Any of the pets with a cc really, immob, poison, knockdown, fear, chilled, all have their uses. Practice with them and find which works in the different situations, when your not in combat you can always swap it to a different pet
Doesn’t bother me to much anyways, 8v8 is nothing but a zergfest for the most kills, tPvP is where i test my real abilities. But nobody likes to be winning and then pretty much handed an automatic loss because of the enemy need like 50 points or less or so. I can understand auto-balancing being their so it doesn’t just turn into an empty room on one side because they all quit, but there should be a point limit at which auto-balancing can not occur. There will always be those trolls that don’t want tot take a loss so they just leave early just before the match ends, it is unfair for the players that earn the win to lose out on the bonus, slight as it may be, because of the losing players attitudes.
No my main character is a thief and i shadowstep with the repair kit all the time, i also play a necro. You can’t use the shadowstep return with the sword but when i have the repair kit my f1 is available as are my 6-10.
[edit] my main could be considered the necro since i leveled him to 80 but considering that this is pvp discussion and i have well over 100+ more games on my theif than i do my necro in pvp theif is my main for pvp purposes.
Right so when you get swtiched from the team that just decimated the other team at all the points at 492 score you have a chance to come back from being auto balanced to the other side. I can safely say it happened to me and yes, I know comebacks are possible. I was in a game up 300 to 100 got autobalanced to the other team came back got to that 492 and auto balanced to the other team a second time. Yes it is fun for casuals, but it’s not fun when you get swapped to an automatic loss after the work you put in to a victory, especially when that loss comes from being auto balanced twice in the same match.
Don’t have to use stealth before taking the repair kit. Can use it while you have the repair kit. Pop steal while picking it up, blinding powder just before it wears of and at a 66% move speed it is a relatively short trip to get the treb repaired.
[edit] or if your good enough you could probably jump down use shadowstep from the base of it pop steal and blinding powder to pick up the repair kit and shadowstep back, there is no limit to distance shadowstep travels on shadow return.
there have been times when i’ve been in 8v8 and had a glory boost of 35 for a win, not that much of a loss, but then there is times where you can get upwards of 60+ bonus for a match, there is something to complain about when you get put on the losing team when there is absolutely no way you can make a comeback out of it.
Thiefs can stealth shadowstep and steal all while holding the kit. Anything that is not a 1-5 skill can be used while holding it actually, if i wanted to i could blow all my cds and be stealthed the entire trip.
[edit]
also with the swiftness and 33% move speed while stealth stacked, thats a 66% increase in movement speed while not being able to be seen, how is that different from facrolling a mesmer portal exactly?
a properly traited thief can do the same thing, albeit without a teleport. Util stealth and swifteness from using steal on nothing with even more stealth while having the trait move 33% faster while stealthed it only takes me about 15-20 secs to run back a repair kit, add shadowstep to that as well and you pretty much can avoid everyone while doing it. If you know a mesmers on the treb and is going to run to the repair kit and portal back, stay at the treb they portal back you pound their face in and make that portal more or less a wasted cd cause it’s repaired but can’t be used.
DS use is not to complicated to grasp, it is an extra life pool if needed, a semi decent CD on fear, and it may only be 1 sec but traited it can be a 2 sec fear that does damage, an ability that channels damage and if exited out of shroud at the right time will channel while not in shroud refilling your life force pool while giving you access to your other abilities. You can also weapon swap while in shroud regardless of whether your swap is on CD or not so it can be used for a combo chain 2 with a staff swap to scepter/whatever to stack more bleeds, DS fear, swap back to staff before the cd would normally be back up exit shroud and 2 again to put even more bleed on them and fear with 5, not to mention if chained properly, 3/4 will combo hit. Well mastery with ground targeting, convert their boons to conditions another well to convert your own conditions to boons. There is so much possibility and utility with it, you have to try out the different ways it can be used and find which style of it suits you.
[edited for typos >.>]
if you trait point into stealth lasts 1 second longer on all abilities, get on top of them before you pop stealth, it lasts until just as the animation finishes, and usually you don’t even rerender on peoples screens until the anim is done so they think you are still stealthed. If multiple enemies are around when you down someone, be lucky your not the one in the downed players position fighting to live, a glass cannon in a pack of enemies is not the place to be.
Blazer is right, mesmers only seem op because few people have practice playing against them. AoE and ranged works great against them as long as you pay attention to stacks of confusion and any bubble the mesmer may decide to drop over your head.
You run a glass cannon thief and take forever to kill a downed player? If you stealth most classes can’t target you with their interrupt, I never find it hard to kill a downed player, unless they get downed and have a guardian beside them popping that bouncing bubble of theirs and reviving. Doing it against another thief is easy, start your anim and watch where he goes, hit move a couple of times to stop the anim and you can reach him before his stealth is off cd.
It is indeed a good answer, looking at other classes build and playing them and learning what counters them and gets countered by them is an important process in know how to set up a balanced spec for your class that may be at a disadvantage in certain secnarios, but not completely helpless. Except against that thief that runs stone poision haste backstab thats 2 second of unable to do anything and in that 2 seconds deals all your life in damage but, being caught off guard happens. If you see that thief with the poison up not really to hard to keep your distance and immob him or cripple him, weakness and retaliation are great to. To bad the people would prefer to complain instead of learn and practice the tactics to avoid it.
And good ol’ warsong gulch was always my favorite from BC to Cata.
Resto druids were op from bc to wrath, PvE geared i could stil solo run steal the flag and be back at base with full mana and health, was amusing to do lol.
Hot join is really nothing but a zergfest and it’s because of the way the points are balanced. Having a skirmish bonus may be nice if your roamer catches someone off guard in a tourney match but in hot join it just means 15 points for every kill not at a capture point, not to mention you get the same bonus for geting that kill as an assault or defend bonus on the point depending on who has control of it.
yes people believe necros are useless, and for a pug group that just wants a full party join with voip capabilities it is not surprising that you are getting turned down. I play a necro as well but I play a more supportive outlast the enemy build that can compete with a guardian, i just go in solo que and hope for the best. There are a bunch of traits and things that are kind of hit or miss with the necro like, marks become unblockable and yet still get blocked, that are just broke, and so people would rather have something that can do the same thing as a necro without worrying that the trait to go with it is broken.
I already dedicate a whole utility slot just to having a functional movement skill
“spectral walk”/feedback
Spectral walk is useful but it sucks that in order to keep any distance gained by it we have to give ourselves vulnerability and break it early. No other class that grants themselves increased movement speed with a stun break makes themselves easier to kill to do so. It seems just a little unfair that our best escape mechanic makes us easier prey to use it in the manner of map travel.
again it’s more situational, you can swap the abilities when they are not on cooldown and you are out of combat so if you are traveling you can swap from signet of shadows to caltrops before you get into combat and swap back when it comes of cooldown and back out of combat.
Eh it could have been posted in the thief section but going d/d thief in PvE is kind of retarted with the way high level mobs work, getting in melee with them is the last thing you want to do, especially in the zones like Orr and the one before it where running into 1 is more running into a pack of 4 or 5 at a time, not the greatest melee place. Also for runes I would go with 5 of nightmare and 2 of afflicted for increased bleed duration and the +precision, +toughness +condi damage amulet, can get up a stack of bleeds that will tick upwards of about 7-8k in 5-6 seconds in no time flat. could also weapon swap to p/p go steath and hit with the pistol auto attack from stealth for another +5 staack to the bleed and use the sigils that give +10% bleed duration on both daggers and pistols.
If your running a thief in a condi build, might try using a trap or trick that puts on a bleed to help stack it faster, caltrops and the needle tap are useful when you land them right.
How to counter hundred blade warriors and heartseeker theives in a defensive position as a conditionmancer
in PvP
Posted by: Sjach Darasv.3729
I leveled a necro to 80 first and still play one, but with condition damage being unmitigated by anything except complete damage immunity right now, any player with half a brain is using 1-2 condi removers. If you just try to stay out of range and are successfully kiting them, they will usually go find someone else to bother or call for back up and just lay harass down until you get jumped by a bursty ranged class
How to counter hundred blade warriors and heartseeker theives in a defensive position as a conditionmancer
in PvP
Posted by: Sjach Darasv.3729
Works in theory but skilled players will have condition removers. There is a difference between players that spam abilities, and players that spam abilities with wise use of the other utilities and skills they are given.
A scoring system for a defending mechanic wouldn’t be to bad, just don’t let in accumulate score unless you’re you know, actually defending. By actually defending, I mean on the point in combat denying the enemy from taking it, get points while in combat on the point defending but not for just camping on it when there is nothing happening their to begin with. Should also remove the points from killing enemies, would make people want to just zerg ball less since it is easily countered and they wouldn’t get crap for points by using that method. People always complain about it being hard to learn classes. The zerg ball doesn’t really help, it’s really more or less, do you have enough survivability to live to through a groups damage long enough to kill them or get out of range of the damage but still be in combat to get kill credit right now.
Don't see the point of the PvP gear in GW2, maybe I don't get the system?
in PvP
Posted by: Sjach Darasv.3729
The gear thing definitely has its advantages, but i still lol at how serious some people are about winning the hotjoin so they get more glory that does nothing for them. WTF I GOT TEAM SWITCHED, im gonna miss the bonus glory that ultimately does nothing.
I don’t mind the whole team switching, nor do I care about the bonus, It’s more of a, I just worked for that win only to feel like I’ve been a traitor for the other team the entire time. Certainly that little bonus is nice, it also works with booster so if your using one you lose out on more, and yes the gear is just for looks and titles, which mind you have a ridiculous scale on them to begin with, but being swapped to the losing side when your about 10 secs away from victory can be annoying.
GW2 introduced the Easy Stealth Mode. Grats.
And fix that kitten reveal delay: A thief being able to hit 3 times in stealth before I can actually see him—> B-R-O-K-E-N.
Just mindlessly spam 1 when they stealth, chances are you are pounding away at their health, stealthing alone doesn’t remove immob stun or knockdown. Yes stealthing can do indirect damage or make for escapes from hairy situations but that is what it was made for. When you see that first number pop up after you get hit, press your tab key, it puts the ring of targeting on the ground and arrow over where they are, yes it would be nice if they re-rendered when they came out of stealth (I have had it happen numerous times to me where i get into a fight against another thief and i never seen them rendered until either myself or them are downed, amusing at times but annoying usually).
Yeah, there is no real notice when someone has retaliation up, and it also has the same icon as fury.
Not a big fan of the PvE elements of the maps myself. Underwater combat in a map, fine, but getting piled up on by 4-5 sharks all hitting and critting for 1-2k each whoever gets that point and holds it is pretty much guaranteed a win with everyone else just zerging back and forth from the other 2 points. Not a big fan of the whole race to 350 then zerg rush enemy lord for the win either. The kill svanir and chieftan every so often when they spawn isn’t to bad considering it is only 25 points a kill and the games usually only last long enough for them to be killed 3-4 times.
you can dodge as a tornado, or lich, or plague, if that’s what you are using, and in a 1v1 situation that is fine. In a team fight however their is generally to much going on to just stritcly focus on the mesmer casting moa form. On top of that with no target’s target system, you don’t even know if your the one in the group being targeted by the spell. In tourney play where coordination happens, it is more than likely that most mesmers, oncluding myself when i played one, use time warp. When it gets used in the 8v8 zergfest, it generally happens when there is tons of crap blowing up on the screen and aoes going off everywhere so you can’t even see the animation coming and next thing you know your a moa and getting murdered really quickly from all the aoe going on.
However on the note that this ability is op, i got turned into a moa on my thief in a 2v1 situation, and i was the one, i lived that situation. The trick to moa is to not waste your time standing around to attack with the crap channeled abilities you have, but dodge immediately after it happens so you don’t get hit with the immob that usually follows and run afterwards using your dodges to prevent cc. If you have multiple targets trying to chain cc you then yeah, moa is pretty much an I win button if it lands.
TDM, seriously. Go join any room at random, don’t play cap the points, guarantee you there will be at least one person that does that for you, just run with the rest of the zergfest to get as many points as possible from enemy kills.
Which then boils down to what the game is about, team and player skill. If there becomes a default team comp for the map type and people always play that, then it truly becomes a matter of outplaying your opponent to win.
Lol at cap the flag, if they did that mesmer portal would need to be disable in that mode, so would the thiefs ability to stealth while holding the flag.
If a tourney team decides to make the battle 25 vs 5, it a legit tactic if they can pull it off
That is a legitimate tactic and it can be really annoying to face considering a few things. 1: you can only mark one target at a time to be focused. 2: Having that much stuff piled up on the screen at once combined with the regular abilities can cause sever framerate drops. 3: Tab targeting (at least for me) seems to favor cycling everything I don’t want to target before it actually targets the player.
If they switch to certain chars or professions that they prefer to play on specific maps your team has the ability to do so as well. Tournaments are more competitive and giving people the chance to swap to a specific char just makes it that more challenging. If the people on your team have only gotten good with one profession and have no strategy or other profession to swap to for that map that is your teams own lack of skill is it not?
It’s not really to buildwars style, its more of, I joined random tourney solo and now we have a team of 3-4+ of the same class. When that happens it’s basically saying, if you pug and get stuck with four of the same class oh well, your just SoL.
If you are getting outplayed that badly on a necro with condition build, then you are either playing against classes that have a lot of condition removal, or not stacking conditions up properly. If your versing an enemy without condition removal, you should be able to stack up enough bleeds/poisons to drop someones health relatively quickly. Condition damage doesn’t scale with anything, but that is fair, considering that it can not be mitigated either, only removed. If someone is constantly removing the conditions, then they are probably utilizing all of their utility skills and heal to do so, which means they have no real damage increases in their utility and it becomes more of a match of can you outlast them or not. A good condition build can do anywhere from 7-8k damage in 5-6 seconds if it doesn’t get removed ticking 100+ times in that period.
[edit]
If your going condition build and using lich form, you are doing it wrong. Why would you use lich form when you have plague form, which grants an increase in health, stability, and the ability to constantly stack more conditions on your foe?
Thiefs can get out of vines easy without attacking actually. Shadowstep, steal, 2 with a sword mainhand. Anything that can teleport you out of the vine, not necessarily break immob as it will just be instantly reapplied for still being in the vine, will take you out of the entagle and put you back into the fight, or out of it.
It can be tab targeted as well, but tab targeting is kind of akward in this game. I can have someone in my face and hit tab and it will leisurely scroll through everyone farthest away from me before the guy that’s in melee range. Also, when there is an engineer with turrets down, tab seems to think i would prefer cycling through every turret before the other players that are around.
Sure, it’s annoying when I can a last minute auto-rebalance, but it happens once a session max and that isn’t enough to warrant changing the current system.
Funny you say once a session max, happens to me on a regular basis, just got done with a game where i was on a team that was up by 200 points got swapped to the other team, came back was winning on that team and got team swapped again, twice in the same game. Both times fighting to defend a point the team i was on currently controlled.
I have to say I disagree with the way the system works right now as well, to much incentive on just going out to kill for points instead of play a capture and hold like it is meant to be played. There is not really any incentive to defend once you get a point, because when you cap a point you get more for the neutralize + cap +kills for the cap than just kills while defending.
It doesn’t help that you have these glass cannons stacking up the + stats on kill runes either, seems to me just another reason to go out and zerg for more kills to stack up your buffs. Right now sPvP is nothing but a zergfest of people using massive burst or AoE damage builds with little or no communication between the players with the mentality of I’m in it for myself, screw the team.
I agree with the last two posts. Either make it a queue system by default OR take away the benefits of Winning. I would also suggest lowering the points obtained from kills from 5 to 1. That way the game becomes even more focused on capturing points and getting other players out of them by any means necessary and even less emphasis on running around zerging the map looking for kills. This would make point defending/capping more rewarding as well, at least in feeling anyway.
There should also be glory rewarded for amount of time spent inside captured points for people who actually defend. Often times people don’t stick around captured points because they are missing out on glory but actually securing objectives, which seems a little antagonistic to the whole goal of the maps.
I agree with this. sPvP doesn’t feel very structured at all when it’s nothing but a giant zergfest and you get nothing from defending points unless you kill someone while defending, which is really hard to do since if you defend your generally alone and then get zerg rolled by 4+ members of the opposing team.
It does also get irritating when you’ve played a game and gotten tons of points and helped your team say get up to 400 points to 200 and then the enemies rage-quit because they are losing and it’s like, oh you did work for this team well here, have a free loss by being swapped over.
I play thief sword/dagger in pvp successfully all the time. Specced up for power and crit damage and reduced cooldowns in stealth skills, you can backstab crit all the time with the build.
So I have been playing sPvP for a few days now and other than the 1 spam skills on some of the classes, the only other thing that irritates me is the team re-balancing. Early in the match, sure, re-balance the teams if it get uneven, but this I’m on a team that’s up 400 to 200 or so against the opposing team and then they quit because they are going to lose, so players on the winning team are basically forced without choice to get a loss, just seems unfair.