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.
Separating the skill allows me to stun and if the enemy moves away and breaks it, I don’t have to commit to the full spell, I can Infil-strike/then use my evade
That’s my issue with it. Not that I don’t like it, but having that potential will make PW a candidate for nerfing.
So if we are to improve skills for Thieves, let’s also take into consideration what would be the potential consequences that might merit a nerf and try to avoid that avenue.
… you have less swings which increases its value on EVERY other attack in the game.
That’s all it needs improvement on. Less swings. That’s it.
I’d rather have it stab once, really.
you don’t look for build suggestions so I won’t tell you that x/x/25/x/x is laughable.
lol
It doesn’t matter what game you play, there is always someone who thinks only ONE build can possibly work…. just because that is his play style lmao.anyhoo thanks for your other comments
You know that was aimed at you right?
I’m more interested in gear loadout than i am build advice.
I’m not a fan of skills that roots me. Besides, how are you going to hit your target with your “Sword flurry” when your target can move because they are no longer stunned while you are rooted slashing at nothing?
The current Pistol Whip doesn’t need to be separated. Instead, it just need to do 3 slashes instead of 9 dealing the same amount of damage.
The animation can also be modified to have the Thieve do 2 slashes in a “X” then whip around for a stab. Three hits that can be channeled in 2s, that’s all it needed.
- is P/P a decent PvE setup(don`t want to be a handicap for the party – I uderstant there are a new dungeon set-fractals)? If yes, what king of build/gear should one use? Power/crit?
Yes. In fact, P/P is a must in Fractals instead of Shortbow. Reason being is that it is the only weapon set we have that is single target ranged. Shortbow is dangerous in most fight especially with Dredge due to the bouncing projectiles and AoEs.
Mainly you would want to build Power+crit damage but it’s best if you can balance dps and survivability. With a good enough team composition, you can even go Glass cannon if you want for maximum damage.
- is P/P a decent enough WvWvW option?
WvW is a gear rush — get to level 80 with exotic armor as soon as possible. Even if the game up-level you to 80 you’ll still be a fodder and an easy target for bad players.
P/P can’t do much in WvW due to the large scale group composition and the short range of Pistols. Your best weapon set here is Shortbow for better range and AoE damage.
For too long, i’ve always thought that Signet of Malice should be a lot better, especially for abilities like Pistol Whip, thieves have a lot of options, but they don’t really have anything like that since they nerfed Omnomberry Pies.
Signet of Malice
Passive: Steal health when you damage your foe.
Active: Gain health.
Healing: 250 (0.05) Power
Healing: 5,275 (1.0) Healing Power.This allows you to combo it with things like retaliation as well, which thieves don’t really have access to, it would be nice if there was a duelist type tanking spec that relied little on stealth and was more like a pirate then ninja.
The description for Malice is:
Desire to cause pain, injury, or distress to another, so I don’t see why it does not also steal health.
Dude that’s crazy. I know that you want pistols but this kind of healing will make the Endless Dodge build even more annoying.
At the current heal rate, the build is already annoying as it is and with this…you’re just asking for a big fat nerf bat in the face.
The only real fix on this skill is to maintain the passive when activated — that’s all.
My favorite is;
I have a level 80 thief…
I’m currently using a combination of Valk (rest)/Knight (chest+pants) gears with Berserk trinkets and Beryl gems using a 0/30/10/15/15 build with Sigil of Int (100% crit) in one weapon of each set and any On Crit trigger sigil on the other weapon — I use Sigil of Blood or Air, but mostly Blood.
This is using S/D + P/P for pure flanking and sustain damage.
Depending on your playstyle, this may or may not work for you. But hopefully gives you some idea.
(edited by Sir Vincent III.1286)
GW2 has a unique setup, even if you don’t see one profession dedicated on support role, everyone is actually bringing partial support to the group—that’s where the Utility Skills comes in. The damage skills are usually on the weapons and the support skills are in the utilities.
Now the question is, which profession has the most utility skills that can support allies?
That would depends on what kind of support your allies need.
For example, damage support can come from Thieves and Warrior. Escape support can come from Thieves and Rangers. Healing support can come from Elementalists and Guardians. You get the idea.
So in a group setup, you have to bring something that can support your group. Even thieves bring Shadow Refuge.
But the most versatile profession is the Elementalist, they can change roles on the fly by simple changing attunements.
That’s why I asked a question instead of stating that balance has to happen. I also don’t necessarily think the balance has to be with this class directly…
I’d be honest, I stopped reading there because if you don’t think the balance has be done with the Thief profession then why post it here in this forum and not in WvW forum?
Stop wasting our time. Troll begone.
First of all, we can’t kill anyone with stealth, evasion, dodges, mobility, etc. The name of the game is kill your opponent, we don’t get points for being tricky.
So with that in mind, if you think that something has to be balanced that burst and stealth should not be working synergically, then the only nerf that would make sense is to nerf stealth, evade, and mobility at the cost of increasing damage output.
Reducing damage and keeping survivability tools will not do us any good since we cannot kill anything with that. Sure we’ll be hard to kill but that is simply unproductive. This is a deal breaker and a major No-No. No more damage nerf.
So, let’s get rid of stealth, evade, and mobility but I want to be able to insta-kill even a fully buffed bunker build.
That’s a trade off I am willing to take.
Well honestly a bunker could say the same but have no real dps. That being said I don’t think a damage nerf is good or plausible. Nerfing stealth in general just like they did last time hits too many builds at once. From pseudo bunker to conditions it is simply too much to ask for and unreasonable to suggest.
“I don’t think a damage nerf is good or plausible..”
“Nerfing stealth in general just like they did last time hits too many builds at once.”
So what exactly you want to happen?
From my post, nerfing stealth is the only way to go. You have yet to suggest on how you want it, according to your own definition of balance.
So please, what is your definition of balance if the current state of the Thief profession needs balancing according to you?
Don’t tell me you don’t know because you have to know, otherwise how else would you know that it needs balancing.
^^ Ooooh, I wanna see videos
Call it QQ but I keep wondering about it and have now for months. Why does the class with the possibility to have consistent access stealth, and burst have the highest mobility in the game?
…
I am not saying thieves should be easy to catch, but I feel that it doesn’t make sense to give a class so much capability to escape and gap closers without some sort of way to balance it vs other classes incapability to do the same.
To clarify no I do not think mobility or stealth should be nerfed. This class has seen enough nerfs. That being said I think there is a balance issue with this.
I have no issues with thief burst and I stated that. However, I did ask if one class should have both that much stealth and that much mobility at the same time. Like I said this isn’t a kitten thread nor is it a nerf all thread. I personally think nerfing stealth is a no no. Too many builds rely on it atm and just like the last time they did it the results were undesirable. Evasion makes sense but I do not see a need for increased mobility.
First of all, we can’t kill anyone with stealth, evasion, dodges, mobility, etc. The name of the game is kill your opponent, we don’t get points for being tricky.
So with that in mind, if you think that something has to be balanced that burst and stealth should not be working synergically, then the only nerf that would make sense is to nerf stealth, evade, and mobility at the cost of increasing damage output.
Reducing damage and keeping survivability tools will not do us any good since we cannot kill anything with that. Sure we’ll be hard to kill but that is simply unproductive. This is a deal breaker and a major No-No. No more damage nerf.
So, let’s get rid of stealth, evade, and mobility but I want to be able to insta-kill even a fully buffed bunker build.
That’s a trade off I am willing to take.
So what’s the most annoying thief build can you come up with?
I was playing in hot join last night and was trying really really hard to kill this other thief. It’s a stalemate but I was really annoyed.
All he does is spread Caltrops everywhere and laugh. I suspect that he’s condition build with Signet of Malice using Caltrops and Uncatchable with Signet of Agility.
But the funny part is, I just realized that his name was “Trycatchinme” or something like that. So I was amused and annoyed at the same time.
is it this build?
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3I usually stalemate or kill them with my warrior juggernaut build
challenge accepted
,
If you can kill me with a warrior , full respect to you.
But i haven’t really faced a war yet that could handle this build.only the heavy condition removal builds are a pain , and ofc 1vs1 against mesmer is really tough being close combat character and all.
(but then again mesmer loosing 1 vs1 is only the mesmer’s fault :P)still glad to see a lot more thief’s going evade style , some folks are going to be sorry for complaining about stealth
I haven’t relied on stealth for a long time now ever since I abandoned D/D and went S/D.
I’m actually building a similar “endless dodge” build that can actually kill something.
It will incorporate Scorpion Wire for added viciousness to keep them inside the Caltrops
So what’s the most annoying thief build can you come up with?
I was playing in hot join last night and was trying really really hard to kill this other thief. It’s a stalemate but I was really annoyed.
All he does is spread Caltrops everywhere and laugh. I suspect that he’s condition build with Signet of Malice using Caltrops and Uncatchable with Signet of Agility.
But the funny part is, I just realized that his name was “Trycatchinme” or something like that. So I was amused and annoyed at the same time.
is it this build?
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3I usually stalemate or kill them with my warrior juggernaut build
Yup, that’s similar to the build, but the Signet of Malice is noticeable because he gains health as I step on the Caltrops. It didn’t deal that much damage though so it’s not a high condition damage build.
Stalemate was the best result I got using my S/D build since I have no way of catching him. But yes, if I went with my Warrior, I’d be the one laughing.
As for sPVP I had a blast playing jumper’s s/d spec, gotta love the tons of evade + init regen. Also causes some whine from time to time… so yeah :P
I saw that and I’m intrigue, but how well can it kill outside structured environment?
But I guess it meets that “annoying” criteria.
So what’s the most annoying thief build can you come up with?
I was playing in hot join last night and was trying really really hard to kill this other thief. It’s a stalemate but I was really annoyed.
All he does is spread Caltrops everywhere and laugh. I suspect that he’s condition build with Signet of Malice using Caltrops and Uncatchable with Signet of Agility.
But the funny part is, I just realized that his name was “Trycatchinme” or something like that. So I was amused and annoyed at the same time.
How do you die like that? My guardian melts practically every class in a 1v1 besides mesmers through retal. Do you use a focus offhand? Always use a focus offhand
I was using a GS, I thought the “pinata” reference gave that away.
My downfall was the 10 stacks of Might on me that the Thief stole that just amplified his damage and practically stripped me naked.
Haha sorry Focus.
I was thinking about my ranger build.
p.s.
Didnt you know the new uber Ele with warhorns?!
Yup, I also heard about Sniper Thieves with Rifle.
Fractals, to me, is the best source of money due to a large number of vendor trash each run even at low level (< level 10) fractals.
But don’t expect to get invites with your thief though…thieves skills are just too selfish for fractal runs.
I personally bring either my Ranger or my Guardian.
Other classes are so generic and boring.
I had to choose between an Eng and a Thief and I chose Thief as my main and I still play my Eng once in a while in WvW.
Thier earth is a defensive build and the water is their healing. Thier D/D build is a very high dps build and their water has 1 insta heal and 1 aoe damage heal.
I agree with Caom, Air and Fire are both high dps machines and air is faster than a thief.
Scepter/Warhorn is the most defensive set up. If they have a staff, you should be able to burst them down. The staff is a good group weapon but just dosnt have the burst ability of the other weapon sets.
Warhorn? O.o?
So you used 20 initiative… um… you realize we only get 12 right?
This was obviously over a long period of time, the guardian had plenty chance to react. In fact from how many attacks you did, you had many chances to react. Why didn’t you dodge? Why didn’t you use any of your invulnerabilities/shelter? You know a thief can’t hurt you when his initiative is down right?
Sorry, but this is a learn to play issue.
I was scratching my head trying to make sense of it also, but last night it seems clear how he pulled it off.
First, he must have atleat 15pts in Trickey.
Second, he must have had spec’d Infusion of Shadow and Patience.That should be enough to pull the whole combo off.
Why patience? Patience only starts ticking 3s in stealth, which means he has to stop attacking for that trait to proc. So for a fluent sequence patience wouldn’t help. The 15 points in trickery + infusion of shadow does work (though he might have to use steal midplay for additional initiative gain)
But yeah, that’s a third option for this to work without pausing and run out of initiatives.
Ok, no Patience. I’m just guessing since I have no idea what the build was. But now the next mystery is the amount of damage he dealt.
I’ve been trying a lot of builds last night and I still can’t match the damage.
So you used 20 initiative… um… you realize we only get 12 right?
This was obviously over a long period of time, the guardian had plenty chance to react. In fact from how many attacks you did, you had many chances to react. Why didn’t you dodge? Why didn’t you use any of your invulnerabilities/shelter? You know a thief can’t hurt you when his initiative is down right?
Sorry, but this is a learn to play issue.
I was scratching my head trying to make sense of it also, but last night it seems clear how he pulled it off.
First, he must have atleat 15pts in Trickey.
Second, he must have had spec’d Infusion of Shadow and Patience.
That should be enough to pull the whole combo off.
I’m no pro, but I’ve been listening to the soac elementalist podcast…they recommended paying attention to water. water attunement lets eles heal up and reset fights. when they switch out of water, you have 10 seconds to get them down.
the other thing; vs scepter/x, watch out for phoenix in fire..it moves slow but at short range it can hit you, and hurts a lot.
The thing is, one thing is to know all that but it’s another thing to actually able to react/deal with it. Sure it’s easy for them to make recommendations, but it still takes practice to formulate a good counter. Builds are just a foundation, you still need reflexes and quick thinking to actually pull a good counter off and there’s no other place to practice than that in hot join.
I have not played with my Thief for a long while so I fumbled so many times last night, but after a while I got my groove back and I was on a roll (except that other thief named Judah, I took note of the name this time, was really good too. We wreck when we’re in the same team and he drops me every time when we’re in opposing team :/).
FS->FS->CnD->BS->HS->HS = dead Guardian.
Let any profession get off 8 consecutive skill activations on you and you will die. 8 skill activations + positioning makes this a medium-length fight, even. You may be used to longer fights as a guardian but that is not unduly short TTK. If the thief was allowed to blow their entire Initiative pool in succession without being interrupted that is more a failing on your part than a success on theirs.
tl;dr – You were probably fighting out of your skill level.
No complaints here. I was actually inspired to play my Thief again. I was doing well until I met that Thief.
Now I just want to shake his hand.
…I could SEE WITH MY OWN EYES exactly what the thief was going to do before they could. It was so predictable “Okay he is using D/D and just used Cloak and dagger, probably going for a backstab in 3,2,1… EVADE” …
“…wtf? Where did he go?”
I did that to a warrior once who were predicting my moves. I just stealth and watch him wait for me to pop-out from a safe distance.
LOL
The fact is, if a warrior can predict a Thief, a warrior is much more predictable.
Don’t kid yourself. Thieves learns from experience too.
We are so good at our profession that Anet has to nerf us just so warrior has a chance. :P
I was actually trashing an Ele and a Mesmer last night in hot join using 0/30/30/0/10 (CS: III, IX, XI + SA: V, X, XI + Trick: IV) with Rune of Thief using S/D + D/D.
FS/LS hits like a truck with this build but you have to always pay attention on your position and use stealth to heal both HP and INIT.
The idea is to not let them see you coming, if they see you — you’re dead.
Maybe not the best build, but it was fun.
I’m ripping my hair out with my engie’s zerker build trying to get through all the stacked defenses of a Guardian with the additionnal use of ridiculous amounts of hard CC and vulnerability stacks and you’re telling me that you die to a couple of flanking strikes, a backstab and some heartseekers? >.>
HOW is that possible, tell meeeeeeeeee!
Engineers doesn’t have boon steal and spammable skills.
Although FS is not unblockable, it is not the highest damaging, so even if it’s blocked, no big deal — it is the LS that hits like a truck after FS removes the blocking boon. Not only that, LS only cost 1-init.
I had a 10 pre-stacked Might from Staff and the Thief crits me like 5 times I think…yeah I should’ve made a screenshot but I was so amazed and frustrated at the same time to think about preserving evidence.
I spent the rest of the evening trying to recreate what that Thief did because either he got lucky with 5 crits, or it’s part of his build.
Vigil
<15chars>
I was playing with my Guardian last night just to change things up a bit. I went to hot join then this thief came at me with;
FS->FS->CnD->BS->HS->HS = dead Guardian.
I was like a little blindfolded kid trying to hit a pinata.
So, yeah..I went back playing my thief.
^^ There were no requirements that your target has to be durable…
According the to collective observation can be found in this forum, it will trigger any of the type listed whether you have it equip or not.
EDIT:
Just to give a reference: Click Here
(edited by Sir Vincent III.1286)
One thing you should not forget is Food Buff. Always have one active since it gives extra experience per kill.
Also try to join a Guild since they may have Exp Banners and Guild Perks that can help you on your adventures. Also a Guild is a best source in finding people to help you on Group Events and Dungeons.
You should bug Azraeel.1238 to invite you into his guild since you both are in the same server.
The OP did not ask what is the most efficient way to get more crits, so time is not an issue. The OP is already wasting time trying to test a sigil that should have worked properly in the first place. I am actually suggesting that since the OP chose to waste time in testing, I offered a method that can make the quality of the result better.
Whoa… now you’re just trolling. Everything in the game “should work properly in the first place”? Of course it should, but unfortunately we all don’t have the perfect version of the game that you obviously do. Maybe it’s not just me
https://forum-en.gw2archive.eu/forum/support/bugs
And I have no regrets having “wasted” my time, as it lead to a viable workaround.
Wasn’t that your expectation that’s why you are running this test? You expected that the sigil should work properly. If you don’t expect things to run properly, then you should accept it as it is and not even waste your time in testing it.
So you either have the same expectation or you don’t.
And the practical difference between 100% and 95%+ crit chance really isn’t interesting given the nature of the test. As I said, when SSoF stops proc’ing over any period of time, it’s noticiable from even casual observation (how I first noticed). Once it stops, it stops. It’s not a matter of frequency at that point.
So tell me why doctors and nurses perform procedures that it is practically not going to help a dead patient?
It’s so that they can tell the family that they did EVERYTHING they can, even the impractical ones.
Isn’t that more convincing and acceptable?
Hidden Killer is just a method to insure a 100% crit and unless the combat log specifies that you managed a critical hit, you cannot know for sure and you’re simply guessing. On-screen combat text can be missed if multiple crits happen consecutively.
But whatever, take it or leave it.
Seriously? You posted elsewhere prefer you Valk/Knights gear, so, perhaps you don’t have much experience running a high crit/dmg zerker build. Crits aren’t the exception, they’re the norm. To provide some perspective, when you’re in zerker gear and running over ~100% crit damage (~2.5x dmg of a normal hit), it doesn’t take much to spot a non-crit in the combat log . There is no guessing, it sticks out.
Obviously you’re not here long enough that you are judging me based on my recent posts. All I can tell you is, you’re assumption about me is wrong.
Was being rather patient and accomodating with your suggestions, but your earlier quotes from the wiki were already suspect and showed either a lack of understanding, or disregard for the difference between Sigils.
Are you then saying that we should update the Wiki and change this statement?
“All sigils that have a cooldown share the same cooldown timer; while the timer is active, no other sigil with a cooldown can trigger.”
What difference between sigils are you talking about?
But these kind of statements go beyond skeptiscism, and into pettiness.
Look, nobody is forcing your hand here. Do what you think is best. It was a simple suggestion about another method to force a crit.
This whole thing started out because someone wants to save you from wasting your time.
And I myself already wasted enough time here. Good luck with your findings.
Photoshop? Bahahaha u guys make me chuckle, guy who said enemey was naked was right, naked warr with frenzy who i stacked some vuln on, i myself had scholar runes and around 20 stacks of might, higher is possible as i didnt quite have 25 stacks of vuln and might up.
Figured your friend has to be naked judging from the 726 Rifle Butt damage. :P
Thanks for testing OP. It’s people like you, who are willing to put in the hard work to find and confirm these bugs, that make this game shine.
If you want more crit sample, why stop at 20? I don’t see why you’re so worked up about this one.
If you rely on the 80% crit, to trigger a 30% proc, that’s like rolling 2D10 dice whenever you attack. If you can cut that by rolling just 1D10 die because all your attacks are 100% crit, then your evidence is more solid because auto-attack damage (white damage) is a valid reasonable doubt that may be tainting your result. Since we cannot know this for sure, it is safer to remove white damage from the equation.
Again, you get fewer crits per minute using your method than using the OP’s method. The issue isn’t “why stop at 20?” It’s that, in the time it takes you to get 20 crits, the OP could have gotten 50. The OP is spending his own, personal time doing this testing for us. My problem with your suggestion was that you were essentially asking the OP to waste even more of his time without getting any benefit in the form of better results.
The OP did not ask what is the most efficient way to get more crits, so time is not an issue. The OP is already wasting time trying to test a sigil that should have worked properly in the first place. I am actually suggesting that since the OP chose to waste time in testing, I offered a method that can make the quality of the result better.
And your “reasonable doubt” argument is completely meritless. We “can know for sure” how many crits vs non crits were scored because, as I stated earlier, crits show up differently both on-screen and in the combat log. You don’t need to use Hidden Killer to know when you’ve scored a crit.
Hidden Killer is just a method to insure a 100% crit and unless the combat log specifies that you managed a critical hit, you cannot know for sure and you’re simply guessing. On-screen combat text can be missed if multiple crits happen consecutively.
But whatever, take it or leave it.
I think the spring is suppose to trigger after you harvest, not during, just like harvesting potatoes, you water them down after taking some of the roots.
Invisible monocycle.
You can see them pedaling when they move around.
I’d like to first start off with an apology. I came off way too aggressively and I know you were just trying to offer some constructive (albeit wrong) criticism. That said, I submit that you’re still missing the point.
I believe that you are the one missing the point here.
Which of these results do you think would be more compelling: 0 procs out of 50 crits, or 0 procs out of 20 crits? Obviously, 0 procs out of 50 crits presents a stronger case of the sigil being bugged. In the time it takes to get 20 crits w/ HK (your method), you can get ~50 crits just autoattacking with an 80% crit rate (OP’s method). Whether he gets exactly 50 crits, or instead gets 30 crits or 70 crits doesn’t really matter because hypothesis requires a 0% proc rate. All that matters is that he generate as many crits as possible to validate that the 0% proc rate is not the result of bad luck.
If you want more crit sample, why stop at 20? I don’t see why you’re so worked up about this one.
If you rely on the 80% crit, to trigger a 30% proc, that’s like rolling 2D10 dice whenever you attack. If you can cut that by rolling just 1D10 die because all your attacks are 100% crit, then your evidence is more solid because auto-attack damage (white damage) is a valid reasonable doubt that may be tainting your result. Since we cannot know this for sure, it is safer to remove white damage from the equation.
The OP did not claim that his methodology is perfect, and I don’t claim that either. But just because he asked for suggestions doesn’t mean that your suggestion is automatically correct.
Nor did I ever made such claim either.
Please review my replies and point me to where I said that my “suggestion is automatically correct.”
@OP
Here’s a note from wiki:
“Cooldown Sigils will enter cooldown even if they have no actual effect.”
This may very well happen that the sigil triggers without any effect and can be percieved to be in a constant cooldown.
“All things equal, the mainhand cooldown sigil will trigger before the offhand cooldown sigil.”
Another possibility that while your sigil in main hand was in CD, then you placed it in your off-hand, that the sigil is now waiting for itself to get off CD from the main hand and wait forever.
Was doing this in some spvp server with a friend the other day, highest i got was a few 18.5k hits so i would imagine higher is possible in wvw.
No you didn’t, don’t lie, we’re not idiots.
Not idiots you say? We decided to have another go and here’s a screenshot.
lol, 36k backstab, is your friend naked?
Let me know mate I am curious ^^
lol, my backstab is pathetic without my glass cannon gears. >.<’
I have Valk/Knight gears so my highest backstab is 4k … lol
I’m not spending money on Berserk gears, that’s for sure.
Just as I thought.
If you really want to test the proc-rate, you need to spec for Hidden Killer (30pt CS), this will eliminate the Crit-change randomness.
If you are not proc-ing at a 30% rate, then you did found a bug.
I’m simply helping you solidify your observation using a process of elimination. By having 100% crit, your result zeros-in at the core of the problem.
I do not intend to test this myself since if you can present your observation this way by identifying the source of the problem, you don’t really need anyone else to test it out since you already have a solid case.
But like everything else that is buggy in this game, best of luck having that fixed soon.
This concern is idiotic. His original testing methodology generates a much larger useful sample size than your proposed one.
OP’s observation is that Sigil of Fire procc’d 0 times after he swapped weapons. His hypothesis that the Sigil is bugged becomes more likely as he scores more and more crits without procc’ing Sigil of Fire.
Using your method, he’ll get at most 1 crit every 3 seconds (due to the revealed debuff).
Using his method (just autoattacking), with an 80% crit rate he can generate multiple crits in that same 3-second period. Thus, his useful sample size will be much higher over the same time period.
If your concern is just that the OP wasn’t triggering Sigil of Fire because he simply wasn’t scoring any crits (due to extreme back luck), then the better solution would be for the OP to make note of how many crits he scored. Of course, he probably would have noticed if he wasn’t scoring any crits because it is obvious when you’re critting: the damage number shows up differently, the damage amount is higher, and this information is reflected in your combat log.
Asking the OP to redo the test using hidden killer is just asking him to waste his time for poorer results.
Let’s not start with name calling shall we?
If you and the OP thinks that your findings are sufficient enough, then why even ask for others to try it themselves?
Unless of course you have doubts with your current findings and need some verification.
I have offered a method to remove the non-crit damage from the equation, this way you can present your case that every attack used are critical hits. It also eliminates guessing whether the last attack crits or not, or watching the combat log for crit hits.
Your concern about the time spent is moot compare to the quality of case you can present if all your tested attacks are all critical hits.
If you don’t want to use that method, then that’s up to you, but that it is one way to force a sigil to trigger on crit.
Once upon a time, the highest backstab I dealt in WvW was 9.5k against a Mesmer clone. That’s with a non-exotic, level 78 daggers. The Mesmer only take 5-6K backstab at that time.
I have not picked up a dagger on my main hand ever since, but I’m curious how much backstab damage I can deal now that I have full exotics and one ascended item. Hmm…
Worth trying tonight.
I’m simply helping you solidify your observation using a process of elimination. By having 100% crit, your result zeros-in at the core of the problem.
I do not intend to test this myself since if you can present your observation this way by identifying the source of the problem, you don’t really need anyone else to test it out since you already have a solid case.
But like everything else that is buggy in this game, best of luck having that fixed soon.
Just remove Stealth and give us Shadow Form for the same 3s duration.
Problem solve.
Most of the complaints are only because they can’t see the Thief, so let them see us but they cannot harm us while in Shadow Form. The only way to harm us is through condition damage or when the Shadow Form ends.
Of course, Shadow Form ends when we attack and dealt damage.
Just as I thought.
If you really want to test the proc-rate, you need to spec for Hidden Killer (30pt CS), this will eliminate the Crit-change randomness.
If you are not proc-ing at a 30% rate, then you did found a bug.
I have a gut feeling that SR is next on the chopping block… or was it the carne asada burrito last night?
I’m predicting that they will call SR bugged that it shouldn’t be stacking stealth because the tooltip says stealth only for 3s.
Apothecary + Undead Runes = massive condition damage with high durability…
…but still not a good build.
That stat combination is obviously for Condi-Guardians, not for Thieves.
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