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alchemyst.2165

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Posts posted by alchemyst.2165

  1. You could run Deadeye for malicious backstab to get the additional damage, or just run DA/TR/CS.

    If you're looking for max damage, run executioner in deadly arts, then twin fangs, ferocity trait, and no quarter in critical strikes.

  2.  

    Just a lighthearted video having fun in ranked/unranked with offmeta builds, mostly d/d variants through core or daredevil. Wanted to showcase that you don't necessarily *have* to run meta (although there is a good reason people do) and you can still find some success by just running what works for you. Granted, again, meta is meta for a reason. So just be wary of that. But other than that, run what is fun for you. That's what video games are for.

  3. > @"KrHome.1920" said:

    > > @"NorthernRedStar.3054" said:

    > > Sb is a very expensive weapon but still 1 of the best utility weapon out there.

    > Shortbow is not a utility weapon. Create a CS, Tr, X marauder thief and look at the shortbow damage numbers! You will be surprised.

    >

    > > Yeah, 'cept now when the guy other guy blinks after you (assuming they have a port / blink), you're dead 9 out of 10 times. No initiative left.

    > You are using shortbow wrong. Your deception skills fulfill the purpose you are looking for.

    >

    > When I read such comments I think this nerf is a good opportunity for some thieves to start to learn their class and stop relying on absurd mobility to gain unlimited disengages.

     

    Yeah god forbid a thief rely on their class survival mechanic to survive right

     

    Don't get me wrong I've used plenty of builds without a shortbow and they can still perform, but this change basically forces thief to be in-combat most of the time which we don't really have the tools for in a lot of cases. Although I am excited to see what new builds come of this change, I don't think it was necessary.

  4. > @"Yasai.3549" said:

    > > @"alchemyst.2165" said:

    > > I will now be dashing and heartseekering across the map for mobility, don't text

    >

    > Jokes on yu, I will be using Vault and Dash instead.

    >

    > Next patch, Staff gonna get nerfed yeeehaw

     

    i mean same but i didn't wanna get yelled at for running staff in 2020 lmaooo

  5.  

    Here's a montage I made since I had some free time. Not gonna lie there's a lot of misplays but I figured I'd just upload it anyway because why not. Contains Deadeye, Daredevil, and some Core thief gameplay. Enjoy :)

  6. > @"Yasai.3549" said:

    > Yu might as well run a Staff build instead.

    > 80% of what makes a Staff build is already used here.

    Sure, but what makes this build different from let’s say deadly arts staff is that it’s more about sustained damage and brawling rather than burst.

     

    I’ve found i have a much easier time with 1v1s and 1vX in most matchups than i do with deadly arts staff due to the fact that this build makes up for staff and deadly arts weaknesses. Shadow arts provides the sustain that the staff play style requires while still keeping good sustained damage.

     

     

  7.  

    Made a build inspired by Aikijinx's Shadow Arts staff d/p build but with some differences, mainly being that I choose bound over dash for more accessible stealth through the leap finisher as well as raw damage output, making for a better brawler through sacrificing some mobility and damage mitigation.

    In some clips you will also see me running 3 stunbreaks instead of 2 and smoke screen. This is to create more versatility and allow you to be more liberal with your utility skills. It also indirectly creates more condi clear as you have 2 other stunbreaks besides shadowstep, so you can use it for positioning/condi removal more freely, as that is something this build is a bit weak to, considering I've chosen steal Hidden thief instead of condi removal while in stealth.

    Overall, this build is an unconventional brawler and I've really been enjoying playing it. Staff's weaknesses are made up for by the shadow arts line, and it creates for interesting synergy as you have access to stealth while in staff allowing for better plays.

     

  8. I think a lot of these people are confusing "cheese" with "optimal" or simply "viable." I mean technically everybody is "carried" by their traitlines. A true way to gauge mechanical skill would be to have only weapon skills, no traitlines or gear. But obviously that's not viable, so we run what's good.

     

    And no, I don't consider SA cheese, especially in this instance where a lot of the use of this build comes from active use of stealth and SA traits (stealth on steal to get hook strike, cloaked in shadow synergizing with dust strike and active use of blinds, etc).

  9. > @"Footcrusha.5092" said:

    > Hi! Thank you for video. It seems to be exactly the thief gameplay I imagined when choosing this proffession. When switched from my burn guard to d/p daredevil I was shocked though. The 5k "burst" on backstab caught me off guard so to say. This video brings back hope I can continue to 1v1 and win some.

    >

    > I have a question regarding role in conquest PvP. Does thief with this build retain his "decap&run"/+1 typical for D/P or may I try to brawl some classes?

    > This prof is a big change of gameplay for me, since I only know guard.

     

    For staff, you still definitely are a +1er/decapper, but with some added brawling/teamfight ability. So yes, you're more capable of 1v1ing, teamfighting etc, but you are still a thief at your core. You're just a bit more versatile is all. You trade stealth and single-target/chase ability for more versatility. Hope that helps!

    Edit: Keep in mind, though, that while it is very possible to fulfill those roles, it is more difficult, and you have to play an "Unorthodox side-noder" of sorts. Use your mobility and evades in a reactionary way. It is a high skill-floor type of playstyle.

  10. > @"Turkeyspit.3965" said:

    >

    >

    > That was the video that inspired me to create a Daredevil in the first place. Sadly I never took to it for WvW as I found zerging alot more fun than roaming, but she still gets some PvE playtime.

     

    Im glad I could be of inspiration! Daredevil is a lot of fun.

  11. > @"SlitheSlivier.1908" said:

    > Thanks!!! You have restored my faith. I was hoping you were in Anvil Rock and i could learn from you in person... but then you murdered some AR guys in one of the parts :-(

    >

    > 2 things:

    > -could i see your WvW stats (vit, prec, etc) without all the food and bday booster buffs?

    > -you vault a lot after dodging... why not Rune of the Daredevil?

    >

     

    Sure!

    https://imgur.com/Jo2ECRS

     

    Rune of the daredevil is certainly an option, I just like to have the extra sustain provided from divinity runes. Plus, I have enough precision to where I wouldn't get as much benefit off of daredevil runes, but if you have low precision then daredevil rune would be more useful.

     

     

  12. Heres my suggestion:

    Vigorous recovery gets changed to getting 50 endurance when using a healing skill.

    Instant reflexes gets changed to getting a 7% damage reduction buff for 4 seconds after a successful evade (synergize with dash) 10 second ICD

    Pain response remains as is.

     

    Hard to catch gets changed to getting superspeed for 4 seconds whenever you succesfully disable someone (~25 second ICD). Gain 5 endurance whenever you apply swiftness or superspeed to yourself.

     

    Upper hand: Replace regeneration with 2 stacks of might for 4 seconds.

    Assassin's reward: up the healing by 10%

    Don't stop: leave as is

     

    Basically, it should reward successful use of active play/defenses.

  13. For staff I like to run Instant reflexes instead of pain response and Escapists absolution instead of staff master (90% of the time I run EA) The reason being because Pain Response's condi clear is so seldom that you don't get much utility out of it. IR has a high cooldown, but it can sway a fight if you get a safe stomp out of it, as well as being good for simply escaping and decapping, etc.

     

    You should still +1 and decap, you're just a little better at teamfighting/1v1ing is all, especially depending on if you run shortbow or not as your offhand. Don't spam vault, 2, 4 and autoattack are very good in teamfights- you should only spam vault when necessary. Otherwise, make good use out of 2, the weakness application in teamfights is key.

  14. @OP this may have already been posted but what armor were you running?

     

    I run a mix of mara and some soldiers for ~2300 armor and have never really had a problem being one shot in WvW, and I play thief as well. (I also usually have on instant reflexes from acro, so that is also a big help)

     

    I can get behind the "no-tell" aspect of the malicious backstab build, but I've literally never had a problem with deadeye specs in WvW other than them being a minor annoyance. Permastealth is annoying, but eh. If they're stealthed they're not dealing damage to me.

     

    This also isn't me coming at the OP in any way, I'm just sharing my experience and hopefully it can help.

     

    Edit: I'm reading and seeing a lot of people saying stealth should be OOC only. This wouldn't really fix people's frustrations; people would still get ganked, just like in other games, and thief would require an entire rework, which I doubt would happen. Stealthing in this game is unique and changing it would require too much on Anet's part.

     

    I think a lot of people's grievances are mainly just coming from being ganked, which happens in every MMO.

  15. If they really want to keep Marked in the game, they should

     

    A: Make it so that it takes longer to reveal (It says "long periods of stealth" but 2 seconds? Come on.) Possibly 5 or 6 seconds?

    B. Make it so that if you go out of range, it wears off. Being locked out of an entire mechanic for 30 seconds simply because you passed somewhat near a sentry that you may not have even been going for is ridiculous.

    C. Have the reveal be much shorter, or simply have it take you out of stealth

    D. All/some of the above

     

    The current marked makes for frustrating gameplay situations where I'm forced out of a whole weaponset for long periods of time, and when I try to run, I get marked up again. It's just not fun to play WvW with it. I'm fine with some mechanics to counter permastealth, but this iteration of marked punishes you for even trying to use the mechanic in very small doses and can be pretty much inescapable in certain areas. It's actually punishing scouts for doing their jobs.

     

    Plenty of classes already have reveal mechanics, I don't see why this version of marked was necessary honestly. I have to treat large sections of the map as "out of bounds" because if I happen to get into an engagement near them, I'm locked out of a key class mechanic.

     

    And no, I don't play Deadeye. (Partially for this reason)

  16. > @"bluri.2653" said:

    > > @"alchemyst.2165" said:

    > > When using flanking strike, especially as an opener, if you land it, try waiting a second before casting larcenous. Most of the time people will dodge in reaction to the flanking strike, so you can time it after they dodge.

    >

    > You dont have to wait a second u can just stow it if you see its about to miss

     

    That too

  17. When using flanking strike, especially as an opener, if you land it, try waiting a second before casting larcenous. Most of the time people will dodge in reaction to the flanking strike, so you can time it after they dodge.

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