You don’t need to do “dailies” or fotms everyday.
You can do one once a week if you want and still eventually get the gear you want therefore it’s NOT hardcore content.
It does NOT prevent you from obtaining gear to catch up.
I beg to differ. Before the last patch, I was let’s say, 10 days away from getting my BiS ascended gear. Now, I’m 70 days away from getting them. In a single month, the time I need to finish gearing up ONE alt in ONE gear set was pushed back by two months. At this rate, in one year I’ll need two years of dailies to complete my goal.
It sounds to me like you people want to be handed the stuff for free with no play time or investment. This system is by far more casual than any mainstream mmo game out there. If you people can’t handle it then mmos are not for you.
Sorry but I cannot handle the mind numbing menial tasks required to do the dailies and monthlies. I’m allergic to boring tasks it seems. Too bad that’s the only way to get them.
Thief: Way of the Empty Palm: Dual skills cost 2 less initiative for 10 seconds. 120 second cool down
That’s what you call an elite skill? :’(
Three letter words have no place in a word filter XD Even 4 letter words stretch it. I have a similar issue with the “kitten” three letter filter : N, A and Z. Thankfully the Z letter isn’t commonly used except when zergs are around.
they probably also partecipated guild missions
Not really. And even if he was ikittenerg guild, how will a level 20 player participate in a guild mission that sends him into Frostgorge Sound or Fireheart Rise ?
Edit: wth, since when is the three letters N A and Z censored and for what reason? XD
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If we compare wiki numbers between the classes, comparable skills on elementalist:
(Warrior reference numbers: Eviscerate – 731, Kill Shot – 792)
If you only read the tooltips, you won’t get the real skill damage level. Warrior adrenaline skills seem to ignore the equipped weapon whereas the normal weapon skills count it. It’s mentioned on the Eviscerate page on the wiki. For example for Eviscerate you have :
Tooltip damage ignores weapon power. Actual damage for level 3 adrenaline is around 1023, or slighly more than 4x the damage of Chop.
Kill Shot equivalent tooltip damage is about 1276
Then you dont understand its uses imo…Its my opener on just about any class. Open with that on any thief, and within secs he is spamming HIS without ever landing a hit on me, and due to its “cast time” I will interrupt that as well against other thieves. You just dont understand how effective that ability is…I would like a .5sec daze, but the interrupt is just amazing when used correctly though.
What? Who uses HiS in response to getting a tiny amount of vulnerability stacks? XD
We were talking about Thieves a good bit last night in the Ehmry Bay TS and it got brought up how easy heartseeker is to use. It’s actually easier to use than most (if not all) auto-attacks because:
(1) It doesn’t matter what direction you’re facing
(2) If you’re in range it will jump you to the target to hit them
(3) If you’re not in range it will jump you towards the target (possibly putting you in range for the next heartseeker)
(4) It’s spammableThe annoying aspect of this is the fact that heartseeker spam is that easy to use while, depending on your spec, is non-trivial to avoid. You have to time your dodge rolls, blocks, etc. to mitigate the damage. This takes a larger amount of skill than is required of the thief simply hitting 2 2 2 2 2 2 2 2 2.
What is wrong with using up cooldowns/initiative to do the same or less damage than autoattacks which are free?
Thief should get Shadow Form obviously
Although I could settle for Flashing Blades
Solution is “simple”. Make Body Shot a 1 initiative skill keeping the stats as they are currently. It’ll be a kind of replacement 1 skill for power specs due to the low cost, ease of vulnerability stacking and higher base damage, and for condition specs it’ll be a very strong projectile finisher applier skill if you got access to a fire, poison field or chaos field.
It’ll be an unique skill in that it’s a spamable hard projectile finisher. Well maybe 1 initiative cost is too little so make it 2 maybe.
Yes because Ranger traps aren’t AoE skills on lower cooldowns than thieves. And what about the traits? Let’s compare :
Thief : trap skills cooldown reduced by 20%
Ranger : trap skills cooldown reduced by 20% AND conditions applied last twice as long
What about :
Thief : trap skills apply 5 stacks of vulnerability when triggered
vs
Ranger : Trap skills use ground targeting and are 50% larger
Seems perfectly balanced and that’s why The Tripwire and the Needle Trap thief skills are such worthy utilities to equip.
No, the “buff” would be applied only to those two skills to compensate their long cooldown and lack of AoE ability.
they can bring more to the group then any other class.
I LOLed. By virtue of standing there doing nothing but spamming virtues and shouts on cd (or WoR and SoA) a guardian would easily dish out more support than a thief playing at 100%. Hell, playing hammer you can give everyone around you 100% protection uptime. Just by friggin auto-attacking.
So No.
And by playing mace you can heal everyone around you just by autoattacking. I wonder how many bosses in GW2 are beatable by a team of 5 guardians, one hammer the others mace + shield all autoattacking and just waiting for it to end
Another fun idea would be to greatly increase the immobilize duration on needle trap and replace the knockdown on tripwire by a different trap name that acts as a blowout in the direction the thief was facing when he laid the trap. Now THAT would be great Well, great in PvP at least.
Half the traps are fine. The rest (the knockdown an the root+poison one) only need to be able to affect more than one target per usage.
Say, like the trap doesn’t get removed when it triggers but instead recharges one second later ready to trip or immobilize the next player that comes through them again.
gw1 assassins were on the right track with shadow step type abilitys, and gw2 would be wise to adjust the stealth skills to a similar coefficient.
Sure! Assassins in GW1 also had 75% perma-block againts attacks… Can thieves get that too while you are at it, Anet?
Ah, I miss those from GW1 so much :/ In GW1, an Assassin wasn’t THAT squishy like a Thief in GW2 is thanks to those great defensive tools. Blind was a real pain though.
yeah, I don’t get the drama about thieves having low defense other than stealth. It’s nonsense. they have decent armor, they evade like crazy, their health isn’t the lowest and they can beef up toughness.
Which class in the game got lower HP than the thief? Cause if the thief health isn’t the lowest, it has to be because someone else has less HP. If not, then yeah, thieves got the lowest HP pool in the game.
There has to be an advantage to having a larger guild – else what would be the point? They’ve made larger guilds more desireable and are making guilds themselves more desireable. It’s all a step in the right direction, but there really should be a reason to have a 30+ active player guild, vs a 3-5 active player guild.
Does it? A mechanical or statistical advantage for big guild players? Why?
1. vennom life steal – does not steal hp from the mob !
2. 4000 dps = 4000 damage every second …. get seriousyour xls is wrong bad.
you need to learn the class more…
1. Yes it does. Venom Share + thief guild used to be one of the fastest way ever to kill buildings even, before them made those immune to lifesteal effects.
Where you see a “poorly implemented gear grind” I see content in its infancy. They have said again and again that they will be adding new methods of obtaining ascended for varying playstyles. I have no doubt they will do that, but implementing that sort of thing takes time — something very few people on this forum seem to understand.
But they HAVE been adding new ways to get ascended stuff. First we had mystic forge and fractals, then they added dailies, then they added guild missions.
Only, they forgot that people asked for new ways to get the existing ascended stuff, not new exclusive ways to get the next type.
We think one problem is that people join into a roster, then before the match is ready, quit the game. Disconnecting does not remove you from the roster, so the game starts and finishes like nothing happened. A lot of these 4v5 games could be completely unintentional from the person leaving. Solving this is a technical issue. We could kick you out of the roster if you disconnect, but you should still be able to switch characters before the match starts.
You could take a hint from how DotA 2 does it. When the game finds the “tournament”, all selected members are asked by a popup to say they are ready with a very short timer to answer, like 10s. If someone is missing, everyone needs to restart the search which goes very fast from that point since it only needs to find replacements for the ones that went afk.
By vulnerable, he means the use of a cooldown. An Ele no longer has Mist Form because he used it offensively.
Don’t they say the best defense is offense? Using offensively Mist Form to remove one player from the game gives plenty of benefits, like the fact that player won’t be here anymore for a time to pester you and damage you and CC you. It’s a very defensive result in fact.
No I didn’t. It’s a different post, but the crit chance calculates to be well under a 1% increase.
Did your read Silver post? All he said is correct. If you want to rebuke his math, find mistakes in it instead of quoting something that doesn’t even apply because it hand waves 2/3 of the factors that count (crit chance and crit damage).
No, actually you’re grotesquely wrong in your math. But it’s been gone over in so many active threads already… sigh…
Not really. The math Silver did is sound and correct. You on the other hand took out a huge wall of text that compares berserker ascended/exotic gear by completely ignoring crit chance and crit damage.
Dungeons are different from guild events. Dungeons don’t require influence to be activated.
@Stof: doesn’t guesting work for this?
I saw reports from players that tested them already that said so yeah.
Well, in my situation, I’m fairly close with a larger guild that I probably won’t represent except during their guild missions (since my guild can’t do them). I’m on a separate server so my influence gain doesn’t affect them much anyway. But we’re on good terms with each other. I commonly do dungeons with them while not representing, etc. I don’t think they consider it leeching and they’re happy to have me as an “honorary”. I’d say give them a chance before calling them a leech.
edit: I like Jornophelanthas’ idea.
It seems that you have to be on the same server where the guild bought and launched the mission to get any benefits. Tough luck.
I cannot understand that move, the way it was done. This is a clear communication error on ANet part.
At the question of small guilds could enjoy that content, the answer was yes.
End result we got was : Ah ah, the new content you were eager and excited to get, is NOT FOR YOU. Suckers!
And then people got angry. Was it that hard to predict ANet?
Why are the tier 1 bounties which already require some size of a guild to even complete but still manageable for the smallest guilds out there behind a HUGE influence cost ? Would it have hurt someone to make it cost 1000 and act of war 2 to unlock tier 1, 10000 and act of war 3 for tier 2 and 20000 and act of war 5 for tier 3 for example ? Big guilds would aim to do the higher tier bounties tailored to big populations anyway, and the unlock price for those would be on a scale fit for their size. It would have contented nearly everyone doing it that way!
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Some people can’t understand that not every single piece of content is designed to be available to them in less than a day.
And yet this content was cleared in less than a day
I guess it was a lie after all..
Not at all. You get 2s, 500 XP and 300 Karma of personal rewards for doing them. See, you are rewarded.
Interestingly enough, confusion is half damage in sPvP compared with the rest of the game.
Probably because mobs attack once per year while players will often use 2-3 skills per second.
And yes, the suggestion someone else made seems reasonable. Not EVERY armor slot, just a few. ANd yes, you can make them available at laurel vendors since rings and amulets are (and I assume accessories will be as well? Don’t know why they aren’t there now, unless they are and I didn’t notice).
Accessories are there, they just cost a TRUCKLOAD of laurels, and ectos. 40 Laurels and 50 ectos each.
Of course it’ll be something like that. But why put all ascended armor at once? Here is the breakdown on activities to get ascended items :
- ring = fractals
- amulet = dailies
- earring = guild PvE zerging
And the future will give us :
- boots = WvW. You need good shoes cause you walk all other the place you see
- pants = sPvP (it’ll only take 2 months to fix the bug where sPvPers cannot move the pants they bought in the mists to the PvE world to make use it, don’t worry)
- gloves = AFKing in town. Accumulate only 30 days worth of total inactivity in town.
- pauldrons = chat. Get the pair you want after you send 50 MB worth of text in the map chat in Lion’s Arch
- helm = monster slayer. 10000 solo kills to get one. 20000 more for the next, then 30000 etc…
- chest = dungeon armor collection. To reward players dedicated to getting all the nice dungeon skins in the game. Just throw in the mystic forge one of each exotic dungeon armor part to get it. Please note that for prestige reasons, the ascended armor is ugly and cannot be reskined and comes only in a single look for all races and stats
- weapons = RP. Once per month ANet will organize a big RP contest and select judges picked from the hardcore RP community will be rating your performance. Top performers can get one weapon each.
It’s not just the amulets. The new rings with different stat combos that got introduced also cannot be put into the forge. I assume the earrings also cannot.
Ascended items are a huge mess. Badly done rushed out content. What else did you expect?
1. What is the point? Why did you start a small guild in the first place? That’s the reason.
2. Saying you don’t want to join big guilds to do a specific something is a lot like saying you want HoTW armor but don’t want to do HoTW. Of course, I may be a bit too cynical there, but that’s what it sounds like.
What about not having to join a zerg guild to get ascended earrings in a mostly reasonable time and cost?
The trait makes backstab burst more reliable. The last think a BS burst needs it to not burst kill his target. Besides, a correctly done BS burst doesn’t really hit a target under 50% at any time.
The 15% refund trait makes vigor more powerful on a thief than any other classes since we get more dodges out of the two than any other class can. Besides with the withdraw buff, thief got a better reason to use it with the vigor on heal trait which has a nice uptime.
Rangers got rapid fire and that bird summon that tracks the thief through stealth and shows the world where he is. That’s harsh enough of a stealth counter as it is.
That’s probably what Anet had thought when they decided to add MF; the community will be friendly about it and work together to solve any disagreements.
ANet didn’t spend much time thinking when they implemented their whole gear stat system. It’s badly done as it is and the ascended trinkets are the worse.
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It’s indeed a little inflated because the item 8% more power doesn’t directly translate into 8% more character sheet power. There’s base stats, trait boosts and then equipment boosts. For example, let’s say the equipment accounts for half your stats (it’s a lot more but whatever). The increase then would be equivalent to 4% more power, precision and crit damage.. It’d still corresponds to some 17% more DPS.
Still the idea is here : the 3 zerk stats + weapon base damage all got a very strong synergy between each other and increasing each of those stats by some small amount results in a much bigger overall DPS increase. You can’t say “but it’s just a tiny amount of each stats” without seeing the big picture.
Thats a good idea, if they remove “Revealed” and make Initiative Recharge rate 0.33 seconds per Initiative.
Yeah because PvE as Thief wasn’t boring enough already due to spending 95% of the fights using autoattack by lack of initiative.
An Ascended char has about 8% more stat than an Exotic one, barely a noticiable difference in any content.
It’s like a char with divinity runes and one without, it’s no big deal.
You forgot something : the damage done in this game for direct damage skills is of the form :
weapon * power * crit chance * crit rate
Taking ascended berserker gear into account, you get 8% more stats to the 4 stat components of this formula. It results in a total damage of ( 8% more = 1.08 ) :
1.08*weapon * 1.08*power * 1.08*crit chance * 1.08*crit rate
The net result is an increase in damage output of : 1.08*1.08*1.08*1.08 = 36% more damage.
The reason Thieves have been dropped down on the sPvP boards is because you can no longer capture/contest a point while stealth and this form of combat requires you to largely be in stealth. That much should be obvious.
You never could capture points in Stealth. Not since game release and many betas before that too.
slowly until perma stealthing via culling is eliminated. hey there are thieves in my guild calling for automatic reveals anytime a thief attacks. I am not going that far at least. not yet.
Except that revealed has 0 effect on the backstab burst build except make it slightly more difficult to get away.
Inconsistency:
- Shadow Refuge stacks stealth
- If you have stealth, shadow refuge will give you more stealth
- Allows you to sit in shadow refuge and stack stealth duration
- Mesmer Temporal Curtain does not stack with any other form of swiftness
- If you have swiftness from anything, running through it gives you nothing
- Prevents you from running back and forth through it to stack swiftness
- Mesmer Veil does not stack with any other form of stealth
- If you have stealth from anything, running through it gives you nothing
- Prevents you from running back and forth through it to stack stealth
And so what? Shadow Protector doesn’t apply Regeneraion if the targets are already under the effect of the boon. Same of that guardian wall spell that gives swiftness.
Wall spells that give a bonus when you cross them never stack probably for coding reasons because you could just wall back and forth through them to get a lots of stacks/duration. Shadow Refuge pulses one stealth stack every second precisely so the total amount of Stealth you get from it is controlled and probably what ANet wanted it to be.
If it isn’t well-telegraphed and easy to dodge, please explain how I can remain right next to him and dodge the attack every single time he attempts it. The wind-up is extremely obvious.
Everything else you’ve said just goes exactly with what I’ve said about the risk/reward ratio. Melee SHOULD have a higher risk than ranged, for a greater pay-off, and it does.
I don’t pretend that it’s impossible to avoid. I manage it fine too but I still consider that to be far too harsh. We talk about an attack with around 0.5s warmup that if you fail to dodge will remove 15k or more HP at once and put many stacks of very strong confusion on you which can cause you to lose even more HP on the spot.
No matter how you turn it, the risk is far far far higher for melee players than ranged in this case.
Legendary Archdiviner (hammer dude): I don’t even know what “Ring of Warding” refers to. He has a melee swing which is fairly easy to dodge, the large AoE circle spam (the Agony application) and a well-telegraphed spin that sends Confusion projectiles with high power, along with a high-power leap attack. All are fairly easy to dodge.
Ring of Warding is the confusion projectiles. And excuse me but it’s hardly classified as a “well-telegraphed spin” that is “fairly easy to dodge”.
This attack by itself, while still avoidable is a big melee hostile combo by itself. The reaction time to avoid it is equal to the windup animation (+ your current lag) in melee compared to “windup animation + somewhat slow projectile travel time” for ranged. And it comboes with the harsh fact that melee players will eat up to 5 projectiles at the same time (did it once, 5×3500 damage hurts) while ranged players will at best get hit once if they don’t just stand between them and get no damage instead.
What else would you use your glory for? Items you don’t need you might use on another class, or make powder out of them to craft the item you want.
Someone said that Elem is basically a high mobility bunker currently. If that’s not the best class to carry the orb by far, I don’t know what is
New Grenth is best Grenth. Learn which circles are which, and watch his casting animations, and you can take practically no damage from Grenth himself.
Though on my server, the fireworks elemental that acts as the Priest of Grenth instead of the usual risen doesn’t seem to have any visible animations.
Teleports can move you huge distances too if the target point isn’t too far but the path to it is complex.
Thief won’t be THAT bad as a carrier. We still got dodge spam and Withdraw + Roll for Initiative for huge movement provided we face the correct direction. Dropping caltrops to snare pursuers and Daggerstorm to ward off ranged attacks and get stability.
Hey, MAYBE the thief traps will find some use XD
Duelist Armor
Named level 80 Exotics
Colors are Midnight Ice and I THINK Daffodil? I could be wrong on the yellow though.
Actually, any world drop medium armor exotic of any level has that look and not only the named ones. This includes the armors parts you might get for completion reward of the high level maps. Those a probably much cheaper as skins than the exotic 80 named parts.
The circles cannot be drawn at all on top of the yellow forcefield type platforms anyway. Making them solid red wouldn’t help there.
The biggest issue I have with them is how they can fire their attack at near point blank range when you jump to their platform to melee them and you get hit 0.02s after the ball is displayed in your screen for the first time.