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sPvP builds

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Posted by: Void.4239

Void.4239

here’s a fun build , not the typical thief build , it doesnt use stealth and doesnt rely on heavy burst damage ( its a condition / heavy evade build )
it works realy realy well for me once you get the hang of the deathblossums/ dodge/weaponswap/ steal/ heal rotations .

DD dodger build

https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first

hope you enjoy it as much as i do

Time to suicide[Back to D/P]

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Posted by: Void.4239

Void.4239

BIG Boost to my build , totally will love the new mug steal

it will make it even harder to kill me now , whuahuahua

DD dodger build ( spvp/tpvp)
( fully adapt to any burst or stealth nerfs they would ever consider in the future )

https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first

Glad to know. Been a while since I saw that thread. Probably two months ago or so I believe.

I like thieves that find openings in each patch to tweak their builds and bring more diversity.

That is what patches are for thieves – opportunities to overexploit other builds.

To be honest i think this DD dodger build has been available since release , just not played a lot. i hope they boost it even more in the future , its a really fun build to play.

i’ll be experimenting with S/D dodger and D/P dodger next , the flanking strike and the shadow shot could be used instead of deathblossum ( making this build available for crit stats) . its still in testing fases tho

really glad they finally nerved mug damage( took them to long already in my opinion)
hopefully more thiefs will finally drop the BS 1shot kill combo build cause it really was BS

Time to suicide[Back to D/P]

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Posted by: Void.4239

Void.4239

BIG Boost to my build , totally will love the new mug steal

it will make it even harder to kill me now , whuahuahua

DD dodger build ( spvp/tpvp)
( fully adapt to any burst or stealth nerfs they would ever consider in the future )

https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first

A 2K heal on a 45sec cooldown? Seriously?

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Posted by: Void.4239

Void.4239

this is bad news for mug spike d/d build. so as my build goes now. d/d D/p… after this patch i won’t gonna use D/D anymore.. id rather adapt another build. hmm maybe just gonna focus on D/P then SB or S/D. since mug can’t do crits

I LOVE THIS NERF

Its a nice boost to my DD dodger build

https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first

Solo Q and premade Q seperated yet ?

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Posted by: Void.4239

Void.4239

hello folks , before i start playing again i was just wondering if the solo Q/ premades are seperated yet ?

cheerz Jim

Will soloQ and premades be seperated in tpvp?

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Posted by: Void.4239

Void.4239

i’m actually getting to the point where i’m finding it aggravating to solo-queue, as with most of the teams i’m getting/playing against it just isn’t fun anymore

same here

and still the problem hasn’t gotn any dev reaction yet .
day 3 and counting…

Solo Que and Leaderboards

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Posted by: Void.4239

Void.4239

You guys need to stop complaining about solo que vs premades…

If you don’t want to play tournament style then don’t. If you solo queue then you do so at your own risk.

Smart thing to do would be to create a group and play that way if you can’t stand pug’s in tournaments.

Remember it is TOURNAMENT PVP. there is another sPVP you can go play.

Quit complaining about this. There are more important aspects we should be addressing. Like Class balancing, Rating system, etc….

Thanks

You do know they removed paids cause premades had to fight better premades , and they cry’ed about it ….

imagen no solo Q , it would turn out the same as how paids did.

anet has to chose :
- make the solo players happy , and split it from premades
- make the premades happy ( for a little while ), and see them cry again when no solo players anymore to play against .

if they chose premades , i would know what to say then …
but it probably would result in the end of the future GW2pvp scene .

Will soloQ and premades be seperated in tpvp?

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Posted by: Void.4239

Void.4239

Someone should do another survey about the Solo or Duo Q / Ladder
And well it’s as important to make a way to distinguish teams and make a ladder for it. I really wish they would just make u register a team with like 10 spots or so.

Could Work like this:

People who Solo/Duo Q would be paired with and against others that did the same.

People who group Q would be paired with other group Q. If in this group, 4 ou more members were from the same team, then it would give ratings to that team, if not it wouldnt give ratings. People would make teams, but if some friends from diferent teams would want to group up, they would still have nice matched against other groups, not faceroll pugs.

Already got a warning from my last survey they deleted , so i’m not gone start another one , started this topic tho … :P

I’m not gone be playing till a dev posts a reaction to this topic.
And if they do not implement a split, i probably will just move to another game. ( and it wont be any games of anet thats for sure)

*solo/2man group = 1 Que option

*5 man premade = second Que option ( 3/4 man groups should find 1-2 more players)

if they do not split , it will make a lot of casual players leave in a few weeks.

and no solo players = back to the old problem from paid tourney’s
( premades fighting better premades and cry’ing about it ….. , but premades fighting solo Q teams seems normal for them ….)

(edited by Void.4239)

Guild Wars 2 -- Current PvP After 8 Months

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Posted by: Void.4239

Void.4239

Honestly I think the conquest game mode is hit or miss with a lot of players. I think I remember hearing they had a whole slew of game types playing in house and found conquest to be so much more fun so they just wanted to focus on making 1 really good game type over a bunch of mediocre ones. Also with deathmatch the problem they had was since there is no trinity it would not function like other mmo arena/deathmatch modes.

Hopefully when they add custom arenas soon they will allow the option to turn off the capture points to simulate a deathmatch type game and maybe if they see enough people playing it they will make it an official game type eventually.

I would love to see more game modes too but I wouldn’t be surprised if conquest is their main focus just like SR is the main game type in LoL.

Let them first fix the bigger problems like keeping the casual solo Q players from leaving.
I hate the fact that they are using the casual solo player as a way to keep the 5man premade groups happy ( by not splitting soloQ and premade Q)
This way they ensuring premades wont cry anymore like they did with paids. ( you know when premade had to face other premades….)

An Idea on Match Making

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Posted by: Void.4239

Void.4239

I have played a lot of different game with a type of pvp in them. Whether they be RTS, MMO, MMORPG, extc, and of all those games this one doesn’t have the best match making. Before everyone starts to qq or say that I’m a qq’er please read this thread fully before make a reply. Here is my suggestion:

ArenaNet needs to make a ranking system. This ranking system will help you get matched against other people with the same rank as you. Your rank would be determined of your game play in a match. As well as if you team looses or wins. The ranking will not look at your glory rank. If each player started with a base ranking, then it would make it equal at the start. Here is an example:

If we have 4 players, players 1, 2, 3, 4 and each one is ranked in this order; player 1 = lvl 1, player 2 = lvl 10, player 3 = level 20, and player 4 = level 40. Now lets get to the match.

The match is players 4 and 3 vs players 1 and 2. Now based on their level you can assume that players 4 and 3 will win. Since they will win they ranking will go up and players 1 and 2 will go down. On the next match if these four players were the only ones to queue to and face each other this would be the match ups: 1 and 4 vs 3 and 2. Thus the match would be more balanced due to the fact that players 4 and 3 have about the same ranking as well as players 2 and 1.

Now to further explain this in a larger scale. Every player would get their own rank and be matched with people around their rank. But what about premades? Well premades would have their own rank as well. So if 3 players get together and win 4 matches in a row then they will go against pugs or other premades with their same rank. Then you might ask well what if I party with 2 friend and get a ranking and then a third friend comes in. Well your rank would be different from your party with 2 friends vs your party with 3 friends.

I know this might be hard to implement but, looking at the forums their are a lot of people complaining about this. Please take this method into consideration and I’m sorry ahead of time if I was confusing.

tl;dr: Everyone, even premade parties, should have their own separate ranking and be matched based on that ranking.

split solo Q / 5man premade group Q
then and only then will there Matchmaking work properly.

5 solo Q players ( rank 40) VS 5 friends in premade team ( ranks 20)

premade has a very high chance of winning. ( voicechat / composition of characters)

groups of 2 can be added to the soloQ games, and groups of 3/4 can look for 1-2 players to make a full premade for the premade Q.

please separate hotjoin and premades

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Posted by: Void.4239

Void.4239

With this ranking system, it seems unfair to put random players against organized teams in ts or other voice chat and all running a good team composition … it’s a great ratings boost on the leaderboard just hopping in there but eventually it isn’t even fun for the guys doing the stomping… is there any way we can get separate joins for premade teams and random players and maybe split the leaderboards

just throwing suggestions out there I’d love to fight other premades once in a while and absolutely hate being stomped on when I join random games

i’m afraid this kind of topics are getting a bit ignored atm .
I already posted a petition for this problem with a lot of positive reactions from players
( post got deleted since it seems petitions are against the rules )

I then posted a Q/A topic about it , still waiting for a dev to give us a comment on it.

It's time to balance PvP apart from PvE/WvW

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Posted by: Void.4239

Void.4239

So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.

When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.

Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.

TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.

Are you finally going to give wvw separate balance from pve, or just keep pretending spvp is the only place people want competitive pvp and ignore balance in wvw?

there isn’t any competitive play in tpvp atm ,
to many times premade groups face soloQ groups = 85% predetermined who will win the match.
This means the MMR they just implemented isn’t worth anything to.
So tpvp/spvp might have a bit better balance around the characters , it totally failed at matchmaking.

Matchmaking

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Posted by: Void.4239

Void.4239

Could probably be tightened up more. They have to be careful though people will whine if the wait was long then a couple minutes. I wouldnt worry about fighting groups like Gasmic myself (the others mentioned are much better) but you do get too many premades solo-queueing. It was one thing before but the population has been steadily going up since the laurels.

And if they do not make a split between solo Q players and premades Q teams.
it will eventually make the new players not stick around , and people that dont have the time to create / find teams will move on to other games. That do care about the single players.

so basically they just removed paids / added laurels/ added MMR system that is only positive for premades , and hope that no1 will notice that normal tpvp will end like paids did in a few months.

Premades afraid to fight better premades , and only want to fight solo Q groups
eventually pvp will loos a lot of casual ( solo Q)players.
Leaving premades to fight premades = past paid tourneys. ( and we all know how that ended)

Will soloQ and premades be seperated in tpvp?

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Posted by: Void.4239

Void.4239

when it’s ready

any dev that could answer this question ?
yes or no ? and with some explanation why ?

Will soloQ and premades be seperated in tpvp?

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Posted by: Void.4239

Void.4239

hello every1…me again

Just wondering about if there are plans of splitting up soloQ players and 5man premade groups in the close future? ( and i don’t mean next year lol )

Last post about this topic got deleted seeing i didn’t know petitions where not allowed.
my apologies for that.

If a dev/or some1 that has contact with devs could maybe inlighten us on this?
i think a big part of the pvp community would appreciate it.

cheerz Jim

Gasmask (#1) no longer on Leaderboard?

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Posted by: Void.4239

Void.4239

Wouldn’t surprise me if some people use bots in PvP to do the right things at right time to win games.

How in the world did you come to that conclusion? Bots are dumb, there’s no way they could compete in high-end tPvP. I guess you don’t PvE enough to realize that.

he probably meant macro’s and scripts
You know , the 1 button press = multiple actions in a row thing
or
the 1 button scripts = 1 button for all skills with a rotation

Why would one solo Q

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Posted by: Void.4239

Void.4239

I don’t think you can “drop out”. If you log back in, it puts you right back in the match.

are you saying you drop out and stay logged out of game for 15 mins hoping match will actually end before you relog in?

i’ve seen people leave a few points before winning team gets 500 points.
Dont think they have to wait that long…

Why would one solo Q

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Posted by: Void.4239

Void.4239

i do see it as in issue. but sometimes i want to get a quick game in. afterall, games are for fun right? as competitive as they are. or i might not be able to be on with the usuals i tPvP with in the past. or they’re not all onlnie beacuse of IRL stuff.

then i solo join. and i don’t take it as far as seeing how it affects rank, etc. if we get pit against a pre-made. then oops. but we still play our best. in pugs, have beaten pres before. and have been walked all over by pres as well of course. it happens.

when i DO have the time and i know i’ll get to be sitting there playing for a while, then i’ll try to premake. or keep adding peolpe that we played together well in solo joins.

Well yeah games are for fun, but it’s not really fun when you play for something (X goal) and it just goes down the drain when you solo Q when you have no friends to play with.

I don’t know how solo Q and premades are not seperate yet.

same reason why they canceled paids

amateur premades afraid to fight experienced premades

so it seems amateur premades want to fight solo player teams only.

and atm anet supporting the premades i guess.

Ok now you HAVE to do something about leavers

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Posted by: Void.4239

Void.4239

You forced your hand with your own leaderboard by using ELO and displaying Winning Percentage.

If you log out in the middle of a game before it is over, you do not take a loss on your PvP tab. 499 – 23? Log off, quick! As far as I can speculate (since its impossible to know), you also don’t take any hit to your ELO rating. Everybody who plays knew it, but nobody cared because there was no reason to.

Now there is a reason to. Better get on it. The roster should be taken at the START of the match, not the end. Then you fill in the results at conclusion, regardless if the player stayed until the end of the match. Competitive gameplay 101.

if it really is like that , then i guess they can restart the leaderboard once they find a fix to the leavers.
else i see all matches ending 0 players vs 5 players, and no1 woud have any losses…just wins

Some New pvp Vids ( dodger thief)

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Posted by: Void.4239

Void.4239

New Vid Added ( final part3 is finished)

hope you enjoy it

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

My necro stays on the caltrops and transfers the bleed to you. Win/win situation for him :p

:D hate when they do that ,
i have to blow my shadowstepreturn, or i have to run away and hope i dont die of my own bleeds :p.
perfect counter against any condition build

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

This build isn’t really something anyone needs to worry about too much IMO. I play it sometimes and I like it, it’s fun, but it’s not very powerful in pvp settings. I love it for doing map completion as it is great for taking down lots of mobs at once(switch from withdraw to signet of malice). It’s also not bad at other things like supply camp flipping or as a support build, but you will have to run from good players using powerful builds(If you don’t believe me duel a good d/d ele/necro/mesmer). That’s not what the build is for though, so it’s fine.

Now before you all pull out videos of people standing on trops in spvp, these are not good players, I’m sorry but they aren’t. So enjoy the build if you like it, it’s fun, but don’t try to make it something it isn’t.

From my experience in spvp/tpvp , its a danger for the enemy team that cant be ignored .

and about the trops in spvp/tpvp , people have 2 ways to react on it.

1 ) move out of caltrops and loos the capture point
2 ) stay in caltrops and try to hold the capture point

good player = ?some1 that defends the capture point , or some1 that gives it away?

for me its a win/win situation

added New Vid part 3 ( final part with a sample of how good it is as orb runner in the new map )

Guide to Thief Guides

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Posted by: Void.4239

Void.4239

great post

+1 to get it sticked

balanced build w/o stealth - runes, sigils?

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Posted by: Void.4239

Void.4239

- check out rune of adventure
( the 50% endurance on heal will make withdraw the ultimate dodge skill )
- sigils of energy
( another 50% endurance on swap )

Keep in mind that thief gets +-20% endurance back after a dodge , making the 50% endurance you get back = 2 dodges
( thief cant go lower then 20% endurance thanks to the endurance traits )

it helped out the build i’m playing now a lot
check out the vids in the build if you interested to see what it can do

https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-v2-NEW-Vids/first#post1634291

(edited by Void.4239)

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

my mistake sorry, i meant void

no need to say sorry

glad people trying/enjoying the evasion side of thief again. instead of hiding in stealth

@ AikijinX.6258 : didnt know the 2 sigils stacked giving a 100% endurance back , will try if in pvp later today ( probebly bug tho if so )

PS: do not forget that acrobatic traits make it that thief has never lower then 20-25% endurance.
Making the second sigil only give 20-25% usefull endurance back ( half a dodge)

up to the players to see what they need more:
- more condition damage?
- more condition duration?
- half a dodge more on swap?
- ….. alot of choises

Dodging, capping points, and you

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Posted by: Void.4239

Void.4239

If you press a button that gives you invulnerability you don’t capture a point.
Should the same apply to a player during dodge?

NO!! :s

if you would apply it to dodge , then it should be applied to block to .

block = sort of a dodge = sort of invulnerability

results woud be :,
Guard / thief / ranger / mesmer …= useless as point defender/capture ( so useless in spvp/tpvp)
This change woud only be positive for necro bunker builds or the god ele bunker builds. maybe the new turret engy’s would be a little better at defending point to.

so my questions is what class are you playing atm ? necro, engy or ele ? to suggest such a dramatic change ingame ?

and did you come across this build ingame that made you post this ? :p

https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-v2-NEW-Vids/first

cheerz Tripp

Thieves are so squishy, seriously

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Posted by: Void.4239

Void.4239

thiefs aren’t squishy , and we aren’t seriously

just check out this build , it will open your eye’s to an other side of the thief
( the non stealth version of a thief )

its fun , rewarding , and you are definitely gone be a pain for the enemy’s

https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-v2-NEW-Vids/first

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

patch update:

caltrops took a hit time/dps reduced with 1/3

still good enough to kill most 1 vs1 and able to hold a point against 2-4 enemy’s for 20-30+secs

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

Cool vids!

Also to SilverWF- not sure where in original post it said anything about viability in WvW. It mentioned holding points in PvP, which it seems able to very competently do.

ty for the possitieve reaction

Remember always to read the thread before posting…

this build is mend to be able to protect / capture points on your own in tpvp/ spvp
stealth = you loos the point .

its a Spvp/Tpvp build , haven’t tested it out in WvW yet :p.

It seems quite clear to me. There is no way someone can not understand that.

Bla-bla…

Useless for WvW.

Nah apparently wasn’t clear enough lol.

ty for the funny reaction. made me laugh

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

Cool vids!

Also to SilverWF- not sure where in original post it said anything about viability in WvW. It mentioned holding points in PvP, which it seems able to very competently do.

1st, about vids: 2vs1? It can be done with every build.
2nd, “bad for WvW” just fact for me, nothing personal

1st, about vids:
- they are first vids i made from screen recordings
- think there fights from 5 or so matches in those vids
- i made sure there are 1vs 1 / 2vs 1 / 1 vs 2 / x vs x in both vids ( from those 5 matches)

2nd, bad for WvW
- didnt say anything about it beeing good for WvW. i havent played any WvW yet, so cant argue against you on that point.

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

What a hell I’ve just seen? A lot of dodges with crappy DPS?
At part 2 2nd row in the incoming damage list – retaliation. yeah, great build ^^

“hybrids between evade / stealth will probably be very nice builds.”
man, there is nothing about hybrids. It’s just another Vit-Condi thief, who applies bleed not from Pistol#1 but from dagge#3 and caltrops…

And, sure, it’s not a bunker.

I dont realy get your angry post…

  • Its a fun NO STEALTH thief build , to show folks it still can be done without stealth.
  • The dps is the highest conditions a thief can get ….
    ( 1400 base condi / +250 from sigils / 280 (+-8x might stacks) )
  • evry build has counters against it. retaliation/ confusion are hard to fight for this build. but that goes for many builds
  • " hybrid" , I meant that when people start adjusting this build , thru adding some stealth, it will become even more reliable.
  • “bunker” , why you think i put bunker between " " … , it is not really a bunker but its the closest a thief can get to bunkering on a point.
  • shoud not compare the pistol bleed build with this build
    – pistol bleed = heavy stealth use / ranged ( not able to hold / capture points )
    – DB bleed = NO stealth use / close combat ( able to hold / capture points )
    see how ridicules it is to say its just another build like the pistol bleed … :p

glad you didn’t like it and still watched part 2

cheerz Jim

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

Confusion only ticks once I believe, though admittedly it’s hard to pay serious attention in battle. You’re right, though, that condition mesmer is a pretty good counter to this build. I almost lost a 1v1 against a condition mesmer last time I played this spec – but I just ran off, flipped on a bit more condition removal and in better terrain, and then it was nothing again.

Really, the short is that this is a tough to kill build that lacks a bit in killing power against anyone that knows to get off caltrops and has some condition removal. It is a great build for sPvP/tPvP from the nature that you can keep the point coated in your caltrops, and if they group on the circle, it’s beautiful for your DB too. If they don’t, you can usually hold them long enough for your group to come (though GG if it’s hotjoin).

Note to others – this is an extreme example showing how thief can reach infinite dodges/evades. Take this, and start applying it in a controlled manner (meaning you don’t need to rune/double sigil your way), and you have a class that is far more untouchable than any other class. Because of this, I can take on any number of mobs with my zerker thief. Because of this I can dodge every incoming attack from a champion/boss. Because of this I almost never lose a 1v1 even against a stealth spamming x/D thief. And this is not even touching all of the thieves access to blinds and CC.

totally agree with you

it all started as a try @ “non stealth build” , turned out to pretty darn fun and effective.
When i saw all the “stealth nerf thief bad” topics on forum, i thought i would remind folks what other things thief still can do.

hybrids between evade / stealth will probably be very nice builds.

cheerz Jim

@Balanced thief post-patch

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Posted by: Void.4239

Void.4239

Just saying, this change is a huge playstyle nerf for the balanced thief. Possibly killing the build all together…

I think the “balanced” thief will be a thing of the past and from now on you are either playing condition or glass.

This change hurts build diversity and lessens the value of all “stealth” traits. I didn’t see any buffs from ANet to our class in compensation for the huge nerf.

I honestly think that the “balanced” thief will be a thing of the past now because of this change.

What about sPvP thieves? For real, with the nerf in spvp thieves will be free points. The second they come out of stealth and I know their stun break is down they are eating HB+frenzy+bull charge. As it is now, thieves are pretty easy to beat in spvp. After change I think thieves won’t have a place in spvp.

EDIT: I’m not trying discuss the change itself but rather what people are thinking about changing to adapt to it. I think the change is kitten and shouldn’t an issues. I would have told all the QQers “L2P”, but ANet listened to you. You have already won. I am trying to learn to live with it.

just check my “non stealth” thief build , has vids to
now imagine if i would use a little stealth in the build ….

sure thiefs perma stealth builds get a hit , but its still viable for pvp just need to find other play styles/ builds

https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-v2-NEW-Vids/first#post1650816

Some New pvp Vids ( dodger thief)

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Posted by: Void.4239

Void.4239

hello evry1 here some vids of a fun thief build, that doesn’t use stealth.

Its first time i made vids like this , so hope you like it.
Enjoy

*tpvp/spvp vids

part1:

http://youtu.be/pPols-vShvM

part2:

http://youtu.be/3QSRhiHn_Zc

part3 ( orb running example at the end)

http://youtu.be/1kjN4Swgn3k

Dont be afraid to let me know what you think of the vids

cheerz Jim
aka Tripp

(edited by Void.4239)

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

I’ve run pretty much this several times in the past and it is too tedious for me over time. It’s fine for some tpvp if you literally want to hang on to a point but it doesn’t push any buttons for me in hotjoin or WvW.

added a few newly made vids , hope you like them

NEW VIDS PART 1 & 2

hope you all like it

Stacking Sigils and Energy Sigils

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Posted by: Void.4239

Void.4239

I haven’t been able to narrow down the specifics of the bug but it seems that if you have a weapon set with an Energy Sigil on a weapon, and Stacking on the other, when you weapon swap you don’t gain any energy.

I’ve noticed this with Healing and Precision sigils, not sure about power.

:D i noticed it to

here’s what i found out after a few tests

  • most on weapon swaps do not work if you changed weapons without relogging / entering another area

example:

1) i had 2 plain daggers with sigil of energy : ( all worked fine )
2) i switched them to 2 new skin daggers with sigil of energy: ( Did NOT work anymore)
3) relogged with the new skin daggers: ( all worked fine again)

so changing weapons = some on weapon swap sigils do not work anymore ( if you do not relog with the new weapons)

its a fix for now, but i hope it gets fixed for real

cheerz Jim
aka TripP

Balancing premade vs soloqueue

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Posted by: Void.4239

Void.4239

here’s a solution for the problems:

they need more options in the queue’s

1) solo Q :
solo players get match up against solo players

2) group Q :
groups of 2-4 can Q up here , teams are mixed once game starts
( you can end up against some of your friends)

3) 5Man Q:
premade full teams get to battle it out against each other.

groups of 2-4 that do not want to get mixed should make 5man team
hopefully increasing the amount of 5man premades , so that “5man Q” line gets more folks playing it.

if any Q option takes to long to get a match-up = its cause to less people playing/interested in that sort of Q option.

With these options its not really needed to match-up same ranks
premades will only dominate in “5man Q”, against other premade teams ( hence rank shoudn’t matter there )

I'm sorry to have to say this.

in PvP

Posted by: Void.4239

Void.4239

here’s a solution for the problems:

they need more options in the queue’s

1) solo Q :
solo players get match up against solo players

2) group Q :
groups of 2-4 can Q up here , teams are mixed once game starts
( you can end up against some of your friends)

3) 5Man Q:
premade full teams get to battle it out against each other.

groups of 2-4 that do not want to get mixed should make 5man team
hopefully increasing the amount of 5man premades , so that “5man Q” line gets more folks playing it.

if any Q option takes to long to get a match-up = its cause to less people playing/interested in that sort of Q option.

With these options its not really needed to match-up same ranks
premades will only dominate in “5man Q”, against other premade teams ( hence rank shoudn’t matter there )

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

This build looks fun, but I’m wondering how effective it would be in WvW when you’re not contesting a capture point like in sPvP. I do expect zerg diving to be pretty effective, but on a smaller scale would P/D work better (i.e. both being condition builds).

Edit: title says PvP, I feel foolish now. Still curious though

its a Spvp/Tpvp build , haven’t tested it out in WvW yet :p.
The idea is not to use stealth , to be able to hold / capture points , something you dont need to do in WvW , so in WvW it might be more interesting to use stealth builds.

Tho I think in WvW the aoe caltrops will be less effectieve
( in Pvp they tend to still want to stay on the “capture point” even if there’s a ground aoe)

But feel free to test it out in WvW and give your opinion on it.

cheerz Jim
aka Tripp

(edited by Void.4239)

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

You didn’t copy the whole link then Rhoellan. But to make life easier for the masses, here is his build shortened. I avoided the temptation to make my changes. :p

http://tinyurl.com/ah9o7r9

build has been adjusted and updated in the main post
- just the quick pocket instead of quick recovery
- last utility skill = free to chose ( atm. SoS since there a lot of lazy folks :p )

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

You might also consider switching your runes to centaur – you could switch SoS out, withdraw at the beginning of a fight, do a dodge roll, and basically have permaswiftness.

You’d be losing some condition damage for power, of course, and losing 50% endurance regen on heal. The extra second of bleeding will take the edge off the condition damage loss though, and effortless perma-swiftness with all your cripple options might be nice. Giving all nearby teammates swiftness for 15 seconds on heal is nice too.

this build is all about dodging all attacks if possible :p
perma swiffness= no use as a bunker thief :p

loosing the 50% endurance on heal would break the build

If you slot Signet of agility over SoS you have the same basic function (100% endurance every 30s, instead of 50% every 15). You also get a condition cleanse out of it, and swiftness > SoS – though its not as clear cut as that, I would think the benefits would outweigh the slight negatives.

Edit: I’d probably also trade might on dodge for Fleet of foot – I imagine the condition that screws up the spec the most is Weakness, and cripple is probably high on the list too (as you’re strictly melee), and with the constant dodges, you’d be dropping those 2 conditions every 10s.

sorry but cant agree with you on these aspects. there core things i cant touch on the build.

*the 50% endurance each 15 sec is better then 100% every 30 sec
reason : thiefs return 25-30% endurance after dodge
meaning you can never give 100% endurance to this thief build , the most its 70-75%

1 extra evade beats the condi removal for me

*might on dodge = to big a dps boost ( 5-10 stacks ) thats alot to have constant on you
The weakness and cripple = cleansed from withdraw evry 15 sec ( its enough for me most of the times)
And when you get heavely targetted , i suggest you use Roll of ini instead of SoS for another stun breaker

but for the love of god do not touch might on dodge

still appreciate your ideas and glad you thinking around the build :P

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

Yeah the speed signet can be swapped for whatever people like to use really :P .
Its a free to chose slot depending the situation your are in.

I mostly change it to either :

- roll of ini or infiltrator signet : when i need more stun breaks ( 1 is more offensive / other defensive)

- signet of agility : when i face a really good conditioner ( or multiple conditioners)

I use the speed signet , just to reduce the unneeded dodge out of combat.
Without the weapon swap its rather hard to get swiffness stacked out of combat and i hate being slow even out of combat .
Once in combat yeah its useless , but most of the time i don’t need the other skills really

Shadow refuge looks great to for getting that extra heals in the fights .
But i would risk relapsing into using it for the stealth , and this build is mend to cure stealth users .

ty for the nice constructive info , pretty sure a lot of folks will appreciate it

Pfft – you can dodge/swift run infinitely with your setup. Flipping the camera round 180 to slip in a withdraw (which is also great for movement) gives energy and vigor. It’s a bit more active than holding the W key, but you’ll be moving faster than speed signet ever would have you, leaving that spot free for true combat options. I see that signet (at least on dodge swift spammers) as only useful for lazy town runs.

I will agree with Loading, however, that Quick Pockets is a better option. As long as you swap weapons in less than 15 second intervals, you’re coming out ahead. If you find yourself able to go longer than that, then it means that you actually have room to have a swap for initiative. So really, it’s a win for a build like this.

Yeah gone add the build with your suggestions , the quick pocket indeed has its better value .
But to be honest it doesn’t really matter that much, if played flawless you never run out of ini and dodges at the same time , just hard not to make a little mistake and blow the timing on it all

The signet of speed slot is free to chose (will add it in the build to, a lot of good suggestion about the SoS have been made for all sorts of combat scenarios .
Indeed i agree thief has a lot better options then this to use , its fun to be able to switch around that 1 skill a bit .
Gives a little room to change up the playstyle from time to time.

guess i’ll have to get of my lazy kitten and drop SoS more often :P

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

You might also consider switching your runes to centaur – you could switch SoS out, withdraw at the beginning of a fight, do a dodge roll, and basically have permaswiftness.

You’d be losing some condition damage for power, of course, and losing 50% endurance regen on heal. The extra second of bleeding will take the edge off the condition damage loss though, and effortless perma-swiftness with all your cripple options might be nice. Giving all nearby teammates swiftness for 15 seconds on heal is nice too.

this build is all about dodging all attacks if possible :p
perma swiffness= no use as a bunker thief :p

loosing the 50% endurance on heal would break the build

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

I prefer run 0/0/30/20/20 healing thief. For the fact that i can stay in entere enemy and drop caltrops to imitate the. This build is not for killing exept if you go p/d. Thies build is for stomping downed enemy’s in chaotic battle and healing your allies. Its pretty fun has some feeling like been a spy.

this build is mend to be able to protect / capture points on your own in tpvp/ spvp
stealth = you loos the point .

i see you build more of use in WvW or in zerg Spvp’s

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

i e gone through many different builds using very similar setups and ive played this one and different variations of this one and it is fun

if your good with weapon swapping, consider swapping out quick recovery for quick pockets, its one more initiative 1 second faster.

and bas venom is a nice choice also imo, so you can have then on the caltrops that much longer

Be careful with quick pockets not to use weapon swap for the ini,
The 50% endurance is way more important to keep your dodge row going .

Note that in pvp you should try not to swap weapon the sec its out of cooldown , it should only be used below 50% endurance.

Thief guild = your only way of axualy killing a heavy condition remover.
I just dont see the need of bas venom.
If you do caltrops on capture point , probably more then 50% tends to just sit in it on the captured point.

ty for the suggestions .

cheerz

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

Why not swap your signet of shadows for a signet of agility? Speed does not stack, and with that many dodges, you have plenty of swiftness, so it serves no real purpose other than as a blind. By using a signet of agility, you also gain access to a condition removal as well as yet another energy boost. Other options would be Roll for Initiative to give you a move that removes all mobility/stun conditions (saving your shadow step for damaging ones) on top of the additional initiative recovery. Scorpion wire to pull people back onto your caltrops. Or Shadow Refuge – your 3 spam suddenly becomes leeching on top of a healing field on top of a being an “oh kitten” reset option. Short story, you can do better than Signet of Shadows for a utility. Heck, I use dodge to move around towns too.

I would also suggest loading up on Skale Venom. You want to load as many debuffs as possible to make it difficult for them to remove your bleeds/cripples.

I’ve done a build similar to this (though not quite as energy stacked), and it’s fun.

Yeah the speed signet can be swapped for whatever people like to use really :P .
Its a free to chose slot depending the situation your are in.

I mostly change it to either :

- roll of ini or infiltrator signet : when i need more stun breaks ( 1 is more offensive / other defensive)

- signet of agility : when i face a really good conditioner ( or multiple conditioners)

I use the speed signet , just to reduce the unneeded dodge out of combat.
Without the weapon swap its rather hard to get swiffness stacked out of combat and i hate being slow even out of combat .
Once in combat yeah its useless , but most of the time i don’t need the other skills really

Shadow refuge looks great to for getting that extra heals in the fights .
But i would risk relapsing into using it for the stealth , and this build is mend to cure stealth users .

ty for the nice constructive info , pretty sure a lot of folks will appreciate it

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

That looks like it’s hilariously fun to play and I CAN’T WAIT to try it!

Thank you for sharing!

your welcome ;-),
Had to post it really, to many folks started saying they would report me for haxing :p.
They found it hard to believe a thief could bunker on a spot and survive a 3 vs 1.
They weren’t the greatest players tho
(it shows when they all 3 keep standing in the caltrops aoe :p )

hope you enjoy it as much as i do

PVP D/D dodger build (updated 14/09/2013 )

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Posted by: Void.4239

Void.4239

hello folks , here’s a " latest" version of the dodger build

1) build: ( copy / past in browser , seems to bug out )

http://gw2skills.net/editor/?fYAQRAoY4YlYmiOXeS4E9JFCvAvHflDGW6C6ewVXVVB-TwAgyCrI0SplTLjWStsaNWYtw+j5HA

you can switch some condi damage for a better crit rate to go up against full condi clearing builds . Adds some more pure damage to the auto-attack chain to get those poisons up, and helps get Hs to 1.5-2 k crits often.( to finish folks off )

- sigil of minor corruption =>sigil of accuracy
- shamans jewel in amulet => rabid jewel in amulet
( you are not forced to take last refuge , feel free to take mug instead )

3) old movies:

These movies are kinda out of date to the latest version of the build, but they show what the build is capable of. ( actually better now then it was in the vids )

*the test dummies vid

*tpvp/spvp vids

part1:

http://youtu.be/pPols-vShvM

part2:

http://youtu.be/3QSRhiHn_Zc

part3 ( final : ending with a big bang )

http://youtu.be/1kjN4Swgn3k

4) some info about the build

strengths :
- high condition damage
- might stacking ( 5-10 stacks )
- 80% evade ( dodge / DB evade )
- high ini recover
- great mobility / survivability

weaknesses :
- ground targeting aoe’s ( like wells / marks …)
- not a lot of condition removals ( shadowstep = for high stacks of conditions)
- fast condition cleansers are a pain to fight

5) enjoy the build <3

cheerz Jim
aka Trippseeker

(edited by Void.4239)

Leavers/ no shows

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Posted by: Void.4239

Void.4239

To many people do not want to play against premade groups, hence you can not blame them for leaving once they face 1. ( not saying i like it that they leave )

they need more join modes for Tpvp. so people can chose against what they want to play.

solo Q/ group Q/ premade Q

  • solo Q : players should be able to playing against other solo Q players ( no premade / groups)
  • group Q : join as small groups or solo players ( 1/2/3/4 ). But teams get scrambled once match starts ( you can end up against some of your friends )

if you do not want to play against your friends then make a full Premade group and sign up for premade Q ( hopefully producing more full premades )

  • premade Q: Full groups going up against other full groups ( competitive Guild vs Guild Tpvp’s)

if it takes long to Q , then its cause to less people want to play that join mode.

and another thing i’ve been dying to see INGAME = VOICE CHAT , so solo Q"ers can communicate to without having to type /die
( woud produce more full premade in the long run to)

so dont blame leavers for leaving , its not 100% there fault ( it sure su cks tho )

cheerz Jim

Does Retaliation work against Conditions ?

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Posted by: Void.4239

Void.4239

hellof folks , been wondering about the works of retaliation.

- does it work against conditions like bleed ?
( 10 stacks of bleed = 10 ticks of retaliation each sec ? )
found all sort of answers on google so google just made me even more confused

- if it does work on conditions , was this intended or is it a bug that will be fixed ?

my condition character seems to die fast against bunker guards , hence i’m trying to figure out how they do it. they do not axualy hit me at all

would appreciate any experience of other players on this Boon

cheerz Jim