Thieves would be completely overpowered.
The problem with portals is that the game can’t handle the 2321421 players appearing in one place at the same time. I actually think that capping the portal to the maximum of 10 players would be a good change. Portals would remain useful, teleporting golems or players to critical positions.
So instead of fixing the actual bug you want to change something entirely different. Good job.
I actually think the game won’t ever be able to handle gracefully those 50 players rendering at the same spot at the same time.
If that would be the case then large scale WvW in general is pointless, even when just running around you can have serious culling. So you want to cap zones at 15 people per server since the game can’t handle 50 people in one location?
If you want a portal change then fine but you can’t be serious and give culling as the reason.
Culling is just one reason.
Don’t you think capping it to 10 players would make organized team play even more important? You would need more than one mesmer working in cooperation to teleport a whole zerg.
You would probably have more field battles in which both servers are actually seeing each other.
I don’t see one single good reason to let it as it is.
Culling is not a reason as explained. Either the engine gets fixed or it stays as it is now and there’s culling everywhere. (organizing multiple portals at the same time would still lead to culling)
So your only reason is not valid. Where are your actual points? Or is it just another whine post?
Culling is one big issue, but I don’t see any good improve on that coming. Seriously, I’m just trying to think in the options. I’m not whining here for a mesmer nerf. I just want the WvW to be funnier. I thought everyone here wanted that.
I really don’t know why mesmers are even seeing it as a nerf. Portal is a group skill, it will continue to be that. You will continue to teleport your group. Mesmers will not be weaker. You will only need more mesmers to teleport big groups.
Ok, so you don’t have any reasons except for personal preference and what you think is “fun”. Thanks for finally making that clear.
Personally I’m having fun with the way it is now and so are other people.
Also I don’t play a mesmer.
Having all your team killed by a whole zerg you only see after dead is really funny, indeed.
Capping the portal would improve organized team play, balance the class (the portal would remain useful, but not a must-to-win) and decrease the culling problem.
Give me reasons to let it as it is, please.
The problem with portals is that the game can’t handle the 2321421 players appearing in one place at the same time. I actually think that capping the portal to the maximum of 10 players would be a good change. Portals would remain useful, teleporting golems or players to critical positions.
So instead of fixing the actual bug you want to change something entirely different. Good job.
I actually think the game won’t ever be able to handle gracefully those 50 players rendering at the same spot at the same time.
If that would be the case then large scale WvW in general is pointless, even when just running around you can have serious culling. So you want to cap zones at 15 people per server since the game can’t handle 50 people in one location?
If you want a portal change then fine but you can’t be serious and give culling as the reason.
Culling is just one reason.
Don’t you think capping it to 10 players would make organized team play even more important? You would need more than one mesmer working in cooperation to teleport a whole zerg.
You would probably have more field battles in which both servers are actually seeing each other.
I don’t see one single good reason to let it as it is.
Culling is not a reason as explained. Either the engine gets fixed or it stays as it is now and there’s culling everywhere. (organizing multiple portals at the same time would still lead to culling)
So your only reason is not valid. Where are your actual points? Or is it just another whine post?
Culling is one big issue, but I don’t see any good improve on that coming. Seriously, I’m just trying to think in the options. I’m not whining here for a mesmer nerf. I just want the WvW to be funnier. I thought everyone here wanted that.
I really don’t know why mesmers are even seeing it as a nerf. Portal is a group skill, it will continue to be that. You will continue to teleport your group. Mesmers will not be weaker. You will only need more mesmers to teleport big groups.
The problem with portals is that the game can’t handle the 2321421 players appearing in one place at the same time. I actually think that capping the portal to the maximum of 10 players would be a good change. Portals would remain useful, teleporting golems or players to critical positions.
So instead of fixing the actual bug you want to change something entirely different. Good job.
I actually think the game won’t ever be able to handle gracefully those 50 players rendering at the same spot at the same time.
If that would be the case then large scale WvW in general is pointless, even when just running around you can have serious culling. So you want to cap zones at 15 people per server since the game can’t handle 50 people in one location?
If you want a portal change then fine but you can’t be serious and give culling as the reason.
Culling is just one reason.
Don’t you think capping it to 10 players would make organized team play even more important? You would need more than one mesmer working in cooperation to teleport a whole zerg.
You would probably have more field battles in which both servers are actually seeing each other.
I don’t see one single good reason to let it as it is.
The problem with portals is that the game can’t handle the 2321421 players appearing in one place at the same time. I actually think that capping the portal to the maximum of 10 players would be a good change. Portals would remain useful, teleporting golems or players to critical positions.
So instead of fixing the actual bug you want to change something entirely different. Good job.
I actually think the game won’t ever be able to handle gracefully those 50 players rendering at the same spot at the same time.
NERF THAT THIEF RIGHT NAO!
Oh, it’s now a thief? Ok, so.
The problem with portals is that the game can’t handle the 2321421 players appearing in one place at the same time. I actually think that capping the portal to the maximum of 10 players would be a good change. Portals would remain useful, teleporting golems or players to critical positions.
Ah good, I see we are on the same page then.
I have not done any PvP yet, and focus almost exclusively on PvE. I also find the 0.8sec duration to be just fine the way I use it, but it would be nice to have it extended to maybe 1.5sec so you can more easily trip up mobs that are chasing you.
@brunohstein
I only recently got the trait: Power of Inertia and I am quite amazed as its uptime. Because of how I usually begin combat (with 3 quick dodges and 3 quick DBs) I also get 3 stacks of Might, which greatly increase my damage for the remainder of the fight.My traits provide me might whenever I use a venom skill too, so I am constantly with 2-3 stacks of might.
I also agree that the caltrops dropped when you dodge could last longer.
So you use a Venom/Bleed build?
Just today I was thinking of trying something like that out. Afterall, I already stack a bunch of Condition Damage, why not try and toss in some Poison at the same time!
Care to share your build with me?
Of course, here it is: http://en.gw2skills.net/editor/?fYEQNAoYVlcmKPHay7E+5EhniviWtH30mtsTxV1KA
As I was waiting for your reply I started to put together a build for this … oddly enough we have almost the exact same choices!
The only differences would be:
Elite Skill: Dagger Storm: I understand the AoE bleed damage is significant, but I heard that Thieves Guild does a bit more, but on a longer cooldown, they can also act as canon fodder if you need them too.
Deadly Arts 3rd Major skill: You choose the +5% dagger damage, while I agree this is a good choice, what are your thoughts on the trait: Residual Venoms as a replacement? Seems to me like the extra stack of poison might be worthwhile.
20 point trait Trickster: The 20% reduction in Trick cooldowns is very nice, but what are your thoughts on the trait Fluid Strikes instead? With how much we dodge roll around we would very rarely be at full endurance, which would give us a solid 10% increase in damage.
Thanks for sharing
I went for Dagger Storm because of the AoE bleed damage and the cripple it applies to the enemies. But Thieves Guild is a good choice too.
I’m really not sure about the +5% dagger damage. I have chosen it to try to get a little more damage without relying on conditions, but I don’t know if it helps much. I have already tried Residual Venoms but I am not sure how much difference that last strike actually does in the end. The Panic Strike is a good option there too, I will try it.
I think the 20% reduction in Tricks cooldowns is a must. Caltrops is the way to go all the time for a condition damage based build.
Ah good, I see we are on the same page then.
I have not done any PvP yet, and focus almost exclusively on PvE. I also find the 0.8sec duration to be just fine the way I use it, but it would be nice to have it extended to maybe 1.5sec so you can more easily trip up mobs that are chasing you.
@brunohstein
I only recently got the trait: Power of Inertia and I am quite amazed as its uptime. Because of how I usually begin combat (with 3 quick dodges and 3 quick DBs) I also get 3 stacks of Might, which greatly increase my damage for the remainder of the fight.My traits provide me might whenever I use a venom skill too, so I am constantly with 2-3 stacks of might.
I also agree that the caltrops dropped when you dodge could last longer.
So you use a Venom/Bleed build?
Just today I was thinking of trying something like that out. Afterall, I already stack a bunch of Condition Damage, why not try and toss in some Poison at the same time!
Care to share your build with me?
Of course, here it is: http://en.gw2skills.net/editor/?fYEQNAoYVlcmKPHay7E+5EhniviWtH30mtsTxV1KA
Ah good, I see we are on the same page then.
I have not done any PvP yet, and focus almost exclusively on PvE. I also find the 0.8sec duration to be just fine the way I use it, but it would be nice to have it extended to maybe 1.5sec so you can more easily trip up mobs that are chasing you.
@brunohstein
I only recently got the trait: Power of Inertia and I am quite amazed as its uptime. Because of how I usually begin combat (with 3 quick dodges and 3 quick DBs) I also get 3 stacks of Might, which greatly increase my damage for the remainder of the fight.
My traits provide me might whenever I use a venom skill too, so I am constantly with 2-3 stacks of might.
I also agree that the caltrops dropped when you dodge could last longer.
It is essential for my condition damage based thief.
Uncatchable + Power of Inertia + Feline Grace makes dodge very useful.
It could be used for a maximum of 10 players.
Agreed. Its damage it laughable right now.
I’m trying not to run the classic backstab build, beacuse I think it is kind of boring.
As far as I tested, Condition Damage Builds are good in PvE, but they lack of damage in PvP. The Death Blossom damage is too weak and it is really difficult not to die trying to stack bleeding in other players (that most of the time will just remove it).
I believe this build has a good synergy between traits and skills, but should be buffed in PvP, possible by increasing the Death Blossom output damage.
(edited by brunohstein.9038)
This is the condition build I’m running:
http://en.gw2skills.net/editor/?fYEQNAoYVlcmKPHay7E+5EhniviWtH30mtsTxV1KA
The gameplay goes like this:
- Spider Venom;
- Dagger Storm when available;
- Caltrops;
- Spamming Death Blossom;
- Dodging dropping more caltrops;
- Roll for Initiative to get initiative;
- Steal to approach enemies and get initiative;
- Start all over again.
I barely get hit, because I’m constantly evading with Death Blossom, Dodge and Roll for Initiative. As far as I tested, I find it really good in PvE, but it lacks of damage in PvP. The Death Blossom damage is too weak and it is really difficult not to die trying to stack bleeding in other players (that most of the time will just remove it).
You could also use a Short Bow and Shadowstep skill, going into the mob, dropping Caltrops and returning to you position to use Cluster Bombs.
I believe this build has a good synergy between traits and skills, but could be buffed in PvP, possible by increasing the Death Blossom output damage.
(edited by brunohstein.9038)
Crit dmg is the only way to go as thief in dungeons atm.
In what are venom builds good at?
(edited by brunohstein.9038)
Thieves can kill with a burst, but they die pretty easily as well.
If there is something OP is the almost permanent stealth.
I think there are some problems with the trait trees. Steal related traits should be in Power line, venom ones in the condition damage trait line. When making a condition damage build, for example, I will have to spend a lot of trait points in Power, when it has nothing to do with the condition damage.
Minor things:
- Roll for initiative should leave caltrops if you have the Uncatchable trait.
- The direct damage of Death Blossom is too much low.
I also think that Roll for Initiative should leave caltrops when used if you have the Uncatchable trait. It is a dodge after all, isn’t it?
It would make a good combination of trait and skill, creating more survivability options beside the stealth one.
That’s sad.
Thank you all.
You will have 70 trait points to spend.
You can use a build calculator to test combinations (http://en.gw2skills.net/editor/). Some skills and traits may have been changed, but, in the overall, it is a good parameter.
The allocation of the traits depends on what kind of thief you want to be. For example, I have a build for backstab (http://en.gw2skills.net/editor/?fYEQNAoYVlUmaPney5E9JFxmidKUOFGFp+HIr+BaC) and another one for condition damage (http://en.gw2skills.net/editor/?fYEQNAoYVlUmCNXey9E+5EhniviWtHy0mxsTxV1KA).
Oh, and you will be able to reset it, so don’t worry too much.
I have my thief at level 65 right now and I’m trying to use a condition damage build.
Thief has some traits that increase damage:
Exposed Weakness (Deal 10% more damage if your target has a condition)
Lead attacks (Increases damage by 1% per initiative)
First strikes (10% increased damage when initiative is over 6)
Fluid strikes (Increases damage by 10% when endurance is not full)
I would like to know if those numbers are applied only to brute damage or to the condition damage as well.
Anyone knows something about it?
