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cyberzombie.7348

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Posts posted by cyberzombie.7348

  1. Some things I can think of for thief is buffing Ankle Shot trait to around 15-20% with a 80% chance of crippling and have Sundering Strike either deal 10 stacks of vulnerability or double the duration . Unless an amulet without precision is equipped, the damage and conditions required to utilize them is less effective and intuitive than choosing Practice Tolerance.

     

    As for warrior, the mace skill Tremor really needs a fix for the tracking and/or velocity. I've encountered times when at a certain distance players can just strafe out of the way. Sword skills could use more speed and smoother animations as well, even with Dual Wielding it's still relatively clunky to use in comparison to axe and greatsword skills which deals damage more efficiently.

  2. > @"Crab Fear.1624" said:

    > Let's say they put a 5-10 second ICD on the stealth on dodge. Fair trade would be to make the trait affect all weapon sets IMO

     

    They did put a cd for the silent scope trait in the beginning of the class rework. Not sure why they removed it.

  3. > @"eksn.7264" said:

    > > @"Lord of the Fire.6870" said:

    > > > @"Legatus.3608" said:

    > > > > @"eksn.7264" said:

    > > > > This is literally 2s after engaging on a mender weaver:

    > > > > ![](https://i.imgur.com/VBOoUK6.jpg "")

    > > > >

    > > > > Balanced damage my dudes :^).

    > > >

    > > > Two double taps isn't enough to max out malice. Congrats on being yet another manipulating, screen editing, obvious setup individual posting obvious bs.

    > > >

    > > > Or are you telling us all that 5 stacks of malice is good enough to generate 20k djs?

    > > >

    > > > Not to mention the dude crit 5 times in a row without the kneel bonus. Looks legit.

    > >

    > > You can up to have 7 malice with the right trait(which I have) the joke is when you let me max out malice I get fury, 10 mights and 7 initiative and some other boons with the help of a healer/support might can rise to 25. The Deadeye is built in a way the longer you ignore him the stronger the damage gets this was also true before this patch. Not experienced player will fall for this trap and some maps are more rifle friendly but in general the more high level the match is the faster the Deadeye dies.

    > >

    > > On the other side thief has a low hp pool its like an ele dying is super easy but team play and team composition can effect things on both sides.

    >

    > Yeah I haven't really played deadeye much, so I wouldn't comment on how possible it was or not, but I understand perfectly well how they work. Like I said it was really weird case. The deadeye was alone and I went to get a decap. He immediately marked + stealthed (I think Blinding Powder) so I was 100% ready for the burst. I got hit by at least 4 out of 5 of the Double Taps before I could even react (which is what actually killed me, not the DJ), about 19k to 1k hp. It only happened once during the game so not sure if it's lag/desync or some sort of hack, ultimately inconclusive.

    >

     

    Hmm, If he marked then stealthed immediately then he must have been using shadow arts with hidden thief under the traitline. If you were poisoned as well then deadly arts was used as well possibly using revealed training. I can't fully picture the build with the limited info but this is the closest build I speculate him having.

     

    http://gw2skills.net/editor/?vZAQFA0ksMhGnYpTsQTYaBgJUEg/XWMfmcfgUwMA-jJBXABAs/wxPAgGKD88FAAA

  4. It's like thief can never never be in a good spot for spvp, I remember when thief was normally the go-to for blame and flak among the team when losing a match regardless of performance but got flak from the opposition when carrying a team. So how exactly would someone nerf/rework deadeye without hindering its main niche and remain relatively useful among other classes?

  5. > @"Crab Fear.1624" said:

    > > @"Swagg.9236" said:

    > > > @"Ovark.2514" said:

    > > > Ah good ol' Wil. Good luck finding any other thieves skilled enough to consistently land that kind of hit with a staff.

    > >

    > > Perfect invisibility 1HKO with melee hitboxes the size of 3 player hitboxes. Truly GW2 is innovative if this kind of gameplay is regarded as "high skill."

    >

    > What is "high" skill in this game?

     

    Well back in the day it was counting dodges, timing cds,* and knowing both strengths and weaknesses of an opponents mechanics to work around it to your advantage.

  6. > @"Kawloon Fuathach.3807" said:

    > I'd just like to point out again, that I've been essentially been using this build, and variants, since the drop of HoT. So vaguely two years now? It's taken folks two years to finally complain fully about it, when the damage has always been that high. The only buff it's really gotten over these past two years, is the change made to Assassin's Signet and Signet of Shadows, both the Active Effect changes, and the cooldown reduction. That's it. The damage was actually slightly nerfed back when they changed out all the sPvP sigils.

    >

    > Here are both build variants I primarily use, with their glaring flaws, but that's half the fun.

    > Valks Variant :

    > http://gw2skills.net/editor/?vZAQNAoaWn8lCdOhNOB+NBkmiFaCbLPNcCBaBgnwsZuCuBHhA-jJhIQBC8UAYkyA6Y/BA8EAAA

    >

    > Zerker Variant :

    > http://gw2skills.net/editor/?vZAQNAoaWn8lCdOhNOB+NBkmiFaCTLA8EmNb5phzeauCuBHhA-jJhIQBC8UAAgnAwRKDoj9HAA

    >

    > Not a huge difference between the two outside of one trait and the amulet.

     

    Interesting I've been using that same zerker build for years as well but used s/p + staff* with inteligence and force sigils. Normally it works well in the beginning but it becomes hard to pull off when the team caught on to the setup.

  7. > @"Hyraltia.4185" said:

    > > @"cyberzombie.7348" said:

    > > > @"Azure The Heartless.3261" said:

    > > > > @"Legatus.3608" said:

    > > > > There's actually a third type of player, the player that knows how to avoid the single 20k hit with the knowledge that avoiding it is an auto win

    > > >

    > > > That went over my head until now.

    > > >

    > > > If it's a oneshot build why aren't you dodging the one shot?

    > >

    > > From the looks of it it was mostly a sync fluke which made it appear the vault hit a split second after shadow pursuit was used but as that's impossible in normal circumstances. The shadow trap gives about 1-10 seconds ( all depending on setup) to prepare yourself* including both a sound and 2 visual cues (if deadly trapper is traited) to tell you you're marked for dead.

    >

    > But there in lies the problem, the sync issues in the game. Dodging something isn't always as simple as a learn to play issue when you know how to play and what to dodge but you don't see anything until it has happened already.

     

    Sadly, there are too many variables with internet providers, client-server locations/distance to completely fix such issue. Though most if not all online multiplayer games have this problem with varying consistency.

  8. > @"Azure The Heartless.3261" said:

    > > @"Legatus.3608" said:

    > > There's actually a third type of player, the player that knows how to avoid the single 20k hit with the knowledge that avoiding it is an auto win

    >

    > That went over my head until now.

    >

    > If it's a oneshot build why aren't you dodging the one shot?

     

    From the looks of it it was mostly a sync fluke which made it appear the vault hit a split second after shadow pursuit was used but as that's impossible in normal circumstances. The shadow trap gives about 1-10 seconds ( all depending on setup) to prepare yourself* including both a sound and 2 visual cues (if deadly trapper is traited) to tell you you're marked for dead.

  9. Looking at the video, something doesn't add up regarding the time interval within the thief's shadow return utilized and receiving the vulnerability, popping the shadow signet, and receiving the vault damage. Unless there's a way to shadowstep, pop signet, and vault at the simultaneously. This kind of setup normally gives about 1-2 seconds to react after you see yourself inflicted with vulnerability and the vault got reworked to where the user is locked into the animation.

  10. I just want thief to have the potential of being proficient at any role without it being broken nor the unique playstyle being stripped(that goes for every other class), so gw2 can be closer to the original concept of no-holy-trinity. Though knowing this is a mmo, it has too many variables that makes it its near impossible to find that perfect middle ground for the game.

  11. Running apothecary/shaman stats, shades normally doesn't give me much problems while in stealth and/or runnung instant reflexes while maintaining decent amount of condition damage via deadly arts traitline. The random cc is the main thing that gets me in those situations so I have to stay ready to stunbreak quickly as possible. Though I'd admit the necromancer's transfusion Is more efficient and safer option in large-scale combat than rushing into aoe for a suicidal mission.

  12. Traits/Skills

    -Give Ankle Shots have a 20% damage bonus and the cripple chance to 100%

    -Sundering Strikes giving either 10 vulnerability stack or doubling the duration.

    -Get rid of the cd for stealth attack.

    -Reduce Improvisation cd to 2-5 sec or just completely remove the cd.

    -Swap Leeching Venoms with Revealed Training

    -Bring back Long Reach, and Replace Last Refuge with Shadow Equilibrium.

    -Increase the velocity of Scorpion Wire

    -Increase the duration of Ice Drake and Devourer venoms or reduce the cd

    -Make steal a teleport instead of a shadowstep.

     

    For PVE

    -Allow to thieves to break into houses and commit burglary at the consequence of receiving negative karma.

    -Steal would have a chance to coins from enemy npcs. The effect will occur only once per npc.

     

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