Bunch of crybabies acting as if there is no way to counter trapper thief…
please quit posting builds on this guys, no matter how sub par they maybe. Also, quit acting like this has no counterplay.
Dont really need rabid stats or krait runes to get kittened bleed stacking with the new deathly chill buff. Just a sigil of ice will do…
agreed
sometimes all it takes is one reveal and a buddy with you to shutdown a ghost thief. Especially if the thief doesn’t run shadow step or a shortbow to teleport kite the reveal durration.
You got the mercy rune ninja nurse and various frontline hybrids that use condition dmg, like frontline venoms thief, frontline immob bomb ghost trapper and mixes inbetween.
All various forms share a few things in common, like a shortbow and bountiful thieft trait.
Bottom line, thief can be a valued crowd control and res support class for both small and large scale fights.
Here is some additional advice, put up swiftness and be moving constantly if you are aware a ghost thief is near. If the thief is able to pop you with the immob burst during movement, then you are dealing with an above avg ghoster. If you are able to clear the first round of burst, quickly deploy a stealth disruptor while the ghost thief is in stealth waiting for his burst rotation to come back. Odd are, if the thief does see you drop it he will not reengage. If the thief was too focused on stack stealth and not paying attension to your character animation the next round he goes in for he is pretty much screwed. Some ghost thieves dont use shadowstep or a shortbow in order for more dps, if that is the case, they are definatly screwed.
I think the signet of agility buff was anets answers for thieves in general to fair better vs any above avergage ghost thief trapper. Cus even if your shadowstep is on cd, you can still clear a good sized trapper burst without the need to use up any endurance by dodging ( which would be pointless anyway).
Before you had to run signet of agility, shadow step, and withdraw with trickster traited to fair ok vs any above avg ghost thief. Now you can drop the trickster/withdraw heal if you want to.
so retailation buff works vs condi too now?
I think it is between Thief and Necro.
These two class got that condi burst that will make you go wtf and look at your combat log after you die to 3 ticks.
pretty embrassing for the op.
Anet, please make common reward siege chest stack.
the build need abit more work, it is just not that good in its current state.
especially running leeching venoms when you do not have a single venom utility….
Lets get one thing straight, Anet will never remove downstate from WvW no matter how popular the movement gets to remove it from WvW gameplay.
What they will end up doing, based on most recent statements from the devs, is they will look to nerfing downstate in various ways.
1. the amount of starting health may be reduced in downstate
2. the amount of +health healing per tick on a rez may be reduced
3. Invul state may be reduced or eliminated
It looks like they are currently testing out the third in spvp, and my end up implimenting it into wvw later.
They’re just gankers. People who couldn’t cut it in PvP.
Agree, never was impressed by any of the guys from Hunt.
Also, someone finally did a name drop on this thread that is worthy of mention, Quickcry….whom is currently on JQ.
If everything people mention is hardly worth it, why you bothered making this thread in the first place?
Never said that, In fact my last previous quote is the total opposite. Lettuce is very correct in his analysis and a name drop was something I was looking forwards to seeing.
You for the most part only are interested in derailling this thread.
Fighting JQ this week it doesn’t feel that way. There are a few solo roamers that seem good, but “solo roaming” really doesn’t describe one or two people being chased down by a group of 5 or 6.
Honestly not blaming them, that’s the game. It’s just hard for me to personally judge their skill level when I’m downing them 3 or 4 times and each time them getting power resed by 5 teammates.
Lol. Honestly, I’ve fought a lot of servers and I have to say that, hands down without a doubt, NSP is by far the worse in terms of skills and not willing to fight. Heck, the other night, my guild group of 5 roamers took your north camp with 25 people, 4 stealth traps back to back, and at least 6 ballistas………..Once you guys lost your sieges and used up the stealth traps and lost half of your guys without any one of us dying, you all just ran to portal and camp got taken. By 5 of us. I’ve noticed a huge pattern with NSP and it’s kind of pathetic actually. They never fight = numbers. When they get outplayed even though they outnumber us by at least 5…they call their zerg to try to kill us only to have us juke the zerg and pick off your backliners. It’s one huge hot mess on your server. And when the zerg finally gets 1-2 of us…What do they do? Drop sieges and a guild keg on the body. It’s kind of like…really funny and amusing to us. I’ve literally been chased across the map by a couple zergs and they just ended up getting juked.
Heck, we even spawn camped your borderland’s spawn as well 4 v 10-15. One of your guys whispered us saying how impressive it was and that your guys were QQ’ing and were calling for the tag on their map to come kill us. They got juked again.
Conclusion: NSP is a giant joke that refuses to fight any equal number at all and has no skills. I’ve literally not encountered 1 good roamer on NSP. Encountered 1 good one on TC but that’s it.
Id honestly think Lettuce is not exaggerating.
Also, someone finally did a name drop on this thread that is worthy of mention, Quickcry….whom is currently on JQ.
Refer to my statement above from yestarday if you want to know my thoughts on the servers with the best roamers and havoks, and why I beleive they should be considered among the best. I can list a great deal of individuals from those servers with excellent K/D ratios in the field, and even individuals where a full zerg map call on them is not uncommon.
Some of you may call them trolls, but I consider those sort of individuals among the best roamers currently playing in wvw.
(edited by Xtinct.7031)
I think that roaming is more about what you do rather than how many you do it with.
Basically this right here. Some of the best havok squads I’ve ever run with/fought against had a few things in common: Hard to kill, annoying as heck. If your group pulls the entire zerg to deal with you that is a victory in my book. Generally when I go out for roaming play, we start as a havok squad just attempting to get people to fight.
I can list way more successful havok squads than I can guilds who consistently roam. JQ has always had some really annoying folks who keep you running. BG too. But I also play NA Prime time a lot and that factors heavily into this discussion. Its going to shift by time zone.
Only guy so far that has a clue about the topic. The rest of you sound like you have a totally different gameplay style and trying to put in some 2cents about something that was not asked of you in the orginal statement. To those individuals, can you name off one notable havok guild or roamer and their server location?
Thread got derailed abit by players whom do not actual roam/havok, yet are trying to define it for everyone…
I’m on Mag atm, and as of late some of the most coordinated & annoying small/havoc groups I have come across are the QQ & T-Rex guys, they really know there stuff.
Mag used to be a haven for skilled roamers, but I that was long ago. However, QQ from BG is one of those notable guilds that everyone loves to hate.
Honestly, I will have to disagree with many of the suggested servers mentioned with the exception of JQ and BG.
JQ and BG has a collection of some of the best roamers imo. What made em hard? Id say consistantly engaging in outnumbered fights in T1 and T2, and perhaps alot of dueling practice.
If you go up agaisnt BG or JQ get ready to throw 2-3x your guys to kill 4-5 of them. Ive seen them do some crazy outmanned fights all while getting sieged down.
Choose only one server with the largest collection of known top roamers and havok guilds, drop a few guild names for reference.
I have noticed that the draw sound on the bloodstone weapons is pretty much barely audiable relative to other previous draw sound weapons before it. Anet please adjust the bloodstone weapon draw sound so that it is equally audiable to all other previous draw sounds.
Yes:
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
No
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
- Adjust outlier revive skills (Function Gyro)
Based on our playstyle some of us will have a difference of opinon on the reduced downstate HP and healing per tick when receiving a rez. Please beleive, there is a reason that those two are being looked at and are supported to be reduced across the board. These two really do need to be reduced to some degree.
(edited by Xtinct.7031)
I suggest take the time to watch how other pro-druids play the druid class and dissect everything. https://www.twitch.tv/quickcry/v/87999870
At least post a link to sPvP videos. In WvW anyone can farm people if they gear out.
Yes, lets ignore how he was able to stomp that first down with two others attempting to rez in that 1v3 and focus on how much he “outgeared them”.
Many wvw roamers and 1vX’ers including myself beleive this is a step in the right direction. I can see these changes to further encourge small scale and solo roam gamplay in wvw. Thank you Davis for taking a serious look at this.
I suggest take the time to watch how other pro-druids play the druid class and dissect everything. https://www.twitch.tv/quickcry/v/87999870
Bro? what part of the world you in? Not judging man, but you were drunk in the morning/afternoon?
How about no downstate for enemies while outnumbered buff is up?
I have the feeling this whole thread is just one big QQ about Quickcry the streaming cele druid.
Question to those of you out there running full zerk one shot mesmer builds. Does the oneshot use a stun to hold the target in place during the teleport/shatter rotation?
Most of us got the same playstyle in wvw, and thus are like minded. We love to kite into keeps/towers and longbow from there and within guards instead of doing anything risky in the field.
Lately since the latest patch before the rollback I have notice a lot of enemy players desyncing location when attempting to balsiliks stun and melee. This is becoming more and more common since the rollback, and it is extremely frustrating when also factoring the new delay on stealth attacks. Anet, this never used to be an issue, please work to fix this.
Medi DH is a big problem for many kill or be killed style classes. I really do hope anet takes a serious look at Medi DH sustain because it has been overtuned for a longtime now.
bandits defense is strong at 12secs when traited, then most thieves run shadow step. Adding a stun break to steal may make thief pretty much a stun break god.
This actually makes sense and is reasonable. Anet make this change.
sorry to say this man, but a “good” condition thief will destroy most ele/tempests. Especially if they know when to use head shot, if it is landed often, it is gg for the ele.
100% boon duration isnt required to get near perma resistance. It is actually more like 70%ish boon duration. Don’t worry, ill figure it out.
BTW the idea that sigil of absorption or any boon removal/stealing trait will break this build is absurd considering resistance pulses when zerker stance is used.
I’m trying to theory craft a sort of boon troll warrior for solo roaming and cannot figure out how much +boon duration is actually required to have essential perma resistance boon between healing signet and zerkstance CD’s. My guess is maybe in the 65% plus area or so.
Any of you out there play with heavy boon duration warriors that can help me figure this out?
^
from my experience, for wvw play and solo roam a mix of DIRE and TB is most optimal. This is the wvw condi roaming build I use. It is P/D D/P, and what is most interesting about this build is that the strongest burst come from the D/P set not the P/D set.
I’ve gotten up to 19 poison stacks with this spider venom/impairing dagger’s D/P AA combo (must use dagger training trait) and headshot spam followup to interrupt the panic heal and laydown extra torment while procing draining sigil.
I’ve had alot of people pm me “wtf” in the field because of how intense this burst can be when you catch someone off guard or with cleanses/stunbreak on CD.
I use nightmare runes (personal preference), but obviously perplexity runes are superior if you want an even stronger burst with the follow up headshot interrupt.
Anyone recently check if there sigil of draining was actually working in WvW?
As of last night, I can verify it is not.
I was recently testing out some a dire trailblazer mix and after I got hit by a 7k trueshot crit noticed something unusual about thief in 3k armor. Why does my thief in 3k armor feel far less tanky than my ranger or engineer in 3k armor? Am I tripping?
OP was vindicated, you all gonna keep talking trash to him?
Why reduce surviability? I find scrapper kind of squishy. Rather buff it offensively.
Also: Bring back coated bullets!
I really hope the majority of you scrapper players are not this naive.
Honestly, if I asked my mom to play my scrapper she would probably win more than half her 1v1’s if all I thought her was how to sustain with a healing turret and a stealth gyro. This is getting looked at for a reason…
Maybe with a long internal cooldown, otherwise it would be way too OP.
Sorry bro, way too OP if you really thought about it. Just be satisfied with Escapist’s Absolution, it is an excellent trait.
What if Vital Shot removed boons? Legit question. Might make the autos worth, and it’d solve the retaliation problems…
Man, as much as id love that. I can hear the nerf cries already on that. Although, something like an addition of 1 might stack per Vital Shot auto similar to ranger axe main hand might be something not too over that top.
Liking a lot of these ideas for body shot.
How about a condition transfer type of thing , or a boon steal that cherry picks a subset of boons off the target like stability and aegis.
I think serious thought is referring to the blast on dodge ability on the bound trait which was a huge boon to p/p and s/p players at the release of HoT.