I had and others I know of were waiting, I got 22 responses. I have a hard time beleiving that the other 144 ppl on the map were afk or just disregarding my request as I explained why I was doing it.

He basically said everything is working fine and they do not see any indication that something is wrong.

When he said “so I don’t know where in the map those players are when you’re looking for them, but they’re definitely in there somewhere” players could be in the jumping puzzle, afk at towers/keeps/spawn, solo/pug players looking for solo fights, players who don’t give a kitten to respond to map chat but they are there in the map somewhere. Stop asking them to acknowledge the problem when they said there isn’t any problem at all.

Fun with flanking strike!

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Posted by: Sifu.6527

Sifu.6527

Hi so I got bored and was playing around with new builds and came across this, its lots of fun and uses flanking strike as a very useful tool.

utilities are hide in shadows, shadow step, shadow refuge, signet of shadows, and bas venom.

traits are

Deadly arts 10- mug
crit strikes 30- furious retaliation, practiced tolerance, executioner
shadow arts 10- infusion of shadows ( these 10 are really just optional I took this out of preference)
trickery 20- thrill of crime, bountiful theft.

Gear is berserkers amulet, rune of scholar x5, rune of divinity x1, sword/bow with sigil of fire, dagger with sigil of blood lust.

the idea is to open with infiltrator’s strike, cloak and dagger, stun ect the normal but save steal, as soon as your target pops there boons precast flanking strike then hit steal you get fury, swiftness, might from thrill of crime and 2 boons ripped from enemy + vigor, strip an additional boon with flanking strike and do a combined damage of about 9-10 k from flanking strike and mug.

good for when a ele pops tornado, or necro in plague, thief dagger storming can strip stability and interrupt the elite. anyways I like it so far maybe some of you will enjoy it as well

Flanking Strike? What attack is that? Is that the same as backstab? I love to backstab.

/joking

I rarely use flanking strike as it the one of the most unreliable ability the thief has. If you can make this work for you, awesome.

Short Bow Trick Shot

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Posted by: Sifu.6527

Sifu.6527

As others have said it’s not the same and nor should it be.

Thief short bow can hit a hard armored target (1.9k+ toughness = 3k+ armor) for 1.5k per shot (4.5k if you count ricochets)

If ranger short bow could do anywhere near this they would much rather have trick shot as their #1 rather than crossfire.

If the thief is pure glass cannon, then yes it can crit for 1.5K.

They can, you just have to look at it differently.

A ranger can get 2 – 3 shots off in a sec vs a thief 1 shot per sec. Each ranger’s SB auto can crit for 1K in a Glass Cannon build. Thats 2-3K damage single target with a chance to bleed if hitting from the side/back at 1200 range.

Trick shot should do more damage since it is 900 range.

They increased the arrow travel time on the ranger and the warrior in the December patch. They didn’t buff the thief’s SB; not sure why.

(edited by Sifu.6527)

Extremely unbalanced profession

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Posted by: Sifu.6527

Sifu.6527

Just give every class in game same possibility as thiefs have, go to glass cannon build and burst other glass cannon without showing themselfs in matter of seconds and all will be fine.

Any class can.

You just have to be a norn.

Starting Guild that focus on Roaming - JQ

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Posted by: Sifu.6527

Sifu.6527

A friend and I started playing Guild Wars 2 after Warhammer population became too low for our liking. We both like the combat system in GW2 but we miss the roaming aspect of Warhmmer so we would like to recruit other players who like to roam the borderland with us and maybe get a few kills. We do not like to zerg and we stay from it as often as possible.

Guild Size will be small 10-20 players
Focus on PvE, WvW, and Grind for Legendaries
We want to focus more on 5man or 10man WvW roaming with hit and run tactics.
We want to be a highly coordinated group that can take on twice our numbers.
Most members are currently on PST.

If this is something you would like to be a part of, please send me a PM.

Servers Transfers price - big fail.

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Posted by: Sifu.6527

Sifu.6527

Hello,

So there is my question. Why price of transfer depend form general population both PvE and WvW instead be on base activity on WvW?

I believe the answer is that it is not about balancing WvW, it is about balancing server resources.

No mate 1st transfers change for once a 7 days and now they are paid to help WvW population stabilize and this pricing is not helping at all.

If u check old posts about transfers they refer all time to WvW

WvW is an extension or part of PvE. Therefore, their method is balanced.

Below +100% Condition duration?

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Posted by: Sifu.6527

Sifu.6527

Is having below +100% condition duration useless?

According to the wiki , bleeding ticks only every second. What if I have +78% cnd duration. Does this mean it won’t have any effect at all?

Yes, Boon Duration and Condition Duration is cap at 90 % (maybe 95%).

condition duration is cap at 100%

You can get 100% bleed/condition duration but it will never last 8 sec. Therefore, this lead me to believe condition duration is cap under 100%.

Below +100% Condition duration?

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Posted by: Sifu.6527

Sifu.6527

Is having below +100% condition duration useless?

According to the wiki , bleeding ticks only every second. What if I have +78% cnd duration. Does this mean it won’t have any effect at all?

Yes, Boon Duration and Condition Duration is cap at 90 % (maybe 95%).

WvW Exploit

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Posted by: Sifu.6527

Sifu.6527

Been seeing a lot of teleport hacks and other hacks, please give us a way to report hacks.

Patch Notes: 01/28/2013

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Posted by: Sifu.6527

Sifu.6527

The charges are actually no longer reduced if you receive a ‘Miss’ notification or are just swinging your weapon out of range. They’re still removed if you’re blocked/evaded/obstructed (combat misses, essentially). They also used to remove if they were on a projectile that lasted too long, or on non-attack skills such as Caltrops or Smoke Bomb. All in all, venoms and other charge-based attack bonuses have been improved and made much more reliable.
-Karl

Thanks Karl. This is awesome!

Patch Notes: 01/28/2013

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Posted by: Sifu.6527

Sifu.6527

Hmm, I was dumbfounded about that. I think they mean that the charges are only lost in the situation described. Currently, you’d lose a charge if you used an attack on no target at all or if it Missed which means if it was out of range.

The fact leeching venom doesn’t work on gadgets anymore is sad though, here goes the best reason to use the trait :/

Hm…so you’re saying that basilisk venom could work like this?

Steal is on cool down; basilisk is not.
Target is 600 range away.
I cast basilisk then use 2 HS to catch up to my target and basilisk will hit?

Patch Notes: 01/28/2013

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Posted by: Sifu.6527

Sifu.6527

To my knowledge, venoms already acted that way- you lose 1 charge when your attack miss/block/evade/obstructed/invulnerable (at least for Basilisk Venom).

Did they post something just for the sake of posting under the thief section?

Patch Notes: 01/28/2013

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Posted by: Sifu.6527

Sifu.6527

Thief

•Leeching Venoms: This trait no longer affects gadgets.
•Shadow Refuge: Added a radius skill fact to this skill’s description.
•Smoke Screen: This skill’s blinding pulse no longer follows the thief.
•Spider Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
•Devourer Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
•Ice Drake Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
•Skale Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
•Basilisk Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
•Assassin’s Signet: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.

Is AoE actually a problem? - Discussion Thread

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Posted by: Sifu.6527

Sifu.6527

AOE should not do more damage than single target abiltiies.

Likewise, weapon attacks that cleave (GS, Hammer, etc) should do less damage than non cleave weapon. (Warrior’s GS auto vs Thief’s Dagger auto; damage is similar yet the Warrior’s GS cleave up to 3 targets.)

Request Action: Abuse of Report Function.

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Posted by: Sifu.6527

Sifu.6527

I want to clear something up here, we do not auto-ban people without investigating the account first. Our CS staff reviews reports that come in and if they find questionable activity, they take whatever action they deem appropriate.

You may receive an automated response if you appeal actions taken against your account, but any action we take is reviewed and enacted by human beings.

It is true that we have reinstated folks that were banned erroneously for questionable activity, but we don’t take action against an account unless a very solid reason presents itself upon review.

Please note that I’m not commenting specifically on the actions take against those accounts mentioned in the OP and I have no information on why any action was taken in the cases mentioned. I just want everyone to understand that we don’t ban people just because they get a lot of reports against them, our CS folks have to find and confirm actual infractions before we take any action.

Don’t take this the wrong way Mike, but if what you say is true, this is worse than automated bans. It would mean that a human looked at the gameplay of our guild and somehow came to the conclusion that we were “botting.” We like to think of ourselves as competent players, but bots? Really?

Just because in this circumstance we continually wiped a larger group of unorganized players, it doesn’t mean we’re botting. And this was the reason they were banned – shortly after those battles took place, many couldn’t log in. We have footage of that above from two different players, if you’re interested. It shows a lot about this situation, but only one thing matters – no robots of any kind were involved.

Given that some of our players have already been unbanned, it’s clear that a mistake was made. And it’s a mistake that never should have happened. Aside from the many false “gold selling” bans going around recently, this is the first time I’ve seen a group of people get wiped from the game “erroneously”. For some reason, I doubt it will be the last.

I personally was unaware that playing well in WvW was tantamount to sweatshop workers using automated tools to game the virtual economy. The more you know, I guess.

WM came out and openly said they exploited into SOS’s keep about a month ago. I wouldn’t rule out that you guys are botting…

Request Action: Abuse of Report Function.

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Posted by: Sifu.6527

Sifu.6527

During our ascent through the tiers with Kaineng, War Machine has endeavored to be as honorable and respectful as is possible in a competitive PvP format.

The majority of our opponents and allies (individuals, guilds and servers) have also acted in this grain, and we can have no complaint about their conduct. However, at the same time as we have strong honorable opponents on one hand, there have also been some questionable tactics implemented by less respectful, weaker opponents who, having seen our strength, and unquestionably superior team-play, seek to damage our guild, and our server through underhand methods.

These methods include but are not limited to, comprehensive slander on both the official, and sometimes unofficial forums, unfounded and unproven accusations that we are multiboxing, botting, exploiting and generally taking part in dishonorable conduct.

I wish to state that all of these accusations are false, under no circumstances would anyone in War Machine ever exploit in any of the aforementioned ways and anyone proven to be doing so would be removed from our community.

Several members of our guild have received automatic bans for botting Immediately before reset on the 25’th of January. These bans are currently being appealed, but it is highly disruptive to our guild’s functionality and our preparation for reset.

This behavior cannot be allowed to pass unnoticed, War Machine is being systematically targeted by a group of people who are willing to violate the code of conduct in order to sabotage another server’s community.

Thank you for any help in this matter.

There’s a commander in WM who post under the name of General. Have you guys kicked him from the guild yet? He exploited into bay keep before you guys xfered.

Rangers and stun breakers : both of them

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Posted by: Sifu.6527

Sifu.6527

While I was researching a new build, I checked the wiki to decide on a suitable
stun breaker. Every class has at least 4 (mesmer has 5.)
Rangers have two: Lightning Reflexes and Signet of Renewal.

I didn’t want Lightning Reflexes as i was building for sword/warhorn. (Sword 2 duplication.)
So why not Signet of Renewal ? (Pet is likely dead already.)

On two of my ranger builds, Lightning Reflexes does the trick. As I’m “in the rear with the
gear” stuns don’t bother much unless I’m stunned in a red circle.

Can anyone guess why we have so few(er) stun breaks ? Or am I understanding the dynamics of the class wrong?

B/c you have an awesome elite called rampage as one…

The thief and its gameplay - Your feedback [Merged]

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Posted by: Sifu.6527

Sifu.6527

@Kasama,what you see from 2:50 to 3:21 is the old “Hide in Shadows”. Originally it was designed as long Stealth skill and later changed to what is now:Heal+short Stealth.Also there was an elite skill,that was basically ability that allow you to attack for several seconds w/o being revealed.So if you think now Thief is more powerful that was originally intended,you are terribly wrong.You took time and put a lot of effort to write this topic…I suggest invest this time in practice of avoiding particular melee skill with cast time(^%$#cough Compact Disc cough%^$#) and you will laugh at the P/D and S/D thieves in no time.Furthermore you can equip reliable Stunbreaker and you will laugh D/D and S/P burst thieves as well.

Yeah, I know. I’ve been following Guild Wars 2 since before the first profession was revealed, so I know the process the Thief has been trough. That is why I made this topic, because I can remember how the Thief played in beta weekends, and when the game was first released. Back then, the Thief relied on movement, while using stealth as a tool to make movement more effective. It was actually a lot of fun to play against back then, and that’s how I wish the Thief would play today as well.

It is a lot more powerful now then it was back then. The design was originally to have stealth last around 30 seconds, but then give the Thief less stealth skills. But that design was change in order to spread stealth out over more abilities.The problem is that players have taken advantage of this, and are now able to string stealth together into an almost endless chain. So we went from two or three long lasting stealth skills, to well…basically Cloak and Dagger says it all.

I do avoid Thieves all the time, the problem is that they are next to impossible to kill. Don’t assume that I wrote this topic because I die to Thieves all the time. I wrote this topic because I recognize that stealth for the Thief is currently imbalanced, and I think it’s important to speak up about it, because everyone in the game seem to be complaining, yet no one really writes about it on the forums where ArenaNet can read it. The stealth design for the Thief needs to be pulled back to what it use to be, back when it was actually fun to play against.

Ever played d/d ele? Much better mobility the thief, without sacrificing their class mech to cover distance (HS, IA, IS), playing thief without stealth is pretty much a death sentence, even bunker built we have no means to block, go invoul or other ways to completely negate damage. Hell we dont even do that in stealth, so spamming random 1 attacks on melee actually nets results more often then you think you just dont see it.

Escaping combat is not an issue, class design is. Some classes have mobility, some classes have OP heals, some have both, some have nothing. So stop crying nerf this, nerf that cause you rolled a badly designed class and ask for bug fixes/buffs for your class.
I have a necro, engi and thief currently 80 full gear. Thief in WvWvW is better in 90% of the situations atm because those other classed lack what thiefs have. Namely gap closers and/or escape mechanichs.

TL,DR: hate the game, not the players

Here’s a Thief playing without stealth. I think he’s doing pretty well, and the fights actually looks fair and fun. Also notice how he actually have to use all his skills to be effective.

Spaming auto attack and #3 isn’t using all skills….

Ascended Gear coming to WvW

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Posted by: Sifu.6527

Sifu.6527

lets see how many dailies u need for the gear, after 1000+ hours i still cannot afford the invader set.

Not sure how many tokens are needed to purchase one. Most likely, it will be 10 dailies/tokens per 1 like how it is in the fractal of the mist.

It will probably take 30 days to get 2 rings and 1 amul. Sounds reasonable…

Ascended Gear coming to WvW

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Posted by: Sifu.6527

Sifu.6527

Now to can get ascender gear just by doing your daily in WvW

When you do dailies now, you will get a new token. Trade those tokens in for ascended gear! Sound stupidly easy than those who ran 250+ fractal dungeons….

Check out the main page for more info.

(edited by Sifu.6527)

Perma-Stealth Thief / Dead Mesmer Ressing

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Posted by: Sifu.6527

Sifu.6527

I witnessed a perma-invis Thief earlier today; not in combat but hiding in our keep.

The only thing which gave him/her away were little red circles and a sound effect every 5-10 seconds and the stray black line or odd little puff of smoke (which blinded me apparently). Only at one point did we see the Thief for a fraction of a second as he ducked behind the roof of the supply depot. Unfortunately I didn’t start recording until after so I couldn’t go frame-by-frame to see his/her tag.

I have no idea how they managed to remain invisible permanently with 4-5 people actively searching for the Thief in a relatively small area (Hills inner); but all to no avail. But I don’t think this should have been ArenaNet’s intention for the Thief. Stealth in my humble opinion should be a situational tool, not something that allows the user impossible to locate indefinitely.

(sorry for the low quality upload, working on getting a HD version up soon)

Working as intended. No exploit or hack used. Only utilities and use of combo field.

I do not see a dead mesmer inside so it is safe to leave. 1 thief cannot solo a keep lord…

It’s more of a troll build and he suceeded since he trolled you to make a video of it.

The thief and its gameplay - Your feedback [Merged]

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Posted by: Sifu.6527

Sifu.6527

Actually,

We need a buff! Look at this video. 2 thief couldn’t kill a guardian with 13k hp…

PS- The guardian wtf pwn the two thief and their pet “rock dog”

How much life does a glass cannon thief have?

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Posted by: Sifu.6527

Sifu.6527

For those of you that run a glass cannon thief (full Beserkers), how much life do you have? I’m trying to get a sense if I would be comfortable HP wise moving in that direction from my current set up that has more survival stats built into it. I appreciate the help!

Glass Cannon Thief Vitality =

Guardian –
About 2 Full GS auto attack chain
About 1 BB+SOW+WW
About 1 Full Hammer rotation + the number 2ability

Warrior -
About 2 Full GS auto attack chain
About 2 Full Axe auto attack chain
1 HB
1 WA
1 Kill Shot
1 Good crit from axe burst
1 Chain of Hammer CC

D/D Ele (balance spec)
About 1 BS+ROF+DB+FG (throw in a arcane wave to finish us off)
D/D Ele GC Spec
1 DB+FG
1 BS+DB
1 ROF+DB
1 Cleansing Flame+EQ+DB

Necro (can someone fill this out for me? Haven’t fought too many necros)

Glass Cannon or Balance Thief
Steal+CnD+BS/HS

Ranger
Barrage+Rapid Fire+Pet
About 1 or 2 Full Sword auto attack chain

Mesmer
Blur Frenzy+Mind Wreck
2-3 GS Auto Attacks + 1 Izerker

Engi (same as necro someone fill this in for me)

At this point, you get the idea. You have some decent escape tools, but if you kitten up, your kitten is toast.

(edited by Sifu.6527)

Dying to fast

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Posted by: Sifu.6527

Sifu.6527

And thieves who macro their cnd (cnd+steal+bs)

Both situations i was playing one of my glass cannon characters. Not a problem, minus thieves macroing their backstab combo which is kinda cheap.

I hope you’re not insinuating all Thieves macro their combo. My brother plays a Thief with Backstab combo build. He executes the combo perfectly every time and I know for a fact he doesn’t use a keyboard macro (I don’t think he’d even know how to set one up.)

Im a thief, and i personally think that its not working as intended even if you arnt macroing it. It’s jsut way to powerful and one of the reasons everyong is calling for nerfs on thieves.

I think there would be alot less nerf calls if people would stop exploiting the combo.

Anet has spoken and it is intend. The ability to use instant cast skill in conjuction with skills that have cast time.

Example:

Steal+CnD
Churning Earth+Lightning Flash
Ring of Warding + Intervention
Etc

Dying to fast

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Posted by: Sifu.6527

Sifu.6527

No1 likes getting almost 1 shotted.

The only class that can 1 shot a player from full to down is Warrior.

If you’re talking about Steal+CnD+BS, technically it is a 3 hit combo.

Does Confusion need a buff in PvE?

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Posted by: Sifu.6527

Sifu.6527

I dont say theres nothing wrong, i just said it is already buffed.

Doesn’t mean it can’t get another, especially when it’s so desperately weak in 99% of PvE content.

what is the 1% that its good at? I don’t see any and not even trying to troll here… no places in the whole game (that i know of) makes confusion stand out over normal damage.

WvW is pve content…where it is useful 100% of the time. It is also quite overpowered. When I have 16 stacks of confusion on me and tries to heal, I get hit for 8k (mind you my heal is only for 5k…).

Does Confusion need a buff in PvE?

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Posted by: Sifu.6527

Sifu.6527

I never realized how little mobs actually attacked until I started using a mesmer build that makes heavy use of confusion. Now, confusion is certainly fine in PvP, but is there any way it could be modified in PvE content?

No. It is fine. Leave it as is since changing it will cause imbalances in WvW.

Solution to your problem is to not use it at all or only in certain situations.

I highly doubt Anet will change the countless mobs in PvE to accomodate this.

/thread

D/D Ele's the new Thief?!?1?2?/

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Posted by: Sifu.6527

Sifu.6527

When I said set rotation, I mean rotation like these.

RTL—->updraft
BS——>ROF/DB
MS—->EQ
Water to heal

When to use them is up to the player. Nonetheless, a set rotation like any other (e.g. 100B+WA).

Two-ability combos are hardly “rotations.” And even these two-ability combos don’t work as well against good players, unless you’ve intelligently drawn out dodges and defensive CD’s without using them, so that you know you can get away with the combo (or unless you jump a fight where somebody has no cooldowns).

At this point, how many folks don’t know to dodge when they see RTL coming? For that reason, I often RTL (shorter CD) to bait a dodge, ignore Updraft, and instantly BS a target on the move — good, but not killer damage, but it gives you the upper hand to set you up for a later combo (and avoids burning all of your interrupts when they got to heal and have no dodges left).

Fighting games have combos too, but I would hardly consider those standard “rotations.”

Ah so you do follow the set attunement rotation from Air-Fire-Earth…my point exactly.

Actually, that wasn’t your point. But excellent job making a new one and then proceeding to over-generalize. Obviously Air -> Fire can synergize very well together, but that doesn’t mean that you always follow that attunement swap necessarily. You only have two interrupts as D/D, so there are plenty of situations where you might skip Air to go into Fire and save Updraft to interrupt the heal. What exactly are you trying to prove?

Please excuse me. I forgot to mention that I posted under another name in this thread. My point is, Ele aren’t hard to play.Using the rotation I mentioned will let you win most fights vs decent/average players since it comes down to who can last longer.

D/D Ele's the new Thief?!?1?2?/

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Posted by: Sifu.6527

Sifu.6527

When I said set rotation, I mean rotation like these.

RTL—->updraft
BS——>ROF/DB
MS—->EQ
Water to heal

When to use them is up to the player. Nonetheless, a set rotation like any other (e.g. 100B+WA).

Two-ability combos are hardly “rotations.” And even these two-ability combos don’t work as well against good players, unless you’ve intelligently drawn out dodges and defensive CD’s without using them, so that you know you can get away with the combo (or unless you jump a fight where somebody has no cooldowns).

At this point, how many folks don’t know to dodge when they see RTL coming? For that reason, I often RTL (shorter CD) to bait a dodge, ignore Updraft, and instantly BS a target on the move — good, but not killer damage, but it gives you the upper hand to set you up for a later combo (and avoids burning all of your interrupts when they got to heal and have no dodges left).

Fighting games have combos too, but I would hardly consider those standard “rotations.”

Ah so you do follow the set attunement rotation from Air-Fire-Earth…my point exactly.

D/D Ele's the new Thief?!?1?2?/

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Posted by: Sifu.6527

Sifu.6527

When I said set rotation, I mean rotation like these.

RTL—->updraft
BS——>ROF/DB
MS—->EQ
Water to heal

When to use them is up to the player. Nonetheless, a set rotation like any other (e.g. 100B+WA).

this whole “rotation” takes ~8s and is repeatable after 45s due to high cooldowns on updraft and earthquake. whats next?

/facepalm

Back to air of course….

SA—> whip them with some lightning
Back to fire for some more DB/ROF follow by Earth and MG and ROF
Then omg…back to water.
Then air, then fire, then earth, then water, then air blah blah blah.

The only thing you can’t do is attune to ’heart" to call captain planet. But man, that would be an awesome elite

1-11-13 SoS vs JQ vs BG redux

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Posted by: Sifu.6527

Sifu.6527

Even the so glorified HB runs in 5s and when you die 5vs1 to them you get laughed at, what a joke… you cant even try to tickle a 1n1 out of that guild its a brainless aoe zerg.

We’re a WvW guild, not a duel guild, sorry for WvWing in a WvW zone. As for the laughing I got no excuse for that and if it was 5v1 I don’t get why they’d do it. (unless you’re a culling abusing thief)

Please excuse my noobish but who’s HB?

D/D Ele's the new Thief?!?1?2?/

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Posted by: Sifu.6527

Sifu.6527

This is laughable! I play a D/D ele….and not the FOTM which is based LARGELY on the running thread by DaPhoenix in the elementalist forum on this site (ie. it tells EVERY drooling cheetoh crumb stained basement dweller exactly how to play the build).

I will say what everyone SHOULD know…EVERY class/spec can be beaten….it is just that people usually play the other cookie cutter specs and do not THINK to figure out how to beat the classes/specs that beat them consistently.

Wanna beat a D/D elem? Keep them immobilized. Keep them ranged. Thieves that jump in and out of stealth…short bow + heals on stealth…those are tough to beat. Necros to a D/D elem…LONG boring fight which a necro can win.

Things to look for….if you see a blazing trail of lightning coming at you…DODGE!…cause the next attack is a knockdown/back. After that, a cookie cutter D/D will likely go into fire….kite backwards….then they will switch to earth for another knockdown and a big slow cast AOE….dodge out of it.

Not so hard if you know what they are doing…..like ANY other class you come up against.

Sorry but you can’t immobilize my D/D ele.

Rune of Melundru + 20 in earth + food = 90% reduction in cripple and immob0lize + 60% reduction to other conidtions. Good luck trying to pin me down. Guardian’s chain of light only last .2 sec lol. I run around engi’s net turrent w/o stopping.

D/D Ele's the new Thief?!?1?2?/

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Posted by: Sifu.6527

Sifu.6527

Actually, it is quite easy to play a d/d elementalist. I would say it is easier to play than a s/d or even d/d thief.

You pretty much follow a set rotation like any other classes but here’s the kicker. You have 3 stun breaker and 1 of them is invulnerability (best stun breaker in the game). So, no matter how badly you kitten up, you can get out in plain sight.

I have to partially disagree with you at this point. While I agree that d/d ele is very mobile and can escape from most fights, I wouldn’t consider playing an ele easy, unlesss you play it badly.

I have come across many d/d eles that I have dueled on my own d/d ele and the differences are astounding. I’ve completely destroyed some and I’ve had tough balanced fights with others. The difference in skill I’ve seen has been quite great which reflected on the fight. Sure, an ele can simply stick to a rotation and make sure he gets “booned up”, but a good ele wont always follow a strict rotation. An ele has a good variety of skills to use and will use those skills according to how the fight is going and what is needed.

In my opinion, that is what makes playing an ele hard. Not just using some skill rotation, but having a good grasp on what attunement to use at what point, what skills to use at what point and having a good grasp on cooldowns that you cannot actually see on your screen.

When I said set rotation, I mean rotation like these.

RTL—→updraft
BS——>ROF/DB
MS—→EQ
Water to heal

When to use them is up to the player. Nonetheless, a set rotation like any other (e.g. 100B+WA).