“Youre lips are movin and youre complaining about something thats wingeing.”
“Youre lips are movin and youre complaining about something thats wingeing.”
Apparently you think that thieves have unlimited Initiative which they don’t you can’t stack stealth and have super high mobility, since both require a very huge amount of Initiative and subject to Weapon swap CDs.
I agree with your post in principle but you left out skills and traits from the stacking. Thieves can indeed stack a significant amount of stealth and keep their mobility with stealth on steal, Blinding Powder and HiS added onto the init based versions.
If they also travel via staff rather than SB, each Vault gens endurance which feeds Bound allowing them to stack stealth on the move. Add on a signet along with Rejuvenation and thieves have high mobility and a solid stealth up time.
“Youre lips are movin and youre complaining about something thats wingeing.”
Yeah they can be hit but in most cases it requires you to be at max range. That’s why I said you can’t break in before they siege the kitten out of it or zerg you.
Uhhh… no. Minimum cata range is outside the red dot range. Try it on Klovan, Durios, Anz in the typical cata spots.
This isn’t a problem for a zerg who can drop multiple catas to melt the wall before they mount a defense but it’s very discouraging for small groups. Especially when faced with certain servers that will have 4 people inside a tower building a treb to counter a solo roamer.
Two of us built a sup cata last night on BG’s T2 Klovan with Watchtower and had the wall down from the usual spot without ever getting marked. Roamers and skirmish crews can take towers that have Watchtower. They just have to be more watchful going in (as it should be).
“Youre lips are movin and youre complaining about something thats wingeing.”
Yes! My vote would be one downed state every two minutes.
I like the limiting it … but internally have a fear that adding more calculations (a countdown timer per character) onto and already bogged system will just hurt game play in the long run.
There already is one but it is insanely difficult to hit. Players that are downed 4 times in one minute insta-die.
“Youre lips are movin and youre complaining about something thats wingeing.”
Not as much as boon duration with Resistance in the build. Even with the Boon Duration nerfs, Resistance is still a warriors best defense against strong condi builds.
“Youre lips are movin and youre complaining about something thats wingeing.”
But towers/keeps have the opposite effect. Unless your side is dominating, small groups just ignore those structures and move on because you have no chance of breaking in before they siege the kitten out of it or call in a zerg to swarm you.
Pretty much all towers with Watchtower can get hit without popping the red dots using catas or trebs. The only time those red dots show is when players are on a gate or going to the lord. Some towers are trickier than others but all of them have vulnerabilities that small groups can exploit. Keeps currently have no “radar” upgrade but if it did it would be no different.
BTW I would be on board with some type of counter play such as stealth not popping red dots. A small group could be on the lord before they showed up on “radar” which would be fine to me.
“Youre lips are movin and youre complaining about something thats wingeing.”
I don’t even care that much about finishing upgrades in the guild hall.
The guild changes were handled incredibly poorly. Before the change, our small five active man guild managed to secure every upgrade through sheer play. Then they gutted our guild upgrades and changed guild upgrades from WvW play to PvE and craft grinding. Our “guild” is now just a short player list with no hall or upgrades.
“Youre lips are movin and youre complaining about something thats wingeing.”
Same game with fewer tiers. There have been some minor adjustments but the bunker meta is king in all facets of play.
“Youre lips are movin and youre complaining about something thats wingeing.”
Happens in every MMO game more or less and yes it does suck. The typical fix from other vendors is to run a game master that responds to player reported problems. ANet doesn’t employ or promote community players into that position. I think this is a mistake but they seem to think the existing system works well enough.
“Youre lips are movin and youre complaining about something thats wingeing.”
That garbage upgrade should be removed from the game. All it does is discourage solo/small groups.
I couldn’t disagree more. There are far more fights now because of that feature. I actively stick around veteran scout flags to draw players to small scale fights and I am certainly not the only one.
Players see a dot or two by a flag and roamers will show up. Players see a zerg at a flag and a big fight ensues. It is fantastic from my perspective.
“Youre lips are movin and youre complaining about something thats wingeing.”
All damage application should proc reveal with the exception of traps. Pain Inverter, Rune condi application, Steal with confusion, etc should all pop a reveal and put a player into combat.
Skills and finishers should extend stealth 1s less if the player is already stealthed. Example: first leap finisher through Black Powder is 3s and the second would add 2s.
To counter these “nerfs” the ICD should be removed from stealth attacks.
“Youre lips are movin and youre complaining about something thats wingeing.”
My preference would be that WPs only contest when a breach occurs. They would stay contested until the breach is closed. I also like the player map dots and would prefer that over the keep swords. I think all keeps should have that “radar” installed as a T2 upgrade.
“Youre lips are movin and youre complaining about something thats wingeing.”
Quickness stomping was removed quite a while ago.
I guess so in March. Still leaves Finishing Blow and target change stomps out in the cold.
As for the rezzing I’m really not convinced, 90% of pugs and even guild groups waypoint and run back if they die or their commander will yell at them for laying on the floor dead.
That certainly does happen in more even fights where zergs have a constant pressure. Those fights are fantastic (sans lag) in part because they cannot rez and reinforcements have to find their way back. This allows for roamers and havoc crews to cut off reinforcements, repairing breaches to cut off reinforcements, etc. A lot more strategy gets employed when a zerg cannot simply sustain an attack and reconstitute.
I really don’t understand why players want a hard rez. I can understand the downed state as a second chance mechanic, but hard rez’es suck fun out of the game mode and limit strategy. Some death penalty is a good thing as it creates a greater sense of urgency and ups the stakes even if it is mild.
Although, like I’ve said before, if they do start rezzing there are many ways to deal with this and I don’t see this as a problem if anything it hurts the zerg.
Once a zerg is no longer under pressure, it can rez all it likes with no penalty. This happens all the time. For example, 15 players get dead’ed in a fight but the zerg wipes the other side. It then rez’es their players thus reconstituting as if nothing happened.
Lets face it, virtually every change ANet has made restricting downed and dead states has been positive. Removing Rally, getting one downed state every 2 min and forced port on dead IMO would make the system even better and open the door for more skillful play and less play by numbers.
From what you’re saying it sounds like you are aware of the negative impacts of removing invuln on downstate, you just want to make modifications on it like being able to start stomping through invuln etc. So would it be fair to say that you are indeed in favour of keeping invuln on downstate as long as some modifications are made?
There is a difference between compromise and “in favor of”. I don’t like the mechanic but can see valid points for keeping it or something similar. My main gripe is that it makes an Elite that is already difficult to time properly even more so. I personally HATE the invuln system. I would rather a player get +3k toughness and do away with Invuln. Same for downed state.
“Youre lips are movin and youre complaining about something thats wingeing.”
As for the 2v1’s you’re not sticking to the original argument at all, which is the invuln on downed… That’s why we are here right? And even if you were spot on about the invuln in 2v1’s, why would they change such a big part of downstate just to cater for solo roamers? It doesn’t make too much sense.
Finishing Blow is already a difficult skill to time and even more so because of the Invuln on the downed mechanic. Stomps with Quickness often have the same problem. If stomps cut through the invuln, that would be a reasonable compromise to me in WvW.
Course if left it to me and the down state was required (stomping is fun I admit). I would triple the HP on the downed state then remove all the downstate skills, invuln and rally. The only way a player is coming up is from a teammate and powering them down would be difficult. I would at least like to try it for a week or two.
tRex manages outnumbered fights just fine and so do many other guilds.
Solid guild groups do “manage” numbers and as I noted earlier sometimes wipe much larger zergs. However, fights would be far more intense and strategic if zergs had no ability to reconstitute dead players quickly. A skill group could easily grind down a zerg in short order and do it consistently. Zergs could no longer mindlessly crash into an objective and rez once the walls fell.
Oddly enough a no-rez system would make having downed skills and traits even more important. Keeping players from dying would be far more important.
“Youre lips are movin and youre complaining about something thats wingeing.”
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Firstly, “2+v1, the one has virtually no advantage” well no kitten, you are trying to take on 2 or more people by yourself, were you expecting to get double your original damage and a free rally in case you go down? And saying they have a second health bar and invuln doesn’t make any sense at all. You have one too!
It is already hard enough to fight outnumbered. Why give the larger group a bigger advantage? Why should one player be able to continually down players in a fight only to see them brought right back up again? At the very least there should be a more reasonable limit on the number of times a player can be downed before they go straight dead. Four times in one minute is too difficult. 1 time in every 2 minutes at least to me is a reasonable compromise.
As for the full res strats, people have to be out of combat to do that now which you should be fully aware of. If a zerg is too stupid to realize people are hard rezzing at the back and don’t push, well it’s just simply their own fault. If you are referring to an outnumbered fight well then you can still pull them and split the group as it will take a long time for the enemy to get ooc and hard rez, there are heaps of ways around this.
10 really good players go kitten deep into a zerg taking out 20 before they go down or retreat. In a minute or less, the zerg will completely reconstitute itself. Because of the res mechanics, there is little counter punching in this game. There is little strategic advantage to attacking a much larger force. Basically there is no way to whittle down a larger sieging army outside of showing up with comparable numbers.
If zergs couldn’t rez dead players, a small group like yours could actually defeat even the biggest of zergs by whittling them down. Skill would have a much greater advantage than it does today. Strong skirmish crews could actually wipe a full size zerg using skill and strategy. Sure that can happen today but it is far too infrequent and unnecessarily difficult.
“Youre lips are movin and youre complaining about something thats wingeing.”
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I thought I was an addict with 5k hours and only a couple dozen missed dailies. Me and a friend still play but the enjoyment is fading. Still given the hours, hard to complain about how good the game is to keep us interested this long.
“Youre lips are movin and youre complaining about something thats wingeing.”
I love seeing other players running the same build that I use when they are playing it better than I can. My old hands and brain just cannot keep up with the young’ns anymore.
That’s been the case since launch so by your definition, roaming has always been pretty dead.
Back when thieves hit like a truck, no build was easy to play roaming. At any moment, a thief could pop up and gib the tankiest of classes. Even D/D ele’s which for a time were roaming/skirmishing gods were vulnerable.
“Youre lips are movin and youre complaining about something thats wingeing.”
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Condi cheese definitely exists, but lets not pretend that power is inherently less cheesy.
Power has to chew through toughness and vitality in between blocks, invulns, dodges, etc. Power is also a true three stat meaning Power, Precision and Ferocity must be primed in some way to deal any real damage. Condi bypasses toughness, allows for somewhat passive application and most important can be done from one stat on some builds. Condi Duration is a bonus on many builds as their application is so frequent. Condi can also load up their target and play keep away for the rest of the fight.
“Youre lips are movin and youre complaining about something thats wingeing.”
IMO cheese builds are those builds that have a lot of passives or dish out a substantial amount of non-targeted damage from relative safety. Builds that basically carry a player to a large extent with a shallow learning curve yet effective results.
For example, a par player in a Tempest meta build will get destroyed by a solid player. That same build in skilled hands becomes near unkillable in an even match. On the other hand a meta DH build is outright dangerous in the hands of a par player; particularly in an outnumbered situation where the DH isn’t heavily focused.
“Youre lips are movin and youre complaining about something thats wingeing.”
Rangers absolutely have one of the hardest hitting skills in the game with Rapid Fire. It can be prepped for massive shots, often pierces, has a very short cool down and a very long range. That weaponset also comes with a knockback every 15s and a stealth every 12s.
Druids can also have strong defensive sustain even when they are a bit glassy. Anyone that has ever tried to kill Quickcry will attest to just how tanky and slippery that class can be. Don’t even get me started about Druids and underwater combat.
Contrast to the thief that has to run SB to keep its sustained speed up which is enemic compared to the Druid Staff.
Against the current bunker meta it is very difficult for a thief to fight a large range of meta builds. Thieves are supposed to be a strong dueling class because it sure isn’t a skirmish or zerg class. The only thing the thief excels at now is scouting, picking off wounded players and ganging up on good players.
“Youre lips are movin and youre complaining about something thats wingeing.”
Best I can tell it doesn’t count towards a stomp in WvW points.
For the achievement “A Stomping Good Time”, performing Finishing Blow on a downed player does not advance the count.
Appears Finishing Blow “finishes” a player but doesn’t stomp them. I posted this in the bugs forum just in case.
“Youre lips are movin and youre complaining about something thats wingeing.”
For the achievement “A Stomping Good Time”, performing Finishing Blow on a downed player does not advance the count.
Best I can tell it doesn’t count towards a stomp in WvW points either.
“Youre lips are movin and youre complaining about something thats wingeing.”
Please don’t listen to his advice regarding staff bound build having a weaker match up vs most meta builds.
A thief player must outright be a better player than strong meta opponent builds to win. The class will not carry a player like many other strong meta builds. There are reasons why the thief does not do well in top tier sPvP.
Also, sticking to a “rotation” consisting of vault and bound spam will get you nowhere against mechanically skilled players, you will just be exhausting your dodges and initiative quicker while you take damage during the vulnerability frames of the vault animation..
Did you read the entire post and look at the build? I specifically said players that avoid Bound and Vault well will need to be hit from stealth. With Dare Devil runes players must Bound before Vault to crit. Also, Bound/Vault is how the build travels and maintains a high evasive nature. Vault feeds Bound and vice versa with Staff Mastery and Upper Hand.
If you get +1ed, its also easy for you to disengage as long as you have your shadow step or have enough ini for vaults. The only disadvantageous matchup for you is dragonhunter, but even that matchup might be favored for staff thieves now because of the recent dh nerfs.
As noted on the linked build, switching to D/P which has an energy sigil gives the player an extra dodge necessary for a Black Powder stealth. It is an kitten saver. That sigil combo also sets up for a cheap Backstab.
You can run either acro or da, the choice is yours.
If the enemy team doesn’t have condi comps, you can use staff master trait, but even then I prefer EA because of the ability to cleanse weakness and blinds.
If the OP tries my build, Staff Mastery is a must because it builds endurance on each Vault which is what makes the engine run. Basically the build evades 90% plus of incoming attacks and travels nearly as fast as a ShortBow across a map. Acro and SA give it more than enough condi removal to handle any heavy condi applicator. They also allow for easy resets and big shots opponents cannot see coming. The “old school” crit builds work, but IMO this is a more defensive build with strong offensive power once practiced.
After a few hundred hours of play, I have found this build to be the most well rounded in any situation for a Staff build. It has no inherent weaknesses and is very hard to pin down. It can deliver consistent monstrous guaranteed shots since damage isn’t compromised by needing precision. It is fast, slippery, heavy condi removal, easy resets, blah, blah, blah. Try it and see if it fits.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
I seriously question the validity of a build with no shortbow in arenas.
Bound/Vault with Staff Master and Acro is nearly as fast. SB’s main advantage is terrain but on some maps that doesn’t matter as much. Bound/Vaults main advantage is that it can sustain its travel for longer. Course nothing beats Dash and SB if building for Decap, just plan on running or losing a lot more fights kitten makes a thief a lot more one dimensional.
“Youre lips are movin and youre complaining about something thats wingeing.”
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only buff i would like to see is the chain does not break when you cast another skill that deal dmg(beside dodge)
I would add that Bandit’s Defense already does this on its chain so no reason IS shouldn’t as well. It would certainly make the skill a bit easier to hit that instant stomp.
“Youre lips are movin and youre complaining about something thats wingeing.”
As as necro, thieves in general are going to be a problem. Between the kiting and evades you are going in against a class that is almost custom built to tear you apart.
That said, this build has a weakness as noted above. They have a hitch between each attack. It is very short. If you cast too soon or late, they will evade your attack. If you cast at the right time, it can seriously disrupt their flow.
“Youre lips are movin and youre complaining about something thats wingeing.”
I give Hunt my vote. Anyone one of em.
Yep. I use these guys to test out new builds all the time. I know if it fares well against their thief, it will do well in the wild. I have not gone a straight 0 and 5 against many players.
“Youre lips are movin and youre complaining about something thats wingeing.”
A very strong build right now is actually DH with Trapper Runes. Its defensive sustain is very strong, it hits like a truck and has decent mobility and escape. The few I have seen lately have been tearing me up. It isn’t a pure condi build but a hybrid.
“Youre lips are movin and youre complaining about something thats wingeing.”
In what way could removing those components of the game possibly increase the skill floor? How is coordinating finishes with launches and blink stomps and revealing rez bots when they stealth downs easier than just killing the person? Hell, even stomping after killing someone requires more skill than just killing them and being done with it…
It takes more skill to stay upright than get downed. The downed state allows less skilled players to essentially be carried by numbers or heavy bunkers. Also if a player enters a 2+v1, the one has virtually no advantage while 2+ have an extra health bar and bonus invuln.
Don’t even get me started on Rally (at least they made it better by limiting it).
Full resurrect limits strategy. All a zerg has to do is sustain (typically with numbers) to completely reconstitute their numbers. If dead players had to port, far more strategy could be employed particularly in out manned fights. Cutting off reinforcements would be a very important strategy.Taking an objective would give outnumbered defenders a tactical advantage that they lack today. I would not do this with current WP tag contesting system though.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
Thieves have one of the best safe stomps in the game with shadow step, or if they are in a group one of them could run finishing blow so they don’t even have to stomp.
Finishing Blow is marred by the invuln players have when they go down which makes it nearly impossible to time consistently. Fixed in sPvP still a problem in WvW.
Any number of classes have a reliable stomp mechanic but the downed mechanic especially with the free downed invuln consistently rewards numbers over skill.
As someone noted at the very least ANet shouldn’t allow players to be continually brought up. If you go down a second time within the suggested 2 min you die instantly. Right now you have to kill a player 4 times in one minute to get that effect.
“Youre lips are movin and youre complaining about something thats wingeing.”
In my opinion, downstate simply raises the skill floor of wvw. Sure it may be annoying when druids/engis/thieves are built as rezbots and just constantly ruin your fighting progress, but it forces you to adapt and bring reveals or launch the downed into a port stomp instead of just mindlessly cleaving. This mostly benefits organised groups which is the way it should be.
If we want the skill floor higher, no downstate and no rez would do that. What the current system encourages is numbers over skill. Having an invuln proc allows for zero counter play during that period and teams clearly build for it.
At the very least, stomp or Finishing Blow should go right through a downed state invuln.
Then there is how lopsided and unbalanced the downed state skills are. We have Rangers that can be nearly unkillable in the water and Eles that are nearly immortal next to a door.
“Youre lips are movin and youre complaining about something thats wingeing.”
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I flipped several dozen camps and sentries last night with a friend while looking for fights and scouting zergs when they are near. I avoid zerging or large group play unless I am working on my Daily. That is roaming to me.
I do that pretty much every night solo or with a friend and most of my near 5k hours in the game have been spent doing this. I am familiar with the “roaming culture” on a few servers because I have been on a few servers (Mag, YB, TC, BP, FA), linked to some servers (Mag, FA, CD) and fought against most NA servers.
“Youre lips are movin and youre complaining about something thats wingeing.”
Sounds like maybe it’s just me having difficulties with it then.
I don’t run meta or use d/p.
It is a touchy skill and I still miss with it but I attribute most of those to Action Camera misses on my end. For me, I wouldn’t want to give up the flexibility for those occasional misses.
“Youre lips are movin and youre complaining about something thats wingeing.”
Here is the version I ran around with for a few nights and blew up just about everything I ran across:
By the time most players realized they were in a fight, it was too late. I also didn’t mind fighting un-stealthed out of the build once I softened up targets.
Not many players have Mistfire but if they do that thing is super evil. It applies burning and chill using the player condi stats. Most don’t know what it is or how it is killing them.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
Generally speaking, as far as pure fighting capabilities go, I’d put money on necro. I find my reaper is capable of quickly killing virtually anything except bunker druid an condi thief (I play power) solely because of the mobility.
Agreed. Anything that can reliably kite it can kill it (eventually). Hence my comment that one good teleport would be a game changer in 1vX fights for the class.
“Youre lips are movin and youre complaining about something thats wingeing.”
There are so many better meta classes in sPvP and WvW right now. Thieves are still strong in packs in WvW. They are solid WvW roamers due to their high mobility but struggle against well played meta classes. They aren’t very good in sPvP since other classes now have solid mobility for the decap aspect.
They have always been a drag in PvE and still are. There are a couple builds that work but none that are strong meta.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
I really like the skill chain, even with its glaring flaws. I still think sticking to the target with the first two strikes is a big issue.
I like that the skill doesn’t stick to target. This allows me to interrupt a player resurrecting, knock him up in the air and then stomp his buddy. Allowing it to switch targets across each chain is more flexible.
For me it really is the inability to attack once the chain has started. Sometimes I fail to estimate that last sliver of life in a target so it would be nice to interrupt, knock them up in the air and then attack to kill them followed by the stomp. As it is now ID has to completely kill a target in the first two strikes and then we have to wait a second and then we can use the final blow assuming they don’t teleport, interrupt, etc.
“Youre lips are movin and youre complaining about something thats wingeing.”
they have the technology to do that, they already have done it for revenant. The grab might be a problem though. But it’s not scorpion wire anymore…
True and I know this was a nod to MK but a teleport function solves some fundamental issues. The most obvious is the terrain issues with pulls in this game. Another is that this skill would give extra dimensions for a thief in skirmish. Plucking an over-specialized build out of a pack of bunkers would be a utility worth running and create counter play that is very much missing in the current meta.
“Youre lips are movin and youre complaining about something thats wingeing.”
I really do not have a problem with this reveal. What I DO have a problem with is Professions WITH such skills complaining that stealth is OP and when pointed out they can take such a skill then contradicting themselves when they say they have better skills to use.
The Druid, DH and Warrior whine I constantly get from whispers playing WvW is ridiculous.
“Youre lips are movin and youre complaining about something thats wingeing.”
Most strong meta builds in PvP beat the thief in 1v1 fights. Really good players with optimal builds can do well with the thief but just know you are taking a knife to a gun fight.
Staff, D/P, Bound and Dare Devil runes is one of the better builds for straight up fights right now but decapping is an issue.
Bound, Vault, Bound, Vault. Get into trouble, switch to D/P and BP, Bound for stealth. Stay and stealth until your health returns. You can also drop a big Backstab out of that combo. Handles condi well and plenty of HP to buffer big shots. Players that dodge Bound/Vault well need to be hit from stealth with either Backstab or a stealthed Vault. Using the other staff skills takes a bit more practice but will improve overall play in time.
“Youre lips are movin and youre complaining about something thats wingeing.”
Impacting Disruption (ID) has two “issues” currently. If an attack is performed between any sequence, it puts ID on cool down. Players can dodge but any attack including an AA, resets ID. Bandits Defense’s sequence does not work this way.
The second is that players that go into a downed state become invuln for a second. This makes timing ID’s final blow difficult. This was fixed in sPvP but not in WvW.
Beyond that, I really like the skill just wish it worked a little smoother.
“Youre lips are movin and youre complaining about something thats wingeing.”
Great video both informative and displayed some difficult fights.
On the negative side, I feel inferior as I am not nearly that good.
“Youre lips are movin and youre complaining about something thats wingeing.”
What is this Ghost Thief I keep hearing about?
If this is sarcasm, ignore the reply.
A Ghost Thief build centers around stealth stacking to stay permanently stealthed and uses attacks that have no damage component so they are never directly revealed. This is mainly done with Needle Trap, Krait/Plex runes, Caltrops, Bewildering Ambush, Serpent’s Touch, etc.
Basically the only way to fight it is to run away after the first condi application, use a Disrupter trap or be on one of the few classes that has a non-targeted reveal such as Scrapper.
“Youre lips are movin and youre complaining about something thats wingeing.”
With the ICD in effect, I find RS to under perform particularly for a GM trait. Against a good number of builds, it does almost nothing offensively to help the thief out. Against most builds, it is easily foiled by Aegis, dodge, other blocks, invulns, etc.
Basically everything has to go right for it to perform offensively. Its main advantage is the defensive damage reduction but IMO an SA thief needs damage boosters not damage reducers. SA doesn’t have a really good GM trait. Rejuv is OK but not spectacular. Cloaked is meh… occasionally useful but easy to skip over.
Without the ICD, RS would be a solid performer. If RS had a damage boost against players with boons, it would help SA be a more well rounded trait line as well.
“Youre lips are movin and youre complaining about something thats wingeing.”
Nope, nothing new to report. Bunkers are still very bunkery. AoE spam still comes with free extra spam.
“Youre lips are movin and youre complaining about something thats wingeing.”
For fun if I could, I would make it a teleport. Thief ports to players location, grabs them and ports back. This would open up a myriad of play options in sPvP and WvW.
At the very least it should work as well as the DH pull.
“Youre lips are movin and youre complaining about something thats wingeing.”
Don’t worry, thief can never be as bad off as necromancer.
Necros are better in PvE, better in large scale WvW, better in havoc and solid point anchor for teams in sPvP. The class is basically missing a reliable teleport to be a good solo point bunker but otherwise they are in fine shape and have their place.
“Youre lips are movin and youre complaining about something thats wingeing.”
Reveals should be part of the counter meta as long as stealth stacking is allowed. Fighting against invisible opponents particularly something like the Ghost Thief should have solid counter play options.
“Youre lips are movin and youre complaining about something thats wingeing.”
Any going to jump on Ice drake venom with its lower cooldown ?
Venoms will continue to under perform as long as they apply one stack per strike of one type of condi on a relatively long cooldown. They would have to get down to 10s or so to be useful in the current meta. It takes a Necro spamming chill and beefing it up to actually be useful with all the movement condition removal and Resistance up time.
Besides most Venoms are worse than Imparing Daggers (multi condis, 900 range, 25s cooldown) and Needle Trap (multi condis, AoE, unblockable). BV is an exception but since its nerf even it has become suspect.
“Youre lips are movin and youre complaining about something thats wingeing.”
After years of play I had a couple dozen on my block list before this change. I have 20x that now. I like the concept but suppression of the same message within 30s should be in full effect.
“Youre lips are movin and youre complaining about something thats wingeing.”
