So you can’t use Shadow refuge with DareDevil spec. because you can’t dodge in the SR? (and if you can, you land damage so u got reveal)
Take dash if you want to dodge around your SR, as dash does no damage effects.
Might also be an intended balancing effect.
You go out from SR with Dash, too much distance traveled
You can swap weapons. Same as with Withdraw in SR.
But you can’t do multiple dodges
Just one.
And you need to have weapon swap available
Doesn’t work anyway, just remembered :p
And yeah neither of the DD GM’s will work with SR it seems… kinda sad but in WvW Roaming I dont like SR much anyway
Links to video?
So you can’t use Shadow refuge with DareDevil spec. because you can’t dodge in the SR? (and if you can, you land damage so u got reveal)
Take dash if you want to dodge around your SR, as dash does no damage effects.
Might also be an intended balancing effect.
You go out from SR with Dash, too much distance traveled
You can swap weapons. Same as with Withdraw in SR.
EDIT: lol doesn’t work, seems like i had a blackout, sorry
(edited by Tarkan.5609)
I was distracted, did they mention if Bound breaks stealth on hit when comboing? Or it will work like heartseeker? It looks great and the damage is solid, so I hope I can synergize it with my build.
It works the same as Heartseeker.
Wow a Dev Response in the Thief Forum! Keep it coming Karl, you just won the hearts of a lot of thieves!
Question my internet dropped for a second during the stream, did you mention when the CD for Disrupting Daggers starts?
Right after you activate the skill or after you consumed the last charge? (hope the latter as it would otherwise be a really bad mantra)
Shame indeed. LOL at Vault skill hitting for 6K while using Marauder armor.
Easy to evade and while under the effect of +10% dmg tho :P
Still a nice skill though
Nothing new from stream, besides the fact damage on dodge (power or condi) is probably too strong.
Yeah probably gonna get nerfed.
Also, the Physical Skill that Blocks (no idea what the name is) had it’s CD increased to 15, Vault costs 5 Initiative instead of 6, Staff Mastery gives 2 Endurance per Initiative used and I hope Pulmonary Impact get’s a buff, the damage doesn’t seem tooo nice (might just me being used to crits tho – or the fact it was a heavy armor target, don’t remember that correctly).
Please Don’t Nerf
Instead Rather Rebalance (If Confirmed OP)
Rekt by Karl
Karl Likes Thief
WORK ON ACRO
Edit:
Watching PoI, Sobbing
Sorry, Guards + Eles
(edited by Tarkan.5609)
ALSO for those who, like me, are seriously considering using this spec as main spec….
May I suggest this appetizer: https://wiki.guildwars2.com/wiki/Superior_Rune_of_Evasion
What do you think? or is it too underwhelming?
I’m too obsessed with Traveler runes.
gottagofast
If you pick up Runes of Evasion+Dash dodge, you will get 11 seconds of swiftness on a dodge roll, plus Fury plus cripple an enemy every 10 seconds AND 175 Ferocity.
So that’s practically permanent swiftness if you’re using Thrill of the Crime.
You also have other swiftness rune options like Rune of the Pack and Centaur that increase your damage and also give you lots of swiftness. Save those Traveler runes for Necromancer or Mesmer, dude!
That’s a good a point. I would use Runes of Evasion to replace Impairing Daggers, in case i need to chase. Bound is too good to pass mate. especially WvW. The choices really compete against each other and they made good job.
I just wish, Escapist’s Absolution would change tiers or just simply be a minor.
Bound is good if you’re running off hand Pistol or Staff. I really don’t see it doing much for off hand dagger other than some nice dodge damage but it could potentially reveal you if you’re in stealth and you dodge to avoid an incoming hit. Plus you have to dodge into an enemy if you wanna hit them and you usually wanna evade away from an enemy.
That’s right. It could completely mess you up.
I think this right here will keep S/P from being as awesome as some people think it will be. Sure, you get stealth from offhand + dodge, but if you SR and then try to dodge a knockback, you’re likely to reveal yourself from the damage.
That’s also my concern, adding a CD on Bound won’t make it better though, don’t even think about it Anet!
Maybe what they could do is switch some effects between Bound and Dash, so that the leap-finisher-GM doesn’t deal dmg (better for /P specs) but I’m not quite sure how well balanced that would be or how many people would cry because they don’t see the possible upside of it.
Let’s see how it’s gonna work out in the BWE though, before that all is pure speculation.
Updated the one fix in this patch… much bug fix, such wow
I know right? Oh well… I’m still excited for the elite spec.
Same here but I’d be more excited if we got some bug fixes first – and some changes to trait lines/skills that need it (acrobatics, tricks,…)
Yeah, the bugs should really be taken care of. For me, I find the most annoying bug is that cluster bomb one. I know there are more important bugs that actually affect the functionality of the thief, but man, it throws me off a lot if I’m spamming that move (as in, it makes me think I missed the last-second point of detonating the arrow and am simply firing another shot, so I end up standing still for a couple seconds until I realize that the shot actually clustered and it’s not another arrow).
Yeah i understand but after the last patch I rarely detonate it anyway, so that’s nothing that influences me too much.
I’ve been playing thief since launch, but admittedly I’ve stuck with my P/P + S/P weapon set. I recently made an alt that uses SB and soon to be staff, so I’m a bit new to the shortbow scene. Can I ask what exactly happened to the detonate skill in the last patch? I’m just curious.
The change to condi damage made it less worth it to actually detonate Cluster Bomb – before, with detonating, you could have a higher chance of actually hitting the opponent (depending on when you detonate it, how high in the air it is) and the bleedings did deal some extra dmg…
Since conditions only scale well with higher condi damage now (need around 700 condi damage so that they deal the same amount of damage as before, but over 700 they scale better) the extra damage is so low it’s not worth detonating for extra dmg – only reason you wanna miss out on the blast finisher + big chunk of damage is when your opponent is moving (could move out of the range of your pure Cluster Bomb thats why you detonate it to cover a bigger area) or you are blinded (if you hit 2 cluster parts only one will be blinded, if you don’t detonate it the whole dmg will be blinded).
When Gem Cards were first announced they were supposed to be available at markets like Media Markt, Saturn or Gamestop… not sure whether they still are and if, then you’ll likely have to ask them.
Otherwise you can buy gems (not gem cards) via the Game (→ Paypal etc), but I guess that’s not what you are searching for.
Please add Death Blossom to the List.Getting immobilize midair lock your character and become unresponsive to skill activation.
But this is actually happen anytime you get immobilize when not on the ground
Added it as a general bug, it’s been around for months… maybe Anet will fix it when they finally notice this thread (or rather: if)
https://www.guildwars2.com/en-gb/news/meet-the-daredevil-thiefs-elite-specialization/
Looking at the notes for Daredevil, i can’t help but notice a pattern, it’s traits and utilities completely negate just about everything the reaper does. A utility which interrupts at range and increases the interrupted skill’s cooldown, perfect for insta-halting many necro and reaper attacks, heals and utilities. frequent dodges which include, essentially, immunity to chill. High damage AOE Leaps on weapons, perfect for swatting necros and reapers between slow attacks, especially with chill removal to get away afterwards, with the bonus of annihilating any minions in the process.
There are also descriptions of additional stuns mixed in with the lot, so they’ll be able to make sure that once they hit us (not hard with necro/reapers total lack of active defence), we absoutely cannot finish our slow attacks or chase after them.
Oh and the GM dodges have finishers built in. Because, why not salt the wound right?
Any thoughts? Does it look the all-in-one reaper shut-down machine to anyone other than me?
We have so much AoE even as base necro, and thieves are still squishy as heck, with the increased damage we’re getting, plus whatever other changes we are going to get between now and then, we should be fine.
Plus I know engi has a Similar trait and it has an ICD attached to it, so if this gets like a 5 second IcD I’m not really worried.
No ICD on the dodge-modifying traits for Daredevil.
Plus “remove a condition when you evade” (with a datamined 1 second ICD) on a spec that has, by design, a ton of evades. Necro’s won’t stand a chance.
The interrupt thing may actually see some use but Shadow Step, maybe Shadow Refuge, a Signet or the new 10s physical stun break are more likely… don’t forget about the trait that makes us deal 1.200 damage (no crit) after 2s when we interrupt someone though
Because of that, the condition removal on successful dodge may not be taken too often, also not the cripple/chill clear+20% range increase on dodge (as that competes with damage on dodge + leap finisher) so don’t worry too much about that…
Also, the staff seems more like a PvE/Zerg/Small Group fighting weapon, as things are looking now you shouldn’t see it too much on solo roamers (in the first few weeks maybe because everybody is gonna try it out)
The mysterious 12th trait has been found – and I was right. It’s a 3rd type of dodge skill with power damage. Potential DPS increase for PvE use and just monstrous in general for anything else. This hits about as hard as a frontstab!
man 1,147 damage for target 5 every 3/4 of a second…. WTF
A true incentive to evade aggressively. But I don’t think it’s better than an Impaling Lotus, let’s hope, with the way the traits are organized, we don’t get to choose between those those two.
Impaling Lotus: http://imgur.com/a/Ee6t8#8are we ready for this or na?
my gut tells me the dodge traits are all 3 GM options and will be balanced accordingly. One power offensive, one pure defensive, and one condi offense/defense mixed. That lets them make the effects for each much more powerful and unique, and balance them in a bubble because they can’t interact with one another.
I think they are gonna be in the same tier, but not necessarily GM’s.
Why? When Anet first announced Elite Specs, they talked about a GM that would remove a condition on dodge. I immediately thought about how Thief could use that and it happened.
It may have moved down (as it doesn’t seem like a good GM, useful yes due to condition cleanse lack but not good enough for a GM) but it may have stayed a GM.
You sure about that? That trait tooltip that was linked by Auesis says Combo Finisher: Leap :o
I’m quite sure yeah, used this one yesterday: [&CP8HAAA=]
can’t go on GW2 right now but I think that one had a different name and stated a blast finisher, anyone able to check?
Yeah it should work the same as Greatsword Leap or I guess Heartseeker is a much better comparison. As I said, the combo doesnt get applied until the animation is done so after you land and the damage hits. Meaning you could chain a stealth combo without being revealed. At least that’s how it SHOULD work considering that’s how every other leap finisher works.
Problem is that it’s a blast finisher, not a leap finisher… and Cluster Bomb does reveal you if an opponent is close.
EDIT: forget it, its a leap finisher… i swear i saw that exact trait yesterday though, being a blast finisher…
The mysterious 12th trait has been found – and I was right. It’s a 3rd type of dodge skill with power damage. Potential DPS increase for PvE use and just monstrous in general for anything else. This hits about as hard as a frontstab!
I’m wondering whether the damage happens before or after the blast… if it’s before the blast that could give S/P or P/P a new way to stealth, not stackable though if an opponent is near you…
It looks similar to a Greatsword Leap Finisher on a Guardian. So that would mean that you get the Combo from a Smoke Field but the stealth isnt applied until the animation is done…
So… YES! Sword+Pistol and Pistol+Pistol should have stealth access now
To all Daredevil naysayers… I have one thing to say…
Problem?
;D
No I meant whether the damage is applied after the blast finisher or before.
- after the blast finisher: gain stealth from dodging in Black Powder, then deal the damage and get revealed, yay!
- before the blast finisher: deal damage, then stealth when dodging in a smoke field
that could determine whether you could actually effectively stealth on S/P or P/P (at least with any kind of melee opponent)
The mysterious 12th trait has been found – and I was right. It’s a 3rd type of dodge skill with power damage. Potential DPS increase for PvE use and just monstrous in general for anything else. This hits about as hard as a frontstab!
I’m wondering whether the damage happens before or after the blast… if it’s before the blast that could give S/P or P/P a new way to stealth, not stackable though if an opponent is near you…
Bump.
15 charsLet’s do this again.
Won’t be the last time.
And again.
And another time.
Bump again.
Another one.
Hoping for Bug fixes now that our Elite Spec is revealed.
sneaky bump wasn’t itAnd hoping they wouldn’t have had to nerf Acro in order to make Daredevil tasty.
sneaky bumpBump.
11th bump in this row.
We haven’t even seen the PoI yet and these posts appear… I wonder whether that was the case with other professions as well?
Just wait another two days and you will see how much it is a monkey thief, until then please nothing is official yet
Usually laurels are the best choice for the 28th login reward anyway as they offer you the most – ascended trinkets/recipes, (wvw) infusions (maybe also others i dont play pve) and also gold
Awesome, just when I’m gone for the whole weekend…
And monk? No thanks, Staff rather looks like a kittening one shot machine that should have easy-read-animations and apparently gets his only real defense through dodging and that 10s stunbreak/block
I love the suggestion, some traits of Acrobatics could stay though imo:
- Don’t Stop is good
- Upper Hand should be slightly tweaked (higher reward, higher CD)
- Pain Response slightly tweaked (should only activate if you got the conditions mentioned)
- Hard To Catch
- Guarded Intuition (just kidding lol delete it)
Unfortunately, I also think it’s too late tho…
Bump.
15 charsLet’s do this again.
Won’t be the last time.
And again.
And another time.
Bump again.
Another one.
Hoping for Bug fixes now that our Elite Spec is revealed.
sneaky bump wasn’t itAnd hoping they wouldn’t have had to nerf Acro in order to make Daredevil tasty.
sneaky bump
Bump.
I’m th eone that think that all that stuffs will make Thief “OP” in 1vs1?
Seriously, the enemy will not be able to land a single skill before I kill him XD
Interrupt, daze, stun, blind, it seems to be pretty cool and be able to fight in 1vs1 without stealth. Also depend on the class you fight, but against a class with low stability that specializzation will be able to make a massacre!Really nice.
I want to try it!!!!!And we still need to see the Fx mechanic. A 2handed weapon will change a lot the core mechanic and we still don’t know what the new one will be.
I want to know!!!
you mean what is gonna replace steal?
sorry to disappoint you but it seems like the thief dev is extremely lazy… why rework our class mechanic for an elite spec if you can just slap on an extra 50 endurance?
Not happening man.
There’s been traits data-mined that indicate we’re getting physical skills and our “elite” mechanic will be an extra dodge (150 endurance, instead of 100).
THIS IS COOL!!!
Chronomancer: gets a unique F5
Dragonhunter: gets a new set of active F1-F3
Reaper: gets a new F1 with 5 Skills
Berserker: gets a new Primal Burst Skill for each weapon
Tempest: (honestly have no idea what exactly Overcharge is, just heard it sucks)Thief-Dev: oh lol i have no ideas and no motivation, lets slap another 50 endurance on them and ignore the reasons why we justified nerfing acro (too many dodges… then they gives us DD)
While it may be kinda cool it’s by no means a new class mechanic and mostly one thing: LAZY
Basically, it’s what acrobatics should have always been.
You got a point but 2 problems:
- doesn’t seem to be much dmg increase in that trait line and when you’re dodging you don’t deal a lot of damage
- now Acrobatics is not only a bad trait line, but also overshadowed by another trait line that does everything Acro does… just better
Not happening man.
There’s been traits data-mined that indicate we’re getting physical skills and our “elite” mechanic will be an extra dodge (150 endurance, instead of 100).
THIS IS COOL!!!
Chronomancer: gets a unique F5
Dragonhunter: gets a new set of active F1-F3
Reaper: gets a new F1 with 5 Skills
Berserker: gets a new Primal Burst Skill for each weapon
Tempest: (honestly have no idea what exactly Overcharge is, just heard it sucks)
Thief-Dev: oh lol i have no ideas and no motivation, lets slap another 50 endurance on them and ignore the reasons why we justified nerfing acro (too many dodges… then they gives us DD)
While it may be kinda cool it’s by no means a new class mechanic and mostly one thing: LAZY
Updated the one fix in this patch… much bug fix, such wow
I know right? Oh well… I’m still excited for the elite spec.
Same here but I’d be more excited if we got some bug fixes first – and some changes to trait lines/skills that need it (acrobatics, tricks,…)
Yeah, the bugs should really be taken care of. For me, I find the most annoying bug is that cluster bomb one. I know there are more important bugs that actually affect the functionality of the thief, but man, it throws me off a lot if I’m spamming that move (as in, it makes me think I missed the last-second point of detonating the arrow and am simply firing another shot, so I end up standing still for a couple seconds until I realize that the shot actually clustered and it’s not another arrow).
Yeah i understand but after the last patch I rarely detonate it anyway, so that’s nothing that influences me too much.
“Throw Goo” Stolen item from Engi reveals you if you get invisible after throwing it, if you get stealth while your projectile is midair you will get revealt.
Leaping through 2 of your combo fields prioritize 1st casted over last one (if you use stolen item from ranger and then try to restealth BOOM you just got yourself regeneration) Isnt it logical that most “recent” of my combo fields is which i want to use?
Throw Gunk: Thats because it deals damage.
Combo Fields: You gotta work with that, adapt. Show me a situation where Anet made sense and I’ll show you 10 where they didn’t.
Bump.
15 charsLet’s do this again.
Won’t be the last time.
And again.
And another time.
Bump again.
Another one.
Hoping for Bug fixes now that our Elite Spec is revealed.
sneaky bump wasn’t it
And hoping they wouldn’t have had to nerf Acro in order to make Daredevil tasty.
sneaky bump
Updated the one fix in this patch… much bug fix, such wow
I know right? Oh well… I’m still excited for the elite spec.
Same here but I’d be more excited if we got some bug fixes first – and some changes to trait lines/skills that need it (acrobatics, tricks,…)
Updated the one fix in this patch… much bug fix, such wow
Can we count this as a bug? I’d really like this fixed.
Yeah it was already in the list but I added the fact that it’s apparently only a display bug.
Anet better make this good. Otherwise there will a massive humble pie and a truckload of “I told you so”s for this forum.
I can’t speak for others, but all I ever said is that Thief was going to have a staff.
I never said it was going to be good, since that is impossible to predict, but I said that’s what Thief was going to get. From that picture that was released it was 100% clear Thief was getting a staff.Though some people somehow saw a rifle where none existed. That was, at least for me, what the whole discussion was about.
I don’t speak for everyone aswell, but rifle was just preferred. ANYTHING but a melee staff would have been adequate except maybe warhorn and scepter. Melee staff just doesn’t seem like it’ll do anything the other weapons can’t already do. Its almost guaranteed to cause issues. These are just a few …
snip
You are right, but this finally gives some more attention to stealthless, power (maybe evade) thieves (hopefully). S/D may be better at this but what I like about Staff is that I hope it focusses on non-Stealth gameplay.
In one of the first posts ever from Anet about Elite Specializations they talked about some traits, one was that you lose a conditon when you evade an attack.
That got me hoping to be a trait for thief and an evady elite spec, no matter what weapon. And I think most (mostly former?) S/D Thieves ar gonna love the news as it may become a spec not outshined by D/P by far…
Also as it may be a stealthless elite spec, P/P and S/P may get some support as well, two weapon combinations who are not often seen in WvW or PvP… maybe also bring some kind of Riccochet back (not that I care much about that, but it seems like a lot of Thief players do).
Bump.
15 charsLet’s do this again.
Won’t be the last time.
And again.
And another time.
Bump again.
Another one.
Hoping for Bug fixes now that our Elite Spec is revealed.
sneaky bump wasn’t it
Because why not make it easy for them an give us some hope?
Maybe we will finally get some dev attention
Now that our specialization was revealed (hopefully)
you never know, maybe anet is trolling and it’s actually a ranger
I hope we will soon be getting visitors guys!
So get your best suits, get some cookies and most importantly – why not make a list of threads that were posted and buried beneath others, regarding trait changes (cough acrobatics cough), whatever kind of suggestions and what not
I’m gonna start right here:
1. Dream List of Thief Changes
2. Some Ideas for Acrobatics Changes
3. Thief Bugs
(edited by Tarkan.5609)
got one for ya:
If you heartseeker INTO a black powder (pistol no.5) you will proc the stealth combo but you will not actually gain stealth. Doesn’t happen if you leap OUT of the field though, or through it. Only happens when you leap from inside to outside the field.
Thanks, added it.
Guess you meant “Only happens when you leap from outside to inside the field.” though in your last sentence right?
I answered it and it was good
3 things I would like to see changed though:
- in the beginning, how often do you play each class (and maybe also each in PvP, PvE, WvW) to see what the voters usually play and from which class their opinion comes from
- when classes are mentioned, some differentiation (like power or condi ranger) could be nice
- I swear i had 3 in my mind…
Bump.
15 charsLet’s do this again.
Won’t be the last time.
And again.
And another time.
Bump again.
Another one.
Added this from a pm
Shadow Refuge: Sometimes when putting down Shadow Refuge it doesn’t start stealthing immediately and only stacks like 3-4 seconds od stealth in the end.
(tbd)
snip
Seriously, you should be a dev.
Usually Pack, with ToC and SoH (Trickery Thief like you said) you are getting close to perma fury and swiftness which is awesome for any melee power build
Vampirism is only good if you have team mates that can heal you while you’re in the mist (and also take of condis if needed). Thats why it’s often used in competitive pvp and coordinated teams, there it works well.
Does not work that well if you are solo roaming in wvw or solo queuing in pvp, there i’d always say pack > vamp
Yeah Berserker has this trait man. I was always thinking about that too. traits to escape death. It is a lot more suitable for the Thief than the berserker in my opinion. but I guess the thrill of adrenaline could also help you completely negate pain.
They already have Endure Pain though.. That’s pretty solid death cheating mechanism to me.
OH WELL. We deal with things that’s what we do.
endure pain and defiant stance, which not only negates damage but also turns it into healing (it’s pretty skill based though, the timing’s important)
Endure Pain, Defy Pain, Defiant Stance/Resistance from Healing Signet, Berserker Stance, the new trait…
Yep, any one trick pony thief will cry, then add all the burning and voilà:
pulsing stab, no death if the warrior pays a little attention, high toughness and high burning uptime on a condi berserker
Also think that anet could use some of the traits/elites here as an idea, I doubt any of their debts now how to fix what thieves really lack
and your game, your rules man
would’ve done it without any offered reward as well, was fun to come up with some traits
Also, the more you focus on toughness, it keeps your hp pool lower and increases healing effectiveness on you. With 20k HP and a 5k heal skill, you gain 1/4 of your HP, while 10k HP and a 5k heal skill will heal 1/2 your HP.
I’ve seen a lot of people say this but I’ve never really understood it.
As far as I remember all healing skills either heal you for a fixed amount or at a fixed rate. So having lower health doesn’t actually mean you get more health from being healed, just that the ball on screen fills up faster so it looks like you’re getting more.
A 5k heal skill will give you 5k health, regardless of whether your total is 10k or 20k.
Thing is:
With Toughness you loose less health from direct attacks than with Vitality. That’s why in the end, your healing is also worth more if you take Toughness over Vitality (against direct dmg opponents).
Figured it would fit here rather than creating another post.
Shadow Refuge: while the quickness boon is active, the animation for Shadow Refuge will end earlier than the stealth pulses do. If you leave the area of the original AOE animation, you will be revealed.
Thanks for posting it here, updated it.
Bump.
15 charsLet’s do this again.
Won’t be the last time.
And again.
And another time.
Bump again.
Problem with every single first minor so far that was noted down as first minor – doesn’t change the class mechanic :p
I think Daredevil, and especially Staff, if these do happen to be part of our elite specialization, won’t have real access to stealth and will rather focus on stealthless play, more focused on evading and blocking, maybe also some boon stealing.
1 Quick, Quicker, Daredevil
When you successfully block an attack, you get super speed and resistance. (ICD)
2 Block Mastery
Blocking also reflects projectiles. Per blocked attack you gain 1 Initiative and apply slow to the attacker. (ICD)
3 Try to hit me
When you evade an attack, remove 1 condition and gain 1 stack of might. (ICD)
4 Getting physical
Physical Skills recharge 20% faster and steal a boon from each affected opponent, sharing it with your allies.
5 ???
Critical hits daze your target. (ICD)
6 ???
If you daze someone, you apply bleeding and poison.
(could have also been cripple, blind or weakness instead of poison, but this could work for some S/D condi build as that is lacking any damaging conditions on its own)
7 Fighting dirty
When you blind someone, gain a stack of awesomeness Unfairness.
Unfairness: Increases your damage by 2% per stack and decreases incoming damage by 2% per stack. (max 10 stacks)
8 Devils Grace
Successfully evading an attack dazes the attacker. (ICD)
9 Go and Rage
If you don’t have any utility cooldowns, you deal X% more dmg.
If you have utility cooldowns, you gain 2 Initiative every 10 seconds.
10 ???
After you steal, the next utility skill you use has its recharge reduced by 50%. (ICD?)
(or use the new class mechanic, depends on whether something gets added like Chronomancer or changed like Reaper)
Elite: Physical Skill called Power Up
For the next 10/20s, you deal 20% extra damage and conditions on you have 50% reduced duration. With every hit you leech health.
(ICD for the boon steal part of Getting Physical)
(as english is not my native language, coming up with names ended up being a problem)