The world could use more S/x Thief
FIST FLURRY! ORA!!
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How did the Asura discover inception?
They did a quest with an inquest!
I ask a friend if he is ready to kill Mordremoth.
He said, “sure am. I bought a big can of bugspray for the occasion”
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Psssssh, it is obvious the next legend is going to be Mad King Thorn. I mean lets look at the facts here Halloween and HoT are getting released at the same time. Coincidence? I think not!!!
WAKE UP SHLEEEPIEE!!!
Love this idea. Replace the current Swindler’s Equilibrium with it.
Or…or we could just change Swindler’s Equilibrium to “Whenever you dodge/evade an attack your next attack steals a boon”
Thanks for the Info Karl, and keep up the good work.
Pulmonary Impact currently does stack in intensity. If your palm strike interrupts, you get a double-activation of Pulmonary.
Can you dodge pulmonary impact or will it interrupt your dodge like the gaurdian pull?
I don’t think that the pulmonary impact itself CCs , but its still a good question to ask because it would be good to know if you can dodge the damage from it or not
Trying to answer questions within this thread (when possible)… Per the question thread – Yes, it does stack. If you have Impacting Disruption equipped and interrupt a foe with Palm Strike, you’ll apply two strikes of Pulmonary Impact to the target.
Oh, you answered it here as well. Still thanks non the less.
Pulmonary Impact currently does stack in intensity. If your palm strike interrupts, you get a double-activation of Pulmonary.
Ok, Thank you very much Karl
perhaps, but it’s stacking them that’s the trick
One way of doing it is to have the Impacting Disruption Trait then make sure you interrupt your foe with palm strike.
Just as the title says. Does anyone know?
Question for Karl or anyone else who might have an answer: Does Pulmonary Impact stack?
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About Fist Flurry: yes. All kittens need to hit the target in order for it to turn into a Palm Strike. So just like Flanking Strike, it has a subskill on the condition that it hits.
Apologies, I did not make my question clear enough , or perhaps I have misread your answer.
What I meant is when I get Palm Strike will I have the skill till I use it, or will it revert back to Fist flurry after a few seconds if I choose not to use it?
For PvP, i’m thinking of DA, or Acro. with the introduction of Bounding dodger i’m keen on trying to make an interruption build With S/P, Staff and the trait Impacting Disruption.
DA for more panic strike strike , dmg ,or improvisation.
Acro is for the Pain Response and HtC just in case I get into a tight spot.
Though I have a question: is the skill Fist Flurry the same as FS where if you land it you only get a few seconds to use LS before it reverts back?
Just got back from viewing the live stream about the DareDevil, and from the looks of it we might be able to hold our own in pvp again.
My thoughts:
Staff: the skills look ok, but to me it just looks like a melee version of the SB to me. it’s stealth skill however looks like it will allow us to set up some neat combo’s off of it.
Utilities: I liked the look of most of them except maybe the healing skill. its looks that each may have there own specific role in pvp depend on what weapon set you play which is nice, and the elite looks very cool. Its good to see that i may not have to rune bassy venom all the time for my elite.
Traits: the GM traits took the cake for me. They look visually pleasing and there are a a lot of potential set up we can use the combo-finishers. Though I wish Karl used the bounding dodger through a smoke field, because i’m not sure its the damage at the end of it will reveal us or not.
All that being said I cannot wait to test it out this coming beta weekend.
What are your guys’ thoughts?
If it not too much trouble it would awesome if you could also add some new emotes with the release of HoT. Looking back at the comparison between gw1 and gw2 emotes there is a ton that have been left behind. I know that there are probably other things of greater importance that need to be worked on before the release, but its the little things in a game that can make sparkle.
How about everyone else? What emotes would you like in HoT?
Some emotes that I would personally like to see again:
/excited
/flex(flaunt)
/taunt
/scratch
/doh
/highfive
/bored
/clap
https://youtu.be/_CU0ZzJK1sc?t=1m20s
I really hope the Elite and Fist Flurry look somewhat similar to this
I think it’s gonna be more related to this:
https://www.youtube.com/watch?v=mQD2w4HU3jw
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I think anet will start looking more into thief once they release its specialization, and then they may pay even more attention to the class once its has been release in a beta weekend hopefully sometime down the road.
It may not solve the lack of dev involvement with the thief (if that is truly the case). However it would probably be our best opportunity to at least make them aware of the other problems outside the initial problems that our specialization may or may not bring.
I could really get behind a Whip.
That… could be interpreted very differently than what you are implying, lol.
Well it does seem like there are quite a few people misbehaving on this thread.
Too bad they’re not about making new weapons (atm, if ever). I could really get behind a Whip.
^ This
I’d like a Wanderer/vagabond kind of elite spec with staff and a lot of mobility buffs and skills (and good stability… would be cool)
Those are good names too, but the reason I like saboteur is because it fits well with Team Stick , and Team Boom Stick.
That is if we get one of those weapons when the thief specialization is revealed.
Thief =/= Assassin
More of an assassin than monk…
What ever happen to the idea of the saboteur?
points at the legendary rifle
its a sniper for a reason….and the weapons are called rifles. not shotguns
Just because its called rifle in the game does not mean that Anet is not obligated make other classes use them a such. An example of this would be the mesmers use of a greatsword.
Besides it makes sense that a engineer can modify a rifle to do things other than “snipe” opponents. Such as using it to shotgun them instead.
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1 class can wield rifle
the other weilds a knock off shotgun that you can’t even aim down its sights. nothing but hipfire.That makes it less boring than the Warriors counterpart.
to you
but to some of us, the fact its a rifle being used like a shotgun (come on. no idiot fires a sniper like that) kills the appeal for playing an engineer
Good thing not all rifle skins have that “sniper appeal” to them.
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Two words:
Legendary Cape
TBH I just want this kitten Specialization to be revealed already so we can put these kittening threads (no offense to you and your thread OP) to rest.
Don’t get me wrong here, I have enjoyed some discussions that has been talked about this topic, but more often then not they always turn in to shouting matches. And at this point I think we have beaten the horse with to death with our Rifle butts/staves for too long.
But… mini rant aside, to answer your question I would prefer the thief to get a staff. If we do, Great! If we don’t, also Great! At least i’m getting something new to try out.
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ranger is getting staff…so no thief wont be getting it.
Both Elementalist and Necromancer got Shouts. Exclusivity isn’t an argument. I’ve actually never read or heard anything from Arenanet saying that 2 Elite Specialisations can’t get the same weapon.
true but Anet is too original for this. imagine giving 2 professions the same weapon for elite spec. this is too beneath anet’s originality.
so no they wont give same weapon to 2 different classes for their elite spec.
not their style.
I disagree, only one class atm can use the staff for melee applications which is the revenant. So even if the thief gets the staff I don’t believe much originality will be lost, because we don’t know what kinda animations and mechanics will be implemented with it. I believe anet has far from exhausted the mechanics of what a melee staff can do.
Also have a hard time seeing what the problem with 2 classes possible getting the same weapon for there specialization. Its not like they are going to give them the same type of playstyles (I mean playstyle in the sense of them both having melee type of attacks or range type of attacks.)
What aspect of gw2? PvP, PvE, WVW, or all of the above?
As far as PvE goes I believe that it works just fine against trash mobs, and boss(however Most tend to use D/D against most boss) in dungeons. In fact with the recent patch the sword hits even harder than before.
KIIIIIIIIIIIIIIIIIIIIIIIIIIIILLLLLLLLLLLLLLLLLLLLLLLLRRRRRRRRRRRRROOOOOOOOOOOOYYYYYYYYYYY SSTTTTTTTTTTTTOOOOOOOOOOOOOONNNNNNEEEEEEEEKKKKKKKIIIIIIIIINNNNNNN!!!!!!!!!!!
or
Mad King Oswald Thorn
My first one, I got from the MF for 13g.
My second one was a gift from a friend.
My third one, the prec was given to me by a guild mate. I made the legendary than gave it to that guild mate.
My fourth one, I bought off the TP then of which I made the legendary then sold it to get my fifth one.
My sixth one, I again bought off the TP, made the legendary, and then combined it with my fifth one in order to get eternity. Then I sold eternity and used the funds in order to get my seventh one.
yup totally agree
Ok, thank you very much!
You would think that Anet might want to put that site in the FAQ for HoT, or somewhere it it might be easier for people who are in the same situation to find it. Though it could have been that I just did not look hard enough for it.
Funny enough Amazon.com did give me instruction to put in the activation code. However the instructions were very vague.
Greeting, I have purchased HoT through a third party service (Amazon.com), and have received an activation key. However I do not know where to enter said activation key. Do I have to do it through my account on the Guild Wars 2 site, through the actual game client itself, or is it the type of deal where I will have to wait till the release of the HoT before I can enter the key?
Thanks in advance !
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Norn shaman Outfit plox
Right to it;
-Assassin’s Reward: Still needs a bump in healing power scaling, since spamming weapon skills on a thief is generally a bad idea you either sort of see this trait helping or you’re wiser than it wants you to be and use your weapon skills as a defense as much as an offense-Quick Pockets: Still one of those traits that I have yet to see as valuable in comparison to its alternatives. Perhaps they could bring something new to the table or add to this trait?.
a simple fix for these GM traits would be to just combine them into one GM trait, and move it into the Trickery line. Then at least they would complement each other nicely, and could possibly make people consider taking it over SoH or BA.
If not, assassin’s rewards functionality could be changed to: Gain X amount of health when you successfully evade an attack with a ICD. then at least it would fit better in to the acrobat trait line because as it stands now it feels a bit out of place.
And for quick pockets, Anet could add -25% CD on weapon swap or some jazz like that to make it more viable.
What makes assassins reward even worse is one can no longer get healing out of the SA line. It all has to come from the gear and it unlikely many will suit up in Clerics just to get a little more healing from Asassins reward. (this and the removal of Ricochet also makes the heal SOM much less desirable)
I really like the suggestion by Maugettar for quickpockets. one INI and a 5 second weapon swap when traited. This will allow a much better ability to swap weapons in combat and would be somethinG i could see many using.
I understand that, the only way for assassin’s reward to become more viable would be to do the option than you mentioned, or for Anet to increase the base heal for the trait, niether will happen any time soon.
Sorry if my post was unclear, but I was focusing on how the trait implaments the health. As Mentioned the way that assassin’sreward implements health is by spending initiative, which for a acrobatic trait it just feels out of place.
Which is why placeing it in the trickery line( or even the CS line) would make a bit more sense since that like revolves around the use of initiative more. However, most of the GM in the trickery line are fine as is save quick pockets as mentioned before. So if we combine the two traits at least it would be a start to make both traits more viable.
Right to it;
-Assassin’s Reward: Still needs a bump in healing power scaling, since spamming weapon skills on a thief is generally a bad idea you either sort of see this trait helping or you’re wiser than it wants you to be and use your weapon skills as a defense as much as an offense.-Quick Pockets: Still one of those traits that I have yet to see as valuable in comparison to its alternatives. Perhaps they could bring something new to the table or add to this trait?.
a simple fix for these GM traits would be to just combine them into one GM trait, and move it into the Trickery line. Then at least they would complement each other nicely, and could possibly make people consider taking it over SoH or BA.
If not, assassin’s rewards functionality could be changed to: Gain X amount of health when you successfully evade an attack with a ICD. then at least it would fit better in to the acrobat trait line because as it stands now it feels a bit out of place.
And for quick pockets, Anet could add -25% CD on weapon swap or some jazz like that to make it more viable.
Keep the name, but change the mechanic of it. Instead of swapping places with your foe, swap items with them!
How it works is when we trait into the elite specialization the thief’s f1 skill is changes to: whenever you steal something you leave your enemy a little surprise. ;D
Of course, some of the stolen skills would have to change to better acclimate to our f1 change.
For example, when you steal from an engineer, instead of getting gunk you get an elixir while the engineer gets a bomb that harms him! Or when you steal from a ranger you get a buff( could not think of one atm), but leave a piece of meat on the ranger that makes his pet attack him for a few seconds.
Traits could also synergize with this, such as when whenever you steal you also transfer X amount of conditions to your foe.
Yeah Im not fully interested in the weapon so to speak but the utilities and new mechanics that come with the elite.
If its rifle and is a sniper mentality, then I probably wont use it myself. I like the high mobility idea of thief as it stands now especially with SB.
While we have no range, we have the best gap closers in game making us technically ranged.
Since necro got shouts, which the new Reaper looks pretty awesome, Im more interested in where they are going to go with thieves in utilities and traits of the elite.
I personally believe that we will get one of the two utilities for our next specialization:
If we get a off-hand weapons (sword, axe, mace) I believe we will get physical attacks. Since we are going against some pretty powerful foes it would not hurt to use some dirty tactics to put the odds in our favor. Hopefully we will have lower CD’s than the warriors Physical attacks, and they could pull ideas for the GW1 Assassin, such as Temple Strike and Palm Strike.
If its a Rifle,( this could also work for off-hand weapons too) I think stances would fit nicely. I would imagine that the rifle would have close to no mobility on it, in exchange for medium-high dps from long range. To help make up for this, stances could help boost our mobility and/or give us a boost in our attack so we can hit harder.
Reaper
Fiend
Phantom
Ghoul
Masochist
Voyeur
Gravelord
Lich
Apostle
Wraith and Banshee are good ones to add to the list.
Rifle skill: Batter up!
Stand rooted and block all incoming attacks for 3 secs. all Projectiles are reflected during this skills duration.
Extra! Extra! read all about it!:
Tyria’s skys under attack by the “Skull Faced Baron”
How I image anet would do this is give us 2-3 specialization, which would mean a possibility would be a possible 3 new weapons that we might receive.
I feel that the two lines that will more than likely receive this are critical strikes and trickery, for the last one I would say it is a tie between acrobatics and deadly arts. I assume Anet (as well as most of the gw2 pvp community) does not really want to strengthen shadow arts since they have to think of both pve and pvp, but for the sake of this thread I will still list speculations for all lines.
Deadly arts
For deadly arts I think a whip would be good here it could offer a source of condis via melee weapon and some possible cc if we can use it as on off-hand weapon like a pull or bind. Although I would imagine the pull would make a great stealth skill.
Critical strikes
I also believe rifle is a good specialization for this line. I would be nice to offer up some team support/ pressure from outside the fray.
Off-hand sword would also be a good addition that could offer up more ways to block/ and give weakness to the enemy.
Shadow arts
I think a torch would work here as to give us a way to burn, blind and stealth though I feel it would be very similar to the Mesmer torch skills. =/
Acrobatics
Spear all the way here. I could be our first defensive/mobile weapon that we receive. In its weapon skill bar there could be a parrying attack, a dodging attack (similar to the ranger’s third AA skill), and a leaping skill something like a pole vault but instead of catching up to the enemy you push him away as a means of interrupting or giving yourself some distance to retreat. For the stealth skill it could be something like a shadow counter/parry such as if you block an attack while in stealth you disarm/daze the enemy for X seconds providing a means for escape/ counter attack.
Another possibility even though I fill it belongs more to the warrior class is brass knuckles. This could be used as sort of a fast AA then some cc grapple skills.
Trickery
Again I feel like the whip could go here assuming the whip was made for condi damage.
I think it would have been better if the heavy armor chest piece would have been sleeveless.
The same can be said for the medium armor to break away from the jacket troupe. Just give me a vest or something similar to the glorious armor.
The light armor is fine.
Went with the Scholar runes and I have to say i’m loving the results. Maintaining 90% health can be difficult at times, but if that becomes the case I just switch from executioner to invigorating precision and it becomes much easier to maintain.
Thank you for the advice everyone!
(so…. case closed I guess )
Greetings folks!
For a long time on my thief I have been using rune of the wurm for its vitality, but I finally think its time to take off the training wheels and choose a more “zerker” type of rune. However I don’t know which one to choose. So in a dungeon/ open world setting which set of runes would be better?
This is a big one for me.
I….I…I used p/d to get from ranks 20 to 80 in pvp.
-Puts hand on face, and bows head in shame-
Ok, thanks for the input everyone
So sigil of night falls under conditional category, whereas force is permanent?
Do the sigil of night and sigil of force stack?
Fools, Norn teef is best teef.
As for dungeons, they are fine. I think the highest dps for them( someone please correct me if i’m wrong) atm is d/d 6/6/0/0/2, but it has a highish skill cap. I personally like running s/p 2/6/0/0/6. Skill 5 help with trash slight of hand, thrill of the crime, and mug = multiple party wide buffs and a nice little heal when you need it.
Lol, I don’t. I give’em the Zippity Zap with my bolt all they time, and they that have such beautiful screams.
Thief sword skills rarely gets buffed (a least from what I have seen) so I thought up of this little buff to the swords AA skills.
My idea is basically move crippling slash down to the second AA slot and remove the weakness from it.
Then the new third AA skill would be Weakening strike: Target gets weakness for 2s and their endurance is reduce by 5%-10%
Thought this up because there are not a lot of weapon skills that play around with the endurance bar, and again thief sword skills rarely get buffed. So with this buff it may spice up things a little for the S/x thief in PvP and would not really change anything for it in PvE.
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