NSP
This dude use macros. F1 & 7+8 is activated everytime in this vid at the same time. There is no gleam on the Skillbar and that means it was activated with 1 press.
I’ve mapped my keyboard so I don’t have much lift off at all. I can press two or three hotkeys at a time depending on where slice down with my thumb or lean to the side with part of my palm.
NSP
Knew what worked?
Need the video slowed down?
You can do that with a few things, do you need to be a kitten because I’m wondering why this is interesting? If there’s some patch notes or something then link to it. If you can’t do that anymore than it’s an unnecessary change along with the other ones in your next post but whatever, same ol same ol.
NSP
(edited by kash.9213)
When you get raged at by 1 player on your team to decap while you are currently on the point decapping it….
Do you ever get tempted to just yell “No!” in chat real quick to make their head explode?
NSP
In WvW:
When you just survived two enemy guild zergs, killed the squad driver, revived your commander, and made it out alive only to Withdraw off a cliff when you meant to laugh in chat.
NSP
That’s how thieves should be played. Glass ones, anyway.
He’s running full glass, and D/D. He’s specced specifically to lay into one target in a second, then retreat. He cannot secure stomp, he cant retaliate against people who catch on to him because he has to swap to SB immediately to secure exit, and his utilities all burn with burst, so if he whiffs he’s a sitting duck.
He downed driver, but that’s all he can do. That amounts to harassment.
Before suggesting nerfs, you need to understand why that happened. The squad was not aware enough to scout him before he got within port range.
Even if he wasn’t a glass cannon he’s still ripping boons and stopping the drive. Even on my mostly Marauder/dd runes If my opener doesn’t put them into down state they’re going to be forced to peel back around and load up again. I’m sure the OP is being sarcastic but you’re right, that guy is making good use of their time.
NSP
My take on CnD is entirely anecdotal so this is probably due to how I play but I seem to more reliably land CnD when I graze or circle strafe someone un-targeted. I mostly play WvW and in our matchup we can get some laggy fights, Steal will put you right on top of them in range instantly. It’s probably old muscle memory from other games and laggy pvp modes but I usually play un-targeted unless I’m managing target stacks so I’m trying to play a step, turn, cast, whatever ahead of them. If I try to play fully on target and play keep-up that lag is going to deceive me about where they’re at sometimes.
You might try not being too deliberate with CnD and push your muscle memory to handle that skill for you, you’ll end up not even noticing that you’re using it mostly, that way you might keep ahead of what the game is showing you a bit.
NSP
There are three things that make theif’s over powered::
- Options snap ground target to current target. This makes staff 5 skill to easy.
The Fix: Disable this option function to work on staff 5
- Bandit’s Defense utility skill is a break stun, block & knockdown..
The Fix: Remove the break stun
- Escapist’s absolution removes a condition when you evade an attack 1 second interval.
The Fix: Make it 2 seconds of a interval.
1. Must be my limited skill but snap to ground is way too annoying with something like vault where I want to land in a specific orientation, distance, and position to my target. I suppose for what it does it works well if that’s how better staff players are using it.
2. I’d give up the Break Stun to clear Immobilize but if we’re talking staff only it can have too many things going on. But use it often and find out how often it’s not clutch. I’d rather take Blinding Powder with staff though.
3. EA has to work like that for the builds that use it to push modifiers, you’re giving up PI or Staff Master for it. What’s the problem there?
NSP
1. I’d probably appreciate that change.
2. You addressed the poison issue already.
Sure, a blind on CnD would be nice along with other practical changes, as long as we’re still accepting that S/D wouldn’t be an option to replace D/P or Staff. Given the role you’d give it with those changes I’m not sure the set would take a spot in matches but if we’re talking in general I don’t think those changes would be too controversial.
I play S/D and I love the style and what I can do with it in WvW, but it’s a high maintenance set with any build. My issue with S/D right now from a totally selfish perspective so I’m not arguing balance, is that it’s entirely dependent on having a target in range to be active. To be an active set out of combat or in prep I have to dedicate weapon switch to either stealth or mobility. So, I’m always questioning why I take S/D over D/P baring aesthetic where I could have faster stealth and mobility.
Again that’s inner me asking myself, so it’s not an argument towards balance.
NSP
As Sir Vincent mentioned, if these changes work out in spvp, they’re likely to be installed into other game modes. I’d rather not have it than have it for a minute to be taken away again if it’s broken.
NSP
Good changes I’d like to see going general too. A good start which needs to be continued because much more is needed (CnD for instance). Also I still have a problem on how inconsistent sword MH is (top tier damage only if you manage to land your strikes which is not that easy). Would love to see infiltrator’s return improved (possibility to cancel it, usable while CCed or something).
I would gladly pass on the extra distance if I could cancel it easily, or just revert back to before that “fix”.
NSP
PvP only? I think that’s awesome for spvp players if it opens up the map to that set more. Would love that extra range in WvW though, without an easy way to cancel the return than make it a proper ranged closer.
NSP
Ok the thing is I don’t mind losing to good thieves
That’s fortunate
There’s a reason every second thief is running it, its easy.
tldr; nerf acro.
because good thieves figured out how to give acro a place again not long after HoT when many of the complaints were about Daredevil making Acro obsolete. You can even see that progression on metabattle comments and you could on here if there was a better search. If you would bother to read back on here a little you find plenty of discussion in detail on how to easily counter most of what you’re complaining about by people who know this class in and out.
Even I’m passable and I’m so casual I don’t even bother to remember what most skills and utilities are called but I know all of the icons really well.
NSP
I’d probably still craft stuff if I have the profession but I’d like this for weapons or stats I can’t craft yet. I’m just bad at that part of a game, learning a new profession gives me homework stress.
NSP
Thats just encouraging more people to take the let me be a kitten and hide in stealth route
Should we just stand there weaponless and let you hit us. My last post might have came off as confused because you offer nothing but crying throughout a thread, I really thought you were giving a mildly sarcastic commentary as a thief but you really are just crying about another class because you can’t just stand still and roll over a rotation. Get out of here with that, save it for the WvW forums, this kind of thread is comedy gold there.
For the same cost of 50 endurance, a Thief gets more out of Dash than of Bound or Lotus. IMO, Bound and Lotus should grant a 15% (or even 20%) boost instead of 10% just to put it in line with the value of Dash. The risk of not taking Dash should be rewarding, however at this point, it’s just a waste of resources.
The 10% damage boost is just meh, so the main purpose of Bound is to leap in smoke fields. If the damage boost is 15% or 20%, then we’ll see a more meaningful use of Bound since it will be a trade-off if the Thief will waste that boost just to go in stealth. Also, we’ll see more Bound used for offense than for escape.
Dash had better offer more of it’s signature feature, it’s mostly all defensive and travels too far, apart from non combat use. Bound is mostly fine as is unless you’re a glass jaw and can’t survive an immobilize, given a build that contributes to it’s evade as consequence and it starts getting a little ridiculous. I’m trying to imagine a Staff/Acro build with a 20% damage boost on top of a leap finisher and an evade and dodge to push part of the build, I’ll take that. I’m speaking from my own rollout though, the one set I would take Dash with is the standard D/P,SB build, that all works so well together considering most of that set starts at range.
NSP
(edited by kash.9213)
Yeah I was talking about bound acro staff d/p, god even typing that gave me cancer.
Bound, Acro, Staff is really fun to play. What makes it worse than any other evasive build? If you’re talking trash about the build because you don’t like fighting it that’s fine but if you’re actually commenting on the build as a thief then I don’t understand where you’re getting at.
NSP
(edited by kash.9213)
It only goes full circle when you try to connect stealth with it, even though, going in stealth does not necessitates picking Bound over Dash. In fact, if the Thief wants suvivability outside stealth, the only choice is Dash. It’s not critical for Dashers to go in stealth since they can cleanse and resist a wide variety of conditions better than Bounders. Revealed debuff has worst effect on Bounders than on Dashers.
Bound is only a “good” choice if the Thief is roaming with a partner who can cleanse and top him off during combat — with a Druid for example.
I rarely go in stealth but I’m still built to survive a fight, seems to be what our tier needs with these red carpets I’m seeing more of now, and I use bound over dash but it fits my build. If you’re built for survival, dash is great to run away with or for duels but bound is just as good to survive while holding on to the position you want. To me, one dodge is for fighting and the other is for scouting.
Between weapon switching, Steal, and other utilities you should never be without a Stealth in your pocket. Regardless, I only really use Stealth to cover my direction or to pie corners and cross roads on top of occasionally using it in fight to change my orientation on my target, bound feels far more natural in that last regard. It’s all perspective though, not saying you’re wrong as you might be right if you’re talking in general.
NSP
I get people have their gripes and perceived grievances with HoT additions but I have more fun playing a DareDevil spec with Physical Utility skills than I have with any other class in an MMO or RPG. The Elite specs are hit or miss but there’s some good additions in there, going all in one way or another is ignorant. Ask for some work to be done to ease up on all of the passives and free counters going on and you might that little safe space you’re looking for.
By the way, in our matchup anyway I see more core thieves than I probably should, maybe it’s the time of day I’m on, and they seem to do just fine in the mix.
NSP
(edited by kash.9213)
Order now and we’ll include Dash for free!
NSP
using a tonic is not an exploit…
It’s taking advantage in a flaw in the system for unintended use, it’s an exploit, just not cheating. If Anet did intend for it to work that way in WvW then we all need to pack it up and find another game.
NSP
Any build that doesn’t use shadowstep, agility sigil, and the evade poison utilities with these wep sets Power d/d, s/d, Staff (without perma evade.)
there is probably more, just cant think of it atm.
How does any of that together reveal an unskilled thief build and what sets of weapons, traits, and gear would you compare any of that to?
NSP
Changes I made and why:
-Changed swindler’s equilibrium to HTC because of an automatic stunbreak and endurance refill which will help you to maintain you ability to fight up close with s/d without sacrificing too much. The bonuses from HTC imo help much more than the small damage buff and the recharge to steal which you won’t be using as much due to lack of benefits from DA.
I’m not arguing against that change but I’d like to mention that I have Steal ready pretty consistently with Swindlers for an engage or disengage when the time is right, the little extra damage and the more frequent stolen item is a bonus. I still give HTC a couple of fights once in awhile but I keep going back to Swindlers. I honestly don’t have a good argument for that decision, it just feels like a good balance of support and stopping power in use. Your change is more in tune with the OP’s goal though.
NSP
The way I set it up actually ruins the Ginger Bread man (Trickery, Acrobatics, Daredevil) infinite dodge build, but it Massively improves the Condi Burst DD build (Trickery, Deadly Arts, Daredevil) build while still keeping it balanced.
Thief Redone
https://docs.google.com/document/d/10VLmRZU45W6aGotovBVhIcv2HYOGpkRDAz6g6ej9kFs/edit
I looked through your redone thief but couldn’t find where it ruins the Acro/trick/DD build if there’s even a standard build in there, everyone here seems to have a different loadout, it almost seems like my build would be stronger with your changes. Whatever I’m missing, I would be pretty offended if my (ginger bread man? not calling it that) build were given gimmicky or compartmental changes in favor any condition build.
NSP
spam dodge and stealth do not require high skill
Let’s just have thieves rooted in place once combat starts and press one key that cycles through all of our skills and utilities, then we’ll have a proper class to showcase our skill.
NSP
Don’t give up on that link OP, we’re rooting for you.
NSP
Kash – Roger that and thx for the SS/IS trick
That’s pure laziness, I don’t know if it’s all that useful
Little confused on the -
just take the usual D/P, Shortbow, Dash. S/D you need a pistol off hand on weapon switch for Stealth.Plan on the D/P Shortbow….. S/D is the part that confuses me
I meant either s/d + ?/p or the usual d/p+SB+dash template. You want stealth on demand from some source, the d/p set is truncated utility so it frees up your weapon switch and utility bar a little. S/D doesn’t have stealth on demand for pieing corners or gaps or to break line of site so you’d have to give up something somewhere.
NSP
(edited by kash.9213)
I never said it was better. I think it fits the “Scout” gameplay OP mentioned, with some added risk/fun.
Between Shadowstep and Infiltrators Strike you can definitely scout as a floater or intercept a runner or for a friend once you get the internal clock for their uptimes. There are times I’m going to shoot ahead to some corner point while my group or squad sets up siege so I’ll drop IS near our stacking area, scope out a vantage point, IS return then shoot in another direction for the same steps. You can link up and stagger IS and Shadowstep phases to nearly cover a return trip from a tower to a camp and back in a half the time. IS is a great low cooldown tether.
Edit for OP: if you’re building for scouting primarily, just take the usual D/P, Shortbow, Dash. S/D you need a pistol off hand on weapon switch for Stealth.
NSP
(edited by kash.9213)
As far as traits go I use Havoc and Bound instead right now which helps CnD with Steal make up for Mug and some of DA a bit. I tried using Brawlers for Channeled Vigor since I’m already using all Physical apart from Shadowstep anyway but felt more of a “thud” instead of a “vwap” on anything deliberate and with some commanders or groups I still use Withdraw. I haven’t felt many Endurance gaps really staggering dodges with evade skills like Flanking Strike.
The theme is easy mode with Staff but if you land on something reliable for S/D post here please. I found using that build that in small fights I’ll use PI and Pain Response and in large fights where I’m sniping Boon drivers I switch to EA and Instant Reflexes. Escapist with IR seems to let me weave in and out and hover enough to strip the boons I need to in order to make an opening so I can Steal a Fear or Axes maybe and Shadowstep one of those to where I can get sure evades real quick for Steal cooldown to strip some more boons before I cycle out for a big heal.
Again, if something clicks with you and you find a balance that makes sense then let us know. It’s frustrating hammering out the compromises with this set and I don’t have fun switching traits between combat. Thanks for sharing the build.
NSP
Some of those skills are just good all around for a game mode and some are good in synergy with another, which is why some posted builds have one slot empty for whatever but you’ll still see two together. There’s some trends depending on matchup also in WvW just as you’ll see less or more core thieves depending on matchup.
Some of those are junk but I think it mostly comes down to cooldown and how many traits you have to pack into one to make it useful. I’d change around a lot more if we had out of combat build loadouts.
NSP
If you’re going the standard d/p build with Dash, why not take SB? It’s a really good offhand for that build and it compounds the mobility and utility for spvp. I think you’d either never use the s/d or you’d have a frustrating time with two resource hogs that are slower for a map that’s under a time constraint. I don’t play that mode though, I’m trying s/d with d/p OH right now in WvW and that’s just my observation so far in that mode.
NSP
Not sure if you read correctly, but I just agreed that it should be changed to something that is not complete invisibility, no replacing of stealth skill would be needed. I don’t really know how to describe it, but maybe you know the game with aliens, where you have special suit that can make you invisible? Your skin/armor will change shape to hexagons that bend light around you. Very very very hard to spot, but it is still possible to be spoted. More like predator stealth.
EDIT: Forgot to reply about initiative: You should read the post of Sir Vincent as I am going to completely repeat it as I agree with it: Initiative system can (and WILL) completely lock out all of your weapon skills in no time. Thief is a very weapon reliant profession, most of its utility skill provide just a way to escape, not really a way to fight back like nearly every other profession has. Which means that even single mistake or blunder can blow you to hell if you dont run away. While most other professions can keep combining weapon skills and utility skills for a long long if not infinite time. Thief can only try to use skills like Roll for Initiative, but as I said, that is not really a way to keep fighting, as it has 60 secs cooldown and you will be able to use only 2 weapon skills, or one if you special or 5th skills.
Perspective I suppose, I still don’t see the problem with Initiative, your description sounds like it’s on point.
Anything that’s visual at all, regardless of it’s shape or obscurity, is still visual and will likely be more apparent depending on graphics settings. That’s fine, I’m sure competitive players will find another way to navigate maps for their role but I’m not a competitive player so what do I care? Backstab however, is a positioned skill along with some other skills and traits, those would have to be changed to Stab and some other stuff because the full stealth allows us orient ourselves for the effect.
I’m sure I’m missing something, I don’t get the time to play to really dig into this stuff but that’s what’s jumping out at me right now. I get what you two are saying but I’m just not agreeing with it yet. I’ll read back a few posts and see if I can put it together to make sense.
NSP
2) Removal of Stealth – If you’d remove Stealth from Thief I assure you that 100% of Thiefs stilll playing without Daredevil spec. would either quit the game or start using Daredevil spec. which would still not compensate the huge loss of what Stealth means not only for Thiefs but for Team play aswell. The entier profession would basicaly mean nothing after that, would you really want that for those few of us out there still playing this profession? However, as Sir Vincent mentioned, Stealth should definitely be reworked so it is not complete invisibility. I 50% agree on that.
What am I missing about initiative? It doesn’t seem bad to me even though the budget across weapons sets isn’t great.
What would be in place of complete invisibility and how would it carry on the stealth mechanics purpose and what would you replace position oriented skills and especially Backstab with?
NSP
Staff is like Shaq and D/P is like Jordan. Your team needs Jordan.
I play s/d in WvW because WvW allows a few other builds to be passable and I like the way my set feels but watch any d/p match video from thief perspective so you can watch the fight and skill bar at same time. I’d have to be honest with myself about what the map and my team requires if it’s a small enough fight where I need to matter, even with little things you might not consider like being able to pie a corner in stealth real quick. I don’t play competitively on this game but even if you have on other games the basic mechanics still mostly apply and stealth, blink, and interrupt alone on one skill bar already makes too much sense considering the compositions you’ll see.
There have been some matchups in WvW where I’d take a staff build over d/p though but then it kind of depends one which squads I’m floating around.
NSP
Yes some weapons/traits are better for 1v1, PvE, or WvW, but in general you can’t balance the thief class for thief v thief
I agree with that, however, our elite is a strong upgrade more than a choice which I would also be fine with except it quickly fills in the gaps of what in general is our top weapon set. I’m fine with having an elite favor and complete a top weapon set but it frees that set to have more options within it’s meta where other sets tend to have to fine tune to a science just to hit a passable threshold bar maybe staff. I play casually so take my post as observation rather than an argument, at my skill level that is the constraint I feel. Were I at a higher skill level I’m sure opinion would vary.
NSP
You are partially correct there. While the Gingerbread Man build does get better with more enemies you quickly get diminishing returns. Typically about 4 randoms is where your diminishing returns start kicking in with non random groups causing the diminishing returns to kick in much quicker. of course depending on the classes you are facing you will notice some fluctuations.
Thanks for the correction on that, it’s an important point. I suppose after playing that way after awhile you get that internal gauge for when to bug out but once in awhile I get greedy and find myself at a full stop in hot ground with nothing left to spend. People need to quit calling targets when I’m around, I see that red cross hair and I’m like a cat chasing string.
NSP
Apparently core power d/d.
No I think DD is in the traits. If I had to guess, it’d be Acro/Trick/DD with Staff and D/d weapons. I’d like to know the details of the build though.
The trait lines are the build for the most part, all of the builds I’ve seen posted here for that archetype vary, mostly depending on preference for damage or utility. Either way, the build comes down to gaining momentum spending Initiative and Endurance to in turn feed both back to you and the more bad guys piling on you the better.
NSP
Which is fine, but a build should never carry a player. What you described was a tactic, not a build.
Overcoming said weakness would be equivalent to putting a lens over the gun to amplify the beam due to said bad aim, which gives an innate advantage and makes the game less fun for everyone except the lamer who only gets off from winning with ease.
That was kind of the point of my bit, thought it was in tune with the thread. Still, It’s a synergy of the class right now and between weapon skill, sigil, rune, and stat choices some builds are just going to be heavy with dodge and evades as consequence even if that’s not the aspect their exactly going for. Sure it sucks that the meta isn’t as deliberate as it could be and that’s created a smoke bomb around narrowing down what needs to be fixed or balanced but in response to OP, much of the time it’s less about a player jumping on some bandwagon and more about a culmination of build choices. Some builds on here push the guaranteed DD rune crit, they have to dodge to get it, lot of catch 22’s in this game.
NSP
Some people like particle effects, some people like animations. It’s a build like any other, would you rather play lazer tag all day?
Like real-life legitimate Laser tag? Hell yea I would. It’s too cost-prohibitive to do that, though.
I would dodge spam because I have bad aim until I get close enough to pull their shirt over their head and blast them point blank. Some of us have to build around our strengths or lack thereof.
NSP
I may be too new to understand how this works, but I don’t see how “just dodge everything” is a viable strategy in group content. You can’t dodge everything, so unless you have someone else helping you clear your condi and burst heal when you can’t, you’re going to get downed a lot.
I don’t know if this is acceptable in high end fractals as I’ve only done up to mid-level so far, but I don’t think thief is in a bad spot as far as DPS in small groups goes. Why not just slap on some marauder pieces, take invigorating precision in the CS line and pair it up with the defensive offerings in the acrobatics line. This should greatly increase your survivability, at some cost to your damage output, of course.
Maybe evade is a better word than dodge. I don’t know how fractals work but even without Acro and Upper Hand with Staff and Channeled Vigor you should be able to stagger your evade frames out and you can burst evade with Staff into a cold spot to reset endurance quicker with CV if you have to. Even Staff skills alone synergize well being a positioning weapon as almost everything you do sets up another thing.
NSP
Some people like particle effects, some people like animations. It’s a build like any other, would you rather play lazer tag all day?
NSP
Playing with a dash Escapist’s Absolution, I realized that it is not unique as a similar Bounding Dodger and Lotus Training. Because everything that gives this feature I get from a branch of acrobatics. I think if you combine Escapist’s Absolution and Unhindered Combatant is at least some sense in this line.
That’s like putting half of a class into one trait and one action. I think if you imagine playing it and what it would look and feel like from your perspective and from the receiving end you’d want it to be left alone. I get what you’re saying from a compartmental viewpoint though, it’s just unbalanced.
NSP
But what if I really like those rare moments where I interrupt a heal and watch as they struggle until Pulmonary Impact snuffs the life out of them?
Then follow up with a Fist Flurry and hadouken the rest of the life out of them.
NSP
Sorry I miss worded my sentence. I didn’t mean that’s all you did (rotate bound/vualt/#3) it was more of a figure of s peach. Ofc you can’t just do that and I notice you did use #3 quite well and wasn’t random. Was just saying that it was the play style of evading a lot. I play s/d a lot and I doubt I could pull of them sort of out numbered fights as I mainly rum dearly arts and lack the aoe.
You can zerg herd on S/D with bound and Acro. You can get risky and keep PI and just learn to feel when it’s time to bug out or take EA and stagger your evade sources to ride the zerg. Just learn to keep a peripheral eye out for an opportunity to snipe someone with a good Stolen skill for the moment. Dodge, Inf Strike, and Flanking Strike targeted and untargeted can get you to or around a perimeter.
Staff #3 would be nice to have around though.
NSP
‘merging thief and daredevil’
As long as most of Daredevil gets rolled into Thief somehow. I get that all of the ‘real’ thieves won’t be happy until thief is back to beta form where all of the ‘real’ thieves were asking for everything to be changed. I like most of the Daredevil features, lets me play like Street Fighter, which is what thief looked like in videos pre launch. I enjoy actually playing my build mostly around physical fighting but I wouldn’t have a problem if the play style at least was rolled up into core. Wont happen though but fun to imagine.
NSP
I sometimes wish IS had a bit more range but adding Ini cost to it would make it feel more like a single use gap closer after using it for so long as a way to keep a group enveloped. I can afford to stagger it right now, the only problem I have is I can’t cancel the second phase to restart it at the moment .
NSP
Hell no. Although putting an ICD (3-5s) instead of the AoE effect would be a good start.
Then you change the base dmg to like non-existent (like 10 dmg) and make it scale with power (1.0) and ignore all defense (like armor/protection/rite of great dwarf/trait dmg reductions/runes etc.) and offense from traits/runes/vulnerability etc. (only power would affect it – so might would increase its dmg).
So with 2.5k power you do flat 2.5k dmg, with 1k power you do flat 1k dmg. This means you do more dmg against bunkers and less to squishy targets, and condi wouldnt be affected by it too much (only 1k power).
Why an ICD? Something like Distracting Daggers would have to be axed or changed and why mess with someone who builds for interrupts, it’s a payoff and it doesn’t happen all that much even now. As it is right now it’s fine, I don’t see any reason to turn it into trait filler that no one would use.
NSP
Use an AOE interrupt. I don’t think that’s needed, PI already performs pretty straight forward, I wouldn’t want to get tagged in any fight by one more aimless aoe freeby that I can’t cleanse.
NSP
Do you feel like Esc-Abs happening as consequence lets you stay tethered to them longer to out perform Staff Master? Fun stressful video, thanks for posting it.
NSP
I see your mind is not in the gutter….
Like I said, it’s never a bad idea and we’ve been all about the /P long enough. That’s why D/P set is on top right now, aint no fun if you only got one.
NSP