Showing Posts For Tolfast.6289:
Post this build please, then we can all try it…
This is my build for P/D.
One major difference is the amount of utility I get from stealth., when I stealth I heal, blind and cure conditions, as this build relies a lot on stealth I get a lot of condition removal and healing from it.
I think the 5 points in acrobatics for the swiftness on dodge is invaluable and comes in handy for getting away / catching opponents.
I only go 20 into deadly arts because I think those last 10 points are better spent elsewhere.
I have been messing around with a similar build for the past few days in sPvP. It is very easy to get a high score and very rarely die, however I am not sure how viable this would be in a tournament. For me I take a thief to a tournament for burst / roaming, not for outlasting an opponent while slowly bringing them down, there are better classes for that, whichis a bit of a shame really because it is a fun spec to play
Because MOBA’s have no PvE or WvW and additional features take TIME TO CODE.
Stop crying and just wait, its coming.
arenanet had about what 5 years more to code all that than the development of dota2?
everyone talkes about how complicated yadayada time consuming blabla but that is simply not the case when you have a game in development for nearly a decade
most of the features aside from spectator mode are incredibly easy to implement up to a point where it is actually not a matter of time rather than willingness
And this comes from your extensive experience with the GW2 code base I assume?…….
I haven’t tested Powder+HS and the 2 init/stealth trait, do they work together? I’m wondering if the game will simply recognize heartseeker as a skill that stealths you if it’s from a combo field.
Yes it works, I use it.
Dagger/Pistol all the way for me, the utility is just too good to pass up, blind / interupt / gap closer / easy stealth. I run it with a burst backstab build.
Can’t Edit for some reason ^^
But if it is WAI then there still may be a bug, because the chilled / crippled did not seem to affect the leap every time, either it should effect it every time or never. I will have another test tonight when I get home and clarify it.
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance!
The short distance thing isn’t a bug, movement speed effects Heartseeker. If you have swiftness or Signet of Shadows on it will go slightly further, if you’re crippled or chilled it won’t go far.
Learn something new every day, I never really noticed this before but that is most likely because I don’t overuse heart seeker (not saying you do btw), or because I am rarely chilled.
However this means that movement debuffs are reducing the range of a skill, which I don’t think is right, if chill decreases range for a skill then it should be universal across all skills
I don’t use it often either, truthfully I didn’t know till I saw people complaining about Heartseeker in the forums and some people mentioned chill/cripple was a counter, then I went into game and messed with it and noticed swiftness/Signet of Shadows boosts the range as well. I mean it could be a bug, but I think it’s intentional so people can counter it with slows.
This is definitely not a bug. Movement speed affects ALL leap type skills. It is by design. And yes, cripple, chill, and immobilize ARE intended as counters to leap skills (which would be otherwise impossible to escape from).
While I am not disagreeing that it may not be a bug, I still think it is wrong to reduce the range of one type of skill. The way to get away from a leap is to get out of range / dodge just like with any other skill in game.
Though I agree that getting out of range of a thief’s HS is a bit difficult due to initiative, however you could dodge at least two of them (more if you have vigour), then once the thief burned initiative you would get away.
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance!
The short distance thing isn’t a bug, movement speed effects Heartseeker. If you have swiftness or Signet of Shadows on it will go slightly further, if you’re crippled or chilled it won’t go far.
Learn something new every day, I never really noticed this before but that is most likely because I don’t overuse heart seeker (not saying you do btw), or because I am rarely chilled.
However this means that movement debuffs are reducing the range of a skill, which I don’t think is right, if chill decreases range for a skill then it should be universal across all skills
Yeah this heartseeker thing is really hurting my d/p build in PvP, especially when I rely on HS from BP to stealth and get me to the opponent
. One thing I do notice is that it seems to mess up when I have chill / cripple.
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance! Doesn’t seem to be 100% but imo it is more reproducible with a chill
(edited by Tolfast.6289)
I have to disagree with D/P being so far down the list, if used correctly it offers very good damage.
BP – HS – BS works well, yes it costs a chunk of initiative but if you pick the right traits that is not an issue. You get to go into stealth from distance via the HS leap, I find this incredibly useful for finishing off targets.
But if we forget about the damage aspect it offers great utility with an interupt for stopping stomps / revives / cast time skills. Then the AOE blind is great for helping your team finish off down opponents without being knocked back.
Then there is the gap closer, this should be a great skill, but unfortunately it roots you a place for a short time after using it, still it does reduce the gap a little I guess, (still hoping for the root to be removed).
Also the blind makes it VERY easy to solo the keep lords & and the chieften / svanir
I guess it is personal opinion but I think the damage + utility this offers is great.
Well I am glad to hear it is not just me :P
This issue is so annoying for me in PvP, the issue has been added to the thief bug thread too, so hopefully ArenaNet will see this
Not sure how to quote so:
[QUOTE]metaphorm.6904
Issue with Shadow Shot -
the animation for Shadow Shot includes a dagger swing when reaching the target. this swing animation seems to halt movement and briefly (1/4 second maybe?) root the Thief in place. this sort of works directly against the purpose of a skill that seems to be intended as a gap closer. getting rooted (however briefly) after closing a gap gives the enemy an opportunity to open up the gap again.
I’m not sure if this is a bug or intended behavior but it is a bit awkward to be sure. The other gap closers on Thief skills either incorporate an immobilize (Infiltrator Strike) to the opponent, or they don’t have a follow-up swing animation (like Steal or Shadowstep).
September 15, 2012 15:29
[/QUOTE]
I second this, a gap closer which roots you in place afterwards is pointless, 4 ini to then watch the target run away again....
I made a thread about this issue a few days back:
https://forum-en.gw2archive.eu/forum/professions/thief/Suggestion-Remove-Shadow-Shot-root/first#post73572
I use a D/P build, I prefer this to D/D because of the following:
3 – Gap closer (900 range)
4 – Ranged Interrupt (stop revives / stomps)
5 – Aoe blind also blinds the target from range, also prevent knockbacks when you are stomping if you place it on the person you are stomping.
My fights usually go:
Blinding Poweder – HeartSeekser – Backstab (assasins signet)
Using heartseeker from blinding powder puts you into stealth, so you blind the target, then leap to them for some damage, then get a nice backstab in.
If you target the right people this is a very strong combination.
I think this build brings a little more utility to the group than D/D, and you don’t need to get into melee before you stealth as the HS from BP does that for you
I have no problems keeping up, as I pointed out I can use HS after a Shadow Shot to get on top of my target. My point is what is the use of a gap closer that then roots you so the enemy can run away a bit more?
Why should we have to spend 4 ini for a gap closer that then requires something else to actually catch up?
After using shadow shot (D/P – 3) you are rooted in place for about 0.5 of a second which is very annoying because this is a gap closer. So if your enemy is running then you are not much closer to them once you can move again. You can usually catch up if you follow it up with a HS but I don’t see why I should need use another skill to catch up if I have just used a gap closer….
I think the root is from the dagger strike part of the skill, I could quite happily sacrafice that part in order to keep moving.
Thoughts?