Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
P/D Condition thief is stronger overall in WvW, moot in PvE
They actually have quite a bit of conditions
Mine personally has
Burn
Bleed
Poison
Cripple
Blind
VulnerabilityYou also may get some conditions from your steal trait. Gunk for instance
sneak attack through gunk = 5 confusion stacks. it’s nice. But what do you use to burn your foes?
um Rune…doh!
@OP
Why choose either or and not both?
That’s the problem, it is only logical in YOUR mind.
He means logical as in “gameplay wise”. And I think he has a point, stealth is a little hand helding as it is now. You know, like training wheels. They also soften up the mistakes you make.
Way to take something out of context just so you have something to say.
Never mind that that I also posted;
If you are going to use that as your basis, you might want to look at other “illogical” cases all over GW2 starting with the Sylvari.
But hey, whatever floats your boat right?
TBH, I rather have Vengeance (with Trait) than Mist Form.
In my mind, it seems logical that if your attack is dodged or blocked you should be revealed to the eyes of anyone
That’s the problem, it is only logical in YOUR mind.
If you are going to use that as your basis, you might want to look at other “illogical” cases all over GW2 starting with the Sylvari.
But if you really really want to find logic about stealth, then picture it as the thief shifting into Lyssa’s dimension and blocking their attack blocks them from entering back to the present domain. The only key to shift back into the current dimension is for them to wait for the effect to end, or successfully damage something. All other condition is not acceptable and the thief is trapped in that shifted state for the duration of the stealth.
Lyssa owns them for 3s (4s if traited).
Is that good enough for you? Of course not, the bottom line is, you still want to nerf stealth.
Don’t bother going underwater as a thief now, if you do spam speargun 5 to escape.
That’s for pvp/wvw though, in pve it’s still kinda faceroll thanks to spear 3.And yes, thieves underwater utility selection is pathetic.
This guy….spear 3? seriously? facepalm.
What are you level 10?
@OP
So currently we’re among the weakest classes to fight under water. The recent changes to withdraw, and roll for initiative has really hurt some of the Thief population. I for one don’t even really care about our 1-5 skills underwater, I did agree that there needed to be changes on the spear, but needing to have 7 initiative for a skill to defend ourselves without any real option to withdraw out if needed we were.. Well to be blunt about it. kittened underwater.
I have to disagree with you on this one since there is a way to withdraw if needed — harpoon #3.
As for spear #5, it always been a waste of initiative and even more so now. Flanking Strike IMO is way better choice.
Although, I do agree that the lack of stealth really cripples us underwater, but it’s not that bad in comparison to other classes. It’s Initiatives vs. Cooldowns and initiatives wins.
I just wanna know. With the buff to Signets of Power, I would think signets would be the way to go to enhance damage. I definitely use SoM, SoA and SoS on my build and i like combining Signet Use and Signets of Power just to make my signets even more awesome.
So, with the current buff to Signets of Power will you be using them more?
First of all, Signet of Power DID NOT get buffed. It was 10s duration originally.
Second, the cooldowns on the signet is just too long to be worth it
Lastly, the activated effects are lackluster and not worth losing the passive effect.
Even when Signet of Power was just 5s duration, the only use of this Trait is to stack Might before killing something in 5s. Extending the duration doesn’t really change this because after delivering the killing blow, the Thief is a sitting duck without defensive utility skills and it’s not healthy to stick around for another 5s.
TL/DR; The “buff” didn’t really buff anything.
I get the feeling you are refering to builds that rely on Backstab to down players in 1-3 hits. Relying on signets to burst down single targets is, in my opinion, a bit impractical. That is why this thread is meant to discuss overall use instead of in specific builds.
As for the stack duration, I wasn’t here to see it was 10s before it got reduced to 5.
That just means Anet removed some nerfs which is expected when looking at their track record.
Back to my original question: Will you be using Signets more?
My point is, the “buff” did nothing to encourage the use of Signets. Sure the Might buff is nice and all but there’s really no reason to activate the signet other than for the purpose of abusing the Might buff.
As I have explained, activating the signet has a negative effect that is not worth the stack of 10s Might.
If the buff lasts while the Signets are in cooldown then that might attract some people, but in its current state, I’d rather bring survival utility skills.
“Kite City” seems to be a place holder for the Zephyr Sanctum.
Ok, so going thru all the movements our character can do (left, right, fwd, back, jump swim, fall, etc.) there is one movement we currently cannot do.
Burrow
Yup, we’ll burrow like the Dredge and the Wurms. lol
@OP
Your whole premise is based on the assumption that the problem is the stealth uptime. Because it’s not the problem, you will fall into the same pitfall that Anet have fell into for several months now.
Failure to identify the problem will not bring solution, but more problems (just look at Anet’s track record).
So you need to think hard and dig deep — WHAT IS THE PROBLEM?
None of this is really surprising.
Anyone who’s played a Thief to a reasonably high level should know all of this already, it just irk’s me (as a Thief) that people still complain to the forums every time a Thief 1v1’s them.
“Thieves are OP, Stealth is OP, Backstab is OP!” These people fail to realise that the Thief nerfs that have come since launch have made the class almost useless in every OTHER aspect of the game. In WuvWuv group battles, unless you’re spec’d for Venom Share you don’t really have alot to offer, other than Group Stealth, Blind Fields & Blast finishers on the SB. (Now with nerf’d range)
However, I would have thought Thieves would be up there for exploration at least. So many cool (albeit Buggy) Shadowsteps to take advantage of, and just the general manoeuvrability of the class makes it seem ideal?
Even with the group stealth aspect, a mesmer can do much better with veil. It only takes one veil to stealth the entire zerg. I agree though on the exploration. Signet of shadows and shortbow allow you to travel faster than any other class if you know the mechanics of the teleports well.
wrong. bow is slower than heartseekr. learn theif b4 u make claims like that. many / most classes have a forum of perma swift other than thief/necro……thief has 25% on his signet which is obv less than 33% so wrong again. :P fail man fail
ummm… bow is the same speed as heart seeker, and faster with cliffs to teleport up to. Two heartseekers = 900 range for 6 initiative (assuming no swiftness) and 1 infiltrator’s arrow = 900 range for 6 initiative. And the time it takes for initiative to regen is the same. So unless I’m missing something, they are the same speed, and bow is faster in some cases where you can teleport to the top of a cliff if you know the teleport mechanics well. You also have another 1200 range teleport, and a 900 range (1500 if traited) steal to use on ambients as you’re running. Because of these many teleports you can move faster than swiftness. The classes that do have perma swiftness don’t have the teleports that a thief does making them end up slower.
its about distance. not speed. distance and quantity of uses. you get 2 infil arrows for like 1200 distance vs 5 HS for 45 distance. do the math :P lol ….mesmer has blink….warriors rangers and guardians have many leaps/whirls. necro is really the only slow class. engie even gets like 1700 distance with rocketboots
Well, let’s do the math.
Base movement = 300u/s
+ Swiftness (33%) = 400u/s
or
+ minor Swiftness (25%) = 375u/s
To cover 900u with swiftness (33%) = 2.25s.
To cover 900u with min.swiftness (25%) = 2.4s.
To cover 900u with 2x Heartseeker = 1.5s (.75×2)
To cover 900u with IA = instant
If you factor in pre-cast time and after-cast time, Heartseeker gets even slower.
However, unlike Heartseeker, IA is not affected by speed boost like swiftness. So if the speed boost is factored in, Heartseeker can cover farther than IA for the same amount of Initiatives.
Unfortunately, Heartseeker is also affected by speed debuff making IA’s consistency better in this situation.
Another factor with Heartseeker is the terrain, you can cover more grounds down hill, but unfortunate, it suffers uphill. IA remains consistent in this situation.
In Conclusion, the only deciding factor here is flexibility and consistency that allows better predictability so Shortbow’s IA is much better than Heartseeker. IA also allows you to travel vertically and on different level platform.
I guess another round of beating from a Nerf Bat to everyone else only because Warriors are the worst in PvP.
Talk about bias and dishonest.
I just wanna know. With the buff to Signets of Power, I would think signets would be the way to go to enhance damage. I definitely use SoM, SoA and SoS on my build and i like combining Signet Use and Signets of Power just to make my signets even more awesome.
So, with the current buff to Signets of Power will you be using them more?
First of all, Signet of Power DID NOT get buffed. It was 10s duration originally.
Second, the cooldowns on the signet is just too long to be worth it
Lastly, the activated effects are lackluster and not worth losing the passive effect.
Even when Signet of Power was just 5s duration, the only use of this Trait is to stack Might before killing something in 5s. Extending the duration doesn’t really change this because after delivering the killing blow, the Thief is a sitting duck without defensive utility skills and it’s not healthy to stick around for another 5s.
TL/DR; The “buff” didn’t really buff anything.
Thanks for the quick answer, he decided on Asura.
I think that’s a good choice due to the coolest Racial Elite Skill (IMO of course) also the skill Pain Inventer helps a lot when leveling up.
However, Asura’s armor sets aren’t that great and you cannot appreciate the details of all the other armors due to their size.
Better late that never I guess. That train left long time ago.
Stun breaker is a utility skill thus it was removed from the weapon skill.
GRAND TOTAL of all dmg over 5 seconds = 13,645 dmg
Burn only last for 3s by the way.
1) Use Steal/Infil sig right at the end of heals for 5 secs of fire dmg
That’s unreliable using HIS since you’re just asking to get interrupted.
Considering:
going to withdraw and using gap closers to make burn hit
That’s the best heal to use here and to proc your Rune, you have to Steal -> Withdraw then watch your target burn.
The best way to deliver your conditions in one big pay load is to;
1) Basilisk Venom -> CnD
2) Swap -> Skale Venom
3) Sneak Attack -> Steal -> WithdrawThis delivery also works well with any x/D weapon set.
By the way, just 5pts into DA will give you a 10s Poison on steal so you can grab some other Sigil than Doom.
condition duration = longer times :P
You have 15% to burning. >.<’
You’ll need 34% Condi Duration to add another 1s to your burning.
i …personally…use HIS only when invis…i make a h abbit of this.
The problem is, you are healing yourself and getting closer. The benefit of Withdraw in this build is that you are healing yourself while evading away.
Also it’s a choice between instant heal/burn + evade away vs. delayed heal/burn + close to enemy.
It’s easy to screw up the latter.
i basicially run a similar combo but time differently to get max dmg out of it . i also dont run 5 in DA for this build bc it cant afford it. the CONDI removal is a 100% need for this build or it has no chance. even 10 secs of poison removed is no bueno. i used sigil of doom so i could drop the traits for condi removal. if u look at it like i basically traded poison on steal for condi removal and hydro sigil for doom
I won’t trade the Condi Removal either, instead I would trade Quick Pockets (Acro XII) and instead of Doom, I would take Air or Corruption instead.
if you want to go ranged, why did you chose thief ? for the great 1200 range cluster bomb ? lol
gw2’s thief gives you a lot more chances than most of other games’ thieves…
QFT! +1
Is Captain Hook having fun with a hook for a hand?
If you believe so, then yes, Thief is still fun.
GRAND TOTAL of all dmg over 5 seconds = 13,645 dmg
Burn only last for 3s by the way.
1) Use Steal/Infil sig right at the end of heals for 5 secs of fire dmg
That’s unreliable using HIS since you’re just asking to get interrupted.
Considering:
going to withdraw and using gap closers to make burn hit
That’s the best heal to use here and to proc your Rune, you have to Steal → Withdraw then watch your target burn.
The best way to deliver your conditions in one big pay load is to;
1) Basilisk Venom → CnD
2) Swap → Skale Venom
3) Sneak Attack → Steal → Withdraw
This delivery also works well with any x/D weapon set.
By the way, just 5pts into DA will give you a 10s Poison on steal so you can grab some other Sigil than Doom.
Unless you know how the game is programed this doesn’t really apply. It is easy to say if I roll a pair of dice 10 times and roll a 5 each time that the propbablility of rolling a 5 on my next roll does not change based upon the prior ten rolls. this is because the “programming” of the dice is a known quantity. there are 6 sides each with the same chance of turning up and the combinations that make 5 (1-4. 4-1, 2-3 and 3-2) are finite.
Only Anet knows how the programming of the game and how different variables (MF, Zone, speed of opening) factor into the loot mechanisms.
Again, you’re assuming that speed of opening, time of day, or whatever are actually a factor. These are things people make up to explain what they felt was a pattern. These are also the same people who have a lack of understanding about statistics/probability.
Understanding statistics and probability will not give your result.
The test is to be conducted based on a hypothesis.
So far, the tests favors the hypothesis more truthful that the theory of Evolution.
Want improbable probability with a monkey as a factor? There you go.
Experience-wise, not knowledge-wise, some games have hidden mechanics that affects the RNG.
Whether you believe it or not, not my problem, we speak thru experience with tangible result other than using theoretical statistics and probability. In fact, our method is more acceptable than yours.
Perhaps I should add that a techie once explained to me that it is possible, depending on the design of the RNG system used, that latency can affect RNG outcomes (something to do with the (re)seeding of the number generation, it was a bit to technical for me). Essentially, he said, lag can cause the system to reset a 1 (outcome: positive) to a 0 (outcome: negative) where it should have been a 1, or something. I bet others can can explain this a lot better.
That applies on a totally different type of RNG mainly found on First-Person-Shooter games. When the client sends a command when you pull the trigger of your chosen weapon, depending on the accuracy of your weapon, an RNG is calculated whether you hit your target or your don’t and if you hit, the RNG will also determine what part did you hit. And yes, lag is a major issue for this type of RNG especially when a lot of bullets are flying around at any given time. The physics of the game also starting to affect RNG on those games the closer it gets to realism.
Imagine you missed your target because your GPU is slow. :/
I dunno about 1st person shooters, but the person that told me was talking about RNG seeding whatchamacallit (shoot me, I really don’t know) in an MMO (the person being a developer himself (not GW2 or Aion)). And how latency could affect it.
It sounds like he’s talking about how the loot table is being populated, but I’m not sure how lag can affect it though since the whole process happens on the server side, unaffected by lag.
The new Shadow Trap with S/D is very useful in this fight…that is, if you can get pass Frizz with your party intact. :/
Pistol #1 and S/B #1 didn’t get any love this time around…but you get some buffed traps
yay right? :/
Do you mind posting this build?
I’d like to get a closer look since I have been using P/P every since I swore that I hated S/B.
Thanks.
Perhaps I should add that a techie once explained to me that it is possible, depending on the design of the RNG system used, that latency can affect RNG outcomes (something to do with the (re)seeding of the number generation, it was a bit to technical for me). Essentially, he said, lag can cause the system to reset a 1 (outcome: positive) to a 0 (outcome: negative) where it should have been a 1, or something. I bet others can can explain this a lot better.
That applies on a totally different type of RNG mainly found on First-Person-Shooter games. When the client sends a command when you pull the trigger of your chosen weapon, depending on the accuracy of your weapon, an RNG is calculated whether you hit your target or your don’t and if you hit, the RNG will also determine what part did you hit. And yes, lag is a major issue for this type of RNG especially when a lot of bullets are flying around at any given time. The physics of the game also starting to affect RNG on those games the closer it gets to realism.
Imagine you missed your target because your GPU is slow. :/
I can’t see where ArenaNet said that Thief is supposed to be good at long range.
In that topic there are also listed which professions are supposed to be effective at long range but, as you can see, thief is not one of those.
Let’s follow your logic. Here’s what they said about Warriors;
“We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.”
Now let’s test your logic.
“I can’t see where ArenaNet said that [WARRIORS] is supposed to be good at long range.”
Yet Warriors have both Longbow and Rifle.
Yet another fallacy from our friend sorrow.
PS
You can try to argue that Warriors “can still do some decent damage at range”, but so can Thieves so that simply cancels each other out.
Official post: Link
Gratz on your ticket
Unfortunately though, you didn’t follow any of the advice I gave you. Not the exact location that I identified for you, no magic find booster, and not 1k tickets at a time.
Basically, the first instance you selected is, I believe, linked to Divinity’s reach. Not that bad, but also not very good because it’s visited quite often now during these two events. That’s why I personally picked the other side of Tyria to open coffers.
The second instance you selected is, I believe, either linked to LA (because the fans of my machine only go nuts in instances linked to LA) or to the far shiverpeaks, most likely, frostgorge sound (closest to HoM), in which case you had to check whether the claw of Jormag event was up and running.
Therefore, I’m truly glad you received your ticket, but I don’t know if there’s anything I can do with this info. If I did so, the “everything-is-RNG” people would slaughter me.
I will follow your advice tonight. As you can see from the screenshot and from the posts, it was pretty late for me (long day). But I have another 500 in the bank so I’ll try your method tonight.
Here’s the result of all 500 coffers.
- 250 opened in Home instance
- 250 opened in Hall of Monument
Important note:
1x Jade ticket
3x Holo Risen knight
Already sent 500 boxes to Sir Vincent as he was genuinely interested in testing this theory. Sorry Gaviston, not extending this invitation to everyone.
Thanks for the coffers. Here’s the first 250 opened in my Home Instance.
One Ticket
CUT
Why did I bothered to read this wall of no-sense?
You just said false, false, false without giving any reasoning backing up what you say.
Do you want to have a discussion or your only purpose is to annoy people?
The burden of proof is in your court.
Don’t you know that your point is false unless supported to be not false?
Well, I guess that would be too much for someone with such wisdom as yours.
My apologies. I stand corrected — you speak the absolute truth.
Then exercise that brain and L2P, right?
Said the one who is complaining about the patch and he feels weak in dungeons.
Don’t worry, you surely don’t need to L2P.
Just spam the forum saying how weak the thief is, how bad nerfs are and wait and hope for buffs, because people is unplayable without them, right?
Please, that’s too much wisdom coming from someone like you. I am not worthy of such kindness.
Why people think that ANet nerf things based on what people complain about?
Shortbow was nerfed due to design choices.
Nerfs, by definition, are supposed to be based on BALANCE not “design choice”.
ugh!
It is a SHORTbow, it is probably supposed to have a shorter range compared to LONGbow, right? At least, in GW1 it was like that.
meh! You call that an argument?
You guys are exaggerating. 300 less range doesn’t make Cluster Bomb useless. At all.
It was repeated over and over and over again. The uselessness of the Cluster Bomb is within the context of WvW.
Taking it out of context shows that you’re fond of fallacies.
I’m saying that this kind of demonstration is ridiculous.
“I’m leaving this profession because they did not buffed venoms and traps”. That is the philosophy I hate. I never said that they don’t need a buff or a rework, I’m just saying that this topic is a joke and it is completely useless. Period.
So why do you even care? If he wants to leave, then let him. Everyone else who feels the same way may do the same thing.
Thief isn’t unplayable.
Nobody said that they are. Your premise is a fallacy.(1)
It is strong and has some strong utilities.
Another fallacy.(2)
Venom has some niche builds, so do traps.
Yet another fallacy.(3)
If you want more depth instead of just playing glass cannon with backstab/heartseeker spam, just don’t play those builds.
There are other builds viable. Play those builds.
Like what build? They just ruined S/D for PvE since Anet didn’t realize that a Level 83 Champion Mob is not comparable to a Level 80 PvP Player.
If you don’t like how the thief feels, probably it isn’t your profession.
Stating the obvious.
ArenaNet decides how design the professions, you can do nothing to make them change idea. If they decided the Thief is supposed to be the high-mobile burst profession, you can’t just come here and ask to completely rework it to match what you want it to be.
The OP wasn’t asking “to completely rework it”, he was leaving.
Another false premise.(4)
People enjoy Thief as it is (excluding some people who actually enjoy complaining on forum about how it is weak instead of playing it). They deserve to have their fun with their profession as much you do.
lol.
So, “They deserve to have their fun with their profession” in the expense of “some people who actually enjoy complaining on forum about how it is weak instead of playing it”?
If the goal is equal enjoyment, then you just made another false premise.(5)
Wow, never seen so many false statements before. O.o
^^^You obviously know nothing on what you’re talking about — calling FS and LS the same skill — ROFLMAO — excuse me, it’s just too funny.
Well, if you’re done with your godly advice, I’m done watching this comedy show also.
I don’t think so.
Pretty much, when a Thief says L2P, it means:I have no real argument against yours.
I just want to enjoy my profession and I don’t really give a kitten about balance and everything. I just want to faceroll people and I don’t want to waste time to get better, while you should if you want to have any chance against me while I’m mashing buttons randomly with no real clue on what I’m doing.That is pretty much what I read when I see L2P in the thief forum.
Seriously guys, you should stop doing this bullkitten.
I’ve seen L2P said to really well formed and logically correct arguments regarding thieves, which is really sad, to be honest.I’ve seen L2P said to people who kindly asked for suggestion on how to counter thieves.
Everything who were said to be broken about thieves was then nerfed, which it means that, probably, most people complains have some sense.
Probably also other people have a brain, not only you.
Then exercise that brain and L2P, right?
I play S/D so the first offense of this patch is the cost of Larcenous Strike. They should have normalize the cost by lowering the cost of Flanking Strike. The added cost to my skill broke the synergy of my build.
Second offense – Shadow Return no longer a stun breaker – which would have been a big plus during Frizz fight.
So now it’s your turn.
Among all the changes, what good do they offer to my current (broken) build?
1. Flanking Strike was too good for its previous initiative cost.
Compared to the pre-buff flanking strike, you still have reliable pathing and you still steal two boons.2. That means that you have to work like every other profession in this game. Avoid the beams.
1. What? Flanking Strike is too expensive for what it does AND I’m talking about LARCENOUS STRIKE here.
Oh and don’t get me started about the pathing.
2. Wow. And here you are saying that we should embrace the buffs.
I’m sorry but you’re full of….<enter whatever is appropriate here>.
Thank you for your time. It seems that your thoughts are worth a penny after all.
Pretending? It’s obvious who’s pretentious here.
I spent 4hrs last night with my Thief in the AR dungeon and all the changes are crap – no usable option at all. I have to take my Guardian to get the job done.
The things you call “buff” has no value in practice.
(It seems that the moderator didn’t like my response so let’s try this again)
Oh, well.
That’s probably because you play guardian better than thief?
I don’t think any patch will make a thief fell like a guardian, ever.Also, what is your point exactly? Are you trying to say that thieves are weak in dungeons and that this patch done nothing to them?
I play S/D so the first offense of this patch is the cost of Larcenous Strike. They should have normalize the cost by lowering the cost of Flanking Strike. The added cost to my skill broke the synergy of my build.
Second offense – Shadow Return no longer a stun breaker – which would have been a big plus during Frizz fight.
So now it’s your turn.
Among all the changes, what good do they offer to my current (broken) build?
(edited by Sir Vincent III.1286)
Of course not, because we all know what is obvious here.
Play the game and see how the changes really affected the gameplay instead of coming to the forum and pretending thief had no buffs and all nerfs.
Pretending? It’s obvious who’s pretentious here.
I spent 4hrs last night with my Thief in the AR dungeon and all the changes are crap – no usable option at all. I have to take my Guardian to get the job done.
The things you call “buff” has no value in practice.
(It seems that the moderator didn’t like my previous response so let’s try this again)
That does looks like fun.
But I personally don’t like not having at least 2k armor and not having Shadow’s Embrace. They’ve become a staple in my playstyle.
I’m coming from 10/30/0/30/0, so my armor and lack of SE have been ingrained in me for a bit. It’s overall alot less damage, which might be what kills the spec (since you’re clearly glassy), but I’m still eager to try.
Perhaps switch the Zerkers for a Soldiers and focus less on killing people and more on stripping boons hassling other players?
I was actually thinking of trolling with the Endless Dodge build with a spice of boon stripping. :P
FYI those are plastic easter egg shells.
lol , nice save
Like what I said before (see my sig);
“…if you let Anet fix the carburetor of your car because the timing is off —
— you’ll end up with a fuel injection.”
That does looks like fun.
But I personally don’t like not having at least 2k armor and not having Shadow’s Embrace. They’ve become a staple in my playstyle.
this is an odd situation where wondering if your sarcasm detector is on is causing me to counter wonder if my sarcasm detector is on.
Actually your sarcasm “applicator” is off.
CUT
I’m not going to answer an obvious troll.
Of course not, because we all know what is obvious here.
People here always find something to complain about.
Also, you guys tend to see the bad side of the situation.- Steal. It’s huge. Don’t pretend it’s not. The most powerfull skills of thieves come from that ability. Also, when traited, it is a boon factory. Steal builds are extremely strong right now.
Strong in terms of what? Against Ambients?
The “most powerful skill” we have has been nerfed this patch.
-
Pistol Whip. The decreased time window between the stun and the flurry is noticeable. PW is now effective both in PvE and in PvP.
Are you seriously praising this? You’re kidding right?
The 2 main problem of this skill has not been addressed. Don’t kid yourself.
- Death Blossom. Why are you all forgeting about this skill? It stacks bleed faster than any other skill in this game and it do that while evading. This is a big buff, not a small one.
First of all, I personally won’t go and change my gears and spec just so I can go back using D/D again. Every patch that seems to be the case that we have to re-gear and re-spec — Not gonna happen this time.
If you think it is a “big buff” then play a Thief and tell us all about your conquest using the new and improved Death’s Blossom. We can gather around a camp fire enjoying your heroic tales. I’ll provide the marshmallow.
- Body Shot. It has its aftercast (which is the main problem with body shot) decreased. Now this skill can easily stack 20 vulnerability on a target. With some condition durations, it is an extremely useful damage boost.
Waste of initiative. Your damage is not boost if you have no initiative to spend. Think about it.
The point of vulnerability is for you to capitalize it using your hard hitting skill after applying the condition. You only see the 10 stack of vulnerability but not the 50% reduction to the duration.
At 30% Condi Duration, I can only get 1s more after patch, while I used to get 2s more pre-patch. I can stack 10 Vulnerability just fine pre-patch the important thing here is have it stay longer.
This is like one of those expensive, fast recharge, trivial damage spells that can drain your manapool (in this case initiatives) fast with little to no significant effect.
- Shadow Trap. Amazing. Pretty hard to understimate its value.
What value?
Make a video and show us where you can use this to give you an advantage.
- Merciful Ambush. Huge buff in both PvE and PvE. Thieves already were amazing ressers, now they are even better.
lol, so we plummeted so far down that we’re just ressers now.
But yeah, they nerfed the range of Cluster Bomb from 1200 to 900 (hurting only the WvWvW turrets), let’s all cry about it. Who cares about buffs, thief only has nerfs. Q_Q
You obvious have no understanding of what’s going on. You only see what you want to see instead of seeing it through the eyes of those who really are affected by this stupid update.
Also why do you think that population affects rng? Not being rude in anyway i am genuinely interested. I like seeing people challenge things and try to find out information for themselves.
I’m happy to oblige! My suspicion came from my experiences of playing Aion for about 2 years. I’ll try to explain. In Aion, they had a system called “manastones” which could be inserted in armor to add stats to the armor. For example, the better armor pieces had about 5 to 6 manastone slots, in which you could place a “magic resist +14” manastone, or a “magic boost + 25” manastone. Heavily stacking magic resist in all six armor pieces would result in near-immunity against the most dangerous attacks in the game, so it was an important feature. Now, slotting each manastone could fail or succeed. If you failed the first manastone, it would disappear, gone. If you succeeded on the first manastone, but failed on the second manastone, all manastones would disappear, the first and the second. Poof, gone. And manastones were expensive. Imagine the rage that some people experienced when succeeding all but the last manastone, and destroying all manastones inserted. It was really painful, people sometimes needed hundreds of them.
Now, I say “people” needed hundreds of them. I, and other people in my guild who followed my advice, needed about 40 of them, at most, to succesfully slot armor with manastones. I had found out the hard way that if I slotted them in a remote place, and in a zone where there were barely other players around, the success rate was much, much higher. Having slotted manastones in this manner consistently for over a year, and knowing that others who did the same experienced the same results, I know that this was a serious factor in Aion. By the way, this is but one example, many RNG elements in Aion were affected by this principle. This is why I tried using the same tactic in this game.
I played aion…that story is complete Bull..Its the same as Making a dance with a hoolahoop before opening a coffin will give you better results…Its in your head.
Although Aion and GW2 has nothing in common, I mean being different developers in all, the theory may still be valid.
In a Claw of Jormag event, the loot table in the chest is highly affected by the number of players presently participating in the event. If you are in Lion’s Arch for example, or other zone where the coffer can drop, in theory, you are participating in the event.
My hypothesis is, if you open the coffer in your Home instance, Personal Story instance, or Hall of Manument instance, you are techinally not participating in the event thus your loot table is not influenced by other players in the area — since you’re the only player in your instance.
This is just a theory and worth a shot to test.
I’m currently stacking up coffers from drop (65 so far) that I stated last night while doing the dungeon. Once I get 300, should be enough, I’ll open 100 in Home, 100 in PS, and 100 in HoM and log the result.
If RNG is RNG, then the number of coffer I opened will not matter at all. But for the sake of science, I’ll try and make that 3k before the event is over — I’ll buy them off the TP if I have to.
Stability is not unlimited(also not every class has it). We made it until the 3rd phase. Before then the pull was not that annoying but then it instantly killed and people trying to ress die too.
you could dodge? i mean there are only 2 golems out max. that’s not hard to keep track of. alternatively break line of sight with crates or use stunbreakers; those instantly cancel the knockdown you suffer when being pulled by golems
Dodge on box? Good luck….You have to stand on boxes to avoid lower laser. So you Can NOT dodge it or break line of side.
You don’t stay on the same box. You need to move around and use other boxes — it’s really not that hard. You just have to stay mobile.
Yay for the new armor. I’m all for price in gems, but I won’t buy it simply cos I don’t want the whole set – I want only gloves. Thanks anet, no armor for me, no money for u.
So…you want to pay 800 gems for a pair of gloves? O.o?
The Gem Store armors are always come in sets. The town clothes you can buy per piece.
Um, you can build Siege engines you know…
btw d/p is always better for roaming. you NEED stealth in wvw or any 3 player scan just come kill you right quick.
sigh
You should play the build first before you say things like that. Do you even know how to use Sword #2 effectively?
Just stick with your D/P and let the S/D users speak for themselves. k?
You are absolutely right on the money!
I totally agree.
I would be angry also but seeing that Ranger shotbow got hit by the nerf bat also makes me less hostile.
But we still have our 1500 range steal right? right?
Sarcasm of course
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