Pistol whi kitten howing Larcenous strike as a second attack but does not proc.
It has been discussed already. The trick is that Larcenous Strike is an attack that only requires a sword main hand to do. So you can use Flanking Strike to get the LS buff, then switch to a S/P set and do Larcenous Strike there.
It was probably made on purpose by ANet.
They could change P/P #3 skill by adding that little fact :
- Dodging doesn’t stop the channeling of this skill.
In the off hand it needs to allow for as much stealth as any other weapon set.
P/P allows as much stealth than S/P already.
(edited by stof.9341)
Completely revamp Frenzy to a much much shorter CD. Frenzy shouldn’t be balanced around the CD, it just becomes an extremely volatile effect that will probably only really be used to rez/kill downed players, because every Char has Stunbreakers more often than the War can possibly dish out his Frenzy. It gets to a point where it’s simply a matter of: “can I get lucky and my opponent doesn’t have a defensive CD rdy” And if you play against a Warrior, you’ll simply hold on to the necessary CD’s when there’s a chance that he’ll be roaming to you.
So what to do?
- reduce CD to 20 seconds , but make the Quickness shorter and the Drawback a longer Duration.
It’s funny how you complain that every char has a more stun breaker than you can frenzy, and proceed to give the Warrior a 20s CD stun break skill :p If you reduce Frenzy CD to 20s, it’ll have to lose it’s stun breaker properties.
Pistol #4 is one of the best skills in our arsenal. Situational though.
My elixir gives a a 5600 HP heal on a 25 seconds cooldown (20 with traits) and 10 seconds of regen
My turret gives a 2600 HP heal on a 20 second cooldown (15 if I drop it and insta-pickup) and 3 seconds of regen.
I just can’t see why I would pick the turret…
I can see why you wouldn’t pick it. And that you don’t even try to learn how your skills work.
Did you knew you can overcharge your turrets once placed? Try it it can help.
Well, it’s easy to remove a Thief boons : just don’t use any yourself
Anet hasn’t spoken a word since the launch, that’s like 8 months and counting. Assuming is hardly a fair word to describe our (the people who crash on win 32 bits) discontent. In the end our fix is buying windows 64 bits? Hah. Good for them if they manage to fix it, but I’m not holding my breath.
32 bit windows memory management is just plain worse than 64 bit. A program running under 64 bit windows got more memory available to work and has less fragmentation issues. ANet doesn’t want to spend much time working on your problem because 32 bit windows installations are fading out. Heck, we just celebrated the 10th anniversary since AMD created the first 64 bit PC we use :p
I doubt they’ll allow that. They seem intend to keep a class armor time as a recognizable visual identity hence the “no cross armor type reskin” and “no fighting in town clothes” stuff and the like.
Hiding the whole armor set would allow people to hide their armor type and make it harder to determine their class in WvW.
Shadowstep into a group of close standing enemies, blinding powder, haste, cluster bombs in powder field for stealth and damage to enemies – once it finishes activate dagger storm elite – if enemies are not dead yet, shadowstep away.
Nice theory but if you actually knew about the Thief class, you’d see that half of it wouldn’t work at all and the rest counts on the fact all the enemies are bads.
It’s impossible to kill people 1v6 because they rez each other too fast.
The cast times arn’t wrong guys, the TOOLTIPS are wrong.
The cast times are right. The tooltips are right too. It’s just that no tooltip mentions the backswing duration after an attack. The arrow from Trick Shot correctly fires at the end of the activation time and if you get interrupted after, during the backswing, you do not get the “Interrupt” effect.
Damage range probably.
I don’t think it’s a bug. FS was split into two attacks : the first one with dagger offhand that has an evade component, the second with sword main hand, the LS we love. That second attack is perfectly doable once you switch to S/P since it only requires a sword in main hand to complete.
The T1 AND the T2 can be found as loots for some, as personal story rewards for others. T3 stuff is completely unique though.
I don’t know for sure but the elementalist I faced in WvW melted under my pressure and I ended the fight with 4 boons myself
Thieves, rangers, and warriors were already more mobile than ele WHEN OUT OF COMBAT. This will be even more true when RtL’s range is reduced. You spend a lot more time travelling out of combat in game modes outside of sPvP, which is why people want this balance change to be sPvP only.
Some classes are more mobile, others are less. Elem will still remain more mobile than the mesmer, engineer, necromancer and guardian.
Is it that strange that the melee classes that need gap closers have more mobility out of combat than the others?
D/D is OP… on PvP for kitten’s sake not on PvE
And the RtL nerf has exactly 0 effect in PvE, except for moving around. To which I’d reply you should try playing a Mesmer or necro or engineer and see how it goes for them.
Most replies contradict themselves here.
You are promoting challenging content AND advise players to either skip it or gather enough force to stand a chance to win it.
You are trying to prevent changes that would enable players to actually fight with their own character instead of using numbers or tricks to bypass difficulty.
You don’t want difficulty, you defend something that looks like it but is not.
A mob you can’t beat and must either bypass or zerg is not difficult, it’s just silly.
Who’s bypassing difficulty : the player that makes creative use of environment, items and skills to get the skill point without killing the champion or the one that makes a “Champion OP, nerf it to Veteran status !” post?
You forgot about blurred frenzy… which is 2s. Mabye mesmers start to play GS instead of sword after the patch.
I’m pretty sure the devs in the SOTG said it only affected the Distortion effect from the F4 skill.
Warrior can not use heal while in Endure Pain state.
And all other moving skill that has the similar effect or give invulnerable or no dams apply the same change.
You are aware you can interrupt a warrior healing in Endure Pain state. You can apply conditions like Cripple or Immobilize. You can stun him. You can apply more damaging conditions on him.
not completely, but still weaker… maybe it has some influence on initiative regen? or maybe its intended to affect him only partially
And maybe the other classes once they notice their skills are still in cooldown, well they shrug, switch to their other weapon set and carry on. Thief cannot do that, chill or no chill. Which is why having chill reduce initiative regen would be much harsher on the thief than on the other classes.
I am not for or against, but I wanted to point out that the current way thief works, essentially negates a while condition – chill…
Except for their utilities, elite and heal. And their F1 skill. Let’s not mention how crippled a thief is with -66µ move speed.
Wait, it seems chill isn’t negated at all on a thief.
I never said it wasn’t. However this was an example of something in the game that was clearly not tested. There have also been skill changes that have been changed back after supposedly being “fixed”. There’s still a massive list of bugged skills for every class out there.
And you’re arguing that Anet test stuff, thoroughly? Get real.
The instance worked perfectly well when you entered it after finished the dungeon that gave you the token.
BUNKER ele deserves some nerfs. These nerfs do almost nothing to address BUNKERS. It just hits non-bunkers and makes them even less useful than they are now. It’s like saying condition necro is too strong so we’ll remove your direct damage.
That’s because ANet wanted to nerf two facets of the ele they found not working as intended. First the excessive mobility of the class allowing it to contest far points at the start of the game even before they get captured. Then, the bunkering itself. The former case is mostly “fixed” with the RtL nerf. The later is waiting to see if the Warrior and Thief new boon hate mechanics counter sufficiently well those bunkers first.
Then the nerf on mist form, which actually also affects the engineer which isn’t exactly a strong bunker class itself is more of a side change.
Confusion have been nerfed in sPvP for so long, I wonder what make you think it’d remain the same forever in WvW. The problem with Confusion is that players proc it much much faster than monsters. Hence the nerf in PvP. Now that WvW is getting specific rules, it can receive the same treatment than in sPvP.
You know, the attacks in this game like in many others are composed of an initial delay and a backswing. The activation time we see on all attack skills are the time between you start the attack and the attack lands. It doesn’t mean you’ll get to do one attack every 0.25s. There’s still an unmentioned backswing animation which shapes the real DPS of the skill.
This is no bug.
ANet should remove all dependence on Thoughness for aggro. If they want to make a “Threat” stat, then let them do it plainly and not overload the meaning of an useful stat.
It’s at the point I’d rather get my thief in all Berserker to remove any trace of Thoughness in my build because it allows me to survive better …
Must be the second part of the “Shadow Shot” Dagger/Pistol dual skill.
Can you explain, because i didn’t get it. I got this if you have let’s say 3000 and you get damage 2500. That means 2500/3000=~0,83 and what does this number means ?
Can you write some kind of formula.
Thanks for anwsers
What you don’t see because you always have a lot of armor is that at level 80, you are actually often doing 2000000 damage attacks. 2000000 / 2000 = 1000 damage after armor mitigation. 2000000 / 3000 = 666 damage. Going from 2000 to 3000 armor reduces all damage you receive by 33%.
Sigil of earth. It has a high(60%) chance on crit for 5 second bleed and only 2 second cooldown. You can stack a few bleeds on its own or if you have condition duration.
Sigil of accuracy for the other hand. Extra 5% crit chance and no cooldown to interfere with sigil of earth.
Sigil if earth sucks. Doesn’t stack with the one that gives might on weapon swap. There are 3 kind of sigils : the ones with a cooldown, the ones with a passive effect and the ones with a stacking effect. Two sigils of the same kind do not stack.
I’d say, you probably got enough condition duration and the like, not sure it’s worth it to use any of the passive sigils once you get 25 stacks.
Movement speed boosts do not stack. There’s no such think as “25% signet + 33% swiftness”. You just got the “33%” part active which is the highest speed boost possible in the game, EXCEPT for in combat thieves currently stealthed with the correct trait who get 50% more. Except it doesn’t work outside of combat because speed is hard capped at +33% there.
1.) It’s a terrible idea because no one will know how boon hate works. Boon Hate trait for Warrior could give +.5% damage per boon where on a Ranger it could give +2.38% per boon. It also doesn’t do anything but boost damage. If you look at the state of things in sPvP, damage isn’t the main issue holding classes like Warriors and Thieves back.
Or you know, it could just be written in the trait description like every single boost of the kind is currently written …
2.) Shutting boons down for 10 seconds out of every 30 seconds is going to be the end of the world for Guardians and Elementalists? The same classes that can become immune for nearly 10 seconds through skill and ability use? The same classes that can move unhindered 1200 yards away? The same classes have more than one method of healing?
10s without boons = 2 less dodges for vigor buffed classes. That’s 50% less dodges for elementalist which means losing 2 condition removals, plenty of damage mitigation and some healing. 10s without boons = 10s without protection. Without regeneration. Without retaliation and stability. Without might and fury which allow those classes to have a presence on the point above the unkillable part. It’s huge.
Moving 1200 yards away = losing the point, ie they got countered in the process.
I’m sure they’ll manage. And if they can’t, then change the counter from 10 seconds to 4. Figure it out.
Hey, you are tweaking numbers here. I though balance wasn’t done by tweaking numbers but by adding new mecanics?
Now as for depth? We have classes right now like Warriors and Thieves that don’t bring anything to the table in sPvP. Boon Hate alone still won’t allow them to be functional classes, but at least they’d have a role to play. And anything that adds more depth to the PvP system is a good thing.
Boon hate will allow ANet to tone down the burst of those two classes while increasing their sustained damage at the same time. Thus giving them a fair chance at bursting down the current bunkers without making them instagib anything that isn’t a bunker. Or do you think the Boon Hate thing would be given to us alone with nothing else to go with it?
There’s plenty of options here. Maybe a flat damage bonus isn’t the best way to do Boon Hate but you sure didn’t provide any better solution.
It’s all going to come down to how boon hate is implemented. If it’s implemented as a passive damage increase against a target depending on how many boons they have it will be an absolutely dreadful mechanic. All it will end up providing is another variable in the class skill coefficients where if a Thief doesn’t do enough damage against guardian’s, they’ll up the coefficient until the class is where it needs to be. They’ll then do the same thing for a different amount to Warriors, then Rangers, and so on. Terrible.
This looks so reasonable and such a great idea. I mean, it’s a simple system, it’s got great tuning potentials and will lead to the point where Thief, Warrior and Rangers are where they need to be. What is there to hate?
Instead, what if boon hate was attached to skills with cooldowns (not long cooldowns as they need to be a realistic element to keep in mind and not some small niche thing you see once in awhile) and these skills would destroy all boons on the target, place a debuff on the target so they can’t get new boons for 10 seconds, and did a small damage premium (+2% damage) per boon destroyed? This way you add a whole new dynamic to the game. Classes like Elementalists, Mesmers, and Guardians would now need to coordinate with their teams better, they’d have to reserve defensive skills for defensive purposes instead of lining up damage, and you encourage classes that are already ignored in this game (Warriors and Thieves in sPvP for example) a reason to be brought along.
Now this one is such a terrible idea XD Are you really suggesting such a huge penalty for getting hit by a low cooldown skill while having a single boon?
What new dynamic you added in the game except completely destroying ANY chance of guardian and elementalists from surviving any fight by completely shutting down their whole ability to use boons?
Boon heavy classes apply boons so fast, making skills/traits efficient enough at removing those would make every single boon useless for the not boon heavy classes. Better to add some boon hate thing instead.
This is true. However, it’s kinda meaningless considering that the damage formula depends on the weapon, power and skills that your opponent is using. About the only point of reference that you can get is if you happen to have a fully geared characters of all races. Then you could use the tooltips, which assume 2600 armor at level 80, as a point of reference.
So, you’d want the armor stat to be replaced by a % decrease/increase compared to the same damage you’d receive if you had 2600 armor? Fine but useless really.
But the number tells you EXACTLY how much it reduces damage. If you have 2000 armor, the damage you receive is divided by 2000. It you have 2500 by 2500 and if you have 3000 by 3000.
Firstly, Steal is a stun-break.
No it isn’t. It’s as much of a stun-break than “For Great Justice!” is.
We thives got 3 profession specific mechanic.
- F1 Steal that gives us another target dependent skill
- Initiative bar instead of cooldowns on weapons
- Stealth skill that replaces weapon #1
I don’t think we are that bad compared to other classes really.
you’re forgetting those classes not only have 25% on traits but also usually have another 25% on signets wich makes them have 100% uptime 33%(out of combat) without swiftness and all the while giving them extra speed during combat wich you ll lose once in combat . enter combat and use slick shoes’s tool belt skill and you ll see how fast they really run 100% of the time during combat and then laugh at your swiftness.
Except that no speed boosts stack in the game.
With Fury,they give us 20% of crit chance,equal to 400 precision as you state.t
The only way, we can have fury is through Air 10 traits. And while we may have permanent fury, we can not burst as hard as Zerker since we are not traited for power. I believe, to be a zerker, you will have to have a good Power, Crit Chance and Crit Dam. Since we don’t have many power and don’t trait for power,what good fury to us if we have low power output? And certainly we wil never have a chance to burst as good as a Zerker.
You don’t need to trait to power. You trait to boon duration instead and get a near constant 20 stacks of might. 20 stacks = 700 power which is as much as you get on a berserk amulet and more than twice what you get by traiting 30 points to power.
I like devourer’s venom more for a backstab build.
Reasons are
Well I like using both. Reason is that you can mix it up to mess up with their heads. Or use both to prevent “stun removal => dodge” and give you some time to heartseeker them after the backstab. Or use only one at a time and have more often a backstab combo available.
Do all Vizunah players need a 30 man zerg to kill 2-3 guys fighting in front of a tower in the VZ borderland? There wasn’t a even single siege weapon dropped.
20 seconds longer is an understatement. I have been in a fight that took like 3 times longer than usual because of all the pets that were targeted. Granted, going into Jade Maw with 2 rangers, 1 mesmer and 1 minion master necro wasn’t one of my smartest ideas.
(edited by stof.9341)
Dodging in the middle of a jumping puzzle is hardly a smart thing to do usually.
120 tokens for doing a story mode dungeon with someone in the party that never did it before.
It’s not that hard really to motivate people. Greed is very good for that :p
Before ANet implemented Revealed, do you really believe that thieves that backstabed something kept their stealth buff?
Without Revealed, any usage of C&D would make you lose Stealth and regain it again, thus wasting any stacking of Stealth you have been doing beforehand.
I’d say shouts on guardian, though you have only 2 stunbreakers. But guardians aren’t able to stack might that good with doing dmg in the meantime, also they lack of an escape mechanic. So here you go.
And consider that two of the Elementalist cantrips are an escape mechanic by themselves.
To make a surfaces look reflective (not mirror like, slightly reflective like your screens), you apply on them a cube mapped texture that represents the surroundings.
But getting this cube mapped texture of your surroundings custom created for each item that has reflective polygons would be prohibitive, especially when you can just throw any some random cube map that has nothing to do with the location at all and will only be noticed under close scrutiny like you did
I bet you’ll find the same forest in every single item with similar reflective properties as the eye :p
Where do we get a free stunbreak? NOWHERE
Where do we get a free condition removal? NOWHERE. Just like you need to trait for it with 10 in Shadow’s Embrace, we need to trait with it with 10 in water. You saying we get it for free shows how little you know about our class…
Which class in the game can field 3 stun breaker utilities and get at the same time awesome condition removal in the process? All that in a package where you only need a single trait to reduce all 3 of your utilities CD by 20%.
like a few weeks ago, I took some time off to play some other games came back to a patch and things feel off, not sure though maybe it’s me just bad luck with teams I was facing but not for 4 hours lol
I don’t think I noticed that effect. Check if you didn’t forget to take your pants.
Although the game is probably shifting more and more into bunker bursting builds, especially if you go in the higher MMR.