is Anet kinda telling us our specialization is gonna perform subpar compared to the others?
We already have our current pets, and we are not sub-par compared to other classes. We have a part in the current meta in all 3 game modes.
People just love their forum qq and can’t even log to the game and play it to see for themselves.
Pet improvement/ fix threads wouldn’t exist if our pets was okay right? And how many rangers did you see in high tier pvp? Excuse me sir this not a qq thread stop being so defensive lol.
PS: you mean our current pets that have pathing issues? Have trouble sticking to the target? Useless in Zergs?
ALSO, meta for pve? PVE is braindead as it is, any build can work. LOL.
Oh do not even tell me this a L2P issue (if you would use that if ever) . I am confident with my skills thank you.
(edited by StickerHappy.8052)
ANet did come out and say classes which were getting a new Off-Hand were getting compensated. Don’t think they said how, but they have acknowledged the issue and said it would be addressed.
But we do not get an OH so are those 5 weapon skills from staff enough to compensate for the lack of pet improvements? I hope not.
Let’s be honest, chill kittens off anyone. I mean that kitten is OP and kitten, and it’s actually something Rangers are remarkably good at.
Can’t comment overly ok the OP’s build.. but condi builds focused of chill can be hilarious.
Thieves say hi to chill
Just wanted to say I like your name Sticker.
Aww thanks.. You made me all warm and fuzzy inside…
Ahm ross do you intentionally activate counterspell or just a mannerism from sword 4? Must be from sheer excitement haha
It’s not that I am rejecting changes that add skill to Ranger, I’m rejecting ones that add a layer of PITA.
Like I said, it’s fine for seasoned players, but even then it would not be a QoL improvement. Unless they made builds able to be saved. Not OK for younger players or newbies. There is just no need for additional complexity in the form of another entire build just for the pet. Enough people need build advice as it is because they trait rubbish combinations.
I change builds and pets far too often to want to have to change the build of the pet as well, every time. Choosing the pet’s stats and one trait (Pet’s Prowess, Malicious, Expertise, Concentration, Speed or Compassion Training) as part of the management screen is ample customisation, simple and quick to change.
Oh i think we are saying different things, are you okay with the OPs suggestion..? Nit the QoL changes byut adding a seperate pet trait tree like the ones in WoW. Meaning they would get trait points apart from ours..
I think having actual trait points is too complex for the pet system, but we need some ability to change their stats…
To quote myself from another thread…
We should have the ability to choose pet skins, stats and F2 skill separately, depending on family.
In the Pet management screen, they would need to implement four drop down boxes with Family, Skin, stat set and F2 Skill. Like choosing stats on a legendary.
So, any pet can have any stat set you want, but the F2 skills and skin must come from the same family.
ie If you choose Feline, then the next drop box lists all the feline models/skins. Then you can pick the stats you like and an F2 skill from that family, eg Feline-Snow Leopard-Rabid-Rending Pounce. Or Canine-Wolf-Assassin-Howl of the Pack. Or Bird-Hawk-Soldier-Chilling Slash.
I think that would be enough to make it easy and fast to customise our pets and open up a ton of options, the list is nearly endless in that respect.
But, in addition to this, I would like to see a place on the management screen to add stacks of lvl0-40 food and potions that the pet can use when outside town (and use up the millions on the TP) and not be too OP as well as a major sigil slot.
Please, make it too complex?
Are ranger players too scared of a little tweak? Its like anyone against this change is mentally challenged to utilize the OPs suggestion. (no ad hominem intended) It just makes me mad that changes that add skill to our profession is being rejected, hence the bad reputation of rangers being 1 trick pony pew pew people.
So we all know that druid is also getting our pets, but given our pets current condition, is Anet kinda telling us our specialization is gonna perform subpar compared to the others?
I mean even if our pets will utilize a different mechanic, its AI Scripting will prolly stay the same.
On the other hand, are we looking at a potential pets revamp in HoT?
(edited by StickerHappy.8052)
Not going to lie, while I always enjoy your videos, the enemies in them tend to not be… the best. lol I keep saying I’m going to learn how to do videos, and I keep procrastinating. Ross is going to force me one of these days!! But once I do, you guys will see MtD rekt good players.
I believe in you.
Of course if you rek the players they’re obviously bad, probably hot join daily pve scrub farmers or something. If they dodge once or twice MAYBE it’s their second time in a pvp match. I think the only way to prove yourself/your build around here is to post vids of yourself getting rekt. But then, wait a minute… how does this work again?….
Maybe, just maybe the effectiveness of a build and the player using it can be seen regardless of if the opponents faced does well against or not. Goods are obviously good, and bads are obviously bad, but I for one understand my ability at least to see effectiveness (or not) regardless of the particular performance of the opponents shown in any particular video. At least in so far as the claims of the demonstrater go (which lets be honest, have been nothing short of modest at best). If you lack the ability to do this I have to presume ignorance. There’s certainly a frivolous case of Tall Poppy Syndrome roaming this board at the moment. Ohwell, such is life. Best just get on and play.
Cut to the chase, so are the ones on the vid bad? Your post is too deep for me to understand. No sarcasm intended from me.
Would be happy to duel you and your friend, I play 12-4am est. Would prefer not to duel in a power build though. I will run power shatter if wanted but if the thief gets to pick w/e build he wants then so should I.
edit: I have a custom arena if needed
Tell me what happened if you manage to duel him. I am rooting for you..
If i wont use mes will that be okay? Haha
Let’s be honest, chill kittens off anyone. I mean that kitten is OP and kitten, and it’s actually something Rangers are remarkably good at.
Can’t comment overly ok the OP’s build.. but condi builds focused of chill can be hilarious.
Thieves say hi to chill
PLOT TWIST: Everyone defending turret engies main Engies, so they possibly play turret.
It’s not all pro or con, there are those playing condition specs or counters laughing at them and other specs calling for nerfs. Meta doesn’t
protect you from everyday encounters.But here’s the problem, at the start of the match you do see the enemy comp BUT you have no idea what they are running. So there will come a chance that you will be playing condi and some people on that lineup might eat you up too. And the engie turret will just make it worse.
That’s happens for every match no matter whar spec, 2 shatter mesmers 1 zerker thief on one side while I have another necro with mine… I never saw GW2 as proper when it comes to PvP matching, there are 2 kind of players those who play specs others who play the mode. If we could see or switch specs before and during match everyone would just swap at the last second to a counter.
Seeing your team’s specs would be nice tough.
Yes but only for team,. this would kinda fix that Needing VoIP problems. but here’s the deal. When you see an engie, what do you expect:
Either Normal Condi, Turrets, Cele and then compare this to mesmer and thief, 90% they will be either D/P or Shatter. And this for the higher MMRs, so yea you kinda know what to expect for those two, but for engie, its still a guessing game right? (Talking about enemy comp now)
PLOT TWIST: Everyone defending turret engies main Engies, so they possibly play turret.
It’s not all pro or con, there are those playing condition specs or counters laughing at them and other specs calling for nerfs. Meta doesn’t
protect you from everyday encounters.
But here’s the problem, at the start of the match you do see the enemy comp BUT you have no idea what they are running. So there will come a chance that you will be playing condi and some people on that lineup might eat you up too. And the engie turret will just make it worse.
I never really understood ANets balancing philosophy behind not letting us daze/interrupt downed enemies. It is one of the major reasons why downstates are so incredibly imbalanced, imo.
when it comes to Mesmers skills, Anet doesn’t need an explanation or logic. Look at the GM trait Power Block, thieves (and future Revenants) are completely invulnerable and apparently that’s ok.
Except revenant weapon and heals have cast times and cooldowns so they aren’t actually immune to it afaik, only a few utilities right? I’d say that’s a massive difference from thief being immune to it on their weapon (damaging) skills,
Yep but no cd. Makng the trait a waste… Again…
Only SOME of their utilities have no CD. Their damage ones (unlike thief, and the thinfs thst matter most) do have cooldowns. Revenant weapon attains have both a cost and cooldown, it’s just not very long.
SOME? only 1 Utility has a CD.
@OP that was a dumb move on your part, you should be thinking about how you play more than anyone else. It’s like being insecure about something then blaming others about it. Facepalm.
And you guys are close to winning too. DoubleFacepalm.
0 team mate revivals. Such a lack of sportsmanship!
Also maybe the engi was playing the super imba totally op 111 build!
0 revivals does not mean anything. You will get a game when you can’t revive someone or barely anyone in your team will die. So yea, stop bashing.
The one that chills on crit… ice? Sometimes I run with 100% crit chance just to take the guesswork out of when it triggers.
Edit: Oh it triggers on hit now. Shows how long it’s been since I played WvW a lot.
That’s why I asked lol.
PLOT TWIST: Everyone defending turret engies main Engies, so they possibly play turret.
There are several people on this forum that use perma chill builds. I believe they use Grenth runes.
I stuck a sigil on my LB when they opened up the 2nd sigil spot and have been pretty happy with it. Not a ton of chill but man do I notice it when it procs.
sigil of?
Some people live just to see other classes burn. L2P OP. Clearly this thread is a while since you are close minded to take advices, meaning you have no intention of asking to be better.
They have separate cds. Ex. Dog/wolf combo which is commonly used in pvp.
I have tried theorycrafting with multiple people namely ZenoOsgorma, jcbroe, ItisFinished about a chill build, it is really great on paper but very hard to work with, but seeing at this is you playing, i believe you can make it work.
1st advice, there is no reason to go 30 in MM. Unless you are building with same trait spread. You can always use givers weapons, which affects all you conditions. Having 2 of those gives you 20% which gives you 4 trait points you can put elsewhere if you wanted.
2nd advice. If you add pets for more chill, you need to trait malicious training because %condi duration modifiers wont work with the pet. So using the normal double canine soft with hard cc is still better imo. Again frees you one more trait choice.
3rd advice. I would use frost trap for more chill and its AOE too, pulses so if you manage to keep them inside, that would net you a lot of chill and one more plus it gives you is it is a combo field too.
So all in all, the question is will you go power or condi. Hope this helps.
I never really understood ANets balancing philosophy behind not letting us daze/interrupt downed enemies. It is one of the major reasons why downstates are so incredibly imbalanced, imo.
when it comes to Mesmers skills, Anet doesn’t need an explanation or logic. Look at the GM trait Power Block, thieves (and future Revenants) are completely invulnerable and apparently that’s ok.
Except revenant weapon and heals have cast times and cooldowns so they aren’t actually immune to it afaik, only a few utilities right? I’d say that’s a massive difference from thief being immune to it on their weapon (damaging) skills,
Yep but no cd. Makng the trait a waste… Again…
I guess a lot of people are jobless and cant support something they love? Facepalm.
Yeah,ive been messing around with variations of my re-port build. My protection duration is plus 60% . Having close to 80% physical dmg reduction almost all the time sounds fun.
Ive also been looking at ways to drop the shout portion of my build and find a new way to apply swiftness. So I put the swiftness sigil on my dagger off hand. It gives me 100% swiftness uptime…so that frees my trait and a skill up…so its giving me some room to work on Other aspects of the build.
How would the build look like if you wanna share…
^but we are talking bout conquest here. 2 engies on 2 nodes is an easy win.
Taking in consideration the standards of viability in GW2, s/f fresh air is simply not viable
You will spend 3/4 of the time trying to stay alive, because all your defenses are linked to absurdly high CD skills/utilities, lack of reliable escapes, add the incapability to bypass the basic defenses of some professions in an effective and practical way.
I tried dozen of fresh air builds, none offer the same level of results displayed by other professions in the same role.
But ty for your suggestion
welcome to the life of a theif.
What? Thieves still think they have it harder? Epic facepalm.
Yeap, a popularity contest, along with the other threads. I really don’t get why theres a need to make these threads.
@OP
What is the point of these threads? Putting these people on a pedestal?
That Spvp match was horrible. No offense to the poster. But I stopped watching when the enemy ranger was Axe AAing Svanir.
Sup sigil of swiftness on a weapon
https://www.youtube.com/watch?v=0vR6PDsRSOU
More boon/swiftness duration means higher stacksOtherwise good rune choice + traited focus. There’s a couple ways you can go about it, but pretty much focus is your swiftness access.
Is this sigil of speed? or am missing a sigil of swiftness on crit or hit?
Well anet has shown time and time again that mesmers can’t have nice things.
* glamour build- gone Nonexistent now.
- actual confusion builds that relied on constant blind applications- totallg gone
- clone death builds gutted
- illusionist celerity nerf hammered then slightly less
- portal cd massively increased long ago
- mainhand sword- shadow of its formal self
- nearly all new gm traits Freaking useless. MtD is the closest one to good. The rest are god awful (Maybe triumphant distortion in wvw but otherwise no)
- mantras- mesmer may as well be chanting " kill me now"
This is just off the top of my head as to why i am skeptical about anything for this class in HoT
All from community forum whine. And thieves think they have it harder, what a joke.
Is it good to go full cele?
Class bias? I hope not
They’re situational in PvP. In PvE (dungeons) they’re covered 99% of the time.
As a d/f ele you do make sure that almost all your hard-hitting skills do connect while you’re in Air attunement. As a LH ele, you always are in Water (or in Air if you’re running the d/f build). As a staff ele you’re always in Fire. Once again, all these conditions to proc the traits are met.
So yea, that does not change the fact that the mesmer traits are not situational both in pvp, pve or wvw for that matter. Just as long you trait for them summon a phantasm,.
So adding the 6th rune bonus to each phant is delusional. <—- This is the main argument i have been making, I only made the % damage runes as a start,
50% chance to summon a parrot on phantasms anyone?
The coefficients per sec numbers in my post did account for the attack speeds, both for mes and the ele.
Trait allocations for the ele
- Staff – http://gw2skills.net/editor/?fFAQFALIgAQIlMcgIDGNTYpMA
- D/F – http://gw2skills.net/editor/?fFAQJAoNGQAwCHAqAHgR3AxpgMQNE
- LH – http://gw2skills.net/editor/?fFAQBYAIgga880tKhNBA
Note that I did not include the Acane Lightning in my dmg modifier numbers in the previous post, which is actually another ~4% dmg boost for 15 sec after you use an arcane skill (the heal, arcane blast, etc). And yes, with a staff ele in the party you more or less will have perma burning.
Again all these traits are all situational, On an ideal situation you wont get all these bonuses 100% of the time.
For example 10% more damage when in air, what if youre not?
The comparison I was making was the mesmer traits, those % modifiers on phants give out a flat bonus without any condition on them.
Maybe it is my fault but I was talking about PvP. Noone would trait for those traits all at the same time.
Elementalist dmg modifiers
- 6/6/2/0/0 d/f – 33% normal / 60% below 33% hp
- 6/4/2/2/0 staff – 46% normal / 76% below 33% hp
- 0/4/5/5/0 lh – 68% normal / 101% below 33% hp
Now, looking at the mesmer.
- 6/6/0/0/2 with 4 mantras & 3 phantasms – 27% mes / 15% phant = 17% weighted
- 6/6/0/0/2 with 2 mantras & 1 phantasms – 11% mes / 15% phant = 13% weighted
- 2/4/0/5/3 with 3 phantasms – 9% mes / 32% phant = 21% weighted
- 2/4/0/5/3 with 1 phantasm – 3% mes / 32% phant = 18% weighted
Now, this would have been acceptable if our skill coefficients would have been much higher than the competition but they’re not. Staff and d/f eles do ~1.41/sec and we do a sad 0.9/sec with our bugged sword aa and then 0.4/sec more for every swordsman you manage to keep alive. Skill coefficients in near ideal conditions are similar yet our damage modifiers are just a bad joke. Not only that, half of our coefficients are NOT affected by sigils/runes/potions while most other classes do take advantage of the ~40% modifier from the said runes/sigils/potions for the full 100% of their already insane damage. Don’t even get me started on how our other 50% of dmg actually takes time to set up (mes deals 0 damage while doing so) and it pretty kitten hard to maintain.
Whoever claims that our dps is acceptable is delusional, VERY delusional. The only reason why we’re still somewhat accepted in pve meta is our main utility – portal. We do have other awesome utility but it is not significant enough when you start comparing what other classes can bring to the table with less effort. Take away our portal and the need for perma-reflects and suddenly you realize just how kitten replaceable we are in a dungeon…
okay ill pick one example.
the ele, Im guessing 20% damage to burning, and 33% while downed? or?
If this is the one above, how often do you plan on being downed? do you have perma burning uptime?
the staff ele has slow attacks too. can you show me the traits?
For the record Im not saying our dps is okay, but this idea to runes is delusional, We can have help in other department/aspects.
Also, not everything is about dps.
(edited by StickerHappy.8052)
You’re thinking into the wrong direction. All those arguments have flaws.
15% no condition? The condition IS that it only affects phantasms. That’s why the number is high, 15%. Yet some required conditions of other classes are just laughtable. 10% dmg against bleeding targets? EVERY target is bleeding. 20% dmg under 50% hp? so like 10% damage overall without a condition. 2% per condition is also always 8-12% free dmg without REAL conditions like flanking, where I give you a point.
But in the end that’s just offtalk. The problem here is, that even those 40% dmg bonus only affect phants. Have you ever played other classes than mesmer? Have you ever added all their bonuses together? Most of them go up to the 40% too, some even above, but for the whole of their damage.
What I want to say is that phantasms are a part of our damage output and they should also be treated like that. I agree there can be differences trait wise, that some add phant dmg and some add personal dmg. But the reason why we got only a few personal damage modis wich are also extremly hard to maintain is that we aren’t here to deal damage. We are the utility casters. Yet the phantasms are designed to deal damage. But those damage sources get no bonus from runes and sigils wich will increase damage. This is the flaw I’m talking about.
You can’t really say I’m wrong about that, now can you?
I can.
Because phantasms scale off of our stats, pets and other AI minions don’t. Thats the big difference.
One more thing. we are only talking about % damage runes here. What about others?
Rune of the forge #6 bonus with 3 phantasms? 30 seconds of burning?
I also play other classes too. And do you mind give me that example where their % modifier exceed 40%?
(edited by StickerHappy.8052)
They shouldn’t let the phants count for ranger runes 6th bonus, they should just let phants be affected by runes in general. Scholar runes? Phants with 90%+ HP get 10% dmg bonus, and so on.
That would be broken. lol. Rune of the Eagle? now every phant has increased hit chance for low hp threshold.
Runes of the ogre, ranger, scholar? Pair that with Empowered Illusions and Phantasmal strength. 40% more phantasm damage, this is before stats too.
“Decent Mesmer buff! BROKEN BROKEN QQ QQ QQ”. People like you … WHAT exactly makes it fair to have our damage split into two parts where one of them won’t get affected by runes and sigils? If it would have always like this, noone would bat an eye. Right now it’s just unfair that half of our damage isn’t affected by anything! Any damage modifiers that affects the whole damage of any other class (’xept poor rangers) gets cut in half for us! 40% more phantasm damage? No. We all already trait for 15% or 30% more damage for phants, like other classes do for their total damage like +10% dmg when bleeding, 2% per condition, 10% while flanking, etc! And this affects EVERYTHING of them. We have to trait the damage for one part of our damage and we have to equip runes and sigils for the other part. No – this is clearly NOT fair, regardless of how minor our damage is compared to other classes too.
Do not put me in the same league as the regular QQers, I know when something is broken or uneeded when I voice my opinion.
Okay 1st argument, We have a 15% no condition required Adept Major trait. Jeezus. you just have to spend 2 points to boost the majority of your damage. Guess what? where does it come from? YES. PHANTASMS!
Arguments about Flanking? Per condition? You know what is the difference? This are all situational traits.
Flanking needs you to position yourself
Condition well needs conditions.
Ours just give off a Flat bonus, no condition needed to trigger them except the fact you need to get your phants out.
Adding that to effect to runes, that is 40% at the greatest, no conditions needed. and this is AI too, its cast and repeat.
I do not want my main to be a like a brain dead class.
You can kill off a ranger pet and be gone for 60 secs, even kill both of em, that a lot of % loss in terms of damage.
For mesmers, phants are disposable.
@pyro
About the creative steps on using the lazor, any advice? Tek told me to ask you about this so…
I mean advice like if you are fighting him too… You know.. At that level..
Depends on what you’re fighting.
If you’re fighting somebody that does a lot of interrupts (thief/mesmer), then you use the laser to pull a bait and switch; laser it up then rapidly replace the laser with your torment block to catch the incoming interrupt.
If you’re fighting a mesmer or warrior that uses blocks with a counter attached to them, the laser is a fantastic way to bait those out. Use it expecting the block to come out….and the interrupt your laser with your own block to block the block-counter from them.
The laser (this is difficult, but possible) adds on one stack of confusion every second or so. If you tag an ele with this skill just as they begin casting ether renewal (channeled heal-cleanse) it can work out that it’ll remove the confusion just after you place it on them…for 5 ticks in a row. Ether renewal removes far too many conditions to be countered just by that, but that gives 5 extra seconds of ticking for whatever they’ve got on them.
In general, it’s just a great thing to bait defensive cooldowns with. Cast confusing images, they dodge. Now you know they’re down a dodge, maybe two. This is an opportunity for a shatter without too much setup. Confusing images will pop the focus shield of a guardian, it’s great for that. It’s also a fantastic way to apply poison from the doom sigil as it’s non-reflectable and has reasonably long range.
Thank you for this pyro.
Just to follow up on the question, I find it hard to fight Really good shatter mesmers (the power one) with generosity sigils while I use scepter using a condition build.
I feel like the scepter has too many “wind up” skills and leaves me open. Any advice other than the one from above to increase my skill while using scepter?
The reason I ask, i have no Idea what to do when they pew pew and #4 on range, the blocks range would still not reach them
@pyro
About the creative steps on using the lazor, any advice? Tek told me to ask you about this so…
I mean advice like if you are fighting him too… You know.. At that level..
Didn’t Anet mention that this trait is working as intended? Why is that not good enough some of you? The people who make this game think that it is just fine. Pretty sure they know waaaaay more about this subject and have access to a lot more data than you do.
If you still disagree with a working-as-intended ability/trait, then stop playing. Make your own game. See how that works out.
Im guessing youre a thief? That explains the defense mechanism youre displaying.please be constructive.
Mobs on forest are great! They really help in bolstering your team.
That being said:
- At the start of the match the capture points carry more weight than the beasts. Yes a pain train can kill them quickly, doesn’t mean its worth it.
- The mobs should only be done after the first team fight is over, or if you know the rest of the team is on respawn and you need the points to catch up, OR you want to bolster your lead some by snagging it while the rest of the enemy team is on respawn.
I say again, if it is a close match or right at the start of the match and you have a point neutralized always go for the capture point and the team fight first.
This guy knows what he is talking about. +1 #realtalk
I would like to hear from some so called pro and pro thieves, hoping to engage in a constructive discussion.
Bump.
Current Trait:
- Chance to inflict stun whenever you daze a target. Increase daze duration
Trigger Chance: 50%
Stun: 1 s
Duration Increase: 25%
Now notice It adds Duration to Dazes but its Counterproductive with the trait because even if you have 3 secs of Daze, when you proc the trait it still is equivalent to a 1 sec stun.
Rework
- Chance to transform your dazes to a stun. Increase daze duration
Trigger Chance: 50%
Daze Duration = Stun Duration
Duration Increase: 25%
Now when you trait it, and decided to equip runes of the mesmer, your dazes are now longer, but now when you proc CS, your 1.5-2 sec daze will have a 50% chance of becoming a 1.5-2 sec Stun.
All in all, the daze duration in the trait is not wasted, and daze investment in a build will also be beneficial to the mesmer while retaining the same concept of the trait, Still RNG tho.
I’ll just come out and say it:
I think that literally the only correct fix is to make Power Block affect Initiative (and Energy) skills just like it affects any regular weapon or utility skill with a cooldown.
This isn’t, like, unfair.
There’s no technical reason this can’t be done. (Maybe there’s a reason it can’t be done in an emergency patch, but we’ve had how many months of waiting for PB ?)
Power Block, as designed, is one of the most interested Mesmer traits out there: situationally desirable, powerful with the right investment, but by no means a no-brainer must-have, nor a “hard counter” that makes a fight a foregone conclusion. It doesn’t need to be replaced with an alternative mechanic. It just needs to work, consistently.
Rewriting it to use a different mechanic would be throwing away one of our most conceptually interesting traits.
Unless there is class bias which i refuse to believe
Dude, I’m talking about specific mesmer GM trait called Power Block in topic called “Power Block and Thieves”.
I show my politeness by explaining to you your gaps in thief and mesmer classes knowledge. Would you mind to explain me why I should stop to write about PB in this topic instead of “Go back, and try again.”The preceding sentences to the one you quoted stated that the only valid reason to change PB in a thief specific way is to improve the matchup against thieves, since there are already many build choices players can make that are weak against certain matchups. Your response totally ignores this and responds to the sentence fragment as if it stands on its own.
Edit: almost all thief weapon skills with cast time have a chance to be interrupted -> loose iniative -> should be punished more with PB (imo).
Not sure if this is a language barrier problem or what, but:
Black Powder
Dancing Dagger
Cluster Bomb
Choking Gas
Infiltrator’s Return
Cloak and Dagger
Body ShotDo NOT use initiative when interrupted.
The rest of the abilities are:
- Evasions
- Instant, non-interruptable
- Heartseeker
- Unload
Since pb does not affect initiative, as a thief what would you suggest (to make our trait mean something) to compensate?
(edited by StickerHappy.8052)
Flanking strike evades for the entire activation time.
It doesn’t evade for entire activation time. There are non-evade frames right before hit. Very small window though.
Engineering a way for it to hit thieves harder isn’t going to suddenly bring it into the meta.
Harder? PB doesn’t hit thieves at all. Even if it would – still underwhelming trait.
But the main point is I’d like to remind everyone is. Something is still > than nothing. Who knows, meta or not, atleast we got a little help in the diversity department.
Aoe Heal on interrupt is the best one i can think of 2.5k AOE heal per interrupt, 3 sec ICD. Scales with healing power.
Now we have support builds running rampant then.
Now if anyone says this is OP, look at this first:
https://wiki.guildwars2.com/wiki/Monk%27s_Focus
2k heal, no circumstance of proccing except use a meditation. no ICD.