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Sigils of Fire and Air on D/D

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Stiv.1820

Also, Sigil of Fire does more damage than Air both in terms of AoE and single target so go for the fire.

It’s also like 25x more expensive! Unless this is sPvP.

The Backstab-combo is broken, not Backstab itself

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Stiv.1820

Where is this fear of a BS nerf coming from? I think Anet knows it’s not a problem for seasoned players. I personally wouldn’t care of they nerfed Mug but if they screw with backstab it breaks the non glass builds with a dagger main or on swap.

Remove stealth?

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Stiv.1820

I agree I don’t think they will change it. It’s a problem for people who aren’t “in the know” anyhow. Maybe it’s because I play a Thief but if I play another class I always bring stelath counters because It’s fun to kill Theive to me.

When I play Mesmer I always use /focus and sometimes greatsword because knockdowns and knockbacks are the true thief counter. If you know where they were, you know where they will be after a KB or focus pull. Same with Guardian. Shield#5 or GS#5 screw refuge and stealth along with a ton of other abilities. Everyone has counters some people use them the rest complain there are none.

Is low-level WvW thief gameplay viable?

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Stiv.1820

You aren’t missing anything. The best you can do is buy a full set (weapons, armor, accessories, everything) of even level greens. Then you can WvW for a couple levels at close to max potential for your level. No matter what you will be at an extreme disadvantage.

Many of us that started at release did not notice this since everyone else was leveling in WvW as well. But today, everyone is in full exotics with viable trait spec, you will be crushed by good players. I have never lost a 1 on 1 with an up-leveld person and I dare say I would not fear fighting close to 10 of them at once.

Just try to have fun knowing you are at an extreme disadvantage.

Are thieves anything like rogues?

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Stiv.1820

Actually, you can stunlock somebody in this game, but it’s hard to pull off. Your favourite ability for it should be tripwire trap, as it knockdowns people for 3 sec and can do it AoE. Also, if you actually use it as a TRAP, you can hit your opponent 2 times in a row, resulting in 6 sec knockdown. Add to it mesmor runes and you have 8 second stun. Follow with guardian’s mace daze (steal) for 5 second daze, or necro’s skull fear for 3 second fear. Throw here and there tactical strikes for daze and flanking strike for stability removal, or pistol whip for extra damage damage plus 1 sec of easy accessible stun.

PS: both guardian’s mace daze and necro’s skull fear can be used 2 times in a row, so you have 10 second daze or 6 second fear. Just make sure not to hit them at the same time, because the effect doesn’t stack, just refreshes (same with tripwire trap).

This is all extremely situational and unpractical though so saying we can stunlock is a bit misleading. You are requiring specific classes and 45second wait times so that a trap or steal ability is up while having the trap/steal off cooldown. I also don’t consider daze a stun. It’s effect is more like a weak counterspell from WoW. People can run around and still use some abilities.

Remove stealth?

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Posted by: Stiv.1820

Stiv.1820

Not being able to land back positionals due to people just able to see/avoid he positioning would remove both Sword and Dagger. They would have to add more combat stuns to land positional. Basically would remove the class or turn it into the WoW Rouge which is what I think most of the QQers want.

Are thieves anything like rogues?

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Stiv.1820

Still dazelocking even to the max is nothing like stunlocking was.

Are thieves anything like rogues?

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Stiv.1820

Backstabbing (more like ambushing there is no backstab like wow) yes, stunlocking no.

Backstab = Ambush but stealth is much more readily available in combat.

(edited by Stiv.1820)

Looking for counter against P/D thieves

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Stiv.1820

I’ve been playing P/D since launch and switched to S/D last week. S/D with 30 shadow beats P/D hands down. I don’t know if any other build without 30 shadow can beat it you need to be able to remove conditions and heal in stealth just as much as they do. Glass thieves will get the random win vs P/D but it isn’t consistent. No matter what build you are the ability to avoid their C&D is what really matters. S/D happens to have a high damage evade in S/D#3 that is the best C&D juke ever since it also hits them for the same damage after it evades theirs.

(edited by Stiv.1820)

Little damage killing me

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Stiv.1820

When it starts to feel like that buy all blue gear close to your level off the TP. Do that every so often when you feel weak.

Names in WvWvW

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Posted by: Stiv.1820

Stiv.1820

They could add an option to check off “show name in WvW” and take care of both camps. Leave it off by default and only those who turn it on will be able to have their name shown.

Their war analogy is kind of wrong. Remember lighting bolts from his eyes and fire bolts from his ars? Yea, that’s from notoriety gained in battle. Same goes for Carlos Hathkitten in Vietnam and the named snipers he would hunt such as “Cobra”.

edit: bhaha can’t write that guy’s last name.. well it’s the kitten word that starts with C ..

(edited by Stiv.1820)

S/D + D/D oh my...

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Stiv.1820

I had a similar build, but most ignore it because it ether doesnt have the almighty Short bow or P/P.
I tended to use the Infiltrator’s Strike, Shadow Return to jump out of a fight and put allot of distance between my target and I when I was in trouble, only swapping to my Daggers when I was assured a kill with it. The whole removing a condition is also very nice, and it helped out my squishy thief quite a bit.

Yep, S/D to 50% or so health then get stealth swap to daggers and 100% crit backstab + HS = death. Loving the play-style. It’s probably more effective 1vN than P/D was.

Is There A......

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Stiv.1820

Pretty much the normal glass cannon build with some edits to trait choices. Shortbow is killer PBaOE with zerker build.

S/D + D/D oh my...

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Stiv.1820

I’ll give 50% speed another shot and well as the crit on swap sigil. I think that’s a good balance that allows me to keep 20 acro which I just can’t get away from.

Does 50% movement speed in stealth work? I was under the impression that it was bugged out?

I’ve been using it and I think it does. I think there is probably still a hard cap on how fast you can go and that’s +33% of out of combat speed. So if you try to compared out of combat it doesn’t show. You can get +50% movement in combat and not hit the 33% out of combat cap.

Change Flanking Strike to "Vampiric Strike."

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Stiv.1820

Adaneshade when you use FS do you drop target or keep it?

OMG Stealth...

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Stiv.1820

If someone is key turning they have bigger problems than stealth. It think the mouse turning revolution happened during Doom][ around 1994. I actually remember arguing the merits of the mouse to aim on a dial up BBS in my local city. Yes, before the internets.. I’m getting old… Doom ][ required 9600 baud and you could do 4 player deathmatch… was amazing!

Change Flanking Strike to "Vampiric Strike."

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Stiv.1820

There is no “luck” involved in flanking strike, it can be aimed to hit 100% of the time. Most people are just too bad to do it.

Question for you. I’m new to S/D. I am able to manually aim as long as they are within X units of where they were when I started the skill. When you use the ability do you normally drop target first and use manual tracking for the entire ability (which seems to make you leap directly to the right of the direction you face) or keep the target and only manually aim after the first part of the animation?

Possible Progression Options For WvW

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Posted by: Stiv.1820

Stiv.1820

Hopefully weekly/monthly/all time stats for all sorts of stuff (kills/death, solo kills/death, streaks, stats for all types of professions you kill and are killed by. Basically Counter Strike server style stats). Maybe purchasable skins based on new and/or more attainable titles. Option to show your own name (keyword OPTION). Option to remove the generic team color dyes and show the actual player’s dye setup. Some sort of new expernece bar for WvW activities that ranks up like levels. This can be generic or just based on experiences points you get while in WvW (not from mobs or guards to avoid farming and keep defense needs to be heavily rewarded with this experience to avoid flipping). Who cares, just something to show and possibly display your “level” in WvW it doesn’t have to do much. As long as it goes up from both taking objectives and killing players.

(edited by Stiv.1820)

Incredible Idea For Balancing Stealth

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Posted by: Stiv.1820

Stiv.1820

maybe give all classes or some classes a utility skill that give a reveal debuff for 5 second

That wouldn’t do anything to the small scale. All it would do is destroy the Thieves ability to 1vN in WvW. Anyone taking that utility would be gimping themselves but scrubs in zergs would run it.

They should just let damage done to stealth players show and be in the combat log and fix rendering (even if it’s a stick figure, the unstelath swirl is instant so it’s possible). That’s about it. That will give players feedback instead of random swinging and will reduce the propergation of stealth = invuln myth

Cool Daggers

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Stiv.1820

T3 Asura has the steampunk look and has a pulsing purple lighting effect (all of the T3 asura ones do)

Change Flanking Strike to "Vampiric Strike."

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Stiv.1820

I’m new to S/D but starting to really like FS. You have time to manually aim the 2nd attack after you fire it off. It’s amazing to use on thieves who are coming in for a C&D.

Yeah, but useless against everyone else it seems like, its not like Thieves have any boons to strip.

C&D spamming shadow arts thieves usually have a few stacks of might to get rid of. It’s good for getting out of 100 blades/BF. Also to damage Engies who camp in their yardsale of awful while pooping grenades without taking much damage yourself.

You got 2 stacks of might that probably had 1-2 seconds left anyways, good job.

If you got in BC/100b you will be knocked down, you can’t use FS when your knocked down.

Grenade Engineers are pretty BA…. lol

I have 8-10 stacks most of the time. Sometimes warriors don’t bother with the KD and Mesmers randomly BF all the time without root. Situational but not useless. Also really easy to land on churning earth as is everything but ti’s not a bad opener to CE punishing. Good for rangers spamming and walking slowly backwards just waiting for you to get close to KB.

I know dodge works for all of this too but it saves endo and does decent damage.

Culling and Thieves

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Stiv.1820

Ancient Thief culling abuse secret:

1) Find zerg
2) B-Venom
3) Stealth-Heal
4) Shadowstep into zerg
5) Find Target – Wait for stealth to end
6) MugSteal+C&D+BackStab+Haste+Kill+HasteStomp+SpamLootKey
7) ShadowReturn
8) Shadow refuge
9) Kaiser soze

Target can be 2100 units away and they will never see you if the zerg is big enough.

Fix culling and the Thief probably can’t even haste stomp and will die from one knockback/knockdown.

(edited by Stiv.1820)

Change Flanking Strike to "Vampiric Strike."

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Stiv.1820

I’m new to S/D but starting to really like FS. You have time to manually aim the 2nd attack after you fire it off. It’s amazing to use on thieves who are coming in for a C&D.

Yeah, but useless against everyone else it seems like, its not like Thieves have any boons to strip.

C&D spamming shadow arts thieves usually have a few stacks of might to get rid of. It’s good for getting out of 100 blades/BF. Also to damage Engies who camp in their yardsale of awful while pooping grenades without taking much damage yourself.

Change Flanking Strike to "Vampiric Strike."

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Stiv.1820

I’m new to S/D but starting to really like FS. You have time to manually aim the 2nd attack after you fire it off. It’s amazing to use on thieves who are coming in for a C&D.

S/D + D/D oh my...

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Stiv.1820

I meant the return part of S#2. I usually save it for when i get stunned/rooted/whatever. If it’s a 1 on 1 or there isn’t any pressure like that then yea it’s great to port around like nightcrawler.

I’ll give 50% speed another shot and well as the crit on swap sigil. I think that’s a good balance that allows me to keep 20 acro which I just can’t get away from.

All I was saying about the backstab thing is my natural crit rate of a backstab is 60% so with no trait I will crit 6 out of 10 on average. With the trait I crit 10 out of 10 or a 40% gain. The 60% I already have is sort of wasted in that regard. That trait would get the best effect from someone with no precision on their gear. I do understand the power of consistency though so it’s still very powerful.

I just need to mainline FelineGrace, I can’t stop and I can’t even play a build without it. This is a PSA I guess… don’t get addicted to FG.

S/D + D/D oh my...

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Stiv.1820

I’ve been running S/D + D/D for quite some time. Traits are 0/30/30/10/0 with a mix of Berserker / Valkyrie / Knight pieces. It’s probably the most fun Build i’ve played so far and very very strong 1on1. A great Sigil to use with this combination is the 100% crit chance when you swap to the weapon with the sigil in. If your opponents hp is below 50% -> CnD -> swap to D/D -> deal massive backstab damage (100% crit chance + Executioner Trait). If your opponents survives that just spam Heartseeker and they’ll drop dead very fast.

The Mobility u get from the weapon sets is insane. Infi Strike + Heartseeker + Shadowstep = imba.

I thought about that sigil. I wasn’t sure if it acts like poison and is applied to the next attack regardless of a hit or miss? Or is it on the next connected hit? What about block/evade/immune?

If the attack misses / gets blocked / etc. the sigil loses it’s effect. The next attack you do (even if you have no target or anything) has to hit.

Thanks that’s what I was wondering about. A large amount of my swaps to dagger are to close a gap with HS that misses a lot. Loosing 5% damage still might not be that big of a deal for this benefit though. Then there is the same issue of “I would have crit anyway” so maybe a constant 5% is overall better. Decisions, decisions.

S/D + D/D oh my...

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Stiv.1820

I’ve been running S/D + D/D for quite some time. Traits are 0/30/30/10/0 with a mix of Berserker / Valkyrie / Knight pieces. It’s probably the most fun Build i’ve played so far and very very strong 1on1. A great Sigil to use with this combination is the 100% crit chance when you swap to the weapon with the sigil in. If your opponents hp is below 50% -> CnD -> swap to D/D -> deal massive backstab damage (100% crit chance + Executioner Trait). If your opponents survives that just spam Heartseeker and they’ll drop dead very fast.

The Mobility u get from the weapon sets is insane. Infi Strike + Heartseeker + Shadowstep = imba.

I thought about that sigil. I wasn’t sure if it acts like poison and is applied to the next attack regardless of a hit or miss? Or is it on the next connected hit? What about block/evade/immune?

Thief HS Spam

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Stiv.1820

Heartseeker noobs. At first you hate them, then you love them!

The thief and its gameplay - Your feedback [Merged]

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Stiv.1820

Just let them see damage numbers vs stealth opponents. They can already see evade/miss. Just show the numbers, show it in the combat log. They will know if they are hitting something or not, it will be more fun for them to see a 5K crit on a stealth thief. Good thieves should get out of position and stay out bad ones will keep getting hit. It gives the attackers feedback and might be enough even if it is technically a nerf to Thieves.

S/D + D/D oh my...

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Stiv.1820

You don’t want to use a trait that is only effective 50% of the time? That’s kind of a stupid statement because executioner only kicks in after your enemy is below 50% While your crit from stealth will work at any percent. Also not to mention as a thief you are stealthed about 90% of the time. I read that as you are using executioner. In a later post you said you are not using it.

Exactly my point. I’ve only ever used shadowstep (skill) once as a cond removal. I had burning and I had nothing else to CnD off or stealth from. I was going down unless I shadowsteped quickly. However, during a normal fight kitten D you have plenty of “side-effect” condition removals. So why get cond removal from stealth? Especially when fighting a cond build enemy, S/D is the weapon set to use.

I’m usually rolling around with 6-8 stacks of might from stealthing. I’ve had 10 before but that’s usually using a refuge. Swiftness from dodging only last 2s then it’s gone. Most stealth abilities are 4s (with traits). We all know we can stack stealth as well. Very useful in getting away sticky situations. Also, your 8% is correct for out of combat situations, but that is incorrect for combat situations. If you had the stealth speed you wouldn’t need to waste a dodge in stealth to get good positioning/speed. To me, positioning is more important that a little bit of extra damage.

Just opening the debate![/quote]

Well I in the end I didn’t take either but I still think they are different. Executioner is designed to give 20% more damage at 50% health. It always works when they get that low. Nothing in my build overlaps with that.

Having a 100% chance to crit when I’m already likely at ~60% when about to backstab is pointless 60% of the time. The trait would have made no difference at all in the window it is designed to be helpful. There is something to say for consistency and knowing you are going to get a crit but I don’t use backstab like that. The build cycles depending on the fight and is just constant damage.

I use condition removal on stealth because it’s absurdly powerful. Same goes with blind on stealth especially for /D in both swaps. 1vN you can’t rely on just S#2. If you aren’t stealth you are dead. I see your point for 1 on 1 though the condition removal is overkill but WvW is hardly 1 on 1. The benefit is conditions aren’t even worth thinking about. I can save S#2 and shadwostep 100% for stuns/roots/knocks which is the real threat to us (though I feel like S#2 doesn’t always work for stuns?). I also feel like I’m not starving for init even with 2 per 10 so making C&D effectively 4 isn’t very necessary.

The steath speed must just be flavor. I don’t feel like I need it. 25% from SoS does work in combat, I haven’t felt like the trait gives a true 50%, that could change things. Either way, even if it was 50% speed I would still probably take 50% fall over it so for me it’s a debate between 50% fall and Might rolls. I still use fall most of the time and swap to might only in certain areas. It’s way too useful, even just that rock on the lower left side of the borderlands. You can run a zerg around that thing forever with that trait. Then there are always the zerglings (lemmings) that will follow you to their death off a huge cliff. Half splat, half with their own fall trait get cleaved by sword autos as they fall on their face.

(edited by Stiv.1820)

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

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Stiv.1820

Hi,

Can I ask about the choice not to take Exposed Weakness (Deal 10% more damage if your target has a condition)?

That trait only effect physical damage not condition damage. Not worth much on a P/D condition build.

Stealth is Broken

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Good players time knock downs to destroy thieves. It just takes a couple well timed ones. Most can die from a single knockdown during their heal if outnumbered at all. It just takes one before it to eat the stun breaker.

S/D + D/D oh my...

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Stiv.1820

0/20/30/20/0

no mug and executioner ?
then you have no burst and your hs would deal low dmg.

Still getting >5K heartseekers at low health and 8K backstabs all while having quite possibly the best staying power in WvW right now. S/D is very easy to get people down to 50-25% levels without mug where backstab/HS blows them up. This is my first build without mug and it’s almost freeing in a way. Hard to explain.

S/D + D/D oh my...

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Stiv.1820

I posted my build above. Something is wrong with ANet’s link system at the moment.

Highlight the text and copy/paste it into your address bar.

The links are good but ANet is broken.

I like my build better than the one you suggested.

You don’t need condition removal in stealth because sword shadowstep removes conditions. HiS removes I believe 2 conditions. Shadowstep (the skill) removes 3-5 conditions I think counting the shadowreturn.

Better to have init with 2 init on stealth, critical haste, shadow rejuv…

Don’t need that much acrobatics. Might on stealth, really? That’s like what an extra 50 damage maybe ? It stacks of course with other things but I find being fast as kitten in stealth is better than anything else. Even if they have 33% speed, you are faster than your target and landing a BS or Daze is no problem. Landing those skills over and over is what wins fights.

You should pick up the 30CS and get 100% crit from stealth and drop acrobatics imo. Change your might on dodge to stealth speed.

Then go out there and backstab noobs like crazy and swap sword when you need control, cond removal, daze.

I originally did 30 CS. I went executioner though because I don’t like a trait that effectively is a waist half of the time. Half the time I’d crit anyway (I’d be interested in a D/P spec with full Power/Vit/Crit% gear using this trait though but then the crit% is waisted a lot, maybe full p/v/t). I just didn’t like not having FG and 2init/10. Maybe it’s the types of fights I get myself into but being outnumbered 2v7 you really do need those two abilities for C&D and dodging along with the 3 Shadow arts ones.

I never use shadowstep as a condition removal with this build (only with DD GC build really) it’s just a side effect. It’s a stun breaker and gap closer or zerg juke tool.

Lots of time I find myself rolling in stealth for positioning and avoidance anyway which gives swiftness so I don’t see a need for the speed in stealth (and with SoS it’s only 8% more). If I take anything else from that one it’s the 50% fall damage. I really don’t even like giving that up for might rolls since it’s so useful almost everywhere in WvW. Might at around 10 stacks is 14-20% damage bonus depending on your target’s armor.

(edited by Stiv.1820)

S/D + D/D oh my...

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S/D + D/D oh my...

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Stiv.1820

Does anyone know why when I weaponswap to D/D from S/D I loose about 9 power? Do weapons have their own hidden power bonuses or something? Both have the exact same stats so unsure where the 9 power difference is coming from.

Stealth needs to drop on damage

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Stiv.1820

Maybe people would just be happy if they saw damage numbers when they hit. I don’t think it would hurt that much and add some fun in for people. Currently I don’t even think hits on stealth people show up in the combat log on the attacker’s side.

Which stands out the most?

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Stiv.1820

/D offhand’s are much better in PvP/WvW. You get a bouncing snare is #4 and #5 is arguably the best Thief weaponskill in the game. Great damage in PvE/WvW and gives stealth which will get better and better as you get more traits and such.

/P offhand #5 is great to tank PvE mobs. Just fire it and stand there swinging. It has PvP uses as well. #4 is more PvP/WvW again. It’s an on demand interrupt for when players are healing/stomping/whatever and you want to stop them.

S/D + D/D oh my...

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Why isn’t everyone using Omnomberry Pies with a build like this? 66% chance on crit for a 400 damage lifetap with no cooldown.

Well usually anything with “Omnom” in it is too rich for my blood :P Also, I feel like I have enough staying power that the heal side of the lifetap would be mostly waisted. The damage needs to be pushed up as much as possible

So about P/D...

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Stiv.1820

I played P/D since I hit 80 but recently switched to S/D + D/D. I feel like I hard counter P/D. There is nothing they can do. You do need remove conditions on stealth and a way to stealth often though. Dodging C&D is key as well if you don’t want it to drag on.

Infiltrator Strike (#2 from sword) removes 1 condition…

lulz

True having both could be overkill vs P/D. Still nice to be pretty much immune to all conditions though and not having to rely on S#2 or Heal to remove them.

S/D + D/D oh my...

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Yep, I love S/D’s counter to reviving. Especially a thief blanketing a downed player with SR. Just swing that huge s-peen over where the downed guy was and you have two downed players once refuge expires.

S/D + D/D oh my...

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Stiv.1820

Hey Amy,

I have a pistol for when I play with d/p It’s just not the flavor I’m looking for. That particular Stealth trait spec (blind,conremove,heal) is so good for everything in WvW I couldn’t give it up. When I play d/p I prefer to go full berserker and play more hit and run like a glass cannon so I take all those init traits.

In this particular case, I was loving S/D but was just annoyed at the lack of a sustained gap closer for runners which heartseeker fills in. I know d/p would solve that too but don’t like it without the traits for perma stealth. I was using shortbow to chase but it lowers dps a ton and I loose C&D for 10 seconds. I also like the consistency of having C&D available 100% of the time. I’m so used to it from P/D.

(edited by Stiv.1820)

S/D + D/D oh my...

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Stiv.1820

It’s not exactly 21. The wiki mentions 21.16 and I found 21.068. The first requires you to add an additional point of precision for every 126, for the second +1 every 300, roughly

Awesome info, thanks! I’ll have to re-calculate for new food anyway so I’ll use this. It probably just means I swap back to full p/v/t armor and zerker rest since that worked out to about 13 wasted precision based on the wiki.

(edited by Stiv.1820)

S/D + D/D oh my...

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Stiv.1820

But 2 might per roll would be amazing.

It isn’t just that, the 40 % endurance regen stacks multiplicatively with your 15 Acrobatics passive and it also allows you to maintain a lot more Swiftness-on-Dodge uptime, meaning you could more easily drop SoS for a better utility. If you took SoA instead, you’d get your lost Precision back, a condition removal, and more dodge to feed back into the synergy loop.

That’s right forgot about the endo regen, very nice.. I will seriously consider this especially once I don’t need money anymore. Biggest deterrent is this food was really expensive when I looked at it and I am always horribly poor from buying diffident armor sets and such.

S/D + D/D oh my...

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Stiv.1820

Cheers.Did you try trait V instead of VI in Shadow Arts tree.It saves way more ini than Quick Recovery.Also what you consider main weapon?I presume you open with S/D?Do you change to D/D right after that?

The three shadow traits of blind, con remove and heal in stealth are all insanely good. The only build I’d change those on is D/P.

I consider S/D the main weapon. Open with it and only swap to chase or finish people. Sometimes change in stealth to surprise people with a backstab instead of a daze. It is maily a gap closer which S/D lacks for runners. S/D is amazing vs people who stay and fight but in WvW that’s maybe 10% of people until they outnumber you.

S/D + D/D oh my...

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Posted by: Stiv.1820

Stiv.1820

No sigil of paralyzation? Adds a whole extra second to your daze… Also, without executioner trait, you are giving a huge portion of dps up for dodge, and you shouldn’t need to dodge all that much with the easy to put yourself into stealth with IS->C&D…

I’d suggest dropping SR (because I find it lame, anyway) and getting signet of agility; that way you get extra Prec, and an energy refill since you like dodge so much, and going all the way up in Critical Strikes…

Just my two cents.

I was under the impression that post nerf, that sigil had rounding issues? Even if it doesn’t I prefer straight damage. It is in use for every single ability. The 2 second daze is still great for when you think someone is going to pop a CD.

I tried with executioner and I died a lot more. Yea the damage is amazing but just not worth it to me. I am straight up addicted to both feline grace and 2 init/10 from my previous build. SR I could give up but I run with one other thief a lot of the time and both of us having SR lets us pull of some stupid stuff.

S/D + D/D oh my...

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Posted by: Stiv.1820

Stiv.1820

Playing S/D my main issue was people getting 1 step away and having S#2 set to return. Being able to swap to heartseeker is amazing for this.

Good job on using inter-weapon synergy to chase people, far too little of this in the thief profession because thieves don’t get as much from a swap as most.

One thing I’d recommend is looking at http://wiki.guildwars2.com/wiki/Bowl_of_Orrian_Truffle_and_Meat_Stew for food instead of your straight power/prec food. It is probably more expensive, but if you’re already running Might-on-Dodge synergy it is game-changing. Also consider dropping 2 ruby orbs for a +20 % Might duration set bonus like Rune of Hoelbrak and a maybe even a Sigil of Battle (depends on how effectively you’re able to utilize Bloodlust, TBH). Sigil of Energy is good too, swap sigils are awesome but thieves rarely get to benefit from them.

I did look at some of that and it came down to cost and being anal about wasting percision points. I wanted my non base precision to be perfectly dividable by 21 which I was able to do with this food and a combo of gear. But 2 might per roll would be amazing. This food is like perma 4 stacks thoguh so not too bad. I also swap builds a lot for fun and that food works for any straight damage build. I also don’t want to figure out a new gear combo to give me the correct precision ratio :P

S/D + D/D oh my...

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Posted by: Stiv.1820

Stiv.1820

Yesterday someone posted that if you have no offhand in one slot it will use the offhand in the other slot by default. For whatever reason that made me want to try out S/D & D/ since I didn’t have to buy a 3rd dagger. Holy balls this combo is amazing. I’ve played every combo and this one is overall the most fun and could be the most effective in WvW. It destroys P/D for instance which is known as king of 1 on 1.

Playing S/D my main issue was people getting 1 step away and having S#2 set to return. Being able to swap to heartseeker is amazing for this. Being able to choose control with wtih S/D or more burst with backstab is great. I like to survive so it’s not a pure GC build.

Armor and back slot P/V/T
Rings/Weapons/Accessories are Zerker. (I actually use zerker pants and a p/v/t ring but that’s just to min/max precision)
Ruby Orbs in Armor and Back
0/20/30/20/0
7% crit behind & Side/5% per to vit
Con remove/Blind/Health Regen
Might on Dodge/2 init per 10
100power/70per food and Power Nourishment

This gives roughly 17K health and ~45-50% crit chance with ~79crit damage and ~2500 armor along with close to max power.

Had to make some hard choices like loosing Mug or 20% dmg at 50% health but I value the 2init per 10 and Feline Grace more for this build. I also feed 30 shadow is required for any build you want to have staying power.

Abilities are HiS, Shadowstep, Refuge, SoS, Guild
Bloodlust on the offhand dagger, 5% damage on both main-hands.

10 seconds into a fight you will have 8-10 stacks of might and hit hard but also I feel like i have almost as much staying power in 1or2vN as I did with P/D and 21K health.

Wish I knew about this before, I had always just not wanted to buy a 3rd dagger (cheap) to try it out :P

So about P/D...

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Posted by: Stiv.1820

Stiv.1820

I played P/D since I hit 80 but recently switched to S/D + D/D. I feel like I hard counter P/D. There is nothing they can do. You do need remove conditions on stealth and a way to stealth often though. Dodging C&D is key as well if you don’t want it to drag on.

Got the game Today...decided on Thief

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Posted by: Stiv.1820

Stiv.1820

you can keep the offhand empty on your second weapon set and it will use your first set’s off hand.

TIL, thanks! I remember wondering why with one weapon I still had a full offhand but brushed it off and never put this together. Would work well for a S/D – D/D build as well.