https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
You’re missing the point of the skill. It’s not meant to be a purely defensive ability, while it has a break stun and a short block, it’s for utility purposes. It helps set up burst, extra CC, or just knocks them down for a couple seconds so you can buy time. While it has a defensive capability, that’s not the point of the skill. It really doesn’t need changed.
It should give pulsing 1 second of protection, resistance, and +200 power while revealed.
This video made me have a bit of faith on DD. And also D/D nice combo with staff.
Thanks, been really enjoying it.
Thanks man, appreciate it
I run a mix of zerk, cav, and valk. Also I’m pretty sure my mainhand dagger is Sentinels. Either that or Valk/zerk. I don’t like being insanely glassy so I try to aim for 2.2k-2.3k armor.
i needed to watch a video like this to keep my head up.
Good skills, never thought of using D/D Staff too. It is actually quite smooth.GGthe end made me lol.
Thanks! Yeah I really enjoyed playing D/D Staff, it actually makes for a good combo brawler build. Really fun to play especially with the stunlock combos combined with burst.
Anet… Please look at this. These are beautiful lol
And finally my favorite… removing conditions on dodge! been waiting for this for a really long time, and although there are counterplays to it it’s a very good trait to take and allows you to survive pretty well.
You’ve been waiting for it for a really long time because it’s belonged in Acro for about 2 years now. Most of DD is comprised of ideas that should have been in acro, but weren’t because then how could they sell us DD?
Since this is a compliment thread, I will point out that most of the physical utilities are great. Bandit’s Defense is great (at 10s, probably less so at 15), Impairing Daggers will be solid once they remove the bugged Init cost, Flurry has some potential, and Impact strike feels nigh perfect. Distracting daggers needs some redesign though.
I’m just happy that we finally got it…I mean yeah it should have gone in acro originally but at least now we have it. Now they need to change up acro to make it viable.
Reapers were actually pretty easy for me. Just had to apply weakness and wear him down, interrupt his heal, etc. And I think the opposite. Looking pretty positively toward what the spec will be like at launch.
Yeah i don’t know how skilled you are mate, but Reapers GS VS Daredevil Staff is really fight where you have almost no hopes of winning.
Well, I don’t know then. I guess to be fair I only fought a couple of reapers, haven’t seen a really good one but then again nobody has had much time to learn anything. But I still hold true to my original statement, looking at it positively. The traitline itself isn’t bad, it’s just some of the staff skills and dodge anims.
Edit: Plus, right now you can tell that things are unfinished. I think they’ll definitely polish things up and improve things with all the feedback we’ve been giving.
Thanks for the feedback
Reapers were actually pretty easy for me. Just had to apply weakness and wear him down, interrupt his heal, etc. And I think the opposite. Looking pretty positively toward what the spec will be like at launch.
I never really liked that suggestion. It would just be too complicated. People are just bothered by the fact that we technically didn’t get any new profession mechanic, and are trying to compensate with something weird and hard to use. They should keep it the way it is, just increase the flow of the skills and fix them up a bit. We don’t really need anything else altered, our steal is already good, and 3 dodges is pretty nice. Don’t really care if it requires a GM or not to change them.
Not sure why it’s so blurry at some parts, I’ll get that fixed for my next video, which is probably going to be a first impressions video. Overall I really like daredevil, just needs some more flow and some of the staff skills buffed. Pretty good spec imo.
The Brawler Feel. I just love the way I feel like I’m ready to take on the world when I’m playing the daredevil, especially when I square up with bandit’s defense. I actually am naming my montage Warriors because of that lol. But it feels nice to be a bruiser of sorts.
CC The stunlock combos on daredevil are just amazing. With bandits defense, fist flurry, and Impact strike combos I can keep a combo going for a while, a lot of times resulting in someone’s death. High risk high reward playstyle here.
Bandit’s Defense One of the best things about daredevil honestly. Don’t really feel the need to explain here.
And finally my favorite… removing conditions on dodge! been waiting for this for a really long time, and although there are counterplays to it it’s a very good trait to take and allows you to survive pretty well.
I don’t feel like #2 needs to be like Heartseeker, you just need to move your camera faster. Fail will happen but well, it would be too easy to land.
Alternative – it can be directionally targeted like Warrior’s Whirlwind attack on Greatsword.
^ Thissssss. Would allow for better control wherever you want to go, whether it be retreating or charging at your opponent. And reduce after cast.
Didn’t put this in the feedback thread in fear of it being drowned out by other responses.
So far I’ve mostly enjoyed playing Daredevil, it has a lot of potential especially in 1v1 situations. There are a couple of things that should be changed.
1. Fist Flurry needs a buff. It can be pretty hard to land all of the hits. I say give each hit a 1 second cripple, and make it so only the last hit is needed to proc Palm Strike. Increase Palm Strike damage. (Note that this skill uses initiative for some reason, fix this bug?) Maybe increase range/make it more of a cone for easier hits?
2. Reduce aftercast of Weakening Charge, make weakening charge work like Warrior’s Whirlwind on Greatsword.
3. Definitely increase the heal on dodge trait (name escapes me atm) to at least 700. Doesn’t do much with heavy focus on me, this would help more.
4. Increase radius of Bounding Dodger to 210-240. It’s pretty hard to land your damage with this skill.
Other than that, just reduce the overall clunkiness and increase the flow of the skills. And fix the obvious bugs of course.
More suggestions?
Edit: I also forgot, make #4 skill faster projectile and faster windup. Make it more of a cone shape to affect more targets.
(edited by alchemyst.2165)
I think the reason you can’t use instant skills during vault is because it’s a jump, and you’re in the air for most of it. You can’t use skills when you’re in the air. I mean you can use a last second steal which does a lot of damage combined with mug + Vault, but you can’t shadowstep or shadow return. It’d be nice to be able to do this but I don’t care TOO terribly much, considering we get an earthshaker-esque movement out of it.
i don’t think it’s qualifying as midair, ’cause i was testing weapon swapping halfway through the animation yesterday to cancel it, and it was working. in fact, it made the whole thing much smoother, because it would lose that sudden loss of momentum for the ground pound.
You can swap weapons in a midair attack such as earthshaker.
^ True. It’s a pretty good trait actually, deals a lot of reliable damage for me.
I think the reason you can’t use instant skills during vault is because it’s a jump, and you’re in the air for most of it. You can’t use skills when you’re in the air. I mean you can use a last second steal which does a lot of damage combined with mug + Vault, but you can’t shadowstep or shadow return. It’d be nice to be able to do this but I don’t care TOO terribly much, considering we get an earthshaker-esque movement out of it.
I also thought about the possibility of a dark field on staff. Would give more use to the whirl finishers on staff.
Another note: Staff master’s endurance gain bonus seems to work even without it on. Whenever I use vault I see a little jump in my endurance bar. Js.
Fist Flurry uses initiative, and I don’t think improve procs physicals. (Although you don’t really need it that much since they have such low CD’s.)
Fist Flurry is very hard to land, although when you do land it the bonus is very nice. Gotta combo it with something for it to land usually. I would just make it so that just the last hit is needed to proc Palm Strike.
I know this has been said many times, but some of the skills just feel a bit clunky. But regardless of these things, I kittening love this elite spec. Pretty strong especially in 1v1 situations. Very fun playstyle.
While I haven’t played staff yet, I still don’t think it’s going to be bad.
1. It’s a standard autoattack with decent damage and 3 man cleave, with vuln on the last strike. Don’t see why there’s complaining.
1a. This stealth skill isn’t meant to deal damage, it’s a setup/CC skill.
2. Fine as is.
3. It’s an evade skill that deals damage, cripples, and removes immobilize. Seems like it has a lot of different things you can use it for.
4. I think the cast time should be increased, but that’s about it. It’s a cleaving blind, pretty useful in teamfights.
5. It’s a high burst, aoe groundtarget skill with a leap finisher. While it does have a long CD, you can use your other CC to land it. Really doesn’t seem bad. Range is fine for what else it offers honestly.
All that being said, we’ll have to wait to play it to see if it’s good or not. I think it looks pretty good on paper, now we just have to look at the gameplay.
Lol, people are still crying about improv?
Look, they might just make it so that base thief can only recharge the base utilities, and DD can recharge physicals, so I’m not sure what you’re whining about. And the people acting like improv is bad need to check themselves. They already made it so that you get 2 steal skills, which gives it some consistency, and it would be OP if it wasn’t RNG.
Besides, if you think it’s bad, why do you run it? Run executioner if you don’t like improv and quit complaining. And most of the physicals have a low recharge anyways.
Quad D build inc.
DD with D/D and Staff.. Melee semi-bruiser with burst was what I was going for. Gonna really enjoy playing this weekend. Not my exact build but a general idea.
I’m not sure why we would need to have each dodge in a separate F3, I mean that would make things more complicated and a bit overpowered. I mean the point of the GM trait is to change up your playstyle, but doing this would just give you everything. And we really don’t need different GM traits, most all of the DD traits are strong already. We really don’t need more. GM traits are fine as is.
All 3 dodges are re-used assets. Lotus is Death blossom,Dash is Warrior Rush, and Bound is that staff skill Vault from what i can tell. It feels like a major bummer to have thief feel so lackluster in the animation.
This is also terrible game-play wise, because how do you know as someone fighting the thief, what you’re trying to dodge. Is it a vault? Is it a bound? 1 hits significantly harder than the other from what I can see.
Vault is longer animation and you keep your staff in your hands; Bound is slightly quicker with less range and you don’t have weapons while you’re using it (I believe.) That’s how you can tell, just gotta pay attention.
PS wtf does the staff go when I started kickcking, punching and kitten
I..in…in your butt.
We store the staff in an alternate dimension, which could be created anywhere including yer bautt, and use your magic to teleport it into your handz.
They should create a visual effect where when you are putting your staff away, there is a shadowsteppy effect on the staff, so that when you bring it back again, it shadowsteps back into your hands, sort of like you’re “conjuring” it back. Idk just a little idea.
1. No.
2. I’m assuming it means restoring 50 endurance. But we won’t know until it’s been tested.
Wow.
This. Looks. Awesome.
They’re actually doing something good with thief…I…Tears were just shed.
Seriously anet, if this is real good kittening job with this. Looks awesome so far.
I guess what they’re trying to do is make daredevil like the old acrobatics, and make acrobatics slightly more passive. I think what theyre doing is improving the tankiness of acrobatics, making it a more of “unstoppable” type traitline, for example don’t stop trait. They should add stab/protection to acrobatics if this is the case, because right now it’s a sub par traitline.
DD on the other hand is about avoiding damage itself from what it seems, what the old acrobatics used to be.
Idk just my thoughts.
Honestly I don’t think physical skills will be that great on their own. (Assuming we do get them)
The physical skills will most likely be offensive, however a thief should usually equip defensive utilities due to their innate lack of survivability.
Then again, if traits link up well and synergize, and staff (assuming we get it) has some defensive abilities of its own, then maybe it will work out. I’m just not getting my hopes up really.
I really like most of this. Anet, listen the kitten up. These ideas would bring thief up to par with the other classes imo.
Remember when S/D was considered op by the devs so they continuously nerfed it?
Well you can now get the exact same playstyle on steroids with heavy armor and high hp pool!
Yes, this is all very logical.
100% agree with all of this.
It doesn’t need changed. It’s better split than connected.
4 + 3 sounds like a little waste of initative to me.
I thought it was at first too, until I was dueling another thief who was doing it and beating the kitten out of me with it. I started trying it out, and while it was initiative heavy, the payoff is very good if you land it. I say if you have a good amount of initiative and you are confident you will land it, go for it.
Sword doesn’t need a damage buffs. I’m perfectly fine hitting 5k auto’s with decent weapon-inherent survivability.
The problem isn’t that damage needs upped, it’s that defense needs upped. Scaling the damage upward would only pigeonhole people even more. Not everyone wants to be a glass cannon.
When you use shadow shot (#3) you can cancel it using stow weapon. This allows it to be used as a gap closer while staying in stealth, or to mess with their heads in stealth, since it blinds. They will think a burst is coming, making them dodge most of the time. This leaves them open to burst afterward.
Recently I learned that Headshot followed by a shadow shot works very well as a combo, and disrupts the enemy very much. The headshot is enough to make them have to stop and think for a second, but a shadow shot after it will cause a blind and deal damage, which will disorient them even more.
Hope that helps.
Shiro revenant compared to thief is basically the same scenario as when you try to hang out with your friends, but they blow you off and you find that they are hanging out without you. They totally got your text and read it, but they just ignore you.
Anet y u do dis
Thanks! Thief is still fun to play even after patch.
Finally had more time to edit since I’m out of school.
On my next one I’m gonna try and focus more on my editing skills and fully utilize Sony Vegas. There’s a lot of stuff I want to try out. But for now, here’s my 6th roaming video
D/P has high skill cap once you take off SA, play DA/CS/Tr and run full zerker or close to it, at least S/D has plenty of evades compared.
D/P never req high skills to play thats even without SA lol.
from what i’ve experienced d/p and p/d is super easiest set to play.
It has a lower skill floor but a high skill cap due to all of the ways you can utilize the 1-5 skills.
nobody on the dev team even plays thief
they all play war lol
The fact that they haven’t changed it yet obviously means that Anet wants us to run some kittened up hybrid build that doesn’t work. I’ve tried running hybrid D/D many times before and it just doesn’t work. Not enough dps at all. They need to increase evade frame and make this skill power. D/D shouldn’t be a hybrid set, we have p/d for that. I do like NinjaEd’s idea too, making it like whirlwind would increase mobility and give us a little more to D/D, and making it a bit more viable.
PEBKAC. Hybrid D/D Thief is maybe best DPS “build” in this time.
Um…no. I hope you’re being sarcastic because Hybrid D/D Thief does not have much dps, at least in WvW and PvP. Really it’s just limited sustained damage with not much survivability, and especially at a higher level of play it simply cannot compete with a full power or condi build. This is why bleed should be taken out of D/D. Poison is an inhibiting condition, and it applies weakness if traited into DA, which makes poison a condition that works with power d/d, but not for the actual damage bonus. It’s added offense/defense. Bleed does not belong in there.
Besides, if it IS the best, why does nobody run it?
(edited by alchemyst.2165)
The fact that they haven’t changed it yet obviously means that Anet wants us to run some kittened up hybrid build that doesn’t work. I’ve tried running hybrid D/D many times before and it just doesn’t work. Not enough dps at all. They need to increase evade frame and make this skill power. D/D shouldn’t be a hybrid set, we have p/d for that. I do like NinjaEd’s idea too, making it like whirlwind would increase mobility and give us a little more to D/D, and making it a bit more viable.
If they added sensible stats to rune of the adventurer that would help S/Ds a lot. (175 condi dmg ATM makes it pretty weak). I don’t get why dont arenanet makes at least 2 rune types with this effect 1 with condi dmg 1 with power or something. or just remove stats from runes and let us choose effects and stats separately
Agreed. They should add precision/ferocity or even maybe vitality to it, anything but condition damage lol. I still run it though, it’s worth it imo.
I actually started running adventure rune on my 2nd thief because I didn’t have money for much else and I wanted to try it out. It’s actually really nice for acro. Just on the first day it saved my kitten so many times. It allowed me to kite around 2v1/3v1 for like, 3-4 minutes to safety.
The problem with it is now with acro you have to invest in a lot more defensive things just to get anything out of it. I have to run signet of agility and adventurer runes now to make myself feel comfortable running it. I still think they need to do these things:
Make feline grace restore 15 endurance on successful dodge
Make upper hand remove a condition as well as gain one initiative (raise ICD slightly)
Increase assassins reward healing
Make guarded initiation not crap
Just those things would make acro so much better and give some more choices as to what majors you want to run. Anet, I hope you take these ideas.
Asparagus sage salad/Seaweed salad. Provides best raw damage boost imo.
No. Uncatchable is not actually using the skill caltrops, its just the effect, therefore it doesn’t classify as a trick.
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