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Another Pistol Trait idea

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Posted by: muscarine.5136

muscarine.5136

Whatever tho, just keep buffing unload until 3-1 play works perfectly.

What do you mean ?

Another Pistol Trait idea

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Posted by: muscarine.5136

muscarine.5136

P/P has nothing to do with 30 points into Deadly Arts.
As long as people keep building around p/p as if it was their regular d/d – d/p burst 2222222222222 they will fail at running it properly.

Ranger: Search and Rescue

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Posted by: muscarine.5136

muscarine.5136

Yea there’s a counter : don’t bother trying to contest an underwater point if there’s a ranger there.
It’s been like this since what, november ?

Signet of Agility stats after Patch

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Posted by: muscarine.5136

muscarine.5136

Before patch : 90 precision (+4% crit)

After patch : 180 precision (+8% crit)

Thieves Shorbow Autoattack = Broken now

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Posted by: muscarine.5136

muscarine.5136

They need to increase the arrow’s velocity, losing the homing part of the projectile wouldn’t be such an issue if it wasn’t so freaking slow.

Basically now you can’t hit someone running at normal speed from 600 to 900 range.
(edit – which means if that person has any kind of speed buff it’s even worst)

4/30 Patch Notes up!

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Posted by: muscarine.5136

muscarine.5136

What a surprise, still no p/p tweaks.

Man it’s getting hard to stick with it.

Mug and why it was overpowered.

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Posted by: muscarine.5136

muscarine.5136

I’m actually one of the only thieves out there running p/p, but hey you don’t need my biography do you.

Just gave you a basic advice, no anger there, if you can’t understand why you’re giing empty feedback with such a thread i can’t help you.

edit >Yea, ok, hopeless… Moving on.

Mug and why it was overpowered.

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Posted by: muscarine.5136

muscarine.5136

So ?
You’re still clueless.

Here’s an spvp screenshot for your reference.

Moving on ~

Attachments:

Mug and why it was overpowered.

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Posted by: muscarine.5136

muscarine.5136

I rest my case – i’m a glass canon thief myself wearing full berzerker build and never got hit that hard by mug in WvW.

If it’s not the level it’s the gear.

I don’t care about mug nerf, as a matter of fact i believe it’s the right move considering it comes along with a slight bunker nerf (except for BM rangers…)

Just saying screenshots like this are irrelevant.

Your whole post is irrelevant.. That warrior hit me for 9k with eviscerate. So he obviously had to be geared. The engineer I just instagibbed with steal (so I wouldn’t know I to be honest)

You have no idea.
9k crit with eviscerate on a WvW glass canon thief is actually low.

Mug and why it was overpowered.

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Posted by: muscarine.5136

muscarine.5136

I rest my case – i’m a glass canon thief myself wearing full berzerker build and never got hit that hard by mug in WvW.

If it’s not the level it’s the gear.

I don’t care about mug nerf, as a matter of fact i believe it’s the right move considering it comes along with a slight bunker nerf (except for BM rangers…)

Just saying screenshots like this are irrelevant.

And pvp shouldn’t be balanced around WvW.

Mug and why it was overpowered.

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Posted by: muscarine.5136

muscarine.5136

First this is WvW…

Second, I’m not sure mug WvW crits against lvl20 casuals running around with lvl10 white and blue gearis relevant when it comes to balance.

Lag is unbearable

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Posted by: muscarine.5136

muscarine.5136

More than a week ?

It’s been like this since 2 months + where i live, can’t play properly from 5-6pm to 1am.

Now that you've nerfed mug....(2.0)

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Posted by: muscarine.5136

muscarine.5136

Some people are not aware of how strong boons are in this game. Boons make or break bunker guardians, make or break bunker eles, and are an extremely powerful tool for some other builds (might for hgh engineer, might for scepter ele, etc).

Being able to steal boons at anytime you need, for several times in a row, will surely drain your adrenaline fast, but you’ll reap 10-25 stacks of might from some professions, you’re rip protection, stability and high stacks of regeneration, vigor or fury from others.

Except the boon stealing mechanic doesn’t work this way.

You see an engie running around with 15 stacks of might, you steal it from him, and then you get yourself a single stack of might.

Pretty useless considering how fast those boons are going to get applied again.

The only real improvement coming with the sword tweak comes from the fact that it will be spammable, so if your opponent consitently refresh his boons you will consistenly get to steal them again.
But you can’t rely on bountiful theft to do that, and as for sword you’ll have to stand inside the aoe mine field in order to steal those while dealing mediocre damage and being showered with death sneezes.

Maybe it will be okay to 1v1 that lonely bunker guarding a point, but i doubt it, especially not against BM rangers.

Too many non-player targets

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Posted by: muscarine.5136

muscarine.5136

Yea right clic to move your camera, target the pet/clone/minion/wathever instead.

Try to select the ranger stomping your teammate to interrupt him, get your target on the little bird behind him instead, even though the ranger is actually a 2m² Norn.

But no worries, they are giving even more health to pets.

Wait what ?

Add Glory currency to the inventory screen

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Posted by: muscarine.5136

muscarine.5136

Or instead give me a reason to spend glory?

Yea, not sure i need to be reminded on a regular basis that i sit on 400k glory and am rich with something that has no value.

How to screw with Mesmers

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Posted by: muscarine.5136

muscarine.5136

Steal the kool aid, drink it, block their first CC, get rooted for incoming shatter > shadowstep a bit further, run around him dodging a lot (and at the right time) thanks to vigor, spamming cluster bomb at your feet, destroying their illusions before they can shatter and melting their owner’s face in the process.

Shortbow > Mesmers.

Please take a look at all signet passives.

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Posted by: muscarine.5136

muscarine.5136

Well, talking about SoM i wish it would scale a bit more with healing power for its passive, and i wish its active heal would actually scale with it to begin with.

Time to suicide[Back to D/P]

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Posted by: muscarine.5136

muscarine.5136

It appears they forgot they made it so we could wear a pistol in both hands though.
Or maybe it’s just some kind of weird alpha leftover.

Seriously, i hope they have p/p in mind when they talk about increased mobility and boon hate, it would fit really well with the set.

Opinions on upcoming rtl change

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Posted by: muscarine.5136

muscarine.5136

Mmh i haven’t heard of the other upcoming ele modifications but i’m surprised RTL is still targeted, it’s not really the issue with Eles to me.

Unless they decided to hinder their mobility so they have to think twice before rushing in to tank/overheal and aoe like crazy. Harder escape, more second thoughts involved, bit less forgiving gameplay.

Shadow Trap Makes No Sense.

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Posted by: muscarine.5136

muscarine.5136

Spider senses tingle and I notice someone triggered my trap, so after capping bear I decide it’s time to give wolf a visit by activating the skill. To my surprise, I moved about 2 inches. A single rock on the floor stopped me from getting to my destination.

What the kitten ?

:DDDDD

That would make an awesome GW2 short parodic comic strip.

P/P and why you like it :D

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Posted by: muscarine.5136

muscarine.5136

To be called a p/p scrub since october when i made myself a sweet build based on this set + sb.
Nah more seriously i like the dynamics and designs, although i’d really wish they allow us to shoot better than 75° around us without interrupting unload.

Sure isn’t as easily rewarding as 22222222222222222 but once you understand you aren’t a stealth thief you’re going to give them trouble.

Quality of Life Improvements - Please devs!

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Posted by: muscarine.5136

muscarine.5136

Another one > Allow us to target through the UI, i can’t tell you how many times i needed to shadowstep on top of my screen but couldn’t and died because there’s UI there.

Why do slows reduce movement skill ranges?

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Posted by: muscarine.5136

muscarine.5136

Well as a thief myself i’d like to point out that our various shadowsteps aren’t affected by cripple of immobilize either, same goes for mesmers ports.

The reason is simple, these aren’t physical movement abilities. You can’t cripple lightning neither can you cripple a shadow.
Well that’s the explanation, sure it doesn’t help gameplay wise.

As for me i find RTL perfectly fine as it is, as long as they indeed fix it while carrying the orb.

Edit – I’d like to add that it is possible to headshot or blind a RTL while it is not possible on a warrior’s whirlwind, cripple is not the only control skill out there

(edited by muscarine.5136)

Poll : Are you happy with the Haste nerf?

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Posted by: muscarine.5136

muscarine.5136

Yes

22222222222222 thieves and111111111111111 rangers

became

2 2 2 2 2 2 2 2 2 2 thieves and 1 1 1 1 1 1 1 1 1 rangers.

Not that it makes such a difference for the gameplay’s depth.

1v1 Balancing is all that matters

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Posted by: muscarine.5136

muscarine.5136

When playing my sin i do 3 times as much than with my warrior.

Some classes give me trouble (trap rangers, condi necros) some classes are just plain boring to fight because of how forgiving they are (shatter mesmers, bunker eles) and so on. But in the end, within the match as a whole no matter which classes i’m thrown against i still do 3x more with my sin than with my warrior.

Simply because, if i have troubles against one class with my sin (and i’m probably the only living soul out there rolling 2xpistols mind you) then it’s a no go for my warrior.
There is currently no rock paper scissor in GW2, there is only can do with some classes or can’t do with some others.

Lower duel efficiency, lower cap rate, more time spent respawning and rejoining the fight.
This is where 1on1 balance takes its meaning.

You can’t achieve perfect balance of course but then again even 5on5 is impossible.
The current pvp dynamics demands that kind of balance, 5on5 + cap + mobility + bunker = lots of duels or 2v2.
If pvp was about hotjoin 8on8 then team balance would probably be a better way to go.

Now that’s said, there is still the multiple class issue which they should at least try to disable for a month or so, see how it goes. Can’t balance a game around anything when you allow 4x Eles + 1sin.
It’s like full necro Grenth’s balance rush all over again.

(edited by muscarine.5136)

This is why your warrior isn't good. Part 1.

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Posted by: muscarine.5136

muscarine.5136

Kinda sad the best frontliners aren’t actually wearing heavy armors isn’t it…

As it stands now, as a thief myself , i find eles and thieves, even some mesmers, do a better job at the frontline thatn warriors, because mobility and losing target is a way better surviving tool than a huge plate of metal.

-Eles since they have the damage mitigation (i’m tired of this sorry lowest hp pool kind of an excuse) along with the extreme mobility, coupled with good sustained damage that becomes good spike damage against squishies.

-Thieves because we break LoS often, reposition a lot, almost at will, will maintaining a good/great sustained damage/burst capability. (2222222 vs Eviscerate is a good point also, on a side note, and i can’t believe this kitten brainless skill hasn’t been reworked to something that actually requires a live brain cell to use yet.) I may not be objective but i still think we’re the easiest to down out of the three though.

- Mesmers for some shared reasons with the thieves, insane amount of LoS breaking, good repositionning capability, bit less than a thief but compensated with great offensive+defensive abilities like frenzied blur, stuns, even shatter is both offensive & defensive (actually almost every mesmer ability has both), they also mitigate the damage they should receive by spreading it through clones you can’t afford to ignore (imaginary zerker/duellist, homing AoE shatter). Mesmers make a battleground their own by making an entire area lethal with dangerous attacks coming from all sides AND AoE.

That leaves guardians who aren’t by any mean left behind but at least they can’t have both great survivability & great sustained damage/burst, at least i haven’t encountered that yet. Doesn’t mean bunkering (def) or leaps (off) feels sometimes totally broken.

Warriors… Are kinda forced into a hit & run approach while not having 1/4 of the mobility ele / thieves / mes have. Soon as you come near a battle it’s like entering a mine field only you WILL step on a mine no matter what.

I feel this is the biggest mistakes the pvp Dev team made while attempting to move away from the holy trinity, they also removed any sense of frontline/middle line/ lineback whatsoever. It still exists a bit because some classes like necros are definitely made to attack from afar (although, death shroud, yet another skill forcing you into frontlining).

In the end, coupled with the necessity to stand in a little capture circle of death, there is not much room left for warriors.
Current fights are just a blurry furball where whomever has the more fire and forget AoE and mobility will win.

My guess is, AoEs shouldn’t be so cheap and spammable, some damage skills have to overwrite another like it does with DoTs.
Here’s an example : in Gw1 you couldn’t have two Ritualists cast the same spirit, the latest to come would automatically destroy the previous one.
I think this is a limit that could be extended to many skills in order to promote build synergy and diversity.
Instead of this messy AoE furball we have now where every skill lands on top of another, and where warriors simply don’t stand a chance.

And we need dedicated frontliners, middle liners, and line backers, instead of throwing everyone inside.

Spvp Signet bug

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Posted by: muscarine.5136

muscarine.5136

Hello

This is a minor glitch but i’m reporting it anyway

When entering spvp for a first time after logging in, signets works fine.
Soon as you enter your second map, they stop working, and you have to use them once so they start working again.
Since it does it on my signet of malice and signet of agility, i suppose it may happen with every signets.

I attached two screenshots, the first one comes from a first game, signets are working, the second one is at the start of a second game, and as you can sse i have my signets equipped and not on cooldown, but i don’t get the crit% bonus for my signet of agility, also the signet of malice wouldn’t proc heals on hit like it should, until i use them both and wait for them to refresh.

Attachments:

This Thief hacking?

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Posted by: muscarine.5136

muscarine.5136

Hey

He’s not hacking, what you see here is him evading backward + swiftness from Expeditous Dodger (acrobatics 5) not rendering properly, and with a delay, on your screen, because of latency issues.

Watch the video again at 4 secs in. He dodge but no swiftness buff. Therefore, he has no trait in acrobatics…

Hun

My bad

Can see the swiftness FX though, should have payed more attention to his buffs.
Can’t be him evading either then since he wouldn’t be able to evade that much without at least 15 in acrobatics, using his agility sig or switch weapon for energy sigil…

And no it’s not infiltrator’s strike, he’s not carrying a sword, and he does that while using unload which is an exclusive p/p skill.
Only shadowstep would allow him to teleport backward without stopping the unload channeling, but only once.
Anyway he doesn’t have the infiltration buff so it’s definitely not it.

Since i mostly do spvp i was wondering if he could get some effect like this out of food buffs ?

If not then, lag or…

edit : actually it’s not the swiftness FX i can see, looks more like the shadowstep or disabling shot fx

(edited by muscarine.5136)

This Thief hacking?

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Posted by: muscarine.5136

muscarine.5136

Hey

He’s not hacking, what you see here is him evading backward + swiftness from Expeditous Dodger (acrobatics 5) not rendering properly, and with a delay, on your screen, because of latency issues.

ANET, sword and share-venoms need some love

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Posted by: muscarine.5136

muscarine.5136

I think the daze duration got nerfed… because of quickness burst…

Yea

Not saying i support this

In fact i’m afraid many nerfs to come will affect skills and traits while they should look at quickness to start with.

Save Glory?

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Posted by: muscarine.5136

muscarine.5136

Like Liewec said, once you’ll get around r30 or so you will have so much glory that you’ll be able to buy enough chests for your current rank soon as you hit it.

At r46 i’m sitting on 200k glory and i don’t even know what i could do with it, the few armor pieces i’m missing i could craft them if i wasn’t lazy.

So yea, once you bought what you wanted (gold chests) save it, they may come up with an interesting way to spend it later.

Do you like not having dedicated healers?

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Posted by: muscarine.5136

muscarine.5136

Yes, i do

I like hotjoining without telling myself we have less healers than they do, we lose
I like jumping into dungeons no matter what our team setup is, because all that matter is how my guildmates are good with their respective classes

I don’t want to do RA all over again doing 18 first rounds in a row and quit because no monk > no 25

Now i would also like to be able to hotjoin without telling myself we have less AoE than they do, we lose.

Reduce BS/Mug Burst By 15-20%

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Posted by: muscarine.5136

muscarine.5136

Regardless of whatever else is done/not done etc, there is NO justification for a 10 point trait (Mug) hitting for as hard as it does. At the VERY least, Mug should be gutted, period. Argue against any other changes/nerfs all you want, but that much damage passively tied into a ranged move that can be used from stealth for 10 points is ludicrous.

This is honestly a decent argument. You could move mug up to 30 points in DA instead of 10 and move Fury on steal up in trickery. That would make thieves have to choose between 2 of Mug, 20% dmg to 50% health or up front fury instead of having easy access to all three.

No, no, no, and once again, no

This biased argument is coming back again and again, this is tiresome

You invest 10 points for steal to deal damage, yea
But you actually invest 30/30 for it to hit hard

Is that really so hard to comprehend ?

Dear power-well necros....

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Posted by: muscarine.5136

muscarine.5136

Don’t you get it ? Everytime something is wrong about class designs and how it interacts with pvp map designs, there is absoultely, in fact, nothing wrong, all you have to do is use one of your 1689123 available dodge.

Mesmers ? Dodge it, kill it
Wells ? Dodge it, kill it
22222222 ? Dodge it, kill it
Bunker eles ? Dodge it, kill it
Homing pets and clones ? Dodge it, kill it
And so forth, dodge it kill it, dodge the entire map and kill it man, be for real !

Share your keybinds!

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Posted by: muscarine.5136

muscarine.5136

kp8 – forward
kp2 – backward
kp4 – strafe left
kp6 – strafe right
kp9 – jump
kpEnter – use
arrow left – walk
m3 – look behind
m5 – dodge

arrow up – switch weapon
arrow down – sheath weapon

kp+ – closest enemy
arrow right – next enemy
insert – call target
end – focus target

m4 – bar1
kp7 – bar2
kp. – bar3
kp0 – bar4
kp5 – bar5
page down – bar6
kp1 – bar7
kp3 – bar8
kp- – bar9
kp/ – elite
kp* – class move (i’m only running a war and a thief so far, gonna have to find better mapping for classes running more than one)

optional – press numlock by mistake to screw yourself (it’s like my personnal desktop button -o-)

Learned to keybind on numpad 15years ago on my first FPS’s, it sticked.

On a side note i was about to post a keyboard image full of 2’s but Kakeru kinda beat me to it.

Sadly, This Game isn't worth it

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Posted by: muscarine.5136

muscarine.5136

As for balance, I disagree – Bunkers are too strong in the current meta, and absolutely no fun to fight. Burst trivializes combat against any non bunker (its no fun to fight the"unload everything I can then try to escape if it didn’t work" spec that any class tries to run), but is necessary to counter the level of bunkering they’ve allowed – burst and bunkering need to be toned down to a moderate degree. Melee is mess thanks to the amount of AoE in group fights, and how much damage it does. Not being able to use stunbreakers immediately when “in the air” makes KB/KD/Pull/Launch more powerful than other stuns – classes with high access to these skills are more powerful and effective because they get “Stun+”, while the rest of the playerbase just gets “Stun”.

Seems pretty much a good summary of the current situation to me, and i’m really looking forward to the next balance patch, hoping this time it will bring something real to the table…

[Build] End Game Fractals P/P Build

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Posted by: muscarine.5136

muscarine.5136

Yea Fluid Strike is awesome, i’m also kinda curious as to why so many thieves try to build p/p with 25-30 points into deadly arts while it’s obvious we rely on movement and mobility much more than stealth.

Which brings me to my question, why hide in shadows ? You would get a much more steady dps out of healing yourself through signet of malice, in my opinion, i know you put those 15 points into trickery and buffed your condtion damage a bit but to me your first mistake comes with using thrill of the crime, while there are other classes which will help the team get fury way better than you will.
Also, put any necro or ranger in your team and your bleed stacks won’t be that usefull most of the time.

Since you said you didn’t build that much for support, i think you should consider dropping the trickery line entirely and put at least 10 points into DA, in order to grab either mug or sundering strikes.

The last 5 points i don’t really know, but i know you don’t need those extra 3 initiative either in order to keep unload ready at all times.
It’s true it seems a good investment since acrobatics doesn’t have any good grand master trait, but then why not putting it at 30 and pick assassin’s reward, for example, further improving your ability to play the dodging regenerating turret.

As for utilities and elites it can be very situational so, while i agree with your pick, personnaly i switch those very often during a single dungeon run; although the infiltrator signet is not mendatory either to keep unload ready, the only times i pick this one are when i find myself dps’ing a target immuned to crits (yellow health bar, like objects, turrets, and a few boss)

(edited by muscarine.5136)

Channeling effects in sPvP are gamebreaking

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Posted by: muscarine.5136

muscarine.5136

I would be happy to see them make channeled effects stop hitting stealth people the moment they make missing an attack while in stealth result in breaking stealth.

This is something i suggested a while ago in the dedicated QQ thief thread but it got burried under kilotones of tears

I support this idea though, it seems just plain logical.

Channeling effects in sPvP are gamebreaking

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Posted by: muscarine.5136

muscarine.5136

As well as fixing being able to auto aim targets behind your back without even turning the camera in the right direction, like so many skills (leaps, charges, even some range attacks like black powder) allow it… That would help positionning becoming a bit more meaningfull, it is already in bad shape due to all the AoEs and having to stand inside a tiny circle to win some points…

Balance changes in the works?

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Posted by: muscarine.5136

muscarine.5136

I’m a thief myself running with the regular 900 toughness, this is where you may get hit for 6k and that is still a rare occurrence.

Name one trait that for 10 points gives a skill that hits for 6K, 4K if they area really armored. ???

No, you trait it at 10 for it to deal damage, you trait at 30 DA + 30 crits + full berzerker to deal 4-6k damage on paper targets, that’s a huge difference many people here don’t seem to grasp.
The only thieves you will hurt by nerfing mug are the ones who don’t run 30/30 full zerk.

And on a really armored target you will never deal 4k mug, you’re also forgeting protection in your equation.

Balance changes in the works?

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Posted by: muscarine.5136

muscarine.5136

1. Half mugs damage and not allow any precasting of abilities while using steal.

Why is this broken idea getting more popular every day ? Because you read it somewhere on the forum ?

First it hardly hits for 6k, and for the love of something, stop testing your numbers on golems
Second, it comes every 40-45s
Third, it’s not the only skill in the game that causes instant damage
Fourth, you’re not only adressing BS burst at all with this suggestion, as a matter of fact you’re on wrong way leading to a nerf that will affect much more than just the BS rotation, further forcing thieves into minmaxing their gameplay around… guess what, backstab, to keep decent damage output against this broken bunker/burst meta.

Not allowing precast is far enough to cut down the burst potential.

Screens of your Sylvari

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Posted by: muscarine.5136

muscarine.5136

Musca Rine, absent minded thief ~

Attachments:

P/P is quite good now.

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Posted by: muscarine.5136

muscarine.5136

Like i said most of you are just waiting for that extra update that will go too far because of biased feedback, putting p/p way too far above what it needs to be, once it will be there you will maybe consider it and we will start to see another round of nerf thieves, only p/p this time.

It’s like the d/d eles all over again.
That’s how you create an actual fotm.

Right now p/p needs minor tweaks, no more. It’s actually a very balanced set, and if anything the game should be balanced around this kind of design instead of faceroll 123456 or facetank 123456.

Instead of this, we will just end up with another broken spec that goes way too far forcing the meta into more burst vs tank dynamic.

the last straw

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Posted by: muscarine.5136

muscarine.5136

I can’t argue against such subjective arguments, you act as if a melee thief will always be dpsing his target no matter what, yea sure, if you are dpsing passive golems in HotM you clearly get a better dps out of any melee weapon set over p/p, but that’s just a pointless argument…

All in all i’m not wasting my breath on this anymore, honestly i really don’t even care to prove you guys you’re way underastimating p/p, as long as i’m having results with it myself.

P/P is quite good now.

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Posted by: muscarine.5136

muscarine.5136

What can i say, no it’s not ?

I’m running out of arguments, i’ve stated facts, you consider them wrong, i think it’s understandable to have so many people mistaking like you do with this bursty/tanky meta but at the end of the day i win my duels against s/p d/d p/d thieves, hold my own against bunker d/d eles and guardians, there’s not much i need to prove myself you guys just need time and a big Anet green flag to tell you it’s ok you can use p/p now.

P/P is quite good now.

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Posted by: muscarine.5136

muscarine.5136

It is not… ?
Of course i’m mentionning off hand pistol when talking about p/p, and no it’s not bad at using these skills, i really don’t know what else to say you have to try for yourself…

Too many people believe a dps thief has to grap 30/30 deadly arts / crit in order to deal any damage, this is the number one reason why so many fail to use p/p at its full potential.

Now if you read some of my post history, i actually agree p/p deserves some tweaks, we all agree on this, still it is really not as bad as so many people try to claim it is.

the last straw

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Posted by: muscarine.5136

muscarine.5136

1. If your utility skills are always available then you’re dumping a lot of traits and/or skills into the initiative regen required to spam Unload while constantly staying at high initiative. This means you’re likely losing the First Strikes bonus and some other damage/utility to support having enough initiative for your damage source with enough banked for utility-on-demand. Even best case scenario and you do have that utility on demand without sacrificing damage, you still can’t spam Headshot like a more initiative-efficient build could.

I’m not losing first strikes benefit, only the first 1 or 2 shots from unload are done below 6 initiative. I’m not sacrificing damage for initiative, opportunist and quick recovery do the job perfectly, i’m just not spamming two unloads in a row like a d/d thief wouldn’t spam 2 C&D in a row, on the other hand i have a way better hit volume and can proc 2 opportunists per unload.
I’m running with agility sig, shadow refuge and shadowstep, i don’t think it’s that marginal ?
With a good sequence i use headshot every 2 vital shots and sometimes 3 if unlucky with the initiative procs.
I’m running with 30 acrobatics and i find many people overestimate the power of deadly arts when you can get almost as much from fluid strikes while maintaining a better survivability, positionning and initiative management.

I was a d/d GC sin since the release spending 99% of my time in HotM, i eventually grow bored of d/d burst and this is when i made my own p/p build, i know this set is so unpopular people won’t believe it’s any good, but it’s actually even better and more versatile than d/d, in my opinion.

2. If “nothing forces you 900m from the fights”, why are you using a weapon set whose only advantage over other weapons is being able to stay at range? P/P’s tiny area of expertise is doing what it does from range, if you’re not at range then the only reason to use it has gone out the window.

This is a common misconception, 900 range is not much like we all know (look at how many people asking for 1200 range) we aren’t long range with p/p, mid range at best but actually close range in most situations, range is absolutely not the only advantage with p/p, you benefit from range against opponents you know have a death area around them (players or mobs), except this you have the awesome and so incredibely underestimated BP, acrobatics mobility, proper use of shadowtep and such.
You are indeed losing dps compared to a melee build but with much better area control : you are still as effective from point blank to 900m range.

3. Unload does less damage than melee-based builds can do with less resources and effort. “Pepper” is subjective, but Unload does objectively less DPS than most thief DPS skills. In that light, while you may feel your numbers are relatively big, whatever they are they’d be bigger if you weren’t using Unload for mediocre DPS.

That is something i urge you to test, p/p is certainly less bursty, but by no means lacks in the dps department.

There is a viable reason to use P/P: When you don’t feel confident in your ability to survive via evasion and want to trade group utility and personal DPS for the personal safety of range. There is nothing wrong with that, anyone who uses, say, Valkyrie accessories instead of Berserker gear is making the same choice. I have all kinds of respect for people who use P/P for the right reasons, but you can’t proclaim that it is equally effective.

I’m sorry but you are only extending over your misconception of this weapon set, you don’t sacrifice group utility, and as for personnal dps i’m not losing anything more than a d/d sin who’s actually bringing some group utility too.
I have less burst, slightly less short term dps, better sustained dps, better versatility, and in my opinion, better group support.

the last straw

in Thief

Posted by: muscarine.5136

muscarine.5136

I am running Crucible of Eternity a lot with my guildmates these days, and some particular rooms are shouting don’t enter if you’re a thief at you.

Especially the fights against subject alpha, where every time we go up against him, he decides there is no one else in the room but me, no matter how many times i reset, stealth, or even stop attacking, he will rush to me soon as he can see me, and avoiding his teeth of mordremoth is pretty hard considering you can’t always tell which direction he is facing with all the fx, and despite me running full acrobatics, endurance isn’t free.

You mentioned you’re using a P/P build? That’s your problem. I run CoE all the time on a Thief and Alpha is a cakewalk. I plan on recording a solo run on each version of his final battle at some point in the near future, when I upgrade my rig to handle the recording. S/D with Shadow Arts and Acro is essentially a free win against him, and that’s when he’s focusing on me 100% of the time.

I’d also be interested to know exactly what “support” P/P provides other than perhaps the ability to share the pitiful venoms on offer from range or spamming Headshot/Black Powder when available. I’ve had a few P/P thieves running with me in low level Fractals, and all I’ve got out of them is a hail of bullets that pepper targets for mediocre DPS and the occasional need to res them when they finally get targeted by a mob. They would be destroyed if they went with us on the 30+ dailies. If you got stuck in with blinds/dazes from S/D or D/D SA-heavy builds while laying down Smoke Screens and using other Deception skills effectively, or maybe ran S/P lifeleech and facetanked, or invested in Deadly Arts and used D/D or Shortbow to lay down consistent Weakness on big groups (Thieves are hands down the best at this), you would be multitudes more useful, and most likely doing more total damage in the process.

I didn’t say i had problems, i said sometimes it can be hard which is sorta different, spamming headshot and BP “when available” is actually always available if properly used, support sharing is precisely the same as your regular d/d thief, nothing forces me 900m away from the fights, and i am also able to swtich to shortbow for proper aoe and weakness spam, you know.

Also, did you know you can drop BP where the action is, especially on stationnary mobs while creating a smoke field all my ranged teammates can use ?
Did you know i can use unload every 2 seconds for 5k to 9k damage depending on crits which i would hardly call pepper ?

It would take way too long to defend the advantages of using p/p, i’m fine with you sticking to your favorite weapon sets anyway.

…Anyway…

the last straw

in Thief

Posted by: muscarine.5136

muscarine.5136

first :

Don’t critisise if you have no clue what you’re on about.

Second, i’m already sensing too much arrogance to even take the time to try and educate you, have it your way, you know, follow the cool kids flow and forget about p/p as long as it stays underestimated it means i won’t get nerfed.

the last straw

in Thief

Posted by: muscarine.5136

muscarine.5136

Fun part being i wasn’t even critisizing d/d GC but i think i somewhat hit a painful subject or something that called for a hasty angry overdefensive answer /you’re-a-scrub-%stats-kitten-forumwarrior-flameon