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The daze is one of our best stolen skills… and what’s wrong with a 10 second chill? It doesn’t just slow it makes their CD’s take longer to come up. If you are fighting an ele, use it right when they swap out of water.
edit: a tip for people saying these are hard to use as ranged. Don’t steal then try to hit with it later. Save steal and just think of it as that ability already. Then use it when you need it. Spam steal and you get right next to them and smack them with it.
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Defiantly not intended. There is a cap on stealth so it’s not very practical normally but for hiding in an enemy keep to rez a dead Mesmer it’s pretty bad. That’s about it.
Also Hide in Shadows>Withdraw.
Not always. D/P already has tons of access to stealth. Withdraw is instant and can’t be interrupted. Also a movement and evade ability which you can use more often since it has a short CD. It’s really not bad but I would probably only use it on D/P.
Thieves are also best suited to hide in a keep. You would see a lot of D/P perma stealth specs come back for that purpose. That along with the hate for Thieves it seems unlikely.
100% duration is just 8 sec bleed 75% duration is 7 sec easy to achieve 7 secs without food.
If you can achieve 75% without food, then wouldn’t 115% with food be better?
25% breakpoints for Vital Shot with a 100% cap.
Toughness is the same for everyone. It’s just that you want enough vit to make good use of toughness so Thieves tend to just go mostly vit. I like to shoot for 2500 armor on any build. Most of my builds use 30 in shadow for the regen. I’d think toughness isn’t as useful for non regen type builds.
It seems like you want more direct damage so condition is out. An easy simple build set for PvE would be Valk armor (if you don’t care about toughness) or Power/Vit/Tough (Karma/Badge and/or Vigil) Armor, Zerker everything else. Put full Beryl Orbs in the armor if you want more vit or Ruby Orbs if you want damage.
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Yea infractions are pretty common with these mods. That stuff for instance is nothing but fun trolollol smack talk yet you can’t do it here. Pretty lame.
I’m sorry, but due to culling, stealth lasts a lot longer than 4 seconds, and tab targeting doesn’t work.
This is only true in a zerg situation though. Outside zergs Thieves & Mesmers render about a second after their stealth is up. The un-stealth swirl is visible and happens instantly and they are tab target-able at that point. In zergs I could see why that’s not reasonable.
Fixing culling and instant rendering are reasonable changes.
Just make skills 3 and 4 (S/D) usefull and i’ll be happy.
S3 is actually pretty awesome currently. Just got to get used to it’s wacky behavior. Dagger 4? It’s a bouncing snare.. still serves it’s purpose. S/D is one of the most complete thief builds for WvW at least, each ability is useful.
There are two elements that make Pistol/Dagger Thieves significantly stronger in WvW than they actually are.
1. Culling
2. Food – The Food alone can add up to 40% Condition Duration. That makes a HUGE difference to the DPS they deal.The food just allows you to get to 100% duration without having to go points in DA and more flexibility in the build. It allows for an effective 0/0/30/20/20 build.
100% duration is just 8 sec bleed 75% duration is 7 sec easy to achieve 7 secs without food.
The extra tick is usually only good vs people you would have killed anyway. No reliable condition removal.
I think if you re-acquire target and you could see if you hit them while stealthed, thieves in their current state would be balanced. I really don’t see why I wouldn’t know if I was hitting something in the dark.
If you are a melee class that has a auto attack chain, you will continue to the next attack in the chain if you hit. My auto is a 3 part chain. I know I’m putting the hurt on and tracking a stealth thief when I see/hear all 3 animations go off.
I see a lot of people talking about this and it is something I want to get better at. I’m well aware that you can still attack invisible people and the chain will trigger as I use it all the time when I see a downed thief turn invisible. But for the tracking part maybe you can give me some tips. When a thief stealths do you just keep running forward in a straight line and attacking with the assumption that the thief will continue running in the same direction they were before they stealthed? Do you ever decide to turn left or right when tracking a stealthed thief, and if so how do you arrive at that decision? How do you account for thieves that dodge roll and do a 180 to go the complete opposite direction that they were going? I figure I must be missing something here with how often people mention that you can kill stealthed thieves with auto-attacks.
I usually go for the immediate area where they stealth if I’m hitting I usually do a ~120 degree turn one way or the other, most will try to double back. It’s 50/50 if there are no indications at that point.
There are things to look for. Some use Caltrops on dodge. You can see where they originated from and know where they were when they dodged. If they actually evade your attack you will see “evade” so you know they are within evade distance of you. At this point it’s best guess as to what direction they evaded.
Also look for white circles. Many will shadowstep right after stealth. If you see the circle, you know they are likely ~1K units out so zoom out and start scanning so you can start the pursuit. You can take a guess at what way they would have gone based on what is safe for them nearby or where you would go if you want to chance a head start (Most times it’s the directional arch they were facing). Keep in the back of your mind that a common juke here is to make you chase for 10 seconds or so, re-stealth then return back towards the original white circle behind you.
For dagger main hand thieves who just stealthed you also want to listen for heartseeker. You can hear it when it’s close. If you hear that sound, similar to shadowstep, you know they will be ~1K out when they come out of stealth.
Same with short-bow ports, they will make a black swirl each time. You can see the swirl and track where they go and you can hear it.
Just being aware of the heartseekers, shadwosteps and short-bows happening will save you a lot of time flailing around the area. If you are instantly aware they aren’t there and know to start looking 1K out you are many times more likely to be able to re-engage them before they get out of combat. Granted, if you don’t have any sort of mobility or it’s down then they probably are going to at least get out of combat.
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I think if you re-acquire target and you could see if you hit them while stealthed, thieves in their current state would be balanced. I really don’t see why I wouldn’t know if I was hitting something in the dark.
If you are a melee class that has a auto attack chain, you will continue to the next attack in the chain if you hit. My auto is a 3 part chain. I know I’m putting the hurt on and tracking a stealth thief when I see/hear all 3 animations go off.
Heh, it’s amusing that the vast majority of people defending the current thief as-is, play one.. Surprising? Not really..
and they know the profession, and know hot to counter it, unlike complainers that can only write bs on this board.
Also at this point in the game many people have multiple characters. I know I have a full account at least. The idea that you are tied to a single profession in this game doesn’t really hold water. It’s so easy to get to cap and get full exotics. Every profession is also highly accessible via sPvP if you want to try them out with different builds.
Saying Thieves are protecting Thieves isn’t that great of an argument. People who have Thieves tend to not have a major problem with them on any of their other professions either because they fully understand them.
The people who complain about culling and all that are playing the zerg game. I understand the frustration as I have seen it too. It just doesn’t exist anywhere else but massive zerg fights. Hopefully they fix it soon but changing stealth to compensate for culling screws over every thief who doesn’t zerg it up. Try fighting away from the commanders and crossed swords and culling doesn’t exist.
So I have yet to see anything regarding the thief mechanics OR animations (anet culling) listed in the fixes as of late. I find it rather hard to digest that ANET would ignore the largest issue with WvW other than culling (self inflicted) that is apparent to me be ignored. Thieves are at this point are ruining WvW for the solo and low group contingent. Should a thief really be able to peramastealth a group of three and kill them and actually feel like they bested those players? It’s completely ridiculous that this happens.
The reason for this is they profession balance based on hard data from fair team based fights where all players know what they are doing and tend to be more skilled (tPvP mostly).
WvW is almost never that situation there are so many variables (level, gear, game knowledge, skill, culling) they would never make balance decisions based on it directly. Certainly not on anecdotal QQ posted here every day from players who are obviously lacking mechanics knowledge.
Thieves are well balanced if everyone is on an even playing field. Go to any class forum and you will find people in there who love killing thieves and hardly ever die to them. Make a post asking for advice and you will see them come out of the woodwork. This game actually requires you know everything about your profession and everything about the profession you are fighting to be truly successful.
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I was really disappointed. Okay, I expected a lagfest (I’m currently playing on a creaky old laptop) but I wasn’t expecting dull, uninspired locations that I’d have to run between (with no mounts, of course) in order to reach a fight. I’m sure I’m missing something here…
I stopped here to comment. You say you really enjoyed DAOC? Do you remember the time it took to get back to the fight? 10 minute portal waits, long runs through the borderlands… At least here if you take a keep, it’s possible to get a waypoint built there for fast travel.
Edit: got to gear repair QQ. DAOC gear slowly broke down to useless and you had to make an entire new set!
The money stuff, daoc gave zero cash reward for player kills until NF. Here you can make a profit in WvW. You can’t judge it by going as an up-level. In daoc, do you remember trying to fight a purple? A red even? Yea.. can’t even hit them, at least here you can contribute as an uplevel. Seriously did we play the same game?
I’m sorry, but I don’t see how you can suggest this is better than DAOC in any way…? Sure, you had to wait for portals… but only to invade, you could run straight out into your own frontier with no loading screens because it was (before NF) one zone. Running through the borderlands was actually fun, I remember going there in the early days of the game as a level 30something Warrior with a Skald friend… skirmishing outside the Hib frontier keep and killing 5 equal level opponents through a combination of tactics and luck.
I have a lot of fond memories of that game, and most of the “negative” things about it I see as positive. Stuns, mez? That was half the fun, if you knew what you were doing you could wipe a badly-organised army with a group of 8. Balance was a mess, sure, but that’s the same for most MMOs… and don’t forget the sheer number of classes DAOC had… 44 classes. That’s right. Each class felt different. How many does GW2 have? Or WoW, or SWToR?
As for gear degrading, sure, but it took FOREVER compared to this game. And they changed it so that artifacts didn’t degrade permanently. I rarely had problems with gear breaking, and I played the game for years. Still, that was a different time when gamers demanded more complex games with an incredibly complicated array of stats to balance (weapon types and armour types matching up, for example). Since WoW this genre has gone mainstream and quality has suffered, inevitably.
That’s not to say I don’t like some things about this game. Combat feels more dynamic, although with any lag the dodge mechanic is often hilarious/frustrating. I also like weapon swapping and… erm, well I’m sure there’s other things.
Anyway, like I said, I’ll be trying WvW a little bit more before I make a final decision on it. But I’ve yet to see anything approaching a convincing argument for items degrading in WvW.
I didn’t actually say this was better than DAOC :P I am just pointing out that some of the flaws you are finding existed in DAOC as well. I mean, running out of your own border keep took forever. Most of the time you had to get all the way to a MG for action and if you weren’t with a speed class it was a long run.
I honestly think the combat in this game is far better than daoc though. Active evading and for the most part, no need to a target adds a lot of twitch feel to PvP.
DAOC was amazing no doubt. This game though really is the closest there as ever been Aside from maybe old school Aion. They are missing some key stuff but hopefully they will get there. Prestige system has a shot to be good and I still have hopes they will add options to show names so we can have rivalries.
Anything that I loose to ever is not fun for me.
i actually dont have much trouble with d/d eles. theyre just not fun to fight , end of discussion.
What’s not fun about punishing then dodging churning earth? That alone is fun. Every time they have to magic carpet ride 2800 units from me it’s a mental win. Maybe just change your perception?
Yeah but only a Sword/Any thief, because none of the other skills are that reliable for condition removal (/spammable/)
Any thief with 10 in shadow, Guardians have a trait and a signet that will remove 1 every 10 seconds. They can slot purging flames or conditions to buffs or many other things to get rid of them. Necros can transfer, eles can remove them at will. Everyone has counters to this.
it’s absolutely ridiculous. p/d is a goofy spec that has little use in serious pvp, but that doesnt mean it should have a godmode attached to it.
You are really making your rounds. This is the 3rd thread I’ve seen you QQ about P/D within a few minutes. You need to l2p. This build was really good at release but has become less and less powerful as people learned to stop being glass and to slot condition removal. Throw in some understanding of thief mechanics and bam, the build isn’t that great anymore.
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The only sure damage in this game is direct damage. Every class has condition clears. You let 1 shot of their opener hit you then roll or take the entire ~1200 hit and then clear after. When they come at you bro 2 or 3 shots later you get ready to avoid C&D.
Their DPS against anyone with reliable condition removal is really bad. A Sword/x thief needs to do nothing more than tap 2 twice to clear all bleed stacks.
If you don’t have reliable condition removal slotted then this build is going to counter you. Just like if you don’t have a stun break slotted any cc+burst bro will counter you.
d/d eles need to be nerfed hard. the reason is simple. theyre not fun to play against, like attrition thieves and bunker guards.
I’m going to guess that any build that counters your build is not fun for you to play against.
Not to mention you just need to stand on the point and remove conditions/heal when you can and you will take it from them since half the time they are stealth and don’t take points.
Every build has a counter. S/D theives, some necro, engie and guardian builds mess p/d up.
I was really disappointed. Okay, I expected a lagfest (I’m currently playing on a creaky old laptop) but I wasn’t expecting dull, uninspired locations that I’d have to run between (with no mounts, of course) in order to reach a fight. I’m sure I’m missing something here…
I stopped here to comment. You say you really enjoyed DAOC? Do you remember the time it took to get back to the fight? 10 minute portal waits, long runs through the borderlands… At least here if you take a keep, it’s possible to get a waypoint built there for fast travel.
Edit: got to gear repair QQ. DAOC gear slowly broke down to useless and you had to make an entire new set!
The money stuff, daoc gave zero cash reward for player kills until NF. Here you can make a profit in WvW. You can’t judge it by going as an up-level. In daoc, do you remember trying to fight a purple? A red even? Yea.. can’t even hit them, at least here you can contribute as an uplevel. Seriously did we play the same game?
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I keep it simple. Start with full P/V/T armor. Easy to get with Karma and badges. If you go full zerker weapons/rings/accessories with ruby orbs in everything that takes them you will be very close to those stats with ~2200-2500 armor (Assuming at least 20 in crit tree but also depending on traits) to boot. You can toss in a p/v/critdmg% instead of zerk piece to drop some crit chance to gain more health or to replace a p/v/t piece to trade toughness for more critdmg%.
If you don’t give a crap about toughness at all, then replace the P/V/T armor with all Valk armor for Power/Vit/Cirtdmg% and go from there.
edit: can also swap in Beryl orbs for Ruby orbs to do the Precision to Vit trade-off (or vica versa) more granularly. Unforunatly there is no Power/Precision/Vit gear out there to smooth things out.
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Big bosses are great in open world PvP zones. It creates huge fights around trying to down them. Lets factions try to screw each other while trying to kill them. Aion has this and it was pretty good.
That only works if killing the boss grants some award that contributes to the server score, such as a tactical advantage somewhere on the map, a buff to the “winners” (see next comment), or simply some extra points. If it does not do that, you end up with HUGE friction within the server due to conflicting objectives. Players who just spent the last hour trying to take a keep are going to be irate when they are abandoned by team mates who decide it would be more fun or rewarding to run off to fight the boss. If ArenaNet wants to ruin WvW, putting server mates at odds with each other is the way to do it.
And how exactly do you determine the winner of a three way battle to kill the boss? The one that does the most combined damage?? Take it from someone who for months endured the travesty that is Conquest in Rift … if the winning team is the one that drops the most damage on the boss, the majority of players are likely to stand around (shoulder to shoulder even if they are enemies) DPS’ing the boss until it is down. If the reward for contributing damage to the boss is an individual reward as opposed to a team reward, this kind of temporary truce is almost guaranteed to happen.
And if the boss spawns randomly around the map, such that one faction will almost certainly have an advantage fighting it, ArenaNet can count on LOTS of qq’ing in these forums about the unfairness of it all.
All in all I view these proposals for random boss fights and similar artifacts to be misguided (even simpleminded … sorry, but that’s how it is) attempts to add additional content to WvW that take the easy way out. The emphasis instead should be on cleverly adding PvP content that broadens and deepens the existing conflict, not detracts from it. Adding noise to a familiar piece of music may give it more variety, but the net result is not pleasing.
The main problem is that there is a max limit on who can go into WvW. If that didn’t exist you wouldn’t have this problem. No one would be taking anyone else’s “space”. I believe Anet has stated that is an eventual goal, to eliminate all queues.
I would like to see it to the point where people go to WvW to level up off mobs. Create incentives for players to want to be in the PvP zone. It opens up another tier of PvP, ganking and anti-ganking.
Bosses in WvW are the same concept except (depending on boss difficult) it’s group ganking or raid ganking. They could use Aion’s way of doing it. In this case, the server who first tags the boss gets it unless the other server can kill them, reset the boss and take it down 100-0. If the other side helps, that’s fine but they don’t get anything if their side didn’t tag it first. This would be only for these encounters of course.
In Aion some of the most fun I had was sneaking up on a group doing an open world boss and killing their healer, or bursting their tank when he was a low health causing chaos. GW2 is different but you could have similar experiences.
Big bosses are great in open world PvP zones. It creates huge fights around trying to down them. Lets factions try to screw each other while trying to kill them. Aion has this and it was pretty good.
I doubt they will do a retroactive, and I have no idea how they will handle it if they don’t. If you primarily dps (and aoe at that) you are favored in almost every rank system. If you are curing, buffing, healing, etc, you usually get screwed. They can’t even balance out the drops average now, so I don’t have high hopes for a random number that will determine my “rank”.
Badges…I get one for about every 30 players killed. I am usually on siege, cannons and ac’s mostly, and I’m a necro running power and condition on everything with staff and all wells for utility skills. I’m easily hitting tons of players and more than meeting the damage minimum, yet rarely see a drop and when I do it’s a trophy item. So, I really don’t care what they do with the currency. But I can imagine in either case, a lot of people will be kitten off.
Good thing I enjoy standing watch at towers/keeps because the loot is nearly non-existent. Personally, I would like to see simple changes that somewhat make sense.
There is no reason why the aoe cap should be 5 people, as a necro I look forward to this being changed, although I fear is means they will just nerf the kitten out of us (and likely leave everyone else alone – for “balance”).
Having to stand on the edges of walls to hit people below you seems silly.
Make holding structures actually worth it…and not 360 karma every now and again, and only if you found someone to hit with a stick during that 3 minutes.
Change the way waypoints are contested, and maybe even remove swords from the map altogether.Eh…I’m done rambling.
They can come up with a system that rewards you toward a kill if you applied various boons to the damage dealers, conditions to the people who died and stuff like that. Ideally it would promote grouping and everyone splits the “points” with their group.
Vante, what are your thoughts on Superior Runes of Vampirism? They give a similar invulnerability but have more useful stats.
10% health proc level is too low. Even with a 20% proc level you will at times get fully killed without it ever going off like me and the cannon last night.
Yea I think it’s in it’s own category. Stun vs Stone. I’ve never seen Hard to Catch proc off of Basilisk Venom and that skill covers every other CC ability including daze. They made it so you can stunbreak the stone effect but probably didn’t update all these traits. Only they know if it’s intended.
I am at least thankful that the stone graphic renders instantly so even if a Thief is fully culled you can know to shadowstep or pop whatever cooldowns you need to as soon as you see that effect. 9 out of 10 times the pain train hits .1 seconds later.
I also always play stealth classes and was originally disappointed when reading about the Thief stealth. Wanted good ol toggle stealth! It took a good 40 levels of playing to to realize I actually love this system. Stealth is no longer a tool for scouting and an initial surprise attack (it still can be to a point) but part of the flow of combat.
I wvw every day and I can say is that not grandfathering is most likely the beat way to do it at this point. There is not enough cheese in the world to go with the whine that would come from the people who have not wvwed becuase of lack of rewards if we got something they didn’t.
Well, to be honest, screw those people. We played a thankless game with few rewards and no progression for months. Many left the game in droves while we did not. ANet denying all of the achievements we have to date would be spitting on us. The audacity that players who quit WvW could complain about something that we earned. That would be like me complaining that I don’t have enough fractals relics to buy a back piece, but ANet should give me one because I just started yesterday and it isn’t fair.
They aren’t going to do it and I don’t get why you would want it. Unless you are hoping for a system where zerging gets you the most Prestige becuase right now that’s the best way to rack up kills.
If they don’t have a system for giving prestige based on the quality of the kills then it will be a pointless zerg stat and that’s what “kills” is currently. Even if all of yours are from solo kills, someone else can have the same number or more all from AoE zerg kills and will have higher prestige than you. They did not have a system in place for this before this update so you can’t assume they would be able to retroactively track kill quality if they are even planning on doing that at all.
Daoc’s realm points were awarded based on your groups contribution to each kill and was maxed for solo kills of high ranked players. I hope for as similar system but we shall see.
Those runes weren’t as expsnsive as I thought. they sell way under the mats price. No one must use them. I would think they would be great for glassy builds in PvE since it’s a free save.
Anyway, swapped out a p/v/t ring and my p/v/t/ chest for zerker of each (to mitigate ruby orb dmg loss). Gave up 120 power, 1200 health and about 4% critdmg%. Gained 36 per, 45 tough and of course Iceblock (cost me about 10g total).
I was leery at first because the first time it went off it was from taking more than 20% in one shot (cannon blew me up) and I was downed in the iceblock but after that all it did was create a ton of win win win win win. The rune set is really amazing and well worth the stats I lost (for me).
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Bring condition removal. For sPvP stand on the cap point. Every time they stealth it ticks up for your team.
Stealth CD does not begin when they stealth, it’s when they attack from stealth.
Any Thief spec with 30 in shadow will troll upleveleds all day. WvW isn’t “fair” but it really is bad for people who are not 80 at this point.
Either way to fight this spec you need a lot of condition removal and the ability to stuff their C&D as much as possible. Strangely their surviveability actually goes up with more people who show up to the fight and try to zerg them (to a point). If you coordinate it’s fine, especially with knockdowns and dragging the fight away from mobs. Four randoms/uplevleds vs 1 decked out P/D thief is going to loose most of the time because they won’t bother trying to avoid C&D, they won’t revive fast enough, the won’t remove conditions and they are usually undergered and underleveld (like you). Probably also lacking in mechanics knowledge as well (like you). It’s the nature of the average WvW player who piles on to a fight.
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Yea I’m thinking of the times I die most and it’s during dumb, greedy stomps I should never go for, greedy extra attacks out of stealth that get me imobilzed/KD and a swarm on me or any burst bro showing up to the party late I don’t notice. The ice block is really attractive in all of those situations. I just know I’ll get all mad at it thinking I could have made the stomp when it really probably saved me.
So now I decide… 120 power (4-6% dmg) and 1200 health or Ice block… hmmmmmm
edit: also this change won’t be cheap.. loadstones for the runes and I’ll need 3 new exotics bah
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Thieves are stupidly overpowered right now because of Cloak and Dagger and culling. It is why 99% of the thief builds you see have an offhand dagger.
You are aware that thief can only use 2 kind of weapons in his offhand,right?Pistol and dagger.Mathematically this makes 50% chance a thief to have dagger in his offhand.if it’s more,so be it.If we look warrior,how many of them have greatsword equiped in some way?I would guess 100%.Is that making it OP too?
Does the warrior have an ability on that greatsword with a 6 second cooldown (time to recoup the initiative cost) that can regen him for 2800 health, cure 2 conditions, make him untargettable by all enemies, increase his movement speed by 50% and lasts 5 seconds?
Warriors do similar damage to thieves, but you can see them coming and you can stop them from going. Warriors are probably the most perfectly balanced class in the game.
Uhh GS warriors especially with S/Sh on swap are pretty ridiculous. They do Thief damage on a constant basis in a cone with just as much mobility some of which (GS#3) does pretty ridiculous damage. All while having a nice heath pool and two ways to go immune as a full glass build.
This type of warrior stands a chance against any thief build and should utterly destroy glass thieves. Comparing single abilities to one another is kind of dumb.
using terrain or mobs or whatever is out there to turn a fight in your favor is meritorious.
Sure it’s legit fighting 1vN but if you are in a 1 on 1 and the other dude moves away from the mobs to take away that advantage and you wont follow then it’s a stalemate with the moral victory going to the guy who moved away from mobs imo. I guess they can both think they win since everything is anonymous there is zero blow-back for being a passy.
I’m traited for C&D and I have no interest in fighting a p/d thief near 7 coyotes. I’ll move away and see if they follow. If not, I move on and let them PvE.
I’ve thought about those runes. Still using 6x ruby orbs. I could swap around gear to keep my crit and critdmg% the same but would loose 120 power and 1200 health swapping to those runes.
Question is, do you ever rage at it stopping you from completing a stomp you probably could have gotten away with? That’s the only real negative I can think of aside from the power loss.
The immune breaks if you use a stun breaker right? There was a patch note stating that change a while back but maybe they forgot to say pvp only.
Anyone have a link from Anet? My searching skills sux.
Added it ^^
It’s intended and backed up with Anet posts. Many professions can use this same mechanic.
This is not true, skills have a cast time and after cast based on the animation they use. To ease any thief worries we are not limiting back to back skill use on purpose. This is in fact the point of initiative and why thieves feel different than other professions.
just curious, are you happy with and is it your intention for moves with no cast time to be able to be used in the middle of a move with a cast time? For instance lightning flash during churning earth and steal during cloak and dagger.
Yes this is part of the design of the combat.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Thief-internal-CD-on-same-skill/first
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I was simply removing your mesmer clone argument. The mobs are on both sides, you stated you are d/d so you can C&D mobs as well to get rid of them or drag the fight away. If your complaint is that it sucks to fight a C&D spammer near mobs then I agree with you. That’s why you don’t do it.
If you move away from mobs and they stay there because they wont’ fight without them then it should be a mental victory for you. Just like when a D/D elemetalist jumps off a cliff and rides the lighting into the sunset, you win. You just didn’t get a stomp.
fact is, that i am borred of 40 minutes 1 vs 1 thief vs thief,
So you are complaining about chain C&D in a 1 on 1 fight? Is there anything more predictable than when you will get hit by the next C&D if they are perma stealthing?
You blame the skill when the attack can be easily timed and avoided? I guess it’s par for the course for these forums.
you are right , C&D can be so easy avoided , even mobs dodge it sometimes, i saw few mesmer clones doing it.
just 1 question : you state that i cannot C&D in 1 vs 1 with you, in wvwvw if you dodge ? cause to be honest i won’t even bother to C &D on you there is full of mobs in wvwvw, specialy when i am in disadvantage, i C&d on first mob and bang i removed condition, i got an free backstab for you, dodge it, cause is predicteble
You said you were sick of 1v1 with a thief. So now it’s 1v1 with a thief if there is a mesmer (so 2 v 1?) or mobs around. You said chain C&D which requires precise timing, yes it’s easy to dodge, just move away from mobs or help him kill the mob(s) with your own C&D spam as well. I wouldn’t want an easy rally anyway so fighting near mobs is not a good idea in any event.
fact is, that i am borred of 40 minutes 1 vs 1 thief vs thief,
So you are complaining about chain C&D in a 1 on 1 fight? Is there anything more predictable than when you will get hit by the next C&D if they are perma stealthing?
You blame the skill when the attack can be easily timed and avoided? I guess it’s par for the course for these forums.
Not PvE at all really. Dodge is needed in WvW/sPvP even more than PvE. If you don’t dodge well you loose and having FG is sooo much more dodging it’s almost always up when you really need it. The extra 1500 health from taking it at bare minimum never hurts either.
10 into DA isn’t bad for mug. Even non crit it still poisons (33% less heal) and does a small burst (burst relative to other P/D dmg). The other 10 I choose to put into Acro for Hard to Catch. It’s an ability that you will notice kill you and remove it, but then you will realize just how often it saves your ars after not using a while. It’s basically a buffer for your shadowstep making sure it’s up when you really need it.
I personally cant play without feline grace, I think it is just too powerful.
I actually give up executioner for it, with a 0/25/30/15/0 build, and it makes you very hard to kill between constant dodging and tons of regen in stealth.
Not having Mug sucks, but like I said, feline grace is awesome.
As for gear, I use mostly berserker with a few valk pieces so my HP isnt terrible. I usually have about 15k HP, 50% crit chance, 101% crit damage, 3200attack.
Sorry I couldnt check out your build, bad link.
I agree about FG. It has ruined other builds for me and even other professions. FG is a terrible drug. I use a similar build but sacrifice 5 more in crit to get the 2 init/10. Slightly different gear that puts me at 44% crit chance (before conditionals), 81% crit dmg ~3200 power, 16,500 health and bit over 2500 armor. Seems like I’m less dmg and tad more survivable.
The coat is Ascalonian Armor from AC explorable, the shoulderpad is from CoE dungeon, the hood is the starter anonymity hood, the boots are Seeker boots, can get from TP. Pants I cant tell from that angle. Gloves are level 70-79 exotics you can buy on TP called ‘duelist’.
Dizam Bro. You know your armor.
No K/D ratio and no showing names is all the same stuff. They don’t want people to feel bad about people knowing their name when they get killed and they don’t want them to feel bad looking at a low K/D ratio so they just don’t allow it at all.
I don’t understand why they can’t just make it all optional. Option to show name in WvW and option for stat tracking in WvW. Why is a stat that would cause a player to change their game-play be deemed bad if it’s something the player is enjoying?
Yea your right OP, all the rolling boulders, Ewok traps, flame traps and spike traps that are triggered by players only really do go against Anets design intention of a PvP free jump puzzle.
There really are this many people who still die to Thieves that spam Heartseeker?