I use throw Gunk on my DD, then whirl finish it as many times as possible to stack confusion. i actually like it very much. Plasma tends to be my next favorite, but smoke bomb is my absolute favorite, so much so that i really wish there was a way to always steal it.
^ anything that anet does to buff core guard will ultimately buff DH. Just one reason why Elite specs are horribly designed.
we were joking, dude
especially cloak and dagger. i mean it kinda ruins the idea of stealth when you howl like a banshee right before hitting with it.
the only time i have had this happen is when it fat finger f1 and f2.
That’s actually why my Bandit Spec idea has a stance that had a limited duration which could be canceled by either taking damage or using any skill.
My internet went down, and i was bored so i made this. It may have some problems, but tell me what you think.
Bandit
The Bandit is an attempt to grant the thief a support roll. Far and away separate from it’s typical kill or be killed aggressive roll, the bandit allows the thief the flexibility to stand in a fight while sacrificing in return for team support. The stances of a bandit grant the thief new found freedoms.
Bandit: Gain access to offhand mace and stances. Stolen items grant additonal effects to allies.
- Quickness(3s)
- 5 Might(5s)
Bandit Leader: Gain Increased Concentration
- Concentration Increased: 20%
Fancy Foortwork: Stances last longer
- Duration increase 20%
Thug: Regain initiative when you stun a foe.
Initiative regained: 1
——————————————————————-
Ace up the Sleeve: Whenever you steal without a target you gain a smoke bomb
- Smoke bomb: Gain stealth (3s)
Mace Training: The initiative cost of mace skills is reduced.
- Initiative cost reduced: 2
Boss: Allies deal increased Power.
- Attribute increase: 20%
Hide in plain site: Activate Quite Step when you become revealed.
- Quiet step: you cannot be revealed.
- (CD 40s)
——————————————————————-
Share the Wealth: Stolen items grant aditional boons
- Vigor (5s)
- Regeneration (5s)
Tough: you have increased health
- Health Increase: 4000
Cheat: Choose what item you steal.
- Pop up dialog over your stolen item allows you to choose what item you steal.
Stances
=====
Side Step: Gain health regeneration and trade places with an enemy.
- Range 800
- Side step buff: 1000 hp, Interval 1s
- Duration 4s
- Breaks stun
- Cd 40 seconds
Quiet Step: You cannot be revealed
- Duration: 4 seconds
- Removes revealed
- CD 40 seconds
Light Step: Gain stealth until you take damage or use a skill. Become revealed when this effect ends.
- Stealth (3s)
- Stealth application: 3s
- CD 60 seonds
- Revealed 4s.
Quick Step: Increase initiative Gain
- Initiative gained: 1
- Interval 1s
- Duration 4s
- CD 60 seconds
Back Step: Rally if you are downed.
- Duration 4s
- Breaks Stun
- CD 90 seconds
Mace
==
Slug: shadow step towards your target and slug your foe.
- Damage 240
- Range 600
- Initiative 4
Black Jack: Strike your foe and leap backwards, stealing boons and dazing you enemy
- Damage: 240
- Boons Stripped: 3
- Daze: 1s
- Initiative Cost: 5
Split The Loot: Sacrifice your boons, clearing conditions, and granting your boons to allies.
- Boons given to allies: 13
- Boons sacrificed: 13
- Conditions cleared: 3
- Initiative: 8
No main hand variations for this weapon. sorry ran out of time.
(edited by emkelly.2371)
i must have read this incorrectly. I read it as at the start one of his team went far right off the bat. in that case is ally screwed up because he weakened the mid fight. at start thief should go home then far and play decaps while team holds mid and home. thats basic thief play. There are situations where tactics need to change, but thats the general start that you use. so if a DH on your team chugs his slow kitten all the way far at the start….he screwed up. not you.
if your the theif, and one of your team went far and the rest mid? then your teamate screwed up. Far is your job. Help at mid as best you can. then the rest of your team can push far if need be. but the problem is if you can’;t down that tanky DH on far, then you are leaving home unprotected if the mid fight goes poorly. so help mid and be ready to save home when needed. (also take objectives.) never waste your time on a tanky character you can’t kill it’s pointless. even if you get the decap it will take to long.
Uuum, also i should note, i’m new to thief, so i could be giving you very bad advice.
Or you have a rune that does damage when you are hit. Or, maybe there is another friendly field that you are leaping through when you try to go stealth. That always sucks when a fire field takes precedence over what you really want.
(edited by emkelly.2371)
Warriors don’t need the extra vitality. Run Berserker’s. If you wanted toughness. Demolishes is pretty easy way to do it, but my favorite way to boost survival it to run melandru runes. With all the condos flying around you’ll have an easier time clearing them. Also, demolisher plus Melanie is about 3k armor…so you are cranky as check and still hit like a truck. Want to be even meaner? Run Palladian plus slanderous and be almost impossible to kill 1v1 while still hitting hard.
Want to be really cheesy? Sacrifice warriors sprint for 100% rally on vengeful return, shield master for dogged March and be kitten near impossible to kill because you still hit hard enough to kill when you rage pop up.
We are on the warrior sub forum:)
Lol. I never knew this. Funny though. Enter berserk mode and I think the order changes. Applying the signer buff before berserk mode. In that case you would get even higher ferocity.
I feel the shield is actually pretty good on the warrior. It theoretically forms good synergies with the class:
- The stun is great, it helps a lot in weapon combos, plus it can be taken advantage of with some traits: Body Blow, Distracting Strikes, Unsuspecting Foe.
- The leap is nice as well, can work with self combos (torch, bow), and provide more with Powerful Synergy. There’s a seriously annoying bug with Warrior’s Sprint, though.
- The long block is a life-saver, and Shield Mastery is simply one of our best trait all around.
Most of the time, it’s true we don’t take full advantage of the shield, though. That’s not as much a shield problem as trait design issues:
- Body Blow and Distracting Strikes are good traits, but work for condition builds, and Strength has no place in the Defense/Discipline/Berserker template. If going hybrid, then Forceful GS and Berserker’s Power are better options. Plus, most classes have stability now (thank you HoT), so condi-on-cc has become a bad option altogether.
- Unsuspecting Foe belongs to Arms. The trait line is not good enough, despite the excellent Signet Mastery. Maybe, if they could add the shield to the list of weapons working with Dual Wielding?
- Powerful Synergy… is a strange beast. I don’t really see a good usage of it. Haven’t given much time to it before, though.
You forgot that skull grind makes strength obsolete….so there is that. Powerfully synergy is made obsolete by berserk line, arm is made obsolete by berserk line. For the thousandth time. Elite specializations are stupidly designed….but the shield? The shield is perfect.
Forum bug!!!!!!!!
I have been strongly considering.g running pistol pistol in my swap for dagger dagger. But I can’t see myself sacrificing short bow.
I love how they did this right as the buffed the check out of dragonhunter…that was a little on the nose. They may as well as added a pop up message saying.something like…""eat it thieves!"
Ive won point fights against big names with acrobatics on my Condi thief .but I’m going to have to admit that when one of them tells me I’d loose in a strait up 1v1 I’m inclined to believe them….I mean, fighting another thief to recap a point is way different than fighting for the kill. Typically I steal to the. Keep up me defenses until the recap then stealth and short bow my booty out of there. If I’m running sages amulet I may try and contest if my home and mid are good. But acrobatics already provides me with a lot of flexibility.
Acrobatics thieves are not meant for 1v1 duels. We are meant to survive against multiple foes and still recap a point and complete objectives. Something this BS Dh meta has taken from thieves recently. I just got to diamond on my thief, and rarely hear anyone complain about my ability even if I have the lowest score, because even with three or 4 hrs on point I can still do my job, and I can even stand in a mid fight.
Acrobatics for life, man
(edited by emkelly.2371)
Cerby. i think most people on this thread are correct. this is a bad build. like, really bad. Rifle is crap for condi, and it synergies in no way with sword torch. but there is more to it than that. Warriors can;t bunker. Yes we have great direct damage mitigation now, for about (does math, 4+4+3+3+2+2+2) 20 seconds when running sheild and mace. And we have about 18 seconds of resistance with berserker’s stance+healing signet. We have great access to stability and we have great heal, but the problem is that all of our healing is passive, and once we are out of our blocks and endure pains we are vulverable and there is nothing we can do about it except run away. We can stand in a fight and win the fing, but we can’t truly bunker.
If you want to attempt to bunker as a warrior you need somthing to counteract your weakness. The best way to do this is probably stunning your enemy so they cannot hurt you. unfortunately the warrior’s best CC weapon is horribly bugged in the only skill that really matters (earthshaker has a god awful bug where it delays the cast for about 1.5 seconds most of the time.)
Still waiting on the delay bug on Earthshaker to be fixed so that hammer becomes viable for vanilla warriors again. was fighting a hammer warrior today in ranked, and he was actually really good, but the poor guy could not land earthshaker because it delayed for like a second and a half when he cast it. so he just stood there like a moron. He did all his rotations perfectly otherwise.
my thief can kill them…but im D/D condi…
Imparing daggers+steal backstab (might have the order wrong there)with the right traits like Mug and pulminary impact, and others creates an instant combo that deals 20+k damage. You can repeat it once every 20 seconds. I had a pro thief show it to me after he reked me with it on my Rev (granted i suck at rev). It gets stopped by DH (with traps, and auto blocs) Warrior’s Defy Pain, and some trait from Mesmer that reverses a daze or something (forget what exactly it is? you do it from stealth so it hits pretty out of nowhere.
(edited by emkelly.2371)
Well thieves can still one shot almost anything accept Warriors or DH’s. I agree the stealth nerf hurts especially D/D thief. and it is unnecessary, but i dont think more ways to kill is the problem. I think we need to stop having our ways to kill taken away from us. already DH makes thief pretty useless unless they are pistol/ pistol (and in that case everything else can wreck their face.
^Acrobatics is fine. but then, i’m new to Theif this season… IMO (may be wrong) Acrobatics is awesome. everything on it synergies amazingly with all of the defensive capabilities from core thief and daredevil. sure, it’s not good at helping with damage, but it’s a line dedicated specifically to defense. When your vigor aplications are cranting 150% endurence regeneration (am i doing the math wrong here? 75% x2 (because of trait?)) it’s kind of hard to complain about the lack of power. I run it with P/P Paladins amulet, and still hit like a truck while also surviving.
I know it’s not a bug, but with the nerfs to stealth, and the increase in channeled skills that deal damage i feel this needs fixed. Channeled skills follow through stealth, which is bad enough as many channeled skills can deal more then 3/4 a thieves hit points easily. please grant us evasion while in stealth, or find a way to make channeled skilled not chase us anymore.
It sucks. It really really sucks.
Knowing Tarcis, I’d have to say that i doubt he cares what people actually think about him.
Also, the answer to the question is. It’s both. a build can only get you so far.
i think , my friends a consensus has been reached. Lets end this thread now.
Tissitra.4153, guardian/dh have that cause they cant run aways like some classes do, they cant reset combats, all they can do it use blocks well timed or try to and hope players kill themselves on the traps.
or that they can pull the combatant into the traps, or push them through the traps, or teleport to the enemy and instantly drop a trap on them, or put up a block and hit from range or any other of a number of very sick tricks to take down their opponent.
Look, DH is not over powered in most game modes. It’s only spvp that they are overpowered in. And really, even there you can deal with one. It’s when you have two or more that things get stupid. If the spvp matches restricted players from having more than one of each class, then you would not see so many complaints, but then if they did that, you would have even longer queues.
(edited by emkelly.2371)
I’m gonna take a stab here….I think he means (and i mean) that thieves don’t need more damage or skills fo inflict damage. what they need is higher HP. They should really have ranger base HP. Hell even in pen and paper rpgs thieves have midline HP pools. so why int his game do thieves have crap hp? When the game first came out it made since, because stealth was all over the place and a thief could remain in stealth indefinably, but now, they have whittled away at stealth and what stealth can do for so long that thieves need a higher hp pool.
Power thief vs any warrior should go like this. (not saying it ever does but this is how it SHOULD go)
Start-1.5 secs
- DD thief enters stealth if not already in stealth
- Thief powers the warrior down to 50% or lower
- Warrior gets Defy pain. (many warriors waste their shield block here basically wasting Defy pain
1.5-5.5 secs
- Warrior presses the advantage. If he hits you with a stun it’s pretty much game over
- Thief delays for 4 seconds. (I like to utilize Death blossom, or bandits defense)
5.5-Endure pain
- Thief gets back into stealth.
- warrior may try to time his block to cancel your next backstab. but its pretty easy to wait out
- Warrior may proc Endure Pain. (if he does he’s not very wise)
- Thief lands another backstab combo, fight ends
- or!!
- Warrior Times a perfect endure pain proc or block. thief resets fight by running away.
DD condi or DD power?
For a warrior to be tanky they have to play well. All warriors, regardless of build probably have 8 seconds on immunity from direct damage, and good resistance uptime. but once those are expended, they are very vulnerable.
DH Sustain is not so bad…Its the combination of sustain and massive damage. Engineer’s are the same way
You also need to take into account of players that do not have passive defence. Thief vs thief is already a joke for example. Mug alone does 2230 ish dmg and would crit up to 5k easily, now ad pi that’s another 4k asuming steal interupted the target, and air sigil. That’s 10k before backstab. I say no to crit on mug
oh….well when you put it like that….Definitely make it crit (joking)
i’m fine with it either way
you mean 8 seconds of flying 0s? over the course of 60 seconds?
Ventari would be viable if the utilities actually did something besides healing.
Protective Solace/ Diminish Solace
Create a Protective barrier that reflects projectiles and pulses resistance allies.
- Reflect
- Resistance 3s
- Interval 3s
- Cooldown 5s
- Number of targets: 5
Destroy the protective barrier healing nearby allies - Cooldown 5s
- Healing: 1000
- Number of targets 5
Natural/Harmony
Collect Energy gaining natural
- Pulse Interval: 1s
- Natural: stacks 10 times
Release energy healing allies per stacks for natural - Number of targets: 5
- Healing: 500 per stack of natural. (Max 5000)
Purifying Essence
Convert conditions into boons for nearby allies. and heal them for a small amount for each condition removed.
Energy explosion
No change, it honestly is pretty good.
Maybe not this exactly, but definitely something more than just healing.
(edited by emkelly.2371)
YES!!!! Lets make warriors completly useless!!!
PVP, Pistol/Pistol is viable, and it’s easy. It hits pretty darn hard even with paladins amulet.
Gingerbread Man
It’s cheesy, easy, and absolutely amazing. It’s even better when fighting multiple people in a fully upgraded camp It actually gets better the more people you are fighting.
You Can modify it with vipers Weapons and armor and Celestial Trickets, but you don’t need condi duration against players, so i just run with full celestial.
First off can you please make them circles, like other traps? second, can you get rid of the stupid thief summon trap? Can our traps please do damage? like real damage? i9’d love them to be hybrid traps. rangers can be condi, we can be hybrid, DH can be power. (even though we hate DH traps.
make shield skill 4 into 900 range
make shield 5 grant 2 stacks of stability and 3 seconds of resistance
lower cd shield skill 4 to 10 seconds
lower cd shield skill 5 to 8 seconds
/sarcasm
Fixed that for you
Wow you play last stand? I salute you sir. I love that trait. it’s too bad it compets with cleansing Ire and rousing resilience. (especially rousing resilience, as i’d love to have an auto stun break that procs rousing resilience)
Actually, I’ve seen some really nasty and very cool Sword Dagger builds in the last couple of days. I never noticed them before, and they are definitely rare. I had one of those Sword dagger guys give me some tips on it.
- Precast Infiltrators strike without a target. It will secure an escape.
- Initially you want to steal, not Infiltrators strike.
- perform your attack rotation, then use Infiltrators Return to get away and reset
- SD is meant to get in, deal damage, get out, before the enemy can do anything about it. so don’t get greedy with your attacks.
I’m not good at S/D. but this is what the S/D players i talked to told me.
Sigh. You know what? Sure. Go ahead and make assassins signet make attacks unblockable. I thought about it, and i’d love to see DH’s cry as they were made pointless by an unload thief.
I love when people fail the Test of Faith.
Sure, everyone should just let you have the point when you have traps down. I love how you think it’s crappy play to try to contest a point when the entire point of spvp is objective capturing and defending. so you have test of faith on the ground and yout hink you can just call people crappy for walking into it. we don’t have a fragging choice. you can block all ranged attacks with your shield and a bow that is on par with the ranger’s. ranged take downs are out of the question so that leaves melee. and you stand in your traps so we HAVE to go through them. your traps cover the whole point (or close enough to it) so we have to be in them to cap the point. it’s easy to tell people the just suck at the game when you are wrecking face with a cheesy build that has an answer for everything.