Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Updated the OP with video
Cool I usually go for you when I see you. Human warrior with Twilight.
I edit the OP. Turtle defense applies for the duration of the condition. It applies for the stun also
For stuns it seems to apply until you get hit again by something that is not one of the criteria. Goes away after a few secs seems to be around 6-7 secs or you drop out of combat. Seems that if you get stun spammed by say headshot from a thief then it stays even longer.
Knockdowns don’t count.
Tested this with chill, immobilize, cripple, stun. conditions spammed etc.
after further testing I think the trait is worth it for glassy builds this puts me at almost 2.7k armor. Its basically 2 knights coats when it applies.
I made a video will edit it and post for anyone that wants to see
My quick and dirty test where off cause of thick skin trait.
thick skin doesn’t apply in your hero panel what it seems to do is give you the bonus above 90% health as soon as damage is received so as soon as you take damage you get the thick skin bonus toughness as long as your above 90% (shows in hero panel)
(edited by oZii.2864)
wtf.. I thought it was 200 toughness for any duration… (also, does it mean there is a CD??)
Are you that Warrior with Sunrise? The Charr?
From my testing no after I made the post my server was getting spawn camped so I ran out to get hit with something. Had my hero panel up I got chilled and it applied then for a few secs and went away. Maybe its possible since I got other conditions to go along with it that it makes it go away but I had about a 6 sec chill on me and only the +200 defense for about 2 secs.
I’ll go into the mists to do some more 1 on 1 indepth look at it right now.
Hammer all the way
I go hammer and GS the GS is for mobility and the ranged cripple/immob (leg specialist)
utils are bulls charge/sig of stamina/and endure pain
The last 10 pts in discipline I been moving around to see what I like better. I throw those 10 into strength for resorative strength to free up the util bar and use fear or bolas. After messing around with it I put it back into discipline. 30 in defense is good to for balance stance.
I wont say its the best weapon but it offers alot more control to go along with damage but I like it more than the other sets . Its slow you just have to get use to setting it up with GS etc bait them to blow a few dodges and stun breakers. I get a 8 sec cripple on a 12 sec cd, its 9 secs if you have 20pts in strength. Then your 15 sec cripple on GS that will have immob if you take leg specialist that is alot of cc.
(edited by oZii.2864)
Oh loading you rolled a warrior? Its alot of fun can’t troll like you can on your thief but I like it. Only pull the thief out occasionally now.
Nice post agree on many points except the condition removal. I don’t think helping warriors out in the condition removal part would turn warriors into op. Its really the movement condi’s like cripple, chill, immobilize that are kind of the problem. I can’t see something like endure pain having a added resistance to conditions being bad or OP its like balance stance you would have to know when to use it. I dont even see endure pain wiping current conditions as being op either. The cd is long and most condition classes or those that can apply the ones that hurt warrior the most usually spec condition duration or can reapply that condition again in the span of a single fight. A little help on dealing with conditions I just can’t see how it would make warriors OP at all.
I am looking from myself as a P/D thief perspective vs me on My warrior I can reapply bleeds, cripples with ease so I can’t see how it would make me not able to kill a warrior if I am running my thief as P/D bleed spec. Same with mesmers and confusion can reapply so easily.
So I was wondering how this trait worked to see if it was worth taking. So far from what I have tested out is that.
If its a multi or repeating stun like MOA’s or eagle raptors in WvW it applies at the beginning of the stun but the next hits after don’t. Most classes dont have multi stun capability but might be handy if fighting more that 1 person if they don’t stun you simultaneously.
If its a knockdown attack then it doesn’t apply.
You can see the trait apply in your hero screen when you are hit with any of these conditions your armor and toughness will go up the 200 pts. I have yet to test it on say cripple, immobilize, or chill to see if it applies for the duration of any of those conditions but so far it seems kind of Meh.
*Re-edit:
After testing in the mist I think what was happening was thick skin was throwing me off. Like i said it was quick testing.
So thick skin minor trait doesn’t give you the extra toughness on your hero panel until you get attacked. So as soon as you start getting damage you get the bonus from thick skinned. Right as you receive the damage. Then it goes away once you drop under 90%.
For turtle defense it does apply for the duration of the condition cripple,chilled, immobilize, stunned. Knockdowns dont count though.
Weird thing is that if a thief headshots you will get the +200 toughness and it will stay for a short period until they attack you or you drop out of combat.
I made a video of the testing if anyone wants to see I’ll edit it later.
after more testing I will say its worth it if you are running glassy definitely. I am in full zerker and that puts me close to 2.7k armor when it applies.
(edited by oZii.2864)
I like mobile strikes as a 5pt minor it actually makes sense. They could get rid of those revive allies toughness minor traits. I am sure they had a idea when they put those in place but now I don’t think they are needed. 5pt tactics or 5pt defense tree makes sense to me.
Endure pain take no damage from conditions and direct damage I can get with this idea and it still have its long cd or just a cd reduction. Fear Me! reduce the cd!!!
Actually a few utilities could just use cd reduction would make things alot better. Shake it off 25 secs is to long for 1 condition and stun break 20 secs is more reasonable just as an example or 25secs with 2-3 condition removal I wouldnt mind 30 secs if it removed more than 1 condition.
I notice it sometimes too its like rush sometimes but more reliable imo. Sometimes it will go past them then turn around and hit them o.O. As long as they are down I don’t mind though.
There is 12% from full adrenaline 10% on bleeding targets 3% if endurance not full 10% GS 5% dual wielding and up to 18% !!! from 9 boons. You group with a guardian and you can realistically have 50% bonus damage just from traits for several seconds.
How is this fair? Can other classes get even 20% more damage on anything?
Oh and have you seen those coefficients on weapon skills?
And they buff banners… So is Anet OK with this? Are they not nerfing warriors because they think this will greatly impact their PvP performance?
would warriors trade all those traits for ?
Clone on dodge ( mesmer) , perma retailation (guardian) , perma regen, protection, swiftnes ( elementarist) , ability to stealth
The only one I would like is protection as it fit, the rest would make the warrior something else. I would trade some of those for protection and or regen but ones like berserkers power I like.
They should just take the +10% on GS and put it with its trait in ARMS or just buff GS 10% and call it a day.
I ended up doing the same I was running ruby orbs but had signet of stamina. Now that I switched to lyssa runes I feel like the utility bar is a bit more free to play with. Now I run restorative strength and lyssa runes for condi and it seems to be helping alot more and the healing boon and boons are a good bonus.
I don’t feel I was forced to lyssa runes cause sig of stamina worked well its just that lyssa runes give alot more flexibility to the utility bar imo.
I been using it now for the past hour or so in place of stomp and I thin fear me might be the right choice. It is a long cd but its really good when your trying to rez someone etc.
I agree the stomp cast animation is kind of what kills it, it requires much more baiting of cc and dodge rolls than fear will.
I used bolas but in wvw if I do slot bola I just use it to replace bull charge. The timing is kind of off on bola’s its almost guaranteed if paired with a bull charge for sure.
Yea I agree fear me is really good and I think anything below 60 secs would be to OP unless you went 20 into tactics. I currently have 10 into tactics for leg specialists(great trait) I think 60-70 would be reasonable.
If you look at the major utils for thief like Shadow refuge and SS your talking 60 secs and 50 secs respectively (not traited) I think Fear me at 60 would definitely be fine.
(edited by oZii.2864)
So I am running a hammer/gs build (WvW) on my bar I run bullscharge and endure pain I am not sure about a choice between Fear Me! and Stomp so I figured I would ask you guys which one you prefer.
(side-note)
I run Restorative strength and lyssa runes to help with condi So so far I feel I am ok against condi’s with this setup took a dps loss switching to Lyssa runes but it does give me an extra 5 secs of swiftness and fury when I use SOR. I don’t notice a big loss in damage though I know mathematically it is a DPS loss
Stomp and Fear Me both synergize with the +25% damage trait from hammer since they both disable the target. In comparison off top of my head this is how I look at them.
Fear Me!
Pros:
Bigger radius
Longer Disable
Instant cast/excellent oh crap! button
Cons
Long Cooldown
Stomp
Pros:
Blowout (knockback/knockdown)
Targets are stationary so easier to re-engage/follow with hammer skills
Can blowout downed players
Shorter cd
Cons:
Easier to dodge
Cast animation
Smaller radius
Shorter disable effect
Honestly Fear me cooldown is the killer in my book but I just wanted some more experienced warriors opinions on the 2 utilities.
.
For solo roamng on Warrior you kind of have to take certain weapon sets to get the mobility or disengage quickly. Compared to thief that gets mobility in the and stealth(though a few sets have some i.e. dagger and heartseeker, bow) Warrior doesnt really have much for mobility in its utilities except bullscharge. If your looking to solo roam on warrior you can do it you just have to get a feel about what fights you can jump into vs a certain class.
Agree with OP that movement condis are the crux of warriors atm but it is getting addressed. You can read the devs post in the sPvP thread in this forum. My guess is a buff to SIO. Right now I run Sig of Stamina and it pretty much gets the job done but I also run sig mastery if I didnt have sig mastery I think I would kind of be forced into a shout build. You can run resorative strength also to help with those specific condi’s that impair movement. I don’t run Shake it Off cause well its 1 condi o.O
WvW I am still learning warrior but at first I went with the popular axe/shield gs
Then swap to sword/shield and gs
Now Hammer and GS but Hammer get all the love right now.
Need more serious in my GW2 like lets get Gears of War/Call of duty style!
Posting the video is subject to criticism but in the end warrior is just in a state that its in. There really isnt much anyone can do with whats available to help it. Nobody wants to really run bunker on a warrior or let alone watch a video of it cause it will have “You do no damage” comments or “A ele or guardian can do that but better” so what is left? Glass and you can put together a good video of 1vX fights but we all know that it has to be the right situation to make that work.
I was dueling on my Warrior today and lost to a Guardian 5 times in a row tried bunker tanky etc. Switch to thief won no problem its just the way the game is for warriors at this point. Also also alot of stock cant be placed into 1v1 duels anyway.
It needs help from devs so a video is good but we all know warriors need something (protection, regen, or vigor) some form of sustain. Until that happens we pretty much seen it all so we can just enjoy it right now for what it is and if you love the class you stick with it. I have a mesmer, thief, and warrior and warrior is the most fun because of the challenge the other 2 are easier compared imo.
How is this fair? Can other classes get even 20% more damage on anything?
o.O huh a Thief can get (not all at the same time obviously)
+10% damage pistols,
+5% dual wield,
+5% dagger damage,
+20% enemy at 50% health,
+5% damage attacking from the back or side,
10% damage when endurance is not full,
+10% damage if your foe has a condition
+1% damage for each unspent initiative which you can trait to be basically 15% on your opening attack.
+10% damage when your initiative is over 6.
the wiki link is at the top of the page OP so you can read up on other classes
(edited by oZii.2864)
Rofl +1 Con that has to be one of the best OP’s I have seen on a forums lol. Your points with included and ready counter points.
I havent tried it out on my mesmer to see how this piercing thing is. Me and my friend where talking about the ability and he runs mesmer and he said its ok but its not broken or op and the person pretty much has to be in side the greatsword cast at the time to get hit by it. Also like someone else said the damage depends on the range they are. So compared to rifle’s piercing it doesn’t sound like it compares at all. I think maybe they could have tacked it on to the GS trait but from the way my friend describes it to me it doesn’t sound all that great just a little addition.
The real mesmer is the one dodge rolling, has a off hand weapon, doing mind stabs, and phase retreats inside of chaos storms, illusionary waves etc.
They are always easy to pick out honestly. Especially as a thief since they are trying to find you too lol. Its usually the same rotation with a Sword/whatever mesmer after iLeap and blurred frenzy 9/10 they dodge roll backwards.
Been running GS and either Sword/Mace, Sword/Shield in WvW. I use LB for siege and it rakes in kills that thing is strong not gonna lie. This is WvW and I have 10 in tactics for leg specialists and when its siege time I change to stronger bow strings. I think people get suprised when your Pumping out that kind of damage as a warrior from 1200 range with a bow lol.
I love axe/shield the most I just wish it had more mobility savage leap with mobile strikes is really really good. Sword is decent damage in a burst build but it doesn’t compare to axe. So your basically giving up some good burst damage for mobility.
Sword/Mace I have been messing around with as I think it does give some good control and you still have savage to gap close or escape. Im still on the fence about it if I like it more than /shield though. Want to try it in a duel when I get the chance so far I havent had any problems really with guardians with the amount of CC it brings.
I never used frenzy much it was fun for the I just embarrased you with the noob combo moments but endure pain and bulls charge stay on the bar atm and sig of stamina also. This is all WvW perspective.
I never run DV much better choices for utility than DV bas cd is so little why not run it. It depends on build but if you are burst I think BV is better than TG you can pretty much stall in a fight to have it come up 2 times when outnumbered. TG is good at the opening but if your fighting any 2-3 classes with aoe the thieves die pretty quickly.
And MOA is bad only time I see people run that is for a revenge kill on me after I killed them a few times. Then I pop 5 and Chunk the Deuces turn around as they run toward me and by time they catch up I transform back. MOA is just bad.
Meh I honestly don’t notice much difference. Obviously the timing is different on the rotation now as to when you can attempt a CnD but I can’t really see how its something that people wont just adjust to. I mean if you always reliably got a Cloak and dagger on someone most of the time using a “rotation” then you fought people that don’t know how to fight thieves and culling was the reason why you landed it “on time”.
I been running P/D in WvW and even in sPvP yesterday and I didn’t have any issues. I even had a ranger say he reported me for exploiting rofl guess cause I wasn’t running the “Meta” thief sPvP burst glass build that his bunker build is suppose to roflpwn.
The timing is off on the cloak and dagger I agree there but I think if you are noticing a difference in WvW its because you appear as soon as you cause damage now. You can still troll and 1vX better than most classes out there in WvW you just have to be more careful about your exit strategy and sloppy play and mistakes get punished.
I mean before you basically had 5-6 secs of stealth now you actually have 2-3 thats bigger than the extra reveal buff time.
Sorry I can’t respond to everyone, but I’ll try to hit some other issues you’ve brought up:
Thanks for responding at all! Your words, however many or few, are always appreciated!
we want to improve some of their specs that are out-shined by 100 b’s.
Hundred Blades was only powerful when coupled with Frenzy, a gap closer, and an immobilization. Otherwise its nearly pointless outside of PvE.
-Responding overall: We read a ton of things on the forums, but as you can imagine, we can’t respond to them all. When time allows, like today, I try to get on the forums as much as I can with actual responses – not just reading.
Again, thank you very much for your time. As we all know it is not required of you to do so. Your insight can do a lot to quell unsubstantiated speculation and arguements.
Even at 2.1k toughness if my ranger ate a full 100b, he was reduced to around 10% HP left.
100b is ridiculously strong if it lands.
It just needs about a 40% damage nerf, shorter channel, and be made mobile in return. When it’s the only single ability that can land 28k figures on berserker gear (in cof there’s even a video of it doing 42k).
Really, that’s all the change it needs. Warriors are hurt because they can’t land it, but if they could land it, it’d be broken. So reduce the cd of endure pain, reduce the cd on whirling attack and reduce its damage and give it a long cripple duration.
Other weapons’ leaps should have mobility boosts as well except for axe, which if it will see a mobility boost its crazy sustained damage needs to come down by toning the autoattack down.
Buff warrior heals a bit.
No not this at all 40% damage nerf is alot lol. Right now you need to set it up I like it that way. Your suggestion makes it spammy. Whirlwind is fine and a cripple on whirlwind huh? With your suggestion then its just going to be about 100bs and whirlwind spam dont even need try blade trail. Just take leg specialists its a good trait whirlwind with cripple would be to much. Blade trail takes care of cripple and can immobilize.
Zerker warrior is strong if it lands but those are all if’s and its not hard to punish warriors for whiffing any of these attacks. 4 secs of invuln but still able to be crippled chilled and immob I mean if you know your fighting a warrior isn’t that the first thing you put on them is movement impairment thats not hard at all its not like warriors have perma vigor or something.
Your suggestion is way to extreme.
(edited by oZii.2864)
I think the general consensus is that 100bs does alot of damage but is semi lackluster when you really look at it. Paired with quickness made it good other wise its not something you really spam.
I do like the posters suggestions though not bad actually. I think the number 1 thing warriors need is just a way to deal with movement hindering conditions. There are options in the traits but they are in the same tier as other options that are really good like restorative strength, beserker power and greatsword damage increase trait.
If you look at the thief SA trait line what makes it so good is that you basically can trait for conditions with 1 trait (tier 1) and don’t necessarily have to have a condi removing utility. I know on my thief I don’t run a condi removal utility because I take the condi removal trait. I haven’t seen many builds for warriors that go 30 points into strength and maybe that is part of the problem (still a bit new to warrior compared to thief) but at most I see 10-20 points in strength in most builds for warriors. Maybe if restorative strength was moved to defense line like the thief condi removal is in its defensive trait line that could help warriors out alot.
So after playing with this in WvW running P/D all I see is I have to auto attack 3 times now then CnD. What I think alot of this qq is coming from is that now as soon as you eit stealth people shoot you right away since culling is gone. I notice a big difference with this and is probably bigger change that me having to auto attack 1 extra time.
•Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.
Like we ever counted on steath to survive in PVE.•Reduced quickness from 100% attack speed to 50%. (•Haste skill: Increased duration from 4 seconds to 5 seconds.)
What a reinforce for us, yeah~~~!!•Banner of Defense skill: Increased toughness and vitality granted to allies from 90 at level 80 to 170.
•Banner of Discipline skill: Increased precision granted to allies from 90 at level 80 to 170.
•Banner of Strength skill: Increased power and condition damage granted to allies from 90 at level 80 to 170.
•Banner of Tactics skill: Increased healing granted to allies from 90 at level 80 to 170.
Ok, let s just eliminate all classes all go war ,yeah!!!
Well this guy is obviously a poster not familiar with warriors and banners rofl. Go read the Warrior forums and see how people just LOVE the banner buff. (they don’t like it at all) banners get used in PvE thats about it.
Also the haste change hurts warriors more than thieves as warriors still take 50% more damage and still receive the damage nerf. So yea click that warrior link and read up nice try though lol.
So Charge had its cooldown reduced from 20 secs to 15 secs buff!!!
Alot of people said in here I see you xman should post another video rofl, and make another thread lol.
I keep seeing alot of omg this WILL, I WONT posts etc. has anyone actualy gone in and seen if they notice a big difference in play or people just writing posts at work with actually trying the change first? This looks like the ele forums after rtl change and healing change alot of uproar and then it quite down.
Most people didn’t know they where culling to the enemy anyway so you all for the most part will still attack like you normally would. I never ever have been fighting anyone thinking to myself I’m culling this dude to dealth rofl. I assume they see me when I attack. The reveal buff if you attack or not isn’t even huge at all only reduces trolling a bit.
If you ran S/D or P/D and you think this change is huge then you need to stop beating on new players. If you cloak and daggered over and over again and someone let you and you feel your a decent skilled player you would have won the fight anyway since obviously they have no idea how to fight a thief. This change makes it harder to fight mesmers till you can locate the actual mesmer you CnD the clones again (good mesmers shattered them anyway when fighting a thief).
People cloak and dagger chaining zerged surfed, or where about to die and had everything on cool down. Now you just have to prepare a little better and decide if you need to run or you can stay in the fight.
(edited by oZii.2864)
There is alot of numbers and Math in this thread o.O
If you can spare trait points for Stronger Bowstrings, it actually does more than just increase Longbow to 1200 range on the main skills.
Dual Shot – Becomes a 100% projectile combo finisher. However loses the 10% damage bonus that was only applied to the non-Stronger Bowstrings version. I feel Anet forgot to apply the damage increase to the secondary skill set that Stronger Bowstrings gives.
Fan of Fire – Becomes a 100% projectile combo finisher. Best to use the skill when in melee range which it does good burning and damage when stacked up.
Arcing Arrow – Apparently it is supposed to inflict a 3 second Burning in addition to all targets hit by the aoe, but alas it does not. Have reported this with hopes of it being fixed (More aoe Burning = Awesome).
Smoldering Arrow -Increases damage by 100%. Tool tip states also it should cause burning too, but might be a typo.
Pin Down – Skill will now PIERCE targets. This can be very useful against a group of targets that happen to be lined up.
Now if only the trait reduced the cool downs by 20% and moved to the Arms trait line…
Yea I can confirm these just tried it out myself after reading this. If it is suppose to give the burn from arching shot then that isn’t a bad trait at all for bow if it is indeed bugged. The pierce on pin down is really good also.
Well there is assumed alliance between BP and AR since they like to share last names could be something to it. I know in home bl it somewhat seemed like it since we where getting double teamed.
Is there some day in the week designated for AR to get points? Cause looking at the map every so often it seems like AR doesn’t mind giving BP their BL. Could just be all in my head though. So we lock down our Home BL, BP takes AR stuff we take BP stuff BP switches to their home BL we go back to take AR’s stuff and push AR out of Eternal. Works for me. If it is an alliance or whatever it’s easy to see who wears the pants in that relationship.
Not all people are stupid and don’t know where a stealthed Thief is, I exactly know the pattern a Thief will take because I played one myself a lot.
Infact when I think he’s near I pop my burst and start /dance.
A few second later a guy on the ground is lending his hand to me saying “why did you do this to me? I was stealthed!”.Seriously not every Warrior is a “Bull+HB or die” joke.
Yeah… sure.
Everything you just said is basically claiming that you win because you have telepathy and/or can see the future. /eyerollSorry but somehow I don’t believe in your mutant mental powers of prediction. I do believe you get lucky at times, but that’s all it is. Guessing. There’s 360 degrees of potential movement, which direction am I going to pick?
I have only been on my warrior for about a week and a half at 80 and thieves(what I was playing before warrior) really arent a problem they are trying to attack you the only thing that would get you killed is chasing them and they have 1 get out of jail card left. Pretty much they are easy if burst thieves. P/D is a bit tougher as falcon said but I roll sig of stamina anyway.
Against dagger/pistol theives just stand in the blackpowder circle and 100bs or whirlwind it. If you stand in it they can only heartseeker in it 1 time so you hurt them already there either forcing them to attack right away or go somewhere else to bp/hs again and you repeat if you can reach the spot. Either way they are stalling to try and open anyway. I don’t just burst thin air like Falcon but I usually block after about 2 secs with shield bait some dodges bullcharge, flurry a few strikes, swap with hydro sigil for freeze and then 100bs. That is usually enough to do them in or make them pop refuge at that point its reset fight and you just leave if they chase you then you have about 45 secs to pwn them with no refuge ready.
As far as WvW goes if you are trying to do what a thief does on a warrior then thats not going to happen where you can fight 4-5+ people and come out on top its much easier to do on thief. Thats not really what a warrior is about though you can definitely do 2-3 given right comps and skill level of course but it all depends on what you like to do on each class really.
A thief that is spamming dancing dagger is bad and has no ini to do anything. Its situational yes you can spam it if thats what you want but why would you when heartseeker and cloak and dagger are better options for the initiative cost thats how most if not all of thief weapon skills work you use the most cost efficient initiative move at the time.
At best maybe a small cd reduction to say 12 secs traited (10 I think would be to low) for bladetrail. 10 secs on Axe isn’t bad it just doesnt return like bladetrail which I think would help the ability but not be op.
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If they want people to play this game, They should of started Months ago at starting Small, at this point they can’t afford to do that.
I don’t think people grasp how badly this game would be doing if it was Subscription based.The game is doing fine, but keep with the sensationalism (as these forums are great at).
This game isn’t doing as good as you think it is.
Rofl a game with no subscription fee that already sold over 2 million copies probably more, with new posts on reddit pretty daily with people saying they are new to the game. I think it is doing fine. There is no sub fee people leave and come back this isn’t WoW lol.
Log in and what do I see… Ebay untouched and a BP zerg hiding in DR… rolls eyes yup 20+ vs 5 is such a skillful fight for yall.
Edit: this is in the time frame I play.. Never see BP push Ebay at all… cant wait to move down a rank at least we know IOJ fights.
So you mean you didn’t play at all last week when BP won the matchup? o.O
hmmm shield bash 900 range I can get with 1200 is kind of far I would like something like it blocks and or reflects projectiles on the way to target. animation change similar to something like Captain America from MvC with shield dash where you put the shield up and run at your foe.
It makes me sad and mad whenever i see that, warrior skills and traits are underwhelming in comparison to all the other professions. Maybe there exists some advantageous traits/skill but i know none.
There are all well known, but i wanna collect all here.
I’ll compare warrior skills/traits with similar skills/traits of other professions.Rush – Ride the lightning
Both are on 20s CD and have the same range. Rtl is not affected by cripple/chill, you can use it in midair and the damage it does is instantly and not like rush after a 1s animation.
Because of the animation you’ll be surprised if you do damage with Rush (mostly in PvP).vigor/swiftness
Elementalists, Guardians and Mesmer have the trait to get vigor on critical hit and so they have perma vigor. What do we get? Kitten “Furious Speed” with 10% chance on critical hit to get swiftness! Wow, first vigor > swiftness in combat and we only get a 10% while all other similar traits get 100%?? Come on… “Vigorous Focus” is not an option because it is connected to stances. (CD on stances are little bit too high, especially “Endure Pain”). And we are talking about Adept-tier-traits – all of them are.brawn
All other professions get 1% out of 1 point for their profession traitline. We get 0.1%. I see warrior is the only one which improves the damage and others reduce “just” the CD but then give us something else. Its just plainly useless.hammer toss
The second down skill. Its just so bad. Single target CC while most other professions have multi target ones.underwater downed skills
Well, no ranged attack available, just melee…leap range – HS/Evisc
You all know Heartseeker. It does very good dmg (to enemys low on HP) and is an incredible gap closer and not effected by cripple/chill. And we have Eviscerate…Its our *burst*skill with a 10s CD and the need to have full adrenalin to do some good damage (only if it crits). Thieves can spam Heartseeker.Maybe you can add some other skills/traits. Thank you.
So what I get from this is you want the warrior to do stuff other classes do lol. Every class is different taking x class skill vs warrior skill that serves similar purpose isn’t a good argument and goes no where. Every class could do this with all their skills.
A Mesmer could say why doesn’t my heal refresh my class mechanic like surge does and why does it depend on how many clones I have. Why do I have to take a trait to remove condition on heal when mending doesn’t need a trait and it removes 2 conditions. It would go on forever. Just look at what needs tweaking based on the profession itself, comparing is pointless.
Priority number 1 is other thieves, after that it depends, I like to disrupt mesmers since they like to sit in the back for the most part unchecked, same with rangers the extra dps they provide in a group setting adds up and they sit in the back and do work at range. I think that is kind of why alot people that main rangers don’t like thieves as it is the best class at sneaking in the back and disrupting 1 of the best things that they do.
Stealth is going to be removed if your unable to attack anymore, so if you miss your backstab, there is a good chance that your going to get reveal anyways now.
Pretty much this if you block/evade a backstab the thief is going to be exposed for 3 secs anyway unless he pops blinding powder to stay stealth. Then you know something is up but he blew one of his get out of jail cards to stay stealthed a bit longer to land a bs. Then he is probably going to either have to disengage then or go all out praying he can drop you with his next few attacks.
Sorry but I’m having trouble following your points.
The way the stealth attack mechanic works right now is, for as long as you remain in stealth, you can keep repeating the stealth attack indefinitely until you deal damage.
If your first stealth attack is blocked or evaded, a Thief can simply follow up with a second one in less than a quarter of a second, and a third one afterwards if the second one fails, rinse and repeat.
It’s completely delusional to consider this balanced, as it practically negates most forms of defensive action on the opponent’s side and allows for a practically unlimited amount of redo’s for the Thief if he misses his burst/control.
Being revealed might be a bit too heavy handed a way to handle this, but at the very least, stealth attacks should be limited to a single chance for each stealth duration.
My post was in regards to the change that if you attack or not you get revealed. Remember culling is also getting fixed this next patch and if it is indeed eliminated with the addition to the change in the way stealth works with attacking or not. It should pretty much hinder a thief alot more if they miss a backstab as long as the opponent isnt just standing there.
Culling gave an extra second or 2 of stealth basically to thieves if it is fixed a miss will be pretty big. Unless you get a good crit for 10k your looking at about 5-7k if your opponent is moving smartly then you might miss or hit them from the side or front for about 2-3k damage which isn’t bad damage at all unless your low hp full glass.
A thief can repeat the backstab over and over while in stealth but they have to hit from the back to even make it effective a front backstab for 2-3k isnt much at all.
If I have a skill that says “Block next incoming attack” and I save it up for when the thief stealths, I get a “blocked” message, the thief can still instantly hit me again with BS. Or if I throw up a protective bubble that absorbs projectiles for 1 second, the thief can use Sneak Attack multiple times till it hits.
The basic idea is that if I time a skill to protect me for a second or two, and the thief tries to land an attack and fails, I have countered the play and should be rewarded at the very least by the thief not being able to immediately repeat it!
I have sometimes seen “Invulnerable” pop up several times in quick succession as certain protective skills root me to the ground. That’s wrong. It should pop just once and the thief should either be revealed or at least have a cooldown for that particular skill.
Hmm actually I was thinking about it more from a warrior perspective with my shield and 3s but you are right there are skills with block next attack so I actually could get behind the block causing reveal at least.
I think thief traits are pretty good for what it is designed to do I can’t see anywhere the traits are lacking except for a few like ricochet and hard to catch, last stand come to mind. For the most part thief traits are good though. That was one of the first things I noticed when I switched from mesmer to my thief was how the traits compared seem to be better.
According to millenium looks like Manvil Rock will be moving up looking forward to some great fights against your server! Cheers
Stealth is going to be removed if your unable to attack anymore, so if you miss your backstab, there is a good chance that your going to get reveal anyways now.
Pretty much this if you block/evade a backstab the thief is going to be exposed for 3 secs anyway unless he pops blinding powder to stay stealth. Then you know something is up but he blew one of his get out of jail cards to stay stealthed a bit longer to land a bs. Then he is probably going to either have to disengage then or go all out praying he can drop you with his next few attacks.
Sorry but I’m having trouble following your points.
The way the stealth attack mechanic works right now is, for as long as you remain in stealth, you can keep repeating the stealth attack indefinitely until you deal damage.
If your first stealth attack is blocked or evaded, a Thief can simply follow up with a second one in less than a quarter of a second, and a third one afterwards if the second one fails, rinse and repeat.
It’s completely delusional to consider this balanced, as it practically negates most forms of defensive action on the opponent’s side and allows for a practically unlimited amount of redo’s for the Thief if he misses his burst/control.
Being revealed might be a bit too heavy handed a way to handle this, but at the very least, stealth attacks should be limited to a single chance for each stealth duration.
My post was in regards to the change that if you attack or not you get revealed. Remember culling is also getting fixed this next patch and if it is indeed eliminated with the addition to the change in the way stealth works with attacking or not. It should pretty much hinder a thief alot more if they miss a backstab as long as the opponent isnt just standing there.
Culling gave an extra second or 2 of stealth basically to thieves if it is fixed a miss will be pretty big. Unless you get a good crit for 10k your looking at about 5-7k if your opponent is moving smartly then you might miss or hit them from the side or front for about 2-3k damage which isn’t bad damage at all unless your low hp full glass.
A thief can repeat the backstab over and over while in stealth but they have to hit from the back to even make it effective a front backstab for 2-3k isnt much at all.
Here is what I think the population is for the all the servers
Brb let me grab my official spreadsheets and census……(where did I put that thing that Arenanet mailed me)
PS.
If I can’t find it I will give you a post on what my gut feeling is based on m 24/7 play time on all BL’s as I count people waypointing in to give you an accurate assumption of what each servers pop strength is
@Neandramathal it all depends on what you are doing. If its solo roaming in WvW then a thief, ele I would put tied for number 1 and the warrior a close 2nd. Anything else like zerging then warrior is fine for that. If its a small group composition Warrior does well with most other classes mixed in.
Stealth is going to be removed if your unable to attack anymore, so if you miss your backstab, there is a good chance that your going to get reveal anyways now.
Pretty much this if you block/evade a backstab the thief is going to be exposed for 3 secs anyway unless he pops blinding powder to stay stealth. Then you know something is up but he blew one of his get out of jail cards to stay stealthed a bit longer to land a bs. Then he is probably going to either have to disengage then or go all out praying he can drop you with his next few attacks.
Everything has a counter.
Stability finisher? Fear (it’s a condition) or Stealth the downed player
Stealth? Do lots of damage in that area or use an area/conal CC/fear
Distortion? Stealth the downed player.I’ll admit my Mesmer is the best at this with distortion shatter … but it also requires me to invest a full set of illusions and a long cooldown. If you can’t stealth your friend, his butt belongs to my spike.
Umm you can’t be feared when you have stability up try again. Fear counts as a condition and CC.
You are correct that you can stealth but if its stealth I just 100bs which I do to most downed people anyway for the might stacks.
(edited by oZii.2864)
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