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Hard to Catch

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Posted by: Sneek.6504

Sneek.6504

So let’s recap:

- It will teleport you randomly within 600 radius, including the spot you started from
- It won’t break the stun/launch/daze/knockback/herp/sink/float
- It will teleport you whether or not you hurr stability
- It is the one of the two thief traits that can actually kitten you instead of helping. You may end up in an enemy zerg or stuck inside a structure. At least we don’t have to pick it.
- 35% chance to hurr when you durr
- flippedy floo
- herpdurr my uncles dolyak

Since anet gave rangers 'Sic em'...

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Posted by: Sneek.6504

Sneek.6504

Don’t worry guys, we’ll just have to react to the stun, use a stun break, THEN use a .25 sec cast time shadow return, in less time than it takes for the warrior to use the next attack in their chain of cc.

Oh and we’ll have 0.33 more initiative regen per second. So everything will be fine.

Are you Sanduskel’s brother by chance?

I think that was just plain ol’ sarcasm

Stop crying.

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Posted by: Sneek.6504

Sneek.6504

I am having plenty of fun on my thief. Then again, I don’t need permastealth.

I think anyone that reads this forum regularly knows by now that Sanduskel doesn’t need or use permastealth.

Twice in this very same thread too, right on!

Simple solution to all the "permastealth" QQ

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Posted by: Sneek.6504

Sneek.6504

Nerf bananas! And message body lengths that must at least be 15!

Valkyrie Armor

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Posted by: Sneek.6504

Sneek.6504

Regardless of whether soldier or valk is better, your math is wrong. I guess in that case nobody has posted math yet. :P

Have you checked out his threads? The math is right there.

To Traveler Runes or Not to Traveler

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Posted by: Sneek.6504

Sneek.6504

Traveler runes are worth every penny. They basicly replace SoS, freeing up utility slot for whatever you prefer.

You are right about the problem of keeping up with certain classes/builds if you’re not using SoS/trav runes/reliable source of swiftness. IMO traveler runes are the best and most flexible solution to this.

As for your traits, they look quite solid. 10/30/30/0/0 works too if you feel you need some extra dps (mug). 0/30/30/0/10 also works if you want to apply cripple to your foe (uncatchable).

For your armor, weapon & trinket stat setup, you may want to check out Wish’s builds. They are basically made for maximizing damage output while still keeping comfortable EHP to withstand sudden burst dmg from the enemy without going down in less than a second (GC thiefs, mesmers, warriors).

Rune: Traveler vs Divinity

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Posted by: Sneek.6504

Sneek.6504

I am currently using travelers and have tested them. They do work in and out of combat.

Thief-specific annoyances

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Posted by: Sneek.6504

Sneek.6504

2. Shadowstep reliability

Also the pathing is messed up sometimes, you’ll shadowstep much shorter distance / won’t shadowtep at all, because the path is obstructed by something. This is a bigger problem on return parts (shadowstep/infi strike/shadow trap). I can understand it being obstructed by cliffs, trees, large rocks or any other large objects, but sometimes there’s nothing apparent in the way and still you won’t shadow return the full distance. Fortunately, on even terrain at least, it works as it should most of the time.

As many of you know, around Tyria there are many places, where you can use “trick shots” to get yourself up a cliff, siege tower or whatever, which comes in handy sometimes. However it doesn’t work in every place, and you just have to know the places where to get up/down with a well placed infi arrow or shadowstep. This is a good and bad thing.

Good about it is that player experience or knowledge plays a big role in this. Once you know the places and how to get up, the knowledge can save you a lot of time or even save your life in wvw or pvp.

Bad thing about it is that there’s a lot of inconsistencies in many of the “trick shot” places. For example in wvw borderlands maps, above astralhome/stargrove/foghaven, there’s cliff and on a certain spot you

can get down with a shadowtep, but if you shadow return, you wont get back up
cannot use infiltrators strike to get down
cannot use infiltrators arrow to get down

Same place, but starting down the cliff, you
can shadowstep up, and if you use shadow return, you will get back down
can use infi arrow to get up

And that’s just one measly spot in the large world. Same rules won’t necessarily apply to the spot 2 meters next to the one used in the example.

6. Dancing dagger

It looks good on paper, but oh god. Out of range, miss, miss, obstructed, out of range, not enough initiative. If not the most, then one of the most unreliable skills in the game (in wvw and pvp). Although the tooltip says the range says 900, it feels like 600.

7. Steal reliability
Steal is an awesome utility which works most of the time as well. However sometimes it can be a little bit buggy. I split the situations into 4 groups:

1. You’re out of range and the steal goes on 5 second cooldown. While I would love for steal to be a gap closer, at least this way you know you probably were out of range.
2. You’re in range and steal works as it should, you shadowstep to your foe and steal a skill.
3. You’re in range and you somehow get obstructed by something (tree stump, rock, butterfly, a flea, electron, w/e) and wont shadowstep the full distance, but you still get the stolen skill.
4. You’re definitely in range, sometimes the foe is almost next to you and yet somehow the steal goes into that 5 second cooldown. It’s rare, but it sucks when it happens.

I’ll prolly list more when I get the chance.

Sneek

(edited by Sneek.6504)

October 15th balance/skills updates preview.

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Posted by: Sneek.6504

Sneek.6504

Of all the classes in this game, thief would be the #1 choice to go full zerker if you decide to play a zerker class… just don’t be stupid enough to zerg in groups, duh

It’s matter of preference of course, but you’ll be very very vulnerable getting one hitted with full zerker. You’ll be around 12k-13k hp (12k-15k EHP), which basically means other thieves, mesmers and, if unlucky, warriors can burst you down in a second.

(edited by Sneek.6504)

October 15th balance/skills updates preview.

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Posted by: Sneek.6504

Sneek.6504

“Successfully killing the target(s) isn’t as easy” are ppl for real with this? Stealth+burst+CnD stomp and move to another target…. what you say? you failed to burst? well that’s cool cuz i can CnD, couple of hearseekers from target to gain space+refuge and get out to then re-burst again. So hard.

I’m telling you, try it. Roll a thief, go to spvp and try it. If you manage to stealth+burst+CnD stomp even every second target, I’ll eat my hat.

i understand what you mean but this applies to every class, its called learning the class. The problem with thief is that the amount+spammable stealth covers you unexperience just like when necros were insanely OP. It could be your first time playing a nec and you would do MUCH better than you would on an engi, ele or whatever.

Somewhat true yeah. I agree on stealth making it easier to escape or to disengage and think about your next move and it really does cover for the inexperience of the player. However for using it offensively (and for using it most efficiently) in the middle of fight, it requires timing and skill. You have no idea how many times I’ve caused myself to be revealed (and shortly killed) because I f’d up.

I agree thief is not the hardest class to learn, but it definitely isn’t the easiest either.

October 15th balance/skills updates preview.

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Posted by: Sneek.6504

Sneek.6504

You’ve never even played a single class besides the thief have you? There isn’t any class where you are better off button-mashing.

Actually you run out of initiative quite fast if you just spam buttons, especially with s/d and s/p.

October 15th balance/skills updates preview.

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Posted by: Sneek.6504

Sneek.6504

“Successfully killing the target(s) isn’t as easy” are ppl for real with this? Stealth+burst+CnD stomp and move to another target…. what you say? you failed to burst? well that’s cool cuz i can CnD, couple of hearseekers from target to gain space+refuge and get out to then re-burst again. So hard.

I’m telling you, try it. Roll a thief, go to spvp and try it. If you manage to stealth+burst+CnD stomp even every second target, I’ll eat my hat.

October 15th balance/skills updates preview.

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Posted by: Sneek.6504

Sneek.6504

Hi, as a thief, it seems as if you’re literally removing the viability of one of our builds if you nerf flanking strike, it will lead to everyone running d/d or d/p… Doesn’t seem logical when trying to promote build variety.

If you honestly think s/d thieves and their flanking strike / larc strike combo doesnt need nerfing then your in denial. Its very strong even highly skilled thieves that play nothing but thief understand the purpose of nerfing it.

Well yeah, the current larcenous strike is strong now, but is it that strong? Considering how fast some classes can apply buffs. S/d is a viable counter for boon reliant builds. Could you say the same after the nerf?

I would understand the nerf myself if:
Larcenous strike applied to multiple targets.
It was spammable, as in there was no flanking strike between.
It stole might stacks first, always.

I agree with liefbread, I think it will cut down build variety. S/d will be still viable after the nerf, yeah, but there’s just better options. In an exaggerated humoristic sense it’s like: “Let’s play rock-paper-scissors. BTW you’re not allowed to use paper”

Jonathan, if you guys think larcenous strike really needs to be changed, how about one of these

Make larcenous strike steal 1 boon and lower the init cost back to 1.

Make larcenous strike remove 2 boons instead off stealing them.

Make larcenous strike remove 1 boon and steal 1.

Keep the 2 boon steals, but make it blockable.

Make larcenous strike remove/steal 1 boon and apply a short daze.

Make larcenous strike remove/steal 1 boon and restore 1 init for every 2 boons the enemy has.

Remove the boon stealing and make it restore 1 init for every boon the enemy has.

Make larcenous strike remove/steal 1 boon and apply few stacks of might or fury for few seconds.

Make larcenous strike remove/steal 1 boon and make it shorten steal CD for 5 seconds if the strike is successful.

Make a successful flanking strike apply a “mark for larceny” for 5-10 seconds. If the target has the mark, larcenous strike will steal 2 boons. If not, then larcenous strike will remove 2 boons.

Sneek

(edited by Sneek.6504)

Completed map. No Gifts or star next 2 name

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Posted by: Sneek.6504

Sneek.6504

Did you visit the chantry of secrets yet?

Superior rune of traveler

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Posted by: Sneek.6504

Sneek.6504

1. my armor has runes of divinity in them..spent a ton of gold on em and would hate to just overwrite them :/

2. can’t salvage my armor for the runes as i’m in T3 cultural which is $$$

3. Having a speed boost on a rune (especially newly implemented runes) makes me extremely nervous. These could get nerfed somehow and then i’m stuck with no runes of divinity like my old setup.

True, true and true. Exactly my feelings as I was swapping my divinities off. I don’t have t3 though, but I lost a healthy 25g getting my old skins back.

I can’t say they won’t be nerfed, but at the time being, I can honestly say that getting the extra utility is worth it.

Superior rune of traveler

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Posted by: Sneek.6504

Sneek.6504

Hello my sneaky friends!

I tested and recorded the movement speeds with and without travelers runes and signet of shadows. Test was made in LA, with a distance long enough to actually record something and short enough for the combat to not end before the finish line (with the exception of one instance)

here are the results:

out of combat
normal runes + sos 4.37 seconds
normal runes w/o sos 5.46 seconds
traveler runes + sos 4.37 seconds
traveler runes w/o sos 4.37 seconds

in combat
normal runes + sos 5.92 seconds
normal runes w/o sos 7.2 seconds*
traveler runes + sos 6.0 seconds
traveler runes w/o sos 6.13 seconds

*normal runes w/o sos would have been actually slower, but i ran out of combat before the finish line, but it really doesn’t matter since it’s given to be slower anyway.

The in combat recordings weren’t as easy to perform and record, and in one of them I’m running in a really small angle instead of dead straight. I’d say the 0,21 second difference in instances 1 and 4 is just an error in measurement.

So in conclusion, ladies and jellyspoons, whether in or out of combat, the traveler runes offer a “free” signet of shadows effect. Without the active part that is, but it isn’t that good anyway. Freeing up one utility for anything else is a blessing.

(edited by Sneek.6504)

Help! please

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Posted by: Sneek.6504

Sneek.6504

Lol if Lornar’s Pass is what crappy for you is just wait it gets worse. :P

How so? What areas?

Depending on what class you play, straits of devastation is rather annoying

TP not working since yesterday

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Posted by: Sneek.6504

Sneek.6504

Try relogging, it helps for me

Help Me Understand:

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Posted by: Sneek.6504

Sneek.6504

This happens with t6 mats quite frequently and I’m speculating that he’s making a profit by controlling the market for a certain item. This is achieved by abusing other ppl’s laziness, the awkward market controls and rapidly fluctuating prices.

First off, like you said, he (let’s call him player A) buys off every low order, to get decent enough stock of that particular item. Then player A relists them for 2s42c, like in your example and then places a large buy order for 2s41c.

When other players check the selling price for the item they see only 2 things, 1 huge buy order for 2s41c and 1 huge sell order for 2s42c. Let’s say player B has 10 units of that particular item he just farmed at Orr.

If player B isn’t familiar with the market or is familiar with the market, but doesn’t just care for the opportunity cost and/or is too lazy to the check the other sell orders for manipulations, then I’d wage he’s going to just sell for the 2s41c buy order, for instant cash. (in this hypothetical situation “the real” lowest or in other words the next best sell order could be like 2s60c-3s)

Later on player A has accumulated lots of materials through buy orders, and this far has effectively lost some cash during the process. Now all he has to do is to relist all the materials with higher prices and wait for the profits slowly to come in.

IMO, this manipulation ensures that he doesn’t have to compete with other people setting buy orders and he’ll get the buy order filled quicklier than normally.

On another note, back when I started checking the market for such anomalies, not to manipulate myself, but to get the price for the items I wanted, I was amazed to see how busy the market actually is. I saw this kind of manipulation attempt on vial of potent blood, about 4k units on sell order at something like 1s25c, the next best order was like 1s35c with low quantity at the time.

I noticed there was only one, what i considered large, order with quantity of 3k units between 1s35c and 1s50c. The 1s50c sell order was like 13k units, so I deciced that I’ll try to sell mine at 1s49c, even though there’s like 8k units in front of me. I figured it may take days or even a week for them to sell. It actually took 40 minutes.

Arena...please explain me

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Posted by: Sneek.6504

Sneek.6504

Wow, I never knew thief players had such a condescending attitude towards people playing another class. Someone asks for advice in dealing with a particular build and you demean others while preaching your L2P-mantra.

How can he/she learn if you refuse to offer assistance? Or is there no assistance because stealth is indeed a broken mechanic without a true counter and you just tell others ‘L2P’ because you wouldn’t know how to counter it either?

Such is the forums, thiefs have spoken.

On a serious note though, if it’s truly a permastealthed thief, why would it be a problem? Even if he did attack and managed somehow to down someone, there’s 9 guys who can revive in this particular situation. Being in stealth doesn’t mean the thief
is invulnerable, so aoe’s work wonders. He either gets downed or has to escape eventually.

I haven’t played mesmer myself, so these tips come from thiefs perspective (against a mesmer or a group with a mesmer). If you have the aggro on the thief, your clones will run towards him or if he is in range, attack him, when the thief comes out of stealth. This doesn’t do much dmg, but it helps the group/mesmer pinpoint the thief really fast.

Most of the time when thief casts shadow refuge, it means he’s in trouble. Either he is low on health and wants to regen his health and assess the situation and/or escape. This is the perfect time for a mesmer to cast temporal curtain, pulling the thief out of the refuge.

A well timed phantasmal berserker is very crucial, especially if the thief is trying to take distance from you or your group.

Roaming without risk is a myth. Thief just happens to own the best mechanic for avoiding and escaping zergs or other unwanted encounters.

Why are people so unfriendly for dungeons?

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Posted by: Sneek.6504

Sneek.6504

TenClub, first I would like to say that I feel your pain. I’ve been there.

The sad truth is that in PUGs, you’re going to run into obnoxious people quite often. Whether it’s kicking you out for no explanation, yelling profanities, calling names, telling how you or other people that you/they play the class wrong or you’re playing the wrong class all together and/or complaining about the group not running the dungeon in the most efficient way, you’re going to run into them. In my experience this happens 20% of the time. To be fair, it happens in other MMORPGs too.

However, while that all being said, I would rather not run AC with sub lvl 80 group, unless it’s with my guildies, since it’s so unforgiving. The rooms you fight in are tight, there’s a lot of heavy hitters and many enemies knock you down and down you before you can get up. There’s not much room for error. Hell, p1 can be difficult even with lvl 80 group if the class composition is “wrong”. The unforgiving nature of AC combined with inexperienced group members many times leads to an impasse and eventually group members giving up and leaving, which is a demoralizing experience. I think the flaw is in the dungeon itself, but that’s my opinion.

Two things I would advice you to do: Avoid AC for now and like others have pointed out, find a good guild with friendly people and run it with them later. That way you can avoid all the drama what sometimes goes on in PUGs.