Just give them 1 guard. Commander Siegerazer.
It is hilarious atm. As a Warrior, I can only watch as the legions of Thieves/Elementalists on my team speed off towards the objective and DPS everything down before I can get there.
Now, I know I can waste my ELITE skill and keep up, but should I have to? Plus, even with 30% Boon duration there is still a downtime to Signet of Rage.
Why should warriors get everything? They already have huge DPS, fantastic CC, largest health pool, highest tier armour and now you want more?
If it is that important for you then buy 6 superior centaur runes which will give you 33 to 50% swiftness uptime depending what heal you run with – in the downtime you can use whirlwind and rush.
Thieves and Ele’s get those things because they balance out other parts of their profession being weak (e.g., our tiny health pool).
Commander achievement should be unlocked when you hit a target of a combination of other achievmrnts.
Sacking
Defending
Escorting
Upgrading
Supplying
Building sieges
Enemies killedOnce all have been maxed out then the commander title and icon is unlocked. Paying for commander can breed many commanders people just should not follow as they are neither skilled or understand WvW.
Just for kicks though just put paid+multi achievments together.
This is the best idea. Showing you have some skill and showing you really want it by making you cough up a big chunk of change. The pin should only work on WvW maps also – to stop all those glamour queens in Lions Arch devaluing the pin
If this change was introduced I would expect all commanders to be refunded 100g and have to get their badge again. This way those PvE commanders can choose not to get it because it only works in WvW.
Pretty handy with the old daggers. A lot more DPS than me – it is common to include build (traits) / armour / upgrades / runes / sigils etc with the videos.
Given you are all alone without any NA players – how about your IoJ oceanic guilds come over to JQ?
We could do with more skilled Oceanic teams to help fight off the zerg tsunami that is Sea of Sorrows
I have also noticed this bug when trying to include this trait in my pistol build.
The steal triggers an auto attack on pistol so stealth is not granted / broken.
BG really need to stop 2v1 us, every time we try and go after JQ in eb they push out of there spawn.
Nope. BG need to stop attacking JQ and focus on bringing the points leader back into the pack to make it a three horse race instead of a two horse race.
A two horse race will merely make JQ focus on the BG to ensure we get second place.
When it becomes a two horse race – JQ will focus on taking BG assets because it offers a better point differential compared to JQ taking SoS assets. e.g., -5 BG +5 JQ = +10 points for JQvBG. -5 SoS +5 JQ = +5 points for JQvBG.
BG and JQ need to gang up on SoS and once we are all even again – then we can go back to everyone fighting each other. This is the best chance that BG will have to take a win also.
BG teaming with SoS may help BG early in the week but once SoS gets out to a big lead they put their feet up and coast to the line. That will leave BG all alone, facing a JQ server that is not being distracted by the SoS super zerg on their borderland / EB. Keeping the match close will help keep SoS engaged all week and help keep BG’s ranking high.
To me, the two weaker teams ganging up on the strongest team makes more sense.
How about adding some developer API’s so we can code things that aren’t high priority to you but are high priority to us? (specifically Trading Post APIs)
Join Jade Quarry. We need more oceanic numbers to fight the Sea of Sorrows oceanic super zerg that visits us every night. Tier 1 is quite enjoyable – switch to JQ for a week and try it out
The main issue is that timer is too short and/or no one knows when last refresh was.
It needs to be more like 4 hours with a visible countdown timer when it is not being used.
I am very widely known as the number 1 ranger in places such as NA, AUS , CH , kitten and recently AFRICA.
So famous we’ve never heard of you
I’m ex-ranger, now a thief. I’ve played about 300 hours on each.
I used to play a trap ranger using entangle for my elite.
Here is what I would use if I still played ranger.
- Stand in a combined spike and fire trap to avoid the backstab – thief won’t be able resist you standing still and will go in for a backstab. Spike will immobilise/bleed and Fire will burst them. Backstab will fail. This will put the thief on the back foot. Re-apply traps around yourself asap.
- Poison won’t impact the heal so don’t use poison trap (our heal skill cures poison before applying the heal)
- Don’t use channeled attacks early. Try to predict when you think they will re-stealth and trigger it. Channeled attacks continue to hit us when are in stealth. Use Zephyr if you think it will help down him.
- Dodge and kite so they can’t use Cloak and Dagger to regain stealth (they need to get within 130 radius). Use knockback on longbow to push them away as they approach for CnD – otherwise dodge or cripple to make them use a cooldown to gain re-stealth.
- Thieves in trouble usually use Shadow Refuge (the stealth AoE with the little house). When they do this, immediately use your wolf pet special F1 with Fear to drive them out of the refuge – this will give them a debuff called ‘Revealed’ which stops them re-stealthing for 3-seconds. I assume the F1 is still unreliable when pressed – or did they fix that..?
- Use Entangle works on thieves that are stealthed – pop it when they are they are low (or fleeing and still in range).
Most thieves run Shadow Step which can get them 1200 away from you instantly. So they are always going to hard to kill unless you can burst them into down state before they can use it.
I suggest you roll a thief and play it in the Mists. For utility skills use Blinding Powder, Shadow Refuge and Shadow Step and try both Thieves Guild and Dagger Storm for your elite.
Try to fight the Mist’s profession NPCs using Cloak and Dagger + Backstab and Heartseeker. We don’t tend to use Death Blossom because it is condition damage (and initiative expensive) and Dancing Dagger does too little utility/damage for the amount of initiative it costs.
Fighting as a thief in the Mists against the NPCs will give you a greater understanding.
The truth is that each profession has another profession that is their weakness. As a thief, I have a terrible time beating guardians and warriors even though I have good burst and healing – all my attacks seem to just bounce off them. Whereas guardians have a terrible time with necromancers conditions. Some professions have a difficult time with thieves. Sometimes you just have to happy with surviving a fight rather than winning a fight.
Any time you make a thief run away is considered a win in my books. You don’t have to make them die for it to be considered a victory.
Worst. Idea. Ever.
Two thieves.
I can’t count the number of times I am in WvW and think I am fighting 1 thief and then I work out I am fighting 2 or 3.
That’s when I pop shadow refuge and run.
i started fractals 2 days ago and , since today i also refuse thieves in my party
Reason : i had 5 thieves in party untill now in fractal
none droped shadow refuge on downed ally’s
no thief used blinding powder to drop agro from downed players
when i asked for nedlle trap at dredge last boss , most responses i got was : lool
no thief used dagger storm or cluster vs mob trains.
So why should i pick an thief for fractals party.
thieves i meet by now- fragile, singets, non eficient burst, get downed before other party memeber
sample size is not statistically significant
F1 should be Steal
F2 should be Use Stolen Skill
That way, if we don’t want to use a Stolen Skill then we just re-Steal and it replaces the current stolen skill.
If this was modified, thieves would be useless. I can’t count how many times I have been immobilised and broken out using Shadow Step. Using Infiltrators Arrow moves me a very small distance (so I have to use 2 of them) – using 2 makes me pretty useless to our team for a long time. Immobilise takes me out of the fight for a long time which is good enough. WvW is a team game, you don’t have to kill individuals – you just have to tip the balance for your team. Your immobilise is doing that balance tipping quite well already.
I agree with this. Just like when you come out of Stealth you receive a Revealed debuff for 3 seconds. You should receive stability for 3 seconds after getting getting immobilised/stunned to prevent getting stun locked. Stun locking is a death sentence in WvW. I can escape because I have shadow step but many other professions just die.
On another topic i think Cnd precast -> steal into stealth should be changed so that using steal interrupts the casting of CnD.
Let’s take portals away from mesmers and 100 blades away from warriors while we are at it.
Nah , those in my screen shots were normal damage under 50% on a low defence target.No buffs , vulnerability, might or even bloodlust.Whit all those it can get pretty ridiculous.In WvW I’ve been hitting up to 12k on Glass Cannon people and low levels.
But ye , normaly against decent defence charracters or mobs it does around 5-7k .Which is still pretty impresive considering its AOE and spammable.
What is your build / armour / jewels / weapon stats etc?
I’ve killed some and barely made a dent in others. Depends on what build and player you are fighting. I got an exotic drop on one of the guardians I killed – anet’s way of saying “well done”.
Sorry I have to ask, are you fighting mobs higher than level 9?
That is pretty much the main way I died as a thief.
I went into Kessex Hills with level 14 or 15 thief and the bandit mobs were 17 or 18 and they basically 1 shot me.
Signet of Shadows is a passive 25% movement speed increase that is on anytime you are NOT in combat, people saying that its made specifically for pvp to chase people down are wrong because if you are in combat and getting hit you are not moving 25% faster until you go out of combat again. Its also a free blind on demand which for solo play is great at reducing your incoming damage
I thought Signet of Shadows worked in combat? Has this changed recently?
You slow down in combat like everyone else but you still move at Slow+25% instead of just Slow+0%.
Since you are such a nice mesmer and didn’t come here to cry – I’ll give you my best guess.
The constant healing will probably be due to this grandmaster trait:
http://wiki.guildwars2.com/wiki/Shadow%27s_Rejuvenation
Combine with the healing component of this utility skill:
http://wiki.guildwars2.com/wiki/Shadow_Refuge
Condition removal would be this skill:
http://wiki.guildwars2.com/wiki/Hide_in_Shadows
or this trait:
http://wiki.guildwars2.com/wiki/Shadow%27s_Embrace
I would suspect his heal skill cool down finished while he was in stealth also – that might be why he came out of stealth with so much health.
Sounds like a pistol/dagger build to me – there is no easy way to continuously re-stealth with a pistol/pistol build – or he was stealthing using dagger/dagger and then switching to pistol/pistol to use the sneak attack. Which doesn’t correct because of the cooldown on weapon swap. The Unload attack is a very similar animation to Sneak Attack.
I would say his sequence of attacks are:
1. (gain stealth) http://wiki.guildwars2.com/wiki/Cloak_and_Dagger
2. (sneak attack) http://wiki.guildwars2.com/wiki/Sneak_Attack
3. (multiple auto attack) http://wiki.guildwars2.com/wiki/Vital_Shot
4. go to back to step 1
Given you are at some kind of ‘docks’ my best tip to help you win that fight is → jump in the water. It removes many sources of stealth and teleportation for us.
All the above is just a guess and I could be wrong.
The reason it’s 250 is a basic computing thing. most variables are stored in Hexadecimal and most also only use up two bits.
The other reason is that bank slots and bag slots are expanded via the use of gems.
So the less inventory you have the more likely they’ll make some money via the the gem store (unless you buy gems with in game gold).
I don’t begrudge them making money from their game though. Just explaining that it might not be all related to 0xFF (aka 255).
I think in world verse world it would be very helpful if the whole map was overlaid with a grid with lat and long coordinates. So someone can say defend walls at 20,30 and we all know where that is on our map. Right now no one has exact way to say where something is happening at. I mean real wars do that for a reason I think.
Thoughts?
Bumping this because it is a great idea for WvW – especially for scouting reports.
If the Rangers signet gave them 25% speed, instead of 10% speed I would probably shelve my Thief, and play my Ranger again. That would at least give me hope that the Ranger would have future fixes, that made sense.
http://wiki.guildwars2.com/wiki/Signet_of_the_Hunt
It does give them 25% now.
Sure he’s fast, but you coulda cought him easy if you zoomed your camera out (so you can actually target the ground properly) and used infiltrator’s arrow before you’re at full initiative (else you’re just wasting initiative regeneration).
I’m glad I wasn’t the only person who was disturbed by the camera being zoomed in too much.
I agree the lack of using infiltrator’s arrow properly is why this ele got ahead.
The ele should have fought the thief in the water. We lose a lot of our great utility skills underwater.
I would like to see WvW Daily Achievement sit alongside the PvP and PvE daily achievement.
Kills: Tier 3: 10 killed (kills include NPCs – such as when you flip an empty supply camp)
Captures: Tier 3: 5 captured nodes (includes camps, sentries, keeps, anything)
Camp Supplier: Tier 3: 30 supply gathered (3 × 10 – but ONLY works on supply from a supply camp) – encourages people to go on supply runs
Events: Tier 3: 5 events
Add Griefing to that list.
I’ve had thief allies exploding cluster bombs in my face while I was trying to aim a catapult.
As soon as you start competing with other players for the same loot, that is when things start getting nasty.
It will lead to anti-social group play.
Say a two (rude) players want to cap a supply camp to get 50 silver each.
If one extra person tries to join that fight then that person will likely be told to go away because their mere presence at the fight is costing those players 17 silver each.
GW2 has done a good job of making everything stay friendly in group situations (except for tagging mobs – where it can get very competitive against other players).
If people want to play in a zerg then let them do what they want – as it isn’t really hurting you. If you want to go roaming by yourself or in a small group then you can do that also. There is always a supply camp on one of the 4 maps you can go and take if you want to play in a small group and you get XP/karma/money for doing it.
The commanders and other players will appreciate you taking the camp because they’ll be getting more supply and not having to divert the entire zerg to re-take the camp.
If you don’t want to pay repair costs then learn when to run away
I would like to see dynamic difficulty adjustment where the dungeon difficulty adjusts lower as it detects you or your team mates are sucking badly.
By defaulting to high difficulty and then adjusting lower – you keep the challenge for the skilled players but you stop less skilled groups getting frustrated.
Three cheers for Arenanet emailing the Karka chest – very happy.
I got zero pre-cursors but I at least I had a chance to get one and that’s all I care about
If you want to condemn me, go ahead, but I doubt you’d also agree that zerg deserve to get a badge off me when I’m solo.
If they down/finish you they deserve a badge – simple as that.
They exploit the power of the zerg.
You exploit the fact that the thief profession has a very powerful advantage in 1v1 battles.
Alt-F4 is not playing in the spirit of the game.
I don’t know if these issues are specific to thieves or if underwater play is as disappointing on other characters as well, but I think it can be improved a lot.
Specific to thief I think – especially the lack of AoE.
I actually use my ranger to farm underwater – the pets are decent against underwater mobs and the piranha AoE (skill 3) on the spear gun is like an AoE version of Hunter’s Call. So very deadly.
I had a thief follow me into water when I used to play my ranger (in WvW) and I turned around shot him with piranhas and he paused, thought about it and then ran straight back for dry land
Warriors are very good at underwater farming with their AoE twirly move also.
Protip: Add the Benny Hill theme to your vids. It instantly makes it 100 times better.
This.
Another thing needs reviewing; keeps are designed to have choke points. That is the main objective of a keep gate/murder holes. In this game, there are very few choke points which are protected from ranged. IMO they should be implemented to improve the role of melee based classes.
I like this choke point idea a lot.
Collission detection – no thanks.
It is already hard to get supply into a building with a zerg at the front door. This would make it impossible – guilds would just get a couple of charr warriors to stand in front of the door and collission detection would cause a 100% supply block – rather unbalanced and favours the attacking team too much.
Last building I tried to get into, the attacking guild had a hammer guardian watching the door – he launched me on first approach and then when I tried again he popped ring of warding. Thankfully most of his friends were too busy shooting the door to notice our mini battle and I made it past him (only losing half my HP). I think that is a balanced supply block.
Magic Shot
Damage: _______
Number of targets: 5
Combo Finisher: Physical Projectile
Range: 500-1,000
Foot note: This attack is a bounce attackHaving some knowledge of how snipers work this ability is completely opposite. A sniper takes one shot one kill ( theoretically ) not one shot 5 kills from a bouncing bullet.
Not that I am supporting the Idea just saying this makes no sense to the ideology of a sniper
http://en.wikipedia.org/wiki/Single_bullet_theory
Magic bullet is a tip of the hat to the Kennedy sniper assassination
As a thief myself, I think rifle doesn’t fit our profession / play style.
If thieves start killing people in WvW from 1200-1500 range without them seeing us then there will be a riot from the other professions. They already QQ enough about thieves in WvW because of the culling / drawing issue.
I think this skillset would better belong to a ranger. A ranger should be an expert in camoflauge and ambush and given how weak the ranger class is – it would be a perfect addition.
All thieves really need is our pistol to get some extra damage.
Making items account-bound would also disable people from selling them
Personally, I’d much appreciate account-bound over soulbound, but I can also see why they’d want people to spend more time playing the game to get those things (again)…I still want my dyes account-bound, as they were intended to be at some earlier point :P
I agree that making things account bound solves any botting / gold seller issues that are mentioned in the post further above. I don’t mind anet arbitrarily making items bound to the account, I just totally disagree with soul binding (well in almost every case).
I also can see why they want people to spend time in the game, but all they do is demonstrate a complete lack of confidence in their end game by trying to keep you on the gear treadmill. If the end game was good then they wouldn’t need soul binding to maintain user engagement.
The only purpose I can see for Soulbound items is to increase grind and make players duplicate effort in a bid to make us spend more time in the game.
If a player has already earned something once – why should we have to earn it twice, three or eight different times for our alts.
GW2 is the first MMO I have played (but I have played computer games for the past 30 years), so I rolled a ranger to level 80 and after a while I decided it sucked and I didn’t want to play it any longer (and I couldn’t be bothered waiting any longer for the mythical fixes).
So I rolled a warrior, guardian, thief and mesmer. After playing with all of them for some time I took the thief to 80 (I really enjoyed all the other professions though).
The point is my ranger has a set of profession-compatible magic find armour for farming and I would like my ranger to give this set of armour to my thief. I don’t think I should have to pay twice for the exact same thing.
The question is: why must I grind/pay for the exact same medium armour twice?
My ranger also has a Mystic Crescent (these go for 7 gold on the TP) – why can’t my thief use my ranger’s shortbow since it is compatible with his profession and my ranger isn’t using it!.
If I can give my 15-slot bags from my warrior to my thief, why not weapons and armour?
The only soulbound items should be event reward items specifically awarded to that alt (e.g., story line, halloween backpacks).
If someone grinds for nearly 2000 fractal tokens to get ascended item – they shouldn’t have to do that once for each alt.
Even karma purchased items should be account bound.
Soulbound seems to be simply a grind inducing setting.
Arenanet – if I am wrong, please give me an example of why Soulbound should exist [other than previously stated reasons] and tell me why my thief shouldn’t be able to use my ranger’s armour and professional compatible weapons?
TL;DR: Players earn items, not alts. So almost everything should be Account Bound.
As a mechanic, I personally believe this is overpowered and bad for dynamic combat and build composition. There has been a lot of complaining about spamming skills and doing large amounts of damage while pushing single buttons. You probably haven’t played enough sPvP if you haven’t seen one of these people: The majority of complaints come from the thieves that spam a single skill, usually Heartseeker, Pistol Whip, or Unload.
The initiative system allows our profession to use their most damaging skills multiple times – however it comes at a huge cost in terms of initiative.
So you can’t blame thieves for choosing the most damaging skill when it is offered to them on a platter – but you must remember that they lose anywhere from 25% to 50% of their initiative in doing so. So because of that cost it is not overpowered..
As a Ranger (L80) I chose to almost always use auto-attack short bow spam because it was my most damaging attack, not because I liked going pew pew pew pew and having no variety in my attack.
People will always choose the most damaging attack they can come up with – that’s why skills get spammed constantly – because there is always 1 skill that sits above the rest. Backstab, Pistol Whip, 100 blades, Kill Shot etc…
I have been one shotted by a rifle warrior with Kill Shot. My health bar also went from hero to zero in <1 sec. It isn’t a weapon damage issue – it is a situational awareness issue. Note: I did not go to warrior forum to complain about how 1500 range 1-shot-instant-death should be nerfed, I rolled a warrior and levelled him to 35 and now I understand warriors much better to the point I don’t begrudge them having a Kill Shot in their arsenal.
The main issue with your play style is this:
Saw a group of enemies, but needed to get to the zerg that was protecting our trebs from the enemy, so proceeded to try to out run them.
The main mistake you made was to turn and run from one of the fastest and most mobile professions in the game whose specialisation is assassinating anyone who turns their back to them. Our entire profession mechanic (initative) is built around burst. So the fact you went down so fast to a glass cannon thief is understandable. Same thing would happen if a glass cannon warrior did a similar combo of moves (Bulls Charge+Frenzy+100B). Glass cannons kill you quick. Even glass cannon Elementalists can take people down very quickly. That’s just how the game is.
Thieves who run builds like yours will never take you down this fast.
I seriously doubt your claim that you had no idea a thief was on you. The Mug (steal) and Cloak and Dagger should both have given audio and visual clues that you needed to dodge and impacted upon your health bar. Not to forget the GIANT flash of Lightning Strike when Sigil of Air procced. If you dodged following the lightning strike then the backstab wouldn’t have landed and you’d have yourself a fight. I think you just kept running and hoping you could reach the zerg so they could take some heat off you.
It isn’t so much a L2P issue, more of a L2P-against-thieves issue.
I suggest you level a thief up for a while and then come back and your complaints will be taken more seriously when you have spent some time learning the profession.
Third day in a row on Jade Quarry the Ancient Shark skill point has been broken by sharks being pushed outside the walls. I believe it would be from people using knockbacks / pushes on the sharks during combat if you want to try reproducing it.
It was a Mesmer that did it if that helps narrowing down the skill set that might have caused it.
Can you please look at fixing this? I will probably complete the skill point before you can fix it so maybe this post will help someone else in the future.
The developers need to let the dust settle for a few months and give QQ players time to re-evaluate the thief after the current nerfs.
They should stop the nerfing for a month or three and see if the complaints are still rolling in.
Let’s not forget we’re an assassin type profession so we’re meant to hit hard out of the shadows. That’s what defines us.
Given our class has difficulty taking down Guardians, bunker Elementalists and various other classes I don’t think we are OP. I think we are about right.
Anyway, my original point: they should leave the thief alone for some months to see the impact of the changes they have made. Don’t keep nerfing and nerfing until you take it one step too far. I already have a level 80 ranger who has suffered from the over nerfing – remember the OP spirit build from beta? No Ranger’s run spirit builds now – don’t make the same mistake on thief.
I don’t mind that I didn’t get to play this event.
However, I do care that everyone who played got a 1-2% chance at getting precursor and I did not.
That is really poor. Even if Arenanet add some scavenging event for precursors, it still means I missed out on the 1-2% lottery that all the US and European customers got to take part in.
This event should respawn every hour for 24 hours – it should have had a Special Event achievement attached to it. Anyone who has already earned the achievement gets 0% chance of a precursor (i.e., no double dipping). Anyone who didn’t have the achievement gets 1-2% chance as per normal.
This way everyone in the world gets a chance to play the event and have a one in a hundred chance at winning a weapon worth 250 gold (the achievement would block people from farming the event for precursors).
How about this solution:
- Add official “EXIT” doors to WvW next to all waypoints.
- Charge people 25 silver deposit to play WvW.
- If you leave via the exit door you get your 25 silver deposit back plus a reward —- coin + XP + karma + badge of honour. Rewards based on your completed events/kills/gathering/etc.
- If you leave via logout or disconnect you lose 25 silver.
It punishes bad citizens enough to hurt them (1 gold every 4 quits).
It doesn’t punish people with bad networks too much (it will sting but not too much).
It rewards people who play properly.
It won’t delay people exiting WvW by much, just a quick waypoint respawn when you are out of combat mode and a short walk to the exit door.
Logout and Exit to Desktop button will have added warnings that they will lose 25 silver if they quit and ask them user to confirm this is really what they want to do.
(25 silver is just an example amount – could be more or less or a percentage of their account’s total value).
(Don’t use this system in PvE because NPCs don’t have feelings)
Dante Dragonhand.2538Did you factor in the fact warriors GS has 3 attacks that can hit for 5k+? 100b does insane damage, whirlwind has hit me for 9k, and blade trail can do 5-6k easily. Lets not forget blade rush which does an average of like 4k. So yea, you are forgetting something.
We were discussing the 1-skill not the 2/3/4/5 skills.
Faze.6948Skill 1 – works great with the evade, attack arcs, range and speed are all fine. But, please, take some of the sting out of the DPS nerf applied between BWEs. Currently the DPS would be weak for ranged, let alone melee.
I think the Evade forms part of the net damage to offset the lack of DPS.
e.g.,
Ranger vs Warrior Greatsword
two runs of auto-attack (not including vulnerability for simplicity)
Accumulated damage on Warrior
Slash: 203
Slice: 203
Stab: 240+evade
Slash: 203
Slice: 203
Stab: 240+evade
= 1292 dmg output
Accumulated damage on Ranger
(assume we evade on the 259 swing not the 333 just for this example)
Swing: 259
Slice: 0 (evaded – would normally be 259)
Strike: 333
Swing: 259
Slice: 0 (evaded – would normally be 259)
Strike: 333
= 1184 dmg output
So the evade has allowed the ranger to output more damage than than the warrior in this (contrived) example.
Or am I not understanding how it works?
Black Widow !!!
Black Widow has the same skill set as a Jungle Spider (http://wiki.guildwars2.com/wiki/Spider) – so you only need that one because it looks good.
It says the vitality of a Black Widow is less than Jungle Spider but I imagine that would be a mistake in the wiki.
I personally I like using:
- Lashtail devourer: decent auto attack and F2 dmg, evade (retreat) and a knockback for melee
- Jungle spider: 2s stun on F2, 3s immobilize, poison cloud