I don’t know what’s next, but I’m starting to believe that I know what awaits thiefs at the end of the tunnel. In the end, we’ll have pillow for weapon and 1hp.
People complaining on the forums have managed to get their way getting thieves nerfed every single patch. There is blood in the water now, nerfs will never stop until we’re all autoattacking and autoattack roots us in place.
People know it gets results so they just keep playing squeaky wheel and a certain Anet dev in charge of “balance” obliges, as long as thieves keep the attention away from his babby warriors.
Why on earth do you think its ok that a class can do 10k+ damage in ONE hit?
“One hit” is relative. The problem is that BS damage is heavy to compensate for what is supposed to be a tactically challenging “set up”, but certain combos allow that set up to be completely mitigated (mainly stealth+C&D closer). This transitions a back-loaded combo (work to get into position and do mediocre damage which is then made up for by the rewarding end-strike) into a heavily front-loaded combo (jump in and hit hard as the first thing you do). Once you’ve got a front-loaded high-damage hit the balance is even further thrown off by the ability to continue to front-load activated effects, which is what ultimately throws BS out of whack.
There’s nothing fundamentally wrong with a high-damage hit, but what I expect was a completely unanticipated combo managed to tweak the natural balance points of back stab in particular.
3 orbs + consumables + 25 stacks of power on weapon with a sigil?
Lovin’ dem buffs.
Not impossible with cluster bomb and some activated boosts on a soft target, but I’d like to at least see a screenshot on this one. More likely the OP missed an initial attack and the damage was in the far more reasonable 6K per attack range. It should be noted that with quickness a thief could drop a few bombs point-blank in a couple seconds.
Though IMO, what’s important in WvW isn’t the weapon choice, but your tactics. Don’t go running into a big fight expecting to 1v1 someone.
Weapon choice is a big part of viable tactics though. The tactical choice you’ve noted here isn’t very viable with daggers, but is an excellent idea with something like S/D where AE attacks, control abilities, and superior escape options make it very rewarding to jump into the fray, kill 1/2 high-value targets, and get out.
Your post essentially boils down to “I prefer D/D, but what is really important is that you follow a D/D playstyle”.
In general, they’re both viable, but not for the same situations. Play whichever weapon set caters to your playstyle.
Erm, I thought the caltrops goes away when you dodge again.
Unless this has recently changed, this has not been my experience. Dropping 2-4 caltrops fields on a group of enemies and having Signet of Malice up has been a great way to heal up.
I would rather the trait be something usable by every thief to max efficiency, the fact that one thief GREATLY benefits while the next thief does not for a common trait most thieves take greatly annoys me.
Vigor on dodge doesn’t solve this “problem” any more than the current state. Not all thieves spam dodge all the time, and vigor does absolutely nothing if you’re sitting at 100 % endurance. In fact, vigor would be a nerf to some high acrobatics builds that need to stay under 100 % endurance for their damage boost but didn’t take might-on-dodge to offset the DPS downtime when dodging without cause.
Swiftness, on the other hand, benefits you whenever you are moving, even if you go the lazy way and take SoS.
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This is a bit OT but, does the orrian and meat stew stack with the trait for might on dodge. As in 2 stacks per dodge?
Yes it does, and even without vigor you can triple dodge→agility→triple dodge for a quick 10-12 stacks and 6 caltrops fields.
DD is one of the fastest thief skills in terms of use time, requires no special setup, is spammable, and hits quite quickly at point-blank. Personally, I’m just fine if people dodge my DDs, they don’t require much investment and if they’re dodging then it’ll make subsequent attacks that much easier to land when they’re endurance-starved.
Plus, when it does land in a multi-target situation the burst damage is insane.
I sacrifice a bit of damage to do this, but its 40 pts.
It isn’t about what you personally sacrifice, but rather the level of effort required to attain a given effect. “Being able to do X with 5 trait points would be fine because we can already do that with 40 trait points” doesn’t make any sense.
You can already get 100% Vigor, even without wasting all those points/food slot, and no, even with 100% Vigor, you can’t chain dodge forever.
Requiring you to chain burn your heal skill and go deep into Trickery is a whole different level of effort than simply continuing to dodge because the vigor is built-in to your dodges.
Requiring you to WASTE a food slot, and going deep into vitality for infinite vigor your way is useless as well.
Pretty sure +70-175 power/condition damage and +40 % endurance regen is far above the average for food power, far from wasted.
You can already get 100% Vigor, even without wasting all those points/food slot, and no, even with 100% Vigor, you can’t chain dodge forever.
Requiring you to chain burn your heal skill and go deep into Trickery is a whole different level of effort than simply continuing to dodge because the vigor is built-in to your dodges.
You don’t need to chain dodge forever, but as the gaps between dodges shrink the easier it is to fill them with evades, and the gaps are very small with (possibly traited) Signet of Agility, food, vigor, and acrobatics.
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You don’t understand, currently the trait is useless to thieves who use SoS, its 8% Movement Speed increase for about 0.8 seconds, because in the 1.2 seconds of the 2 seconds of the swiftness, you are dodging.
Definitely not useless, especially if you’re chasing/being chased by someone using swiftness. Besides, in a dodge-heavy build the current trait allows you to stop using SoS due to the high availability of swiftness. SoS is a crutch in most cases anyways, most thieves don’t effectively leverage it in combat enough to make it a worthwhile, but it is a great choice for laziness.
I’m not in favor of the change in the OP though, and not because I think it’d be a nerf. On the contrary, vigor-on-dodge would be ridiculously overpowered when paired with the acrobatics tree, Orrian Truffle Stew, and Unchatchable. You’d be able to easily keep >100 % uptime on vigor (continuously building more seconds of it), nearly chain-dodge forever, building multiple might stacks a second and dropping caltrops everywhere (healing you if you’ve got SoM, even).
As much as I want vigor to be more accessible for a thief, it’d be broken in this case.
BartasUnload is the most DPs oriented ability in P/P build but problem with that is relatively low dmg output per single hit. Also dmg grows with each hit so if enemy isn’t totally dumb he will try to dodge/block/whatever before you reach really big numbers with Unload. I used P/P build a lot at the start with main focus on first 2 lines (power/crit) and it worked fine till people learnt how to counter it. With high crit coupled with proper sigils in weapons unload was quite devastating.
The damage doesn’t “grow” with each hit, every hit has identical base damage, they just get added together throughout the channel to display the total damage dealt by that ability.
The fact of the matter is that Unload does significantly less damage than a sword or dagger auto-attack chain in about the same period of time without applying the conditions those attacks do while costing lots of initiative instead of zero. It has advantages in range and hit volume (for procs). Heck, consider that vs. 2 targets Dancing Dagger will do nearly the damage of an Unload on each target while costing less initiative, having a 0.25 second activation time and crippling. If pistol auto attack was power-based instead of condition-based you’d never see anyone use Unload.
I use Unload as my primary bread and butter skill, since it is the most initiative cost efficient in terms of damage
Cool, but you’re talking PvP where DPS is king, not initiative efficiency. For straight initiative efficiency auto-attacks are better anyways. Unload isn’t a terrible ability, and the hit volume it generates can be useful for procs, but what it isn’t particularly impressive at is DPS. The high damage in the tooltip gives the illusion that Unload is an effective heavy damage ability, but the nearly 2s channel says otherwise.
It isn’t you, really, P/P just doesn’t have a lot going for it, especially since if you’re not playing it as a condition build you’re pretty limited to the mediocre Unload.
That said, if you’re trying to kite then traiting more into Acrobatics + dodge caltrops from Trickery (Uncatchable) will make it easier to evade and cripple people chasing you.
Spartyr – Adjusted for the attack speed the sword autoattack is tied with dagger autoattack for thief highest-DPS auto-attack vs. 1 target. Against >1 target, sword blows everything away.
Thieves keep saying its your gear, its your spec like we are ALL supposed to run out setups with only thieves in mind.
If you’re running full glass cannon it isn’t really a thief-specific issue. Thieves are well-suited to take advantage of that fact, but any other profession will also kill you in <5 seconds if you choose a no-defense route.
Thieves are really, really, really, squishy. They need stealth and huge damage output in return to be useful.
As a thief: This is a choice, not a general truth. Extremely squishy thieves are that way because they choose to give all defense up for offense, not because that is just how thieves are. This pretty much applies to any profession. You can say “a glass cannon warrior/elementalist/engineer is squishy so they need offense to compensate” and you’d be absolutely correct.
As mentioned above, reducing the initiative cost to 3 would make the skill much more powerful for little actual effort in changing it. Ideally, the animation/timing should be altered, but that may be a more complicated fix.
Personally, my favorite suggestion for a FS buff is to make it steal a boon instead of simply stripping one. That’d be a substantially powerful ability and fit in well with the profession.
That said, I still very much believe that BS builds need to be more rewarding in pve.
Depends on what you mean by “BS builds”. A PvP-style BS build was completely focused on frontloading lots of damage/effects and getting off one very solid high-damage hit to get your target down fast.
BS as a PvE concept is very good, it is a nice bit of bonus damage for attacking out of stealth. It rewards high damage and high stealth. What it does not (and should not do) is support using it as your primary damage method.
“BS builds need to be more rewarding in PvE” is like saying “Tactical Strike builds need to be rewarding in PvE”. TS is amazing in PvE and I use it often to great effect, but it isn’t a build, it is a skill.
“Yeah yeah yeah, there are those out there who will respond with “I’ve never had any trouble on -my- thief. You just need to L2P…yap yap yap.” Well, guess what…not everyone can be as god-like and uber as you. M’kay?”
I’m flattered that you think I’m such an amazing player, but I’m pretty sure it is just that thieves are just good at PvE, not me specifically.
As for your whole rage sidebar about PvE being less important to developers than PvP and PvE players suffering for it, I’ve found the opposite to be true much more often. Besides, the most recent patch changes were mostly changes that weakened PvP and boosted PvE, so I’m not really following your logic.
2. 9 hits per enemy! NINE HITS! the first hit is the stun, and the next 4 attacks do two hits each. With the signet of malice and some points into healing (though i don’t think Healing scales as well as it should in this game), you’re simply not going down.
I really haven’t found healing to be a worthwhile investment, even running Signet of Malice and Assassin’s Reward. It does something, and it is nice to see a few points difference with my divinity set, but I wouldn’t pursue it at the cost of other stats.
PW is still pretty solid for PvE, especially with SoM, as you’ve noted. However, it should be noted that regular sword attacks do about the same DPS and cripple/weaken instead of selfroot/evade. Once you’re pretty good at dodging attacks there’s not a lot of reason to use PW over auto attack unless you need the interrupt. This frees you up to use S/D for the superior damage and stealth/daze that the dagger offhand offers.
NWN came out 21~ years ago and could be considered the first modern graphical MMO. If you want to include MUDs then MMO history is much longer.
That said, as a thief I wouldn’t mind some fine-tuning of backstab*, but people are going to be very disappointed if they think all the problems they’re having with thieves are going to be solved by changing how backstab combos work. Straight nerfing PW didn’t really change much in the way of PvP, afterall.
*For instance, by changing how Assassin’s Signet works.
Yeah, she died from that 1-minute bleed I applied to her…
Pretty sure no bleed stacks last anywhere near a minute, even with a hefty dose of duration. More likely what happened is someone came by and finished the fight or did it from scratch and you got credit for having done damage to the NPC.
But overall, yes, the secret to efficiency in open-world PvE is leveraging AE skills.
I’m pretty sure culling has nothing to do with client-side hardware. I’ve seen no difference in culling with a wide range of hardware, unless you’re implying server-side display culling and client-side loading of models are separate issues.
Pistol/Dagger is a ranged, condition build.
Considering the best condition damage source P/D offers is the melee-required C&D→Sneak Attack combo, I see this combination being played up-close far more than at a range.
Today I ended being simply catch-that-guy thief. None of my traits or gear help me with that
There are quite a few traits that will assist with this role. Gear is a bit trickier, but generally more crit chance will allow you to get off more procs while chasing.
The people claiming that thieves can’t do anything but damage either don’t appreciate the depth of what the profession can bring or they don’t realize that, to a large extent, every profession in GW2’s main role is damage the vast majority of the time. The game isn’t built to support pure utility roles in any profession, not just thieves.
I think you should be more concerned about using a weapon that is categorically the worst at combining with others (as in, your “3” skill). :p
Flanking Strike could use some help and Pistol Whip isn’t particularly useful post-nerf, but S/D and S/P are still entirely viable weapon setups. The key here is that, unlike many thief weapon setups, sword doesn’t need to rely on dual skills for primary effectiveness. FS and PW are situational utility skills, not the heart of S/x setups.
Sword is amazing in many situations and shouldn’t be ignored.
Dagger #1 is substantially weaker than sword #1 against >1 target, they’re almost identical against a single target.
- P/P (Pistol/Pistol, pistols are worthless.)…
- Anything that deals in PVE (we are banned from dungeons.)…
- S/D (Sucks)…
- S/P (Sucks)…
- D/P (Sucks.)…They may be the most commonly played class in spvp, but not for everywhere else, thief is the hardest class in the game to level in PVE.
I’d give that honor to mesmers simply due to life sucking before you get traits. Life as a thief in PvE is pretty easy once you learn how to stay mobile, and doesn’t require high-level traits or expensive skills to be effective. S/D, S/P, and D/P all have some excellent mechanics and are as viable as any other weapon set. P/P might need some help. I have no problems in dungeons, personally, but there are definitely thief builds that are less suited to what dungeons require (same with any profession).
Leaving aside claims of OPness for a moment and all these claims about what actually is and isn’t possible for thieves in a fight, I have a couple of questions:
1) If thieves are not one of the best classes in the game, why is it they are BY FAR the most commonly played class. In sPvP they are almost always the most played class in any given instance and it’s really not uncommon to see 50% or more of the people in a match playing thieves.
2) If thieves are not one of the best classes in the game, why do almost all tPvP teams have them? That’s certainly not true of most other classes.
Thieves are a standard fantasy archetype. You’ll notice the three most popular professions by far in polling are elementalist, warrior, and thief, usually in that order. People feel very comfortable in these professions because they recognize the archetype from other games they’ve played. Furthermore, the hype around thief power, regardless of whether it is justified, has led more people to give thief a go since release, which causes the hype to perpetuate.
I’ve yet to play a single profession that didn’t make me feel like “this is one of the best professions in the game”. It is one of the things GW2 has managed to do very well.
Shortbows cluster bomb does around 4k damage and 800 bleed each 1.5 seconds. HB does 20k in 3 seconds or 1.5 seconds with frenzy. So we got 5k aoe damage, warrior got 7k or even like 14k with frenzy. How is that even close?
HB does more base damage but has an activation time seven times longer than cluster bomb. Even accounting for having to wait for cluster bomb to hit the ground, you can fire cluster bomb far more often than HB. Cluster Bomb is spammable while HB has an 8 second cooldown and Cluster Bomb is harder to dodge. Frenzy and Haste are for all intents and purposes equal in power, so they don’t really help either profession pull ahead in this comparison.
And thieves can do a lot more than “spam DB and dodge to keep themselfes alife”(sic) after dropping Caltrops.
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Also, is it just typical that fighting a normal mob, that it will take 6+ Unloads to down them?
That doesn’t sound right, but Unload is not that amazing burst-damage wise so it could be possible depending on your stats. People see the high damage numbers on the skill and think it must be an impressive way to do damage in a short period, but with how long the channel is you’re getting barely any more damage out of spamming Unload instead of a power-based auto attack. As soon as you go to 2+ mobs at once, sword/shortbow auto attack are going to do more damage than Unload in a similar period.
https://forum-en.gw2archive.eu/forum/professions/thief/Skill-Coefficients-for-all-the-Thief-weapons/first#post451556 is a good post to compare your skills’ damage/DPS potential.
One thing that could help would be to make all pistol attacks pierce like speargun attacks. At least then they’d hold some AE capability.
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2. It will not give as much utility as elementalists combo fields, mesmer with all aoe buffs or/and guardian.
3. It will not dish out even close damage to warriors,elementalists AoE.
4. It will not give as many buffs(or long lasting ones) for party as Elementalist, or warhorn warrior/ranger.
Shortbow’s spammable blast finisher means #2 and #4 work even better with a thief. Thieves can’t put down a fire field, for instance, but elementalists can’t utilize a fire field as well as a thief can. See above for #3, thieves have competitive raw AE damage at 3 and 5 targets with sword and cluster bomb and untouchable AE condition spreading via long-term utility caltrops and dodge caltrops.
The problem with P/P is that, yes, you want to stack power/critdmg/precision if you’re going to be spamming Unload, but any time you’re unable to spam Unload and have to resort to auto attacks you’re going to be doing substandard auto attacks due to a lack of condition damage. Your best bet for a P/P power build is to invest heavily in crit chance and initiative regeneration (especially things like initiative-on-crit from the crit trait tree) and hope that your initiative regeneration can keep up with your use of Unload so you don’t have to resort to condition-heavy attacks in your power/crit build.
Why is the tactic not useful? You will not drop from steal long enough to be targetable… there is usefulness in that.
It doesn’t allow you to do anything you couldn’t do without it, and hinders you from doing quite a bit you could otherwise do.
Stealth makes you slower, it is a weakness that has to be offset by some kind of benefit. If you aren’t getting something out of it, being stealthed for the heck of it is a detriment.
Not really. While thieves don’t have the best damage, they’re not lackluster in comparison to other classes. I’m not saying this to be mean, but this is so typical what’s wrong with the thief class. So many people playing it like they would play a rogue in WoW. Yet thief has so many unmatched utility skills for both himself and his party. Combine that with mobility and damage, it’s really nothing lackluster about it if you know how to use it.
I feel so useless in a lot of situations when I’m not playing thief.
I didn’t say thief was lackluster, I said their AoE damage is in comparison to their single target DPS or other classes’ AoE capability. Learn to read.
Shortbow is arguably the most powerful AE weapon in the game, caltrops is inarguably the longest-lasting AE field, and regular sword strikes do more raw AE damage than even, say, warrior greatsword strikes. No other profession can do AE damage on dodge. Not to mention Cluster Bomb is easily the best 5-target burst damage in the game when launched at point-blank.
Groups seeking certain classes for utility are more a byproduct of preconceived notions about class roles held by the community due to standard MMO archetypes than any actual analysis of what each profession can bring to the table. It doesn’t help, though, that some thieves try to perpetuate this stereotype with “woe is me, I can’t do anything but burst single-target DPS”.
So, again, your choice to play a thief one particular way and ignore other effective playstyles. It doesn’t necessarily make you a bad thief, although it may make you an immalleable one.
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You don’t get revealed if you don’t attack from stealth. So.. you know, no re-entry cd at all.
Whether you’re landing after revealed wears off or just letting stealth drop naturally before you re-stealth is irrelevant, the tactic isn’t useful unless combined with broken culling.
P/P is technically better than SB for single target, but single target should be a rarity in open-world PvE. If you’re fighting 1 mob your best option is to pull more mobs and use AEs, not devise some single target solution. Dungeons are a different matter, of course.
That said, for soloing champions out in the world P/P may be the way to go.
C&D every time revealed wears off will only allow you to stay stealthed basically forever in the event that you have a target to continue using it on. Culling aside, such a tactic is practically useless since you shouldn’t be stopping capture while stealthed and requiring a target to hit every couple seconds makes it unviable for stealth travel.
unmatched utility skills for his party? what might you be referring to except shadow refuge?
Venom share, group stealth, chainable blast finisher, unmatched ability to cripple and weakness (great group utility), chainable on-demand interrupts (only profession), chainable on-demand boon removal (shared with mesmers), tons of ability to apply blinds. Heck, thieves are the only profession able to easily keep poison up on a group of enemies, even without heavy +cond damage nerfing an opposing force’s heals alone is huge.
Thieves absolutely hold several utility roles better than any other profession. Thieves make amazing combat medics with hasted and/or stealth revives, can use boon removal/group buffs/interrupts to react to a changing battlefield more fluidly and consistently than any other profession thanks to initiative, and offer more battlefield control than other professions through non-damage conditions. So, again, “thieves have to be good at assassination tactics because that is all they’re good at!” is a choice, not an inevitability. There’s nothing wrong with enjoying one particular playstyle as long as one respects the fact that there are far more ways to play a thief effectively.
Hey, thought I should enter this here, be warned… there’s simple maths.
If you do 1000 damage and your base crit damage is 150% then you would hit for 1500 damage. However to compare crit damage against normal damage we must consider two situations, first is increasing damage by 50% and the second is increasing crit damage by 50%.
Increasing damage by 50% would lead to 1500 damage, on a crit a person would deal 150% damage, as such the total damage of a crit would be 2250.
Increasing crit damage by 50% would lead to 200% crit damage, on a hit of 1000 damage the person would deal 2000 damage.
Based on these numbers we can see that a damage increase creates more over all damage (crit and non-crit) than just increasing crit damage alone, this leads to a situation where increasing damage is ~15% better than increasing crit damage by the same percentage.
Based on this information we can conclude that Superior rune of the Scholar which gives 8% crit damage, 165 power and 10% damage while health is above 90% is the single best rune for backstab thieves based on the fact that it provides the single largest damage boost of any rune/gem combination.
ya but u wont have much crit chance as it is in my build = less dps
165 power is roughly +18% base damage. Just throwing that out there… pretty sure it won’t be less dps. Unless you have a heavily crit proc dependent build or something crazy.
actually 30 power is about 1% damage increase, not sure how you calculated that 9 power = 1% damage but you’re way off (and i know my calc isn’t perfect either)
I think that calculation is operating off of the assumption that since base power is around 900 at level 80 and scales linearly that 9 power = 1 % of base and therefore 1 % more damage from power. Not a particularly useful figure, but probably not inaccurate. The real value of added power is going to depend on a few more factors.
Venom share builds can be very effective when used with ally-summoning skills. I’d be curious to know, though, if the sylvari-summoned turrets can benefit from venom share.
they are designed for bursting down a single target,
It would be more correct to say that players design builds to burst down a single target. It isn’t an attribute of the profession as much as it is with player engagement doctrine.
It’s actually really a feature, not a bug.
Gives Thieves the chance to actually hit Cloak and Dagger once every 45 seconds (a extremely short range melee attack with a cast time and a obvious animation)
C&D isn’t particularly hard to land under normal conditions unless you’ve got slower runspeed than your opponent. Either you chase and hit them with it, or they dodge it to force a miss, in which case you weakened them by the loss of that endurance, a viable tradeoff on both sides.
Want to play support? Nobody picks a Thief for that.
Want to play control? Why would you pick a Thief?
Want to be tanky? Thief is probably the worst decision on this you can make.
Want to be mobile? Thief is good here, but not the best. But being mobile alone isn’t doing anything.
Want to do damage? At least the Thief is pretty good here.
I have no problem with the assertion that many thief players enjoy playing the thief a certain way so there are a majority of thieves that take on one particular role.
That said, I hope you do realize that the thief can fill all of these roles (and more) excellently. The profession isn’t inherently only able to be played one specific way, that is a community decision. GW2 has been fairly successful in its mission to allow every profession to fill a variety of battlefield roles. The thief is an extremely malleable profession that can excel at a lot of things aside from quick assassination-style play.
Your opinion of the thief’s downed state may be skewed by how effective the warrior’s is in PvE. A decent multi-target #1, and a #2/3 combo which can allow you to de-aggro and leash a mob is more than most professions get in the way of options for surviving a downed state in PvE.
Most of the issue here is culling causing the thief to remain invisible even after stealth drops. It only takes a second or two to load the thief’s model, but that is all the thief needs to restealth right after the revealed debuff wears off.
However, while stealthed the thief isn’t stopping the supply camp from being capped, so he has to choose between stealth uptime or capture (in this case, capture-blocking) uptime.
http://www.guildhead.com/skill-calc#mckzzc9colnvoolbvM9MGxGVaMascs8khG7khd7kiO7070M7kGW70V7owZ70m
This is the condition damage build that I run in WvWvW.
Armor – Cleric’s
Weaps – Carrion
Accs – CarrionWith food and sigil of corruption on my SB, I can get condi dmg to ~1400. With signet of malice and assassin’s reward, I can last enough in most fights (especially multiple opponents) to stack enough condi dmg to wear down my enemy. The problem I’ve found with this build is chasing down beaten up opponents without wasting all my initiative to restack death blossom (i.e. by using IAarrow or HS) to kill them before they pop their heals. If my opponents isn’t a necro and does not run early enough, I generally had a lot of success with this build in WvWvW.
I might try a more balanced power/crit dmg/condi dmg build this weekend. Anyone have some suggestions?
Knyx’s suggestion to hybrid over to crit/condition isn’t bad, I’d take Signets of Power for your critical strikes trait and trade Blinding Powder for Signet of Agility though. You’re already running Might/Boon synergy, adding in those two things could allow you to pull out >20 might stacks for burst.
In either case: Your defense is admirable, but added healing doesn’t really assist Signet of Malice enough to make it worth the massive investment required to make a big difference. With that in mind I wouldn’t bother with Cleric’s gear, Carrion or Rampager would likely make you more survivable.
You’re running pretty much all defensive utilities as well, you at least need Caltrops if you’re running heavy conditions. Signet of Agility would be wise for anyone with that much acrobatics, doubly so since you’re running Uncatchable and Signet of Malice. Make sure one of the utilities you get rid of is Signet of Shadows.
ITT people try to convince each other that Charr society would agree with whatever philosophy they happen to follow.
I meant net shot, edited.
