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In praise of Rending Shade

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rennlc.7346

The fixation of those Metaphiles on the meta means they can not be objective on ANY of the traits. They have already passed judgment because it not Meta and for no other reason.

From experience, I’ve learned the following:

-P/D falls short in sPvP because of projectile counters and lack of AoE for cleaving.
-SA, prior to RS, falls short because of lacking damage modifiers. RS helps with this when it removes prot but what about the situations where raw +% dmg is better, like cleaving and fighting thieves? The word we’re going to keep coming back to is situational. It’s why SA still needs more work.
-Bound, which I’m highlighting because it would be crucial in D/P RS builds for stealth access, falls short because of immobility compared to dash.
-Thieves without DA (mainly because of lotus poison), daredevil, and trickery are easy for me to beat. One of which must be given up for SA.

I like what regularly works well (as long as it’s a thief build). I like not having to change builds because it has holes and I’m up against someone who will exploit those holes, such as not having lotus poison and knowing an opposing thief will tend to chase me.

There are other players who like these same things.

In our effort to improve, win, and ultimately, have fun, a consensus gets made out of the general choices in these pursuits. I’m sorry if the presence of that consensus intrudes on your self-concepts, such as your sense of individuality, intellectual ability, or whatever else it is that exacerbates the negative feelings you experience from being told you’re currently mistaken. I won’t call you names or use tribal generalizations. I don’t need to. I tried to help. I failed.

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In praise of Rending Shade

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rennlc.7346

I have found P/d is more effective with this trait. It still might need a tweak to make it more useful for other sets but P/d can do well by it. If YOU have not tried it, you can not comment on whether or not it effective. If you do not play p/d or do not care to, you can not make a comment as to whether this works with that set.

If you’re finding success in duels and WvW roaming against certain classes or other niche situations like that, cool! Way to make use of a newer trait.

My question for you is about how RS should be labelled. Should it be considered a “good” trait because it can improve a more situational build like P/D? Or should it be labelled a “bad” trait because it’s usefulness is so situational whereas comparatively the meta traits are not?

For the sake of communicating a simpler, more accurate consensus opinion to the developers, I think we should be labeling something like RS as bad.

In praise of Rending Shade

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Yes and no. While I don’t think RS or SA is a particularly good way to go right now generally speaking (It works with P/x stealth due to aforementioned multi-hit synergy working with the ICD and short-term negation), stating that SA isn’t good because it’s not in the meta and then saying the meta is determined by crowdsourced investigation is slightly contradictory; in order for a healthy meta to be established, someone needs to break the mold for whatever reason or lack thereof and create a new optimum case. The better-designed and balanced the game is, the more difficult it is to find those optima, and thus there is more fluctuation and fluidity in between any given match.

Hi, Deceiver. What I had originally said was SA wasn’t good because what it offered was generally less than what DA offered (which, in my opinion, is the weakest of the meta trait lines). It’s not just bad because it’s not meta; it’s bad because it’s generally worse than what is currently considered meta. I did not make this determination as lightly (nor as blindly) as you’re perceiving from a post where I tried to express my argument in a different a way.

Otherwise, I agree with what you say in principle. In any competitive area there needs to be some sort of balance between practicing what’s been better established as what works and experimentation. In GW2, this would specifically be playing a current meta build vs. playing currently non-meta builds. Nonetheless, look at how many non-meta builds are typically posted and shared on this forum. If this is reflective of what a lot of us are doing with our time, we’re probably spending too much time experimenting.

Ultimately, that’s what the whole issue of “What should I play?” is going to become – it’s going to become a matter of economy/efficiency. Are hours of non-meta builds going to be helpful for goals like having fun, winning, etc.? Absolutely. But are they going to be as helpful as using that same time to learn more of the nuances of the current meta? Only for those who really like novelty through experimentation and those who uncover something new and better are going to get more out of focusing on the non-meta. For most of us, especially those who value winning and making good plays more than the joys of experimentation, we’d be better off trusting that the meta typically gets many more things right than wrong.

In praise of Rending Shade

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Meta isn’t one build. It’s typically specific weapon sets, utilities, and core traits, such as short bow & D/P, shadowstep, PI, sleight of hand, and dash for Thief. Other aspects are more up to preference and situation, like taking thrill or flanking strike? Brawler’s tenacity, weakness on crit, or havoc mastery? Withdraw or channeled vigor? Improv or exectucioner? Which two utilities to team with shadowstep: Bandit’s defense, blinding powder, and/or signet of agility (even skills like inf signet and impairing daggers can have their moments)?

You suggest I haven’t tried the build and state you haven’t played much with it yourself. I say both of our individual experiences and lack thereof are inconsequential because we’re not talking about just the two of us. If we’re actually going to talk about play styles and builds that will, after some learning, tend to work better for the majority of players, the majority of the time, and regardless of whether one’s opponents are experienced or extremely new, then this is going to typically be a conversation about the core aspects of what other players have been successfully using – a.k.a. the meta. In our class’s case, that’s not SA.

Meta builds are the outcome of crowd-sourced responses to a big question we generally have: “What are builds I should learn and play if I want to both have fun playing and win as much as possible?” Meta builds don’t specifically address the fun factor (unless you define fun as winning) but they do reflect what other players win more frequently over longer periods of time with. Determining a meta through all of our choices is the closest thing we have to a real scientific process and it seems you’re ignoring what it has to offer. You dislike what can be used to help others and yourself win. Why?

(edited by rennlc.7346)

what do you think thief needs to be balanced

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Escapist’s Absolution changed from 1s ICD condi removal on successful evade to 2-3s ICD condi removal on dodge.

This. Witnessed this condi dd 3 spammer survived a condi bomb by a nec and at the same time tearing him apart with his own condi spam. It was just absurd.

Ha! I didn’t actually write that as a nerf to d/d evade spam but as a buff against players who will simply stop attacking a thief running EA once they’ve landed a long duration condi. My solution to d/d evade spam is to just delete Leaping Death Blossom from the game.

The logic for deleting LDB is simple. LDB is not used it tournaments and therefore, would need to be buffed for tournament viability. LDB, combined with condi evade, is extremely strong against newer players, and thus, would need to not be buffed for the sake of allowing newer players to better learn and enjoy the game. Because LDB needs to be both buffed to be tournament viability and not be buffed (or perhaps even nerfed) for the sake of newer players, it’s stuck as is and should just be replaced with a new skill that might not suffer from these conflicting problems.

what do you think thief needs to be balanced

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So… what’s the short version of all that, Orpheal?

Pulmonary Impact

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Only if a stolen necro fear can proc 5 simultaneous PI procs and wipe a WvW raiding group with the AoE!

what do you think thief needs to be balanced

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General: Make the weak stuff a little better!

Increase shortbow damage, projectile speed, and/or poison duration from poison field. Anti-projectile abilities should make shortbow useless for cleaving, not inherently low damage.

Reduce cast time on HiS to 1/2 sec.

Replace Pistol Whip’s rooting effect with a 75% movement reduction for the duration of the attack.

Acrobatics: More fury, might, and boon duration. Less regen and vigor.

Make Swindler’s Equilibrium work with all weapon types – not just sword.

Replace vigor on Feline Grace with 2s of fury on a 3s ICD and replace Endless Stamina’s +50% effectiveness on vigor with +15% boon duration while endurance is not full.

Remove Leaping Death Blossom (D/D #3) and replace it with w/e. Replace regen on Upper Hand with might.

Make Guarded Initiation (removes slow, weakness, confusion, and vuln when attacking an enemy above 75% health) transfer those condis instead.

Shadow Arts: More stealth-oriented damage.

Add a 10% damage modifier to stealth attacks to Rendering Shade.

Daredevil: Improve condi removal. Nerf PI spamming.

Escapist’s Absolution changed from 1s ICD condi removal on successful evade to 2-3s ICD condi removal on dodge.

PI deserves a nerf for the betterment of the game, such as a 1s ICD and/or at least making it not proc on some of the more arbitrary abilities, like weapon swaps and auto-attacks that don’t have a cast time/bar.

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In praise of Rending Shade

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1> One does not have to give up DA to take th SA line.

2>The damage loss by dropping DA line is overstated. The single largest source of extra damage is exeutioner which only kicks in when enemy under 50 percent health. There are builds that generate plenty of damage without DA.

3>D/X is not the only weapon set available to the thief. BS only comes from a d/x set.

This is not and should not be about the d/p weaponset . It is about the utility of RS in various builds. As with any trait some are not as suited to every weaponset.

To take SA without giving up Daredevil or Trickery (which are probably even more important than DA is), you do have to give up DA. If DA’s only benefit were executioner, then you’d be right and it would be overstated, but it’s not. Against high-sustain classes the 10% damage from Exposed Weakness may contribute more total damage throughout the course of a match than executioner. Some players won’t die (or die in a timely manner) without a panic strike proc. Not having lotus poison puts thieves at a severe disadvantage against thieves that do. Frame DA however you like. The sum of what it offers is still going to typically be greater than the sum of what SA offers.

One of the purposes of a forum is to take a dubious number of options and, through collective trial and error, determine and share what’s good, when, how, and why in a way that’s accessible to a greater number of people. Unfortunately, this inevitably involves criticizing some of the choices of others.

(edited by rennlc.7346)

In praise of Rending Shade

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Rendering shade is bad. Shadow Arts is bad. DA is better.

The problem is stealth attacks stop being optimal against better players. They’ll time AoEs, weapon-swap sigils, about face turns, defensive CDs, and the like to negate BS and even use BS attempts against us. This typically makes it better to wait (even letting stealth run out) and let them waste abilities before re-engaging with shadowshot. In doing so, a thief can counter some counter-play to BS but will almost completely negate the utility of rending shade by playing this way.

DA, on the other hand, has no such limitation. If running DA and we miss a BS, or opt not to use BS, we just lose a little damage. Shadow arts loses a lot of the use of rendering shade (the main point of taking that trait line in the current meta given how easy it is to interrupt/reveal/out damage the stealth rezzes). As a result, when compared to builds that use DA and rely on shadowshot, headshot, and auto-attacks, shadow arts and rendering shade fall behind against players who more easily counter BS.

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Concerned About Rolling Thief

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Hey guys, I bought GW2 when it first came out, but never really played it until a week or so ago and I’ve been trying to decide which profession best fits my play-style by leveling several of them up to 20-30.

So far, I absolutely love the thief. I play a rogue in WoW, so I guess the stealthy class is just in my nature. But after doing a little bit of research on this forum, I’ve come across a lot of negative posts about the thief in end game material, making it sound nearly useless unless you’re WvW roaming (which I will be doing) but I’d like to be able to participate in some ranked PvP and even some PvE at times. Will the thief be viable in all of these aspects of the game, or should I consider rolling something else? Leaving the thief out to dry because ANet won’t take care of them will sure hurt, but I don’t want to feel totally useless when I hit level 80, either.

Any and all comments and/or advice is welcome!

Forum posts tend to be biased toward negativity. The people who love, like, or are simply satisfied with the state of thief will be more inclined to play their thief than post about it. Many of us won’t end up on here unless we have a question or complaint.

Decapping as Thief: Full cap or just decap?

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It depends on circumstance, yeah, but most of the time circumstance says to just decap. Thus, if you’re unsure or playing too lazily to determine if it’s a full cap or decap situation, just decap and get back to a fight.

Anti-condition options for non Shadow Arts

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Condition removal is like Plan G for thief. Plan A, B, C, D, E, and F are to avoid the application of conditions through dodges, kiting, blinds, dodges, interrupts, and more dodges.

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Obligatory Quitting Post

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GL, Aero.

How to really fix SA: Life-steal on vuln

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Awesome, glad to be on topic. If a life-steal on vuln was added, it would likely be a new grand-master that would replace or compete with SRej (the trait it’s based on, Assassin’s Annihilation, is a GM trait after all). If this were added and strong enough to be used in some PvP builds, SA would likely replace DA and Mug along with it in decent builds. Driven fortitude is negligible.

(edited by rennlc.7346)

How to really fix SA: Life-steal on vuln

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I originally wrote I thought SA should be about 1v1 and some group utility. I edited it to be more specific to attempt to avoid any more nitpicking, straw-man’s, and any other avoidable misunderstandings from other posters.

How to really fix SA: Life-steal on vuln

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I agree with the boosting damage thingy and I also agree that SA needs a major overwork – but calling “I steal life when someone has got vulnerability” “group support” is veeeeeeeeeeery far fetched.

I’m incredibly confused, Jana. When I propose two additions, more access to vuln and the ability to make applying vuln deal direct damage through life-steal procs, how is this being perceived as a proposed buff for group support rather than damage? I want damage. You want damage. I’ve got a post with two ideas for increasing damage. We could very well be talking about how this would be too big of a buff, too small, etc., and yet we’re not.

We’ve got you focusing on how you don’t really want group support and how my suggestions don’t increase group support. How does this happen? I can change the wording of my suggestion to help mitigate the miscommunication and misunderstandings but to do that well, I need to better understand the problem.

(edited by rennlc.7346)

How to really fix SA: Life-steal on vuln

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And how is this group support?

The group support traits are already in SA. What SA lacks is ways of boosting damage and boosting damage in ways that’s different than what’s currently offered in CS, DA, and DD.

How to really fix SA: Life-steal on vuln

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My overall philosophy on what SA should be is simple: it should be predominantly a 1v1 trait-line with a little group utility through stealth and stealth rezzing. SA already has some utility through stealth. What it lacks is a way of dealing damage that’s different and, in certain situations, better than other trait-lines.

My trait proposal for SA is even simpler: Life-steal proc on application of vulnerability and increase thief’s access to vuln with SA traits.

Life-steal on vuln. Add a new trait that has the same functionality as Assassin’s Annihilation, the rev 1s CD life-steal that procs when striking from behind, but instead procs when the thief applies vulnerability to its target.

Ideally, this life-steal’s damage and healing would vary depending on how many stacks on invuln are being applied. Thus, the attacks that are harder to land and apply more vuln, like Cloak and Dagger and the 3rd attack in the staff AA chain, would proc bigger life-steal procs while vuln from the sigil and traits like Sundering Strikes would be smaller.

Increase ways of applying vulnerability. If adding life-steal on vuln is not enough, and it’s unlikely that it would be, SA can simply be further buffed through increasing access to vulnerability. For example, increasing access to vuln can be done by adding traits that do one or more of the following

-Trait that makes stealth attacks apply several stacks of vuln
-Trait that makes steal apply several stacks of vuln
-Trait that makes make dual skills apply 1 stack of vuln.

Put it all together and we’ll have a trait-line that’s still substandard for the +1/decapper role in sPvP and the current DPS role in group PvE. However, this would potentially be much better for prolonged fights, like duels, solo WvW roaming, and soloing bosses in PvE, through using new traits that are simple, similar to traits already in GW2, and also still unique enough to differentiate SA from other trait-lines. Take this idea, ANet developers. I want you to have it.

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New meta glimpse! Sizer The Innovator

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Watching Sizer play S/D in unranked is like watching a cat hunting mice… with really dull claws.

1sec CD on stealth attack

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What if we just stopped playing and got our lives together?

Swap Revealed Training with Leeching Venoms

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Great suggestion.

Top 3 Buffs - Top 3 Nerfs

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Buff
-Schools, libraries, and community athletic and learning centers
-Positive cultural attitudes toward education
-Our ability to pursue, comprehend, and share written information

Nerf
-Television and cultural attitudes promoting purposeless entertainment
-Over-consumption of alcohol, nicotine, drugs, fast food, and much more
-Tribalism in politics

What would be an ultimate Sustain build?

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Scrapper.

Looking for current Leveling Build (@lvl 55+)

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Spec 1: Crit
Spec 2: Deadly Arts
Spec 3: Trickery

(You want +%damage and +%crit damage).

Weapon Set 1: S/P
Weapon Set 2: SB

healing signet
power signet
precision signet
movement signet
elite: w/e

Stats: +Power is best. +Precision is 2nd best. +Ferocity is 3rd best.

Basically, use pistol 5 for blinding field and auto attack away. Use pistol whip for more healing. All your damage traits and +power gear is there to augment this simple process. Shortbow is for running around faster. Bloodlust stacking is your friend.

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Condi thief??

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Simple question. How do you counter GOOD condi thieves? Because I can’t do anything against them. No “shocking aura” or “just outsustain them” answers please. I am not playing sustainy builds.

First, never say “I can’t”. Second:

Kite. They need you to stay near them to stack condis. Think of the dodges as a pulsing ground targeted AoE and get out of it.

or

If a teammate has a sustainy build, let them fight the thief. Condis thieves don’t deal enough damage and die to random AoE hits between dodges to be any help in team fights. They need to fight 1v1 to be useful and they’re countered by all the meta builds that are best suited for 1v1, like druid, scrapper, and mesmer.

How has Thief changed?

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I’m interested in a Stealth/Staff build. I wonder if anybody has tried a Vault/stealth crit build before. I’ve critted on another players before and got 10k crits, etc. so I imagine it’d be fairly decent

There’s mainly two ways of doing a staff/stealth build. Option 1 is going staff with d/p and using d/p for stealthing purposes. Option 2 is playing a normal staff build, like the marauder staff build on metabattle.com, with shadow refuge and smoke screen. Option 1 sucks because it doesn’t have shortbow. Option 2 can be good in some games but most of the time D/P will be better for stealth plays. Staff is best against teams full of brawler and tank builds that are largely unaffected by our uses of stealth.

How has Thief changed?

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D/P Daredevil is the way to go. Compared to Thief of old, we use many of the same tricks and mechanics but their effectiveness and availability has changed dramatically. Basically, it takes landing more consequential blows, such as backstabs, hasted auto-attacks, and cc/interrupts, to down someone. However, we also have more access to delivering regulars blows with Pulmonary Impact (dmg on interrupt), Basi venom now being unblockable, more haste through flanking strikes, and other offensive utility skills, like Bandit’s Defense’s knockdown and Impairing Daggers. We can also stay in some fights longer thanks to having more dodges and those dodges providing more stealth (if using bound) or more mobility (if using dash).

In other words, you’re probably used to picking one moment and ripping someone a new one. Now it’s more like lining up 3-6 moments while also having more rounds in your chamber to accomplish this. If you can adapt to the changes, you’ll enjoy them.

10v10 battlegrounds

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Sure.

Back after 2 years....

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Solo blobbers are the worst. Friends don’t let friends 5v1 alone.

Two losses, one victory - the infinite loop

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Focus on what you are and aren’t currently learning instead of your tier. Watch streams of people who currently play your class/role at a higher level than you and note what they do differently. Isolate things you’re less experienced with and find ways to practice them. Some skills, like 1v1ing over nodes, are easy to practice through dueling servers. Other more basic skills, like timing abilities to land immediately after dodges, can be practiced on the NPCs in the HotM. Pips/division/tier/etc are all just outputs. You change them by changing the inputs. Your biggest input is made up of what you do and don’t learn.

Thief's Ability to Carry

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Our ability to “carry” isn’t related to any one single aspect of the game. It’s related to everything.

PvP: Stealth Capture?

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That’s only because it had the most mobility in the game. The second another class was introduced that had comparable mobility on it the thief became obsolete. People who think being meta for the role of decap/+1 bot makes thief good are stupid. Sorry but that’s the way it is.

It’s good to be stupid then

PvP: Stealth Capture?

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We have too much access to stealth now for stealth capping/contesting to be fair.

Balance around class stacking?

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“A person’s “locus” (Latin for “place” or “location”) is conceptualized as either internal (the person believes they can control their life) or external (meaning they believe their decisions and life are controlled by environmental factors which they cannot influence, or by chance or fate)."

For example, a person with more of an “external locus” might play GW2 and focus on how class imbalances and bad match-making are making their experience worse. A person with more of an “internal locus” might play GW2 and focus on what they can do to best succeed with what’s currently available. So far studies suggest people who reply in questionnaires with answers suggesting they have an “internal locus” tend to be much happier and healthier people.

In my opinion, focusing more on things outside of our control or things within our control makes for some interesting choices. If I focus on what’s wrong with the game, I’m pointing out what can be fixed/improved to help make my playing experience better. However, if I also feel I’m losing because of things outside of my control, such as from “broken” classes, this is biologically more stressful than stresses I feel I’m responsible for causing.

In other words, it’s important to try to point out problems but it can be really bad for our health and well-being to do it too much. I don’t know what you should do, Talons, but I hope this helps you and others make decisions about how to react to something like “imbalance”.

(edited by rennlc.7346)

Is Acrobatics really bad with Daredevil?

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Bad? I don’t know. It’s almost universally worse than DA, Trickery, and DD though.

Ok but why? It is easy to say “It’s almost universallay worse” without any explication.

Trial and error. Acro is an error.

Is Acrobatics really bad with Daredevil?

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Bad? I don’t know. It’s almost universally worse than DA, Trickery, and DD though.

How to Engage a Guardian?

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1v1 vs DH involves a lot of waiting. Basically, you engage, they activate something, and you disengage out of LoS. Repeat until their out of cool downs. This takes time, especially if they have all their stuff, and like with most classes, you’re better off looking for a situation where you’re outnumbering than 1v1ing a DH.

What keeps you from watching pvp on twitch?

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Because the draw of this game is in the little details of the game play, like stowing an ability to force an interrupt. We don’t get to see any of that from overview perspectives of team fights and we get very little from the frequently shifting cams of specific players. They need to pick a popular player and lets get to know more about exactly what their role is within a team and when they’re successful, lets see exactly what moves they made to win fights. The current format tells us an outcome, like player X beat player Y. I want to know how player X did that and the current format doesn’t allow me to answer that question. They need to stop trying to copy real sports with overhead perspectives and embrace the fact that the only people who are willing to watch pro-league are people who also play the game.

[Suggestion] Option for Solo Progress

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Would be so in favor of something like this if there could be a stat system that accurately gauged contributions and couldn’t be manipulated. Unfortunately, the current scoring system is neither accurate nor hard to manipulate. Rewards for high points would encourage unhelpful tactics to pad stats, such as necessarily tagging downed bodies for points from kills, capping nodes with multiple people, rezzing allies even when rallying them would be more efficient, spawn camping newer players, etc. Similarly, people who can perform one of the most helpful roles in a conquest game through holding a node 1v2, 2v3, etc. aren’t receiving points despite setting their entire team up for winning the whole map.

Toxic and AFK Players (on purpose)

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Devil’s advocate/blame the victim answer: perform a necessary role, play it well, and your teammates won’t afk on you.

P/P pvp haters

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Sometimes it’s not hate. It’s being aware that p/p is less effective.

Situational Cap, Decap, +1 Questions

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A full cap on an open point is very, very rarely a good idea for a thief. There’s really 3 situations where it’s worth doing:

1) The enemy team has very, very limited mobility (i.e. no revs, thieves, or mesmers on their team) and is caught up in bunker-heavy fights on other points.

2) The enemy team is dominating on all other points and there’s nothing else you can do until your team respawns.

3) The enemy team is just terrible.

In situation 2 and 3, the game is often such a clear win/loss that it doesn’t really matter anyways.

And regarding bunk-heavy 3v3 and 4v4 fights, you have a few options. You can try to focus a target during a weak moment with a steal burst combo (this would be a low HP ele in fire/air attunement, a necro that has run out of shroud, a warrior that’s already procced their passive Endure Pain, etc.). You play conservatively, hanging near the outside and using your initiative for head shots to try and lock down a target for your allies to focus (make sure they’re targetted so your teammates know to assist). Finally, you can plink away with short bow. Short bow is really a last resort and often too weak to be very worthwhile.

As Alchemyst said also, poison on the bunkers is very helpful.

And just remember that during any time you get caught in a 3v3 or 4v4, you should be closely watching the far points and disengage asap to +1 any small fights that pop up or decap open points. Tunnel vision is your worst enemy.

^This!^

Why did they remove one-shotting?

in Thief

Posted by: rennlc.7346

rennlc.7346

You can´t be aware of passives though. One nightmare, eye for an eye, protective ward, exlixir, endure pain, etc-procc can completely negate your attempt and instead destroy you. The other player doesn´t even need to react. Retribution line from rev is a perfect example what is wrong with the game. Passive reduction with adept, eye for an eye procc on master, passive damage reduction on grandmaster minor and passive procc on grandmaster.

I agree about ret. It’s lazily made and strong in all the wrong kind of ways. What do you mean by “can’t be aware” though? I must be misunderstanding because there are numerous situations where we can predict passives will proc. Being able to predict something is the epitome of awareness.

Why did they remove one-shotting?

in Thief

Posted by: rennlc.7346

rennlc.7346

No but the made thief to go in stealth on demand = sneaking up on people and what do you get for sneaking up on people? You get af face full of auto proc traits and invuls and what not. And this got very cummon after HoT and thief got the abillity to run away from every 1 v 1 he gets in. Everybody talks about risk vs reward. Its fine that if you cant one shot, say a tank, then you have to run or die, but now you cant even one shot ( here I mean burst) a glasscannon who turns on you and burst you faster than you can escape. That is wrong when you consider what thief is build to do.

We still have gimmick burst builds. They just require doing a little more, being more aware of someone’s defenses, and understanding that for some games, it’s a crappy build to attempt to play. We also have ways of varying those builds to plan for squishy classes with invulns so we open with a so-so burst, such as with flanking strike passive trait, while saving a stronger one, such as a burst with steal, for later. HoT has accomplished this weird feat by making the game more spammy and also sometimes more strategic for thief.

I need some Thief PvP tips!

in Thief

Posted by: rennlc.7346

rennlc.7346

Check out Vallun on twitch for some videos of D/P thief. He has lots of videos and in some of them, he’s pretty good about narrating parts of what he’s doing. He’s one of the few thief streamers left and, in my opinion, the way he plays D/P can be much easier to learn from than other players. One main thing you’ll want to watch with other thief players is the pace of how they fight because a lot of situations require you take things much more slowly than how you currently are, such as not opening with expending a lot of initiative on stealth and instead just kind of poking in and out with shadow shot and dodges.

https://www.twitch.tv/vallunv

Returning Thief, SD meta?

in Thief

Posted by: rennlc.7346

rennlc.7346

A place to start for S/D: http://metabattle.com/wiki/Build:Daredevil_-_Marauder_S/D

Frankly, I think you guys would probably be more effective and have more fun with one of you playing D/P and the other playing staff. D/P is so good with the interrupts, blinds, and ways for getting both of you into stealth. Staff just brings much more damage than S/D.

Why did they remove one-shotting?

in Thief

Posted by: rennlc.7346

rennlc.7346

It’s gotta be terrible for retaining newer players. Look at the hate gunflame got despite how bad warriors were. Removing one-shot combos is not about balance. It’s about health.

What should I eat?

in PvP

Posted by: rennlc.7346

rennlc.7346

Vegetables.

roaming builds with sustain?

in Thief

Posted by: rennlc.7346

rennlc.7346

http://gw2skills.net/editor/?vZAQNAoaVn8lCFOhNOBmOB8PhFaCzLM8FKDaBgJUEYOD2BHhA-TpBEABmXGwgTAQO7PQwDAw9DBAAHBAA

This would be the sPvP version. There’s plenty to perhaps be switched around, like taking blood sigil over fire, impact strike over basi venom, impairing daggers or bandit’s defense over assassin’s signet, and improv over executioner. WvW should make this build more interesting because of how easy it is to overhaul damage with food and bloodlust from NPCs.

(edited by rennlc.7346)