A lot of the time, thieves guild does almost nothing because the NPC’s will die to random AoE’s within a few seconds, making it not even worth the cast time (even if you cast it before the fight.) Even some of the racial elites are better than what we have… Take a look at the Norn Bear Form untargetted rush.
I saw the new GM trait and immediately thought “NINJA NURSE WILL RETURN!”
It’s the greatest build posted to the thief forum, really.
Just stop forging, keep that gold you would have thrown away, and buy it off the TP. There, no more RNG to worry about.
By nerfing berserker builds, Anet is expressing their hate for warriors. Yes.
Hmm, I wonder where I saw this before?
looks at previous posts
Oh.
My god, can nobody on this forum identify a troll?
This occurs when you have you weapon swap on cooldown, enter a cutscene, and exit the cutscene before it finishes cooling down.
Or…. stop throwing stuff in the Mystic Toilet, sell it on the TP/salvage it instead, and just save up to by a precursor. What you’re trying to do by using the forge is like trying to buy a new car by spending all the money you get from your job on lottery tickets, when you could just save up the money from your job and buy it that way.
This can’t be serious. “There will always be a need for a tank”?
No. There will always be a need for dodging. That’s what this game is. No need to absorb damage when you can prevent taking it in the first place.
I think that you’re enjoying D/P more because with D/P, you get to vary between 5 useful skills, versus the 3 that D/D has. I find myself playing both builds equally, I play D/D when I want to go around laughing at how I just instagibbed that guy, and D/P when I really want to win.
None of the thieves skills scale well with healing power, so it’s not worth it. You’re better off trying to build for more damage and end the fight before you have they have the chance to do much damage to you.
Those are really just caused by poor internet connection =/
Can you get a wired connection? I assume you’re wireless atm
Melee DPS is punished more severely in this game than any other I’ve played – and I’ve played an awful lot. Yeah, melee does a lot of DPS for the very limited time that melee DPS is actually alive.
Just learn to dodge. There, now Melee DPS is far superior to Ranged DPS.
Heartseeker on slopes has been bugged since day one. Fixing it would be a buff, so don’t expect it.
Lose 50% DPS? Closer to gain 50% dps. My estimate would be somewhere around 30% though.
Human, because we have the best looking armor.
And I though I remembered this thread from 9 months ago.. Too many Necromancers in this forum.
Just trick shot the guards a bit, that always works for me.
There’s already another thread on this. Specifically (as of right now) the one directly below this one. Just send Arenanet a support ticket. Wait about a day and they’ll send it to you in the mail.
Well, I’m not that good, so it’s a must for me =/
So, build question. Mainly for lupi solo’s/duos, so 15 in Acrobatics is a must. 30 in Critical Strikes is obvious, but I’m not sure about the last 25. Since I’m autoattacking most of the time, 25 in Trickery would net me +15% damage from Lead Attacks, and a bit over 1/3 fury uptime, and extra vigor uptime for energy help. 25 in Deadly Arts would give me the same +15% damage, but with some extra vuln and +250 power. Is the fury (which would help both me and my partner) worth the drop in power?
It has displayed by my name since I got the 100%, that wasn’t glitched at all. Just the gifts
Anet mailed it to me. Faith restored.
Let’s keep this post at the top of this forum.. Anet needs to be motivated to fix it faster
I’d take Practiced Tolerance, but I just like having a high health pool. Seems like a nice build to me.. But I think going 30 into acro is a bit much. Instead, take 5 out of it and 5-10 out of deadly arts and try out trickery. Initiative on steal will almost make up for the loss of quick recovery (but more useful imo because you can control when you get said initiative) and Thrill of the Crime is nice for swiftness/fury.
Trying to remember when the nerf was, but thieves gained higher passive initiative regen (1/sec) but our ini gaining traits were nerfed. Check them out
Please never run this in PvE.
As for WvW, it’s pretty bad but could still work okay.
Necro’s are OP, nerf please.
Anywho, now that they have the LFG tool out, they still gotta fix that merge bug…
It seems like while I was typing more posts came in. To answer your questions, while the quality of the player makes a much bigger difference than the class they are playing, Engineers are by no means considered good for PvE. They simply lack the damage and group boons that other classes can give out. Secondly, zerker/scholar is best everywhere in PvE, hands down.
Now, here comes the biggest and most important part of your choice; dungeons. Dungeons really are the main point of PvE, so take this part of the post the most seriously. Each of the three classes I’ve mentioned are equally useful in dungeons, all for different reasons.
The number one thing you have to worry about for dungeons? DPS, hands down. Once you’ve played a path through a few times, surviving is no longer a question, and you only worry about how fast you can get through it. In a coordinated group, eles are your best choice for DPS. Most dungeon encounters involve a strategy called stacking, which means you aggro the mob, then get out of their line of sight so they have to run over to you. This naturally bundles all the enemies into a corner, allowing your AoE’s and cleaves to hit every enemy at the same time.
This comes with a great situtation for eles. I know you said you don’t like having to wait for your large nukes to come off cooldown, but it’s worth it here, as usually the time it takes to get from boss to boss in a dungeon is enough for the cooldown of the elite called Fiery Greatsword. While it appears to be a lackluster elite at first glance, it shows it’s true powers when the enemy is against a wall. This is because when you do not have an enemy targetted, the #4 skill, Fiery Rush, leaves a trail of AoE’s behind you that hit once every second or so. When you are against a wall, since you are not moving when you use this skill, all of these AoE’s are stacked in one place, which deals the absolutely insane damage to any enemy. Furthermore, the elite also spawns an extra FGS on the ground, which allows a second teammate (usually the thief) to pick up the FGS and also use the #4 skill, doubling the already insane damage.
Next, we have thieves. Thieves will mainly swap between two weapon sets for the dungeon, being S/P and D/D. With S/P, the number 5 skill allows for permanent blinds on every mob that’s near you, which pretty much means your group takes 0 damage. You said you wanted pug friendly, and that’s about as pug friendly as you can get. With D/D, thieves have the highest single target damage in the game outside of FGS on a wall and certain reflecting situations. You also get the thrill of knowing that if you take a single hit, you’re pretty much dead, but you will have enough dodges available to you that you can dodge every attack that you need to. Lastly, you said that you’d be mainly doing PUG runs, which can be quite painful at times. Thieves access to party wide stealth can help your less skilled players run past mobs much more easily (Arah path 1, anyone?), and stealth ressing can prevent long runs back from the WP.
Lastly, we have warriors. At least one warrior is pretty much a necessity for every dungeon groups, for a few reasons. One of the biggest ones is their utility Banner of Discipline, which, for the entire party, boosts critical chance by a bit AND critical damage by 15%, which is HUGE. Secondly, warriors have great access to party might/fury, which boosts the DPS of the group even further. Finally, the warrior elite Warbanner not only provides permanent fury and might for its uptime, but also revives all downed allies within its radius, which can be very helpful for preventing a group wipe.
This post only scratches the surface of your choices in this situation. Add me in game(Stompy.1387), and I can go much more in depth.
Wow, this is probably my longest post yet on these forums.. had to split into two posts.
Oh jesus, these people think that they are giving good advice. Let me set you straight:
You say you want mobility. Sure, engis get perma swiftness, but hey, EVERY class does if they build for it, so you shouldn’t base your class choice around swiftness. That said, mobility comes from movement skills, which engis have very little of. The classes with the best movement skills are Warriors, Thieves, and Elementalists, with warriors winning over longer distances, and thieves over shorter. Ele skills seem to move you around a lot in the fight, but have less respectable distances when it comes down to out of combat traveling.
Next, you said you wanted agile, fast paced combat. Of the three, warrior is the slowest, as some of your best DPS skills come at the cost of having to stand in place for three seconds (Hundred Blades). Elementalist combat, at least to me can almost seem frenzied, as you’re managing a total of 20 weapon skills, as compared to the 10 of most other classes, but it will give you an agile, fast paced feeling, as a lot of those skills are very fast and move you around. Thieves, on the other hand, generally stick to one weapon set per boss (only 5 skills) and you will probably only ever use 3 of them per boss, but Thieves have no cooldowns on weapon skills; instead, they have Initiative, which is somewhat like an energy bar that is used by all skills. Thieves do have the most dodges in the game, and need to use them, because they are probably the squishiest class in the game.
With any of these classes, you don’t need to worry about your big nuke coming off cooldown, as said big nuke for thieves is on a 3 second “cooldown” required by revealed debuff, around 8 seconds for a warriors 100b, and eles tend to just use a ton of skills to deal constant damage (unless you’re running staff ele, which, while is the classes best choice for DPS, involves nothing more than fire 1 and fire 2).
Now, for the things you like;
For jumping puzzles, the class matters very little. Warriors and eles have access to leaps which can occasionally skip a few jumps, but that’s not how you’re supposed to get through the JPs. Race DOES matter, as it can be VERY hard to tell how far/high you’re jumping on charrs and norns. Between the rest, although Asura are the smallest, it can sometimes be weird to have a very low camera angle. My opinion is that you should choose which one you think has the best looking armor between these three.
For 100% map complete, thieves are probably the best as you can use stealth to sneak past all those mobs and grab your skill points without having to fight the veterans around them (saves a ton of time!) but if that isn’t your style, warriors can just facetank all those enemies and bash their faces in anyways.
continued in next post.
Warrior. Doesn’t require much skill to be effective, and you can make quite a few mistakes and still live (highest base armor and HP). As for thieves, yeah, if you start with one you will get kicked from dungeons, but a highly skilled thief has the highest single target DPS in the game (aside from FGS and certain reflect instances, but you’ll learn about those later.) On a side note, thief is actually the best class to pick up the FGS with..
Oh and you’d be better off with a corruption sigil anyways, over a perception one.
Put the Sigil of Earth on your longbow. Longbow is pretty bad for building stacks, and the better strategy is always to build your stacks with one set of weapons, and then, once built, equip a second set. That way you have have both the 250 precision and the bleed on crit.
80 is more than enough, thank you.
I don’t see why this is an issue. Even if you’re a dedicated support player, if you’re not doing enough damage to at least ONE mob, you’re doing something horribly wrong. There is no reason as to why you can’t both provide boons/healing and do damage. If you’re not, you’re just wasting all that time standing there after you’ve used all your support skills.
Are people seriously complaining about this?
Seriously?
Btw, they usually use that trait which tp you when you are disabled. So a tornado/supply crate is useless….
You have obviously NEVER played a thief. Play a class first before you talk about it..
1. Ranger (everything)
2. Necro (PvE)
3. Warrior (nerf needed)
You never see them because they’re bad. Zerker is optimal in 99% of PvE, making any other set practically pointless, unless you don’t have the skill to survive with zerker.
Solution: remove the merge party button. It serves no useful purpose, really.
Arenanet doesn’t even have to put any bugfixing effort in to their “fix” this way. Yay.
…no. I think avoiding stomps is pretty good as it is. There’s a reason people generally don’t try to stomp thieves: we can stealth/teleport away from stomps enough to where it would be faster to just DPS us
So, since I’m starting to get into soloing dungeons, I thought I’d ask this forum a few questions. Mainly, I’m confused about how the instance persists. Sometimes, it seems as though, while solo, I can log off and in with the instance staying where it was, but other times the instance is deleted. Could someone please clarify the mechanics behind dungeon instances? Thanks
They’re SBOA, so no
I don’t see why people think D/P is going to be dead. Sure, you won’t be able to really perma stealth anymore, but if you are going to be actively fighting somebody, I doubt you would anyways
Not saying the video didn’t showcase skill, but those were some of the worst players I have ever seen. Ever. Watch the ranger for example at 6:00, on the left side of screen
Anet
How about at least saying that you’re working on this.
It would be pretty cool.
Or something like that.
Why should something so basic as movement, be denied to some professions, whilst others benefit from it? It does not make any sense to me. Everyone should be allowed a passive 25% movement speed in my opinion.
The thing is, in this game, movement is not basic. Movement is everything. Backstab requires you to be behind your opponent. Ranger’s shortbow autoattack bleeds if you’re behind your target. Combo fields require either you or your projectile to go through it to achieve the affect. Therefore since positioning, and thus movement, is so key, it is a part of the balance system as to who is able to move themselves more quickly than others. Mesmers not having much access to swiftness, for example, is perfectly balanced. They already have a plethora of options available to them to teleport, push back, and confuse their opponents. What if they were also able to outrun them? Melee opponents wouldn’t be able to touch them, and, given a while of running, they would be able to stay out of the 1200 range weapons reach at ease.
As for the out of combat move speed, I also think that all classes should be able to move just a little bit faster overall, but still, some should be faster. In my opinion, the out of combat time before a fight can have a great affect on the course of the actual battle, position included.
by ‘behind’ those skills actually mean ‘not directly in front of’ and it’s a rather narrow field that counts as being in front. Where you’re ‘behind’ somebody is something like a 240 degree arc. You can literally still be slightly in front of them as long as you’re enough to the side.
Close enough. You get what I mean though.
You see, these suggestions make too much sense. And have be suggested hundreds of times before. Anet never does things that would make too much sense =)
Interesting. I feel as though there may be a problem with this though, but I’m not seeing it. Overall a good idea in my opinion