Showing Posts For ens.9854:

New Heal Speculation? #hype

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Posted by: ens.9854

ens.9854

Well It is hard to come up with a heal skill that would unlock new builds all by itself. It is possibly heals that are %based to encourage the use of vitality gear which is inherently strong vs conditions but has been suboptimal in terms of effective hp.

They also mention thief heal as being something particularly groundbreaking… God I hope it’s not heal on dodge… Sure as hell that would open some thief bunker style but the last thing we need is more dodge spamming

Best PVP class?

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Posted by: ens.9854

ens.9854

What a question!
Engineer is probably what you are looking for, they are probably the strongest overall (most options) as well as having the best aoe DPS and one of the best single target DPS (behind thief). Warrior may or may not be in 2nd place after dec10.

Guardian- typically bunkers, they ensure capture points do not get lost as well as taking care of things like stability stomps (finishing a downed player) and revives. They also provide some healing/boons and condition removal to their teams. They CAN spec DPS but will generally have a rough time of it because of their poor mobility.

Warrior- currently in the meta we have turtles and team fighters. The turtles just have very high health regen plus armor and invulnerability skills making them very difficult to down. They are probably a bit tougher than guardians and while they do not have the same support capabilities, they have a much better elite skill (instant revive banner).
Team warriors generally bring tons of aoe and crowd control while still having the benefit of high hp and defensive moves that make them an unappealing target for focus fire.

Meta Rangers are much like turtle warriors in that they are very tough to down with great regen plus have great team support by giving their teammates a number of attack procs. They make great home point cappers because they are quite strong in many match ups, and last a long time even in unfavorable ones.

Thieves are almost always playing glass cannon roamers. They show up to a fight, try to burst a player down, and not hang around longer than they are needed. They have a better time as burst because their teleports allow them to escape where other classes would just die. A little pressure can force them to retreat.

Engineers currently fulfill the aoe spam or bunker roles. It is suicidal to be within close proximity of a bombing engineer no matter who you are and their heals are very reliable. When they choose to play bunker they offer a lot of crowd control that can knock players off point, but rely heavily on healing to stay upright.

Necros bring tons of aoe conditions like engineers while having better range and more hp, as well as having great CC and boon removal. They can be anywhere on the range from glass to tank making it very difficult to know if they should be focus fired or not. They also have plague form to allow them to survive even under impossible circumstances.

Elementalists generally are not played, but can have good single target and aoe damage. They are very difficult to play and have limited escapes. The new patch may open things up for them in terms of builds (condi and bunker). For a long time they were the goto for team support bunkers with condi removal and are itching to make a comeback

Mesmers fill a variety of roles. They have specs that are very strong vs typical 1v1 builds but are typically fragile. Their survival depends on the cool downs for their stealths and invulnerabilities which threaten to make focus fire attempts risky to useless. They can burst, crowd control, or sustain but are almost as difficult to play as elementalists; you might just find yourself doing nothing but trying to stay alive while contributing nothing

New Heal Speculation? #hype

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Posted by: ens.9854

ens.9854

Inb4 everyone gets consume conditions on 15s cd

This is the skills and balance team… We are in for a ride lol.

CDI Topic: Rewards in PvP

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Posted by: ens.9854

ens.9854

report them.

Unlike pve they can be very difficult to identify, especially in hot join where everybody zergs anyway. I would guess the average player plays with them without ever noticing, because when you instantly get focused 4v1 there’s not much to tip you off anyway.

I decline to comment on the rest of your post (it speaks for itself)

[Discussion] Future of PvP Blog

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Posted by: ens.9854

ens.9854

I may like most of the changes you want to have here, although I have some reserves and am waiting for more informations.

One thing I dislike though is the new ranks. Even now I’m not a fan of the current rank system and never was a fan of ranks, leagues, etc.

I always felt like it just made a lot of people care about it too much and become angry about playing (It happened to me too, where if I lost, and lost some ranks it really upset me). The last game I had (granted it was a month ago I think), someone yelled at everyone for almost making him lose some ranking (we won 500-250).
This happened in everygame where a ranking system was visible, be it in LoL,GW2,etc.

The system I really liked the most is the one there is atm in Dota 2. Everyone plays in the same queue, there’s no visible indicator of your MMR and I find it much more enjoyable. Sure there’s always some ragers as in every competitive game, but I found that there were a lot less, people usually played for fun and you still had a MMR to play against people of your same skill bracket.

I may be oldschool with these kind of thoughts seeing most of the games implementing a rating, but I feel like it’s the best way to have fun while still remaining competitive.

Ugh I can agree with this. Ladders are great and all for 1v1 games, but give people a team to kitten at and things go downhill quick. I don’t necessarily mind the trash talk and rage when it is just ppl wanting to win for winnings sake, but “public”/visible rankings seem to bring out the worst in people.

Showing what league somebody is in usually is fine because people generally understand there is variance and losing a game won’t kick them down an entire tier

CDI Topic: Rewards in PvP

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Posted by: ens.9854

ens.9854

Um guys, there is a SERIOUS problem with gold awards in spvp. We already have guys running 3-4 scripted bots in matches (plus themselves) with no punishment in sight. It isnt a big deal right now since they just do it for fun I assume (it is hilariously effective). Are we going to allow these people, PLUS farmers come in and abuse the system? Somebody needs to tell the team in charge of that to (dessage meleted) find a solution.

People saying gold rewards need to be higher than anywhere else in the game are off their nut, people will come no matter how small the rewards are for a variety of reasons, and I’m confident anet knows this so can we stop talking about it?

The inflation is more troubling, we are adding tons of guaranteed gold to the economy and only providing gold sinks that people MIGHT use (although a lot of gold will disappear right after release). While giving spvpers some currency to throw around/make bets/give prizes is going to be great for community I think there are larger worries….

Finally I would like to echo the concern that pve/trading post players with a huge bank will be able to come in and look like top dogs simply by spending a relatively small amount of gold. This isn’t so much that I care about people using their pve skins in pvp, that’s only fair, but that heart of the mists is going to become more of a fashion shop than a pvp hub. It will be far easier to obtain ANY skin by just buying it in HotM, and I hope there are plans to combat this practice besides hoping that purely cosmetic items won’t sell.

(edited by ens.9854)

Can Steal be revamped?

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Posted by: ens.9854

ens.9854

Just please for the love of god make the stolen item from engies actually useful for fighting engies, like a condi cleanse elixir or something. I feel like I’m worse off after stealing because I gotta unload that gunk somewhere before I can steal again

Point taking crit damage past 100%?

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Posted by: ens.9854

ens.9854

It depends on the setup, though hidden killer is generally suboptimal unless you run very low crit chance (if you don’t get them to 50% hp, just retreat as you said). Traditional glass thieves get a lot of their damage in pvp from sources other than backstab simply because once executioner is active it is impossible to out DPS even their auto attack. I do believe Valkyrie stats with hidden killer/sleight of hand to be the superior WvW build, but some people just gotta go glass I guess.

As for which type of glass cannon armor is better? I would tend to agree with you for the same reason… You only need to get them to half health and they are doomed. Assassins does this job better. Though don’t neglect power TOO much, since it still is the most important stat numerically speaking.

(edited by ens.9854)

Point taking crit damage past 100%?

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Posted by: ens.9854

ens.9854

@ens
Well formulated, thanks.

Though, I’ve never heard about dimishing returns on critical dmg alone, besides it’s more costly statwise in some slots and better off converted into alternative stats.
Do you have any source on this? Would be helpful.

No source needed. Crit dmg is not a % increase, it is a multiplier. Going from 2.5 to 2.6 is a smaller percent increase than going from 1.5 to 1.6

DR is not ‘programmed’ into gw2 as it is in some games (where your stats literally translate into smaller values in the damage formula, in gw2 stats are used directly), it only exists as a facet of large numbers being influenced less by increases.

Edit: here is the formula for reference
http://wiki.guildwars2.com/wiki/Damage

Point taking crit damage past 100%?

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Posted by: ens.9854

ens.9854

@Ghostwolf.9863
It doesn’t matter if you have 10 power of 100000 power, additional 30 power will give you the same damage increase. It would be a case if there were diminishing returns of stats, but there aren’t any.

And yes, as a glass cannon ganker thief you want to have as much crit damage as possible for your backstab and heartseeker to kill your enemies before electrons travel to their screens to show their tragedy.

It does matter when min maxing to produce the highest overall damage, you don’t want to spec too far into something that produces a proportionately smaller return when the slot could go elsewhere

Point taking crit damage past 100%?

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Posted by: ens.9854

ens.9854

Is there any point taking critical damage past 100%?

Same point as it is taking it past 50%

Crit dmg base multiplier is 1.5, with an additional 50% crit dmg it is 2.0, at 100% it is 2.5 and so on.

1% crit dmg yields more damage on your crits than 10 power does, while 10 power increases your raw damage across the board. Crit dmg is also consistent, it always increases your critical damage, while the effect of adding power is lower the more power you have. 30 power at 3000atk gives you 3% more dmg while 30 power at 1500 gives you 6% more dmg. (correct me if I’m wrong)

Okay I will correct you. Crit dmg also has DR. Going from 0 to 10% is a 6.7% increase on crits while going from 100% to 110% is only a 4% increase on crits only. (So at 70% crit rate, a total DPS increase of 5.1% and 3.4% respectively)

30 power at 3000 power is only 1% dmg increase, so to achieve the same results for 3500 attack using power you would need about 125 power to achieve +5% DPS increase.

The moral of this story is: static +dmg% traits/runes/sigils and procs are way better than power/crit gear.

Edit:: the exception are bloodlust sigils, which produce a rather huge +250 power at max stacks, which is a 10% increase at 3500 attack, vs sigil of force that is 5% or slightly less. The tradeoff being you have to get and maintain them. Fire/air sigils still outperform them both by a large margin

Edit2:: fixed thanks wish

(edited by ens.9854)

Death blossom...useless or ??

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Posted by: ens.9854

ens.9854

Yeah this is here for pve mainly, there was the magical unicorn pvp build that got nerfed early on (with caltrop nerf) that used it too.

I just posted in the cnd thread that I think it should be changes to something that helps you stay in melee… A teleport behind your target and wiping/donating blindness/weakness, as these conditions basically neuter thieves. Or something similar…

Map Jumping Tricks

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Posted by: ens.9854

ens.9854

I’m still floored that they ‘fixed’ half the teleport shortcuts, left this one(teleporting to that keep wall), and made the rest drastically more unreliable or impossible to do properly because the rules for teleports are hilariously nonintuitive in a game that’s supposedly esport ready.

Maybe what you just showed them is the reason that teleport exists and it will also soon die.

Still, nice find!

CnD suggestion

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Posted by: ens.9854

ens.9854

Well, seems posters here think CnD is fine, but apprently 3 and 4 and are supposely reason why we don’t see d/d in tpvp.

How would you guys change 3 and 4 then?

I already posted about 4, and I think they will never change 3 because it single handedly supports the newbie bleed build. That said, 3 on d/d should definitely do some thing more useful, it is currently the most pathetic ‘evade’ move thief has.

What thief desperately needs is a counter to weakness. P/d 3 gets you out of melee, d/p 3 gets you into melee, d/d should help you stay in melee by countering the things that screw you the hardest.

D/d 3 could simply move you behind your target, slightly countering some positional attacks while giving some breathing room, and remove (or donate) blind/weakness. I guess the pve crowd wouldn’t like this though.

What's up with "the ele"?

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Posted by: ens.9854

ens.9854

Obviously it’s because nobody plays the ele class anymore so why would the address them as though part of the the ele community?

What is Mechanically wrong with Conditions:

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Posted by: ens.9854

ens.9854

The only power build that can LOL aoe faceroll-spam like necro/engi/mesmer/ranger do with condis is hambow warrior, and we all know what is happening to them.

Power ele is dead, shortbow thief is dead(cya trick shot), power grenade engi is dead, GS warrior has ceased to be viable, and so on.

Anet seems to think just because condi vomit doesn’t look as flashy it can’t be OP. Looks like every team will just be required to run 2-3 team cleansers

CnD suggestion

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Posted by: ens.9854

ens.9854

…use sheath weapon binding to fake out CnD…

Can someone please explain this? Thanks.

I believe he means, that since CnD has a 0.5 second activation time, you can either lure people into blowing a cool down or prevent loosing initiative if blinded.

If you sheath weapons (stow/draw weapons command), before the activation time on CnD has finished, the attack will not use up any initiative as the sheath works as a cancel attack command.

Pressing esc also works.

The vast majority (all?) cnd dodges are either predicted or random. The animation is far too hard to see… You will either
A. get just as much success waiting for them to dodge instead of trying to ‘fake’ them out or
B. miss anyway because you don’t have signet of shadows and just get kited in the time it takes to do a bluff cnd

Ironically mobility is the biggest thing holding thief back. It is VERY hard to land attacks without +runspeed or teleports because they are all such short range. A good player will just spam autos to remove blinds/aegis anyway.

I mainly run d/d on thief, and its main strength is that it comes out of nowhere, compared to black powder that is very telegraphed. However, I agree with OP in that it requires some guarantee that you will hit; running sleight of hand becomes a necessity, unless you plan on hitting pets and illusions with +2 init from shadow arts and nerfing your utility.

IMO dagger 4 needs another rework. It should do no damage so it does not break stealth, and you should be able to throw it without looking at your target (throw behind), then it’s init cost should be very low, maybe 2, with a similarly reduced cripple duration, so that it can be used offensively as well as defensively

(edited by ens.9854)

The Panicond build P/D

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Posted by: ens.9854

ens.9854

I do quite well as a Valkyrie thief in zergs. You can easily pick out and burst down front line targets where there is no need to stomp. You can interrupt/humiliate stability heros with bountiful theft. You can pull careless players with scorpion wire, assuming your teammates are on top of their game as well. You can cnd steal from necromancers and pop a huge aoe fear over and over. You basically never die, and if the zerg breaks up you can drop target after target faster than anybody

Why do we still have heart seeker glitch?

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Posted by: ens.9854

ens.9854

This (heartseeker flips you 180 degrees when used downhill) kills me a couple times every day in pvp as thief and is a major quality of life problem for travel in general. In addition we still have pull skills glitching out a large proportion of the time (knocking targets over but not pulling them), which doesn’t seem to happen to guardians (unless the target is dodging) but plagues everybody else… This is not to mention the unreliability of teleports around some terrain (holes like on skyhammer)

These have been a major pain in the kitten for a long time, and I know anet knows about them… So what’s the deal here? Nothing is more frustrating than when your skills just decide not to work.

Should PvP Be More Integrated Into Game?

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Posted by: ens.9854

ens.9854

Letting me use my pvp appearance in pve would be a nice start… Considering how long it took to get these ranks…

No, I don’t agree with this at all. Those rewards are a testament of your accomplishments in PvP, a very different part of the game.

In addition, you’d miss out on the journey towards acquiring those skins in PvE =)
If you already had access to them, the journey would be kinda ruined for a lot of people.

I think you vastly overestimate the numbers of players with access to high level skins. You don’t even start getting decent stuff till rank 40 (outside of match win chests.. Don’t recall what those give).

Besides, the first legendaries (and many other things…) were a testament to accomplishments in farming the trading post and zerging brokenly efficient karma routes. I don’t believe it should matter all that much where players are investing their time, and giving good pvp players a bit of visibility in pve besides the humorously easy to obtain “champion” titles seems like a nice thing to do.

Should PvP Be More Integrated Into Game?

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Posted by: ens.9854

ens.9854

Letting me use my pvp appearance in pve would be a nice start… Considering how long it took to get these ranks…

Oh? Get yourself a full set of Orrian armor from PvP, then get it in PvE and see which takes more time :P

Pretty sure the answer is pvp. Although once you can get the first set you can get the rest quickly. Still there is no reason they can’t make it with transmutes to prevent it

Should PvP Be More Integrated Into Game?

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Posted by: ens.9854

ens.9854

Letting me use my pvp appearance in pve would be a nice start… Considering how long it took to get these ranks…

Backstab

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Posted by: ens.9854

ens.9854

My damage vomit warrior gets kill shots for over 10k (recently got a 17k in hot join) and arcing arrows aoe for up to 9k which is far harder hitting than my thief can hope for. Plus my teammates can stealth him for extra lulz.

As a main thief, however, I can definitely say that thieves are EXTREMELY effective at pushing other glass cannons out of the meta. There is far too much risk in running such a build when you can get bursted down out of nowhere. However this is more a problem with teleporting around than stealth or DPS potential.

Edit: communication is a surprisingly effective counter to glass thieves, since they do rely on getting that first hit free

(edited by ens.9854)

Strategy Should > Zerg

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Posted by: ens.9854

ens.9854

This whole post makes no sense, zerging is itself a strategy, and it is used because it is so effective. Do servers send out small teams when they need to? Sure do. The idea that nobody will figure out what to do and keep forming 60 man zergs even when it’s blatantly foolish to do so is just silly. And this does nothing to combat the problem of just being flat outnumbered; you will just be losing all your territory to 3 separate groups instead of getting steamrolled by one.

December 10th Warrior Changes

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Posted by: ens.9854

ens.9854

Warriors need their weakness uptime looked at as well, this is a very strong condition that they get to use VERY often, and is part of what makes them so strong paired with a necro (or other condi team)

Tutorials - Summary on Page 2

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Posted by: ens.9854

ens.9854

Yea, this was a nice attempt but it is very biased and lacks many common builds, both optimal and suboptimal.

I’m pretty sure anet knows what builds are running around and could make a fairly decent list. It is not necessary to use only “premiere” builds, but rather give individual builds a ranking based on their potentials.

Tutorials - Summary on Page 2

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ens.9854

By far the biggest thing I’ve noticed is that very new players have trouble understanding whether they are contributing or not (or whether their build can or not). I am honestly at a loss of how to teach new players that running pistol/pistol thief and ending up in 4v1 or 1v4 situations is poor play, but I think part of the problem is the difficulty in communication.

There is no easy way to talk about builds… none of them have meaningful names beyond vague and hazy “role” labels (unless you know what 0/0/20/30/20 or w/e does already), and there is no common resource to reference. Even coming to the forums it is next to impossible to find a “real” build, or a simple explanation on how to use it.

TL;DR
Create an “official” build resource.
Name the builds.
Include short tips about build goals (attempts to overwhelm opponents with conditions, attempts to outlast with healing)
Include short tips about key aspects (eg. uses weapon switching and sigils to replenish endurance and continue dodging).
Make sure players going into pvp can find it.

Nerf Altruistic Healing.

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Posted by: ens.9854

ens.9854

the reason they are not dying is protection/stability, not altruistic healing. l2 strip boons.

Need serious help

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Posted by: ens.9854

ens.9854

p/d will work fairly well just constantly stealthing and using sneak attack.

p/d does not work at all in a power build, but until higher levels you can’t specialize very much so don’t worry about it.

Need serious help

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Posted by: ens.9854

ens.9854

There’s a couple reliable paths you can take.

d/d spamming #3 and laying down caltrops will destroy just about any large group you encounter. Caltrops in general is just an amazing ability for DPS (though it has been nerfed a bit). Signet of Malice for your heal works wonders since you are landing TONS of hits per second.

d/p with 10 shadow arts for +2 initiative on stealth. Use #5 for a blind field, when it is about to disappear, use #2 to get stealth, backstab and drop another blindness. This is great single target DPS, and can blind multiple foes

s/p just dropping black powder #5 so you take no damage. Sword swings can hit multiple targets unlike dagger.

(edited by ens.9854)

Thief "heartseeker" bug

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Posted by: ens.9854

ens.9854

lol that video was made to show how BAD heartseeker is

My thief, buffed, has 2600 power, 90% crit dmg, and +30% damage from traits/sigil.

On you, my crits would hit for 2140 * skill coefficient, based on the wiki.
A heartseeker when you are below 25% (skill coef 2.0) would crit around 4300.
A heartseeker when you are ABOVE 50% health would only CRIT for about 2150, a pathetic amount.

My power is not quite the highest possible (but very close). Running executioner + assassin signet and slightly different/better gear could bring a backstab >6300 damage. Vulnerability could add a few more points, but in general that is the biggest single hit you can expect to ever receive, which is quite impressive (these would be 9-10k crits on a normal target).

Running into a lot of warrior roamers

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Posted by: ens.9854

ens.9854

Endure pain is usually an ‘oh kitten’ move, so just dodge around/stealth til it wears out or CC them (it doesn’t prevent any CC effects) so they can’t run away.

so Guardian Shield 5 can block melee attack

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Posted by: ens.9854

ens.9854

Pretty sure the 40+ fractals builds use shield (for stacking protection), so you can’t even say its bad in PvE.

Any knockback is going to be worth it in pvp, especially since focus 4 is so lackluster.

New to thief, would this build work?

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Posted by: ens.9854

ens.9854

usually it is 25/30/0/0/15, the extra init is worth more than the grandmaster trait.

with sigil of force and sigil of fire on your sword/dagger, and sigil of bloodlust on your other weapon set.

5 scholor runes and 1 divinity rune on armor, or 6 ogre runes, or 6 lyssa (for condi cleanse)

This build was used for a long time (usually with shadow refuge, shadow step, signet, and/or haste) but lost a bit of its punch with the mug nerf. You will probably find that it is a bit dangerous to go around pistolwhipping nonstop.. much like d/d you need to use shortbow a large portion of the time in team fights.

There is also a lot of discussion about the autoattack on sword just being better than pistolwhip: it doesn’t cost init, doesn’t root you in place, has comparable DPS, and does not punish you for hitting retaliation. That said pwhip has excellent cleave and works wonders in certain spots.

If you can deal with the lack of stealth options to keep alive (smart teleporting helps), it can be a competitive build still.

(edited by ens.9854)

Jerrifers Glitch

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Posted by: ens.9854

ens.9854

Oh it’s not just jerrifer. chills on top of enemy smc.

I am pretty sure (99%) they already know about this glitch, its not exactly news

Cloack and Dagger BUG!!?

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Posted by: ens.9854

ens.9854

I’ve seen the bug where I’m still visible (looks like it’s only I who can see myself) but the stealth buff is up, so I guess it’s just a visual bug that I can see? :S

This occurs yeah.
Also in hectic team fights you might get stealth from team mates then your next attack (CnD or mug) gives you revealed, or walking out of a friendly refuge.

I’ve been playing quite a lot of d/d lately in both spvp and wvw and haven’t noticed anything.

Strongest Backstab build?

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Posted by: ens.9854

ens.9854

You already have a very good setup, similar to mine with valk armor/ogre runes.
10/30/0/0/30
Deadly Arts: mug
Trickery: long reach, bountiful theft, sleight of hand
utilities: signet of shadows, scorpion wire, shadow step

Sleight of hand gives you 20s cooldown on steal (I’m sure you know why that’s good), plus interrupt. Bountiful theft almost always strips stability and protection, ensuring your backstabs get full damage and interrupt w/e the target is doing (lol @ dagger storm). Shadow step, long reach and scorpion wire give you some usefulness in zerg fights; allowing you to fire off cnd combos repeatedly instead of every once in a while.

I run a bit of toughness on jewelry to aid in survivability (lots of kitten gets thrown around y’know), but you could certainly use full valk jewelry and assassin signet for some extra power as well. I generally have little trouble dropping targets that are a roll or two behind the front line.. however if you want a real shot at stomping them too (I usually just DPS with backstabs) you need to run pistol offhand instead of shortbow for the blind field.

You get to CnD => backstab sooo often that hidden killer is really the way to go; don’t go full glass just for some precision.

(edited by ens.9854)

Is the Community just bad ?

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Posted by: ens.9854

ens.9854

The level of play has no reason to be very high so that part is true. There’s nothing to win and afaik no easy way for the community to organize its own tourneys/leagues.

However they are not wrong about skyhammer—when I can stack stealth or immob and get free insta kills with pull, with little or no interaction, something is wrong. It’s nice to be such a potent point assaulter as thief but when it revolves around hiding til my tools are ready it’s not very interesting.

This is only encouraged by the fact that you can’t stick around anyway because of the cannon, and you are often 1v1 because cannon…

Exploits... oh fun!

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ens.9854

I have encountered this bug actually, sometimes when I cnd steal, I get the stealth from cnd but it fails to teleport me. Maybe he found a way to reproduce it or it was a coincidence

This has only been since the last patch too

So.. Scorpion Wire

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ens.9854

Shortbow surprise shot or devourer venom => target can’t move or dodge => guaranteed scorpion wire.

Boon removal (bountiful best) strips stability first.

Sky hammer ez mode

Competitive and feasible damage Guardian?

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Posted by: ens.9854

ens.9854

Yeah the build Hicci posted has been and remains one of the best DPS builds we can get. I would recommend scepter/torch because the fireball on torch 4 is absurd (from pressing 4 twice). Also to max the DPS on sword/focus, use a +5% dmg sigil and a fire sigil, with bloodlust and fire on your offset.

Focus 5 is an amazing defensive skill, wasting it on offense is the difference between getting gutted by a random thief and smashing him with 90% health left.

The build also works well with soldier amulet, though most condition builds like ranger/necro fall much more reliably to glass cannons with blind/block backup. You typically won’t survive long enough for your CD’s to refresh, so all out pressure makes the most of your invulnerability.

Every time I come back to this build after testing others I am always amazed at how solidly it performs; I’ve used everything from air runes to mercy runes, it seems like anything you do with it just works out well.

P/D sPvP build, need suggestions

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Posted by: ens.9854

ens.9854

Mug heals for 2000, which is substantial for a thief that’s hidden or dodging half the fight. Hidden thief is some nice quality of life, especially now that steal is on a 20sec cooldown (it definitely wasn’t worth it before), but it’s hard to argue that it’s better than 330hp/sec while stealthed for fighting conditions, and it is a second shorter than CnD. P/d is not a build that is afraid of being close quarters (again I reference Wild Bill if you want to see the playstyle), so it’s usually not a problem landing CnD on players, pets, illusions, etc, for an instant cleanse/hp.

For hotjoin/wvw, it may be a bit janky, but you can consider running d/p offset for the infinite stealth abuse. For tournament play, you should probably be running either a venom share build or using utilities like shadow refuge/blinding powder for stomp denial anyhow.

P/D sPvP build, need suggestions

in Thief

Posted by: ens.9854

ens.9854

Before this patch most p/d builds were wild bill’s or venom share, both which are extremely potent in their own way. Both these have countless videos/guides and I encourage you to give them both a try (every thief should).

You may be onto something with the new sleight of hand, however, since it +mug can give you extra healing that bill’s build only got from shadow’s rejuvination, plus bonus initiative, and a +condi dmg trait line (not to mention sleight is amazing in its own right).

I would probably run carrion amulet, mug, and armor runes for bleed duration (or lyssa for survival). Hidden thief is mostly redundant, by the time revealed wears off and you can cloak again, you can just CnD or steal/CnD anyway.

I’m not sure of the usefulness of signets of power, the condi dmg gain seems a bit marginal even if timed well, so I would likely use those points in deadly arts for poison on steal plus mug. The 10 points from dropping hidden thief could be used for tons of neat stuff. Virtually every trait in shadow arts is worthwhile, both grandmasters are strong, extra initiative is always good, deceptions are some of the best utilities, or you can drop it in acrobatics.

Tips to Playing a Backstab Thief

in PvP

Posted by: ens.9854

ens.9854

Thief was never great in teamfights, cluster bomb is slow as balls. You still can interrupt stability stomps/dps spikes (and elite shennanigans), poison field rezzers, and more importantly, dive their dps without dying immediately.

As for damage, it is comparable on shortbow if you use executioner/zerker because of the +1% per init… but that doesn’t take advantage of the changes thief has just seen, and you will be chased off from team fights just like the old days.

tips/builds surviving tpvp conditions?

in Guardian

Posted by: ens.9854

ens.9854

I usually just dive the necro and spam blinds and blocks til he’s dead :P, I even sometimes take bane signet over contemplation.

But okay you probably mean bunker; in which case well timed absolute resolutions + 1 other method of actively removing conditions should keep you alive. Don’t forget to put energy sigils on both sets and dodge like crazy for selfless daring procs and avoiding conditions altogether (its real easy to get lazy and not dodge like crazy).

Hopefully your team is bringing some area cleansing as well, gone are the days that you can just rely on your bunker to do everything for you.

Tips to Playing a Backstab Thief

in PvP

Posted by: ens.9854

ens.9854

nice post, do you have any advice for same build but with d/d?
why double fire sigils, they share same internal cd or not? and does fire sigil beats air sigil in your opinion?

I’ve been using d/d recently with 10/30/0/0/30 and hidden killer, soldier amulet (z jewel) and slight of hand. It works extremely well: 20 sec cooldown for a steal that strips stability/protection and then dazes (thx anet!), guaranteed crit on the backstab, and the survivability of running soldiers.

Sleight of hand is just bonkers now paired with bountiful theft, everybody who plays thief should give it a shot. Being to use the steal combo multiple times really made thief a joy to play; I even run scorpion wire in hotjoins for yet another 20s cooldown method of landing cnd.

(edited by ens.9854)

Bountiful theft and LS NOT working

in Thief

Posted by: ens.9854

ens.9854

Yes this is how Bountiful Theft has always worked.

It seems like might its the 3rd or 4th boon stolen, however, so using steal in the instant before you land larc strike usually leads to instant 4 boon strip + giving you all the might stacks

What's up with the trickshot nerf?

in Thief

Posted by: ens.9854

ens.9854

It’s really odd, I used to run a shortbow build in spvp and always felt like I was losing if I was trading shots with it (except against a person +pet), but it really shined when you were being totally ignored.

If you miss 1/5 shots because of this your DPS drops by 20%… I mean, really? was it THAT strong?

What's up with the trickshot nerf?

in Thief

Posted by: ens.9854

ens.9854

They shouldn’t remove ‘heat seeking’ from ranged weapons, they should be adding it to every weapon that doesn’t have it.

As a guardian player i support this suggestion

Give us back our burst!!!!!!!!!

in Thief

Posted by: ens.9854

ens.9854

Well mug in isolation was pretty op, but i think it was also the only thing holding up full glass cannon thief as a viable build. So… mission accomplished for anet?

If they buff thief base damage like they said, things will probably even out. With the trick shot change it seems like venoms, bunker killer, and d/p duel spec are what’s left for spvp

edit: didn’t mean to make it sound like they removed all our builds but w/e