Showing Posts For ensoriki.5789:

Vyndetta's Guide to Counter Trap Ranger

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Posted by: ensoriki.5789

ensoriki.5789

If scorpion wire didn’t randomly obstruct itself on thin air among other things I’d consider mentioning it. :P

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Pistol whip vs dagger/pistol

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Posted by: ensoriki.5789

ensoriki.5789

Your positioning matters more in S/P when you can’t stealth out projectiles as readily is how I feel. At least when I’m fighting D/PS everything is about how well I’m aware of my placement. If he stealths how long I think I have before warping away. Dodging BP so he doesn’t get off HS. Not getting stuck in bp since even if we both use it he gets stealth from it where as I do not. Can’t afford misses my 2 and 3 are more expensive. Can’t chill in PW he will time it or even spam Back stab till I’m out. On a flip side S/P can abuse terrain to insane levels juking more than a running back. Abusing terrain you can commit to nothing and be a threat.

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New map question- is orb a bundle or a buff?

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Posted by: ensoriki.5789

ensoriki.5789

Teleports can move you huge distances too if the target point isn’t too far but the path to it is complex.

Thief won’t be THAT bad as a carrier. We still got dodge spam and Withdraw + Roll for Initiative for huge movement provided we face the correct direction. Dropping caltrops to snare pursuers and Daggerstorm to ward off ranged attacks and get stability.

If this goes into tourneys, util swapping isn’t there. Withdraw, RFI and what Signet of agility? To get some good dodging in? With Daggers for DB spam? I don’t smell offensive presence but we’ll see.

Hey, MAYBE the thief traps will find some use XD

Tripwire and Needle trap are bugged they aren’t getting used. 2/4 already knocked off.
Ambush trap is fine, but there’s nothing about this map that gives it unique benefit it didn’t already have. Shadow trap would be the best fit, but if it became meta, it would be easy to diffuse if it even activated.

The great forum duppy.

(edited by ensoriki.5789)

Opinions about the upcoming map?

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Posted by: ensoriki.5789

ensoriki.5789

The conquest aspects seem like they should be there.
Probably allows the map to be less team stagnant.
You could build an orb offense/defense team…or you could build a stall team, steal the orb and attack capture points while at the same time making them want to come after your orb carrier if they’re a team not designed to handle conquest.
Allows more strats than just ctf alone or just conquest alone….I’d assume.

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Thoughts on Condition Immunity?

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Posted by: ensoriki.5789

ensoriki.5789

Lol Engineer already has blind immunity.
Do not want to see more of this.

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New map question- is orb a bundle or a buff?

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Posted by: ensoriki.5789

ensoriki.5789

Could you make invulnerabilities drop the orb please? Of course I’ll have to play it first but sounds absolutely disproportionate.
Shadow steps and stealth fail so the thief is the worst at stealing the orb lol outside of maybe dodge spamming will see how that works…

I’d be cool with it of course if I didn’t know D/f eles can chain obsidian flesh with movement skills into mist form. Essentially means as soon as they touch an orb its guaranteed possession for what 9s? You can technically combo obsidian flesh with fgs to gtfo… Then there’s D/D eles mobility which would be cool if I couldn’t foresee invulnerabilities equating to uncounterable scores within range. This isn’t true for ranger and warrior since “Protect Me” and Endure pain are subject to CC the entire time.
I see a lot of professions bringing their own goodies to the orb other than necrosis and mesmer/ thief. Well they’ll still have shroud and their elites.

Maybe even conjures will get play with those deer leaps n stalls.

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(edited by ensoriki.5789)

Would more builds help with balance?

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Posted by: ensoriki.5789

ensoriki.5789

Yeah, but assessment is still needed on individual specs, don’t want to have build wars again.

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(edited by ensoriki.5789)

Swiftness?

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Posted by: ensoriki.5789

ensoriki.5789

Don’t you just take runes of the centaur?

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One Class needs to happen

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Posted by: ensoriki.5789

ensoriki.5789

IMO two professions isn’t a problem. Ideally every prof has multiple options so if you did a team of 5 of one profession they’d still be built differently. That was part of their hopes wasn’t it? A staff ele and D/D else aren’t the same ideally they’re doing different roles and its cool. Running two of the same or mostly the same build is cheese.

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Are Rangers Trap CD "working as intended"?

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Posted by: ensoriki.5789

ensoriki.5789

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.

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(edited by ensoriki.5789)

Devs: Ele's too good, nerfs incoming.

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Posted by: ensoriki.5789

ensoriki.5789

Cool nerf it.

But ummm…how do I use D/F? Serious. No flipping damage brah.

The great forum duppy.

elementalist

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Posted by: ensoriki.5789

ensoriki.5789

Ele’s don’t stress me out much.
Why don’t I see D/F eles (don’t answer that), Anet I want to see me wailing on Obsidian flesh+Mistform for 7s…buff that plz.

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The Cantha Thread [Merged]

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Posted by: ensoriki.5789

ensoriki.5789

I didn’t like GW1 until factions, prophecies bored me.
Please bring back Cantha, and I want to kill Shiro Tagachi in gw2, make it happen kthx.

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Haste in sPvP

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Posted by: ensoriki.5789

ensoriki.5789

Generally, yes if killing is your only consideration.

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Steal trait priority list

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Posted by: ensoriki.5789

ensoriki.5789

Noted. Thanks brah.
So we’re going to take retaliation damage before Bountiful strips it, I figured that was the case when I tried kamikazing a guardian and found myself downed…

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Remember to fix those walls...

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Posted by: ensoriki.5789

ensoriki.5789

Glitching into walls (specially legacy) at the worst times lol.
Brb how did Infiltrator’s strike get me stuck in a wall, jesus…

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The power of unified protest

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Posted by: ensoriki.5789

ensoriki.5789

….

NOBODY is talking about WvW or PvE…

Hot Joins = Do w/e you want, play however you want when you want to and zerg if you want to.

New People do HJs all day then try to jump into frees or Paids hoping they are ready because they found a “Good” build for Hot joins and get stomp in Tpvp because HJ didnt teach them anything beside do w/e they want to…

So excuse me if you dont like me saying HJs are worthless and just create bad players that eventually cry about class balance in a 8v8/8v7 zerg fest, but its the truth…

The only thing HJs can do is an easier way to rank up.

Does a New MOBA (Lol/dota) Player learn about the game by joining games with 8v7 Heros pushing w/e lane they want to? NO, and there is a reason too why they dont…

Did your eyes just focus on WvW and not get the exaggeration I was making of your desire? Good lawd.

Anet mistakenly put in a 8v8 they didn’t need to put, if they rip it out now they’re going to be put on blast by its, I don’t see it disappearing.
Free’s and hot-join and paids are nonsense.
Hot-join is supposed to be casual, get your quick game in and play. ATM you can’t even get an actual game until what ever 4th room you enter. That should be fixed.
Free’s and paids should’ve been the same kitten thing, team play.
All the rest is just nonsensical crap. I’ve stepped in probably 3 or 5 8v8’s since 5v5’s were added and outside of that was doing frees. Casually playing I rather 5v5 and free’s were the same thing so you can hot jump in, get your competition and when you’re tired of goofing around with randoms go form a team. Not just “solo queue” the system of solo queue right now even if it was just stripped seperately from pre-mades is kitten

You’ve got a 5v5 HJ format that gets no play, a 5v5 Free format that has flipping 10 minute queue’s (wtf) and people who want to solo queue.
Why throwing duelists out to somewhere else, and making HJ not suck so it actually fits it’s purpose of getting casual players there games, and make free’s and paid one flipping thing. Throw in a monthly/weekly tournament and call it a kitten day. Boom, 2 modes, some place for duelists, and a monthly/weekly thing for teams to get their tournament style fix.

Why ideas like
HJ + Free 1v1+ Paid 1v1 + 2v2 ranked + Custom Arena + Paid daily Tourny + free daily tourney + QP daily + QP weekly + QP monthly.
How many modes of the exact….same…flipping…1…mode will we have?
I get you want to abolish HJ and just have solo queue + free’s but I don’t see any difference other than being less intuitive for little reason.
If you have HJ + team free’s
or Solo queue + team free’s. You still have 2 flipping modes, except solo queue’s is less intuitive then just making HJ not suck and do it’s purpose correctly.
Bro, team play is team flipping play, if it’s rated wtf is the point. Why to have unranked match’s? Jon said this thing is supposed to be apparently tiered, if it’s tiered then people of the same tier can go find each other without feeling isolated like they’re previous R1-12 systems.
HJ stops sucking.
Frees and paids are the same thing, getting a tiered ranking for em.
Boom, two modes, no stress.
You throw in your custom arena’s or Hell, integrate custom arena’s into HJ so it’s all intuitive, ergonomic and befits casual play. Then you really have two flipping modes, and little segregation of players. Duelist go PW lock their crap and get out of sight and out of mind.
Wot is the need for this bloody solo queue?

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(edited by ensoriki.5789)

The power of unified protest

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Posted by: ensoriki.5789

ensoriki.5789

5v5 hotjoins are all duelers now and when I do join one, the duelers either tell me to leave or they leave and then the game becomes 1v2 or I end up alone. There’s never a full 5v5.

I know this feel all to well.
I think they should just polish up the hot-join stuff so it’s not so barebones and otherwise unappealing at the moment.
Jumping into a game and getting a match is supposed to be the idea, now you jump in and get a duel. HJ just needs to be polished, I think a solo queue is just spreading the game further when it should be consolidated and they should start by making hot-join fleshed out. If you’re a casual player ideally you generally just want to get into a game and have some fun playing it with the goal of winning. However the HJ system isn’t done greatly so you go to free’s but frees are slow to pop. HJ should just be improved and you’ll find having no need for solo queue. I think it’s sad that it’s felt necessary to have solo queue which just indicates how bad the state of HJ is and how it should be fixed.

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(edited by ensoriki.5789)

Thief balance expectations for the next patch

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Posted by: ensoriki.5789

ensoriki.5789

^ Don’t see an issue with that.

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(edited by ensoriki.5789)

The power of unified protest

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Posted by: ensoriki.5789

ensoriki.5789

Well you say its too radical…but the thing is there is more Hot Joiners than Tpvp players, so HJ should be abolish to make those ppl move into FREE Tpvp and try to play the map how its supposed to be played, and eventually make a few of them move into Paids.

Too much Puggish vs Puggish? Yah well they would learn way more than they do in HJs, we would have more PvP base community and most of them would stop crying about class balance.

Mods gonna come at me for calling this nonsense?
“People are playing another mode than the one we play so it should be scrapped”
We gonna delete WvW and PvE too in the hopes they play Free’s?

If the majority of players (read: casual) play HJ instead of free’s there is a reason.
Whether that is A) Ignorance on the existence of Frees
B) bad experience in Frees
C) The wait time of frees
D) The accessibility of Frees
E) The team size of frees
F) ????
Should indicate that Free’s are not appealing to the majority of pvp’ers and as such removing the most played option to encourage playing the least is silly. Unless removing PvE is suddenly gonna throw us into PvE to farm precursors all day.

Reality is outside of Raid of the Capricorn popping up, the difference between HJ 5v5 and Free’s 5v5 is little outside of facing the exact same teams. That and equipment locking could easily be thrown in.
People crying over the same game. Wtf?
5v5 HJ exists, but the majority of players are in 8v8. I feel no difference between 5v5 HJ and Free’s outside of facing the same team (excusing the lack of equip lock) when similar people come along. Only problem is no one’s in 5v5 HJ, so have to solo queue frees to get a full room and then play 5v5 HJ until it pops. Lol wot? Probably could be avoided if they tried matching you with a different team in 5v5 HJ and put the equip lock instead of going with the current tourny browser system interface which somehow managed to be even more unappealing than the hj browser lol.

“BRB we deleted what you play so you’d play this thing you weren’t playing instead. Hope you’re cool with it, instead of putting us on blast.”

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(edited by ensoriki.5789)

Solo queue and new game modes

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Posted by: ensoriki.5789

ensoriki.5789

Still think solo queue is dumb.
It’s necessity is a byproduct of the hot-join system being undeveloped and players wanting to pretend it’s inherently more competitive than hot-join despite lacking any barrier limiting it’s competition. All solo queue is, is random arena’s pretending it’s better than Random arena’s.
Though I don’t understand the seperation critique. Weren’t they planning to create Custom Arena’s which is just an addition option of the exact same game on top of Hot-join, free’s, paids and now 2 team ranked? Getting ridiculous, you don’t need this many variations of the exact same thing.

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(edited by ensoriki.5789)

Thief balance expectations for the next patch

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Posted by: ensoriki.5789

ensoriki.5789

Not really. Major traits can be a bad choice that’s just the deal.
I’d be fine with giving mug condt damage, not to make it useful for all builds, but because it allows you to lower the spike from a critical via lower base damage while keeping a reasonable amount of damage for it’s purpose but a second of burning fits that better than bleeding. You could cut the current damage in half, add a second of burning and it would probably scale fine for everyone.

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Need Sword/Dagger build

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Posted by: ensoriki.5789

ensoriki.5789

10/30/30.
Mug, – Deadly arts
Filler – Critical haste – Executioner -Critical strikes
Infusion of Shadow – Shadow’s Embrace – Shadow Rejuvenation – Deadly arts.

Shadowstep, Filler, FIller. Thieves guild
Take Shadow Refuge and Haste, should be easy enough to pick up generally. Try different utils afterward.

Wvw take Sigil of Paralyzation + whatever, most works.
Spvp take Sigil of Flame/Rage + whatever

Very easy to use.

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Conquest opinion

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Posted by: ensoriki.5789

ensoriki.5789

When I first heard of conquest pre-launch I thought it would be terrible. I do believe that I was wrong, conquest itself is not terrible, it’s pretty cool.

However my original issues from beta still seems to exist. Getting 1 point every second per node, does not feel like it has weight to it in terms of impact. This is different on say Temple or, Foefire, I’m not a big fan of foefire but I think the lord does create more of that impact when either you or the opponent goes for it, it’s not insignificant and a big 150 pts on the board is noticeable. Temple has those points where you feel like “We really want to get these because they are really powerful” and you can feel the impact of taking them.

While Khylo’s trebuchet is certainly powerful and interesting, I don’t think it creates that dynamic. I think Capricorn’s shark stuff is an interesting idea, but fairly easy to ignore in one aspect and annoying only due to the underwater imbalance in another. The cannon sucking and being unrewarding (points wise) doesn’t help, and I do believe it’s buggy though it’s been awhile since I’ve last used it. Foefire is like Khylo though you can feel the weight of the npc’s they just aren’t that important to go for, but there’s times in play where the score is essentially “kill a npc” and win, and seeing/attempting to kill or steal becomes pretty fun however outside of that they’re pretty dull because they’re otherwise pretty easy to ignore and somewhat out of the way. Outside of underwater combat being in a terrible state right now, Capricorn is cool in that it does have it’s own kind of trebuchet, but then it went and gave the mid-point more weight so that you really do want to hold it. So you kind of get the combination of baby-say technical advantage in the Cannon and the “move on with your life or defend” in Ruins.

Seeing as I suppose devs read this forums. Going forward just on how I felt you’ve done maps so far. The secondary mechanics like Temple and Foefire for any of their faults still feel more interesting to play with/around to me even if the map themselves aren’t that visually appealing (foefire). I’d like to see going forward (if only to give my feedback) more weighty secondary mechanics such as the above two. Playing with the idea of 2 or just 1 capture point + whatever secondary would be nice as well to put less emphasis on slow tick (while still being relevant). I tried watching a Khylo match on twitch the other day to look for some play on my profession, and couldn’t do it, that map is rather boring, or maybe I’m just bored with it.

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(edited by ensoriki.5789)

State of the Game w/ Jpeters + Jsharp Today!

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Posted by: ensoriki.5789

ensoriki.5789

Heres a State of the game question.
What is the priority on debugging skills and traits? These are global issues for all 3 game modes that affect every profession and also influence the profession balance of all 3 game modes.
Since it’s not pvp team specific, what is the process in the office behind these? Is there a weekend where someone decides “let’s sweep through these skill bugs so everything is playable?” I’ve got counters to things I want to try and cannot because they are bugged, not cool.

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Your Dream Change for PvP

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Posted by: ensoriki.5789

ensoriki.5789

Retaliation’s effect being halved.
Flipping passive dmg bullkitten.

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NEW pvp map and ranking system :D

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Posted by: ensoriki.5789

ensoriki.5789

I am. John & Co it looks cool brahs but wasn’t there supposed to be some map called the Brand as well or was that just rumour?
Can’t wait till you fix thief traps brah.
Lol and think of my sword thief, when you are nerfing/buffing anything kthx.

Awaring the Devs aside…
This is seemingly their idea of CTF, and I think it is not going to capture it in a way I would like but the map looks gorgeous from that one scene and I see what looks like plenty of shortcuts for Infiltrator’s arrow, and other shadowsteps/teleports to take advantage of.
Doubt I’ll care for ranked matches, the way it’s individually applied means more dedicated teams less casual teams.
The idea of 3 points to run the orb to sounds really…meh? But who knows.
Would’ve If you’ve got 3 capture points, and 3 orb return points, I think you split the focus even further, 3 capture points already splits attention so much. But eh if it’s a just for fun map, who cares.

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Thief balance expectations for the next patch

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Posted by: ensoriki.5789

ensoriki.5789

Black Powder reduced to ‘5’ initiative, the radius of the combo field has been increased to 240.

WUT.

Steal Recharge Rate increased to 2% per point from 1%.

Okay :P

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Thief balance expectations for the next patch

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Posted by: ensoriki.5789

ensoriki.5789

Traps debugged
Scorpion wire debugged
Dancing dagger buff (ini, crippling duration, dmg, velocity, something)
Shadow strike causing blind on the first hit (please) or not getting kitten by any small elevation.
Trait sweep in general, some of these traits I find to be stupid srs.
Body shot change. Pistols in general are cool but body shot needs a change anything else is just a tweak.

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Does anyone else laugh at the Esports QQ

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Posted by: ensoriki.5789

ensoriki.5789

I think the whine is overdone.
If esports are what you want I understand that you want to see it developing towards that goal. However every-patch the angry tears that fall, hell every-day the tears that fall.
Ridiculous.

However I do want to see GW2 have a better competitive scene, because it is fun to improve, or see others better than yourself and improve based on their play or even losing to them. Whether or not you are within that playing field.

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#Howtogrowguildwars2community?

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Posted by: ensoriki.5789

ensoriki.5789

You learn faster from better players.
Matchmaking is meh. Given the chance to sort myself among like-skilled people or the ability to match up with anyone, I’’ll choose anyone. Enjoying myself is more important than some nonsensical rank, and part of the fun is getting better and being able to see your evolution from “I couldn’t beat him” to “I can beat him”. I play “just for fun” (this isn’t a future paycheck for me) and if I had to face like-skilled people all the time I would get bored.

New maps, a new mode, some cooler rewards, stuff to do with my glory, some nice gem store skins, being able to transmute my pve armor to pvp. That’s what matters to me. More ways to play, changing things up, rocking the aesthetics.
If you play casually, semi-casually or with a bit of dedication, pvp isn’t dead, you’ll enjoy yourself. If you stick to one area, or require a specific amount of dedication, than it may be for you.

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(edited by ensoriki.5789)

Fun with flanking strike!

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Posted by: ensoriki.5789

ensoriki.5789

I can confirm Noctis is annoying.
I like to run inf signet and shadow step with my sword thieves so flanking strike is generally very easy to land. The two shadow steps, + steal and inf strike make landing the second hit child’s play.

Essentially if you play with a lot of shadow steps, traps (excusing bugs) or dev venom FS is easy to hit. Haste and scorp too. Shouldn’t be missing with it unless they dodge

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Mesmer rune not working on Tactical Strike?

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Posted by: ensoriki.5789

ensoriki.5789

Um yeah it worked when I used it, pre-tactical pvp nerf but then I never used it again and paralyzation is used in pve…
Should work brah.

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The thief and its gameplay - Your feedback [Merged]

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Posted by: ensoriki.5789

ensoriki.5789

When the kitten are my traps getting fixed.
Hell when are they getting buffed?
These things are basically for chocking narrow pathways horizontally, Fairly meh.
Shadow trap is thematically cool. Ambush is cool. Tripwire and needletrap make me sad, brb have to use them like melee skills because it’s too likely opponent will hit the corner and made them 24s of worthlessness.
Also fix Scorpion wire obstruction on literally nothing on a flat flipping plane.

Also corrosive traps is gaaarrrbaaage atm. So much bugs messing it up. Should’ve made it give stacks of might brah, then it would be a beast-mode trait. Oh well.

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(edited by ensoriki.5789)

Blind on down cannot be removed

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Posted by: ensoriki.5789

ensoriki.5789

Black Powder is an aoe that pulses blind for it’s duration. Costs 6 initiative and forms at his feet. Generally you’ll only get through it with quickness if you are downed.

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Captain's mode.

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Posted by: ensoriki.5789

ensoriki.5789

Limit the amount of classes that can play.
Call it diversity.
Wot.

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Why are rangers the best 1v1? LOL

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Posted by: ensoriki.5789

ensoriki.5789

Anyone who has advice against trap rangers for thieves PM me (srs), S/X thief advice wanted the most but whatever. Most annoying build ever faced, tried to counter on my own did not come up with it, brb having to go with a team mate to kill a smart ranger?
kitten that kitten.

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Trap rangers explain plz (thief)

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Posted by: ensoriki.5789

ensoriki.5789

Unload won’t do anything against a ranger that knows bows outrange pistols. And trap rangers have a 600 throw trap range.

That and the ini cost making it a rather all or nothing tactics.

Just be happy that trap build is the only way a ranger is going to beat a good thief. You can easily run away from a ranger as a thief and being a trap build forces them to fight on a point, meaning their damage is not that mobile.

Why would I settle for that? Being contempt with mediocrity is quitter talk.
If the counter for trap ranger’s is unorthadox for a thief, I don’t mind that but settling with “Just deal with it” is redonculus.

So, do what most classes have to do when they see a thief or mesmer: Run the other direction. Or run with a group.

If they have support builds maybe, you shouldn’t have any fear of a thief if you’re alone maybe if you’re a necro, but this isn’t the necro boards :O.

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Trap rangers explain plz (thief)

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Posted by: ensoriki.5789

ensoriki.5789

Srs. Sword/X (typically) thief always on the look out for trap rangers, rather face anything else else in the game atm.
Suggestions? Trap rangers that like to move off their point aren’t much of an issue, but im presuming they don’t know what they’re doing. If they’re not on the trap then it’s not pressuring me.
Best time is basically in any area where I can abuse terrain to remove the pet from the equation to at least remove one aspect from the scenario but outside of that?
I’ll lose a SB vs SB match, and going in melee gets nonsensical, from the condition stack. Abusing Shadow rejuvenation feels the most attractive, but when I think of it, the majority of trap rangers I actually lose to, don’t move they stay within range of their trap and dodge what’s mandatory (CnD) or phase out otherwise. Tactical strike isn’t a great use when it’s coup-de-grace is daze but the conditions and pet are active regardless of the ranger themself being disabled.
I figure Ambush trap+Thieves guild is basically the best option for this short of weapon swapping to something else. I figure Unloads also would be able to put in dents, pressuming they stayed in SB they’re whole life, but you don’t need to.
Wot do?

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(edited by ensoriki.5789)

Signet Of Malice

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Posted by: ensoriki.5789

ensoriki.5789

Only qualm I had was the zero cont removal. No thanks brah.

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The thief and its gameplay - Your feedback [Merged]

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Posted by: ensoriki.5789

ensoriki.5789

^ not getting it.
It’s not entirely on the basis of stealth, but that Mesmers can take stealth in WvW to replicate similar feats at the same time having illusions to support them and having better boon support and inheritely higher health to mitigate the loss of frequent stealth. Just because you can see them for longer does not mean you are denting them more % wise and clone creation rendering them momentarily invisible is emphasized in WvW. If issue is escaping without qualm, Eles and Mesmers can do that quite well themselves. Contrary to Mesmer arguments, their lack of stealth doesn’t equate to having no mobility. It just requires greater consciousness.
If it’s getting damaged without being seen, Mesmers can also do it, even through simple clone creation target break.
In other words: If issues of invisibility/escape/damage are problems, the thief does not exist alone in that, and while other professions may not have stealth or situational access (engineer) to it, they have they’re own nonsense. D/D eles being one of the best escape artists in the game. Switch to air, press 4. switch to fire, leap out, lightning flash. Gone.

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(edited by ensoriki.5789)

POLL: Would you like level cap to be raised?

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Posted by: ensoriki.5789

ensoriki.5789

If they include more skills, weapons and traits it’ll cause the same thing as raising the level cap where players aim to get more and moar.
Without having the same feel of being obselete.

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Dagger/dagger Elementalists; how to counter.

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Posted by: ensoriki.5789

ensoriki.5789

I know the stigma but….try a S/D thief?
Pair it with a warrior and just have them bunker burst?
alt+f4 is the best counter tho.

The great forum duppy.

(edited by ensoriki.5789)

The thief and its gameplay - Your feedback [Merged]

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Posted by: ensoriki.5789

ensoriki.5789

^ People not aware of stealth mesmers, having their phantasm’s troll you while they themselves are stealthed. Or abusing culling/loadng to chain clone creation target break temporary invisibility with utility stealth… then dropping the portal and 12 asura golems pop out like wtf.

Oh well whatever.

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Fort Aspenwood PvP lobby dead

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Posted by: ensoriki.5789

ensoriki.5789

We have solutions to this coming down the pipe.

Holding you to it. Screenshotting, and screen printing to a shirt.
Can’t back out now brah.

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The thief and its gameplay - Your feedback [Merged]

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Posted by: ensoriki.5789

ensoriki.5789

Wtb other half of my traps working.
wtb corrosive trap working on ambush
wtb working scorpion wire.
wtb removal of filler traits.
wtb a more wholesome body-shot.
Wtb more consideration for the lack of stealth in an acrobatic build.
wtb my infiltrator strike not flopping on me unexpectedly.
wtb 3 ini dancing dagger or something can it get some scalability like the mesmers pistol shot? Very lackluster when there’s only 1 opponent.
Wtb some less Stealth oriented focus in SA or acrobatics, brah I teleport Why do I have to specialize the stealth all the bloody time or get just a higher health buffer that won’t mean anything except taking 1 extra shot at the start of a battle.

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(edited by ensoriki.5789)

Shadow Trap

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Posted by: ensoriki.5789

ensoriki.5789

10,000 range considers pvp and wvw or if you’re waiting for something to spawn/trigger and know where it will while in the general area.

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(edited by ensoriki.5789)

Thieves and magical powers

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Posted by: ensoriki.5789

ensoriki.5789

Or maybe thieves just work really, really hard and have developed natural agility and sneakiness(?) throughout the course of their lives? Shadow step only looks like a teleport since you are a normal person. You know like in DBZ where everyone would look like they are teleporting and moving at the speed of light to us normal humans, but the other Z-fighters who were trained could follow the fight clearly like it was a normal boxing match. And shadow refuge might be a thief saying to an area “Guys sit still. Thier vision is based on movement…”

:P

Shadowstepping is magic.

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Guess the class!

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Posted by: ensoriki.5789

ensoriki.5789

Wututalkingboutwillis?
Whatever as long as they buff thieves too, you can get what you want.

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Rate the trait - Deadly Arts

in Thief

Posted by: ensoriki.5789

ensoriki.5789

1. Back Fighting – 7/10 – For what it’s supposed to do, it’s pretty good at it. It’s issues are pretty clear though.
2. Corrosive Traps – 2/10 – Gave it one point for working on Shadow trap. Needle and Tripwire being bugged screws it over more, it not working on ambush trap makes it even worse. Very meh in general but it would have it’s purpose…if it worked.
3. Mug – 10/10 – beautiful trait. Useful with every weapon set.
4. Venomous Strength – 6/10 – decent enough if you actually use venoms.
5. Potent Poison – 0/10 – Filler trait, 100% serious. Delete off my thief plz.
6. Sundering Strikes – 4/10 – ridiculous limitation, disgusts meh.
7. Improvisation – 5/10 – Odd trait….never used it but I could imagine it being quite useful depending on how it worked.
8. Quick Venoms – 6/10 – One of the reduction traits that isn’t hard to justify.
9. Dagger Training – 5/10 – boring trait but one of the few choices for Power builds.
10. Combined Training – 3/10 – since few dual-skills are really spamable
11. Panic Strike – 5/10 – Was strong when S/P hit like a truck, might still be useful for P/P unloaders.
12. Residual Venom – 7/10 – Stronger Basilisk & devourer venom ftw + strengthens venom shares.

Minor traits
1. Serpents Touch – 7/10 – Nothing more lovely than finding out you have no ini to interrupt the heal, so you just reduce it! Useful to everyone, but it doesn’t stand out.
2. Lotus Poison – 10/10 – Perfect. Synergizes with the other two traits in this line perfectly, straight up nonsensical with a shortbow and strong with a dagger.
3. Exposed Weakness – 6/10 – 10% more damage, basically all the time. What more to say?

Just edited your stuff :P.

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