Showing Posts For Vyxion.6358:
This bug is still in the game.
Seems a part of the belly dissapears too.
Turning my adorable asura into a flattened midget hit by a whack-a-mole mallet.
Very annoying, Arena Net can you fix this?
(edited by Vyxion.6358)
@Master of Timespace: I totally see your point with channeled AOE (same principle), but dodges are finite, lol.
Ya, of course dodges are finite. If you are out of dodges when a warrior channels volley, then that’s just too bad. Stealth is not and should not be your magical counter button against everything. Thief mechanics are already way too noob-friendly.
ps. As a thief player I’m amazed that some people think channeled skills need a nerf.
Naturally, I wrote my post in frustration. I have no desire for an IWIN button and I am not trying to insert too much logic in a fantasy game. Channeled skills that require a target is what I am specifying.
Vyxion mentioned Headshot as a counter, which I had totally spaced out on, and I’ll roll with that. There are other Thief things that require much more attention.
Glad i could help
@jinx: I don’t play the silly 25-30-0-0-15 build. I play 0-30-20-20-0. My initiative is fine. Never been an issue.
You want a medal or something? Never really like these kind of posts… What’s your contribution besides boasting?
It would be very equal in power to the 2 extra initiative per 10 seconds trait. I don’t want another trait like this. Solve the pistol issues at the core, don’t make crap cheaper to use. Cheap poo is still poo. (talking to you auto attack pistol and pistol#2)
Personally i stopped using offhand dagger completely and traded it for a pistol offhand (making it dagger/pistol).
Because of this I now stop channels with pistol 4 before i stealth, problem quite frankly solved in my case.
Not just 1 boon he says. Stealth lasting for 8 seconds causing all stealth related traits to suddenly double in strength is something you call not interesting to a thief?
When im able to double my stealth duration through boon stats on gear, I’ll do it in a heartbeat.
Regenerate initiative faster in stealth
Cleanse a condition/3seconds in stealth
Regenerate health while in stealth
50% more speed in stealth
Double the chances to get away alive from a bad fight
Double the range at which a fight can be engaged from stealth
ALL OF THESE last longer and/or get more ticks.
The effects of being able to double your stealth duration would be beyond reason.
Not to mention it would increase the value of boon traits which are currently not very wanted on themselves. But when u add the stuf i mentioned above? You’ll be in for a treat, I promise you that.
No, keep it the way it is.
the other consideration in the calculations is the AoE dmg; bomb and ft are both AoE weapons, technically.
But since I am not a numbers guy, I put it to you, Seetoo, should the potential DPS of the FT#1+FT#2 be factored by their maximum number of targets (Bomb kit as well)?
I am not sold that more targets reduces sustained DPS though (i do agree it does less per target with more than 5 targets, but the overall sustained dps ought not be changing just because there are more targets). Since tests are meant to be controlled, isn’t FT1 3x whatever it does to a single dummy, and FT2 5x, since they can hit that many targets before losing any single target dps? Likewise, Bombkit/nadekit should have its DPS factored by up to 5 since a single bomb/volley can hit 5 targets for the same amount?
FT1 isnt a 3target hit skill, it hits 5 like normal aoe’s do rather than like a cleave attack.
Something else i really like about FT as well is the fact the FT1 keeps on doing dmg, theres a smaller ammount of “overdamage” so to speak. There’s more effective dmg than when you compare it to the grenades.
Let me explain this:
Lets say you are grinding an event with a mass ammount of mobs (lets say 30 are alive at once) and you throw in grenades. You throw them in waves, not continuesly. When the grenades land they do a set ammount of dmg all at once on a set ammount of targets. If some targets died in the progress all overdmg done to them was lost and you’re not dealing extra dmg to remaining targets till the next wave of nades.
Flamethrower is different. It’s more like a pulsing aoe. The dmg comes in 10 waves per attack (rather than the grenade’s 1 attack 1 wave). lets say some targets die in the middle of the flame jet then the remaining waves of the flamejet simply start hurting other targets, losing less effective dmg on said dead target and doing more effective dmg because it dynamically switches to live targets even during that 1 attack.
Nades don’t do that.
It’s a terrible thing trying to throw maths on but it’s a very important thing to note when comparing the 2.
with the flamethrower being a mad crit proccing machine and with that +10% on burning targets buff i started thinking about taking up points in explosives again for the burn on crit trait. Increasing total burn uptime in such a manner the +10% should basically be up 24/7.
There is no mistake with sigils in this build, sigil of strength is the only on crit sigil without an ICD.
While not stating an ICD in the tooltip, it does have one
Those other games you mention allow for infinte stealth out of combat though and i’ve always thought that to be a bigger problem. You can’t see them coming. Here in GW2, you can see that thief coming.
And about the practical standpoint… No that’s just not true… With a bit of forecasting on the thieve’s movements it’s not that hard to predict his movements. With a bad sense of combat awareness this could be a problem ofcourse but that’s something we just gotta learn to be succesful in a game like this anyway. It’s like throwing a grenade at someone, you have to predict his movements. You’re gonna miss if you can’t do it.
The thief usually only has 3-4 seconds of stealth and most thieves will try a backstab. So basically he wants to get in your back, the routes to that position are likely for him to be during the stealth unless he’s retreating (but then there’s other likely options for him to be moving) so aim your attacks there. Ofcourse there’s still a chance you miss but what else did you want? Adapt, it’s no practical immunity. It’s a hightened challenge on the opponent’s combat awareness and it really is not more than that.
Thief DOES take all dmg while in thief in stealth as if he wasn’t stealthed at all…
- All cleave attacks still hit the stealth if hes in it’s range
- All single target attacks still hit the thief in stealth if you were lucky enough to actually hit him (hes stealth so u gotta do some guessing and hit the air, melee attacks have a bigger hit detection area than projectiles so this is more likely to happen with melee attacks)
- Dots still keep on ticking
- AOE’s still hit him
- Channeled spells keep on channeling as if the thief didn’t go stealth at all… Good examples: Karka’s, Ranger rapid fire, breath attacks, Mesmer’s confusion ray beam thingy.
All it did was make it impossible to actively target me during the stealth. Any auto attack made in the air and i happen to just be there hits me…
This is why you see thieves striking in the air in thief vs thief duels… They try to hit the stealthed thief while unable to see him. And you know what? It works. He’s not a dumb kitten for doing that, it works! He just doesn’t know exactly where he is but if he strikes one in the right place at the right time it’s a hit. (and you can tell by the auto attack chain continuing further, hint, that doesnt happen vs a block or an immune so saying stealth = immune is just plain wrong)
I really hate this misconception about thieves being immune in stealth. It’s just not true. Not even close! It’s time people learn this because without it they seem to think Thieves are OP, which they ain’t….
Now to the latest patch note not resetting aggro anymore…
This, Arena Net, IS A VERY BIG PROBLEM for thieves.
Stealth has always been the excuse for low passive resilience and lack of acces to vigor while still being melee oriented. The only reason this was a viable excuse was because the aggro reset on stealth simply made thief a less likely to be attacked target so he wouldnt need as much resilience as a warrior or a guardian. With that gone, but the damage still high (specially on berserker thieves out there) we are in for a big ammount of getting downed if we try to melee bosses for examples in dungeons…
PLEASE revert this change or make a change in such a way that thieves somehow can trait for aggro drop on stealth (or make it a base extra effect in the skills) so thieves get this excuse for low resilience back without being able to abuse it for friendlies (who don’t really needed that because they are designed to function without an aggro reset). Thieves were designed with this aggro reset, without it however we are in trouble!
Oh thanks MaXi i did not know that yet
Going to look into that inmediatly
However, my advice probably still holds true.
I know I’m not changing this personally.
The thing most people seem to be doing is only salvaging their doubles.
U get a hell of a lot more commons than uncommons or even rares so by the time u finally start getting rare doubles you will already be too close to your next “level” of pvp rewards to have a fair chance of dropping slivers/crystals for you before this cycle starts all over again. Sometimes you will never have a rare double at all before you reach the next level.
lvl10, 20, 30, 40 etc etc these mark the levels of pvp reward (rabbit, deer, dolyak etc).
So if you want more crystals/slivers… I’m afraid you will just have to be less of a hoarder and salvage more than only your doubles. Only save the gear you REALLY like and salvage everything else is how I’m doing this once I found out about it and I’m deffinitly getting more crystals and slivers now. Even free tour tokens.
Ofcourse the chances of getting uncommons and rares is higher in silver- and even higher in gold chests than it is in bronze chests. Bronze chests are mostly just really bad in my opinion.