Showing Posts For Sizzle Hint.1820:

Evade thief

in PvP

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

What an absolutely well-made argument, truly. The evidence provided here was just extraordinary. The thesis, legendary. Truly, a masterpiece that represents the epitome of modern debate.

Your language was clear and concise. You used a variety of extremely powerful literary devices to influence the readers’ thoughts on the topic at hand (going from a singular noun to a verb describing a plurality? Brilliant!). The argument was short yet to the point.

You, sir, will have monuments built in your honor. Your story shall be told to generations of children, aspiring just to be like you, for centuries. You will become a god among mortal men, and shall be known as one of the, if not the greatest human being to have ever lived.

Although I was laughing my kitten off reading your reply, I hope we are on the same length with the OP when it comes to the Immortal S/D build.

I’m in a bit of a state of limbo when it comes to S/D. See, if we’re talking about Jumper’s build, I would not at all say that S/D is OP. In fact, I think that Jumper’s build is very easily counterable, and I have been able to counter it very easily myself (albeit with my own S/D build :P). That being said, I am a bit… On-edge with my own build possibly being OP, actually. Here it is: http://gw2skills.net/editor/?fYAQNAsYVlYm6OncS6E/5Eh3DyO2wqVgmdP4qV1KA-TsAA1CnIKSVkrITRyisFNKYVwECA

Undoubtedly, somebody’s bound to complain that “lol u don’t run 30 cs, ur a lozer and teh bild suckz”. However, I feel that every trait in this build is extremely useful and is used, and that this build is near unkillable. I designed it specifically myself, building on it using both mathematics as well as some strategy I’ve learned with my hobby of playing chess. It also does some surprisingly high damage, especially with boonsteal and TotC. Now, because Steal’s CD has been reduced by 10 seconds, I get to use Steal so often that I usually have fury for at least have of the total battle, and more if I can boonsteal it.

So I dunno. I’ve countered S/D easily before, but whether that’s because I was also running S/D, the S/D meta sucks, or the players suck is the real question to me. I think it might be a combination of all three.

I’ve been running the same build for quite some time now in hotjoin and tournaments but i use assassins reward instead of the 2 ini per 10 seconds.

It’s my fav build so far by a long shot, it’s very strong in my opinion because the boon steal is riddicolous. 4 boons (2 from steal, 2 from larc strike if you chain larc into steal) stolen every 20 seconds while granting 6 to ur party is really strong, not to mention all the other boons you steal from larc strike when steal is on cooldown. Every trait in that build synergizes with each other very good, it’s overall a very strong build. But is it op? I’m not so sure, it’s strong yes but with the current condi meta it melts quite fast when it gets pressured hard by conditions because it has almost no condi removal outside of lyssa runs.

PS: i hate you for telling people this build it’s superior to jumpers in every way possible in my opinion (well maybe not in terms of raw damage because you lack 30 in CS but the damage is still really decent)… but dont use it people pls dont ^^

Edit: Oh i just realized i use a few different traits then you, like mentioned earlier i run Assassins reward as second major in acro and i also run the Daze on steal + 20% CD reduction on steal and of course 3 ini swap + S/D / S/D. I also run different utilites.

(edited by Sizzle Hint.1820)

Skill Lag will kill WvW

in WvW

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Have to agree. No one likes MMO games that lag.

Two competitors are in the horizon with The Elder Scrolls Online and Camelot Unchained. Some of their early development videos talk specifically about their engines and the ability to keep the FPS up via large player battles. It’s almost as if they are responding to the major player base gripes of GW2, hehe.

both of those game will have subscription fee’s… this one doesnt.
you have to remember that when talking about MMO’s with laggy pvp, even daoc had terrible lag in big battles and that was going strong till wow appeared on the scene.

the fact u get all of the content and pretty kitten good pvp wvw for 1 price is crazy good value for money, it might take longer for fixes because of this but i would rather not spend and extra 120+ quid a year on the chance of quicker fixes.
because lets face it bugs in subscription mmo’s aren’t fixed particularly quickly either.

I would gladly spend 15 euro a month if i get fluid gameplay in exchange and not this piece of mess we have currently.

Skill Lag will kill WvW

in WvW

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Seriously how long do we have to put up with this? Is this ever going to get fixed or is it better to quit the game right away and not waste time in to it? Because good gameplay is just not possible anymore, everytime you fight more than 30vs30 you get riddicolous Skill lag.

It’s is enough already Arena Net get your kitten together and fix it.

Yes im kitten ed because this is destroying the game.

Not in the Notes: Tactical Strike nerfed

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Hey guys,

just wanted to point out that tactical strike has been nerfed in the last patch. It does not work from the side anymore only if you’re very behind the enemy.

Bug or intended? I dont really know why it has been changed because no one played a S/D daze build (well except me maybe lol).

Cheers

World First 250k Kills Ultimate Dominator!

in WvW

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

A sad day for GW2 WvW for sure. RG inspired so many guilds.

Wish you the best Sacrx.

Not in the Notes: IF Swap Cancel "nerf?"

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

That sounds like a horrible bug that got fixed. Weird it isn’t in the patch note though.

It was only really useful to travel or to hunt someone in WvW. It was a bit strong tho i agree because you were able to travel really really fast (Shortbow 5 or Dagger 2 dont even come close), but had it’s limits because you needed a target and you were required to be out of combat otherwise 9 sec CD. It was really nice on double S/D because you were able to decide between “do i want that shadow return or not?”.

Didn’t they talk about “we want to push thief mobility” a month ago or so?

(edited by Sizzle Hint.1820)

Not in the Notes: IF Swap Cancel "nerf?"

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Hey guys, just logged on my thief, i just want to point out that something has been “changed” that is not in the patch notes.

Before the patch u were able to cast infiltrator strike and then immediatly swap weapons so the toggle skill “Shadow Return” wouldnt pop up. You were then able to cast Infiltrator Strike again and so and so on, basicly you were able to travel very very fast as long as you had a target and werent in combat.

I’m sad It was beautiful especialy on double S/D.

Leaked Patch Notes

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

dont really get all the complaints about S/D. I play S/D mainly and yes it’s a nerf but it’s not as bad as people make it out to be.

Stuns in this game are all quite short in duration, so even if it isnt a stunbreaker anymore it doesnt man we will be dead once the first stun hits us. Immobilize is much much stronger than stuns (imo) and infil strike still takes care of that just fine. We also still have Shadowstep / Roll for Ini / Infil Signet, etc.

Also, 2 Ini on Flanking Strike: Good change. The Skill is still really really good but this prevents all the noobs spamming spamming without properly managing their Inititative. I’ve encountered so many S/D thiefs going 333333 and it was just too rewarding for pressing one button over and over. (Btw you will still be able to spam it just fine if you spec very high into Ini regen -> jumpers build)

Anyway, i cant wait to try Shadow Trap, it sounds really good. I also like that they are buffing Dancing Dagger because thats the only skill i dont use frequently on S/D (i dont use it at all) but the ini reduced to 3 isn’t helping it at all. Infil Strike is still superior, so no point in using it.

d/d BV gonna sneak up and own your kitten now u have 0 chance hope ur quick with that SS or they gonan 2 hit u

Where’s the diff between popping roll for ini and shadow return?

I’m gonna respond to both of Shiz’s posts here, I’ve been a die hard sword thief since beta. You claim to play s/d but cant see the ramifications of these, lets call them possible changes. First off, by choosing sword over dagger, your sacrificing damage for mobility and survival. You can gain that survival either through shadow arts (which fits d/p much better than s/d) or through copious amounts of mobility and select condi.

Sword shadow return was a main aspect of that mobility and the weakness on auto provided a decent amount of indirect damage mitigation, something thieves in general lack. with both of these items removed, s/d mobile builds and s/p are hurt drastically. Now you could play s/d daze build and go for shadow arts instead, but this build has already been destroyed in spvp and was never that great in pve/wvw anyhow.

As to your final question, whats the difference in popping sr and roll for ini? Well for one, you have to waste a utility slot on rfi, sr is from a weaponskill. Secondly if your depending on rfi as your stun break, every single class will be able to recharge there cc and burst BEFORE the cd on rfi expires.

Sword main hand still has much much better mobility than Dagger main hand so…

You’re talking like Shadow return got patched out of the game. You realize that it still works the same way it did before? The only difference is that you cannot break stun with it anymore… yes it’s a nerf but its not nerfing he skill from “very very very good” to “useless” so yea…

Also: RFI was an exmaple, can also insert Shadowstep / Infil signet

It seems like many thieves only started touching sword in may. The inf strike change damages the already low key venom build on both sets where shadow return has a duty to protect from CC so you can bring your support. Without there is greater need for a stun break which decreases by necessity the possible venoms from 4/3 to 3/2.
Considering S/P’s state that’s another nerf in build variety after the crippling nerf to its burst build in march. Considering the time between attacks for PW even if the delay is reduced that will mean 1 extra slakitten best. In a power crit build that is 500-900 DMG. Which sounds a lot in theory but with only 3-4 hits getting in ATM that’s about 2500-4800 damage instead of 1800-4300 DMG out of the total ~ 5-8k. Ideally with haste it’ll mean 3 more hits. With lack of mug crits this will still be lower than March though S/P thieves can bridge the gap a bit better with skill. With no stun break though you have to work even harder than you did before March with less DMG. Wot?.

Go to S/D and the cost itself is fine if the /D was better. If you find justifying dancing daggers hard for the INI cost you will continue to do so when FS cost goes up simultaneously. A shame CND doesn’t give more vuln. S/D is still less fleshed out then its pre-december form. Running a supportive S/D will drop as well since if you were arguing for venom share S/D vs S/P won’t even matter when the stun break is gone and Venom share anything can’t protect itself well enough. Especially given that SB needs mean staying on the outskirts does not work well.

S/P has much bigger issues in my opinion… it’s called retaliation.

And why ppl keep assuming? I play S/D since last december (used to play a daze build, now i play a hybrid stealth / acro double S/D build)

Leaked Patch Notes

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

dont really get all the complaints about S/D. I play S/D mainly and yes it’s a nerf but it’s not as bad as people make it out to be.

Stuns in this game are all quite short in duration, so even if it isnt a stunbreaker anymore it doesnt man we will be dead once the first stun hits us. Immobilize is much much stronger than stuns (imo) and infil strike still takes care of that just fine. We also still have Shadowstep / Roll for Ini / Infil Signet, etc.

Also, 2 Ini on Flanking Strike: Good change. The Skill is still really really good but this prevents all the noobs spamming spamming without properly managing their Inititative. I’ve encountered so many S/D thiefs going 333333 and it was just too rewarding for pressing one button over and over. (Btw you will still be able to spam it just fine if you spec very high into Ini regen -> jumpers build)

Anyway, i cant wait to try Shadow Trap, it sounds really good. I also like that they are buffing Dancing Dagger because thats the only skill i dont use frequently on S/D (i dont use it at all) but the ini reduced to 3 isn’t helping it at all. Infil Strike is still superior, so no point in using it.

d/d BV gonna sneak up and own your kitten now u have 0 chance hope ur quick with that SS or they gonan 2 hit u

Where’s the diff between popping roll for ini and shadow return?

I’m gonna respond to both of Shiz’s posts here, I’ve been a die hard sword thief since beta. You claim to play s/d but cant see the ramifications of these, lets call them possible changes. First off, by choosing sword over dagger, your sacrificing damage for mobility and survival. You can gain that survival either through shadow arts (which fits d/p much better than s/d) or through copious amounts of mobility and select condi.

Sword shadow return was a main aspect of that mobility and the weakness on auto provided a decent amount of indirect damage mitigation, something thieves in general lack. with both of these items removed, s/d mobile builds and s/p are hurt drastically. Now you could play s/d daze build and go for shadow arts instead, but this build has already been destroyed in spvp and was never that great in pve/wvw anyhow.

As to your final question, whats the difference in popping sr and roll for ini? Well for one, you have to waste a utility slot on rfi, sr is from a weaponskill. Secondly if your depending on rfi as your stun break, every single class will be able to recharge there cc and burst BEFORE the cd on rfi expires.

Sword main hand still has much much better mobility than Dagger main hand so…

You’re talking like Shadow return got patched out of the game. You realize that it still works the same way it did before? The only difference is that you cannot break stun with it anymore… yes it’s a nerf but its not nerfing he skill from “very very very good” to “useless” so yea…

Also: RFI was an exmaple, can also insert Shadowstep / Infil signet

Well I never said it was totally useless, i’m sure it’ll still work fine in pve where AI is unable to take advantage of you. In tpvp and wvw however? I still wont say completely useless, but no longer good enough to sacrifice daggers damage and stealth access, since you can gain the same amount of survive from shadow arts, you can even run dagger evade builds with acrobatics.

Also you cant point out shadowstep and infil signet as better than rfi for avoid cc burst combo’s. shadowstep cd is barely lower rfi, so the same applies. and infil signet, in spvp at least, you wont have another target available much of the time, so its not really avoiding burst if you shadowstep directly to your enemy..

Dude, i’m not saying that the skill didnt get nerfed it did. I’m just saying that it’s not breaking the weapon set atleast thats my feeling towards it right now, we will know for sure once the patch goes live.

Just for your information, i dont play PvE much i play almost exclusively WvW and sPvP / tPvP

And i’m not saying its completely broken like i said, sword will still work in pve, and in hotjoin pvp you can run with one weapon and no traits and still kill bads with anything. but tpvp and to be an effective roamer in wvw, a stealthless build gives up ALOT to roam in wvw, sword had the tools to compensate, the recent changes and this and i no longer think it will. As you say though, time will tell, I hope these are fake personally.

Side Note: if they are not fake, can you imagine the river of tears that will be in this forums once people realize that uber op backstab instagib combo can now be 1500 range?

Will be very entertaining

Leaked Patch Notes

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

dont really get all the complaints about S/D. I play S/D mainly and yes it’s a nerf but it’s not as bad as people make it out to be.

Stuns in this game are all quite short in duration, so even if it isnt a stunbreaker anymore it doesnt man we will be dead once the first stun hits us. Immobilize is much much stronger than stuns (imo) and infil strike still takes care of that just fine. We also still have Shadowstep / Roll for Ini / Infil Signet, etc.

Also, 2 Ini on Flanking Strike: Good change. The Skill is still really really good but this prevents all the noobs spamming spamming without properly managing their Inititative. I’ve encountered so many S/D thiefs going 333333 and it was just too rewarding for pressing one button over and over. (Btw you will still be able to spam it just fine if you spec very high into Ini regen -> jumpers build)

Anyway, i cant wait to try Shadow Trap, it sounds really good. I also like that they are buffing Dancing Dagger because thats the only skill i dont use frequently on S/D (i dont use it at all) but the ini reduced to 3 isn’t helping it at all. Infil Strike is still superior, so no point in using it.

d/d BV gonna sneak up and own your kitten now u have 0 chance hope ur quick with that SS or they gonan 2 hit u

Where’s the diff between popping roll for ini and shadow return?

I’m gonna respond to both of Shiz’s posts here, I’ve been a die hard sword thief since beta. You claim to play s/d but cant see the ramifications of these, lets call them possible changes. First off, by choosing sword over dagger, your sacrificing damage for mobility and survival. You can gain that survival either through shadow arts (which fits d/p much better than s/d) or through copious amounts of mobility and select condi.

Sword shadow return was a main aspect of that mobility and the weakness on auto provided a decent amount of indirect damage mitigation, something thieves in general lack. with both of these items removed, s/d mobile builds and s/p are hurt drastically. Now you could play s/d daze build and go for shadow arts instead, but this build has already been destroyed in spvp and was never that great in pve/wvw anyhow.

As to your final question, whats the difference in popping sr and roll for ini? Well for one, you have to waste a utility slot on rfi, sr is from a weaponskill. Secondly if your depending on rfi as your stun break, every single class will be able to recharge there cc and burst BEFORE the cd on rfi expires.

Sword main hand still has much much better mobility than Dagger main hand so…

You’re talking like Shadow return got patched out of the game. You realize that it still works the same way it did before? The only difference is that you cannot break stun with it anymore… yes it’s a nerf but its not nerfing he skill from “very very very good” to “useless” so yea…

Also: RFI was an exmaple, can also insert Shadowstep / Infil signet

Well I never said it was totally useless, i’m sure it’ll still work fine in pve where AI is unable to take advantage of you. In tpvp and wvw however? I still wont say completely useless, but no longer good enough to sacrifice daggers damage and stealth access, since you can gain the same amount of survive from shadow arts, you can even run dagger evade builds with acrobatics.

Also you cant point out shadowstep and infil signet as better than rfi for avoid cc burst combo’s. shadowstep cd is barely lower rfi, so the same applies. and infil signet, in spvp at least, you wont have another target available much of the time, so its not really avoiding burst if you shadowstep directly to your enemy..

Dude, i’m not saying that the skill didnt get nerfed it did. I’m just saying that it’s not breaking the weapon set atleast thats my feeling towards it right now, we will know for sure once the patch goes live.

Just for your information, i dont play PvE much i play almost exclusively WvW and sPvP / tPvP

Leaked Patch Notes

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

dont really get all the complaints about S/D. I play S/D mainly and yes it’s a nerf but it’s not as bad as people make it out to be.

Stuns in this game are all quite short in duration, so even if it isnt a stunbreaker anymore it doesnt man we will be dead once the first stun hits us. Immobilize is much much stronger than stuns (imo) and infil strike still takes care of that just fine. We also still have Shadowstep / Roll for Ini / Infil Signet, etc.

Also, 2 Ini on Flanking Strike: Good change. The Skill is still really really good but this prevents all the noobs spamming spamming without properly managing their Inititative. I’ve encountered so many S/D thiefs going 333333 and it was just too rewarding for pressing one button over and over. (Btw you will still be able to spam it just fine if you spec very high into Ini regen -> jumpers build)

Anyway, i cant wait to try Shadow Trap, it sounds really good. I also like that they are buffing Dancing Dagger because thats the only skill i dont use frequently on S/D (i dont use it at all) but the ini reduced to 3 isn’t helping it at all. Infil Strike is still superior, so no point in using it.

d/d BV gonna sneak up and own your kitten now u have 0 chance hope ur quick with that SS or they gonan 2 hit u

Where’s the diff between popping roll for ini and shadow return?

I’m gonna respond to both of Shiz’s posts here, I’ve been a die hard sword thief since beta. You claim to play s/d but cant see the ramifications of these, lets call them possible changes. First off, by choosing sword over dagger, your sacrificing damage for mobility and survival. You can gain that survival either through shadow arts (which fits d/p much better than s/d) or through copious amounts of mobility and select condi.

Sword shadow return was a main aspect of that mobility and the weakness on auto provided a decent amount of indirect damage mitigation, something thieves in general lack. with both of these items removed, s/d mobile builds and s/p are hurt drastically. Now you could play s/d daze build and go for shadow arts instead, but this build has already been destroyed in spvp and was never that great in pve/wvw anyhow.

As to your final question, whats the difference in popping sr and roll for ini? Well for one, you have to waste a utility slot on rfi, sr is from a weaponskill. Secondly if your depending on rfi as your stun break, every single class will be able to recharge there cc and burst BEFORE the cd on rfi expires.

Sword main hand still has much much better mobility than Dagger main hand so…

You’re talking like Shadow return got patched out of the game. You realize that it still works the same way it did before? The only difference is that you cannot break stun with it anymore… yes it’s a nerf but its not nerfing he skill from “very very very good” to “useless” so yea…

Also: RFI was an exmaple, can also insert Shadowstep / Infil signet

(edited by Sizzle Hint.1820)

Leaked Patch Notes

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

only 1 build consistently runs RFI…..RFI has a good .5 or .7 sec lag to it too when you are immob/stun/dazed/chlled etc. plus it has a 60 sec cooldown. better off with blinding powder as it invis you and blinds them and removes 2 condis with infusion of shadow. RFI sux unless running a very specific kind of initiative build. better off brining withdraw if u want the effect. s/d was a reliable build bc of the stun break only. without that you could rip all boons with LS and still die . the stun break allows you to play without stealth. if u dont belive me place a bet. see how many people, if they still use s/d, now change to a stealth mix. :P

I was referring to just breaking the basi, ofc a stun breaker based on initiative will be much better than SS / RFI just for the purpose of breaking a stun. The point is that you can still break a stun, even tho at a higher cost.

And i disagree that the stun break makes or breaks S/D, infil strike was in the top 3 of thief skills period, now it’s “just” very good.

(edited by Sizzle Hint.1820)

Leaked Patch Notes

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

dont really get all the complaints about S/D. I play S/D mainly and yes it’s a nerf but it’s not as bad as people make it out to be.

Stuns in this game are all quite short in duration, so even if it isnt a stunbreaker anymore it doesnt man we will be dead once the first stun hits us. Immobilize is much much stronger than stuns (imo) and infil strike still takes care of that just fine. We also still have Shadowstep / Roll for Ini / Infil Signet, etc.

Also, 2 Ini on Flanking Strike: Good change. The Skill is still really really good but this prevents all the noobs spamming spamming without properly managing their Inititative. I’ve encountered so many S/D thiefs going 333333 and it was just too rewarding for pressing one button over and over. (Btw you will still be able to spam it just fine if you spec very high into Ini regen -> jumpers build)

Anyway, i cant wait to try Shadow Trap, it sounds really good. I also like that they are buffing Dancing Dagger because thats the only skill i dont use frequently on S/D (i dont use it at all) but the ini reduced to 3 isn’t helping it at all. Infil Strike is still superior, so no point in using it.

d/d BV gonna sneak up and own your kitten now u have 0 chance hope ur quick with that SS or they gonan 2 hit u

Where’s the diff between popping roll for ini and shadow return?

Leaked Patch Notes

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

dont really get all the complaints about S/D. I play S/D mainly and yes it’s a nerf but it’s not as bad as people make it out to be.

Stuns in this game are all quite short in duration, so even if it isnt a stunbreaker anymore it doesnt man we will be dead once the first stun hits us. Immobilize is much much stronger than stuns (imo) and infil strike still takes care of that just fine. We also still have Shadowstep / Roll for Ini / Infil Signet, etc.

Also, 2 Ini on Flanking Strike: Good change. The Skill is still really really good but this prevents all the noobs spamming spamming without properly managing their Inititative. I’ve encountered so many S/D thiefs going 333333 and it was just too rewarding for pressing one button over and over. (Btw you will still be able to spam it just fine if you spec very high into Ini regen -> jumpers build)

Anyway, i cant wait to try Shadow Trap, it sounds really good. I also like that they are buffing Dancing Dagger because thats the only skill i dont use frequently on S/D (i dont use it at all) but the ini reduced to 3 isn’t helping it at all. Infil Strike is still superior, so no point in using it.

(edited by Sizzle Hint.1820)

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Your build

Epower: 7121 (24 Might)

Your build, but Rubyorbs + Bowl of Curry Butternut Squash Soup

Epower: 7446 (15 might – thats 24 might without 60% boonduration and the buff food)

And every boonstrip on the enemy team, every buffing warrior/guard on your team is another reason to use Ruby Orbs + Squash Soup.

Tl; dr: You sacrifice too much to get those mightstacks.

I might have just gotten home and been drinking, but Im pretty sure that site cnt account for stacks or duration increases or how much you gain and stuff. Making the EP stat it lists useless. Which is why earlier int eh day before I was drinking I posted a lot of maths I had to do to show whether or not it increased damage and by how much compared to other stuff.

I’ve actually switched from my original build with this (0 / 30 / 25 / 15 / 0) to a different trait setup. I’m now running 0 / 15 / 25 / 30 / 0 because i felt that it lacks a lot of sustain (mostly because of initiative) and the damage was a little bit over the top. With this setup i can use flanking strike and CnD much more effectly. I can also do the Flanking Strike rotation with it that jumpers build uses. 15 more into Acro also means +15% Boon Duration to keep the might up. The damage is still really good because of the might stacks, even tho i miss Executioner, but the trade off is just too good. I kinda fell in love with that build as a WvW roaming spec. I wouldn’t recommend it tho if you aint using Double S/D.

Im glad you switched over to something with more ini regain, as I find that pretty crucial for double S/D. Post all your traits and gear and stuff and I’ll see if I can make it better tomorrow for you.

To the last sentence of you,

this is the exact build im using currently

http://gw2buildcraft.com/calculator/thief/?7.0|c.1p.h1h.8.1p.hd|c.1p.h1h.8.0.hd|1p.77.1p.77.1p.79.1p.79.1p.7d.1p.7d|2s.d1a.3s.d17.2s.d1a.2s.d14.3s.d1a.2u.d14|0.f3.p45.u29c.0|1b.7|57.5b.5c.5g.5u|e

I dont think i could tweak it even further to be honest (atleast trait / sigil wise, atleast not for what i want to do, which means might stacking). Gear im not sure, i want to stay as offensive as possible while still maintaining a good amount of HP. I dont really want to lose any more damage (not running 30 into CS with Exe is enough :P ). But it would be cool if you could help me to tweak the gear so i get a bit more defensive while still maintaining the same damage.

Note: NOT a PvE build, this is a WvW skirmishing build.

(edited by Sizzle Hint.1820)

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Nice! This might be the ultimate pve build! Thanks for sharing!

Not really….

  1. P/D is bullkitten, S/P is just for trashmobs, S/D is bullkitten if you use stealth b/c Tactical Strike is too weak… pls use D/D
  2. If you have 1 ele or 2 warrior you lose tons of DPS b/c of the might cap
  3. Molch is right, the build is good but not the food, the runes, the sigils and the way he plays it

with ruby orbs, + 10% dmg against an specific enemy type and + 10% dmg at night/ + 5% dmg you do more damage.

Compare it, calculate it: 25 stacks of might vs 10 stacks (+15 stacks with your team) + ~30-35% dmg

Not to mention that you generaly have people in ur party to grant u might so it’s not needed.

I mentioned earlier that i wouldn’t recommend it for PvE that much.

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Having run Might-based builds quite a bit, I favor Trickery hugely over Shadow Arts. Trickery V lets you leverage that boon duration/Might even more. Furthermore, condition damage is very important for getting the most out of Might stacks, and Trickery lets you further boost that condition damage as well as letting you pick up dodgetrops to apply bleeds with your frequent dodging.

If you want to push even more Might, since you should be running both Signet of Agility and Signet of Malice (due to dodgetrops) you can pick up Signets of Power from Critical Strikes for massive burst Might whenever you want it.

All of the people straight-up ignoring 50 % of the benefit of Might by only looking at the power-based benefits are probably not the type that’ll most benefit from a Might-heavy build anyways.

tl;dr – Shadow Arts doesn’t do Might particularly well, but if you’re already running a stealth-heavy build and want to integrate Might it can work.

I was thinking about the 5 might from signets but it is not needed, they last way too short and i can maintain 20+ without them. I’m also not a fan of SoM, atleast not in small scale, i use it in PvE and blob fights tho, it’s really strong with the shortbow. If you want to “burst” might stacks you can drop a refugee, thats 8 stacks right there that last 20+ seconds. I’m not really sure about trickery V too, 1 stack every 45 seconds (base cooldown, i know it’s a bit less if you trait into trickery) is pretty meh…

And as you probably know, S/D has pretty much no condition so thats out of question :P

I’d love to see someone try a power / conditon hybrid with this setup tho and see how it works out, i figure P/D + D/D would work quite well.

Edit: I just noticed the might stacks last a lot longer than i was thinking. The 2 from dodge rolling / stealthing last 27 seconds, weapon swap lasts 37 seconds.

(edited by Sizzle Hint.1820)

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

I am not sure what you want me to try. You can calculate, that rubyorbs provide more damage. And every field study would go even more in favour of orbs. You can’t remove them and they have no 25 limit.

Btw, I don’t want to say that this build is bad or anything. But I think it’s improvable.

Yes definetly ! It’s just a concept at the moment and i’m still tweaking. I think i have the traits spot on now to be honest, atleast for double S/D with this setup. I’m still thinking about off hand sigils tho, not sure what to use. I’m deciding between Para and +5 crit chance.

I doubt ill drop the runes and the food tho, i have played with orbs and crit damage food way too long, i also really enjoy the perma vigor from the food, it’s so much survivability. I also have my doubts that orbs do more damage, atleast the damage i do right now feels a lot higher than the damage i did with my old spec (0 / 30 / 20 / 20 / 0), when i hit 20+ mights it feels like a lot more damage than i did with orbs and executioner triggering. I wasnt using Bloodlust with my old build tho so the 250 attack definetly make a difference there.

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Your build

Epower: 7121 (24 Might)

Your build, but Rubyorbs + Bowl of Curry Butternut Squash Soup

Epower: 7446 (15 might – thats 24 might without 60% boonduration and the buff food)

And every boonstrip on the enemy team, every buffing warrior/guard on your team is another reason to use Ruby Orbs + Squash Soup.

Tl; dr: You sacrifice too much to get those mightstacks.

I doubt you can maintain 15 stacks of might or get that much without the food and the runes tho, when i played 0 / 30 / 30 / 10 / 0 i averaged at 6-8

This might not be the end of all builds but it is sure fun as hell, and 25 might stacks feel kitten. Maintaining them thru out combat even more :P

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

What about the high condition damage you get from the might stacks? That’s why I’m saying a hybrid build might be better for this. Maybe P/D and D/D? That way you can sneak attack and death blossom, but also backstab utilizing both aspects?

Also, since the sigil of battle will stay on cooldown all the time (assuming you are always switching weapons) you either need to ditch them or ditch the sigils of strength. So we need a new sigil. Either way the calculations done above probably should be re-done.

Yea you’re right i ditched the Sigils of Strength and used Force, but i doubt i will leave it at that. Prolly gonna use something else but have to think about which ones first. Sigil of Para might be a good choice to get that 3 second daze but i dont know…

I dont believe i will try a hybrid spec with this because i love double S/D to death, but u’re free to try it out and post ur results. It’s always nice to see how different playstyles work out.

I’ve actually switched from my original build with this (0 / 30 / 25 / 15 / 0) to a different trait setup. I’m now running 0 / 15 / 25 / 30 / 0 because i felt that it lacks a lot of sustain (mostly because of initiative) and the damage was a little bit over the top. With this setup i can use flanking strike and CnD much more effectly. I can also do the Flanking Strike rotation with it that jumpers build uses. 15 more into Acro also means +15% Boon Duration to keep the might up. The damage is still really good because of the might stacks, even tho i miss Executioner, but the trade off is just too good. I kinda fell in love with that build as a WvW roaming spec. I wouldn’t recommend it tho if you aint using Double S/D.

(edited by Sizzle Hint.1820)

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Heres a quick video to showcase the damage potential this has

Sorry for the crappy playing coming from jumpers build i have to get used to this… The 6,1k CnD was with the ranger above 50% health, it would have hitted for 7k+ with Executioner triggering. I also didnt get the 2 Might stacks from the failed CnD so the Lac strike does a bit less damage.

I have around 4,1k Attack in that Video (around 20 might stacks) and 95% crit damage.

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

[…]
2x Superior Sigil of Battle (3 Stacks Might on Weapon Swap)
2x Superior Sigil of Strength (30% Chance to gain Might on crit) Note: Not needed that much but way easier to maintain 25 with it.
[…]

Just for clarifaction:
Will not the internal cooldown of the Sigil of Battle prevent the Sigil of Strength from triggering if you are constantly swapping?

According to http://wiki.guildwars2.com/wiki/Sigil:
Sigil of Battle 9s
Sigil of Strenght 2s

I dont think so? But i really dont know, i always thought only sigils of the same type share a cooldown, for example putting two sigils that trigger on swapping.

I have not really experienced it not working, i’ve gotten 3 stacks everytime i swap so far

Just to clarify, you will use Battle + str in one weapon set and battle + str in the other one too.

Again http://wiki.guildwars2.com/wiki/Sigil:
“All sigils that have a cooldown share the same cooldown timer; while the timer is active, no other sigil with a cooldown can trigger. "

Its about the Sigil of Strenght not triggering because Sigil of Battle startet the cooldown.

I’ve tried it and you’re right, it doesnt trigger while weapon swakitten till on cooldown. Thanks for this mate !

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

[…]
2x Superior Sigil of Battle (3 Stacks Might on Weapon Swap)
2x Superior Sigil of Strength (30% Chance to gain Might on crit) Note: Not needed that much but way easier to maintain 25 with it.
[…]

Just for clarifaction:
Will not the internal cooldown of the Sigil of Battle prevent the Sigil of Strength from triggering if you are constantly swapping?

According to http://wiki.guildwars2.com/wiki/Sigil:
Sigil of Battle 9s
Sigil of Strenght 2s

I dont think so? But i really dont know, i always thought only sigils of the same type share a cooldown, for example putting two sigils that trigger on swapping.

I have not really experienced it not working, i’ve gotten 3 stacks everytime i swap so far

Just to clarify, you will use Battle + str in one weapon set and battle + str in the other one too.

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

If you keep 30 in Critical Strikes and Executioner instead of Shadows Rejuvination, your build will come out ahead around 18 stacks of might, but youd have to keep at least 18 up at all times.

Thanks a lot for this man really appreciate it ! I’m not really into all that math stuff so that is definetly quite interesting. Would be interesting to see how far these numbers are apart if you take Executioner into consideration because that is what i am running with.

I did that, my original equastions did not count executioner, but they also did not count +5 CS for the might stacking build.

(2001 + 250 + 60 + (35 * 6)) * ((1 * .46) + (2.62 * .54))= 4726.3708
(2001 + 250 + 75 + (35 * 16)) * ((1 * .56) + (2.35 * .44))= 4600.284
(2001 + 250 + 75 + (35 * 25)) * ((1 * .56) + (2.35 * .44))= 5102.394

These are what we get without accounting for Hidden Killer or Executioner, but before we try to add them, lets figure out where the break even point is currently, because I want to know

(2001 + 250 + 75 + (35 * 18)) * ((1 * .56) + (2.35 * .44))= 4711.864

If we just change this:
(2001 + 250 + 75 + (35 * 18)) * ((1 * .56) + (2.35 * .44))=
to this:
(2001 + 250 + 75 + (35 * 18)) * ((1 * .54) + (2.4 * .46))= 4859.664
We account for +5 CS instead of +5 SA in the build, then we can count down might stacks to find where it wins exactly:
(2001 + 250 + 75 + (35 * 17)) * ((1 * .54) + (2.4 * .46))= 4802.124
(2001 + 250 + 75 + (35 * 16)) * ((1 * .54) + (2.4 * .46))= 4744.584
(2001 + 250 + 75 + (35 * 15)) * ((1 * .54) + (2.4 * .46))= 4687.044
We can see the exact point where it overtakes the other build provided they use the same gear.

0/30/30/10/0 set:
(2001 + 250 + 60 + (35 * 6)) * ((1 * .46) + (2.62 * .54))= 4726.3708

It’s 16 stacks, which is right where I said originally, around 18 for this build to actually be better from from a damage standpoint.

EDIT: I personally dont like this set because of the lack of weapon swap btw. It doesnt have enough Ini regen for me to use double S/D, and the damage/utility is lacking from a D/D+S/D or D/P+S/D perspective. I think you should try mixing it with Jumpers traits and see how much might you can keep up.

Thanks again mate really interesting !

If i would make a hybrid between jumpers and this one i would prolly go 0 / 15 / 25 / 30 / 0, very high survivability + damage from the 25 might. Jumpers would still be better in tPvP tho, because SA is generaly lacking in sPvP and 25 is neccessary to build up the might. I’d also like to point out that you will be running 20+ might a lot in this build. The Stacks last so long it’s very easy to build it up. I will probably make a few vids soon to showcase it in action.

Note: Shadow Refugee became sooo good with this =O

(edited by Sizzle Hint.1820)

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Conclusion
In your video, we can see you constantly flipping between 24 and 25 stacks of might when you get it that high, so your damage fluctuates between better and worse than a standard WvW build, and its stays worse until you can actually get to 25 stacks of might, Im not going to pretend I understand how long it takes for you to reach that, but I can assume that in WvW in a 1v1 fight, you wont reach 25 and maintain it before whoever youre fighting is dead. This is based on the idea that you only get executioner for a third of the fight though, if your opponent doesnt heal, your build loses by miles, if they get 2 heals off, youd probably only need to maintain 22ish stacks of might to win.

For PVP specifically, If it’s a GC type character youre fighting, youd lose by a lot with the might stacking build because theyd die before you got very high. When fighting a boonbunker type character, youd be using Sword 3 a lot and your might stacks would suffer greatly and the might stacking build would also lose there.

For PVE, a full out glass cannon build does 2-3x what the 0/30/30/10/0 build Im using as a comparison for this does, and it will outdamage your might stacking build, but will not have the survivability this has.

If you keep 30 in Critical Strikes and Executioner instead of Shadows Rejuvination, your build will come out ahead around 18 stacks of might, but youd have to keep at least 18 up at all times.

If I made any math errors, feel free to point them out.

Thanks a lot for this man really appreciate it ! I’m not really into all that math stuff so that is definetly quite interesting. Would be interesting to see how far these numbers are apart if you take Executioner into consideration because that is what i am running with.

I’m running 0 / 30 / 25 / 15 / 0 with this setup and it works great. While you’re right that Shadow rejuvenation helps a lot to keep sustain i can live without it. I also use S/D so i got a lot of survivability from Infil Strike. You also have so much dodges because of the food and 15 into acro in addition to the 25 into shadow arts (stealth in general + con removal is just great survivability)

I was ganking for like an hour today in front of a keep and kept killing people that tried to move somewhere else, i can maintain around 15 constantly even out of fight (this works really well in WvW because there is so much stuff you can CnD off before engaging someone) and easily get back up to 20+ by swapping weapons as soon as i engage someone. Once you have someone under 50% and 25 stacks up the fight is pretty much over, the highest lac strike i did so far was 7k on a lvl 80 but he was a full gc thief. I also did a 8k CnD on an uplvled necro, he melted so fast i kinda felt sorry for him lol

The reason why D/P is probably really really good with this (i havent tried it yet) is because you can spam heartseekers thru ur smoke field to grant urself might, you can do this over and over before you engage someone and have 25 stacks up before engaging (im pretty sure you can easily get 25 on D/P out of combat with this setup)

I will probably get another weapon with Bloodlust Sigil and stack that up to 25, then see how much i can pull off with 25 stacks might. Will have around 4,2k attack.

I also believe that this doesnt really fit that much into PvE because a warrior for example grants so much might you really dont have to build it up urself. I would prolly use this tho if im pugging.

(edited by Sizzle Hint.1820)

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Cool build. A few pieces of rampagers might take advantage of the conditions a bit more, especially if you run P/D and D/D (or S/D). All ramp armor w/ zerk trinkets might be a good way to go, especially for all of us that already are running 6/6 ascended berserker trinkets.

The sigils will run you 13-14g and are the most expensive (and arguably most important) part of the build. Still unsure which way I’d lean on weapons. Most of us have zerker weapons w/ sigils we don’t want to replace, so since we are buying new ones anyways maybe split the the 4 between zerk and rampagers?

Im not so sure about a condition power hybrid. I’m running pure power based since i’m running double S/D.

In this Video i run full ascended zerker trinkets + valk armor with the runes to get the might duration up.

Edit: Have been playing around with it in WvW and good god these Lac strikes with 25 stacks, just lovely xD

I think i’ll definetly stick with this, it’s really fun and rewards good play (hitting the CnDs, constantly swapping)

(edited by Sizzle Hint.1820)

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Hey guys,

~snipfu

I guess when it comes down to it with a build like this, the question has to be how much you are sacrificing (also what you are sacrificing) in order to achieve might stacking on a thief. If your answer comes down to something that you can live with it and your group (or pugs or whatever you run with) can live with, then go for it.

If the sacrifice is too great, as it appears to be from time to time on a build like this on a thief, then it comes down to what you are looking at doing with your particular build.

Its a good idea though, and well-thought-out concept.

This is definetly true !

If you already run a stealth heavy build i strongly recommend this because it boosts your damage output drasticly. This is probably the best in a WvW roaming build which has 30 into SA anyway.

People would have to give up their shortbow tho and run double sets :P not sure if people like that, i definetly do ! I fell in love with Double S/D.

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Nice! This might be the ultimate pve build! Thanks for sharing!

This is actually pretty strong in small scale WvW roaming because you can stack up might pretty fast, you will have 15+ in a matter of seconds and 25 is very well possible. Especially if you run D/P.

I havent tried it in sPvP tho, the difference is that the food isnt there and Shadow Arts isnt nearly as good in sPvP as it is in WvW.

(edited by Sizzle Hint.1820)

(Concept) 25 Stacks of Might? Yes please !

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Hey guys,

something i have been playing with lately and wanted to share, someone might find it useful.

Traits you need:

“Hidden Assassin” -> 25 into Shadow Arts
“Power of Inertia” -> 10 into Acro
“Feline Grace” -> 15 into Acro

Runes, Sigils and Equipment you need:

2x Superior Rune of Strength (25 Power, +20% Might Duration)
2x Superior Rune of Fire (
25 Power, 20% Might Duration)
2x Superior Rune of the Hoelbrak (
25 Power, +20% Might Duration)

2x Superior Sigil of Battle (3 Stacks Might on Weapon Swap)
2x Superior Sigil of Strength (30% Chance to gain Might on crit) Note: Not needed that much but way easier to maintain 25 with it.

Food:

“Bowls of Orrian Truffle and Meat Stew” (100% Chance to gain Might on Dodge, +40% Endurance Refill Rate)

How it works:

- 3 Stacks Might (~35 seconds) on Weapon Swap (I recommend using the same weapon set two times such as S/D + S/D, D/P + D/P or P/D + P/D)
- 2 Stacks Might (~18 seconds) on dodge (1 without the food)
- 30% chance to get Might (~18 seconds) on crit
- 2 Stacks Might (~18 seconds) when entering Stealth (D/P + D/P is probably the best set for this)

The Might stacks last longer because we have 60% might duration and +15% Boon Duration. To be honest the uptime is really really high i have 20 constantly just running around killing mobs. I’m pretty sure i could reach much more if there was no cap at 25.

Edit: No clue why it’s underlining some of my test, sry abt that. Also didnt notice fraps recorded media player along so enjoy some muse :P

(edited by Sizzle Hint.1820)

Fractal Weapon Ticket

in Fractals, Dungeons & Raids

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Because u have the one u want and nobody else should have it?

No, because it means that when I get the one I want, it shows off the dedication I’m willing to put forth to get something I really want. There’s a level of prestige associated with that which I personally crave. And for the record, no, I don’t yet have the last ones I want.

Which prestige? That you got lucky on ur first 20 run?

The current system is flawed and everybody knows it, theres no point argueing about it. It doesnt feel rewarding at all.

Fractal Weapon Ticket

in Fractals, Dungeons & Raids

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

I’m all for tickets instead of random weapons, but if they make the weapons easier to get in general, I doubt I’ll play fractals ever again. The fact that they are obscenely time-consuming to get is a major reason why I love them so much.

Because u have the one u want and nobody else should have it?

Fractal Weapon Ticket

in Fractals, Dungeons & Raids

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

If they would give us tickets at 50+ i would actually start doing fractals again…

Full berserker was only a pve thing? nahhh!

in Guardian

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

the end is just beautiful thank you i was laughing so hard

[SOAC] Stunningstyles Guardian Staff/GS Guide

in Guardian

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

build looks great i have to try

Thief Backstab [ Picture ]

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

i remember someone posting a 35k one but it was set up

Acrobatics based PVE/Dungeon Build

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

This build offers very good damage along with survivability and initiative regen. Check it out if you want to get away from the traditional stealth-based builds. The main strength is its synergy with EVERY weapon set and, as mentioned, not being overly reliant on stealth (which only really profits dagger mainhand anyways). It’s great for players who constantly switch out their weapons based on the encounter.

5 / 30 / 10 / 25 / 0
I can’t put up a link for it because I’m at work and all build calculators are blocked here. kitten the man. Traits detailed further below.

1) THE BIG PICTURE

Damage
The build offers enough survivability to allow you to play in full berzerker gear. This is not required but it’s definitely something you should aim for. You’ll have the following damage modifiers :
1) +20% damage when mob health is under 50%
2) +10% dmg when endurance is not full. Dodges are your life and should be used often enough to keep near 100% uptime on this booster.
3) +10% dmg when initiative over 6. Relatively easy to keep near 100% uptime because of the good initiative regen.

Survivability
-3 dodges
-Lots of vitality and increased boon duration from the Acrobatics tree
-No toughness = less aggro
-Good condition removal : agility signet, hide in shadows heal, sword #2, condition removal on stealth (optional)

Initiative regen
From Acrobatics IX and the 15 point minor trait in Critical Strikes. No need to stealth to regain initiative, so it’s very useful with Sword/Pistol and Shortbow which should be your main PVE trash mob weapons (AOE, blind field, infinite blast finisher, weakness combo).

2) THE TRAITS

Deadly arts : 5 pts
These are my 5 leftover points and are only used for the extra 50 power (MOARR DPS). Feel free to place them elsewhere. Acrobatics 30 for Quick Pockets or Trickery 5 are good options for more initiative regen, but it’s a bit of overkill.

Critical Strikes : 30 pts
The thief’s bread and butter and home of the awesome traits. For the majors I usually run III, VI and XI. Sometimes others…
I : 10 sec fury on a 45 sec cooldown. Not necessary if you’re rolling with banner warriors but useful on trash mobs otherwise.
III : +7% crit chance from the back (nuff said).
VI : 5% of precision converted to vit (and you’ll have very high precision).
XI : 20% extra damage when mob health under 50%

*XII : I rarely use this as it synergizes with a Dagger/Dagger backstab setup that should pretty much only be used on single target boss fights. Also my crit chance is high enough that it’s mathematically not worth using (anything over 62ish%, someone else’s math on the forums, seems legit!).

Shadow Arts : 10 pts
The 10 point major-trait offers some nice options.
I : This is what I use 90% of the time. Reduced cooldown on my Deception (best) utilities: Smoke Screen and Shadow Refuge.
IV : If extra condition removal is needed. Situational.

Acobatics : 25 pts
Every trait in this line up to 25 pts is pure gold. Swiftness on dodge, might on dodge, returns endurance on dodge (essentially giving you 3 dodges… and more might), auto initiative recovery every 10 sec, +10% damage.

Good build but i prefer 0 / 30 / 20 / 20 / 0 as surrounder

Stealth has to reward you the better YOU are

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

i would like that change but the thief shouldnt be completely visible to the enemy. Visibility should come in pulses every sec for like 0,1 secs

State of the Thief

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

D/P has plenty of condition removal through stealth. It also has plenty of burst. Remember, you also have a secondary weapon set too.

S/D is somewhat broken, but I still prefer it to Backstab/stealth/Heartseeker builds. I like the idea of a Thief using Evades and Teleports to mitigate damage, just not to the extent that it does.

S/D is NOT broken.

Larcenous is too rewarding, but that’s about it.

Remember you have to ALWAYS think at a functional tPvP environment in order to judge balance.

In that environment, any thief built for survivability will drop its damage ridicolously, and since a thief can only bring damage on the table, builds like 10-30-30 are NOT viable.

A thief has 2 effective builds to play: glass cannon and acro S/D thief.

S/D thief is very, VERY overrated mostly due to the fact it’s a very selfish and self sufficient build, perfect for solo roaming, while D/P , while being by far more effective in coordinated teams, requires more coordination and is more reliant to your teammates.

AKA: you can do well with an S/D build without caring about your teammates, while with D/P you need to , well, play as a team in order to maximize its effectiveness ( even suldaris goes back to D/P from times to times).

S/D is, currently, Larcenous strike and nothing else: the set ( and specially OH dagger) need serious buffs, along with better traits in order to make the thief not reliant to certain skills.

In fact, num. 1 reason why thieves are brought in tPvP by competitive teams is SHADOW REFUGE ( in order to coordinate spikes from stealth) and num 2. reason why is MOBILITY ( shortbow).

Anything else sucks. Remove these 2 things and you’re left with a broken class.

This is food for thought.

I agree with pretty much everything just one thing i have to say,

S/D is not overrated, it’s currently by far the best roamer you can have because of the insane mobility. No class can jump between nodes as fast as a double S/D thief. Also Inf strike probably the best skill we have but thats on S/P too.

(edited by Sizzle Hint.1820)

Imagine a WvWvW guild full of Tpvp players

in WvW

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

It’s not compareable

tPvP players would get demolished first but i believe they could become really really good if they practice large scale guild play like Golden Horde, RG and such do…

top pvp players know all the classes and prominent builds that are used so they could make a really good setup for large scale guild groups and roll over stuff pretty easily

Time to suicide[Back to D/P]

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Having lots of fun with this build lately

http://gw2skills.net/editor/?fYAQRAsY8YlUmaPHdS4E/5ExWhdy9wpGtpdPwqWrKA-TwAg0CqIqRVjrGTNyas1MsY9x+jpFA

I’d say it’s an hybrid between a S/D daze build i used to run and jumpers. Great survivability (stealth and evades) + boon stealing + dazes + moderate damage

not sure if tpvp viable tho

SOAC EU Prof Tournament - VOD's

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

just one thing

the forum messes up my account name no idea why

it’s

S h i z z l e n i t.7648

SOAC EU Prof Tournament - VOD's

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Name: Deylarse
Account Name: kittenzlenit.7648
Rank: 21

Can fraps it

(edited by Sizzle Hint.1820)

Thief, class mechanic - Steal

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

I wish thief could steal skills permanently. If anyone played a stalker in Ragnarok Online, you know what i mean.

Of course some skills should be restricted because it would be very op on the thief.

The New S/D(Duels Vs D/P)-Video Guide INC

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

0 / 20 / 30 / 20 / 0 with Berserker Amu + Jewel is hands down the strongest S/D build imo

try it out jumper

Lethal Tournament Build for Thief!

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

I’m glad that you are happy with this build but it is really a terrible way to use the D/P spec. It lacks imagination and knowledge of what that build is all about. Do youself a favor. Listen to Frenk and watch the link he/she suggests.

This is a tournament build not a WvW ganking build.

25 / 30 / 0 / 0 / 15 is the only viable tournament build for the thief at the moment, Frenks build is terrible for high lvl tournament play.

Thief zerg builds

in Thief

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

for zerg in wvw, try pvt gear, vennom share and 30/0/30/10/0

1dagger storm,
2.vennom share, then spam poison field+signet of malice & auto attack
3.collect loot bags

easy as pie

What weapon and utility’s are you using? Looking for a new build and this sounds promising. Although I would be stuck in crafted gear. Out of the crafted set what would you recommend?

I wouldnt play a venom share build because it’s not really good, venoms in general aren’t very good for a zerg build. Especially because you have to put 30 into SA and SA is a waste in a zerg build.

Try this build:

0 / 30 / 0 / 25 / 15

Utilitys use SoM, Refugee, Shadowstep, Signet of Agility (Active effect is a live safer), Daggerstorm

Stats you should aim for:

3k Attack+,18k+ HP+, 50%+ crit chance, 70%+ Crit Damage, 2,4k+ Armor

Main Weapon is the Shortbow u will be on this 95% of the time, it’s a very very strong AoE weapon. Second Weapon Set i recommend S/P or D/P.

Remove Spirit Watch from tourney rotation.

in PvP

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

No please no i love this map it’s my fav

i only play solo queue tho

Map rotation is killing my drive to play

in PvP

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

I wish i could play on Spirit Watch all day it’s my fav map.

I hope we will be able to host tournaments and pick the maps we want to play on once custom arenas are in… ill be on Spirit Watch all the time !

I'll be trying out GW1

in Guild Wars 2 Discussion

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

Sad thing is that most people knock it because they are used to more traditional MMOs and complain over paltry things like UI and jumping, really ridiculous in my opinion.

I played GW1 for 6 years simply because of the combat depth and PvPing with friends. GW2 may have a bigger scope, but GW2 is extremely shallow and many gameplay systems (classes, skills, etc.) are homogenized and hyper balanced. They threw out a lot of things that were amazing in GW1 to appeal to casual, WoW players.

GW1 offered a lot more in its’ prime than GW2 ever has, but it wasnt in the form of material rewards. Most people i see only play GW2 for the rewards whereas GW1 really felt like a real community because the game was inherently fun, rewarding, and deep to play.

The only thing i can say about those thinking about trying GW1 out, well, the majority of the game’s population has migrated (and many subsequently left because the game is so shallow, restrictive, and grindy) to GW2. A lot of things that made GW1 feel alive when i played it would now feel dead to new players. All i can say is that GW1 was a magical experience and it’s really a shame that people that never played it will never get to experience what i experienced. It’s a shame they casualized and homogenized GW2 so much, it’s like a slap in the face to GW1 fans.

Almost no build variety, extremely limited and shallow skill system, complete lack of effective healer role, homogenized class roles to the point that there is very little distinction and combat purpose, absolutely whack trait system that limits the viability of builds to 1-3 viable sets per class…the trait system is just really bad. They’d be better off overhauling it or just taking it out in favor of actual skills and a fully customizable bar. Elite skills are garbage, most fights are just braindead zergs with no required strategy or team composition, really just a sad bore.

Not many sensible people that actually enjoyed GW1 for the amazing game it was (not turned away by petty things like no jump and wahhhh it’s not like WoW) prefer GW2. In fact, 43 of my longtime GW1 friends say they really only play for the rewards and grind rather than the inherent depth and enjoyment of the gameplay. The other 26 have quit the game with no intention of coming back.

Just wanted to say, don’t look down on GW1 if you are just getting into it. If you give it the chance, youll actually find that in a lot of meaningful ways, it totally destroys GW2. The problem is, the community is just gone.

GW2 was in it’s prime already?? wait, what?? Theres not even 1 expansion out…

Ask a Thief

in Players Helping Players

Posted by: Sizzle Hint.1820

Sizzle Hint.1820

But thiefs can maintain perma stealth…