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Compliment for the Thief Balance changes

in Thief

Posted by: Strategist.6132

Strategist.6132

I love how Anet nerfed our current abilities because we have “New awesome traits” which warranted the nerf in the first place. So now you either take these traits, or you’re nerfed.

What a pathetic update for thieves this is turning out to be. Everyone is getting buffs, and we are yet again, being shafted with not only boring and uninspired changes, but nerfs as well.

I am extremely unhappy with these changes. Anything that’s remotely good as far as changes go, caters almost entirely to burst thieves. We aren’t going to change for the better, mostly for the worst, while everyone else gets awesome new changes.

Acro got pooped on and CS is kind of lackluster. At least we can all get pigeonholed into still using mug and having a decent DA / SA / Trickery lineup. But it sure isn’t going to bring any more diversity, rather, less. Because that’s what big changes are about for thieves, right? Taking away more viable builds.

IMO, Thief is on the way to the bottom. And people will still QQ that we’re OP and have no counter play.

You should look on other professions forums:P In general everyone is complaining about their own profession.:P I can understand some people might have a hard time adjusting or some things were plainly removed. But maybe it gives us a new fresh start to try some new cool things?

Compliment for the Thief Balance changes

in Thief

Posted by: Strategist.6132

Strategist.6132

Overall I like the changes, much better than the previous version.

We have some new interesting mechanics in the traits:

CS: Maintain Fury uptime possibily permanently
Acrobatics: Lot’s of procs on evade (initiative, steal recharge, vigor)

Personally I think the new meta will become DA|SA|TR
which would finally give us some sustain of the SA line. This way we do not have to keep running everytime to get HP again:P (even though we have to stay in stealth for a little while)

Practiced Tolerance - Typo or change?

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Posted by: Strategist.6132

Strategist.6132

Mmm I agree with Jayden on CS being a damage line focusses on critical strikes so to me it only makes sense to convert precision into ferocity.

Personally I’ve always ran this trait in the past and I liked the 1500k HP I got from it, but I think it will not make a huge difference. If you need to more HP in WvW I would suggest changing some armor piece to gain that extra vitality (instead of the now increased ferocity)

Thoughts on PvP post patch

in Thief

Posted by: Strategist.6132

Strategist.6132

I really really hope SA will go as the meta. Right now I also run SA and I can pump out a fair amount of damage (12 stacks of might after all). But people keep telling me it’s a noob build, even though I kittenes of all thieves around me.

Anyways if SA would become meta, we would finally have some good sustain which could help us heal up during a battle without having to run away all the time and wait for withdrawal to come up. (Which CD is higher now of course)

Vote me in for SA!

Venom share, Venomouse Aura & Leeching Venoms

in Thief

Posted by: Strategist.6132

Strategist.6132

I also think that’s the case. If I remember correctly the condition damage and duration are of the one that applied the venoms to allies.

Mortar Kit seems lackluster

in Engineer

Posted by: Strategist.6132

Strategist.6132

Is this really true? I mean right now I can spam Rifle and Elixer gun without hitting anybody and still get the projectile finisher effect. You’re sure it’s ground targetted btw? I didn’t see it in the video but I might have missed it.

As solori said, yes it is ground targeted.
And the projectile finisher effects you get is just the indication that the projectile did combo, not that it hit and applied it’s effect.
They might make it so the projectile effect happens in an AoE around the impact, but that is stretching our expectations.

So if I understand correctly: I can use “Throw Wrench” in a light field and it doesn’t remove a condition if it doesn’t hit a player, even though the indicator shows up?

Or did you only mean that it has to hit an enemy to apply effects such as poison, chill and stuff?

Last refuge - the battle ends

in Thief

Posted by: Strategist.6132

Strategist.6132

You guys have a point of course.:P I am just saying it also saved my butt a lot of times:P I think it saved me more often then that it caused me problems so that is why I would rather have that trait.

I can understand that people would rather not have it in the minors though.

Compliment for the Thief Balance changes

in Thief

Posted by: Strategist.6132

Strategist.6132

I think I would go for the extra initiative too. You might be right S/D is nerfed a bit. But I think D/P is definitly not nerfed. The vigor could use a buff though if you want it to compete to the current standart of it.

I do think the movement speed changes are nice for the Flanking Strike skills though!

Mesmers can out-stealth thieves now?

in Thief

Posted by: Strategist.6132

Strategist.6132

I still think we outplay mesmer when it comes to stealthXD But let the release show for itself:P

I don't like the new Ferocious Strikes

in Thief

Posted by: Strategist.6132

Strategist.6132

I think 250 Ferocity is a nice trait! It translates to around 17 percent critical damage, which is good if you ask me.

Last refuge - the battle ends

in Thief

Posted by: Strategist.6132

Strategist.6132

Mmm I guess you might have a point. Personally I think it’s a bad idea on trying to attack someone on 25 percentage, but I can imagine there are situation where this would be nice. Maybe it’s better that it’s an adapt now, even though I would personally have this trait instead of the ressurection trait. (But that’s personal opinion of course)

Acro and Vigor

in Thief

Posted by: Strategist.6132

Strategist.6132

Aha Tarkan has a good point, that would only increase it to 1.75 instead of 2.00 endurance rate.

You’re right that that would be quite a big nerf then.

But I am not sure if they indeed mean the 50 percent increase, or 50 percent in addition (which would round it up in a nice number)

I do think that S/D shouldn’t be a build that should continuously spam dodges, but instead should be skillful in sense of that dodges need to be timed. But let’s hope it will not kill S/D too much.

Compliment for the Thief Balance changes

in Thief

Posted by: Strategist.6132

Strategist.6132

You name some nerfs, But I actually think those are all small nerfs that don’t really effect us a lot. You only look at the negative sides, but if you look at traits like Shadows Rejuvenation, then you can clearly see that some things are buffed too.

- The old Dagger Training might become baseline.

- Every profession has falling damage traits and resurrection traits (If I am correct)

- Keen Observer: This is the one you probably ment from Critical strikes. You’re right that this trait is not too shabby.

- Last Refuge can be a very nice trait, Though it doesn’t compete with Shadows Embrace. But if all traits were that powerful, other professions would complain.

- We’re the only profession that can have 200 percent endurance regen, while other professions can only have 150. It is a small nerf, but not huge or anything I believe.

- About the range for thieves! Wait for the Elite Specialisation, many people are thinking it will be rifle with a longer range.

- Venoms that got a buff is a pretty big buff. Imagine this:
Backstab → Triggers Basilisk Venom → Heartseeker → Triggers the second Basilisk Venom → Heartseeker. Believe me that this will kill most mesmers already.

- Cloak and Dagger is actually buffed in PvP by a nice amount.

- I think the condi’s of traps got a little buffed to make up for the damage decrease.

All by all I still believe the buffs outweigh the bad things, expecially since we can now run a full Shadow Arts line. (Which gives us some healing! Wohoo)

Don't stop.......

in Thief

Posted by: Strategist.6132

Strategist.6132

I think the trait is fine as it is! And it’s not a trait that makes immob ineffective on you. Cripple for 4 seconds is just as bad:P When thieves get focussed in teamfights there’s a high likelyhood that you will get more then 1 immob on you every 10 seconds. Aside that on 1 vs 1 I don’t think good thieves would get hit my immobs (only the ones without a clear animation one from Gaurdian and Elementalist signets I think).

All by all a nice trait I think! Not overpowered but not bad either!

Double Consume Ecto - Balanced?

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Posted by: Strategist.6132

Strategist.6132

And imagine the necro ability…with double cast you can nonstop fear 10 seconds if you steal twice. (And poor necs don’t even have a useful stunbreak or stability)

It was 3 seconds at most, but they nerfed it in notes probably because of the trait.

“Skull Fear (stolen from Necromancer): The duration of fear has been reduced from 3/2/1 seconds to 2/1.5/1 seconds.”

with improvisation that could still be 8s max tho:
1. skull fear
2. skull fear (through improvisation)
3. steal + 2x more skull fear

of course we dont deal dmg during that and necros can dodge it, but the duration can also be increased through food, eg some condi thieves (even tho idk whether they would ever use that trait, i dont have any experience with condi on thief)

It is true that this is possible, But you’d have to wait your whole Steal Recharge time, to do this combo, and like you already said. We can’t do any damage during that time and the skill has some pretty high cast time (the skill says 1/2 but I think it’s higher then this). It’s cool, but I don’t think this is really going to be any trouble in practise.

Acro and Vigor

in Thief

Posted by: Strategist.6132

Strategist.6132

Mmm maybe it’s good to check some numbers:

Let’s say S/D can hold up permanent vigor right now:
That would mean they could potentially dodge once every 5 seconds.
Together with the Feline Grace trait that is one dodge every 3.5 seconds right?

With the HoT release Vigor will be reduced to 50 percent for all other professions aside thief, which leaves the dodges to once every 5 seconds because we don’t have Feline Grace anymore.

We might potentially gain some initiative by Upper hand, but I don’t think this will improve the situation a lot.

It basically comes down to S/D thieves being able to dodge ~30 procent less then they could before in exchange of other Vigor-Professions being able to dodge 25percent less then they could before (Down from 2.0 to 1.5 endurance rate)

So Tarkan is right when he says it’s a nerf. Though I hope the effects of evading and dodging (for example the recharge on steal) will make it up a little in practise, but we need to see about that.

Compliment for the Thief Balance changes

in Thief

Posted by: Strategist.6132

Strategist.6132

i disagree with op completely. burning can also stack now and if there are mesmer and thief on the team every engineer will use it to shut down thief, especially in low rank play. i think d/p meta zerk is dead and i’m not sure about s/d being a proper alternative (was nerfed hard also). when engi runs anti stealth trait thief d/x does little damage. high risk low reward gameplay

Thief changes are strong asf, but engi might wreck thieves, yes. SD wasn’t nerfed.

S/D was nerfed. Not gonna discuss whether it was necessary or not, but it got nerfed.
Sure, there is that nice trait for initiative regain, but:
1. the new Feline Grace reduces the overall amount of dodges
2. vigor got nerfed, of course that also hits other classes but S/D is the only build that entirely depends on dodges (and teleports)
3. the current Endless Stamina ensures that S/D thieves have more regular dodges than other classes, but you dont get that +10% dmg from Fluid Strikes

sure you can take panic strike and executioner/improvisation now, but i left that out as thats simply due to having 3 full trait lines which every profession/build gets

Maybe you know more about S/D then we do. I think S/D is still a viable option though. So basically it means that only thieves have 100 percent endurance regen right? But Upper Hand and Don’t Stop are nice grandmaster traits if you ask me. You’re right though when you say the Acrobatics doesn’t provide extra damage anymore, and the dodges might be affected a bit

Though I don’t think that the points you mention above will break S/D. Personally I think the decrease endurance regen for vigor brings professions without vigor (e.g. Necromancer and the like) a bit more up to par.

But I must admit, I am not a S/D player (even though I played it for a while). So it might be true that it will be harder to play it now.

5% dagger damage removed?

in Thief

Posted by: Strategist.6132

Strategist.6132

I didn’t hear about it either! But let’s hope they made it baseline! (even though the difference isn’t going to be that big I guess:P)

what...steal got buffed and SA trait...

in Thief

Posted by: Strategist.6132

Strategist.6132

Guys let’s at least be nice to each other:P If I may be free to collect the arguments the OP asked about:

Right now Steal is 35 CD, when traited it is
- 30% from the Trickery line
- 20% from Sleight of Hand
Which makes it ~17,5 seconds if I am correct.

After the HoT release the base CD will be 30 seconds and when traited:
- 15% from Lead Attacks
- 20% from Sleight of Hand
Which makes it 22.75 seconds if I am correct.

So in reality it is actually a nerf instead of a buff.:P
__________________________________

SA: when in stealth, gain initiative regen health cure condi stealth longer reduce dmg in stealth…

We don’t really know the numbers, I think we will get only 1 initiative per 3 seconds and hopefully the heal will stay the same as it currently is. I must agree that this is a powerful trait, but not much better then the current state a thief is in.

Hope that clarifies some things for you!

EDIT: Got the numbers wrong, Thanks Jana.

Just to clarify how the cooldown on Steal works; The Trickery attribute does not reduce the cooldown by 30%, it increases the recharge rate by 30%. Instead of multiplying the cooldown by 0.7, you divide it by 1.3, meaning that the current formula for a Sleight of Hand-traited Steal cooldown is 35/1.3*0.8 = 21.5 seconds. After the changes the minimal cooldown (excluding the new sword trait) will be 30/1.15*0.8 = 20.9 seconds.

Edit: I’m not sure of whether it will work like this after the patch. The wording of the changes actually suggests that it works the same as the other recharge reducers rather than increasing the recharge rate.

Ah… Then I got it wrong once againXD:P You’re sure it works that way? I always though that instead of 100 percent recharge rate, it will become 70 percent (thus the 0.7). But if you’re right I will edit the earlier post again.

Though it still doesn’t change that Steal is a nerfed a little of course. Though you should forget that S/D builds can now recharge it by 1 second for every succesfull evade.

The new engi changes are hilariously silly

in Engineer

Posted by: Strategist.6132

Strategist.6132

I think the changes make engi different but not bad or anything. You probably just need to get used to the changes and try to create a new type of build that fits your style.

About the revealed treat, the whole thief forum is hyped up about it right now haha:P

Mortar Kit seems lackluster

in Engineer

Posted by: Strategist.6132

Strategist.6132

I think its autoattack being a 100% projectile finisher will be a bit overpowered:P

Don’t get your hopes up, the projectile flies in a curve and is ground targeted, so it will fly over enemies to close, and it must be a direct hit for the projectile finisher to apply it’s effect. It won’t apply the effect if you hit them with the AoE effect from the projectile hitting the ground.

In fact, the difficulty of getting a direct hit is probably why they kept it as a 100% projectile finisher.

Is this really true? I mean right now I can spam Rifle and Elixer gun without hitting anybody and still get the projectile finisher effect. You’re sure it’s ground targetted btw? I didn’t see it in the video but I might have missed it.

Next tuesday's patchnotes

in Engineer

Posted by: Strategist.6132

Strategist.6132

“• Vigor: Decreased the endurance regeneration rate from 100% to 50%.”

Wow that’s really some big change for S/D thieves, Engi’s and Elementalists. (Maybe Tank Gaurd too!)

what...steal got buffed and SA trait...

in Thief

Posted by: Strategist.6132

Strategist.6132

Nahh:P I think we can just go in stealth again easily with initiative, we just wait till they use all their utilities and then kick their kitten .:P

Mesmers can out-stealth thieves now?

in Thief

Posted by: Strategist.6132

Strategist.6132

I will just copy my post on the other tread! Here you go:

According to the wiki (https://wiki.guildwars2.com/wiki/Stealth)
Mesmers only have 4 skills with Stealth:
- The Prestige – 30CD, 6 seconds stealth if traited.
- Decoy – 40CD, 6 seconds stealth if traited.
- Veil – 90CD, 4 seconds stealth if traited.
- Mass Invisibility – 90CD, 10 seconds stealth if traited.
All with pretty massive cooldowns. A D/P thief leaping 3 times through blinding powder can already get 9 seconds of stealth almost outplaying Mass Invisilibilty.

Next to that thieves have:

- Cloak and Dagger = 4 seconds when traited on no cooldown
- Shadow Refuge = around 12~16 seconds if I am not wrong? 60 seconds cooldown
- Dagger/Pistol Combo = 9 seconds of stealth
- Blinding powder – 4seconds when traited + 3 if used in Smoke field – 40 seconds cooldown
And lot’s more

I think since we can use initiative for stealth and gain longer durations mesmer will not outplay us when it comes to stealth. Expecially when you compare the cooldowns, thief has much more access to stealth. At least that’s what I think:P

New Engie Lock on

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Posted by: Strategist.6132

Strategist.6132

Even if engies won’t slot this trait as their regular choice, what stops them from changing traits when they see a thief. Just like now with googles.

A class that has no problem vs thieves is given another source of reveal, the reasoning devs had for this is beyond me. The only solid condi removal is totally useless vs class that spreads condis just by looking at you.

I was happy with the changes to thief class, then I saw this engi trait and it’s like a big slap from devs. I’ll have more survivability with zerker dungeon build staff ele than thief if there is engi on the map.

In unranked / ranked matches you can’t swap traits. And I don’t think people want to change traits on the fly when they are playing Practise mode:P But of course its possible, but I think most people would be boring of constantly swapping utils and traits everytime when engaging a thief.

But yeah an elementalist also has more survivability then a engi vs necro.:P And there are more cases like that. But again, I don’t believe many people would trait this, but even though it might be nice if they would reduce the revealedness a little bit to not make it too devastating. (maybe to 4 seconds?)

what...steal got buffed and SA trait...

in Thief

Posted by: Strategist.6132

Strategist.6132

According to the wiki (https://wiki.guildwars2.com/wiki/Stealth)

Mesmers only have 4 skills with Stealth:

- The Prestige – 30CD, 6 seconds stealth if traited.
- Decoy – 40CD, 6 seconds stealth if traited.
- Veil – 90CD, 4 seconds stealth if traited.
- Mass Invisibility – 90CD, 10 seconds stealth if traited.

All with pretty massive cooldowns. A D/P thief leaping 3 times through blinding powder can already get 9 seconds of stealth almost outplaying Mass Invisilibilty.

The random boon trait is not bad! Though you don’t know which boons you get of course which is a bit of a downer.

But who knows, maybe mesmers might become stronger then thieves, but I doubt it!

I will be scared of Mesmer

in Thief

Posted by: Strategist.6132

Strategist.6132

Improvisation is very interesting too! Though I think they removed the damage increase of Improvisation (which it technically never had since a Stolen bundle was never counted as a bundle) so I think most people will go for executioner.

Last refuge - the battle ends

in Thief

Posted by: Strategist.6132

Strategist.6132

What are you suggesting with this post? I personally liked the trait a lot.:P (It saved me a lot of times:P) You think it should be removed entirely? (Please provide arguments why you’d like to see that) Or do you think it should be moved up the ladder or become a minor?

Don't stop.......

in Thief

Posted by: Strategist.6132

Strategist.6132

Are you suggesting that this trait is bad or OP? (or neither?:P) I think this is a good trait and I don’t think it’s OP. I mean thieves can only remove cripple/immob and chill with Withdrawal, so being crippled instead of immobilized is still hampering movement a lot.:P

what...steal got buffed and SA trait...

in Thief

Posted by: Strategist.6132

Strategist.6132

Nice meeting you too bro:P Maybe we’ll meet in game someday.

About the SA: You’re right that this is buff, depending on what the actual numbers are of course. We still don’t know about that.

I think mesmers were also buffed in general a bit I think! (I might be wrong on this) But since thieves have more and longer access to stealth I think thieves will still burst down a mesmer faster. But we have to wait for HoT for that:P

Ok so....

in Thief

Posted by: Strategist.6132

Strategist.6132

Withdraw":https://wiki.guildwars2.com/wiki/Withdraw 15s -> 18s recharge (healing also inc. by 10%)

Withdraw is very very very strong so this is logical.

Devourer Venom Immob Reduced from 2s -> 1s.

It has 2 changes baseline now

I agree with the guy above:P To add:

Resilience of Shadows was a bit too powerful at 50 percent I think.
Cloak and Dagger has a nice increase in PvP! (I am not sure how much the decrease in damage affects WvW though)

The only thing I don’t really understand is this:
Choking gas decreased to 2 seconds. I’d rather hope they would buff this because now we can’t rely on the skill to keep players from healing themselves. But that’s just my opinion of course.

I will be scared of Mesmer

in Thief

Posted by: Strategist.6132

Strategist.6132

haha I think its comparable to spiders and some humans:P Where mesmers are the spiders and humans are the thieves(A).

Double Consume Ecto - Balanced?

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Posted by: Strategist.6132

Strategist.6132

Mmm nice spot there! I think most people would still go for the extra damage on Executioner. But maybe improvisation might worth it.

You must imagine though that you can only get the double Consume Ecto from a mesmer, and that against other professions like Engineer or Ranger the improvisation is close to useless. (Okay maybe that’s a bit of an understatement, but gunk is not the most wanted steal skill if I may say so, even though the Chaos armor by the leap is nice.)

I don't like the new Ferocious Strikes

in Thief

Posted by: Strategist.6132

Strategist.6132

Maybe that might be a good change, I agree that Keen Observer is not really a good minor. (After all in general it only works for the initial burst) So maybe just a flat increase to ferocity would be better to make up for the loss in damage compared to the old GM trait.

what...steal got buffed and SA trait...

in Thief

Posted by: Strategist.6132

Strategist.6132

Most people do run Trickery, but we’ll see. But referring to the OP, we can conclude that it’s not a buff, but instead a small nerf.

EDIT: Thanks Jana, updated the post above.

Compliment for the Thief Balance changes

in Thief

Posted by: Strategist.6132

Strategist.6132

I agree with Quadox,

I mean Engi might indeed counter Thief when they take Analyse and Lock On. But there will always be counters. Necromancer counters Engineer hard (when played right of course) and shoves its condi’s right back in his face. On low level play they might pick this trait, but I think Streamlined Kits is worth much more, so most engineers won’t pick this.

S/D is good as it is I think! Maybe the straightout endurance is a bit nerfed, but there are some nice traits that trigger on successful evading.

I don’t see why d/x would do less damage on an engi.:P You just are more vulnarable to attacks, which makes it better to pick another target.

Quadox!: We’ll see if it’s OP! I think even with 25% and 33% decrease in movement speed, crippled and chill are still conditions that really hinder a thief.

New Engie Lock on

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Strategist.6132

I agree:P I mean its not like most Engi’s will pick this trait anyway. Why would you want to waste a trait that is only useful against thieves/mesmers, most engi’s already win fights against thieves and it only revealed one person in teamfights. so I don’t think it will be a major issue.

I must say though that I don’t really like that they focus traits expecially on thieves/mesmers which in my opinion are already a bit on the weaker side when it comes to defense. But maybe I am just a bad thief that is also possible haha.:P

But guys, I wouldn’t worry about it too much, I mean skills like Analyse and Sic Em already exists, but never saw anyone running them:P

Compliment for the Thief Balance changes

in Thief

Posted by: Strategist.6132

Strategist.6132

I guess you have some points.

Condition changes on Poison probably will be some nerf to thief. Though I think we still have some potential of keeping our poison up. (But you’re right that its less then before)

Falling damage trait, I don’t think anyone in sPvP would pick this trait for that reason. (Nor PvE) but you might say that for WvW this would be a nice trait to put a bit lower on the line. Though I think the real benefit of that trait is blind on stealth, which is why most people would pick this skill I think.

Uptime of Revealedness of Engineer might be true, but lets be honest: I don’t think engineers will pick Lock On and Analyze. I mean the traits only serve a purpose against thieves and maybe mesmers. Unless you really want to build a counter thief/mesmer build, the trait and skill is pretty much useless in other situations. So I don’t think this is a valid point. But of course that’s my opinion.

Burning damage got nerfed a lot from
(0.25 * Condition Damage) + 328
to
131 + (0.155 * Condition Damage)

So I don’t think burning will be OP or anything.

And look at it from the positive side!: We got some good traits, (panic strike + executioner combo) and S/D is likely to be revived again too!

I think these changes are satisfying.

EDIT: You’re right that there are some traits nerfed, but in general I think this doesn’t outweigh the good traits we got.

I don't like the new Ferocious Strikes

in Thief

Posted by: Strategist.6132

Strategist.6132

Aha I understand what you mean. It’s basically this:

First Strikes: Damage is increased while your current initiative is over the threshold. (10%)
vs
Ferocious Strikes.: Critical damage is increased by 10% to foes above the 50% health threshold.

I guess you’re right that this is a little nerf, since critical strikes do not always proc. But on the other hand, you don’t have to save your initiative anymore, just to do that extra damage. (Which in most fights is rarely above 6 I guess?) I don’t think the nerf is that big though.

If the base damage increases with 10 percent the output will be larger then if the critical damage modifier is increased by 10 percent.

But we also got some nice new traits I think. So I guess we should just accept this change, even though I agree its a bit worse then before.

1500 Stacks for Conditions

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Strategist.6132

I think burning was a bit too OP, but maybe they nerfed it a little too much now. (If I am correct it does around 1/3 of the original damage, but I might be wrong on this)

I think it’s good that they made a split between condi and power based builds. This way cele builds like D/D and Cele Engi(which I love:P) don’t deal too much damage with their conditions anymore. But we’ll see what the future will bring. Maybe they will adjust the numbers slightly.

what...steal got buffed and SA trait...

in Thief

Posted by: Strategist.6132

Strategist.6132

Guys let’s at least be nice to each other:P If I may be free to collect the arguments the OP asked about:

Right now Steal is 35 CD, when traited it is
- 30% from the Trickery line
- 20% from Sleight of Hand
Which makes it ~17,5 seconds if I am correct.

After the HoT release the base CD will be 30 seconds and when traited:
- 15% from Lead Attacks
- 20% from Sleight of Hand
Which makes it 22.75 seconds if I am correct.

So in reality it is actually a nerf instead of a buff.:P
__________________________________

SA: when in stealth, gain initiative regen health cure condi stealth longer reduce dmg in stealth…

We don’t really know the numbers, I think we will get only 1 initiative per 3 seconds and hopefully the heal will stay the same as it currently is. I must agree that this is a powerful trait, but not much better then the current state a thief is in.

Hope that clarifies some things for you!

EDIT: Got the numbers wrong, Thanks Jana.

(edited by Strategist.6132)

SA Adept Tier is Bad

in Thief

Posted by: Strategist.6132

Strategist.6132

I agree with this. I bet it’s hard to balance since Shadows Embrace is such a powerful trait (since it’s almost our only condition removal). The smoke screen is better to be changed into blinding powder I think. I personally liked the Blinding Powder at 25% , but it might be seen as too powerful. Blinding Powder at downed on the other hand doesn’t seem too strong to me so I think it would be a nice change!

Only my opinion though, I can imagine thiefs that died in stealth don’t want to be revealed by a smoke screen, though you can also imagine a smoke screen can stop a lot of cleave which can possible help in your team rezzing you.

I don't like the new Ferocious Strikes

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Posted by: Strategist.6132

Strategist.6132

You can also see it from the positive side: You can get an enemy quicker below 50% HP to deal extra damage with executioner! I think 10% is a nice number, and shouldn’t be a big issue. But that is my opinion of course, I can understand yours might differ.

Ricochet... gone???

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Posted by: Strategist.6132

Strategist.6132

I also vote for merging it as baseline for unload. I think it would be a little too OP on pistol autoattack. (Expecially if the bleed also bounced as effect). But I guess it’s true that double pistol is a bit undertraited right now. I think most people don’t play P/P anyway, but maybe some weaker traits could be changed into pistol traits, to have some pistol buff option?

I personally don’t miss it very much, but I can imagine people in PvE missing some of those traits. In sPvP or WvW you don’t see P/P very often, I guess.

Compliment for the Thief Balance changes

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Posted by: Strategist.6132

Strategist.6132

Hello everyone and Anet,

I just wanted to say that I am very pleased with the new traits of thief. I am sure there are some people out there that can’t play their old builds anymore, but in general I think thief got some nice interesting traits. I expecially mean these traits:

Feline Grace: Nice that you changed this to 1 second CD, which means S/D is hopefully going to be some good choice again!

Endless Stamina: Nice that this changed from 20 to 50 percent. (Otherwise the impact of it might have been to low)

Upper Hand: Gain one initiative when you evade an attack. This effect has a 3 second internal cooldown. Interesting Trait! Also requires skill to be able to use it, so it really needs some ‘initiative’ to get that initiative(A)

Don’t Stop: The effects of cripple and chill on you are reduced by 50%, meaning your movement is decreased by 25% and 33% respectively, rather than 50% and 66%. If you would become immobilized, you are instead crippled for 4 seconds. This effect can only occur once every 10 seconds.
Also a very interesting trait!

Pressure Striking: Enemies you interrupt are inflicted with 3 stacks of torment for 5 seconds. Also very interesting.

Shadow’s Rejuvenation: Regenerate health and initiative while in stealth. I wonder what the actual numbers are for this, but it sounds really nice!

Resilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 25%. Maybe it’s good that this was nerfed to 25%, otherwise it might go too OP when it’s used with big teams.

I just love this one!:
No Quarter: Landing a critical hit while under the effect of fury extends the duration of fury by 2 seconds (this effect has a 2 second internal cooldown). Gain up to 250 ferocity (based on level) while under the effects of fury.

Very interesting Trait! I don’t think its too OP (maybe the ferocity buff is a little, which is 17% increase in critical damage), but it add some nice mechanics to it!

So all in all: My compliments of maintaining some good options for multiple builds.
_____________________________________________

Of course there are also some traits that are very unlikely to be chosen, but maybe that’s for the better, otherwise other classes (that also might have some underchosen skills) would feel unbalanced.

What do you guys think of the above traits?

Good luck developing,

Strategist

Mortar Kit seems lackluster

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Posted by: Strategist.6132

Strategist.6132

I was a bit confused by flash shell as well. It looks like all it does is form a light field with no additional effect? Why would I want to do that?

I don’t know that the tool tips can really be considered that accurate. It was in the PvP lobby, and we have no idea what amulet stats he had equipped, if any. Could’ve been magi stats for all we know.

I think it could have potential for WvW or PvE. Dunno about sPvP though.

light field + projectile finisher = condi cleanse. mortar auto is a 100% projectile finisher so you get like an insane amount of cleansing out of it… yes cleansing, something that engi doesn’t have access to too much.

This guy has the spot.

I am really looking forward to the mortar! Expecially since it’s fast and has a great range. But secretly I think its autoattack being a 100% projectile finisher will be a bit overpowered:P Imagine the possibilities:

Heal field = Regen
Light field = Condi removal (Which engi really got a great burst on on this balance change already!)
Poison field = Poison bolts
But maybe Ice is the most overpowered one = Chilled

Imagine Ice lasting 5 seconds(not even traited to 7seconds) and 1/2 second for each mortar autoattack. That would mean 10 seconds of chill!

Even though I love the idea of having a permanent projectile finisher, I really hope that they will keep this in mind, and not nerf if after HoT comes out. (Maybe they can decrease the damage of the autoattack to balance for this?)

No cd for Medical Dispersion Field, please!

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Posted by: Strategist.6132

Strategist.6132

I agree with this! Imagine people trying to blast with healing turret, it would be nice if all heals procced this. (Instead of only some) I wonder though if this trait also procs when other people heal you with blast finishers?

EDIT: Otherwise it might maybe get overpowered if combined in a team with multiple engineers (and water fields)

RIP perma-swiftness

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Posted by: Strategist.6132

Strategist.6132

Guys I think we can conclude that Engineer is just going to change a bit. I don’t think that its really bad. It’s true that Speedy Kits is nerfed a little but let’s be honest with ourselves: Most classes don’t even have perma swiftness. (Thief, Mesmer, Ranger, and Necro needs focus for it too) I bet I even forgot some classes.

Swiftness is nice but there is plenty of potential to make up for it:

- Med kit #4: This already gives you permanent swiftness
- Mecha Legs: 25 percent increased movement speed can also be used as replacement. (Though if people want the vigor from the alchemy trait, then this is not an option)
- Heavy Armor Exploit: Gives 3 seconds of swiftness (50percent chance) which can be quite nice for the vigor trait to proc more often.

I don’t think Engi’s have much to complain. Just try to adapt to the changes I guess, we’ll see if it’s bad or not. (I personally don’t think so)

EDIT: Look at the positive sides too, we have so much more access to condi removal now! The only thing that is our major weakness is hard CC I guess.

Some ideas to improve GW2 PvP

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Posted by: Strategist.6132

Strategist.6132

Some of the idea’s are cool I think!

I think the rank and “purpose of playing ranked” are important things that would be nice to add. I think the new modes require some work and time, which I think Anet does not have right now. (But it might be fun for the future)

I think the respawn times aren’t that bad though. The fun thing about fast respawn times is that players can actually play instead of waiting when they are dead. For more strategic games like stronghold longer times would be okay. But I think for conquest games it would typically go like this:

- Team A kills 2 or 3 members during a group fight
- Team A captures points and zergs the remaining guys
- Team A is spawn camping team B.

The larger the respawn times are, the bigger chance you create that one of either team is going to camp at the enemies spawn. (Since the enemies are all there anyway)

But I think a Hall of Heroes mode would definitly be ultra cool. Or Random Arena’s and Team Arena’s. This way teams are purely random and you don’t have a chance to encounter a premade team or you can choose to play with a Team.

Why thief is most likely getting rifle.

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Posted by: Strategist.6132

Strategist.6132

  • Focus is a maybe because foci are used to channel magicks. Thief is a magical class but it’s application and interaction within combat is more physical. However, the difference in playstyle between a more magical role and a physical role is small. Focus could be designed as a way to manipulate smoke (and maybe fire) to offer more defenses. So it is possible.

Arcane Thief…steals magic, drains death shrouds, depletes adrenaline, and shatter’s clone without effects.

Focus
Skill #4 – Shadow Stitch – Target is immobilized for 5s. If immobilized is cleansed, target is knocked down for 2s.

Skill #5 – Shadow Clone – Create a Shadow Clone. All damage dealt to you while shadow clone is active is dealt to the clone and you receive 50% of the damage dealt instead.

D/F
Skill #3 – Steal Power – Infuse your dagger with shadow magic then stab your target. Steal target of energy that reset target’s current death shroud or adrenaline or clone count to zero. Damage increase based on the amount drained from target.

S/F
Skill #3 – Rend Shadow – Slash your foe and infuse shadow magic to the wound. Target receive 3 stacks of Torment and 3 stacks of Bleeding for 10s.

P/F
Skill #3 – Shadow Armor – Absorb the next 3 non-physical damage and shoot your target with a bullet infused of all damage absorbed.

Wow this actually looks very cool! (Aside that some might be a little too OP considering we use initiative) I hope they will make something that you can use to mark an enemy, and deal some extra damage or so. I secretly hope we won’t get rifle though. I think you could only make boring skills up with it. But maybe I am wrong about it. I’d rather have something more creative like some Axe / Torch variant or something.:P