My recommended use for the frost bow is as a situational utility skill. If you find yourself in the right situation, use it, blow through your rotation (3542 for me) then immediately drop it and go back to normal skills. You can pick up the second one about ~20 seconds later to repeat.
This is basically how I tend to use my conjured weapons. Though some of the auto attacks can be quite nice. If you went for a tanky healer build instead the frost bow auto attack could do amazing healing for you while still being able to apply soft CC, hard CC, big damage and vulnerability debuff.
I’m mostly sPvP staff, so if I wanted that I would use the water #1 skill anyway just because it doesn’t cut down on my CC/Damage like it does on FB (charges).
I feel like the only conjure autos worth using are LH in PvE and Fire Axe in PvP for the might from both.But yeah, a lot of people think they’re underpowered because they’re not standalone weapons like kits, but conjures on eles are still utilities, really.
frostbow gives increased healing and condition duration so if you first cast your water and ice fields and then pick up the frost bow you get increased chill duration and increased heals.
Ok, so let’s take 2 different professions.
The first one has 2 skills that do damage:
- Skill A, does 50 damage, has a 10 second cooldown.
- Skill B, also does 50 damage, and also has a 10 second cooldown.Now the other professions, sadly has only one skill to do damage with.
- Skill C, which does 50 damage, and has a 5 second cooldown.Clearly, the first profession in this example is stronger (overpowered), because it has twice as many skills.
A more correct example would be
Profession A:
- Skill A, does 40 damage, has a 8 second cooldown with a 2 second cast time.
- Skill B, does 40 damage, has a 8 second cooldown with a 2 second cast time.
- Skill C, does 40 damage, has a 8 second cooldown with a 2 second cast time.
- Skill D, does 40 damage, has a 8 second cooldown with a 2 second cast time.
Profession B:
- Skill E, does 50 damage, has a 4 second cooldown with a 2 second cast time.
- Skill F, does 50 damage, has a 4 second cooldown with a 2 second cast time.Clearly Profession A is better…. wait a minute
If that would be correct, we could make the best burst in the game, and that is not the case. There are classes with a lot better burst damage than us and more survival going zerker, and they have more base armor/health than us.
That is ONLY for the zerker spec. We outlast any other class when we go cleric or celestial.
correction I guess it also counts for any condition spec but I’m not sure since I haven’t tried condis on my elementalist yet. Guardians are supposed to be pretty bad at them too though.
haha
awesome!!
welcome to the ele-club
indeed that celestial build is amazing
Still trying to find and finding new amazing builds. Just made a tanky ele build that has stopped me from playing my tanky warrior :p
decap engi can be easily countered with invulnerability and stability…
do you realize that Ele should build specifically to counter that exact class build, while said Engi would just continue to vaporize everything in its path without breaking a sweat?
MM necros you just have to spam aoe’s around you to take down their minions.
same as above, although I am unsure if the amount of conditions from engi will eat ele faster than necro….
Hambow warriors are easy to beat with a tanky warrior build.
/cough/ we are in the Elementalist forum talking about Elementalists….
Okay to prove my point here is what happened yesterday:
MM necro, decap engi and a condi mesmer all hacking on me and my allies. All my allies are downed, I stay at 100% hp and no condis the intire time rezzing my allies all the time and stomping foes that get downed. after 5 minutes I start getting whispers from the MM necro and the decap engi saying ‘hacks!’ and ‘reported’….
It ended as soon as a zerker thief hit me with a backstab though.
So the real reason is because nearly all of the elementalist skills are insta-cast.
lolwut? not even our autoattack is insta-cast.
If a pro elementalist goes full on bunker there is absolutely nothing that can take him down in pvp.
/nods/ yup, that’s why there are so many pro elementalists in the top ten pvp chart!
*correction, a power necro, dps skilled ranger can also take us down quite easily
condimantra mesmer, hambow warr, MM necro, decap engi, spirit ranger ecc, they can all easily get rid of your Elementalist no matter how good you play or what weaponset you use, in the best scenario you will struggle untile they make an error of which you can take advantage of…. how can you consider “good” a class that relies on others errors to have chances of winning?
Winning should be a matter of outplaying your foe (not his build /facepalm ) instead of hoping he makes a mistake.Also, I will never stress enough how a much more complex class should also be way more rewarding to play than an autoattack drone: Elementalist is still in a phase in which you just have to do thrice the work to barely stay alive or do what anyone else can do with 1/3 of the effort.
So, I agree if we say that 15 april patch improved our “quality of life”, but it is not healthy for the Elementalists community to spread misleading informations about the state of a class that’s still in dire need of love in most of its skills and utilities.
I think that we’re currently in or near the sweet spot. Not all weapon combinations are incredible yet. Especially the scepter which in my opinion only has one viable build (fresh air build) going for it and the D/D is kinda lacking but makes up for it with average mobility. We have generally good sustain and nice boons but things can turn very ugly if y’r unable to dodge a burst or two. But this is the case for all professions… Except the Warrior and Necromancer.
*talking in general a zerker warrior will still have trouble. A zerker Necromancer with low life force as well.
I can outplay every profession with every build except the following:
Tanky Warrior. (simply cannot down them fast enough before their allies show up unless I go fully dps which I don’t like)
Condi PU mesmer (unless I can pinpoint where they are before they stack conditions on me a second time (after I cleared the first load))
Sw/Warhorn spirit ranger with good sustain. But I’ve found a way around them with my new build.
For the rest its only when I am caught unawares which happens alot with all those classes getting stealth nowadays.
I prefer the healing runes that have a chance to root the target that hits you
It even works when they attack from ranged
Sadly, putting this back to 20 seconds would probably make the Triple Cantrip Celestial Eles that have been running around go from simply viable to insanely overpowered again in sPvP.
As if warriors aren’t greatly over powered…
as they are now, decap Engi and MM Necros are far beyond any Warr opness (yep, even more op than hambow ones)
decap engi can be easily countered with invulnerability and stability…
MM necros you just have to spam aoe’s around you to take down their minions.
Hambow warriors are easy to beat with a tanky warrior build.
I’m talking about the tanky signet warrior with shield and warhorn. AoE debuff, perma swiftness, 3700 armor 800 hp/s regen, shout healing condi removing warrior that can burst down zerkers with ease.
Minion necromancers are also way easier to beat now then ever. The minion AI has been completely messed up. Power Necromancers with 100% crit chance and 200+ crit damage 40k hp etc. those are WAY more dangerous.
Or a well played zerker rifle engineer can down an elementalist in 1 second.
https://forum-en.gw2archive.eu/forum/professions/thief/D-D-Ele-is-a-pain/first#post3988314
:o who would’ve thought this day would come that thieves are bothered by D/D elementalists :o
:o
I main Elementalist and I would’ve never guessed that a thread like this would appear in the thief thread
:o
So extremely suprised because for the elementalist I consider thieves to be our hard counter since we have the lowest hp and armor we are highly susceptible to high burst damage.
Don’t play D/D anymore though, Found a much more fun build to play around with
Pat yourselves on your backs in this glorious circlejerk and keep deluding yourself you’re any good with a thief.
A thief, lol.
Oooooo someone is sensitive! Sorry that some players like to share funny stories with each other in a humorous manner. You must have a lot of friends. Someone with your awful attitude must be a blast to hang out with.
Oooooo, isn’t someone a bit bhurt?
I couldn’t care less. But you gotta admit, Thief is the only class that gets this much kittentalk, and for a reason – you’re incompetently spamming your pathetic skills, dodge infinitely and call that a class to be cherished. It is sad, really.
So on my warrio this is what I do when holding a point:
Walk to point – alt tab to check facebook and occassionally come back to see if warrior is still alive. Because basically nothing can take down a tanky warrior.
Try doing that on a thief and its an intirely different story but I don’t hear you flaming warriors for their brainless auto-attacking.
XD so thanks to the thief-scare. Everyone’s scared of thieves I tend to wear clothes on my alts that make me look like a thief
. With the hood all in black etc. You definately catch them off guard when you suddenly turn out to be a D/F glass cannon
Anyways, I tried playing the thief and its way harder than everyone makes it out to be. It takes alot of skill but once you got the skill you can outclass seemingly anybody. But knowing how much effort is put into it… Its crazy fighting an actual experienced thief which is basically only the case 1 maybe 2 out of 10 times. I’m sure you all belong to the 1 or 2 experienced thieves right?
May I note that our obsidian focus 290 armor while casting is NOT on par with either the necromancer or mesmer who also have a similar skill only they get 400 armor.
Our vigor on crit is a minor trait for guardians and warriors too I think.
But I disagree with most of your ‘bad trait’ taggings
Posted this in another thread:
Decrease range to 900
Have only a single recharge of 20s
Only do damage to selected target if hit
Blind up to 5 foes in a radius of 180
Problem solved AND is more like its GW1 counterpart!I agree with this. Also to keep that “if you hit an enemy”. If you hit, this effect trigger. If not hit an enemy it dont trigger, but instead you do a leap/dodgeroll at 300range. Of course no dmg or blind from that extra range.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
RTL used to be more than 1200 range (though the tooltip didn’t say that) Now you want to reduce it even further? I Use RTL in lots of jp as short cuts and I can only barely make it since they decided to nerf the range
If they do decrease the base range attleast let it be affected by airs super speed
(switch into air for super speed- use RTL and jumps 1800 range)
Sadly, putting this back to 20 seconds would probably make the Triple Cantrip Celestial Eles that have been running around go from simply viable to insanely overpowered again in sPvP.
As if warriors aren’t greatly over powered…
I never liked the idea of Conjures to begin with. Yes, they’re usefull for 1 or 2 skills they have (or none) but they ruin the whole purpose of Attunements.
If Vet Eles remember GW1 had Wards (http://wiki.guildwars.com/wiki/Ward_spell) that had much better self and team use then these Conjures.
Yes, those World Bosses might get harder without those Ice Storms and Fiery Rushes on Burning phases but that’s nothing that can’t be dealt with rebalancing scaled WB’s.After a year and a half I finally figured what my Ele is missing… Wards! Offensive Wards, Defensive Wards they were really useful and I do think Eles should have them back. After all I see in Guardians some Wards and I think since they’re originally from Eles we should have them returned.
Hope this post doesn’t go to the trash bin and it gets to the devs so they could consider them if anything.
The Guardians have the wards, we have the conjured weapons, see the conjured weapons as extra atunements to swap to with a slightly higher cooldown.
Signet of Restoration because I’m too lazy to press the heal skill, I’d rather just dodge around a bit and atune to water for a heal.
Yea I experienced that too on my first game as a staff zerker elementalist. *Found a way to one-shot warriors but that aside I thought it was very hurtful when a mesmer that beat me cleanly twice before got hit by two meteors, died and called me noob and eles are op etc etc.
I mean mesmers are on of spvp’s greatest fears. Elementalists die pretty much the moment they notice where you are but mesmers can out dps, cloak and run away from anything. The hard counter to them is just AoE’s which we just happen to have… I’m guessing they have no experience with how hard it can be to hit with AoE’s
permanent 240 radius symbol, pokeball guardian, immobilize, swiftness with staff, ability to have 3 teleports and one jump… Snare with Greatsword, There’s CC on almost every single weapon…
Can get more chill with runes, cripple with sigils get ’m, use ’m and stop bothering the devs for stuff that you already have and can get.
Another question… What do you think about using sword/focus and hammer for med guardian?
You can combo the med teleport and the sword teleport as an 1800 range gap closer. Also applies burning which works well with the 10% more damage on burning target trait if you’re going damage spec. In pvp the teleports also work when there’s a difference in terrain. I’d say the Sw-Focus is very powerfull but now that I’ve tried the mace it offers similar or maybe even better damage, 1 aweomse Symbol and good heals + block
Guardian Sylvari
Dyes: Blue Rose + Abyss
Armor: Heritage legging and shoes + HotW chest piece
Weapons: Dragons Deep weapons.
So I recently created a Guardian because the class has always looked interested to me. So far I absolutely love it, and I feel like a large part of that has to do with my change of mind when it comes to support in Guild Wars 2. I’ve seen a lot of the guardian support builds out there that run staff/hammer, and I can see why. I am hoping to run a Mace/Shield support build, and would like some feedback and suggestions. This is roughly what I have come up with.
http://gw2skills.net/editor/?fVMQJApel8ApWotCxdI8DNxDBl57nP2TY4Z4yFEAA-e
My goal with this build is to still do (hopefully) moderate damage, while applying boons and providing constant healing to my group. Now, I realize that unless you have obscene amounts of healing power, the stat itself isn’t very good. I am also under the impression that regenerative healing is very lackluster, and given burst in dungeons, is very negligible. Would Honor XI therefore outweight Honor XII? Or should I go for Valor XI and heal myself when I give boons to allies? That trait would synergize better with Staff/Hammer, correct? By doing this, I could also drop Virtues IX and put those points elsewhere as well.
Another question is gear. Would running Knight’s or Cleric’s gear be more productive and efficient? Given that I am receiving precision based on my toughness, both sets would help improve damage with Knight’s obviously giving the better damage output. However Cleric’s would still provide moderate toughness, and therefore decent Precision. Is my understanding of the trait correct in that it gives Precision based on ALL Toughness, not just bonus Toughness?
Looking at my abilities, can anyone suggest a utility skill that would perhaps be better than Merciful Intervention? I mostly put that there due to not liking the recharge time on other shouts, but Retreat could be very useful for obvious reasons.
Also, what offhand weapon should I run? I find pretty much every Guardian off hand to be very lackluster. Hammer would provide the Protection buff, which is always valuable, while staff would provide better aoe and the might buff/heal. Any suggestions or thoughts in that regard as well?
Thank you all for taking the time to read this and share your thoughts!
I am thinking of using a zerker hammer build + traits and the signet to let me have perma 43% damage reduction + have some extra healing/support to allies as well.
The Mace is amazing for getting y’r health back up. I don’t have zerker pve gear yet, still running with a combination of knights and soldiers with very little healing power but I’m still able to heal myself back to full with just a Mace-Focus combo. 2 blocks, 3 heals, 1 blind, blast finisher and support all on one weapon combination. Then I switch back to hammer for the auto-attack protection blast finisher on low CD for more retaliation etc.
My recommended use for the frost bow is as a situational utility skill. If you find yourself in the right situation, use it, blow through your rotation (3542 for me) then immediately drop it and go back to normal skills. You can pick up the second one about ~20 seconds later to repeat.
This is basically how I tend to use my conjured weapons. Though some of the auto attacks can be quite nice. If you went for a tanky healer build instead the frost bow auto attack could do amazing healing for you while still being able to apply soft CC, hard CC, big damage and vulnerability debuff.
So… After 1300 hours on my elementalist and 500 on other professions why do I still play and enjoy playing my elementalist way more than any other profession (except perhaps the necromancer and engineer)
D/F is an amazingly fun weapon combination. Its the fast-paced combat of the D/D and the strategical skill-use of the Staff combined in one weapon set. Fire Aura is extremely strong and the 8 second fire field allows you to easily plant all of you blast finishers there for extreme amounts of extra power and condition damage. Want to see you try that with a guardian, necromancer or mesmer.
Sure if you look at all our skills seperately we’re very underwhelming but it is because we have the ability to actively combine any of the 20+ abilities we have that we are seen as being OP.
I prefer planning and actively being engaged in combat than standing still on a point with my warrior and just auto-attacking while alt-tabbing to check my facebook (I actually do that and survive)
strength runes might work. 25 might stacks does kinda balance things out for a bunker.
Any further boon duration would be impossible. But you can run the standard D/D build. But if you want to go bunker you might want to 00644 instead of 02066
It is completely unfair how eles are so low on health and armor that it makes it extremely hard to PvP/pve . When will anet actually make a real balance? When it comes to ele they always make us weaker… Its like we’re sitting ducks just to get killed by mobs or other players.
So the real reason is because nearly all of the elementalist skills are insta-cast.
It is also true that we have one of the highest damage capacities but we will be extremely squishy. Luckily we have lots of perks to keep us alive a bit longer. I think we’re the only profession that can bring two invulnerability spells (focus earth 5 and mist form) not counting the downed state mist form. It can help you get through alot of stuff
. Like all those traps in dungeons, big groups of mobs etc.
If a pro elementalist goes full on bunker there is absolutely nothing that can take him down in pvp.
If a pro elementalist goes full damage spec he’ll be able to kill anything and everything that comes at him… except for a thief because you don’t see them coming. Or PU condi mesmers… I think that’s about it. I’ve met one tanky warrior once that I couldn’t take down but those are the only things we need to be wary of. But since only 1/10 thieves are skilled enough to kill and PU condi mesmers are scarce in pvp because they have much difficulty keeping a point and high armor warriors don’t do any damage at all I would say that the elementalist is top game right now.
*correction, a power necro, dps skilled ranger can also take us down quite easily if we don’t go full bunker spec. Seriously a power necro can hit for 3k on auto attack.
Very cool! I will have to give that version a shot for sure. Does this revised build utilize the same general rotation as before or has it, too, been slightly altered?
Rotation is generally the same except instead of signet of earth for the immobilize you can utilize the ice bow no. 5. Or you can just look for your team mates to grab the opponnents attention. I’m guessing this could work well with a hammer guardian’s no. 5
http://gw2skills.net/editor/?fFAQJAoYhcM6bW3w0Br0AHAC5hH7FMwgh3mB-TpQOABAs/ArlBAA
powerful Aura mightstacking build.
okay so after some practicing I went into tpvp with the build I posted but I slightly edited the build to be a fresh air top dmg zerker build with frostbow as the imba kill.
With 5th trait being vulnerability on crit I could lose the 6th in water since on crit is a more reliable vulnerability source.
So the result was a big win, didn’t get downed not even once and got 16 kills
Every time my team was about to get downed I used frostbow 4 on their area while in water atunement and basically downed and killed whomever it was trying to get the stomp :p
It was soooo fun. Also got a mesmer say to me that ele is unbalanced in a hotjoin game :p
Here’s the changed build:
http://gw2skills.net/editor/?fFAQJArdhMMqeWzwkBfEBQAGxZQMYUFQcDIAkBLNEA-TJRGwAAeAAD3fIxJAAaZAA
tried it out on the test golems and with some luck on the falling of the comets you can take down the heavy armor golem as well
So I went to the mists to try out the theory. And with everything maxxed out you can beat a medium armor engi with just this one rotation.
So here are some ideas:
no.4 on the frostbow is by far the strongest skill.
So how does one compliment it?
here’s an idea:
arcane power + trait that lets arcane spells and signets cause vulnerability
Water trait that lets you do 20% more damage on vulnerable foes while in water atunement.
Runes of Ice (7% more damage on targets with freezing on them which icebow 3 gives abundantly.
So that’d be a solid 27% extra damage + vulnerability ofcourse.
There’s also the scholar runes (10% more dmg while above 90% of hp) + the trait that gives the same bonus. + the air trait that gives 20% more damage to targets below 33% hp + the trait that lets you do 15% more damage after using an arcana trait.
Could be combined with signet of earth to keep the target in place during the assault
Get a focus off-hand and use obsidian flesh as a set up so you don’t get interrupted.
AAAAND frostbow 4 does bleeds so take the trait that increases damage on bleeding target by 5% AAAND use a build that gives you 25 stacks of might easily.
So the sequence would be (after stacking):
earth-obsidian flesh → Frost Bow → Signet of Earth → frost bow→ 3 for chill (optional). →Arcane power (for vulnerability) → Frost Bow 4.
Basically that could end any fight I think.
Life Force should have never been an actual second health bar. It should be a pool, which we would use as another health bar maybe, but also for supporting and utility via 6-0 skills in DS, using LF as a resouce.
Like Adrenaline?
So I was playing power necro on skyhammer using 6/2/0/0/6, this build has only one fear from deathshroud. I go up to the hammer and there is a guard there with hammer/gs. He does binding blade over a glass panel and right when he pulls I interrupt the animation with DS 3 and he gets feared off the edge…. In map chat i see “hur hur fear terror necros are so OP.”
Just strikes me as funny how all classes get categorized into what the community sees as “cheese builds” just because they play that class… What are your stories on people guessing your builds just because you beat them at their own cheese?
I don’t need fear, they run away from my terrifying damage without me needing to use it :p
20606 strength runes, zerker amulet. This way you can still do decent damage while in death shroud. But 22406 works too. Or 62006 or as Bhawb says 66002 and get anything that does damage.
I play D/D Zerker.
And yeah today i got a whisper from a warrior: wtf dmg
When i made him half hp in under a sec with burning speed arcane projectile and arcane wave, finishing him of with a 11k fire grab xD.
I usually manage to bring down enemies before they even know whats happening.What was the cooldown on firegrab again?
45 seconds but in the times it can make a 2 v 1 a quick 1 and a half v 1 it’s nice. Or to win tough fights. A bit like an Elite gives you an advantage, he just tried to make a point about burst.
I’m not going in on the discussion weak or strong, but for the OP I’d just stick with it for a while, maybe watch some good streamers (I wish I had links for you, but I’ve been focussing more on other classes lately) and hit the dummy for more of a feel between the attunement juggling and it will all be ok. For me Elementalist also took the longest to get used to, even though she’s likely the toon I spend most of the time actually playing on.
Its cool that ya can hit for 11k with fire grab but with the Death shroud Necro I can hit for 2.5-5k dmg per lifeblast at long range and double that amount in Lich form.
The Warrior can obviously also do that with eviscerate at a… I think 12ish second cooldown.
Guardian… Not sure if they can. They can do alot of damage but not 11k as far as I’m aware of.
But on hindsight we may have high cooldowns but when a pro like you can cast all those abilities at once it takes down an opponnent quite easily. We have way more abilities that are insta-cast.
I had no idea when I posted that this build would be as popular as it is.
I read through everybody’s comments, and there are many good suggestions.
I designed this build to win 1v1’s on back point, and have enough survivability to live 2v1 for a good amount of time, that’s the reason for double armor of earth.If you want more damage, 5/0/0/3/6 is a good way to get it.
If you want more defense, 2/0/2/4/6 is my suggested way.All that being said, I wouldn’t give up Glyph of Elemental Power for the world.
The utility it provides through cripple, weakness and burning is just invaluable to me.
Permanent weakness destroys thieves and mesmers, cripple stops anybody from kiting, and the burning is so constantly applied it is almost unremovable.
Thanks for sharing your build, I’m completely into my elementalist again now and am suggesting this build to all my ele guildies
the 25 stacks of might gives valuable condi damage that makes that glyph of elemental power quite useful. I have tried using different utilities but have yet to receive similar results.
I play D/D Zerker.
And yeah today i got a whisper from a warrior: wtf dmg
When i made him half hp in under a sec with burning speed arcane projectile and arcane wave, finishing him of with a 11k fire grab xD.
I usually manage to bring down enemies before they even know whats happening.
What was the cooldown on firegrab again?
yeah.. so I’ve tried staff elementalist and will most likely try it again but just for comparison sake; here are the stats of my zerker staff necromancer in pvp:
3200-5000 power (lich form -> 30 sec. and might stacking up to 15 thanks to one trait)
100% crit chance (90% of the time due to one other trait)
200% crit damage.
2400 armor (90% of the time thanks to another trait).
close to 40k hp thanks to Death shroud and life force generating abilities.
Result: I kill 3-5 in the 30 seconds of lich form without having to stomp. and can kill around 2-3 in death shroud in that amount of time with just pure raw damage.
DPS for each form and normal form:
3k dps in normal form at close range, a third of that at long range.
2.5-5k dps at long range while in death shroud.
4-10k dps while in lich form.
All dependent on what the opponent does and how much armor they have. Normally I down people in 2-3 hits in lich form and 5-8 hits in death shroud form. When taking minions and daggers full zerker it takes maybe a second or two to down the lower armor guys which works quite well with the dagger immobilize.
I’m interested in your build if you can get even halfway to those results since I like elementalist the most of all professions.
try running a 6/6/2 dps build on all professions and you’ll find that the elementalist dies WAY faster.
the skill editor says you’re using Axe-Sword.
That Elementalist never died! NERF
That’s only because elementalists tend to be better players since they’ve had to deal with being the underdog and still deal with complicated mechanics and rotations. All that a necro, warrior or thief ever does 80% of the time is auto attack and dodge…. or run away.
I’ve seen people jump out into spectator mode waiting for the auto balance so they could join the winning team…
im not in a guild so sounds like joining one is the first step
Yup, what you could also do or what I’ve seen done is find people that like spvp and add them to friends and just team up with them
What server are you on?
I had two disconnects and news that my mom was diagnosed with cancer. Come back to spvp for some distraction find out I’m dishonourable for 3 days…
neither has the mobility that I like as I’m more of a roamer.
Guide: How To Survive Longer Against Heart Seeker Thieves in Tournament PvP
in PvP
Posted by: Swimsasa Stoon.8936
interesting, that is quite usefull I guess not to waste dodges on the initial heart seekers.
But its the backstabs that I have trouble with, they stealth stab and I’m dead.
Or when I can predict their every move they stealth and teleport away.
What do you do against a thief who has 3 teleports 5x stealth and good condi removal and regeneration while in stealth? He always teleports away while in stealth making it impossible to pinpoint his exact location when he’s in stealth. Downed him twice but he stealth rezzed himself and then I figure I’ve had enough go fight another one of his buddies and he backstabs one-shot me.
Heartseeker spamming noobie thieves aren’t the ones that bother me. Its the skilled thieves that cause 100% of my deaths in 12 matches that bother me.
Nevertheless thanks for the guide and sorry for the bit of raging on my side.
get your guild interested. At first it was just me and two others now its 15 of us all vying for a place in our guild pvp teams.