does pistol mastery effect pistol whip dmg ?
a tip that mite help you improve is if you cast shadow refuge then sneak right after then unload untarget re-target you re-cloak be able to do a second sneak attack ^^ good amount of burst in 4 seconds ^^
you can see there shadow return it pop up as a white circle : )
1200 range on cluster shot was too OP. i think it was over nerf to 900 i would much rather seen it be 100 or even 1050 but it not that big of a deal overall.
of course this only copy one set weapon engineer is currently holding. so if you make it they weapon swap after it wont change the phantasmal. it would only copy 1-5 no special class move with it. like burst or steal or all others lol.
i think it would be cool if Mesmer could create a phantasm that could mimic your target weapon set. and 1/4 of there stats of target
so if you say fighting a GS guardian it would steal GS skill tree start attacking the guardian with his own attacks.
anyways leave thought idea comment : )
another way to look at it they could add a monthly reset on it so you can only change it once a month to fine toon your build
then just go on CD for a month.
“if they add a reset option” it cant be threw the gem store people just exploit resetting themself to max there use in WvW. people become a pay to win game. i am fine with 250 honor coin idea : )
i thought it would be cool if we some how buff traps in some way threw rank point. i like to hear your guys thoughts on what you think would be cool to see added to them.
Tier 1: Trap cost 3 less supply cost 5
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Tier 2: Trap range is 20% bigger cost 10
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Tier 3: Trap cost 5 less supply cost 25
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Tier 4: Trap steal 5 extra supply cost 50
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Tier 5: Players hit by trap are marked for next 3 minutes showing movement on map / mini map as red dots. cost 75
leave thought comment idea on how you would like to see them do trap ranks
i would like if you could change commander tag color with w/e color you have unlocked
i thinking of a salvage siege rank idea.
Rank 1: salvage siege for 25% of supply you put in to it. Cost 50 skill point
Rank 2: salvage siege for 45% of supply you put in to it. Cost 50 skill point
Rank 3: salvage siege for 65% of supply you put in to it. Cost 50 skill point
Rank 4: salvage siege for 85% of supply you put in to it. Cost 50 skill point
Rank 5: salvage siege for 100% of supply you put in to it. Cost 50 skill point
salvage siege will be given to play till they hit max supply then dropping the x rest on the ground for everyone to pick up.
anyways leave thought comment idea
k so i would like to see P/P fix but first why does p/p suck in general ? because of retaliation. so this boom alone just hard counter playing P/P in any viable way. if there was a way to get in to cloak say to get trait heal and con removal that would be great. but only way to do that is to run a select utility. by running these set utility you unable to run stun break again limiting the play style. but not factoring any of that P/P just has overwhelmingly weak dmg output even if your running a full berserk er ultra glass cannon your dmg is just not there.
k so taking all that in to account how do we fix P/P to make it better one way i see fixing p/p would be to up unload dmg + give it torment.
another way would be changing skill 2 replacing physical projectile with a new blast finisher allow thief to combo in to cloak getting all his healing trait bonus off. you could lower the range of skill to like 200
final way i could see P/P being fix would be adding boom strip on final shot of unload.
i know there lots of post about P/P these just my idea on how to fix it
dancing dagger is good for tracking mesmer in cloak =P just throw it a clone it bounce to him in cloak
blind before you change the mech was fine you auto attack it was gone regardless of target.
but know that it require a target to remove the status it let the player that using the blind have way to much control over the fight i think 5 second blind should be changed to 1-2 second in my personal view.
anyways leave your comment thought idea. : )
it a BackStab build i want bigger numbers not more hits
but thanks for going so detail in this it interesting non the less
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thanks both of you taking the time to answer my question : )
oh sure sure.
first build is 2251 power with a lv80 berserker dagger 924-981 weapon strength
second build is 2133 power same weapon.
alright i be honest im still a bit confused. i write out what i am trying to figure out.
current build has 3232 atk p 44% crit rate 112% crit dmg
second build would be 3114 atk p 47% crit rate 115% crit dmg
so my question is is 3% crit dmg better for my build then roughly 100 power i am losing ?.
how much Power is equivalent to 1% crit dmg ? in term of dps
so i thinking it be cool if there elite skill that gave manual controls to your turrets. like say 20 second cd on triggering radio allow you to pick a turret then open up manual control 1 forced target 2 stop attack 3 auto targeting 4 bonus elite special turret move 5 switch turret. If you swap the elite off one you pick get 1/4 CD time.
so like say you target a player with it the turret will only attack that player unless you turn back on auto targeting. would stay forced on say cloaked player otherwise just be to easy to exploit targeting system. of course it would not shoot them in cloak.
so this kinda how i think it would lay out you trigger the skill go first sub window fallow in the order of what you have utility set up in. say your running Rifle Turret / Flame Turret / Net turret. the order of the elite would go
Skill 1 : Rifle Turret
Skill 2 : Flame Turret
Skill 3 : Net Turret
—-go sub window from there to
Skill 1 : Forced attack: (will not attack any other player other then target even after there dead)
Skill 2 : Stop attack (does not attack anything)
Skill 3 : Auto targeting (attack any player with in range)
Skill 4 : Special elite move(anet can figure this one out XD )
Skill 5 : Switch to different turret
anyways leave thought idea comment on how to improve this idea : )
i do not have a lot of time on engineer but from the amount i have played a couple things i have notice that seem to really not work with the class
first off for Healing turret it has a water field bonus + tool belt water field. i would like it if i could cast the water field well in the middle of a leap skill not have to wait to land to trigger it. it just seem like it really slow down the play style of engineer make it much easier to combo leap finisher with the fields.
and my second major problem with the class is no control over turret i would really like option if i go up to my turret it act like everything else in the game just become my attack skill giving me option to attack – stop attack – pick up.
outside of the 2 minor things the class is really amusing to play
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i thinking of a way we could bring power orb back in different way they where used to begin with. i wanted to bring them back in a way where no side get a major bonus from them but give a mini side event well in WvW.
alright so first i am going to explain how my idea will work you will pick up the power orb. you be able to take it to camp, tower, keep and castle. you will talk to the upgrade NPC be able to infuse power orb with one of the upgrade depending on the upgrade you choose based on it Tier will depend on the reset time of the orb.
Orb upgrade = 2 hour
Tier 1 = 1 hours
Tier 2 = 45 minutes
Tier 3 = 30 minutes
so you picked your upgrade now the only way you can lose power orb is if you lose the camp, tower, keep or castle. if that happen orb auto go on reset timer for 10 minutes fly hack will not be possible with this because it be infused right to the npc not exist as a real item. major problem we had with power orb was everything about them was just so buggy back when they where released. that should resolve all the problem on Anet side just having orb not exist in a holder.
Here basic idea of how every upgrade would change in WvW based on what you would pick to infuse the orb too.
Camp
Tier 1 : Hire Caravan guard: +1 wizard. guard are replace with zealot + 2 archer
Tier 1 : Increase Supply Deliveries: Carry extra 50 supply a player can take from yak
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Tier 2 : Hire Additional Guards: extra 2 each guard over 1
Tier 2 : Strengthen Guards: lv82 guard become lv84 Supervisor become lv82
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Orb power Tier Cost 1000 supply each
Tier 3 : Anti cloak Sentry : give 1000 Radius deal 1 stack of torment every second player is in cloak does not decloak user.
with orb power up radius become 2000
Tier 3 : Mine field : Set up 200 radius 1k dmg + ripping 1 boons 2 minute CD on respawn. mine are randomly placed all over the camp.
Orb power : mine Radius become 400. dmg is raised to 1.5k.
Tower/keep/castle:
Tier 1 : Hire a Second Worker: orb power = Worker use 50% less supply when building.
Tier 1 : build pot of oil : orb power = debuff player every time there hit for next 5 minutes gaining 1 torment stack pre hit.
Tier 1 : Reinforce walls: = supply cost is remove by 50%
—
Tier 2 : Hire Siege Master = able to buy Superior seige for Honor coins.
Tier 2 : Hire more guards : Double the amount of guards in the tower keep castle.
Tier 2 : Build Cannons : cannon bullet travel rate is raise by 50%
Tier 2 : Reinforce doors : door has 50% more hp
—-
Tier 3 : Hire Patrol : hires a second Patrol
Tier 3 : Raise guard level : guard become lv84 over lv82
Tier 3 : build mortars: mortar have +2000 range
Tier 3 : Fortify Tower: Regen 1 supply of HP every 10 seconds.
—
Orb power Tier cost 2000 supply each
Tier 4 : Defender shield: personal anti range shield with in the tower: 30 second durtatoin. 10minute cooldown AoE Radius 1000. shield can block seige. Defender shield can not leave the base can be casted anywhere inside. this unit can be destroyed. with hp of 10000.
Orb power: unlock a second defender shield
Tier 4 : Static door: raises door hp by 50% will cast daze on anything that hit it for 1/4 second dealing 250 dmg to player, 1000 dmg to seige.
Orb power: daze is raised to 1/2 dmg from door raise to 500 dmg to player. 2000 dmg to seige.
leave thought comment idea
only spot cluster bomb range is OP is if your defending a keep or tower you can shoot over the wall with out even getting close to it. so only like 2 – 3 skills can hit the thief or… arrow cart lol
this would effect nothing but SPVP and thief suck in Spvp to begin with.
ah alright thanks for the reply
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Ricochet trait. how far is the bounce range on this attack ?
Alright after reading the leak post of what changes could be happening to thief. what style of builds do you think will start poping up again.
i personally think D/D mass dodge death blossom build going to repop back up with change death blossom cost. only reason that build really got faded out was because P/D could just use the initiative much more costly then Death blossom.
i could also start seeing S/P being more played now that stun to dmg is being lower probably get combo with steal daze i could see. S/P got fated out from the DPS nerf but with the faster stun change you should be able to get more free hit in.
i would not mind seeing some P/P builds i do not expect it to happen. but with bounce being raised to 50% you mite be able to get some cool unload style build going.
anyways leave your thoughts on what style of play you think will start popping up after balance change
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15/30/0/25/0 is what i run ^^ but it will be nerf after patch
that because in release people would shadow step in to tower + keeps so anet had to change how it worked so at time it just alittle sketchy. xD it pretty gay when you just be like lololol wall for noobs straight to lord room with me
i am sad that this being nerf i think it fair. only sad aspect of cluster nerf is not being able to shoot over tower now with out getting stuipedly close to the wall.
i run WvW roughly 50 – 80 FPS i never had issue with CnD. Expect on Reset days where every map is full i am getting Sever lag it not CnD issue it just lag that cuasing you to miss most likely. that saying it with about 2100 hours of thief game time ^^.
if you target the main Mesmer when he cloak it will be removed same as any other class. that cloaks.
mesmer have 2 second cloak + 1 second if traited in a grand master if i recall right. they have a possible 4 skills to enter cloak 1 them with high CD 1 on weapon set. 2 in uility 1 in elite
skill cloak are The Prestige offhand torch. 30s 3 second cloak CD
Uility cloak are. Veil 90 2 second cloak CD // decoy 3 second cloak 40s CD
Elite cloak = Mass invisbity 5s cloak 90s CD
a rule of thumb as a guide when fighting mesmer is. most of them are really dumb dont try to stand in with there clone making it easy to tell them apart. smart one will stand ontop there clones bait you in to the 3 of them so they can shatter on you for 25 vul. basicly kill you do not fall for that trap
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P/D is strong play style over all only downside is it take time to achieve real dmg.
only aspect that is broken about Steatlh in WvW is that you can still cloak on walls and supply camp thingy. that is anet fault for classing the bug as fixed not a thief fault lol.
i thought it would be cool if there was a rune set that focus around dodge.
1 piece = 2% faster dodge regeneration rate
2 piece = 10% vigor duration
3 piece = 2% faster dodge regeneration rate
4 piece = 5% chance to gain 10% dodge on hit (10 second cd)
5 piece = 2% faster dodge regeneration rate
6 piece = -10% dodge cost
leave thought comment idea.
sorry guys i hit a text limit ;/ i trying to limit it as much possible
S/D thiefs in current meta S/D thief been running Shadowstep + Infilrator signet + withdraw. alright so S/D thief are not that complex to deal with there more so just really annoying first thing there going to do is jump on you root you ground press flanking strike fallow up with a CnD press Tatical strike then Flanking strike again endlesss combo. what your going to be wanting to do is only be dodging against CnD everything else does not matter. S/D has little to no dmg output if you block the CnD S/D can not support it initiative cost. forcing them to end up only auto attacking then you just burst them down or they will run away.
P/D thief this is one time you will see signet of malice on a thief. most likly be running caltrap + shadowstep + shadow refuge. fighting a P/D thief is simpler to fighting a S/D thief your main goal going to be blocking that CnD because that where there dmg going to come from fallow up sneak attack. biggest thing to note when fighting a P/D thief is to never stand on caltraps. sounds pretty simple to do when a lot of people forget that simple thing when fighting one. what you should be trying to do be running away from the D/P thief to lead him to running forward CnD so you can easily see him casting it on you to dodge. then hard counter him. if he running after you he cant use caltraps.
(mostly offhand weapon )Short bow thiefs: short bow has nearly no dmg output outside of cluster shot if you can eva that you more or less have the match won. i suggest using some kind of knockdown to limit the thief movements.
S/P thiefs: most likely going to be using Shadow step infiltrator signet and shadow refuge. S/P thief more of a support they deal ok dmg vs light classes but overall if you last threw first 5 seconds of there burst there more or less done. rotation going to look something like infiltrator strike pistol whip head shot pistol whip maybe another head shot. but by that point they just be completely out of initative so you want you be wanting to do just be trying to dodge that stun from pistol whip and draw the fight out to make it so they have no initative to use end up with only auto attack.
P/P thiefs: there honestly no one that play this i fought like 1 p/p thief in about 1700 hours of WvW. BUT if you want to know how to fight them put on a ranged weapon because they just zone you out with black powder never letting you get close enough to engage.
after all that being said there no clear way to tell you how to fight a thief because there many viable way to play one but that should give you basic understanding what you should be looking for in most thief play style. a lot of it just copy and pasted with different skills.
Simple basic before even engaging a thief. read there utility get use to what they look like if you see stuff like. Assassin signet + Signet of Angilty. that suggest there going to try bs you win in 1 hit. or let say there running Infiltrator signet this suggest there going to chain teleport on to you limit your option of ever running away meaning you should not try to run away fight straight on. last notable skill is Signet of malice when you see this most likely mean your fighting a high Con bleed build thief that going to use bleed caltrops to heal with.
alright now that we got that out of the way look at how to fight a thief.
D/D most D/D thief going to run skills like Infiltrator or Shadow step maybe movement signet probably shadow refuge. alright so know the know the 3 skills there most commenly going to be running what your going to do is stand far away from him becuase you know he going to open with vemon basilisk + heart seeker in to steal combo so you wait for it see him blink you gotta just auto hit dodge. if that misses the thief wasted 3 uility to engage limiting his max use already most thief wont even engage after failing attack like that. k so let say you got hit by it you gotta hit a stun break to stop that combo because he going to do 2 auto attack then CnD finish with a backstab. let say you stun broke it right at heart seeker what your going to do is accept first 2 auto attack hit if you see him go for that CnD you press dodge that waste alot of initiative putting Most thief down only 1 more try it alot easyer to dodge second CnD becuase you moved far enough away where just visally see it. once he try for that second CnD becuase that only thing a thief can really fallow up with you just dodge it again you won the match.
Let look at D/P thief most commonly going to be running Shadow step movement signet shadow refuge. Most D/P thief spec in to cloak on blind is very problematic skill nothing to really worry about. a D/P thief is going open with a back stab you should see him coming with black powder on the ground everywhere. best way to engage a D/P thief is to run at him well he in cloak it take alittle getting use to timing it but what you want to do is just run up to him when you think he beside you hit dodge then he uncloak beside you you have first attack off on him. he going to fallow this up with a black powder assuming your melee your range will out range the black powder but honestly what you want to be doing is just running away he press heart seeker after just keep blinding you with a cloak + blind combo making you do 0 dmg. say you back off he pressing heart seeker on you if you have any skill that do more then one hit say warrior Whirling axe that a great counter to blind it only block first hit then thief take next 9 or whatever it is. biggest aspect when fighting a D/P thief is mostly just trying to stay out of heart seeker range so you dont get blind status so you can hard counter when they try to heart seeker on you. that more or less hole fight if a D/P thief dies it because he over extended.
D/P is very powerful play style. Downside to it is you trade a lot of your burst to achieve its max effectness. it a very strong scout play style awesome for being used to set up supply trap.
Downside is your more or less useless in PVP itself. the amount of trait you have to take to effectly use D/P heart seeker + black powder. lower your burst by to much to be useful. if you try to spec in to more burst over d/p you should just switch to D/D because you wont have the initiative cost to keep up with combo.
there reveal trap to deal with thief. removing cloak well setting up trap would be silly since they added few ways to deal with cloaking.. on top of all that 15 honor coins is a lot to just be spamming out. maybe not on Tier 1 and 2 sever but for lower tier sever you do not get honor coins at insane rate.
it not the game it your cpu ^^. my friend has 5.2 chip he avr 100 fps in full zerg fights
i thinking it would be cool if Supply trap gave WvW exp say 2 supply remove = 1 exp ?
leave thought comment idea
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Shadow Return need a a nerf some how. i know you guys do not like me writing suggestion for balance but in WvW. it just dumb. ( this is a WvW Only suggestion Not SPVP or PVE )
there are 2 way i see of possibly nerfing it one would be to remove overall jump back range from 1200 to 600.
Or second would be to remove the breaks stun option from the skill. that way with correct rotation a thief can be stun lock in place and killed. ( i think this is more correct option to pick )
as the skill currently sit the skill is broken for WvW. its just a get out of jail card.
i think it silly that all melee weapons share the same attack range i would like to see this be tweek in a small way. ( this only to melee attack)
greatsword = 140 range
hammer = 140 range
sword = 130 range
axe = 130 range
mace = 130 range
dagger = 120 range
this make zoning in PvP much more interesting. and complex.
Dodging, Fast Emotes and better "No-holy-trinity" group work.
in Suggestions
Posted by: Taobella.6597
guild war 2 was not focus around having “tanks” in the game so adding taunt would break that conspect.
dodge can be punish 2 ways just as you enter it you can be punished and as it finshs. there 2 frames ^^
i was updated that this is not coming out on may 14 ^^
It depends how it’s applied. It could be one or multiple of the following:
1) Automatic Reveal (pulsing or one-cast upon activation)
2) Unable to use stealth skills at all
3) Stealth skills operate the same – players can see you, but you can still use Backstab etc.
4) Silhouette of stealthed players, could be able or not able to target themEtc.
As well as that, we don’t know:
1) How big the traps are
2) How many can be placed in an area
3) What it costs to use them
4) How visible the traps are to enemy players, if at all
5) How many targets it can affectEtc.
Until we know what it actually does, I’m refraining from calling doomsday, but I still think it’s a silly route to go.
yes if i knew all the info on what this trap will look like maybe i would not over react but from the sound of it. i just wanted to bring the topic up to people who really care about there thief in WvW.
Introducing Traps in World vs. World
Traps are fiendish items that can be purchased from the new Traps and Tricks Outfitters on each WvW map. We’re starting with anti-stealth fields and traps.
This will break thief. i do not mind if the field put some kinda “status on me” where other player can see me but just simply removing cloak from thief will just break the class. thief is a sketchy class to begin with playing in WvW they do not offer much in team fight unless your using a short bow.
anet already added uncloaking to arrow cart just anything more then that anti cloak field. just make it not viable or worth the time to play a thief unless you enjoy just maining a short bow
leave your thought comment idea on how this would effect playing a thief
I would like to know how anet came to choose these number because they do not make any since to me so i like someone to explain it to me.
Guild Arrow cart = 40 supply
Guild ballista = 40 supply
Guild catapult = 25 supply
Guild Trebuchet = 120 supply <— this number sound like it was just drawn out of a hat
Guild Golem = 50 supply
i would likes someone to tell me why arrow cart and ballista are 40 supply ? should they not be 20 ? And i would also like to you to tell me why Trebuchet are not 50 supply