The world could use more S/x Thief
FIST FLURRY! ORA!!
Do you have Sigil of Hydromancy on your shortbow?
Yes it appears that he does have one on his shortbow. He is using it to get a quick burst off when his enemy’s health is low.
Also good video btw. I do enjoy some S/x game play.
Unforgiving will be nice, but unlike BV is is blockable so one is going to have to ensure that first attack after a mark is not blocked or dodged. That mark going up might result in a target throwing up a block or dodging just so as to escape the intitial attack. It going to be very interesting in any case.
I am not sure if this is the case yet, but marking someone counts as a steal, yes?
Then could you not just trait mug and that would trigger the bassy venom(and still stab and aegis if your running trickery as well) when you mark a target, and then Unforgiving would follow up with your next attack. Or would it trigger at the same time when you mug someone?
D/D DE may have some potential in raids with the “Be quick or be Killed” trait. So long as you have quickness you get a free 200 power ‘n’ precision, and I would assume that would compound well with Revealed Training and Practiced Tolerance.
But its best to wait until the mathematical raiders have done their thing.
As far as Revenant goes I would have to say the most powerful one is Skorvald The Shattered.
I would also Consider Arkk the most powerful Engineer based on the abilities of the machine that he built( the DDR) where it allowed him to create his own fractals and manipulated them to some degree.
Yes, if you interrupt some one with palm strike while traited if will give them three stacks of PI. However, lets say you interrupted someone twice in a row. While they receive 2 stacks of PI the dmg will not all come out all at once, one PI will go off followed by the other PI. Hope this help! Now get out there and have fun!
While not my cup of tea personally, I love the general idea. I had an idea for a dagger that i left in another (long lost) thread.
Basically revolving around the idea of sacrificial dagger that had drips of blood rolling down it and leaving blood puddles as you walk. Would have a soft black aura/fog effect around the handle and a red/black aura around the user. The weapon itself would be traditional krytan in look with a blood red groove down the middle of the blade with rubies in the handle with a few gold accents.
I like the idea. I also my me wonder why there are not that many blood related weapons, Bloodstones aside.
As a title states, I want to ask you guys what theme would you like to see for the remainder of the second set of legendary weapons. you can go it as much or as little detail as you would like. I’m just curious about the ideas you guys ‘n’ gals might have.
I’ll throw in my Idea
For the next legendary dagger I would like it to be gold/pirate themed.
It’s Name: Greed
Appearance: For the blade would be Gold with black running along the center of it, and the blade would be giving off a black mist. One that is similar to Teq dagger but thicker. It would have simple crossguard that is gold with two rubies embedded in either side. the Pommel of the dagger would have a gold skull on it with rubies in each eye socket.
Draw effect: when you draw this weapon there will be an explosion of gold coins.
Arm effect: you will get a black arm effect similar to nevermore’s, but around the wrist area of the players arm there will be gold skulls, similar to the one on the pommel of the dagger, rotating around the wrist.
Footfall effect: with every step you make a little explosions of gold coins.
On critical effect: when you do a critical hit to an enemy a gold skull will fly out of them.
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The whole point of this thread is to fantasize about new classes for those of us who don’t agree with some of Anet’s choices.
I, for instance, don’t want a heavy armored “Monk/Priest” in the form of a Guardian Elite Spec, or a heavy armored Ritualist in the form of a Revenant Elite Spec.
I think the a monk would be great for a guardian elite spec. However, the ritualist might be better suited for the necromancer as an elite spec, but it can either way.
Thief elite Spec, Daredevil, does have a trait like this. On every successful evade they lose one condition.
Elementalist: Main-hand sword
Mesmer: Main-hand pistol
Necromancer: Main-hand mace
Ranger: Hammer ( resurgence of the bunny-thumper)
Engineer: Main-hand mace
Thief: Off-hand sword, or longbow ( just to poke fun at the sniper lovers)
Warrior: Off-hand pistol, or focus (knuckle duster)
Guardian: Main-hand shield, It shall be named “Bastion”
Revenant: Great Sword (ranged, similar to necro’s axe, but with cleave), or shortbow
Greetings, I just sent in my application. Hopefully it is to your liking!
Throw in a White Mantle and call it “Dismantle the Mantle” BOOM. DONE.
(though I feel like they have done that before)
I have made eureka too, and it does feel a bit underwhelming by legendary standards. While I like this one better than its counter part (Moot) it does leave a lot to be desired, kinda how some of the First gen legendaries were of the game in the beginning before they updated them. none the less I’ll throw in my two cents on how to make this legendary shine a bit more:
1. Make Eureka into a flail/morning-star skin
2. Make the orange glow more prominent through out the wielder’s arm(similar to Astralaria’s) and tone down the spikes that are on the arm just a liiiiiitle bit.
3. On the mace, add an Orange glow at the center of it it show that there is a continuous flow of energy that is going through it.
4. Cant really see the black flames that are on eureka so if they could make them more prominent that would be nice.
5. the orange weapon trail needs to be more visible when swung/ a skill is used.
6. and a little bit of fire/orange glow to the foot falls to give it a little more flavor.
7. Make the Obsidian shards on this legendary a little darker. that way the orange glow on the weapon will pop out more, and the spike will be come.
Ok, a little more than 2 cents, but that just shows that there is a lot of potential that can be put in to this weapon’s looks . Maybe they will update eureka’s looks once all the second gen legendaries have been released, they kinda need it. I mean no disrespect to you folks over at Arena net i know your working hard and doing an excellent job with each LWS3 patch, but since the release of the of the second gen legendaries (H.O.P.E, Nevermore, Astralaria, Chuka ‘n’ Chompawat excluded) they have been kinda lacking in the looks/ effects department.
My suggestion for getting faster attack animations for the hammer would be to add it to the GM trait Merciless Hammer.
It could be changed to: Your hammer attack speed is increased by 15%(or possibly 20% but that might be too fast lol), and gain adrenaline when you attack a foe who is CCed.
And the hammer berserk burst really needs to be changed. To me it feels straight up useless.
My idea of a change would be
1. give it the same AoE as its core variant
2. change it to: When you strike a foe they are Stun(.5s-1s), weakened(5s), and blinded(5s)
And yet the attack is clearly coming from the exact same area where Lake Doric is (was?) located. Though the lake is probably being drained because we see a large dam being destroyed in the trailer.
So even if Anet said that we won’t go to Lake Doric (I have seen no such statement) they didn’t technically lie. If the white mantle blow up the dam and drain the lake, there technically isn’t a lake anymore.
I believe there was a post from a dev on reddit that stated we were not going to get the lake Doric map.
Where that post is?….idk
Any word about a new legendary coming out next Patch?
So I saw the new trailer of the next LS update, and I just wanted to know if there was going to be a new legendary weapon to go along with it. Has there been any word?
CTTB is the easiest elite skill to dodge & interrupt. Get good at dodging and interrupting.
Signet of Undeath is definitely easier to interrupt.
True, but he did say elite skill after all.
Looks like your are in need of a good quiping
Before I through in my 2 cents I just want to say that I play warrior and thief when pvping and in this current season I am gold T3.
OP, the skill CttB is not over powered. In fact it is one of the easiest elites to dodge even if you are in a team fight with particle effects flying all over the place you can see it coming from a mile away. The only time I get hit by the dang thing is because i’m out of endurance from dodging someone elses AoE skill, or more potent attack.
What i’m getting out of this post (I mean no ill will by say this) is that you are having a L2P issue. When it comes to Team fights necros should be high on your “Kill First” list. If you leave a necromancer alone in a team fight you are just asking for trouble. If you (and your team) focus a necro down first you should be fine.
However, I do agree with you about having +2 necros on an enemy team being probematic, because most classes are not equipped with enough condi cleanse to handle the amount condis that 2 necros can dish out. I see this more of a class stacking issue than a “necro op” issue, because similar things have been said about having +2 DHs/warriors( and to an extent)druids/ Chronos on an enemy team.
Like the title states, can the infusion be a little brighter? The actual warmth buff the on the map is brighter then the infusion itself which I was lead to believe. Don’t get me wrong I still like the infusion. I’m just saying that maybe the infusion should visually match its map buff counter part.
Edit: After further investigation I have also learned that the infusion is barely visible on the Charr, Norn, and Asura character models
(edited by supa suop.8026)
A few changes to the Acro tree would be nice.
Make Vigorous Recovery a minor trait, and change its functionality to “gain health while under the effects of vigor.” It feels a bit redundant as it is now because of all the vigor you get just from the acro tree minor traits. Swap it out for Expeditious Dodger.
Get rid of the regen boon in Upper Hand, and swap it out for something meaningful. I understand the initiative bit of the trait, but I do not understand how having regen gives you an upper hand on someone. Change the regen to Super Speed(2secs) or Quickness (1-1.5secs) on evade. Make the dodges a little more rewarding since its one of the few defenses that we have.
One of the reasons I want the mad king to become a revenant legend.
Spammable aoe reveal though….. i am not sure if it is really that good of idea.
Does reveal stack though?
This game is not all about duels. Say i stealthed downed teammate and trying to rez him, yay spammable choking gas, GG team utility.
But makes it easier for your team to killed the downed player and those who would be rezing them. Utility is back on the board haha.
And also hinders the rezing ability of the downed person (cant remember of it also effects the person who is rezings as well, but I don’t think it does)
(edited by supa suop.8026)
But we are not the only class that uses stealth anymore
Is sneak gyro really that much of a problem after nerf? Meta mes doesn’t really use stealth. Druid doesn’t sit in it either nor it is spammable. You suggestion would just hurt thieves the most.
I would rather propose changes that would give us better chance vs other classes. Thieves already murder each other pretty quickly.
you forgot the trapper runes too, but understandably that one is pretty rare too.
I fail to see how applying one second of reveal is going to really hurt thieves that badly. All they have to do is disengage and re apply it. Where as other classes( save maybe engineer if you can kill the gyro) may have a harder time re applying it due to CDs.
Thief is supposed to be the masters of stealth whats wrong with giving the power to decide who gets to be in stealth or not.
But we are not the only class that uses stealth anymore
Just a simple buff change that I thought of
Choking gas’ initial hit it should apply reveal (1s). This may not pushing it into the condi roll but it adds a little more combat against stealth gameplay.
Edit: more on this will be added later due to work.
Give me the head, and maybe the grasping hand aura. Anet can keep the rest.
A visual representation by Dulfy
New Rupturing Smash: leap towards your foes and hit the the ground sending one cascading wave towards them.
Foes in the range of 0-130 of the attack are Launched. Distance: 0 (similar to the thieves uppercut skill)
Foes in the range of 0-260 of the attack are weakened(6s) and immobilized (1s).
Foes in the range of 0-390 of the attack are blinded (5s)
I thought of the old gw1 ele skill Shockwave, and believed that applying that concept Rupturing Smash would make it a better skill that what it currently is. However, it does not become grotesquely better than its reg. burst counter-part, due to it requiring good positioning to unlock its full potential.
Please share your thoughts, or your own ideas about how to change/improve Rupturing Smash.
One of the bigger changes for revenants in this update will be the reduced boon duration for the herald specialization’s Naturalistic Resonance effect. We’re adjusting a few different boon durations as a result of this and will continue to monitor the effects as time progresses.
Enchanted Daggers: Attacks that are blocked or evaded will now remove stacks of Enchanted Daggers.
Unrelenting Assault: Fixed a bug that prevented the ability user from being stunned when initiating an attack against foes with Shocking Aura.
Inspiring Reinforcement: Stability duration has been increased from 1 second to 1.5 seconds per pulse. The resource cost has been increased from 30 to 35.
Dwarven Battle Training: Fixed a bug that caused weakness to have increased effectiveness instead of reduced effectiveness. Revenant skills that inflict weakness will no longer display a revised condition tool tip.
Facet of Light: Regeneration duration has been increased from 3 seconds to 4 seconds. Upkeep cost has been increased from 1 to 2 in PvP only.
Naturalistic Resonance: Boon-duration increase has been reduced from 50% to 33%.
Versed in Stone: The recharge time of this trait has been increased from 45 seconds to 60 seconds in WvW and PvP.
Unwavering Avoidance: This trait now triggers when an attack is successfully evaded instead of during dodge rolls. The recharge time has been increased from 5 seconds to 8 seconds. Stability duration has been increased from 2.5 seconds to 3 seconds.
Signet of Dhuum
Passive: condition damage and duration are increased (5% for both)
Active: apply and convert up to 3 boons into fear
Cast time: 1sec
Applied fear: 2sec
Fear per a boon removal: .75sec
Well of Withering
Target area pulses; applying slow, weakness, and cripple to all foes within the area.
Cast time: 1/2sec
Pulses: 1 pulse per a sec
Combo field: Poison
Edit: grammar mistakes
(edited by supa suop.8026)
Oh, great, so an even more useless weapon not even used for large scale WvW because hybrid weapons are trash only used for duels or gimick spvp builds.
Oh man, then I must be using must be using them wrong because warrior Lb, and thief Sb,IMO, are some of the better designed ranged weapons in the game. Yes there are some bad hybrid weapons, but is that better than having no option at all and being stuck with one range weapon?
So what hero would that bennefit?
Shiro? makes no sense
Jalis? would be amusing but probably not
Glint? probable but that’s what shield is tied too directly….
Ventari? nah he’s a healer
I can see Revenant getting it as an Elite Specialization weapon, for what legend that would be… i have no clue o.O ….. maybe Jora? (Inb4 the WoW kids cry about a GW1 hero)
Does it need to be tied to a legend though? If they did add this new weapon to the core Rev my vote would be to tie to the Rev’s Invocation(if that makes sense), or not tie it to a legend at all. It does make sense that it would be tied an Elite Spec, but I think that is a bunch of kitten to hide something that all classes already have behind another Xpac. (Assuming that is when we will get the new elite specs)
Even then I hope we never get a ranged weapon. All ranged weapons besides ele staff and necro scepter are trash in PvE.
I hope we do even if it is trash in PvE at least we will have more than one ranged weapon to choose from.
It does not even have to be a full condi weapon. It can be a hybrid like the warrior’s Long-bow.
Another GS as a range weapon for the rev? No thank you. Short-bow and Rifle should get top Priority if the rev is going to get a new ranged weapon, and I also like that the rev is unique in regards to it not using a GS.
Personally, I would want the rev to have either Short-bow or axe main-hand as its pwr and/or condi range weapon.
But one question that I have is should this range weapon be for the core rev or for an elite specialization?
Wanders replaces power with toughness, you still get the precision, conditions duration, and , condition damage. but that extra toughness is what people like. with that toughness warriors can easily get around 3000 armor which is almost like having 100% protection up-time.
Personally I don’t waste my time with Wanderers, because the direct damage from power makes me more dangerous. Longbow auto attack for example hits pretty hard, (though it does not look like it because the damage is split into two separate arrows), and Arcing shot hits like a truck at point blank (the best place in my opinion to use it because it it hits the ground instantly when fired at your feet)
I might be mistaken, but are you talking about the PvP amulet, correct?
My original inquiry was what would be the preferred armor to use in a WvW setting. the wanderer stat in PvE/WvW only provides Power, toughness, vitality, and concentration.
Some people may also suggest Wanderers for later on, and honestly, you’ll be VERY tanky if you go that route, but to me the toughness is wasted on wanderers, at least for the warrior.
But why use wanderers?
Is it for the increased boon duration?
I’m currently working on a condi based warrior build for WvW and I am not sure on what armor I should craft. I’m leaning more towards the dire since its a hell of lot cheaper than Trailblazer, but I wanted to get a second opinion from those who are more well versed in the class than I.
Also if you have any tips about the play-style of a condi warrior in a the WvW setting that information would also be appreciated. The weapons that I am using for this build are S/T and a LB.
Thanks in advance for the Input.
Or they could a them as raid rewards in the third wing but one can only hope.
Where are the Mist weapons at, Anet?
Ya’know the weapons that were introduced during the HoT beta, but were some how forgotten in the actually launch. Don’t think we have forgotten, I keep getting a reminder every single time I use the hammer 5 skill on the Revenant.
May we have a response please on whether this will be put into the game or not? A “yes”,“No”, or “Its on the table”
I am interested in getting involved in the raiding scene, however it is very difficult for a newbie to get a group so I can gain some experience. Unfortunately, my guild is not the kind of guild that does raiding, so again its hard for me to get a group together. Is there any group/ guild willing to let me tag along and show me the ropes of the first wing?
If so feel free to leave me a message here or in game.
Thanks in advance!
I have one question: does might effect retaliation in any way? because if it does not, would it not be better just to increase the effectiveness of retaliation in the trait Empowering Vengeance ( of which you want to merge with another Trait) than it just giving revenants might when they already have different ways to access it already?
I think you misunderstand why people tell others to get good. We realize better players beat weaker players. The new match making puts like skilled players on a team, and the major opponent decider is the Division.
The reason people say “get good” is because if you expect to dig your way out of a division you need to be better than the other people in the division. If you’re not, you will lose over and over until you happen to get enough pips (lower divisions) or enough of the better players work their way out of the division you’re on.
“Getting good” implies you’re improving yourself and taking charge of your growth. It’s kind of just a rude way of saying what players should be doing anyways, improving themselves to work on higher goals.
What you have said might very well be true, but the “get good” phrase more often than not is taken with a negative connotation. Especially in a pvp match when tempers are sometime flared and last thing that loosing side might want to hear is “get good”
Also the person saying get good often uses this phrase to try to get a response out of the opposing to further anger or demoralize them.
I did it, boys ‘n’ girls! I made it to Ruby Division with nothing but a thief, and a pocket full of stolen dreams. Take that MMR and your Foolish meta!
I should start off by saying that my goal during this PvP season is to get to Ruby rank with only the use of my thief. Now I am by no means a “Pro” PvP player I would like to think of myself as a “slightly above average” PvP player.
Toady I was trapped in what many have called the MMR hell. This hell in particular was Sapphire Tier 3, and the matches were going back in forth. I would win one match then lose two, win another three then lose four. I would always get so close to going up to the next tier then be dropped right back down to square one. But finally after this vicious cycle that lasted for 10+ hours straight(with 15 min break between every 3 matches or so) I managed to climb into Tier 4, and KITTEN did it feel good.
I know things are going to continue to get difficult, but I cant give up now! This MMR hell may anger me to no end, I may be stuck there for days, BUT IT CAN’T BREAK MY SPIRIT!!!!!
And on that note i’m going to sleep. Good luck to all other PvPers out there. May the odds be in your favor( or some kitten like that)
(edited by supa suop.8026)
Another Idea for an elite signet:
Passive: your attacks steal boons. 10 ICD
Active: your next 5 attacks transfer a condition from you to your foe
As for OP’s idea on an elite signet, I like your first idea for a passive, but would it not be simpler for it to just increase the thief’s overall ferocity by 180 points? As for the active, I agree with DeceiverX I believe that a skill that could remove the reveal debuff would prove to be too strong. Especially with the trait Improvise.(yes I know the chances of signets getting recharged are slim with this trait, but still I dread the idea that an enemy thief has the chance to get off two or three Sneak attacks in quick succession.)
(edit: changed some words that could have been misinterpreted)
(edited by supa suop.8026)
This is a energy regen increase proposal which is bad.
It has a tendency to be a non-optional trait like for thief the trickery line. Roy mentioned that he didn’t want to make anything like that too
But I think Mr. Roy did that exact thing that he was trying to avoid by making Charged Mists, and Shrouded Mists so lack luster from the start. At least with the changes mention before it offers players more of an option. They can either go with a more utility GM at the cost of DPS or vice versa.
Charged Mists could be change to: start off with 100% energy when you swap legends. This allows the player to ease up on their energy management.
Another option is to reduce the cooldown on legend swapping by 5 seconds.
Well the weapon that is missing from Revenant’s weapon set is a medium-ranged weapon, sooo…… Short bow or Scepter with a focus on condition damage?
Or anet can always pull a “You see this rifle? (throws some ‘on the table’ magic on it) BOOM! Melee weapon.” and give us a melee weapon as a ranged weapon.
As for the Legends i’m placing my money on Eir, or Pyre Fierceshot for the Short-bow category.
For the Scepter category i’m going with Mad King Thorn, or Master Togo.
The legend I really want is Mad King Thorn though!Can you just imagine the mad cackling when you invoke him.
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