Showing Posts For sorrow.2364:

Goodbye thieves, its been fun.

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Posted by: sorrow.2364

sorrow.2364

Why people think that ANet nerf things based on what people complain about?
Shortbow was nerfed due to design choices.
It is a SHORTbow, it is probably supposed to have a shorter range compared to LONGbow, right? At least, in GW1 it was like that.

You guys are exaggerating. 300 less range doesn’t make Cluster Bomb useless. At all.

Does a typical flavor of the month player stick with a profession for seven months trying to adapt to it? Aside from the thief I’ve spent a few months as an engineer. That is two professions since beta. Hardly a flavor of the month player jumping around to whatever is considered “cool” each moment. And I can’t help the fact that thief traps are complete garbage and need a buff. Or is there some other reason that no one uses them? You sound like a thief fan-boy who thinks any criticism of the profession and any player’s reasons for leaving it are nothing but whining and demands for unbalanced and unfair buffs.

Enjoy running around and backstabbing people from stealth like any one-note, brain-dead WoW player; it’s about the only thing the thief can actually do at this point. Some of us want a profession with a little more depth than a glass-cannon and with a little more versatility than backstab/heartseeker spam.

I’m saying that this kind of demonstration is ridiculous.
“I’m leaving this profession because they did not buffed venoms and traps”. That is the philosophy I hate. I never said that they don’t need a buff or a rework, I’m just saying that this topic is a joke and it is completely useless. Period.

Thief isn’t unplayable. It is strong and has some strong utilities.
Venom has some niche builds, so do traps.

If you want more depth instead of just playing glass cannon with backstab/heartseeker spam, just don’t play those builds.
There are other builds viable. Play those builds.

If you don’t like how the thief feels, probably it isn’t your profession.
ArenaNet decides how design the professions, you can do nothing to make them change idea. If they decided the Thief is supposed to be the high-mobile burst profession, you can’t just come here and ask to completely rework it to match what you want it to be.

People enjoy Thief as it is (excluding some people who actually enjoy complaining on forum about how it is weak instead of playing it). They deserve to have their fun with their profession as much you do.

(edited by sorrow.2364)

Goodbye thieves, its been fun.

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Posted by: sorrow.2364

sorrow.2364

Exactly. The thief doesn’t match my play style, and the closest thing it had has now been nerfed into the ground and completely destroyed. So why keep playing it?

And your FotM comment just makes you look ignorant.

Yeah, right.
The 300 range nerf is a “nerf to the ground”.

The FotM comment doesn’t make me look ignorant, it is just the logical conclusion.
You’re asking the thief to be stronger as you want to be. You’re not adapting to the profession as it is because you like it but you’re asking for buffs. You’re not enjoying the game as it is, but you feel weak at the point you need to quit your profession and asking for buffs. That is the typical mindset of a FotM player. Sorry if it looks like it.

(edited by sorrow.2364)

Goodbye thieves, its been fun.

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Posted by: sorrow.2364

sorrow.2364

If you really loved the profession and it really matched your playstyle, you would not leave it.
But I guess you’re rerolling to the next FotM.

So, bye.

(edited by sorrow.2364)

To Anet and to those who QQ about SB nerf

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Posted by: sorrow.2364

sorrow.2364

First off, vital shot didnt get touched, which is why p/p is still a worthless set in every game mode. Secondly, stacking vuln on bosses? yeah its great! for 1.5 seconds thanks to unshakeable/defiant, well then it becomes worthless.

As for shadow trap, I agree it could be an amazing change, except they already “fixed” shadowstep pathing, so at best its a stun break that doesnt move you anywhere and might give you a short 5 second buff. All in all, fix shadowstep pathing and it could be something great, until then however its still not good.

Merciful ambush will never be better that totc in a power build or dodgetrops in a condi build. ever.

As far as PW goes, it might be worth using sigil or para or mesmer runes, if more of our abilities worked with them. you can break STUN on basi venom, but you cant boost it with STUN duration? huh? so until those issues get resolved, people can easily step out of pw, meaning this change has very little effect on dps.

As for the cluster nerf, i’m not sure how you can forget about it or defend, its absurd. WvW siege fights are built around ranges at and above 1200, being the only class restricted to 900 completely is just bad design

1. You have also to consider the increased condition duration coming from equipment and power traitline. Also, not every encounter is a boss encounter. 10 stacks of vulnerability aren’t that useless, after all.

2. Shadow Trap pathing looks different. Unless you are 10000+ away to your trap, it always teleports you to the exact same spot you used it. I’m always using it in every match and it never failed if I wasn’t further its effective range.

3. Merciful Ambush is a matter of choices. I’d pick the easier ress for teammates over a 33s cooldown fury.

4. Blurried Frenzy and Hundred Blades works pretty much as Pistol Whip, excluding the stun. I don’t think they are bad abilities. It happens that you miss a sword hit, but it isn’t a catastropic event. The damage is still pretty good. You still have evaded attacks. You still have stunned your target.
Basilisk Venom doesn’t increase with SoP because… it isn’t a stun. If it were a stun, it would be cancelled by defiant. It can be stunbreaked for obvious balance reasons.

5. Are you saying that before the nerf, Cluster Bomb on a 1200 range was worth something? I think that it is a design choice that thieves have no high range weapons considered their mobility. It makes sense.

I play S/D so the first offense of this patch is the cost of Larcenous Strike. They should have normalize the cost by lowering the cost of Flanking Strike. The added cost to my skill broke the synergy of my build.

Second offense – Shadow Return no longer a stun breaker – which would have been a big plus during Frizz fight.

So now it’s your turn.

Among all the changes, what good do they offer to my current (broken) build?

1. Flanking Strike was too good for its previous initiative cost.
Compared to the pre-buff flanking strike, you still have reliable pathing and you still steal two boons.

2. That means that you have to work like every other profession in this game. Avoid the beams.

(edited by sorrow.2364)

To Anet and to those who QQ about SB nerf

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Posted by: sorrow.2364

sorrow.2364

Pretending? It’s obvious who’s pretentious here.

I spent 4hrs last night with my Thief in the AR dungeon and all the changes are crap – no usable option at all. I have to take my Guardian to get the job done.

The things you call “buff” has no value in practice.

(It seems that the moderator didn’t like my response so let’s try this again)

Oh, well.
That’s probably because you play guardian better than thief?
I don’t think any patch will make a thief fell like a guardian, ever.

Also, what is your point exactly? Are you trying to say that thieves are weak in dungeons and that this patch done nothing to them?

To Anet and to those who QQ about SB nerf

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Posted by: sorrow.2364

sorrow.2364

I’ve clearly pointed out the flaws in your argument. I’ve been dismissive because you’re either extremely inexperienced with thief (and therefore your opinion has no basis), or a troll.

You aren’t capable of arguing because your points are weak or extraneous.

Yeah, you are all right. clap

Now, leave this topic and let someone who is capable to have a mature reasoning speak.

I’m not arguing with you anymore. I’ve already done it and I wasted 5 pages of topic leading to nothing, arguing with a wall while getting flamed. Hope all your beliefs are right.

(edited by sorrow.2364)

To Anet and to those who QQ about SB nerf

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Posted by: sorrow.2364

sorrow.2364

It has gone too far. I’m not going into a flame war again with some people who can’t argue properly. Every argument with you, evilapprentice, ends with personal attacks.
Are you capable to have a proper discussion without harassing your interlocutor?

Keep thinking you had all nerfs and no buff. Keep complaining. At the end of the day, the fact remains as they are.

If you’re not capable to be effective with your thief, I don’t really care. Reroll another profession you think is OP and leave thief to people who are enjoying it.

If you’re not happy with ANet’s job, just quit the game and stop crying.

(edited by sorrow.2364)

To Anet and to those who QQ about SB nerf

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Posted by: sorrow.2364

sorrow.2364

Of course not, because we all know what is obvious here.

Play the game and see how the changes really affected the gameplay instead of coming to the forum and pretending thief had no buffs and all nerfs.

To Anet and to those who QQ about SB nerf

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Posted by: sorrow.2364

sorrow.2364

CUT

I’m not going to answer an obvious troll.

To Anet and to those who QQ about SB nerf

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Posted by: sorrow.2364

sorrow.2364

From a PvP standpoint –
Body shot is still useless because P/P is a joke and P/D is an underperforming condition spec. If P/P and P/D are fixed, perhaps this buff will prove substantial. As it stands, its pointless.
Steal – Yes, a buff. Steal is still on the weak side untraited, but can be potentially very strong while traited. I’d like to see steal buffed a tiny bit, and the traits nerfed a tiny bit, so the gap between traited and untraited steal is smaller.
Death Blossom – If thieves ever get varied access to conditions, this will be a great buff. As it stands, having access to a single damaging condition and poor access to “cover” conditions make a “condition thief” (IE a bleed thief) easy to counter in the current meta.
Shadow Trap – It’s like SS with less utility. It’s great as a “return to defendable point” teleport. It’s poor as a stunbreaker. If it’s triggered and you don’t need to break stun, or don’t want to disengage your target…well, it’s a waste. You’re paying an additional 15s CD for that stunbreaker. Drop Stunbreaker, leave other changes in, reduce CD to 35s and you have a fantastic skill.
Merciful ambush – Sounds strong, but competes with thrill of the crime, buffed Long reach, and Uncatchable. Testing required to see if it can bring enough utility to be better than those.
PW – Still carrying around a 15% damage nerf from when quickness was a problem. Maybe it’s better, haven’t tested – can people still walk out of the last few swings?

People’s problem with SHbow nerfs is that they feel undeserved. For a long, long time, SHbow has been considered the “perfect” thief weapon. It’s flexible, all the skills are worth using, and it didn’t feel OP. Then they just kept chipping away at it. 15% CB dmg nerf, Trick shot seeking nerf. Now a CB range nerf, and the Lotus Poison/Choking gas Nerf. They buffed weakness to the point where now Choking gas + lotus poison was too strong, and their change to lotus poison feels excessive. They SHOULD have cut weakness from lotus poison to 2s and given it a 5-6s per target CD, to encourage counterplay. Instead, its 4s every 20, which screams at the thief (and other players) Burst burst burst, run away.

I can agree that P/P isn’t a good set in PvP (but it is quite good in PvE), mainly because shortbow is always a better choice as ranged weapon and P/D lacks synergy, but the Vital Shot buff is still a good buff.
Stacking vulnerability as easy on boss is a good thing.

Thieves have access to more conditions. Venoms have a whole set of conditions that can be applied on demand. You can cover your bleed stacks with Torment, Poison or Chill. Plus, there are several traits in the power traitline which grants situational conditions. Don’t forget also stolen things. Some of them give some extra conditions and CC. Condi thieves, now, are pretty much forced to build around steal too, so it is a factor to take into consideration. Not every condition spec needs to have access to every condition in this game.

If you want your Shadow Trap not to trigger, just put it when you know it doesn’t trigger. It isn’t that hard and I can easily place them in safe spots to run away when needed. It is a very strong skill as a stunbreaker, mobility and escape.

Merciful Ambush is the right trait to pick when you have only 10-15 points into trickery. It competes with nothing in that case.

Regarding PW, it is possible that people escape to some hit, but with Sigil of Paralization, it is quite hard that some hits misses. 15% damage nerf is low. I can crit for 8k in sPvP in zerker gear, I don’t think it can have a damage buff without getting into the OP side.

Don’t forget, also, that SB had an implicit buff. Choking Gas + Cluster bomb still gives weakness, which is now really really strong. This alone makes me forget about the range nerf to cluster bomb.

(edited by sorrow.2364)

Axe Now Is For Condi Builds?

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Posted by: sorrow.2364

sorrow.2364

Best condi build, as far I know, is 30/30/10/0/0 with Scepter+Dagger/Staff.
Have to experiment more tho.

Thoughts on Necro's after patch.

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Posted by: sorrow.2364

sorrow.2364

Bit hard in group fights

Group fight? I see only Necro skills there.
You were playing 1vs1.

But yeah, I guess using Stomp in group fight when feared is too hard.

To Anet and to those who QQ about SB nerf

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Posted by: sorrow.2364

sorrow.2364

People here always find something to complain about.
Also, you guys tend to see the bad side of the situation.

- Steal. It’s huge. Don’t pretend it’s not. The most powerfull skills of thieves come from that ability. Also, when traited, it is a boon factory. Steal builds are extremely strong right now.
- Pistol Whip. The decreased time window between the stun and the flurry is noticeable. PW is now effective both in PvE and in PvP.
- Death Blossom. Why are you all forgeting about this skill? It stacks bleed faster than any other skill in this game and it do that while evading. This is a big buff, not a small one.
- Body Shot. It has its aftercast (which is the main problem with body shot) decreased. Now this skill can easily stack 20 vulnerability on a target. With some condition durations, it is an extremely useful damage boost.
- Shadow Trap. Amazing. Pretty hard to understimate its value.
- Merciful Ambush. Huge buff in both PvE and PvE. Thieves already were amazing ressers, now they are even better.

But yeah, they nerfed the range of Cluster Bomb from 1200 to 900 (hurting only the WvWvW turrets), let’s all cry about it. Who cares about buffs, thief only has nerfs. Q_Q

(edited by sorrow.2364)

Are necros op now?

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Posted by: sorrow.2364

sorrow.2364

It’s funny how in the Necro forum people are actually worried whether the buffs they (finally) received made them OP or not while every Thief and Mesmer never worried to be insanely OP for months saying “L2P” to everyone who made them notice that.

That’s probably because people who used to play Necromancer are used to have it 10x harder, while people who played against Necromancers used to think “uh, easy kill there” each time they see one.

Now they received the deserved nerfs while Necro the deserved buffs.
Justice is done.

Can you buff thief condition spec!

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Posted by: sorrow.2364

sorrow.2364

Necro and engineer have more conditions but they give up alot to get it. Both the engi and the necro are very easy to kill if focused. They have no stealth, no shadow steps. little vigor, little or no invuln.

If thief was given such conditions it would be utterly broken and insanely OP. They would appear, load these conditions and then vanish before doing it again. You ideas would be game breaking.

That it true.
Conditions are too much forgiving for stealth builds.
While Necros and Engineer are always on sight when conditions are taking effect, any decent thief can just stealth, wait for stealth do end, apply conditions and stealth again.
That’s pretty the same situation of Caltrops thieves. Nobody wants to come back to those old, dark, days.

For future reference, L2P means...

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Posted by: sorrow.2364

sorrow.2364

Would you like to hear how many times I have died to a solo thief on my ranger? It might surprise you. The answer is 0. Why? Because they are so darn predictable once you play one

No, it’s because BM rangers are incredibly strong in 1v1.

For future reference, L2P means...

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Posted by: sorrow.2364

sorrow.2364

I don’t think so.
Pretty much, when a Thief says L2P, it means:

I have no real argument against yours.
I just want to enjoy my profession and I don’t really give a kitten about balance and everything. I just want to faceroll people and I don’t want to waste time to get better, while you should if you want to have any chance against me while I’m mashing buttons randomly with no real clue on what I’m doing.

That is pretty much what I read when I see L2P in the thief forum.

Seriously guys, you should stop doing this bullkitten.
I’ve seen L2P said to really well formed and logically correct arguments regarding thieves, which is really sad, to be honest.

I’ve seen L2P said to people who kindly asked for suggestion on how to counter thieves.

Everything who were said to be broken about thieves was then nerfed, which it means that, probably, most people complains have some sense.
Probably also other people have a brain, not only you.

Need tips on countering thief.

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Posted by: sorrow.2364

sorrow.2364

I in no way said thief is OP I just can’t play against them… I’m shocked you guys jumped to the “please nerf” wagon before anything else…

Welcome to the Thief forum!

Sword/Pistol steal build (sPvP/solo que)

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Posted by: sorrow.2364

sorrow.2364

I’ve run exactly your build but with 30 in Critical Strikes for Executioner and First Strikes.
Having 6+ initiative is incredibly easy when you have an ini pool of 15, plus Pistol Whip, due to the high channel time, rarely let you fall below that point.
Also, Executioner is a must have.

As utility, I’d take Shadow Trap. It is incredibly useful for both an escape and a mobility tool.

Death Nova on minion sacrifice

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Posted by: sorrow.2364

sorrow.2364

I don’t know if it is intended or not, but Death Nova doesn’t trigger the damage on minion sacrifice while the poison field normally shows up.

New changes discussion thread 6/25

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Posted by: sorrow.2364

sorrow.2364

Necro needed that buff, don’t fool yourself guys.
It has been a profession for every tryhard of this game before this patch and now that Necro is on par, all of a sudden it feels OP just because none expected a Necro to be a real threat.
Everyone had buffs in this patch. I can say that also the Steal thief feels OP now, but it’s just a matter of learning how to deal with.

Let the meta establish, then say what’s OP and what’s not.

Death Nova damage

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Posted by: sorrow.2364

sorrow.2364

It triggers whenever a minion dies except when sacrificed. It does 1k-1.5k.

Do you know how does it scale?

Death Nova damage

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Posted by: sorrow.2364

sorrow.2364

Has anyone any information of how much is it, when does it trigger and how does it scale?

Another PvP break

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Posted by: sorrow.2364

sorrow.2364

Why people only see the bad part of the situation?
Just look at the buffs Ele had.
Reduced casting time and aftercast to almost all staff skills and other skills too.
Persisting Flame. (perma AoE fury? Yes, thanks.)

Patch notes - Necro - 6/25/13

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Posted by: sorrow.2364

sorrow.2364

necro is broken op. hope you guys are happy.

Kinda.
Mesmer has been (and probably still are, have to see what the patch did to them) broken OP since release.
So I see nothing strange if Necro has its period of glory.

Patch notes - Necro - 6/25/13

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Posted by: sorrow.2364

sorrow.2364

Life Blast: This skill now scales based on range instead of amount of life force.

As a necro who is finally learning how to utilize DS properly, this is the change that excites me the most (in addition to the new skill, of course). The question is will the damage boost be noticeable; anyone online now have thoughts on this?

It also had a buff on range. Definitely a great buff, no question.
I had a 5k crit on a guy today in PvP, never had it before.
That’s probably thanks to Axe Training + Close to Death

Patch notes - Necro - 6/25/13

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Posted by: sorrow.2364

sorrow.2364

How can people complain with such a great patch?
This is amazing.
A buff to the whole line to Necros.
I have to test them out properly tho.

Has anyone news on how’s the damage of Death Nova?
It looks like it doesn’t trigger at all.

REAL Thief trait changes

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Posted by: sorrow.2364

sorrow.2364

Well if ANET is smart they wouldn’t nerf a weapon to “oblivion”

For DanH an increased initiative cost of 1 point on LS is a “nerf to oblivion”.

REAL Thief trait changes

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Posted by: sorrow.2364

sorrow.2364

well, i am happy the sword isn’t nerfed into oblivion…

How do you know that?
Those are only trait changes.

REAL Thief trait changes

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Posted by: sorrow.2364

sorrow.2364

And why are those patch notes more real than the leaked ones?

they were able to get a preview. There are some videos about the new dungeon and other stuff as well.

Still need to know the skill changes as well as mechanic changes.

We willl see it tomorrow anyway

So is that the full list of traits changed?
If yes, it is quite sad.

REAL Thief trait changes

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Posted by: sorrow.2364

sorrow.2364

And why are those patch notes more real than the leaked ones?

Suggestions of players in leaked patch notes

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sorrow.2364

Increase FS overall initiative cost: https://forum-en.gw2archive.eu/forum/professions/thief/Flanking-Strike-was-definitely-overbuffed/first#post2090963

Death Nova deals damage: https://forum-en.gw2archive.eu/forum/professions/necromancer/Death-Nova-should-deal-damage/first

There are several suggestion taken by users if those patch notes are real.
I’m pretty sure that the reduced aftercast of Body Shot was suggested too.

How Good Is Cleric?

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Posted by: sorrow.2364

sorrow.2364

At the end of the day, there is a reason of why no Necro runs with healing power or Blood Magic.

I do quite well.
http://www.youtube.com/watch?v=SrSTrxZPZSU

Well, 416 Healing Power with food buff and full ascended gear in WvWvW isn’t really a proof of how Healing Power is worth taking.
You can have your gear fully focused on power and scepter/staff and still doing good in WvWvW.

How Good Is Cleric?

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Posted by: sorrow.2364

sorrow.2364

That having Healing Power on a profession where only Regeneration benefits from it is a complete waste.

Consume Conditions (both values) and Signet of the Locust both scale with HP.

Taste of Death and Deathly Invigoration also scale with HP and Regeneration can be perma-spammed on Necro too.

It’s not new that Healing skills scale with healing power, but it doesn’t mean that it is worth having a lot of healing power just for those skills.

Regeneration alone isn’t that much to justify 1000+ healing power, while Deathly Invigoration is bad also with full healing power.
Signet of Locus has its recharge time too long to be considered worthy as an heal.

At the end of the day, there is a reason of why no Necro runs with healing power or Blood Magic.

Unload + retaliation = sad thief.

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Posted by: sorrow.2364

sorrow.2364

Come on guys, don’t act like a victim.
Every profession has a skill which triggers retaliation a lot of times in a short period of time and Unload isn’t even the worse in this aspect.

But, guess what, only in the Thief forum people complains about it.

Unload + retaliation = sad thief.

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Posted by: sorrow.2364

sorrow.2364

You have two weapon sets.
If you see someone with retaliation on and you have no way to strip it with your build, just switch to the other set with no channeling skills. Retaliation’s damage is worth nothing when against someone which deals high damage with a low number of hits.

That’s the point of retaliation, punishing people who don’t pay enough attention.

Cloak & Dagger Change Suggestion

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sorrow.2364

thank you for pointing this out as i have b een saying for many months to the thief haters that backstab and CND are less than 50% success rates for hitting an enemy. its just hard. keep practicing you will get better. i have had fights where i miss none….others where i missed 4-5 in a row :P it happens

Actually, before the nerfs, landing a CnD was far easier.
The instagib combo relied on precasting CnD and then using Mug to have a granted CnD coupled with a really high amount of damage.

There aren’t thief hater for no reason. People hated thief because it was too strong.

How Good Is Cleric?

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Posted by: sorrow.2364

sorrow.2364

That having Healing Power on a profession where only Regeneration benefits from it is a complete waste.

Potential leak of 6/25 changes

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Posted by: sorrow.2364

sorrow.2364

Nobody mentioned the “Death Nova deals damage”.

Assuming those changes are real, why none see the potential of this change?
Minionmaster will be way more viable and spending 30 points into Death Magic will be truly worth it. Even Reanimator now has its value!
AoE on minions isn’t a good idea anymore.

Our healing

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Posted by: sorrow.2364

sorrow.2364

“A whole second healthbar”… that gets spiked down in 2-3 seconds in WvW, or at least quite quickly in any other PvP mode.

Okay then.

I think that with “a whole second healthbar” he meant “a whole healthbar that lasts a second”, which really makes more sense.

Humor apart, Blood Magic definitely needs to be looked at. There is no real tradeoff in not investing point in that traitline.
You are not getting vitality, which you don’t need anyway. You’re not getting Healing Power, which you don’t need since none of our abilities scale with Healing Power.
You’re not getting any trait worth picking.

So, why anyone would invest any point in Blood Magic? Only a fool or a tryhard would do that.

(edited by sorrow.2364)

Potential leak of 6/25 changes

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Posted by: sorrow.2364

sorrow.2364

Don’t forget that Spectral Wall is 14 (or 16, can’t remember) seconds when traited.
Just imagine a 14 seconds of “You can’t pass here” wall.
2 necros can permablock an entire zerg of players entering a castle in WvWvW.
How can you guys think that those patch notes are remotely possible?

Build Concept: Might Stacking Venom build

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Posted by: sorrow.2364

sorrow.2364

3) normally a good team should be able to have 25 stacks of might even without a thief… 1 Mesmer 1 warrior 1 thief or 1 S/D Ele and you have them.. Thieves should not goal for it
4)why 16%?
You dont have dagger training 5%, you dont have executioner 20% (average of 10%) you dont have First Strikes (10%) so we have 25%

3) That’s the point of support build. If you have already 2 support professions in your team, there is no point to run support yourself and it will obviously hamper the overall effectiveness of the build. But imagine you did not have those support build, but just one (which is common on PUGs). The situation changes.
4. I was talking aboud the difference in critical chance.
Well, as I said, First Strikes and Executioner are situational. Executioner is more reliable, First Strike will be not triggered most of the time. The damage bonus you lose is compensated by the extra damage of Venoms and the increased healing capability.

It is obvious that a pure glass cannon build deal at some points more damage, but the difference isn’t that much to consider the venom share build completely unviable.

Cloak & Dagger Change Suggestion

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Posted by: sorrow.2364

sorrow.2364

Well, if you miss due to block/miss, you should practice more.
If you miss due to evade, you’re probably being outplayed.
We can say that CnD is more or less a “skillshot”.
It is more cheap on initiative than the Black Powder+HS combo (4 if traited and landed), but it is harder to land.

Build Concept: Might Stacking Venom build

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Posted by: sorrow.2364

sorrow.2364

1. Critical Damage isn’t a straight damage boost. You have to weight its damage boost according to the chance it has to trigger (critical chance).
2. The critical damage diffence between Venom Share and non-Venom Share build is only 30%.
3. Venom Share allows you to have at least 6 stacks of might permanently. You’re giving those stacks of might also on your allies. You should consider also the damage boost of those stacks of might.
4. The non-situational critical chance decrease compared to venom share build is only 16%. That chance can be compensated by the non-spent 10 traitpoints that venom share build left unused. Either use them on Critical Strikes or on Trickery.
5. Venom Share build grants approx +450 damage per hit to anyone affected by venoms (depending on power). That extra damage should be counted too.

All those are only considering the offensive side of venom sharing builds. We are not taking into account the increased defensive capability and the support this build has to offer, compared to the non-existent defenses and support of the pure glass cannon thief.

Last Refuge Cooldown Reduction

in Thief

Posted by: sorrow.2364

sorrow.2364

If they were true, they are going to make Necromancer the next FotM OP profession.

That’s no proof. ANet is perfectly capable of that.

Yeah, but they never made it that obvious.

Build Concept: Might Stacking Venom build

in Thief

Posted by: sorrow.2364

sorrow.2364

Venoms are bad bad bad….bad. You realize that a zerker thief’s dagger 1 can crit for over 3k and that has a .25 second coodown? 320 damage for everyone in the party is like 1/2 that and is on a 45 second cooldown (and guess what if you aren’t using venom share is 10000x as bad). Not to mention to lose all your good utility like projectile reflection and SR resses, and its even worse from a PvP perspective (have fun with no stun breakers / extra invis) not to mention anyone with a brain has a way to remove conditions or send them to you, or turn them into boons.

1. You don’t necessarily need to run 4 venoms. If you need an utility, you can bring it over the Venom which triggers the least.
2. Those are 320 damage (scaling with Power, which is going to be 400+) * the amount of times you trigger the venom * the amount of allies affected. Spider Venom triggers 6 times per cast. 2 allies affected (worse situation) are 400*6*2 = 4800 damage. Same amount is healed.
3. Cooldown is 36 second in the build I’ve linked. At least, check it out before criticize the build so aggressively.

You are totally right, I thought exactly the same when I read it

lets state what you miss with venoms:
+10% dmg ini > 6
+ 5% with dagger
+ 7% Crit chance
+ 300 precision -> 14% crit chance
+ 30% crit dmg
+ 20% crit dmg < 50% hp -> average of 10%
======
- 21% Crit Chance
- 55% dmg

Any suggestions?
Yes: dont use venoms

Crit damage isn’t overall damage.
You forgot also to consider what you gain when using venom sharing build. I have to go now, but I think you’re smart enough to do the math by yourself.

Thanks! Finally the promised moblity :))))

in Thief

Posted by: sorrow.2364

sorrow.2364

Hard to catch is more effective at screwing you than anything else. If anything the cd reduction is a nerf.

This trait should be removed.

Seriously?
Like, getting away of your enemy burst when you’re stunned is bad and should removed from the game?

Are you guys even considering that, according to the leaked patch note, the minimum recharge time of Steal is 15s?

Thief utilities awful for PvE

in Thief

Posted by: sorrow.2364

sorrow.2364

Why would you use might duration runes? Just feels like wasted rune slots. Ruby orbs or Scholar runes all the way for higher crit dmg, more power, and that sexy 10% damage boost. This is a PvE topic after all so it’s not like you’ll be getting hit all that often. I don’t know why you even brought up survivability. As long as you can survive 1 big attack, you don’t need any more tankyness.

I was also comparing it to my build that’s 25-30-10-0-5 for infinite cnd backstab chains and burst ini on steal. That build also allows for, imo, significantly better support options like smoke screen, shadow refuge, and/or signet of agility. It also allows for super easy stealth stacking when running through trash. Better than 15 in acro imo (except when fighting Lupi only, there 15 acro is better).

Fury really isn’t a big deal either. I have fury when target hits 50%. By the time 1 fgj wears off (every group has a warrior right now… there’s too many of them), SOMETHING will be bellow 50% to trigger the trait. By the time that wears off, fgj will be back up. If w/e needs to die isn’t dead by then then you problem isn’t a lack of fury. The only bosses in the game that usually won’t be dead by then are Lupi and grawl shaman… and most of the fractal bosses when you are doing 40+. On those bosses the venom sharing and totc would be nice to have but I’d still prefer a smoke screen to stop the crazy amount of projectiles that plague fotm and signet of agility that cures a condition for everyone and refils my end. I’d also prefer ally thieves to be using a more dps oriented build since they really are losing out on a lot just for the venoms and the desire to go support. If the pve content was more comprehensive and challenging, then maybe venom share would be better, but it’s pretty useless now.

Might duration runes are because they raise the might duration from 20s to about 36s, which is huge. Also, it increases the might stacking duration from combo-finishing too.

Keep in mind that you don’t need to always run 4 venoms. 3 venoms are enough, 2 also if you need other utilities. All you want to make sure is to bring Spider Venom because it triggers 6 times healing affected allies (and you) for 2400hp.

This is a support build, obviously. It isn’t supposed to deal the same damage of a burst build, since it boost the damage output of you whole team. But, despite the fact it doesn’t deal the same damage of a full zerker thief, the damage output is still pretty sweet.

Potential leak of 6/25 changes

in Necromancer

Posted by: sorrow.2364

sorrow.2364

Ele cantrips are getting nerfed (no longer stunbreak). If this is true, with the necro boosts also incoming, holy cow. If even half of the ‘wtf’ updates are making it life, necromancer will definitely be my main for time coming.

I think to much people cry overpowered though. Spectral effects are underpowered, simple as that. If they hit your normal hp bar they work but you loose hp, you achieved nothing. If by accident or wathever you enter DS when you have spectral effect you loose it. Silly. These boost really should come to life. The cd’s on spectral effects are long enough to warrant strong effect.

Current necromancer is NOWHERE near ATTRITION. NOWHERE. These updates, could change that however.

Jon peters also said they would ‘globalize’ stun breakers. I dunno, but honestly this looks remarkably close to reality. Even the way it’s written, exactly the way anet would write it. ‘this skill now will consume Torment’.

If this is indeed fake, the ‘faker’ did one hell of a job. Probably took him days to achieve this notes.

Wich makes me to believe, that this is leaked on purpose, by Anet. Anet doesn’t want armies of crybabies ‘omg X profession OP’. So they leaked it, in the hopes we will respond. Now with everyone here saying it will be overpowered necro (coming from Necro’s OWN voices), this is bad. They will scrap most of the updates now. Gj necro’s. I just dumped necro for ele, and even with all the kittenloads of nerfs on ele’s, they are way better then necro. That’s my take on it. So if you even want me to main again necro, you better make these update notes real. Most necro traits/skills are ‘not exciting’. A game should be exciting. A necro should be feared for it’s attrition and ability to control. And at the moment only plagueform is capable of that. With a corresponding heavely long cooldown.

Well, it’s not that if Necro is weak we have to complain about it but if it is overpowered everything is fine. The balance changes should be just the right ones. Nobody wants here to be FotM for a week and then being nerfed into the ground like it happened in beta.

Those patch notes shows an incredibly strong Necro and doesn’t really address some of the real issues of Necros.

Blood Magic is still worthless.
Staff builds still needs 3 different traits to be effective.
Axe damage is still lackluster.

Some of those traits doesn’t really make that much sense balance-wise, that’s why those are probably fake.

Thief utilities awful for PvE

in Thief

Posted by: sorrow.2364

sorrow.2364

Also losing 5% crit chance when hp is high, 300 precision, ini on crit, 10% damage when ini is over 6, and w/e you chose for the other 2 traits on top of everything else you said. So to spec into venom share, you’re losing over 40% overall dps to share some junk venoms, that are weak conditions in a pure damage game, and get a few might stacks that probably won’t stack since that guardian + mesmer or you + fire field + mesmer or w/e already stacked 25 might. If you’re constantly dpsing (like you should be), you’ll only be able to maintain 4 stacks of might from might on stealth. The only time you’ll have more is if you’re sitting invis, not attacking.

To which build we are comparing it to?
Because if we are comparing it to 25/30/0/15/0 build, you are gaining also a great amount of survivability running venom share.

You’re not sharing conditions only, you’re sharing steal health effect, which matters way more than conditions and might sharing.

With venom sharing and 20% might duration runes, you can mantain 14+ might stacks easily.