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.
Here’s the recap. Bow shoots and hits fine if the target is running directly towards or away from you but if they’re going even the slightest bit sideways, it’ll miss.
That’s how it’s suppose to be in the first place, the previous functionality is obviously a bug and this is the fix.
The only thing that needs changing is the projectile speed, it’s too kitten slow.
lol. So I guess this master bow user I made, that is good enough to bounce arrows from target to target, can’t aim slightly to the right or left to hit a moving target? Riiiiiiiiight. I don’t know how people are able to hit moving animals when they go bow hunting irl. Must be hacks.
That’s how the Ranger’s bow functions only their projectiles travels a bit faster. Rangers shoots at a faster rate using shortbow and most of them misses a moving target.
If you want a reliable ranged weapon, use gulp a pistol. :/
well it still sort of depends, if your popping it for spike then your aim is to do all your damage in those 5 attacks (longer than most burst chains) in which case its much greater gain than the 180 power for your specific use. Even more so if your running with signets of power or such.
I guess it would be useful in WvW or PvP to activate the signet, because it really only takes 3-4 solid hits to take down anyone in those settings.
And tbh if its really that bad that could be an easy solution, change it from next 5 attacks to something along the lines of for the next 10-15-18 seconds all attacks deal xx% more damage.
In PvE or dungeons, typically you only pop this when trying to burn down a boss and the cooldown wouldn’t matter anyway because the fight is over. But now with +180 power, it’s better to keep the passive because of haste and other buffs.
But it really does come down to what your using the active for, its very much a burst booster and for them it can add quite a considerable amount of damage over the passive 180 for that short period of time.
Yeah I agree. 180 power is not easy to drop though, before when it was 90, I drop it in a heartbeat because 15% is significantly greater.
The signet use should still have a sacrifice, but I agree that the active of the Assassin’s signet needs work. I personally find the 3 attack boonsteal to be a pretty genius idea.
Um no. That would mean an S/D build will be able to 100% boon denial.
Are you guys even thinking this through?
Umm, it’s not able to already? S/D #3 is spammable – having this signet ability on a 45 second cooldown does not massively increase the already high rate S/D is capable of while opening the utility to more weapon sets.
It’s only “high rate” because of exploiting an obvious bug. S/D #3 shouldn’t cost 1 init to boonsteal on the first strike.
not to mention it would reduce burst more AND would be useless in most of PvE and any fights against non-heavy boon users.
Assassins signet is fine currently, yes you loose upto 180 power by using it but you should be gaining far more actual damage than that 180 power would give anyway.
Not really, because the 15% damage boost doesn’t last for 30s, if it does, then sure that would be worth it. You’re better off with the passive in the long run and it’s not even worth popping for a spike either.
The signet use should still have a sacrifice, but I agree that the active of the Assassin’s signet needs work. I personally find the 3 attack boonsteal to be a pretty genius idea.
Um no. That would mean an S/D build will be able to 100% boon denial.
Are you guys even thinking this through?
Yeah, active and passives should fill different roles.
Damage passive = defensive/utility active, Defensive passive = damage/utility active, etc…
I like the new buffed passive, but personally I would like to see the active grant 2 block charges or some other kind of reliable avoidance.
Ooooh, I like that.
So something like this?
“Passive: Grants increased power. (+180 Power)
Active: Gain regeneration. Cures burning, poison, and bleeding.”
(edited by Sir Vincent III.1286)
You know that this is a bug and you are exploiting it.
Pre-loading this at a cost of 3 init, where you get that back in 4s, means that you can LS for 1 init as your first strike.
I wouldn’t be the one exploiting this obvious bug.
Wtf is vincent talk about.
Put the evade second?
You’re nuking your own defenses.
Lol wot.
Did you even read my whole post?
Oh, why I even bother responding to you…
I did put zhaitans body on a chain around my neck but I found my mobility suffered considerably while wearing it.
lol. I can just picture you shadow stepping only to be yanked back like a dog forgetting they are on a leash. :P
Here’s the recap. Bow shoots and hits fine if the target is running directly towards or away from you but if they’re going even the slightest bit sideways, it’ll miss.
That’s how it’s suppose to be in the first place, the previous functionality is obviously a bug and this is the fix.
The only thing that needs changing is the projectile speed, it’s too kitten slow.
If you are walking around and see a thief stealing someone’s boons (both thief and the other guy are foes). Is it ok to steal the thiefs stolen boons?
I mean… should there be an agreement there somewhere?
Honor among thieves means, you can’t steal from their stash, but it’s ok to steal from their pocket.
Kill first or not kill first? also whats the rules of taking body parts as trophies?
Typically you don’t have to kill at all, unless you are caught or cornered, then it’s self-defense.
As for trophies, typically you take an ear from a thief you caught stealing from your stash; a finger from a thief you caught stealing from your pocket. Other than those, taking trophies are based on personal preference. If you want to hang a 500lbs dragon tooth around your neck, then that’s your choice.
If you are walking around and see a thief stealing someone’s boons (both thief and the other guy are foes). Is it ok to steal the thiefs stolen boons?
I mean… should there be an agreement there somewhere?
Honor among thieves means, you can’t steal from their stash, but it’s ok to steal from their pocket.
The functionality of the signets are lame since it turns the passive off when activated. It should have function as a boost in between CDs. The activated effect should be a small number to be added on top of the passive effect, otherwise it wouldn’t even be worth it to activate it since it is a DPS loss when in CD.
What’s the point of gaining 15% damage when you lose 180 power for 30s?
I wouldn’t mind it if they do this;
“Passive: Grants increased power. (+180 Power)
Active: Deal 7% more damage on your next five attacks. Maintain the passive effect.”
All signets should work like this and they should remake Earth Elementalist’s trait to something else.
Somebody please explain to me, how you deal and decent amount of pressure in a S/D Build.
Like at all.
I can get over burst being gone, but seriously. You just flank spam and auto attack to death?Removing boon is an awesome utility but, that also does not win the game anymore than running all.
Really though, somebody explain to me how you deal damage in sPvP.
I run knight amulet btw, because I do not like dieing in 2 hits. (although it still happens)
The damage from this set comes from the sword aotu attack and occasionally use of flanking strike. It’s all about keeping a high pressure on the enemy and avoid being attacked using shadowsteps, immobilizes and cripples to keep control of the fight. You can also deal decent amount of damage from CnD and do a quick daze on the target for more control. I would put in some critical damage and keep the critical chance to about 50% and have some toughness and vitality.
Yup auto-attack and CnD and stacking vulnerability is where the pressure coming from, plus the boon steal from FS/LS.
Hopefully it’s mistyped notes.
I doubt it, prepping FS from a distance so that you hit with LS first is an evidence of a bad design. They should have made LS to hit first at the cost of 3 init. That’s how the original FS was, the first strike was unblockable and strips boon. No prepping necessary.
lol @ OP
I think what you’re experiencing is that all the bunker build are going all out damage builds now.
You didn’t feel squishy then because bunkers deal kittenty damage, now that they went full throttle GC, you’re dying fast.
The only fix that FS needed was it’s animation and pathing.
If they wanted it to strip 2 boons, they should have changed the values from 1 to 2.
Having access to LS even if FS didn’t hit is an obvious bug, but if it got fixed, then this change is stupid since the first strike should be unblockable and boon stripper hit, then the second strike is the damage hit.
Switching it around was a bad move, but if they are going to keep this buggy version, then I’ll be pre-rolling to LS also. But that’s just bad design since we have to work around it. :/
The fix should’ve been;
First attack – (sword) LS – Cost 3 init – same animation – unblockable, boon steal
Second attack – (dagger) FS – Cost 1 init – evade and stab – from side/behind
But oh well.
Tested it multiple times. Half the time I just prep FS from a distance, hit IS and then land LS on the immobilised target.
Oh dear. I guess, they’ll be fixing that bug.
That is wrong. You can hit absolutely nothing and LS still triggers. Try it.
I’m only basing it on the patch note…I presume you’ve tested it?
^ it doesn’t say anything about it being unblockable in the skill description…
ahahah its all flowers and rainbows today!
we’ll see in a week time
everyone will be back to D/P
Yes, it does.
The first strike suppose to be the unblockable and boon stripper.
Does LS triggers if FS is blocked?
Edit:
Now toggles for 5 seconds to a second skill, Larcenous Strike, if the attack hits an enemy.
Yeah screwed.
who in the hell uses CND while they are invis? thats just dumb bc you get revealed.
My thought exactly so I am led to believe that CnD crits outside stealth, but I’ll be testing it when I get home.
Good points. I hope I’m wrong because that would be OP.
They Might have just adjusted CnD critting while in stealth for consistency – No one intends to use CnD from stealth, but if you’re slotting Hidden Killer, go for a CnD at low health, trigger last refuge, then tag a target with your CnD, you’re going to be doubly kitten if it doesn’t auto-crit like it should.
Yeah I went home for lunch today and boot up GW2. I admit, I was mislead. This should have been under the bug fix rather than in the Profession.
As for FS…I’m not happy.
There’s was a reason why the first strike strips the boon, so that the second strike hurts.
….sigh.
Nice to know that Mug is OP among quaggans.
who in the hell uses CND while they are invis? thats just dumb bc you get revealed.
My thought exactly so I am led to believe that CnD crits outside stealth, but I’ll be testing it when I get home.
Good points. I hope I’m wrong because that would be OP.
•Cloak and Dagger skill: Now functions with the Hidden Killer trait.
lol, this is gonna get nerfed fast. CnD(crit) -> Backstab(crit)
I guess they really didn’t want to nerf Backtab builds.
•Flanking Strike skill: •Now evades and delivers one strike instead of delivering two attacks.
•Removed boon removal.
•Reduced initiative cost from 4 to 3.
•Now toggles for 5 seconds to a second skill, Larcenous Strike, if the attack hits an enemy.
•Improved reliability of flanking strike.•Larcenous Strike: Deliver a quick strike that steals up to two boons from an enemy. Costs 1 initiative.
•Larcenous Strike, Stab skills: Reduced aftercast by 0.5 seconds.
Overall cost is the same but now allows for repositioning before the 2nd attack hits. I’ll take that.
•Mug trait: Can no longer critically hit. Now heals the thief from a range of 1980 health to 2700 health.
For some reason I don’t really care about this given that CnD crits now instead of Mug.
•Signet of Agility skill: Increased passive stat bonus by 100%.
•Assassin’s Signet skill: Increased passive stat bonus by 100%.
I love all the signet buffs.
•Revealed effect: Reverted duration to 3 seconds in PvE.
Very glad to see this.
•Haste skill: •Increased duration by 1 second.
•Players now regenerate endurance at 50% effectiveness (increased from 0%) when under the effects of this skill.
Still not good enough, that still equate to one extra swing just like before. The 1s duration is negligible, the point of haste is fast attack in a short amount time, not minor attack speed at increased duration.
My idea is to try and solve the issue of the thief too easily livable in a 1vX and too easily killed in group fights (XvX where X>1). Change Shadow’s Embrace so it does the following while in Stealth:
- Reduce the duration of CC conditions like Cripple and Immobilize by 50%.
Make the thief less likely to just get away in the event that it encounters a large group, but still have that chance.- Reduce the damage of other Conditions by 30%.
Make the thief have a greater sustainability in larger fights and much more likely to be a boon to his teammates rather than a detriment.- A slight chance for glancing blows.
A thief is hard to hit in Stealth, but when it does get it, the thief should at least be allowed a chance to not receive an overly punishing critical strike.3 could be removed altogether, but the main ideas are in 1 and 2. And this might require some tweaks to Shadow Refuge, since it would benefit from this the most. What do you think?
How does this solve the issue that you have identified to those who are not spec’d with SE?
All this does is kitten those who run SE.
I opt out of SE in favor of CiS because I find blind more useful and I carry HiS and RoI as my anti-condition/CC and I’m not having the issue that you have identified.
Thieves died from recklessness and mistakes, not because they didn’t spec’d SE.
Conditions to possibly pull-off an 11k non-critical dmg Mug;
- Full zerker + Rubies
- At least 30/30/x build
- Based on 2nd screeny – 24 stack of Bloodlust
- Target must have 2500 or less armor rating (not possible against 2600)I can accept that it’s possible — but that’s not solely Mug’s fault that Mug deals that much damage now is it?
The problem here is this: Anet is creating PvE contents that would require players to deal an insane amount of damage — but — Anet don’t want players to bring that insane amount of damage from PvE to WvW — yet — they refuse to separate the two.
This problem has nothing to do with the profession and definitely nothing to do with Mug.
Either Anet stop creating high-end contents, which PvE players will get bored fast and may leave the game if they haven’t already, or accept the consequences in WvW. Or swallow their pride and separate PvE and WvW.
Why they keep aggravating their player-base is what I don’t understand.
I use Mug in my builds, so I’m upset that it’s getting nerfed; but it needs to be nerfed. I have 2 valkyrie pieces, and I don’t use bloodlust, I use precision stacks. One build was 30/30. In the other picture it was 25/30/0/0/15.
I just want them to add other variables to mug so it’s not rendered useless.My whole point was/is — Mug is just a scapegoat. Red herring. Straw man. Rumpelstiltskin.
Don’t chase the wild goose or the white rabbit because that’s what Anet wants you to do, so that they don’t have to address the real issue — separating the sheep from the goats.
Potato, lumberyard, sheep, clock, kleenex, microphone, pencil, oranges, and a bowl of air. That’s how much sense you just made to me.
Apparently, you are not familiar with philosophical fallacy that when one is used for you to believe what they want you to believe that your are too naive to identify the falsehood of the statement. It is more apparent coming from someone with marginal level of education to believe an obvious fallacy since they somehow find comfort in their ignorance. If you really believe that Mug is overpowered, there is no remedy to that since that is not ignorance, but stupidity — and knowledge is the cure for ignorance, unfortunately, there in no cure for stupidity.
If you think my last post made no sense, your problem cannot be cured by knowledge.
-In the future, may increase base damage slightly so thieves can trait a bit more defensive
lol @ the naiveté of this idea.
Do they really believe that a thief who has access to more damage will spec defensive?
They should buff the coefficient and multiplier on defensive stats to make it more appealing instead. I have no reason to go defensive since I can dodge, evade, and stealth just fine.
I think they should focus on fixing the functionality, animation, timing etc. of the skills overall before they fine tune the damage, since most of the problem are coming from buggy skills.
I’m sure that if they fix a lot of auto-attack bugs and skill animation bugs, they’ll see the base damage increase without actually changing any of the numbers.
Conditions to possibly pull-off an 11k non-critical dmg Mug;
- Full zerker + Rubies
- At least 30/30/x build
- Based on 2nd screeny – 24 stack of Bloodlust
- Target must have 2500 or less armor rating (not possible against 2600)I can accept that it’s possible — but that’s not solely Mug’s fault that Mug deals that much damage now is it?
The problem here is this: Anet is creating PvE contents that would require players to deal an insane amount of damage — but — Anet don’t want players to bring that insane amount of damage from PvE to WvW — yet — they refuse to separate the two.
This problem has nothing to do with the profession and definitely nothing to do with Mug.
Either Anet stop creating high-end contents, which PvE players will get bored fast and may leave the game if they haven’t already, or accept the consequences in WvW. Or swallow their pride and separate PvE and WvW.
Why they keep aggravating their player-base is what I don’t understand.
I use Mug in my builds, so I’m upset that it’s getting nerfed; but it needs to be nerfed. I have 2 valkyrie pieces, and I don’t use bloodlust, I use precision stacks. One build was 30/30. In the other picture it was 25/30/0/0/15.
I just want them to add other variables to mug so it’s not rendered useless.
My whole point was/is — Mug is just a scapegoat. Red herring. Straw man. Rumpelstiltskin.
Don’t chase the wild goose or the white rabbit because that’s what Anet wants you to do, so that they don’t have to address the real issue — separating the sheep from the goats.
Conditions to possibly pull-off an 11k non-critical dmg Mug;
- Full zerker + Rubies
- At least 30/30/x build
- Based on 2nd screeny – 24 stack of Bloodlust
- Target must have 2500 or less armor rating (not possible against 2600)
I can accept that it’s possible — but that’s not solely Mug’s fault that Mug deals that much damage now is it?
The problem here is this: Anet is creating PvE contents that would require players to deal an insane amount of damage — but — Anet don’t want players to bring that insane amount of damage from PvE to WvW — yet — they refuse to separate the two.
This problem has nothing to do with the profession and definitely nothing to do with Mug.
Either Anet stop creating high-end contents, which PvE players will get bored fast and may leave the game if they haven’t already, or accept the consequences in WvW. Or swallow their pride and separate PvE and WvW.
Why they keep aggravating their player-base is what I don’t understand.
Since plenty of CC was used and didn’t counter it, I ask again. What is the counter?
Immobilisation.
You have now killed every cheesing zerg thief ever. You’re welcome.
Now I’m wondering what are these “plenty of CC” are. :P
I only use CnD to blind (trait: Cloaked in Shadows) and stack Vulnerability my target in PvE. Or you can use it as condition removal (trait: Shadow’s Embrace).
SOMEBODy….keeps telling me it can do 10k lol…..so many haters but nobody really knows much about this. i dont htink it needed to be touched
Seriously 10k? Lol I think the most I ever got out of mug was near 5k and that was when I popped my signet and had my food buffs up. I personally use mug not for the raw damage but for the utility it brings. It makes it a little bit easier when I’m D/D to apply basilisk venom to someone to get in a quick backstab.
You can Mug an ambient for 30K :P
It’s easy to identify bad Thieves.
1) Then don’t dodge/evade – Obviously they played other games where dodge and evade are passive even if they are just standing doing nothing.
2) They don’t stealth – They stay targetable for too long.
3) They don’t position well – There’s only 2 positions: behind and far away.
4) They waste initiative – HS spam is a big indication.
5) They try to take down some one when it’s obvious from the initial strike that they are on the losing end.
But I never harass anyone, that’s just an immature behavior.
Although I like the “pocket” system, but how are you going to prevent someone from hoarding stolen items?
Imagine if I have Mace Head Crack, Whirling Axe, and Consume Plasma. Can you see the potential problem with that setup?
I use Consume Plasma -> Steal/SS -> MHC -> Whirling Axe -> Steal/SR
Or Throw Gunk, Mace Head Crack, and Whirling Axe Combo?
All that damage and skills from one mechanic is not a good thing.
I am for the reduce cool down, but for 30s, that’s all we needed. With a reduced cool down, it’s like having multiple pocket already without the ability to hoard stolen items for some insane burst potential.
Mug – One way to fix Mug is to remove the damage and make it cause a 1s knockdown, that way the name and flavor of the skill makes sense.
I am for the “Sleight of Hand – 1s daze on steal Steal recharge 20% faster (grandmaster trait).” I’d like that.
I think that’s all the steal mechanic needs. No AoE steal. No 1200 range. No “pockets”. No SS/SR.
Just keep in mind that whatever you want to change Steal to that you also consider how it would play out with many different scenarios. Also identify any potential abuse in combination with other skills, because if this change will produce more problems than a solution, it is not worth Anet’s time to add more problem to their plate. Let’s keep things reasonable and keep in mind that any major overhaul of any single mechanic is kinda too late to change unless they want to overhaul the entire game.
No bundle: 640 641 587 620 627 642 629 585 631 614 616 628 601 626 588 600 605 596 619 603: Average: 614.9 per swing
Bundle: 592 590 587 630 643 587 619 613 623 603 640 642 587 627 616 612 586 614 598 586: Average 609.75 per swing
Obviously RNG plays a factor here, but I didn’t do any more tests because I’ve done this all before months ago. I was just confirming my previous research.
Conclusion: Improvisation does not increase the damage of the thief, only the bundle, if it even does that.
I got completely different result. I use the same setup as you, but I used a sword and spammed Stab and record each non-crit value.
no bundle: 873 899 903 896 922 930 904 937 929 884 932 892 953 918 949 = ave. 914.73
w/ bundle: 948 951 930 949 882 906 914 934 883 918 915 920 924 879 883 = ave. 916.93
This is why I said that there’s a conflict in results.
I will run another test outside the Mist later on, for now, I’m going to play the game.
As I mentioned, if you equip Knights as your major pieces (chest and pants) and the rest is Valkyrie, you get a healthy HP, ~2600 armor and 97% crit dmg. To me that’s a sweet spot.
As for SS, I guess it comes down to play style. I personally don’t like chasing or initiating anyone farther than my IS range.
^typical dumb thief that opens with mug and gets his burst evaded
Opening with mug is so 2012, right? lol
Seriously, how is mugging someone supposed to give you health? Doesn’t make sense to me at all.
You mug like a vampire, jump on them and bite their neck like a pro.
By the way, stealing boons, and potentially sharing it, is a Mesmer’s job. This idea is way out of flavor for a Thief.
IMO, they should take another month and another after that and re-iterate it more.
Why would that make you “not a true thief”?
A true thief wouldn’t say he was or wasn’t a thief, he’d say something like “I saw him go that way!”
Then you’d be taken into custody as a potential witness. :P
No mention of an increase of animation speed, nor a damage decrease. It looks like Larcenous strike pops up after the animation of Flanking strike and costs 1 init to use.
Wth?!
That’s is one unnecessary additional step that nobody asked for.
To be honest, I rather have them take 6-12 months before any update and get it right instead of having stupid updates like this that not only doesn’t serve the intended purpose but screws with every S/D rotation just because whoever is in the balance team doesn’t seems to know what they are doing.
I’ve seen many regulars here in the forum who makes more sense. This what happens when they never visit this forum just to get a little bit informed.
This is like GW1 all over again.
Sir Vicent apparently figured it out :P.
lol, I used to help design one in my previous life in Azeroth before my reincarnation in Tyria.
That’s not a bug, it does exactly what it’s supposed to, and since it causes direct damage it will drop stealth. If it’s causing such a problem swap one of them out for something else.
The whole point of getting them is for the lightning strike.. Do you think it’s fair that thieves have to suffer and not be able to use a rune set?
It’s one of those good things that comes with a side-effect especially if it happens randomly. Some kids just don’t play well together, so in your case, this rune doesn’t play well with stealth. You can still play with that kid knowing that he will do things randomly.
I admit that many thieves are very good at using shortbow, I’ve seen it first hand.
I carry weapons that I believe to have value in certain situations and shortbow is the only weapon we have available that has the longest range, thus I value it in WvW.
And no, I don’t “shoot people in the ledges of keeps/towers” because that’s just a waste of time. I take out siege engines (except golems), I use my shortbow to get to the siege engine while in stealth and use my mini-100 blades against it. That’s one of the ways in defending the walls.
From what I’ve seen, 0/30/20/20/0 is great in any PvP scenario compare to other build since IMO it is very balance.
I would instead have the major pieces of my armor as Knights and the rest Valkyrie. This will give me a healthy HP, 2600 armor and more crit dmg.
I personally like Roll for Initiative as my stun breaker since it removes movement impairment also.
I like your trinket of choice, that might work with my personal build.
wouldn’t work for me, everything BUT the might, fury and vuln stack yellow boxes where adjustable
Oh and the Custom gear boxes
If you downloaded it, you should be able to turn-off any security features so that you can edit it.
I’m using S/D + P/P mainly because I hate SB outside WvW and there’s no other ranged weapon, so I’m using P/P by default.
If we ever get another ranged weapon coughriflecough, I’d change it in a heart beat.
I’m not sure I understood you correctly.
Are you saying that you use shortbow only in wvw or only in spvp?
Shortbow is actually way more effective in spvp than it is in wvw due to all the objects you can teleport onto an through in spvp.
I only use SB exclusively for WvW because of it’s effectiveness in traveling and in defending walls.
I don’t use ranged weapon in PvP other than an offhand pistol, instead I use S/D + D/P.
after downloading it and working on the numbers it seems a lot more accurate in general, but it still works on the assumption of 25 stacks of might, perma fury and 25 stacks of vuln which for a thief isn’t exactly a common situation.
That said I don’t take the spreadsheets DPS calcs I use the combined damage and work the dps out manually as im not sure exactly how they calculated reuse times and such as some skills work differently from others.
All color coded with yellow are numbers you can play with. If you don’t want the stacks, you can remove them from the Classes tab by putting the value 0.
You can even add your custom buffs if you want.
does the new one glow or something?
I added an image for reference. It doesn’t really show it off in motion, but I’m not skilled enough to make an animated gif. I will say the new one is cooler looking IMO and does have a cool “glowy” membrane on its head.
What makes a “rainbow” jellyfish "rainbow is the rainbow like lights it emits. If the new one simply “glowy” in a monotonous color, then don’t even bother wasting time on aesthetic change. Because;
1) It’s an underwater pet, we can’t really display it in a town where everyone can see it.
2) I’m personally using my Shark and either the Armored Fish or my Bear underwater.
3) Why? Why change this instead of the Blue Jellyfish?
But if the aesthetic change is distinguishable like the Rainbow Phoenix in GW1, then yes, I would definitely like that.
Source for the info pls
I think those numbers are the max critical dmg you can gain by adding all the bonuses from different sources (boons, food, etc.) not necessarily the cap.
I’m using S/D + P/P mainly because I hate SB outside WvW and there’s no other ranged weapon, so I’m using P/P by default.
If we ever get another ranged weapon coughriflecough, I’d change it in a heart beat.
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