Showing Posts For Toxsa.2701:

Anet, I'm really dissapointed.

in Thief

Posted by: Toxsa.2701

Toxsa.2701

Sorry, I didn’t read the entire thread, since there appears to be intermittent trolling/bickering. I’m just now trying to re-learn how to Thief after not playing for nearly a year.

Is it possible that LR could be changed for HoT? Or is that not very likely?

Current iteration of changes show no changes for LR. It’s very unlikely there will be a change.

If you’re optimistic, LR will be swapped with Shadow’s Rej for the GM spot…since some players believe that LR is really, really useful.

Since you guys think it does more harm than good, the only suitable trait that fit the spot is -falling damage trait. Otherwise it’d be unfair trade lol… (leave the -20% deception cd inside that adapt trait and pull falling damage out)

Nah, what we need is a trait that stuns or fear Ranger pets when they attack us. Or better yet, a trait that interrupts channeled skills when we go in stealth.

The possibility is endless.

Might as well add a minor trait in Marksmanship that applies reveal for 4 seconds on a 10 ICD as counterplay lol. The possibility is endless.

That trait suggestion doesn’t belong here. Whatever Rangers wants to do with their pet in their private place is no concern of ours.

He’s raising awareness. Now you’re aware.

Is that why he’s pushing for a revealed? Makes sense..

You 2 are two love birds lol.

F5 skill for pets IF you go full Beastmaster

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Since ranger is so abusive to their pets through all the traits (protect me, sig of restoration, empathetic bond, shared anguish), why not add a F5 skill that’ll command the pet to explode and cause huge damage to all enemies in 900 radius around the pet?

The pet will die and need to press f4 to swap out after f5 is used. (They will literally die, not down, so out of combat wouldn’t help regen their hp. They’d also lay on floor like a dead pet instead of following you)

It’ll help ranger to achieve a more active play-style, instead of passively rely on pet to do the damage, and promote a different style of playing without pet as ranger.

(edited by Toxsa.2701)

Anet, I'm really dissapointed.

in Thief

Posted by: Toxsa.2701

Toxsa.2701

Sorry, I didn’t read the entire thread, since there appears to be intermittent trolling/bickering. I’m just now trying to re-learn how to Thief after not playing for nearly a year.

Is it possible that LR could be changed for HoT? Or is that not very likely?

Current iteration of changes show no changes for LR. It’s very unlikely there will be a change.

If you’re optimistic, LR will be swapped with Shadow’s Rej for the GM spot…since some players believe that LR is really, really useful.

Since you guys think it does more harm than good, the only suitable trait that fit the spot is -falling damage trait. Otherwise it’d be unfair trade lol… (leave the -20% deception cd inside that adapt trait and pull falling damage out)

Nah, what we need is a trait that stuns or fear Ranger pets when they attack us. Or better yet, a trait that interrupts channeled skills when we go in stealth.

The possibility is endless.

Might as well add a minor trait in Marksmanship that applies reveal for 4 seconds on a 10 ICD as counterplay lol. The possibility is endless.

Anet, I'm really dissapointed.

in Thief

Posted by: Toxsa.2701

Toxsa.2701

Sorry, I didn’t read the entire thread, since there appears to be intermittent trolling/bickering. I’m just now trying to re-learn how to Thief after not playing for nearly a year.

Is it possible that LR could be changed for HoT? Or is that not very likely?

Current iteration of changes show no changes for LR. It’s very unlikely there will be a change.

If you’re optimistic, LR will be swapped with Shadow’s Rej for the GM spot…since some players believe that LR is really, really useful.

Since you guys think it does more harm than good, the only suitable trait that fit the spot is -falling damage trait. Otherwise it’d be unfair trade lol… (leave the -20% deception cd inside that adapt trait and pull falling damage out)

3 full traits line is great but 3....

in Guild Wars 2 Discussion

Posted by: Toxsa.2701

Toxsa.2701

They do this just to prevent you from getting all the OP traits with more trait points available. That’s their main purpose. They assume most people are running 6 6 2 or 6 4 4 or something like that, so they just simplify it as 6 6 6.

This change probably hurts engi, mesmer, and guardian the most since many people just grab some strong minor traits from each lines.

Anet, I'm really dissapointed.

in Thief

Posted by: Toxsa.2701

Toxsa.2701

What a funny bunch of fellows in the thief forum.
Even supporting them get flamed.
I genuinely wish Last Refuge gone, not sarcastically, but “practically”.

Just hope you fellows don’t regret it later on and start a bunch of new QQs about why Last Refuge is removed. I start to sympathize Anet now.

Anet, I'm really dissapointed.

in Thief

Posted by: Toxsa.2701

Toxsa.2701

Maybe you should count how many times this trait saves you than it kills you?
I met so many thief getting away and survive because of this trait in WvW.

People tend to have hindsight bias, that they only count the things they’re focused on, which is the time it messed you up. They wouldn’t count the time the skill saves them because the number is too big.

Counting the times saved doesn’t justify the times it failed.

If it meant to save, it shouldn’t cause death.

Think of it as doctors getting complaints about malpractice.

Essentially this. Top it off with being forced to take it if you want to invest any points into SA…
Some would rather have a blank trait in its place instead.


Here let’s pick a class you play, and a trait line that’s used quite a bit for said class, and add a minor adept trait that does “Upon reaching 25% HP, there’s a 65% chance to deal X amount of damage to a random nearby opponent and a 35% chance to deal Y amount of damage to yourself”. Clearly, statistically, it will help you more often than not. Great trait!

I agree with you guys this time. I support the removal of Last Refuge and make it a blank trait. I’d rather deal with thieves without Last Refuge. It clearly kills you guys too many times for it to be on the bar. I sympathize you guys alot.

+1 to removal of Last Refuge.

Anet, I'm really dissapointed.

in Thief

Posted by: Toxsa.2701

Toxsa.2701

Maybe you should count how many times this trait saves you than it kills you?
I met so many thief getting away and survive because of this trait in WvW.

People tend to have hindsight bias, that they only count the things they’re focused on, which is the time it messed you up. They wouldn’t count the time the skill saves them because the number is too big.

Turret Engi Patch - How are we faring?

in PvP

Posted by: Toxsa.2701

Toxsa.2701

turret engies are dead. one cast of my bonfire destroys all their turrets. gj anet. this is what happens when u listen to a bunch of vocal noobs.

Reminds me of how Beast-master ranger and spirit ranger got butchered and never returned to their former glory.
Thanks to the community, ranger once turned into an utter piece of trash for a very long time until they finally return some power back to ranger,

Ladies and Gentlemen: The Chronomancer

in Mesmer

Posted by: Toxsa.2701

Toxsa.2701

I think you guys are overhyped before you get enough info.

The new F5 can be on 180 CD, and lasts for 5 seconds only. Though it can still be paired up well with long CD elite, I don’t think Anet would make it too OP.

Why does Anet Hates Thieves....?

in Thief

Posted by: Toxsa.2701

Toxsa.2701

SA isn’t OP currently. If it were, most thieves would be running it.

Shadow’s Rejuvenation heals more than Mug. Stealth can miss and steal can miss, so missing excluded, Shadow’s Rejuvenation has more potential healing. It is a healing trait. That is its purpose. It is there to heal you when you need it, and to not be utilized when it is not needed, thus, in a fight it can just as easily heal less than mug as it can heal more.

The issue:
1) Thieves don’t take Mug for a heal. The heal can save us, and it’s a nice addition, but it’s taken primarily for the extra spike damage. You also pick up an extra 100 power at the cost of 2 trait points. Shadow’s Rejuvenation does not deal any damage, and getting it costs 2-6 points depending on how much it contributes to your investment into that trait line. You gain no offensive stats, only toughness and healing power which benefits regeneration if you take it, and Shadow’s Rejuvenation itself – thief heal skills scale poorly with healing power.
2) With more power and spike, you may take a few hits less due to killing your opponent that much faster – that is damage not taken. Avoiding damage while fighting is more beneficial than taking it and trying to heal through it.
3) To receive the heal from Mug, you must only land Steal which you would do anyway. To heal from Shadow’s Rejuvenation, you must stop dealing damage to sit in stealth, giving your opponent time to recover as well.
4) If Shadow’s Rejuvenation does indeed heal less than Mug would have in a fight, then it does not mean it is less healing than Mug, it just means you didn’t need the trait in that fight, which means it was wasted. Mug is never wasted.

Thieves don’t run SA “currently” for several reasons:

1. The offensive traits are scattered between Critical Strike and Deadly Art. Anet solved the problem by moving all the good traits to Deadly Art, and make Critical Strike neglitable, so thief only ever need to choose DA now (unless you’re in PVE)

2. Thief is one of the classes that benefits the most from choosing 3 full traitlines. Thief couldn’t choose SA currently only because they lack trait points to go BOTH offensive and defensive. Now with 3 full lines, they’re able to go offensive and defensive at the same time, thus making SA’s defensive much more accessible.

3. Combine the feature of DA becomes the to-go trait and Critical strike becomes not needed at all, thief can easily grab full SA without any consequence or drawback. They can be even more survival with the newly buffed Acro or stay to their pvp/wvw trickery.

4. Anet basically makes SA a brain-dead traitline by giving you EVERYTHING, without the need of making choices. You get even MORE regen from going to stealth, you get initiative, you get -50% damage, you get cleanse all in one build, no choice has to be made. (Unless you want to go for the new venom build, and ONLY if you go for venom build)

5. All trait stats are merged to gears, so thief wouldn’t “sacrifice” dps to go for SA. Thieves are reluctent of choosing SA currently ONLY because they need to keep their dps by choosing critical strike and grab all the steal traits, that they don’t have points for SA. After the stat change, thief does not need to worry about losing dps anymore.

Consider all the factors above, that’s why the new SA will become OP.

Criticize me all you like, I understand thief player will like themselves to be OP in future. Who wouldn’t want their main class to be OP?

Yet in another post you claim you can kill virtually any thief outside one very specific build.

I do not see any of your concerns are credible given, in spite of significant enhancements to rangers you ask for yet more even as you claim thieves will be OP.

In short it all self serving and no real concern for balance. You want your ranger to be able to kill that last specific build with the same success you claim you have with all the others.

Yet you show 0 example as to why it’s not credible, proving you’re even less credible than me. People in the forum, especially those white knight defender of the class tend to disregard other people’s point of view by providing nothing, derilling the topic to something else (like other people’s post in other sub-forum), despite we already given our reasoning in great detail,

It doesn’t matter though. My reasonings are to be shown to the developers, not you.

What do you think will be next hated build?

in PvP

Posted by: Toxsa.2701

Toxsa.2701

The new D/P thief grabbing DA, SA, and Trick probably will be the most hated build after the patch.

Cant kill Warriors or Thevies 1v1, Help.

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

I can beat most thieves in WvW as power ranger if they’re not dire perplex condition thief. Just change one of your utility to sick-em, time it right, and there’s your kill.

For pet, it’s best to have a wolf around. Time your fear and kd/ kb right, use sick-em at the right moment, and usually you’ll kill most thieves that’s not dire perplex.

I’m talking about WvW btw XD…

(Delete ->Thick Skin) (Move->Dogged March)

in Warrior

Posted by: Toxsa.2701

Toxsa.2701

I say no because it is way too OP and warriors don’t need Dogged March all that much.

It is strong, but not necessary for warriors to be viable. If I brought a shield, I would take shield mastery over dogged march any day.

And I would kite you all day.

Ok, I’ll just shoot you with my longbow while I’m standing on the point.

If I have MH sword, I’ll make sure you can’t kite me.

Yeah, you can shoutbow conquest all day.

More reason for Stronghold to launch SOON.

Warhorn & Windborne Notes Trait

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

I know ranger already has a skill that grants the ‘Revealed’ effect (‘Sic ’em’ shout), but I think adding a shorter version of it to warhorn 4 could also work; thematically, it fits, we’re talking about a Hunter’s Call

ALSO, by adding the ‘revealed’ effect, it kinda works with the fact that…well… there’s a flock of bird around a target, somewhat revealing!

Hunter’s Call
Call hawks to swarm your foe.
The enemy is Revealed for 4s

It could also be a 2s reveal a START and another 2s at END. This effect would be very situational too, but it’s potentially life saving. Another comment though, adding this effect would pretty much make the ranger anti-mesmer or anti-thief since it has another revealing skill…

This is a nice idea! Adding more method of reveals for counter-play. However, I still think giving blind or slow are good ideas too :/

Proposed Wilderness Survival Traits change

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Umm, no-one has any comment about the suggested changes?
What do you think? Is it appropriate? Is it under/over-powered? Is it reasonable?
Or everyone thinks the current Wilderness Survival show case is fine as it is?

[suggestion] Let's fix Beastmastery

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Made the following adjustments …

Minor :

Pet’s Prowess
Pets deal more damage on critical hits and their base attributes are increased.
Attribute Increase: 300
Ferocity Increase: 450

Major:

—Adept—

Natural Resistance (change in progress …)
You and your pet gain resistance when you suffer from a number of conditions. Triggers for each individual respectively. (ICD 20s)
Conditions to trigger: 3
Resistance: 4s (?)

— Master —

Rending Attacks (change in progress …)
Edit: Your pet inflicts torment when it hits with its basic attack.
1x Torment: 5-6s (?)
(note: the pet can maintain about 3 stacks on the target. too strong?)

Would you agree? What else can you think of to fill the 3rd major Adept spot. Natural Resistance is really just another suggestion. Tried to play with the resistance boon here, but may be better incorporated into Empathic Bond from the Wilderness Survival specialization. Not sure here.

I find it kinda silly though.

If Anet allow our pet’s stat to be high again, why the heck did they butcher the dps of beastmaster back then? It’s just a counter-productive looping of nerf and buff.

Why does Anet Hates Thieves....?

in Thief

Posted by: Toxsa.2701

Toxsa.2701

SA isn’t OP currently. If it were, most thieves would be running it.

Shadow’s Rejuvenation heals more than Mug. Stealth can miss and steal can miss, so missing excluded, Shadow’s Rejuvenation has more potential healing. It is a healing trait. That is its purpose. It is there to heal you when you need it, and to not be utilized when it is not needed, thus, in a fight it can just as easily heal less than mug as it can heal more.

The issue:
1) Thieves don’t take Mug for a heal. The heal can save us, and it’s a nice addition, but it’s taken primarily for the extra spike damage. You also pick up an extra 100 power at the cost of 2 trait points. Shadow’s Rejuvenation does not deal any damage, and getting it costs 2-6 points depending on how much it contributes to your investment into that trait line. You gain no offensive stats, only toughness and healing power which benefits regeneration if you take it, and Shadow’s Rejuvenation itself – thief heal skills scale poorly with healing power.
2) With more power and spike, you may take a few hits less due to killing your opponent that much faster – that is damage not taken. Avoiding damage while fighting is more beneficial than taking it and trying to heal through it.
3) To receive the heal from Mug, you must only land Steal which you would do anyway. To heal from Shadow’s Rejuvenation, you must stop dealing damage to sit in stealth, giving your opponent time to recover as well.
4) If Shadow’s Rejuvenation does indeed heal less than Mug would have in a fight, then it does not mean it is less healing than Mug, it just means you didn’t need the trait in that fight, which means it was wasted. Mug is never wasted.

Thieves don’t run SA “currently” for several reasons:

1. The offensive traits are scattered between Critical Strike and Deadly Art. Anet solved the problem by moving all the good traits to Deadly Art, and make Critical Strike neglitable, so thief only ever need to choose DA now (unless you’re in PVE)

2. Thief is one of the classes that benefits the most from choosing 3 full traitlines. Thief couldn’t choose SA currently only because they lack trait points to go BOTH offensive and defensive. Now with 3 full lines, they’re able to go offensive and defensive at the same time, thus making SA’s defensive much more accessible.

3. Combine the feature of DA becomes the to-go trait and Critical strike becomes not needed at all, thief can easily grab full SA without any consequence or drawback. They can be even more survival with the newly buffed Acro or stay to their pvp/wvw trickery.

4. Anet basically makes SA a brain-dead traitline by giving you EVERYTHING, without the need of making choices. You get even MORE regen from going to stealth, you get initiative, you get -50% damage, you get cleanse all in one build, no choice has to be made. (Unless you want to go for the new venom build, and ONLY if you go for venom build)

5. All trait stats are merged to gears, so thief wouldn’t “sacrifice” dps to go for SA. Thieves are reluctent of choosing SA currently ONLY because they need to keep their dps by choosing critical strike and grab all the steal traits, that they don’t have points for SA. After the stat change, thief does not need to worry about losing dps anymore.

Consider all the factors above, that’s why the new SA will become OP.

Criticize me all you like, I understand thief player will like themselves to be OP in future. Who wouldn’t want their main class to be OP?

(edited by Toxsa.2701)

Fix mortar instead of making it a kit.

in Engineer

Posted by: Toxsa.2701

Toxsa.2701

I’ll be brief:

Read the first post till the end before you comment

For the 5% that did and still disagree – it might be difference in what we want. You want EZ mode no challenge mortar. And mortar kit does just that.

I want a mortar that gives me more options, at cost of expecting me to be skillful to use it – and that’s what mortar turret with all the risk of a turret but also the benefits (turret traits+ability to have others use it) brings.
I pretty clearly mentioned ability to pick it up with 10s cooldown on it if you do so. That’s skilled gameplay factor there. But i do forget how many here get shivers and deep trauma the moment game expects them to be skillfull and use a skill that involves some risk…

They can add all your suggested change as QoL changes and still make it a kit.
Problem solved.

It's time to get rid of EoTM

in WvW

Posted by: Toxsa.2701

Toxsa.2701

Eotm is badly balanced and cannot be in WvW rotation.

BL will always lose because of how many places you can hit them (doesn’t even need to be ram, just some treb will do), while FR will always win because all 3 entrances are on choke point or triple doors…

Also the instant transportation holes are highly exploitable

F5 skill for pets IF you go full Beastmaster

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Too much work for Anet to create so many skills for one line.
Not going to happen.

Fix mortar instead of making it a kit.

in Engineer

Posted by: Toxsa.2701

Toxsa.2701

Being a kit is superior than all your methods combined…

Invention line new synergy with heal kit?

in Engineer

Posted by: Toxsa.2701

Toxsa.2701

The ICD on it will probably be either 10 or 15s. What you’re saying isn’t even outperforming the HT, it’s just flat out broken.
There’s no way they’re going to let you equip, unequip, and reequip the Med Kit to remove all of your conditions one at a time while triggering regeneration for each of them. Also, I don’t think it will remove YOUR conditions. If you look at the Power Point slide you can see that distinction between the first and second minor. The first one says allies, but the second says yourself and allies

Nope. When Anet refers the skill description with “allies”, it includes yourself. I’m pretty sure. Otherwise it’s quite a bad traitline to pick.

OP panic strike teef inc.

in PvP

Posted by: Toxsa.2701

Toxsa.2701

Keep in mind everyone else got significant power buffs.
Except Necros

“Those thief folks” arent rejecting how op they’d become, they’re rejecting the flagrant calls for nerfs from people who do not play the class, even in the face of heavy trait improvements for the other classes, before the patch even drops, even though the devs said they’d see how it goes and play with the numbers once play produces some data.

>Nobody talking about Merciless Hammer
>Lets remove all the defense thieves are about to get for standing in a circle

I already said it before, now’s the ONLY CHANCE to give feedback. If those changes went live, it’d take another half year for Anet to “fix” these problems.

I think other lines of thief is a “reasonable improvement” if the SA line is not so OP to synergize with them. When you check other classes’ trait, they have one thing in common: They have their defensive traits and offensive traits split to all 5 category so that they can’t get all of them.

For thief, it’s different story. They have all the good offensive traits merged into deadly art, and all the good defensive traits merged into SA and Acro, and all the utility traits merged into trickery. Basically all thieves will just pick SA + Deadly Art + one other trait that’s not critical strike. (Unless they’re doing PVE) That’s like making ONE choice only.. (pick trickery or acro and there you go)

How’s this balance?

(edited by Toxsa.2701)

Invention line new synergy with heal kit?

in Engineer

Posted by: Toxsa.2701

Toxsa.2701

Is there an ICD correlated to the new minor trait that removes condition when using a heal skill? If so, how much CD is it?

I can see healing kit be used much more after Anet change the way it heals, in addition of synergizing with invention line. But it all depends on the ICD of this new trait, for it to finally outperform healing turret.

(edited by Toxsa.2701)

[suggestion] Let's fix Beastmastery

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Thank you for your input, everyone.
I’ll agree that Rending Attacks isn’t exactly overwhelming and looks more like the evil twin of Sharpened Edges from Skirmishing. Valid point.

Regarding Blood Scent. Yeah, that’s really just something that crossed my mind when I tried to fill the gap. I agree that it’s a niche skill and has no use in PvE. Certainly interesting for WvW, but not sure how useful it would be for sPvP. The slow activation time for the majority of our pet commands is probably what defeats it in the end. Then again, I thought, hey if anything could track down stealthed foes, it would be the pet.

I was also thinking about tweaking Companion’s Might, but was a bit unsure as to whether it would be become easily overpowered then.

How about: “You and your pet grant each other might on a critical hit”?

This may already be too strong though. What do you think? Take into consideration that every might stack the pet puts on the player would be mirrored back to the pet through Fortifying Bond. Feels like it would somewhat replace RaO, which it shouldn’t do, imo.

Add ICD of 1 second and it’s not too strong. Superior sigil of might does that already.
Guardian has a trait that gives AOE might from critical hits.

The new Quick Draw in PvP

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

it will add to the LB cooldown bonus, and it should. it should apply to any weapon skill.

That would mean that it’s 66%+20% =86% cooldown reduction. It won’t change much anyway since rapid fire is a channelling skill so 66% or 86% cooldown reduction will equal the same result. 66% will mean you have to wait like 0.5-1second before your second rapid fire, while 86% will mean that your Rapid fire will be ready before you end your first rapid fire.

Rapid fire recharges AFTER your channeling complete, not during…
Guess you really don’t play ranger do you? It’s one of the most used skills.

The new Quick Draw in PvP

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

In order to pull the trick out consistently, you’d need to carry 2 LB, which is kind of a suicide in pvp against any decent player. Not to mention any skill that does not activate as the result of quickdraw would have their CD shared , so 3 out of 5 skills will not be available most of the time.

(edited by Toxsa.2701)

Turret Engi Patch - How are we faring?

in PvP

Posted by: Toxsa.2701

Toxsa.2701

Next thing that needs a nerf is D/D ele and Cele Engi. Lets start by making slick shoes oil evade-able.

it is lol. I have evaded it multiple times, well the evade thing popped up and I was like you know outside of it. crazy huh? well, I do think it shouldn’t knock you down when you stay still- but that’s the only nerf cele needs. only reason cele engi seems good is the lack of stability and condi in the meta. not running the counters makes the build seem strong, but it’s utter kitten when the opponent is condi.

Pure condition spec are driven to instinct BECAUSE celestial ele, celestial shoutbow war are so good at dealing with conditions… What’re you talking about man. It’s the other way round. You need heavy raw power to kill celestial ele and shoutbow.

(edited by Toxsa.2701)

OP panic strike teef inc.

in PvP

Posted by: Toxsa.2701

Toxsa.2701

They said the Critical Strikes line was too strong, well maybe in PvE only and even then it was taken mostly for Executioneer and the additional +300 precision and +300 Ferocity which wont be the case anylonger. Deathly Arts was the go-to line for a while now, it’s really, really strong currently. And now it’s getting the Executioneer trait or a significantly buffed version of Improvisation on top of it, and you can now take one these in addition to Panic Strike.

If that wasn’t enough. they can now fully take the Shadow Arts trait line, now with ridiculously OP traits such as Resilience of Shadows for free. Now they can go all the way to this trait line and can also get Regen on stealth or stealth on steal in addition to one of the most broken traits in the game which was even buffed: Shadow’s Rejuvenation. Shadow’s Embrace is also absurdly strong as it removes a condition upon entering stealth and after the 3s interval, this is the only condi removal trait they only ever need against conditions.

Also Basilisk Venom now has 2 stacks.

Is like everything a Dagger/Pistol thief could dream of and then some. No other profession even with additional grandmaster traits comes even close to this.

We all know that is all a work in progress, but they specifically asked us about what we think about these specific changes. Well, there it is.

I’m going to heavily question ANET’s balance capabilties if this spec ever realeases like this.

Can you please post this in thief forum as well?
Those thief folks are currently heavily rejecting about how OP they’d become after the patch and attack anyone who says Thief will be OP after the change.

OP panic strike teef inc.

in PvP

Posted by: Toxsa.2701

Toxsa.2701

This thread is a Pity Net (because the other word is meant for an older audience) where the OP and just about everyone who agrees with him or defends him has no basis to their claims. Just like every other thread like this, suggestions given are intended to entirely break w/e OP is complaining about or gets derailed into other areas of the thief profession that those who’ve cast this Pity Net want destroyed aswell.

Nobody in these kinds of threads, except the thieves themselves, want balance making this post a nonconstructive nerf thread.

Remember that this game’s combat is designed around self sufficiency making any deaths you incur your own fault. So play the profession that’s killing you, learn their capabilities and git gud.

EDIT: btw since this discussion isn’t going to go anywhere I recommend a lock.

I don’t see your post being any more constructive than anyone else. It’s even more pointless and meaningless really. There’s also no way your post or thief’s posts are more credible than others. They’re all the same.

Stop complaining about Shadow's Rejuvenation

in Thief

Posted by: Toxsa.2701

Toxsa.2701

Wait. Not even!
It’s the melee rangers that are the strongest spec for 1v1’ing:

Man, and ANet’s giving buffs to both necros and rangers. We should go and raise awareness about how OP those classes are.

No, that’s just Charrmagedon/GW Fox.

He needs a nerf.

No dude, it clearly represents all ranger players. Here I will link some more videos to convenience you.

kitten rangers. So OP.

Man it’s just sickening to watch how ANet allowed such unfair, challenge-less, and OP things to go on in their game.

Guess you really never face a good condition thief in wvw before…

Oh wait, maybe you’re the one who’s playing it

Stop complaining about Shadow's Rejuvenation

in Thief

Posted by: Toxsa.2701

Toxsa.2701

learn to play and fight

Funny to say that when SR is such a crutch in it’s current state allready.

They’re making a pretty overpowered trait more overpowered than it is allready. Unlike the invulnerabilities etc. that Guardians and Warriors and the likes have, this trait makes one quite litterally unbeatable when played well.

The issue with SR is, is that it promotes passive playing quite a bit.
I’d like to see the health regen coming from it heavily reduced. Maybe then we’ll see it being unbanned from the 1v1 arenas and all that.

Don’t get me wrong, I’m glad that Thieves get something we’ll recieve more salt and QQ for again.
But to be fair, the trait is most definitly OP, making bad players seem like good players and making good players close to invincible unless they get pretty heavily outnumbered. So yeah, I do understand where all the ranting is coming from.
Besides, it’s not like you need it… I play S/D (2/0/0/6/6), D/P (2/6/0/0/6) and D/D (4/6/4/0/0) and do quite fine provided I don’t do anything stupid. The Condi cleansing (and blinds for D/D survival) is/are great, but the initiative regen and health regen are just… meh. Let alone when they are combined…

Oh well… I supose the update ( in case this stays unchanged) will actually make Thief a newbie friendly class. But I really think that atleast the health regen could do with a bit of a stomp.

+1 to this post.

After the patch, a condition thief who takes SA, Acro, and Trcikery are basically invincible in WvW. The old one is already near invincible and can easily 1 v X if the opponent doesn’t has sick-em ranger.
(Before you ask, they usually pick Dire gears, so they’re NOT squishy at all)

Add this new change in SA, Acro and Trickery in it and see how it becomes God.
They can even apply way more confusion than it currently does after the change. (Even shorter steal cd, free 5 stacks of confusion unconditionally, add that to perplex rune)

There’s 0 chance for anyone to kill it/ beat it 1 v 1 in a WvW situation under the new change, unless the thief himself is terrible. Ppl who doubt me probably didn’t roam in WvW enough. Dire perplex thief is close to the strongest spec 1 v 1 in WvW currently.

https://youtu.be/9J2rvGv__CY?list=FLgXq_4lCdhc7tMD9AAlsjfA

Before you pvp folk spits me, this build can easily sneak in the new Stronghold. Let’s see how it goes.

(edited by Toxsa.2701)

[suggestion] Let's fix Beastmastery

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Rending attack should add like 450 precision on pet or it’ll never crit unless you’re using a feline… Also adding 450 condition would be nice addition for more bleeding damage.

[suggestion] Improving Nature Magic

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Hunter Calls apply blind should be baseline..
I remembered during GW2 beta it does causes blind. For whatever reason, they removed it, and make the skill very lackluster, more like a filler skill.

What do you think turrets will play now?

in PvP

Posted by: Toxsa.2701

Toxsa.2701

Power ranger, shoutbow warrior, celestial ele/engi… maybe power necro or minion master necro lol. Whatever takes the least amount of effort to play is my guess.

If those Ai reliant guys go play power ranger, they’ll be free kill in anywhere that’s not hot join.

Shared Anguish

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Adapt:

1. Shared Anguish: (merged with soften the fall)
You take 50% less damage from falling.
When you get CCed, your pet take the CC instead. (CD30)

You just gave me a brilliant idea.
As the line already features animal cruelty in every single slot besides the adept slot, what about:
-leave bond and shared anguish where they are
-add the following trait:

Soften the fall
-Falling damage is redirected to the pet.

I mean, the whole line already shows, how abusive the ranger is and how much they hate their pet, so why not use the pet as a cushion to soften the fall?

Hey, I was eating cookies, yet you make me almost spit out my cookies :O

Seriously can’t stop laughing >D

Shared Anguish

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

This version would fix most of the current Wildnerness Survival problems:

Minor traits:

Add Hide in Plain Sight in one of the minor traits. Doesn’t matter which.

Major traits:

Adapt:

1. Shared Anguish: (merged with soften the fall)
You take 50% less damage from falling.
When you get CCed, your pet take the CC instead. (CD30)
(Do note thief version: “hard to catch” auto breakstun at 30 CD, does not sacrifices their class mechanic (pet), and also refill endurance. It is reasonable for ranger to get the similar thing, instead of a vastly inferior version of “hard to catch”)

2. Ambidexterity: Gain 150 condition damage while wielding a torch or dagger. Torch and Dagger skills recharge 20% faster. Torch/dagger radius/range increased by 25%.

3. Expertise Training Pets deal 350 extra condition damage and have their condition durations increased by 20%. You gain 150 condition damage and 10% increased in condition duration. (Currently it’s just too weak that only pet gets the effect)

Master:

1. Oakheart Salve:
Gain regeneration when you suffer from bleeding, poison, burning, torment, or confusion. While you have regeneration you take 5% reduced damage.

2. Peak Strength:
You and your pet deal 10% more damage while your health is above the threshold (90%).

3. Poison Master:
After swapping pets, your pet’s first attack will inflict poison. Your poison damage is increased by 50%. Your poison duration increased by 33%.
(Thief’s version has 50% increased in poison damage AND 33% increase in poison duration. Also I do not think this trait justifies the grandmaster slot because almost everyone will pick the other 2 if they’re going to pick this line)

Grandmaster:

1. Empathic Bond:

Pets periodically take 3 condition from you (10s). Pet loses 2 condition every 10 seconds. (Again, sacrificing our class mechanic for cleanse is not reasonable)

2. Wilderness Knowledge
Use Sharpening Stone when you strike a foe below the health threshold (75%). Survival skills have 20% reduced recharge and remove 2 conditions. Grant fury when using a survival skill.

3. Natural Purification:
The condition applied to you have their duration reduced by 50% when you’re not moving. (It adds abit of risk factor, yet not being too OP because not moving in PVP is a great risk as well. Great risk comes with great reward.)

Turret Engi Patch - How are we faring?

in PvP

Posted by: Toxsa.2701

Toxsa.2701

Yeaaaah. Instead of balancing the build out it killed it.

Eliminate the problem: you are correct!

Sounds like shelling a village where a single terrorist is hiding with heavy artillery…
Or removing the entire jaw because of one sore tooth.

Just like they did to Ranger’s pet and Spirits. (Gotta miss the spirit master and beastmaster. Both of those specs are dead thanks to the community)

Can we all agree Anet hates Ranger?

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Hate rangers? Two and a half years getting buffs and more buffs. GS buff, longbow buff, signet buff, several traits and pet buffs, axe offhand buff, warhorn buff, torch buff, axe main hand buff, entangle buff, etc….. The list of buffs in huge. Take a look at the old patch notes.

Not exactly.

It’s like ranger used to be 100. They cut down to 50. (SB nerf, quickness nerf, pet nerf, pet swap quickness nerf) Then they cut down to 20 (spirit nerf)

After they made the ranger a 20 class, they start SLOWLY adding small things, make it 30-> -50 and finally currently it’s at around 60.

Anet does not “keep on buffing and buffing” ranger. They just slowly shift the power back to ranger. (At a VERY SLOW rate)

Turret Engi Patch - How are we faring?

in PvP

Posted by: Toxsa.2701

Toxsa.2701

Just wait Quadox. Soon the hunt for the “evil ai” will turn to the professions themselves. And rangers find there leash range reduced to 300 range to “promote active play” and mesmers lose the ability to create clones (because causing an enemy to attack another target other than yourself is unfair).

Before they look at things like mesmer or ranger, they really need to go look at the newly overbuffed thief, guardian and warrior first…

Turret Engi Patch - How are we faring?

in PvP

Posted by: Toxsa.2701

Toxsa.2701

Just like they absolutely destroyed spirits, they do it again to turrets.

I’m not too unhappy though cuz I play condition specs as engi mostly. Now my condition engi can melt all turrets XD.

Shared Anguish

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

But do other traits also save you from stun? You know, like necro fear enemy, but isn’t he stunned during it anyway?

Thief’s “Hard to Catch”:

30 ICD. Auto breakstun, refill endurance, ADAPT TRAIT. NO DRAWBACK (like pet getting CCed instead?)
Not to mention thief has more stun breaker than ranger. Ranger does have stability but none of them are instant and need to precast it. It greatly hinders it’s effectiveness because you have to predict a CC and waste duration by pre-casting it.

Balance?

(edited by Toxsa.2701)

Proposed Wilderness Survival Traits change

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

2. Wilderness Knowledge
Use Sharpening Stone when you strike a foe below the health threshold (75%). Survival skills have 20% reduced recharge and remove 2 conditions.

You nerfed the fury^^

Forgot to add the full info, chill man. I’ll edit the post.

???

I edited the post, check again.

Beta Key droppable from SW chests?

in Guild Wars 2 Discussion

Posted by: Toxsa.2701

Toxsa.2701

As topic above, is it possible to get beta keys from SW chests?

If not I’ll not do chest farm XD.

New Balthazar Weapons

in Guild Wars 2 Discussion

Posted by: Toxsa.2701

Toxsa.2701

The sword and Warhorn are fine.
Other ones look like cheap plastic toys..

I’m glad they make cheap skins, so that I wouldn’t have to waste too many tickets on them.

Predator’s Onslaught need buff..

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Quick question. How much of a factor is (in your opinion) that the trait effects both the ranger and the pet?

I am of the school of thought that if they want the ranger to be the pet class then they need to work more on the 2 as 1 aspects, and that they should not count effects affecting the pet again the balance potential of traits.

Pet dps enhancement can keep at 5% as it is right now.

It’s like 40 dps increase and people make it sound like it’s a big deal. (40 dps ASSUMING YOUR PET IS ACTIVELY HITTING A TARGET)

Predator’s Onslaught need buff..

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Well no one even tries to calculate individual DPS because of all the variables.

http://www.dtguilds.com/forum/m/6563292/viewthread/13987449-dps-estimates-for-each-professions-in-30s-battles

Just because warriors can stack might better, does not necessarily mean that they can do more DPS.

And is that against a single target or 3? Or 5? 5 in cleave ranger or AOE? Etc…

Actually it’s not hard to test at all lol.

Just grab all the dps traits from Warrior using GS, go to indestructable golem and time it until the hp of the golem hits 0.

Do the same to ranger, now using sword.

Then see who’s faster.
Woo hoo, problem solved.

If you’re not going to do it, I’ll test it for you lol.

ps: You’re kinda totally off topic right now just so you know.

ps: Before you ask, both weapons cleave on 3 targets.

Stop complaining about Shadow's Rejuvenation

in Thief

Posted by: Toxsa.2701

Toxsa.2701

It’s SR + RoS as a minor trait that’s making this obscene. The thief while in stealth becomes the tankiest class in the game with this change.

A thief in stealth is a thief who isn’t doing anything. A thief who stealths his teammates to utilize this -50% damage is a thief finally bringing something to the table groupwise

Also remember a thief running 20k hps and 3k armor is still squishy as kitten.

Surprise, thief can grant stealth to other people too, granting all these magic buffs to everyone inside their stealth. (rejuv heal, free regen, SR heal, cleanse, -50% damage)

Since thief doesn’t need to make choice at all, everyone is getting that magic new SA benefit!

Predator’s Onslaught need buff..

in Ranger

Posted by: Toxsa.2701

Toxsa.2701

Lets just clarify that damage modifiers are PvE skills. Everybody got that? Good.

OP – it really doesn’t matter. Just because Beserker’s Power does 15% damage doesn’t mean that Warrior does more damage than Ranger…

Its the overall build/traits/skills/rotations that determine the total DPS.

Rangers can already trait/build for a high overall % of damage modifiers, which is why PO is not higher than it currently is.

OP seems to think that rangers are inferior to other classes because of this one trait. That is not the case.

When I talked about single-handedly, it means single-handed without any support. Warrior can easily achieve 25 stacks of might by himself for 90% of the fight. When you fight solo with sword, you would not out dps Warrior unless you can magically keep up 25 stacks of mights on your own without give-up all the damage related traits.

Stop using the dps order posted by that Guild in a solo situation. That order is assuming you get EVERYTHING from EXTERNAL SOURCES. (empower allies, banners, 25 stacks of might, permanent fury, etc) which many of the sources are not from ranger at all.

(edited by Toxsa.2701)