I will definitely try dodging cloak and dagger a bit more reliably, but I can’t necessarily dodge every one of them.
I think, when they’re not shadow-stepping, running towards and through them when they’re running to you to make it connect should be effective at making them miss C&D.
I’ve seen it before, rarely, but it’s completely off in Snowden Drifts. Could be a client bug or area design, either problem or intended.
Confirmed, doesn’t work.
“Lets just imagine this hypothetical situation.” Its right there at the top, no back pedaling involved.
Ach, so … it has no relevance to the thief profession in gw2 and is actually off-topic for this forum. Shall we ask the moderators to move it then?
Then I look at the really low 5 trait-points to get Last Refuge as a nice and cheap last refuge for builds not going deep into Shadow Arts (they exist, I am sure). Wouldn’t be as good as a major, I give you that, requiring 10 trait points, so exchanging it for a major is perhaps not a Good Idea after all.
IMS is capped at normal +33%. The 50% does apply when stacked against movement speed debuffs, like combat-mode or cripple.
I can see it work for builds that don’t rely on combat stealth, just exchange it with a Major Trait.
… Now they rush all iniative, you are almost dead. They cloack. You cannot do a kitten. They regain plenty iniative. …
And time ticks away your cooldowns while they’re in stealth and not hitting you. You think your cooldown timers should stop when you block, have protection on or use any other boon or skill for relief/protection? The initiative used for Cloak And Dagger is replenished in 10 seconds. Waste it and you have gained a 10 second lead.
Very simple anet, nerf thief in wvw (look at your charts, wich prof kills most enemies, thief by far on top, we all know it),
Rest assured that that is what they do all the time. At least for sPvP.
… or force me to make one myself to abuse their overpoweredness.
Why wait? It’s one way to learn their strengths and weaknesses and use it against them.
Eviscerate is 300 range with a 10 second cooldown, Heartseeker is 450 range with no cooldown and can be spammed 3-4 times after a massive burst combo. Range needs to be brought down, unequivocally.
You’re hijacking the thread, which was about the reason to have a gap-closer.
Heartseeker isn’t free, it takes time to regenerate the initiative used, and as initiative is a limited resource shared between all weapon skills on both swaps it’s effectively on a (delayed) cooldown shared with all other weapon skills. As thief you should know better.
If you want to close the gap, you should have to make some concessions.
Needing a target would hardly make a difference. Characters are ‘hurt’ by targeted Heartseekers more then by untargeted ones. Though it’d be a break from routine to read complaints from people about Heartseeker not hitting them …
Perma-blind with Black powder makes it pretty easy to survive most of PvE. It’s also boring.
…
6) Obstructed
- Its been 4 months – Ranged combat should work….
Four months is nothing, seven and a half years of Guild Wars didn’t see that problem resolved, I wouldn’t expect a resolution to it for the next seven and a half years of Guild Wars 2
You’re asking the wrong people, we’re not the developers.
It might be aesthetics, in combination with the increased damage against low health targets it looks like a merciless finishing move against foes trying to avoid death by running away from the thief, or dodging out of range and then running away.
It’s also just a gap-closer, thieves don’t have all that many gap-closers on weapons. Melee chars tend to have – and need(?) – gap-closers. By giving melee characters gap-closers you can lower the gap in damage between ranged and melee and make them easier to balance.
Thaz no mistake!
They sayz it in ze thread.
Off course you can’t do 8k per second with bleeds, that’d be 320 per tick on 25 stacks
Because it’s so good that is should be a bannable offense if some people have their way. Who would not run something that can apply 25 stacks of bleeding in seconds, doing 8k+ dps per second and if someone happens to bring condition removal (and use it in time, 8k per second leaves them with less then a second to react) simply apply 25 stacks of bleeding again.
There is no reward at all. Why are you getting all worked up about an ineffective gimmick?
Black powder + two heartseekers will empty your initiative. Traiting for faster init gain and additional stealthing utilities will push the boundaries of what is possible, but also limit the thief in what they can actually accomplish to nothing. When there is No Reward even Low Risk means it is LAME.
Defensive bonus for servers being pushed back, fewer keeps => more bonus
Like in Factions
…What data are we talking about? Data is all the details that allow the enemy to be displayed on your screen, before your client (on your PC) knows that there is anything to display (draw). Obvious details like;
Character race, height, weight, colorings (the things you set at character creation),
Guild and server, along with health pool,
Each individual armor piece and its selected dye colorings, … so I culled it.Culling can not be affected by your PC, because it happens at the server.
It is a way to reduce network data requirements from their server, and to the client. This would reduce the need to have a very fast (a relative term) internet service for the customer, reduce the outgoing bandwidth requirements from the server, and most likely reduce Anets running costs as well. It just happens that it stops a lot of us from seeing the enemy in a timely fashion.
That would be silly, clients don’t need to know what equipment opponents wear, they actually don’t even need to know what race, gender they are, nor what their customized armour looks like, you need none of that and they certainly don’t need frequent updates on those.
All the client needs is: position (int3), velocity (int3), health (short1), animation (short1), animation_time (short1) and buffeffects (int1 (flags)).
These would be enough to render the kittens in combat, all the kittens including vital info about their state and what they’re doing. Enough to render and fight them.
Then, if that works, maybe add an identifier (long1) to reference more detailed static information (all of the armour details, race, gender and all the customizations). Alls this static information is send/updated to clients at opportune times, like when entering the zone, maybe even from other servers (here’s a thought). The client can link that static info to the dynamic combat info, as they please and their system permits.
You could easily pack basic combat info on 30-60 players into a single ip packet (<1.5 kb) and you’d at least see the zerg of kittens.
Might as well remove stealth completely, for good players stealth will no longer be stealth and for others small visual effects can be enlarged with add-ons.
Mhh, without much detailed forethought – skill descriptions without actual play are too abstract – and almost by accident. Played Ranger or similar classes and I did have a Norn Ranger in my mind, but, wiser form GW1, I doubted they’d ever get enough love. Since in NWN modules Rogue(/Fighter) had become a favourite ever since this particular Rogue module … well, I guess Thief was first.
Human female.
I could say it’s because if I’m going to spend 100+ hours looking at an avatar, it might as well be a hot chick, but the truth is it’s because I want to be a girl.
+1.
Human female noble. My thief was such a good thief when growing up that she never got caught and made her way into the aristocracy. I associate the street thieves with poor quality, small heists.
It doesn’t work that way, you’re either born into aristocracy, or wed into it. Being a good thief and not get caught will not make your way into aristocracy, nor will being a bad thief get you out of it aristocracy. There are simply no bigger thieves then aristocrats, that’s why.
I figured it out thanks to the previous post and then saw someone replied to me in another thread with the exact same suggestion:
How did you test? Seems to be working just fine, hitting something with C&D doesn’t slow you down, despite going into combat
What’s possible is that there’s a hard cap at 133% move speed. So when in combat, since you got a speed malus, the 50% bonus isn’t partially wasted since it still keeps us under the total cap. But out of combat it doesn’t work better than swiftness.
What if movement speed is capped at a maximum normal_speed * 1.33? When in combat the 50% speed buff is a full 50% relative to combat_speed, since the total is less then the max capped speed and therefore not capped.
(edited by frans.8092)
How did you test? Seems to be working just fine, hitting something with C&D doesn’t slow you down, despite going into combat
<—— Now accepting advise on how to obtain 118 gold faster. My 1-2 gold an hour is going to take a while :/
20 bucks on an 1200 gem card,=quick easy 35 gold minimum
When Bravix posted the exchange rate was 30-50 silver for 100 gems ( I think it was 50 just before the Lost Shores event), now it’s 2.2 gold (to buy gems that is).If 200 gems = 1 gold, then the ~100 gold for a set would have cost 20000 gems
I am downloading something to attempt to record this to show you, but he will probably be hacking elsewhere by the time it finishes
Cellphone Camcorder?
So if you have a buff on you, the signet overrides it.
…
Just do the test for yourself. …
I did test this, you get the higher IMS. 33% while in stealth plus the signet will move faster then the signet alone, but the same as the trait only. IMS, btw, only affects forward movement.
Destroy Shadowtrap does not grant stealth, the tooltip text suggests it would give 5 seconds of stealth.
The tooltip lists 1200, which seems to be correct. Also, yo must not go beyond the 1200 range or you forfeit the use of Shadowreturn.
Perma stealth doesn’t exist, but you can go a long way, not that it’s useful; when hitting someone from stealth you get a 3 second debuff that prevents you from entering stealth. In other words, you can stay in stealth not hitting anyone or you can fight and be visible.
There is no sub-forum for suggestions about the forum making the ‘Bugs’ subforum the closest match. You think I hadn’t thought about that when I made the post?
It’s getting worse again, few threads for players of the profession, most is QQ. If you don’t want to create a subforum for balance issues, at least keep these post restricted to one thread, or preferably out of the profession forums. I’ve paid for this game as well as any other.
6 orbs: +120 Power, +84 Precision, + 12% Crit Damage
6 scholars: +165 Power, +8% Crit Damage, +10% Damage^90% (example)
Runes can add 165 to one stat, 50 to another and have a bonus effect, like the Rune of the Fighter: +165 Power, +50 Toughness and as bonus 10 seconds of might when using a healing skill.
The +10% makes the difference but only if your health is near full and you know best if that’s frequent, rarely or when needed.
anything not as laggy as fraps i can use to record so i show how combat changes from my lvl 80 to my lvl 2 thief in wvw ?
Your phone / handycam / photothingy mounted on a table-tripod before your monitor? If that fails you can always get a HDMI capture device, provided you have a spare machine with USB3. 1080p60 is no peanuts.
Keep in mind that movement-speed increase only works on forward movement (or the forward component) and has no effect on side-stepping or back-pedalling.
Where’s the video? I looked forward to seeing this in action
Imo the best choice for general purpose armor is Power/Toughness/Vitality, these three will be useful in any build (well, Power Toughness has my prefeence but they come with three buffs) while other stats like Precision and Condition Damage find their best use in specific builds (burst and condition).
Runes follow a similar approach, but it easier to try them out, major’s are a lot cheaper then superior runes.
Sigils that proc on crits only work in crit-heavy builds (Precision), but something like Sigil of Bloodlust basically always ‘works’. Check the wiki about them, some do not ‘stack’ their effects.
Jewelry can adapt to the moment, Masterwork mithril rings are fairly cheap, you can go for the exotics when you know what you want for your playstyle.
Fields of Ruin, Charr outpost near Tenebron Lake. Got stuck behind the outer wall, where I could walk along most of the wall, but I didn’t find a way back. Did get to chat with the karma vendor, but still behind bars …
Cursed Shores, south-west from Cathedral of Silence – near a colony of Risen Gorilla’s. Got stuck after trying to find a path higher up. I can see the area where before it, but invisible walls keep me locked up behind the coral.
(edited by frans.8092)
20,633 health, 1281 toughness. I got hit for 15367 damage in UNDER a second.
Guardians apparently have skills (1 button) that deal 26k+ on crits.
/thread
How about starting off with increasing attack speed for pistols and see if that makes them perform well enough.
Tulisin, you realize that Pistol is supposed to be a condition weapon, right? And P/P is hybridized, but it’s still supposed to be skewed toward condition in the same way that D/D is a a hybrid set skewed toward Power. While P/P does and should benefit from Power, it does not need to be fully optimal with a Power only build. I don’t believe that was ever the intention behind it.
Why then does Unload not add bleeding? Why do you think Pistol is skewed towards condition damage if The only (damage) condition it offers is bleed from it’s #1, Vital Shot and Sneak Attack. Pistols don’t seem intended to be skewed towards condition damage.
Power and condition duration benefit P/P the most.
The bleeding on Vital shot gets stronger by just increasing it’s kittening duration.
How so? It’s 4 seconds bleeding, to get any benefits duration has to be increased to 5 seocnds, or a 25% increase. To get that increase you have to spec into Deadly Arts and/or very specific Runes and Sigils. Condition Damage has no ‘breakpoints’ and is therefore easier to increase.
Infiltrator arrow…The range should be reduced to 500-600m and should cast at least 50% faster.
If I just run and use it I don’t gain more distance then that (about a DB leap),
.
…
Ignore him. Like they say, don’t feed the trolls.
no offense, but nothing special or player skill in the vid. Autoattack+stealth and start again… boring and monolitic as all thiefs.
Show us yours. If I am enjoying these boring and monolitic thief videos then yours must be truly amazing.
Keep stumbling and enjoy the ride, there’s no pressure, go with what you find, equip them in different combinations. like pistol + dagger, dagger + pistol, sword + pistol etc. Get a feel for all the weapons and combinations and unlock their skills while playing.
STOP using P/P in group instances it SUCKS
What’s the point of making a thread for this? I could make a thread telling you to stop telling people to play for your fun rather then theirs. Just don’t group with people if you don’t like their play-style and don’t come whining here.
The reveal debuff only applies if the thief attacks from stealth regardless if the thief is in combat or not. You can CnD for 3 sec of stealth or 4 sec if traited, wait for stealth to end and CnD again for another 3-4 sec, then you can use Hide in the shadow for another 3-4 sec. By this time you have enough init for another CnD. (this is just an example as there are different combinations for extending stealth).
C&D will not hurt too much, every 4 seconds – or rather 10 because that’s the time needed to replenish initiative when un-traited.
So, you don’t know when they’ll reappear and hit you for real, it’s more of a mind-game thing then. You’re in WvW and somebody’s playing a mind game with you and that should not happen? In PvP?
Look on the bright side, your cooldowns cool down while he’s stealthing away.
Just curious, how do people do all these DPS measurements?
I enjoy this trait, but am curious as to how others find its usefulness.
Basically it never left my trait list since I discovered it there.
You have 6 seconds (max) to reacquire the ranged target (if you ignore culling) who will then stealth, clear most (if not all) conditions and heal for ~1000 without actually used a condition removing utility or heal skill. The only time this build should lose is in confined locations like sPvP.
With two traits for it (longer stealth and condition removal) you can stealth and loose 2 conditions in the 4 second of stealth. Without the trait to increase stealth duration it’s one condition, or stealth wears off and you loose the stealth attack. Stuns, blind, blocking, even cripple can prevent a thief from going into stealth with Cloak and Dagger.
You are quietly moving away from the rotation you came up with?
Practice. Evolution gave us brains with which we can learn and adapt faster then evolution itself could. Darwin is not involved in practice and improving your skills.
The best, or luckiest, two players survived. There isn’t much more to it.Says the spider to the fly. Except who wins that vast majority of those fights? Skill is a modifier only … you have to factor in the base.
Skill is the most important factor, not just a modifier. There’s an equal base, necromancer, wariors, mesmers, members of all classes report being successful in 1v1 against thieves. They’re either really skilled or thief i quite balanced. If you loose you look at your own part in that event first. It’ll make you a better player.
But there is no Repeat because you’d be stuck with dual pistols for another 9 second, during which you can not use C&D
Why on earth would you require C&D to stealth? Stealing, Hide In Shadows, Shadow Refuge, Blinding Powder, and most of the time another Stealth from Stealing. If that can’t get your through 9s of weapon cooldown I don’t know what to say.
We’ve been very specific about those, you can use them offensively, but they have their own cool-downs and, more importantly, they offer utility you’d typically not want to waste for offence. Unless your opponent has a really bad day and you know you will not need Hide in Shadows for healing, Blinding Powder for defence etc…. .
There’s a trait that gives two second of stealth on Steal. There are traits for Condition Removal under stealth, Regeneration, traits that make stealth last longer. And you can pick three of them, not four.
You can’t tell me the build doesn’t do what I say it does as I play it everyday. Either actually build it and try it yourself or stop arguing about something you don’t understand.
Well, show us this build, and we can try it out, or at least give it an evaluation. Better yet, post a video showing you using this build. I’d like to see how this rotation plays out.