Showing Posts For Stiv.1820:

[Video] PvP, Yippie Kye Yay 8 & 9

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Posted by: Stiv.1820

Stiv.1820

no offense, but nothing special or player skill in the vid. Autoattack+stealth and start again… boring and monolitic as all thiefs.

Yea man. Timing, position, prediction and utility application are so pointless.

How Is Stolen Fear Not Broken?

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Stiv.1820

Another options is to give the thief a buff that indicates what they have stolen. That way you know they have a fear. If you are 1 on 1 and are the necro that shouldn’t be an issue though. The long cast time is easy to dodge if you know they have it.

Still this change would just help in general because stolen abilities hold on forever and it’s no fun to get hit by something you would have no clue they have.

How Is Stolen Fear Not Broken?

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Posted by: Stiv.1820

Stiv.1820

Can I steal death shroud instead?

mmmm no. how about a 1.25 sec single-target fear?

Make that instant cast and you have a deal.

Gettin stuff done!

How Is Stolen Fear Not Broken?

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Posted by: Stiv.1820

Stiv.1820

Can I steal death shroud instead?

Change ini System to Cooldown

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Stiv.1820

So now P/D is OP? Didn’t take too long to get to this build too huh?Backstab build and S/D build wasn’t enough….How about the Great sword autoattack?Should they nerf it too?

Don’t forget Trops is way OP too:

https://forum-en.gw2archive.eu/forum/pvp/pvp/How-Are-Caltrops-Not-Broken/first

Change ini System to Cooldown

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Posted by: Stiv.1820

Stiv.1820

Kinda like P/D thief where most of the damage is comming from spamming 1 and sneak attack that uses no init at all?

Yes, they should nerf those kitten OP builds where their auto-attack deals the most damage.

I never said they should nerf it. Just pointing out that you really don’t use init that much in certain builds.

This is only the case if you let them hit you with it. Otherwise they blow it all their inti in 2 trys. Unless you are fighting near mobs which I always x/d thieves away from anyway. If they demand to fight near 10 coyotes just move along.

Biggest mistake people make fighting p/d is dodging pistol#1 when it should be reserved for C&D every time.

W3 NoTags

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Stiv.1820

W3 NoTags

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Stiv.1820

No tags, no colors, friendly fire on. Risen everywhere and you need to eat beans to survive.

Change ini System to Cooldown

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Posted by: Stiv.1820

Stiv.1820

The initiative system IS a cooldown system—just a “bigger picture” version.

Think about it: Whereas other classes have cool downs on individual skills (meaning there will always be skills coming off of CD’s for use), the thief has a cool down on all skills at the same time. If a thief burns through his initiative completely, he’s a sitting duck and can’t use ANY weapon skills. If any other class burns through his CD’s on one set, he can swap and use the other weapon set. Thief can swap all he wants, but once his initiative’s gone it’s pointless.

What seems to be disturbing people are thieves that know how to manage their massive CD. It’s a bigger weakness that can be (and is) a bigger strength when managed properly.

Kinda like P/D thief where most of the damage is comming from spamming 1 and sneak attack that uses no init at all? When they want to stealth they use CnD but by the time they re-enage (3-4 sec later) they almost regen all the init they lost?

How about BS build where BS doesnt even cost init. The total init cost of this burst is 6.

The advantages of the Init system far exceed that of every other classes cool down mechanic in this game. But I’m a realistic guy and I know this system will not change b/c they do not want to rebuild the class from the ground up. However, don’t come here and tell me it’s a “bigger picture cool down” when some builds basically counter the “weakness” of this system.

BS requires stealth and position. An elementalist can literally continually spam abilities by stance dancing, I don’t see how init is somehow better when it restricts swaps. If a D/D Thief back-stabs you after cloak and dagger (I assume that’s your 6 init stealth you are talking about) that means you let them hit you with a fairly telegraphed ability and gave them your back within 3-4 seconds.

Good players will dodge/block/immune C&D, all it takes is this to happen 2x in a row and a thief is forced to use a utility and if they happen to be down, there is very little init left to try to flee.

(edited by Stiv.1820)

[Video] Thief PvP, Yippie Kye Yay 8 & 9

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Posted by: Stiv.1820

Stiv.1820

If there’s several enemies and I’m alone, the odds are usually very, very stacked. I’ve found that if they predict me at all, 1 stunbreak won’t save me. In these kinds of fubar scenarios, I prefer to chance it and bring other stuff.

Makes sense. I was thinking that looking at the utilities you choose. Sort of a stand your ground sepc where you either win or die trying. I personally go with Shadowstep and SR, probably not as effective per fight but allows me to mess with bigger zergs which really is pointless but I find it fun.

Do you still feel server pride?

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Stiv.1820

Nope, until there are paid transfers only, server forums and more information about our enemies in WvW (names, future WvW rank) I probably won’t.

Change ini System to Cooldown

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Posted by: Stiv.1820

Stiv.1820

No thanks. Can play a FPS if I want everyone to have exactly the same mechanics.

Mes Portal Makes W3 Dynamic and Enjoyable!

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Stiv.1820

Agree. It’s a very cool ability and can be policed by the players. It’s just another one of those scapegoat things that people blame for why their side lost this or that. Same with culling.

[Video] Thief PvP, Yippie Kye Yay 8 & 9

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Stiv.1820

I like the vids. I don’t get how you get along without Shadowstep though. How do you prevent getting blow’d up by B-Venom or KD+hundud burrds out of nowhere? Especially when fighting outnumbered the roots, knockdowns are just all over the place. Evade I know but eventually I always need a stun break. Also for catching d/d ele or warrior runners.

Why kill invaders at jumping puzzles...

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Stiv.1820

Because every time I get my chest I turn around and trawlolololol the area until I die and assume everyone else would do the same.

[Video] Not another P/D Video!

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Posted by: Stiv.1820

Stiv.1820

Am i the only P/D thief running without Signet of Shadows?

Nope, I use it only when running from place to place. As soon as I see the enemy I swap to Scorpion wire. Since the buff I love it!

Help with my P/D build

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Stiv.1820

Hi guys,

Out of curiosity, with your P/D builds, do you run into the issue of Stealth immediately failing right after hitting it? I get the benefits of having stealthed (like the buffs from traits and initiative), but my stealth will immediately drop and I will have the revealed debuff.

If you are also experiencing this, how are you countering it? It’s very frustrating for me.

Thanks!

This is the annoying issue with the 5 point shadow trait. You hit 25% heath during a C&D animation so blinding powder goes off then you connect with C&D which is technically an attack while in stealth giving you revealed.

Best bet is if you can help it, stop attacking when close to 25% and let it happen.

Help with my P/D build

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Stiv.1820

Wouldn’t D/D still be better for bleed stacking?

P/D synergises better with a “stealth spam” type build.

elementarists

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Posted by: Stiv.1820

Stiv.1820

D/D Ele here. Alright, so most of what you guys have been saying is true. However, there’s some things you should know if you’ve never played Ele before:

1. Ele’s defenses are different from those of say, a tanky warrior. That is to say most of what makes us a pain to kill doesn’t come from stats directly, but rather our utilities, buffs, movement skills, control abilities, and big heals.

2. True “Bunker” eles are rarely a threat. The ones that fight back and can hit moderately hard are running the typical 0/10/0/30/30 build. That said, these builds ARE vulnerable to burst damage if we can’t avoid it, I only have 2.1k armor and 17k health on my current build.

3. Your burst combo is more effective the longer you draw out the fight. Eles have long CD’s on all of their skills, even though they have double the amount. Softening them up first and playing a little more defensive than you usually would, THEN bursting is pretty effective. Try to make us blow our Cantrip utilties and water attunement so we can’t get out of the burst or heal up from it.

4. As super said, average backstab thieves are an easy kill for a balanced ele. The concept of root and spank at the very beginning of the fight doesn’t work as well because we typically have 3 cantrips, giving us 3 stunbreaks + easy access to vigor, and tons of condition removal.

5. Daze, Immobilize, Stun, or really any other conditions in large quantities will typically make us blow Cantrips, which is the KEY to winning this fight. Without cantrips we can’t get out of bad situations nearly as easily and continue fighting.

The toughest thieves I’ve ever fought on my Ele have been ones that pace themselves, dodge frequently, and make me cycle through skills and utils just so that I can keep moving. They were running fairly high toughness, had decent defenses and kept me guessing the entire fight.

Sorry if that doesn’t help much. I’d be happy to help if you guys would like some 1v1 time in PvP, and we can practice together. PM me on my main if you’re interested, char name: Malach Galthena

Elementalists get stronger the longer the fight goes, if they gear properly, a thief has no chance unless they kill the elementalist 15 seconds within the start of the fight.

And .. wow.. really P/D thief? a good Elementalist will make you completely useless, curing conditions every time they use a spell, gaining 300 health every second, healing for full, curing conditions every 10 seconds, curing conditions when they move.

A good ele will just eat you alive.

They are much much faster then you are, and they don’t need to waste there utilitys on signets.

A good ele will KNOW your going to use CnD, put up shocking aura as you use it and stun you, and then knock you back as your stealthed.

The best way to kill a good Ele: …… Burst Mug+CnD+Backstab combo! If they get more then 3 boons up then run away, you’ve lost.

D/D ele needs to be in my face more than I need to be in his. Getting C&D off isn’t that hard. They have a lot of condition removals and healing. That’s why it’s a hard fight. We put them on really fast and over time the P/D Thief (at least stealth/acro build) will win or they run unless they are a complete bunker build in which case it’s a total stalemate.

Downed State needs changes

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Stiv.1820

Well, I don’t just like it, I think it adds excitement and intensity to the fights. Getting that crazy rally at the last second, or getting a scary close pickup in the middle of a bunch of enemies. It’s the kind of stuff that makes you scream and cheer. Without it, the fights would be quite a bit more boring.

I can understand for a solo player that it might be a little frustrating, but to me you just gave an example of (imo) what you should and should not be able to do. You say that in the jumping puzzle you can down players because they’re coordinated enough to use their skills a bit better, but not quite enough to actually win. Well, that’s okay. But against a better group, you have no chance. I really don’t see a problem with this. You have to understand that just because you can down someone super fast amongst their group doesn’t make them bad. Or because they made a mistake here or there doesn’t make them bad. Even good players make mistakes. There’s a lot of situations where there’s just not a whole lot you can do to keep yourself from being downed, due to the way that the game is balanced and the way that it works. If you’re out of cd’s, low on endurance, whatever. Sometimes, you’re just going to go down when someone unloads their burst or full combo or whatever.

The game’s damage output and total health pool is balanced around the downed state though. The downed state isn’t just some tack on to a balanced combat system, some extra addition thrown in to the mix, no, it is part of the combat system as a whole. Do you understand what I mean? Without the downed state, they would need to rework all damage amounts, all health levels, all that stuff. I think too many people have the WoW (or other MMO) mentality about this particular mechanic, and see it as two separate things.

As for solo roaming, you could always just accept that as a solo roamer, there’s things you just can’t do. You are playing WvW after all, a game type meant for coordination, teamwork, and yes, larger numbers. There will never be a game that has things balanced for solo roamers versus groups. And I think personally that it’s okay to sacrifice the “funness” of a solo roamer’s enjoyability for more depth and intensity in larger scale fights. You get more overall out of it.

Find more solo roamers, or create a guild for it, and invite all the known solo roamers into it. Form your group, and start working together. If you can get 5 people you can amplify what you do, and you’ll have more fun in the end, I guarantee.

I don’t disagree with you really. I have played in a group and the downed state is there because there are no dedicated healers. Without it burst specs would be much more out of control. If you read my first reply in this topic, my advice to the OP was to learn to deal with it (along with my trawllolol line to you I couldn’t help). I have but I am simply voicing my distaste for the mechanic. I don’t deny is it fairly ingrained into the game and won’t change.

I do come from other games where solo was viable. Daoc, Aion etc. There a kill was a kill. Here a kill is a kill + an uninterrupted 3 second channel where you are relativity defenseless and instead of being able to focus or CC a healer everyone is a healer. So we adapt to the new normal.

I do enjoy solo WvW in this game even with the downed state that’s why I’m still here. It makes finishes even that much more sweet. I defiantly feel the OP’s annoyance though and I bet he is also a solo style player as well.

I think we can just agree the downed state is not going anywhere and people need to deal with it.

(edited by Stiv.1820)

Downed State needs changes

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Stiv.1820

Bunzy, I’m curious do you run solo most of the time? I see you are a D/D ele which is one of the few solo viable prof builds.

Downed State needs changes

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Posted by: Stiv.1820

Stiv.1820

That’s also not necessarily true, because we’ve fought coordinated zergs as well and when multiple players try to pickup those players are usually already damaged. We use pulls, knockbacks and aoe daze to stop recovery, and usually a bunch of people sitting there trying to rez/pickup one guy while we lay into them is a death sentence. If they use stability to rez then we made them blow cooldowns and far more people are going down faster than they can all be picked up. If people are picking up downed they aren’t doing anything, and they also aren’t dodging or moving; they’re soaking damage. There’s also always quickness dunking as well.

Your argument is fairly weak. You complain that downed state keeps you from solo vs x, but go on to say that you have no problem soloing 6 players who are uncoordinated. So what’s the complaint? Is everybody that you run into just some godmode amazing player that’s totally coordinated? I know that’s not the case, because there just aren’t that many good players. (Just like in every game)

Coordination is part of skill. Why do you assume that because you aren’t able to take out 6 coordinated players that you’re automatically better than them and deserve to win? You obviously have a high opinion of your skill level, far beyond the actual value.

The fact I run solo most of the time defiantly puts me in the worst case since I have effectively removed myself from benefiting from this mechanic. If I see 6 guys from different guilds, a few down arrows and whatever else yea it’s not really an issue. Half the time they don’t even try to revive or one guy does it too late and honestly even if I do or don’t finish all these guys it hardly matters because who cares?

The times it sucks is when I run into a guild group of 5 or so. Usually they are camping somewhere in the EB Jump puzzle. These people are coordinated enough to knockback or stability rez but the mere fact I can dance around the base area of the JP downing one after another by itself means they are terrible. Do you think I could do that to your group? Those are the type of people this mechanic helps more than anything. If there were no downed state at all, I bet your group would perform just as well, you wouldn’t have to focus so much on using/countering that mechanic.

You like it, and I can see why you do. You run with enough people to maximize it and with enough DPS to kill people without even having to stomp. Any grouping on a smaller scale is just not near as viable. I would bet most people who are against it have my play-style, solo to 3 max. It doesn’t matter what my skill level is because there will always be people worse and that’s what I’m talking about.

Downed State needs changes

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Stiv.1820

The mechanic is horrible of WvW and just fine in PvE and even sPvP. It will never get changed though. If you hate the downed state, best learn to deal with it. Think about the type of player who would like that kind of mechanic and then think about the vast majority of WvW players. There you have it.

More complaints about the downed state. I’ll say the same thing I’ve said in all the other threads; our small group wipes zergs all the time and likes the downed state and doesn’t have a problem with it. You’re probably just not as good as you think you are and still have more to learn. Sorry. The downed state helps us small groups too. You’re just doing it wrong.

The problem isn’t so much for small groups. It’s that one or two skilled people should be able to wipe a group of 5 players who are terrible. Right now all of them hitting F (skill) at once or just a knockback prevents that. Perhaps the downed state is what allows your group not to get wiped by a single player and that’s why you like it.

LOL. What makes you think those players are terrible? Because you deem it so? You’re probably just a bad player because you can’t deal with the downed state. You don’t understand the higher concepts in this game (or any competitive game) and can’t see why downed state is a unique mechanic that’s actually pretty interesting of a game dynamic. I can make baseless assumptions too.

Do you think you’re good just because you can run into a group of 3-4 players and spam all your glass cannon button sequences in the correct order and expect to win? Anyone can do that. Any joe can read a guide and do that.That’s not what makes you good at this game. What makes you good is teamwork, map awareness, positioning, and smart use of abilities/combo fields, knowing when to apply pressure and when not to. Just because you have a rotation and you can put out burst doesn’t make you any good. MOST people by now can do that.

I actually run a condition spec with zero burst but routinely take out 3+ people yes. They are terrible, yes because I run into solos of every profession that put up real fights.

I deal with downed state because it’s not going anywhere I’m just saying it severely limits the solo/duo play-style in WvW. You can say that play-style shouldn’t exist and that’s your opinion.

It works for you because you get be an amazing healer on demand when your teammate gets his 2nd lifebar. Having 2 people stability rez or one aoe knock-back is not an interesting or skillful mechanic at all. The one or two guys who got one of your teammates down by outplaying you was skilled. Even if I was a burst spec, you have counters to it you probably don’t even bother using because of downed state.

Clearly of a case of “its skill when I do it, you’re bad when you do it.”

What are you talking about? Only thing I can think of is reviving people who are downed? How am I reviving people when I’m solo?

Your the exact type of player this system helps. Any coordinated group can abuse this mechanic. If you beat an uncoordinated 30 man zerg with 5 people that shows nothing. If that zerg were coordinated but 1/4 as skilled they would win because you would never be able to finish a single one. When I take on 6 uncoordinated players I can win a 1 to 6 ratio as well. The problem is coordinated vs coordinated but outnumbered.

Downed State needs changes

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Posted by: Stiv.1820

Stiv.1820

The mechanic is horrible of WvW and just fine in PvE and even sPvP. It will never get changed though. If you hate the downed state, best learn to deal with it. Think about the type of player who would like that kind of mechanic and then think about the vast majority of WvW players. There you have it.

More complaints about the downed state. I’ll say the same thing I’ve said in all the other threads; our small group wipes zergs all the time and likes the downed state and doesn’t have a problem with it. You’re probably just not as good as you think you are and still have more to learn. Sorry. The downed state helps us small groups too. You’re just doing it wrong.

The problem isn’t so much for small groups. It’s that one or two skilled people should be able to wipe a group of 5 players who are terrible. Right now all of them hitting F (skill) at once or just a knockback prevents that. Perhaps the downed state is what allows your group not to get wiped by a single player and that’s why you like it.

LOL. What makes you think those players are terrible? Because you deem it so? You’re probably just a bad player because you can’t deal with the downed state. You don’t understand the higher concepts in this game (or any competitive game) and can’t see why downed state is a unique mechanic that’s actually pretty interesting of a game dynamic. I can make baseless assumptions too.

Do you think you’re good just because you can run into a group of 3-4 players and spam all your glass cannon button sequences in the correct order and expect to win? Anyone can do that. Any joe can read a guide and do that.That’s not what makes you good at this game. What makes you good is teamwork, map awareness, positioning, and smart use of abilities/combo fields, knowing when to apply pressure and when not to. Just because you have a rotation and you can put out burst doesn’t make you any good. MOST people by now can do that.

I actually run a condition spec with zero burst but routinely take out 3+ people yes. They are terrible, yes because I run into solos of every profession that put up real fights.

I deal with downed state because it’s not going anywhere I’m just saying it severely limits the solo/duo play-style in WvW. You can say that play-style shouldn’t exist and that’s your opinion.

It works for you because you get be an amazing healer on demand when your teammate gets his 2nd lifebar. Having 2 people stability rez or one aoe knock-back is not an interesting or skillful mechanic at all. The one or two guys who got one of your teammates down by outplaying you was skilled. Even if I was a burst spec, you have counters to it you probably don’t even bother using because of downed state.

Downed State needs changes

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Posted by: Stiv.1820

Stiv.1820

The mechanic is horrible of WvW and just fine in PvE and even sPvP.

WvW is full of situations where you can be brought down super-fast: by focused fire, by bursty builds, by one cannonball or ballista bolt or Kill Shot you didn’t see coming in the middle of a fireworks show of fire storms, arrow barrages, wells, and mesmer bubbles. Seems like the downed mechanic is even more important here than in SPvP.

If you didn’t see it coming then who’s fault is it? There are huge red circles on the ground for siege, balista just requires constant lateral movement. If you are getting focused, you have an out, every profession does.

Downed State needs changes

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Posted by: Stiv.1820

Stiv.1820

The mechanic is horrible of WvW and just fine in PvE and even sPvP. It will never get changed though. If you hate the downed state, best learn to deal with it. Think about the type of player who would like that kind of mechanic and then think about the vast majority of WvW players. There you have it.

More complaints about the downed state. I’ll say the same thing I’ve said in all the other threads; our small group wipes zergs all the time and likes the downed state and doesn’t have a problem with it. You’re probably just not as good as you think you are and still have more to learn. Sorry. The downed state helps us small groups too. You’re just doing it wrong.

The problem isn’t so much for small groups. It’s that one or two skilled people should be able to wipe a group of 5 players who are terrible. Right now all of them hitting F (skill) at once or just a knockback prevents that. Perhaps the downed state is what allows your group not to get wiped by a single player and that’s why you like it.

(edited by Stiv.1820)

Dodge didn't work in spvp THREE sep. times!

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Posted by: Stiv.1820

Stiv.1820

I’m having the same issue as atheria. This needs to be fixed asap.

Whats a good build stealth and get away?

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Stiv.1820

Was attacked by some thief last night.. and he did 11k damage with backstab.. how is this possible?.. and I am also vigiliant about my surroundings and have not seen any enemies.. so he was in stealth for a long time and all of a sudden.. dead.. steal and then backstab.. and hit with 11k damage

This happens to people who are under-leveled, under-geared or burst speced and tends to pwn nubs.

thief condition >> necro attrition

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Posted by: Stiv.1820

Stiv.1820

i am saying that a thief specializing in condition damage can survive longer and whittle people down better (i.e. playing attrition) than a necro specializing in that role (attrition).

as knote mentioned, this likely has to do with the fact that thieves dont even need their traits to be effective.

Not while holding a point. If a thief is using this for defense then they aren’t capping 50% of the time. Great for WvW though!

P/X shadow refuge problem?

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Posted by: Stiv.1820

Stiv.1820

Auto attack on?

Yea but stealth cancels AA doesn’t it? If this is my problem I guess I just have to deal with it. Not using AA for Pistol#1 would hasten my journey to carpal tunnel.

A LFG channel for all the major cities

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Posted by: Stiv.1820

Stiv.1820

www.gw2lfg.com I never spend more than 5 min getting group since I found that site.

Inflation, Income Gap, and Taxation

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Posted by: Stiv.1820

Stiv.1820

I think it’s all just from the change to level 55+ stuff having better chances at level 80 gear and FOTM. My income has gone way up from just WvW kills because now there is good 80 gear. I’ve gotten more rares from WvW since the last patch than the entire time before it.

I’m doing FOTM just to fill up on 20 slot green bags and each run almost guarantees 2-3 rares and possible crafting mats that sell for 20s+ It’s just plain easier to get money this patch.

Most Successful Survivable Solo Thief Build

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Posted by: Stiv.1820

Stiv.1820

For WvW:

10/0/30/30/0
Mug
Stealth Re-gen, Stealth Con removal, Stealth Healing
50% fall dmg, Pain response, Hard to Catch

P/D & Shortbow

All armor P/V/T and the rest of gear is P/V/ConDmg

Heal in Shadows, Shadowstep, Shadow Refuge, Scorp Wire and Thevies guild.

I swap scorp wire with Sig of Shadows for when running around as soon as I get close to combat, put scorp back on.

I am pretty convinced this build can’t be beat 1 on 1. At best a good bunker build can stalemate you. It’s really good at taking on many poor players at once.

I recently change from d/d to short-bow on swap. The only negative is not having a good counter to Dagger Storm. The shortbow is way better at everything else for swap though. Bombing a shadow refuge with pbaoe cluster bombs is way more effective than a couple deathblosoms since it still stacks 3 bleeds and probably does more dmg in WvW with a bigger aoe area. For escaping a bad situation while in combat, nothing can beat shortbow.

(edited by Stiv.1820)

P/X shadow refuge problem?

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Posted by: Stiv.1820

Stiv.1820

I’m trying to figure out why this happens. Many times a night I end up opening up with sneak attack right after going into SR. This seems to happen when I change targets and sometimes when I keep the same one. The only solution I found is to just hit esc and make sure i have no target at the beginning of SR.

Has anyone nailed down what causes this?

elementarists

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Posted by: Stiv.1820

Stiv.1820

You can’t win against a good D/D-ele as thief sadly. It’s probably the strongest 1v1 specc in the game right now.

Not true. P/D Thief still > D/D ele. All of their major burst is predictable and can be evaded. At least you can make them run and sometimes get the kill with Thieves guild and a lucky scorp wire.

Jump Puzzles

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Posted by: Stiv.1820

Stiv.1820

They should be separate maps altogether, I’m sick of carebears filling a spot when there’s real WvW to be done. Let them face the dreaded queue if they really want to do those lame puzzles

It’s not quite carebear in there. When I first went into the EB JP I got a raiders of the lost ark feel. It’s pretty epic. Then to have to battle your way to the top vs other players.. yea not carebear at all. I can spend hours in there finding high quality PvP much better than out in WvW.

I’d be fine if it was a separate map though. Just a big open PvP playground with a JP in the middle. I bet it would be pretty popular like an old school DAOC battleground.

Why I don't care about ascended gear at all

in Guild Wars 2 Discussion

Posted by: Stiv.1820

Stiv.1820

To Anet adding Ascended gear was a bugfix in a way. They though the “time gap” (not power) between exotics and legendary needed to be filled. It should have been there from day 1. They admitted they messed up with how they implemented it making it unavailable to many play types and that they will fix it.

I play WvW almost exclusively. If they add a system whereby I play WvW and over time can acquire this new gear there is zero problem. Maybe remove the agony resist aspect from WvW acquired ascended gear so WvW doesn’t become an easier path for PvE players to get it and we are good to go.

Channeled Abilites and Stealth

in Thief

Posted by: Stiv.1820

Stiv.1820

It’s a counter to stealth which the masses say there are none of.

There’s a lot of counters to stealth, like warrior’s shield block (if theyre getting attacked), area CC by hammers, ANY area skill that necros and eles have, even auto attacking the air.

This is true but the mantra is repeated ad nauseum on these forums. “There is no counter to stealth”, “We need a counter to stealth”, “give us a consumable to see thru stealth” blah blah

Jump Puzzles

in WvW

Posted by: Stiv.1820

Stiv.1820

Not even rares, I think. Just masterwork.

And you need some pvp badges to get a legendary, so people who aren’t even really interested in pvp have to get badges somehow if they want a legendary.

This cuts both ways. Much worse for WvW people who want a legendary imo but that’s why I have written them off completely.

How to improve the number 1 pistol skill

in Thief

Posted by: Stiv.1820

Stiv.1820

What if pistol is 900 and the short-bow is bugged and gets too much range? NERF

Channeled Abilites and Stealth

in Thief

Posted by: Stiv.1820

Stiv.1820

It’s a counter to stealth which the masses say there are none of.

Did Shadow Refuge get a ninja nerf or bugged?

in Thief

Posted by: Stiv.1820

Stiv.1820

No problems here. If you wait for the combo field to go away you can move freely in stealth. If you get knocked back, or shadowstep away you will appear to be out of stealth on your client but no one can see you and you still have the stealth icon. If you move away, get knockeed back or shadowstep out of the combo field while it is still active you will loose stealth and get revealed.

Let's make an sPvP Bunker

in Thief

Posted by: Stiv.1820

Stiv.1820

Was kind of expecting to see Caltrops over Shadowstep in your build Stiv. I guess the condition removal outweighs the additional healing? (and yeah… neat build)

Yea trops or SR are legit options. Shadowstep is just one ability I can’t seem to play without (and I wanted a build with no real stealth so didn’t take SR). Such an awesome skill for con remove, running, chasing or getting to hard to get places. Since this build lacks shortbow’s flexibility I usually go with Shadowstep.

Jump Puzzles

in WvW

Posted by: Stiv.1820

Stiv.1820

There are ones in care bear zones. Go do those? Oh, but you want badges which are a PvP based reward mechanic.. guess you might have to risk PvP to get them..

Bleed spec

in Thief

Posted by: Stiv.1820

Stiv.1820

DD spec is better dps for sure but what bleeds let you do is use stealth to the fullest. You can apply constant ranged pressure while remaining in stealth if you want. The decision to leave stealth early and increase pressure or remain in it and heal and allow CD’s to come back up is the sort of stuff you do while doing the P/D stealth dance.

The main advantage of P/D and bleeds in general is allowing you to take on many bad players and glass cannons at once and win, given enough time. It’s really fun. 1 on 1 vs good players and bunkers is still fun too but it will take a long time to kill them.

Last Refuge Minor Trait

in Thief

Posted by: Stiv.1820

Stiv.1820

I would be happy with just a AoE blind and no stealth at this point. I’d remove the trait and keep the rest of Shadow arts if I could.

Last Refuge Minor Trait

in Thief

Posted by: Stiv.1820

Stiv.1820

I die to this all the time. It’s just natural that when you get low on health you are trying to pull off a C&D so this goes off right before C&D hits and gets you killed. It sucks because the only way to avoid it is to simply stop fighting when you get to ~30% and let it happen and that’s really hard to do.

Let's make an sPvP Bunker

in Thief

Posted by: Stiv.1820

Stiv.1820

That… that actually looks fantastic. I love the idea of using D/D for both weapon sets so you can take advantage of Quick Pockets and Sigil of Energy. Near-permanent evade, combined with constant long-duration AoE bleeding? Yes please. It actually seems like you could down people in a long fight with that, thanks to all of the bleeding stacks.

Fascinating. I may have to try that out.

Yea it’s really fun. Sometimes you are fighting one person and another enemy or two joins the fight, by the time you down the first the 2nd guy is already down and the 3rd is bleeding to death from all the collateral dmg.

Biggest problem is that DD#3 really seems to have a short evade window so sometimes you can get blasted by a burst spec.

Next time I’m in the Mists I’m going to try the Reaper elite with it and see how that works for more AoE madness.

Let's make an sPvP Bunker

in Thief

Posted by: Stiv.1820

Stiv.1820

How to improve the number 1 pistol skill

in Thief

Posted by: Stiv.1820

Stiv.1820

But that 1 skill applies a bleed every time it hits. It’s a really really awesome skill and meant for bleed builds. Sneak attack is amazing as well.

Yes, it is meant for bleed builds, but no, it isn’t awesome at all. Try playing a Rifle warrior then come back and see if you still think it’s amazing. Vital Shot barely manages to stack 5 bleeds while doing pitiful direct damage. The Warrior’s rifle stacks 8-9 bleeds, does more direct damage, and has a range of 1200 yards.

The difference in power, bleed duration, and range all favoring the rifle is because the pistol is supposed to fire faster (and consequently stack the same number of bleeds), but it doesn’t due to a bug or design oversight. This is pretty much the entire reason why you see so many complaints about Pistols being weak.

Pistol’s on their own are’t weak, it’s just P/P that kind of sucks with unload having no bleeds. Offhand pistol is good and so is main hand (well pistol#2 does suck) but Warriors don’t have stealth. I’m all for buffing my class but I can’t imagine Pistol#1 getting a buff because of how functionally useful it is currently.

Maybe I haven’t run into enough bleed rifle warriors or they aren’t effective against Thieves with lots of condition removal because I haven’t noticed them.