when I’m p/d theif I like to go into stealth first then use shadow reffuge as a decoy for sneak attacks or fleeing outnumbered fights.
It depends on what conditions you want to inflict.
thief/necromancer: best for poison damage
engi/guard: best at burning
rev/mesmer: best for confusion and torment
warrior: best for bleeding
ranger: more well-rounded between bleed, burn and poison
ele: burn and bleeding
as far as pve, confusion and torment underperforms due to AI limitations.
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but there are rifles in the game with suppressors and muzzle breaks
I agree with bringing back the leaderboards. Maintaining and improving my rank was my primary incentive for being in ranked and matchmaking seemed more accurate during that time.
transferred from IoJ to SoS for a friend but transferred back for good.
As a charr ranger, I find the charrzooka and artillery strike decent dps skills
Divinity’s Reach sounds fun having some urban warfare.
since the damage potential is greater than backstabs with less conditions to be met I can agree but seeing how the game change from 2013-current, nerfs/buffs doesn’t always equate to balance. If the damage gets nerfed, extra utility needs to be implemented so the skill remains at par. just my opinion.
engineer 2014
Back when explosive had synapse overload I could 100-0 people after overcharged shot. With the old inventions and tools I could cast my turrets to take down seige behind walls and mortar 5 skill could scramble and deter zergs. Grenades had 1500 Range so I could camp kills from a vantage point.
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I am very jelly. =)
Does the Trickery trait line help the group at all?
primarily if you’re going for boon sharing (thrill of the crime and bountiful theft)but it aint much compaired to rev. other than that, uncatchable is good for hindering a handful of enemy mobility in combat
if you steal without mug it will attack stacking bleeds but it dies to any damage.
What if it was your previous gw1 character. with the skillset of your character
chef’s toy. The sous chef is op with a venom theif.
now what we need next is deployable pirate ships
Engineer, old-school zerk rifle specifically. The finesse of it isn’t as good as it used to be.
I know Knights of Rose [KoR] is still alive and kicking. Since server Linking, I’m not sure if they switched server. Not sure if Team Auxrillium [AUX] is officially decomissioned
To be fair, there are some grey areas that proves helpful.
-Incommings
-enemies’ number, location and headding (that are not displayed on the map).
-Requesting backup/denying backup.
-Being clear on who will recap a certain point.
-clearance to rush lord
-caps that are too hot to take
Other than that, I find trash talk and/or long-winded chats complacent and often dentrimental during a match.
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If you know Tamriel’s thives guild lore, you’ll understand.
This goes against the theives honor, Especially against an allied theif.
“Never steal from another member of the guild”
-Armand Christophe
I’d prefer an oceanic map with ships instead of seige gear and island fortresses/tombs for controllable territory.
Don’t worry, your sever is still in better shape than mine. IoJ was once a mid-tier defensive server, now just a bottom-tier/rank mercenary unit.
My biggest gripe is how the potential for build diversity dropped since specializations took effect but here’s the other perspectives/opinions of mine.
-how the pip system replaced leaderboards and with ultimate incentive is legendary and a backpiece, not knowing if you’re among the top 5% or top 50%
- it feels more grind-based than competitve (comparing to back in 2013-2014)
-how tank and dps capibilities can be intertwined with limited drawbacks.(warrior/necromancer/guardian i find ok to have such combination since they lack disengage abilities compared to other classes)
-in conquest the skill cap feels to revolve around player roltation and builds(yes its a team-based pvp but no-matter how well I performed in ranked, I only felt carried in the end)
-the things that wasn’t spam-friendly has become spam-friendly
-we have a dishonor system but no honor system
-the whole concept of “any class can do any role” seems to be tossed in the air w/o a conclusive direction to land
well this is my personal build. mostly used for tanking, support, and extracting allies.(i used cleric and knight bf i went cele)
http://gw2skills.net/editor/?vZQQNAsaVnsMBdmilOBePB0uhFmiirACgBY+8b/63LGeh1D-ThyGABA8kCI/UK4mGCW2fQFVceS5HbaQCT9g7UCKn+gAAIAMdh7zfOcrTKA/WGB-e
if you’re into healing, you can heal 10+ per burst on this build with moderate damage
http://gw2skills.net/editor/?vJEQNBMhRakoDq8wOPwFEoDxQWQlnQVHC4gP1BgG1lQMA-TxxGABcs/A5nCQLAb6CWS5HeKBXR9HAeCAkCQPhRA-e
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i find char more fitting since it has skills more engineer-based skills by default like land mines and artillery strikes, and charrzooka
no guardian is going to use that skill in wvw and engineers are too gimmicky
As I can’t speak for guardians, I find revealing enemies easy using lock-on with flamethrower then analyze to extend the duration.
the only class that can uncloak stealth is herald.
Engineer and dragonhunter also has reveal. The stealth gyro toolbelt, analyze, lock on, and lights judgement. Taunts can break ppl out of stealth as well.
care to share what class? I’ve been using War to get my highest crit lol
Theif/Darevevil
Arabian themed weapons/outfits
I want to achieve a 20k crit (17k is the current reccord).
the mods idea got my attention, what kind of mods are you thinking?
well pretty much anything i can imagine from tf2 and other half life servers but here’s some of my thoughts
-map designs
-perma quickness/aclairity
-x5 damage mods
-healing negation
-condi negation
-power negation
-cd removal
-amulet mods
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Blue on Skyhammer because Dynamics > Statics.
- bring back the old leaderboard system (so mmr can be more accurately fathomed and grouped) however the elo algorithm sounds more accurate
- make skills and traits pvp-exclusive (so classes can be fine tuned w/o affecting pve/wvw)
- more game modes and more diverse maps outside conquest mode (since deathmatch is dead and sronghold is clinging on but slowly dying )
4: allow personal servers to be modded (can be a huge attraction for casual play)
I can only imagine a Roots rp it it were to happen.
Like I mentioned on other post among the subject. If functional mounts were to happen, they need to be Bugattis and Ferraris.
GTA and anime can be desensitising
I presonally prefer this mode. Imo, it brings a mix of tf2 payload race and small-scale wvw. Plus I can actually do my job as a theif, infiltrate, assasinate, steal their kitten, gtfo.
If we were able to stack on eating food, there should be a max stack depending on the food. The character should vomit if they try to exeed the amount with the nourishment ripped after the animation.
The asura are not natural geniuses. They were exposed to the technology and science since they were progeny. Any race that experience the same level of exposure and interest would be with par.
straight glass cannon anything but s/p thief is my most favorite. In 1v2 they’re at my mercy when both are downed.
From a fps perspective, theif is like a tf2 spy. Its a type of class where you gotta play it smart not tough. If you want to improve your 1v1 skill I recommend dueling servers. Ppl there can teach you about the class at the same time learn the mechanics of others. I find it a good class but don’t expect to carry teams in conquest. Personally I perfer p/p over shortbow so I can whack opponents w/o getting caught in crossfire.
Well in general, long-ranged dps counters area denial builds.
Bugattis and Ferraris
Yeah but I find it humorous if I rekt in spvp drunk. Except for mesmers they confuse me when drunk.
Overall its more about the weapon setup for each class that determines the skill cap/ceiling. Here’s an experiment, try playing each class and build drunk first then retry is sober or vice versa.
We could kill that baby dragon before it becomes the next elder dragon.
glass p/p theif. even chief keef can be good at this.
Hopefully bandits and crime syndicates.
Imo, I think elite specs should have been its own class and seperate from core. With its own strengths, restrictions, and trait lines.