Terms of Service
I’d like the in-game title of “Brazen” along with “Apex Predator.”
Larger punishments may be merited for more serious violations of the TOS. Account sharing is the only one covered by the listed season long pvp specific ban.
Other activities may or may not be violations of the terms of service, or less clearly so. Those violations may merit less punishment compared to account sharing.
AKA, this may be the clearest violation and the largest punishment metted out this time.
It goes without saying that Daredevil is going to compete with a new elite specialization in the near future.
Back when HoT was nearing release I took my build into the acro specialization line to grow accustomed to a reduction in damage and a more dodge style of combat. Soon, I will be doing the same for the next expansion as well.
It seems likely that the build I will try to make work will be P/D and Rifle. Rifle will act as an opener and support fire weapon as appropriate to its skills. I suspect that the new specialization line will be more survivable without needing to dodge like Daredevil does. I also suspect it will be less survival (I.e UC/EA) focused compared to Daredevil and will enhance damage in a different way.
Stealth and sniping go hand in hand. I expect there will be some interesting stealth mechanics that will synergize with SA by providing a stealth based boosts as opposed to evade based boosts. I expect rifle to be low mobility which is why P/D will provide kiting options for the kit.
As we get closer I’ll update the thread with more specifics and theory crafting.
Hard part of fighting those two is they can reset with invulnerability and heal back up. You need to plan out how to stay alive long enough so their reset abilities can be triggered and then survive the reset long enough to finish them off.
Sometimes.
I’ll repeat something I’ve said before about excessive trash talking.
Trash talking…is just trash, talking.
SPvP queues are quick unless you earn a high rating and there are fewer people to fight.
Rewards in WvW have drawn people in and made the mode far more active than before.
Thief is effective and fun to play in a variety of builds at the moment. Daredevil is generally more effective for what it’s worth.
Still having fun here.
The usual dyes and boosters and another racial backpack.
Or the skin might be a weapon from a unique set. That would be fun.
Burn guard is hardest to take it before cleanse b/c burn is least forgiving condition over short periods.
But burn guard is at least squishy so you can often overwhelm them if you can avoid their burn burst.
Tuesday-Saturday 8:30PM EST, Monday Raids.
Generally looking for fights and not running with the large zergs. The main formup is less thief friendly but during off hours we have people small group roaming.
I’ve been less active recently (work and just doing a little spvp as I can manage it). But if you are interested in checking it out I can put you in touch with the appropriate officers.
NSP Os Guild.
Random roaming, kittening people off, and one of the more solid WvW fight guilds.
(edited by saerni.2584)
Alright, feel free to message me if we are on at the same time.
My initial advice:
Drop HiS, Signet, and TG. Use signet of agility instead and withdraw. Use basi venom for more consistent cc. Trait for cooldown reduction on withdraw. Use acro over either cs or da.
I can help more in game in about three hours.
If you have problems, like “keep dying to x” just come back with your builds details and we can brainstorm improvements. And I agree that"meta" restricts people far more than it should.
It appears, according to wiki, the damage scales with power and the healing with healing power.
Venoms usually take your stats/traits to control damage, duration and likely also healing.
Closest to “meta” is going Trickery, Deadly Arts and Acrobatics. Acro is basically baby Daredevil and that will perform decently with sustain through evade and ready cleanse.
Meta is over rated however so you might consider dropping DA for CS depending on your stat selection, runes and sigils.
I agree that having a pvp badge in WvW is a nice extra. But it gets removed in pvp matches themselves so it’s more consistent.
I’d add in WvW rank badges, make all names generic—don’t really care if someone is a general or a knight, etc—and put a bronze, silver, gold, platinum, and platinum+ badge.
Offhand pistol with shortbow 2 and any other blast finishers group has in black powder (pistol 5) will grant lots of stealth. Even more if you use Shadow Arts.
Two thieves can perma stealth a group with one putting up powder and the other blasting it with shortbow. Not that I’ve done that because dungeons aren’t really what I tend to run.
So its both easy to play and can’t fight anything?
I’d probably agree it is difficult to be a threat on this build…but that makes it hard to play well unless you can overcome the weaknesses of the build.
Oh, if it’s not pvp might consider quickness sigil for burst?
Just use the boon removal on hit. More consistent boon hate adds up fast.
Yeah…no.
You keep repeating “easy.” I don’t know if you think you’re being clever by repeating that word as though simply by repeating it you make it true.
But, I’ve also played power builds for a long time. It’s not harder. It’s just different. The combos, the risks, the advantages and weaknesses are all different. Different doesn’t make one harder or easier than harder than the other.
You’re wrong. You suggested only a new player uses condi. That’s not true based on the insane amount of terrible power build players I’ve come across. I posed that experienced players do, in fact, play condi. Myself for one. You responded “haha it’s just a spam button build.” It’s not. Your refusal to reconsider your position is sad.
Lol, been playing condi since close to release. You should reconsider your position in light of this.
Shadow Arts improves mobility, stealth, survival. Venoms make it useful to take for damage reasons in a non-traditional build.
Like this:
http://gw2skills.net/editor/?vZAQJAqYlsMhSnYRTwpJw/ELDF2c+7/dA9yBBh+DXAYDkBA
I’d say some are less used but others are more used.
I run P/D as a condition set for example, using venoms. Venoms now are shared as baseline and some have a reduced cooldown so are much better than before.
Signet of agility was buffed and now is a strong cleanse. Overall the build variety went up (although the same elite skills tend to not be used).
HoT brought a large number of useful utilities, however, so that could be clouding my judgment slightly.
Start with HoT and learn the new HoT mechanics. Lots of people run those builds even if you are on Core you want to know a bit about them.
D/P is still solid choice for thief/Daredevil but you have plenty of choices depending on what you want to do play style wise.
Run signet of agility for condition cleanse. Use acro until you unlock Daredevil.
S/D is considered less useful than D/P but is still fairly strong. You might consider still running it depending on your preferred play style.
Also, you may wish to join the thief forum guild for additional help in game.
Really? I never noticed taking conditions from the stands....then again most everyone was just clobbering each other in the arena lol.
Brawling arena is fun but the Shadowstep pathing is comically bad. Even when you can teleport the distance is smaller like it was interrupted. The center, as far as I know is completely anti-Shadowstep. Even if you stand inside the square you can’t Shadowstep.
This basically negates the entire steal mechanic for a substantial portion of the arena without an apparent design feature. For example there is no slightly raised platform you need to jump up on before you can teleport/shadowstep.
Please fix this issue or make the square a raised block with the ability to teleport around once you are on it.
As to the design, I like it but I wish the falling off mechanic teleported you out of arena. Right now it just repositions you inside the arena even if the other person knocked out out of the arena. Should count more like a “death” imo.
Forum bugs yay how to fix?
Sounds good
/15 chars
Test method is best on a target golem. Spider venom and combo with shortbow 2 to apply 4 stacks.
Drop a field and watch the golems bar. Wait two seconds after the first stun goes off and apply second field. If it stuns right away then it’s per aoe. If it takes 2 more seconds it’s unique per player.
Yeah I remembered you from that match and we’ve had a few matches over the last few seasons if I’m right.
Fairly sure it works per aoe but I’ll do some testing and get back to you.
They should have just made it daze on the first impact…but they had to keep the poison stacking component.
I think on reflection it won’t change anything because people would use multiple fields anyways.
Each field comes with its own daze and it takes multiple fields to stack enough poison anyways. And with the duration increase on poison fewer fields will be required before daze begins to apply.
It will reduce the total number of interrupts but still afford significant aoe daze that will remain relatively spammable. And with the duration increase it will hurt players much more in all situations.
Edit: so I guess I’m arguing this is an “adjustment” more than just a pure nerf. We will see how it plays out in practice.
(edited by saerni.2584)
4 seconds seems like a lot, 2 would have been better (and kept the same potential 4x 0.5 vs 2×1).
But I’ll enjoy the poison duration increase.
(edited by saerni.2584)
S/D has better mobility than D/P. CnD isn’t unreliable so much as it suffers from blocking/evading more than BP-HS combo. But if it hits you get stealth cheaper than the combo.
Where the set suffers most imo is people try to play it like D/P or expect it to play just as quickly. There are plenty of advantages to a set with a built in teleport and immobilize.
Where it suffers, again just imo, is dealing with projectiles. But that is true for a lot of thief builds generally.
I skip the signet but I love it for other builds. The extra dodges and cleanse are super useful.
I also don’t have many condi issues. I’ve fought condi transfer reapers who are strong…but you can usually avoid a lot of the risk with stealth, dodge and kiting (all of which are strong on the set).
I actually was doing a S/D thing not an hour ago.
Was effective pacing myself more slow and steady. Damage adds up unexpectedly quickly that way.
Hey Jonny
If you want a sparring partner sometime I’m game – Ryqual
My favorite thing is still in the game.
Three way Zerg fight in SM with multiple fight guilds on both sides. Push, wipe them, push again. Rotate and push back the third team. The thrill of repositioning and eliminating the enemy back line and scattering the rest in a panicked flurry.
Sure, meta change and pirate ships becoming something new. Things are always changing in response to metas and counter-metas. But the thrill of battle doesn’t change.
You may wish to post in this thread to be added.
You can also run what I do for additional condition cleanse.
Apparently yes
Either morning or mid to late afternoon
I’d say…both?
Core isn’t necessarily worse in some regards (like damage). It will suffer in survivability, but you can use Acrobatics like Daredevil to boost survivability in a similar dodge focused fashion.
Not tonight, because of my busy social calendar, but tomorrow I can work with you on both. We can start in Core and move to DD.
I’ll help you out this weekend in NA if I see you online. Post your EU account and I can join you there too on my alt.
Technically a soldiers build wouldn’t need the toughness. It would be more apt to put power, vitality, precision or power, vitality, ferocity (depending on the builds).
Still the problem relates to cleanse. Toughness, I would argue, is much less important to whether a person can survive power damage than cleanse is to whether a person can survive conditions.
I can build with a lot of toughness and still take a lot of damage. It’s only when you add in high damage reduction builds (specialization choices and some weapon/utility choices) that overall sustain against power damage is an issue. Why ask to take away someone’s armor when the real problem is perma protection and -% damage traits?
In the case of defense against condi it isn’t the armor that is preventing you from having cleanse. It’s the balance of cleanse and application. People complain they die to conditions too quickly given only one stat is involved and blame the armor when they should be asking for nerfs to cleanse and application to bring down condition based DPS in the context of one primary damage stat.
Taking away armor stats is a stupid suggestion. It won’t happen in a game based around earning rewards. Balancing suggestions are what people need to be making. This whining about a stat set is not productive to improving balance.