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Might stacking deadeye + unique buff


Casiano.2705

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Since the vision of the developers is to make us a might stacking bot competing with druids and warriors, the truth is We CAN NOT.

 

Rangers have insane healing group support

 

Warriors are insane banner slaves

 

Why cant we have a unique way/buff to support raids/pve

 

I propose/suggest:

 

Malicious Vulnerability,

 

whenever theres a mark on an enemy it increases the maximum vulnerabilty to 40 stacks, so that we can give the entire group 15% more damage from condi and power sources

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Really now? The perma 25 might you can stack up and maintain 100% uptime with is something you "CAN NOT" do?

 

Your malicious vulnerability suggestion is interesting, but way too OP. This would make Deadeyes _required_ in every raid group. _NO_ profession should be required. A 15% damage boost to the entire raid would be insane. A 5% damage boost would be a lot already, but I would accept that and no more.

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the changes to make GoL give might instead of a unique made the the might stack DE useless when a druid can do it better and about the fury vigor and swiftness i can apply those too with protection and with heals. needless to say i pretty much abandoned my thief after almost 5 years of playing it because ill get asked to switch out of it in fractals raids and pvp the only thing i use my thief for these days is story instances and map completion.

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> @Zintrothen.1056 said:

> Really now? The perma 25 might you can stack up and maintain 100% uptime with is something you "CAN NOT" do?

>

> Your malicious vulnerability suggestion is interesting, but way too OP. This would make Deadeyes _required_ in every raid group. _NO_ profession should be required. A 15% damage boost to the entire raid would be insane. A 5% damage boost would be a lot already, but I would accept that and no more.

 

YOU can stack permanent 25 might... only on yourself... if you want party might you have to trait venoms to give might as well, or make stolen skills used twice and cantrips give a second stolen skill. So you are both wasting a trait AND a utility to make a viable 25 might stacks, and it's not even permanent on bosses because the might will expire before your steal is recharged on anything that survives that long, even with 100% might uptime, which will severely nerf your damage even more to take. Realistically you will only have the 45% from strength runes.

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> @Sojourner.4621 said:

> > @Zintrothen.1056 said:

> > Really now? The perma 25 might you can stack up and maintain 100% uptime with is something you "CAN NOT" do?

> >

> > Your malicious vulnerability suggestion is interesting, but way too OP. This would make Deadeyes _required_ in every raid group. _NO_ profession should be required. A 15% damage boost to the entire raid would be insane. A 5% damage boost would be a lot already, but I would accept that and no more.

>

> YOU can stack permanent 25 might... only on yourself... if you want party might you have to trait venoms to give might as well, or make stolen skills used twice and cantrips give a second stolen skill. So you are both wasting a trait AND a utility to make a viable 25 might stacks, and it's not even permanent on bosses because the might will expire before your steal is recharged on anything that survives that long, even with 100% might uptime, which will severely nerf your damage even more to take. Realistically you will only have the 45% from strength runes.

 

https://wiki.guildwars2.com/wiki/Fire_for_Effect

FfE affects anyone near you and near your target. With Improv and Sleight of Hand you can easily maintain 20+ stacks of might.

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> @Zacchary.6183 said:

> > @Sojourner.4621 said:

> > > @Zintrothen.1056 said:

> > > Really now? The perma 25 might you can stack up and maintain 100% uptime with is something you "CAN NOT" do?

> > >

> > > Your malicious vulnerability suggestion is interesting, but way too OP. This would make Deadeyes _required_ in every raid group. _NO_ profession should be required. A 15% damage boost to the entire raid would be insane. A 5% damage boost would be a lot already, but I would accept that and no more.

> >

> > YOU can stack permanent 25 might... only on yourself... if you want party might you have to trait venoms to give might as well, or make stolen skills used twice and cantrips give a second stolen skill. So you are both wasting a trait AND a utility to make a viable 25 might stacks, and it's not even permanent on bosses because the might will expire before your steal is recharged on anything that survives that long, even with 100% might uptime, which will severely nerf your damage even more to take. Realistically you will only have the 45% from strength runes.

>

> https://wiki.guildwars2.com/wiki/Fire_for_Effect

> FfE affects anyone near you and near your target. With Improv and Sleight of Hand you can easily maintain 20+ stacks of might.

 

Sleight of hand is a given if running trickery, 100% duration on 12 seconds DOES break the 24 second mark, but it's only 8 stacks... stolen skills twice puts you at only 16. In order to get the full 25, or even break 20, you also need to take "One In The Chamber" and even then all of the cantrips have very long cooldowns. JUSt using strength runes only breaks 17 seconds which is STILL lower than Sleight's reduced steal recharge. Then that's not mentioning that it still has a smaller radius than literally any other might stack AFTER the buff, and that power thief is the worst damage "raid viable" spec and already won't be taken in Raids, and that you lose 20% damage 50% of the time by taking improvistation, Then add in that Strength runes are not optimal for damage on thief and the fact that a single druid can maintain 25 might on an entire 10 man party and this is already dead in the water. Again, we're talking PARTY might stacks.... you the thief will have 100% uptime of 25 stacks, but the party needs to lose about 17% damage on average to have that while already suffering in the DPS meta (Remember that you also lose a lot of damage by not having Maleficent Seven). No one... ever... ever... will want a might stack thief in anything over even a PS warrior.

 

Edit: It's worth noting that ofc FFE effects allies near you and your target... but since rifle damage and ranged damage are terrible compared to dual dagger... it will only affect targets near you, because you and your target will be in the same location. This makes me sad because ANet uses the "two locations" thing to justify not buffing the radius on it. And no matter how you look at it (double stacks because you're standing at your target, but still no way of justifying the loss of Maleficent Seven and Executioner DPS loss) the fact that it is point blank only so if they are not stacked directly on top of you, unlikely while doing raid mechanics, it misses your allies. This isn't even mentioning that taking Trickery over Crit Strikes is a DPS loss as well. The max DPS D/D thief rotation for raids uses almost no initiative and doesn't gain max stacks of Lead Attacks.

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> @Sojourner.4621 said:

> > @Zacchary.6183 said:

> > > @Sojourner.4621 said:

> > > > @Zintrothen.1056 said:

> > > > Really now? The perma 25 might you can stack up and maintain 100% uptime with is something you "CAN NOT" do?

> > > >

> > > > Your malicious vulnerability suggestion is interesting, but way too OP. This would make Deadeyes _required_ in every raid group. _NO_ profession should be required. A 15% damage boost to the entire raid would be insane. A 5% damage boost would be a lot already, but I would accept that and no more.

> > >

> > > YOU can stack permanent 25 might... only on yourself... if you want party might you have to trait venoms to give might as well, or make stolen skills used twice and cantrips give a second stolen skill. So you are both wasting a trait AND a utility to make a viable 25 might stacks, and it's not even permanent on bosses because the might will expire before your steal is recharged on anything that survives that long, even with 100% might uptime, which will severely nerf your damage even more to take. Realistically you will only have the 45% from strength runes.

> >

> > https://wiki.guildwars2.com/wiki/Fire_for_Effect

> > FfE affects anyone near you and near your target. With Improv and Sleight of Hand you can easily maintain 20+ stacks of might.

>

> Sleight of hand is a given if running trickery, 100% duration on 12 seconds DOES break the 24 second mark, but it's only 8 stacks... stolen skills twice puts you at only 16. In order to get the full 25, or even break 20, you also need to take "One In The Chamber" and even then all of the cantrips have very long cooldowns. JUSt using strength runes only breaks 17 seconds which is STILL lower than Sleight's reduced steal recharge. Then that's not mentioning that it still has a smaller radius than literally any other might stack AFTER the buff, and that power thief is the worst damage "raid viable" spec and already won't be taken in Raids, and that you lose 20% damage 50% of the time by taking improvistation, Then add in that Strength runes are not optimal for damage on thief and the fact that a single druid can maintain 25 might on an entire 10 man party and this is already dead in the water. Again, we're talking PARTY might stacks.... you the thief will have 100% uptime of 25 stacks, but the party needs to lose about 17% damage on average to have that while already suffering in the DPS meta (Remember that you also lose a lot of damage by not having Maleficent Seven). No one... ever... ever... will want a might stack thief in anything over even a PS warrior.

>

> Edit: It's worth noting that ofc FFE effects allies near you and your target... but since rifle damage and ranged damage are terrible compared to dual dagger... it will only affect targets near you, because you and your target will be in the same location. This makes me sad because ANet uses the "two locations" thing to justify not buffing the radius on it. And no matter how you look at it (double stacks because you're standing at your target, but still no way of justifying the loss of Maleficent Seven and Executioner DPS loss) the fact that it is point blank only so if they are not stacked directly on top of you, unlikely while doing raid mechanics, it misses your allies. This isn't even mentioning that taking Trickery over Crit Strikes is a DPS loss as well. The max DPS D/D thief rotation for raids uses almost no initiative and doesn't gain max stacks of Lead Attacks.

 

A few things about that though, Druid needs people stacked for that to work properly. They also have less damage than DE overall, though they can make this up with healing.

https://qtfy.eu/guildwars/ranger/healing-might-druid/

https://qtfy.eu/guildwars/ranger/condi-druid/

https://qtfy.eu/guildwars/thief/power-deadeye (the build they use is fucking horrible btw)

 

Another thing about FfE is that the radius for it's application is 360 and in two areas which is more than every druid skill and more total area per use. The druid has plenty of line aoe, but it makes it harder to grant the might than Deadeye, at least in my opinion.

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> @Zacchary.6183 said:

> > @Sojourner.4621 said:

> > > @Zacchary.6183 said:

> > > > @Sojourner.4621 said:

> > > > > @Zintrothen.1056 said:

> > > > > Really now? The perma 25 might you can stack up and maintain 100% uptime with is something you "CAN NOT" do?

> > > > >

> > > > > Your malicious vulnerability suggestion is interesting, but way too OP. This would make Deadeyes _required_ in every raid group. _NO_ profession should be required. A 15% damage boost to the entire raid would be insane. A 5% damage boost would be a lot already, but I would accept that and no more.

> > > >

> > > > YOU can stack permanent 25 might... only on yourself... if you want party might you have to trait venoms to give might as well, or make stolen skills used twice and cantrips give a second stolen skill. So you are both wasting a trait AND a utility to make a viable 25 might stacks, and it's not even permanent on bosses because the might will expire before your steal is recharged on anything that survives that long, even with 100% might uptime, which will severely nerf your damage even more to take. Realistically you will only have the 45% from strength runes.

> > >

> > > https://wiki.guildwars2.com/wiki/Fire_for_Effect

> > > FfE affects anyone near you and near your target. With Improv and Sleight of Hand you can easily maintain 20+ stacks of might.

> >

> > Sleight of hand is a given if running trickery, 100% duration on 12 seconds DOES break the 24 second mark, but it's only 8 stacks... stolen skills twice puts you at only 16. In order to get the full 25, or even break 20, you also need to take "One In The Chamber" and even then all of the cantrips have very long cooldowns. JUSt using strength runes only breaks 17 seconds which is STILL lower than Sleight's reduced steal recharge. Then that's not mentioning that it still has a smaller radius than literally any other might stack AFTER the buff, and that power thief is the worst damage "raid viable" spec and already won't be taken in Raids, and that you lose 20% damage 50% of the time by taking improvistation, Then add in that Strength runes are not optimal for damage on thief and the fact that a single druid can maintain 25 might on an entire 10 man party and this is already dead in the water. Again, we're talking PARTY might stacks.... you the thief will have 100% uptime of 25 stacks, but the party needs to lose about 17% damage on average to have that while already suffering in the DPS meta (Remember that you also lose a lot of damage by not having Maleficent Seven). No one... ever... ever... will want a might stack thief in anything over even a PS warrior.

> >

> > Edit: It's worth noting that ofc FFE effects allies near you and your target... but since rifle damage and ranged damage are terrible compared to dual dagger... it will only affect targets near you, because you and your target will be in the same location. This makes me sad because ANet uses the "two locations" thing to justify not buffing the radius on it. And no matter how you look at it (double stacks because you're standing at your target, but still no way of justifying the loss of Maleficent Seven and Executioner DPS loss) the fact that it is point blank only so if they are not stacked directly on top of you, unlikely while doing raid mechanics, it misses your allies. This isn't even mentioning that taking Trickery over Crit Strikes is a DPS loss as well. The max DPS D/D thief rotation for raids uses almost no initiative and doesn't gain max stacks of Lead Attacks.

>

> A few things about that though, Druid needs people stacked for that to work properly. They also have less damage than DE overall, though they can make this up with healing.

> https://qtfy.eu/guildwars/ranger/healing-might-druid/

> https://qtfy.eu/guildwars/ranger/condi-druid/

> https://qtfy.eu/guildwars/thief/power-deadeye (the build they use is kitten horrible btw)

>

> Another thing about FfE is that the radius for it's application is 360 and in two areas which is more than every druid skill and more total area per use. The druid has plenty of line aoe, but it makes it harder to grant the might than Deadeye, at least in my opinion.

 

And yet still doesn't cover more total area because no matter what you will be standing on top of the boss to DPS. If you're using pistols or rifle you're hurting your party. CA abilities are targettable which makes them better for hitting team members, and Deadeye ONLY brings might where druid brings unique utility in the form of spirits, not to mention the other boons it brings to the table. It doesn't matter how much you want it, the might stack build on deadeye can never be anything but bad without reworks. Any other class that can add might stacks will do it better while bringing other types of utility... currently the optimum secondary healer is either a tempest, which can mass stack might and brings other benefits to the party, or a renegade, which can mass stack might and can provide cover alacrity to ease the pressure on the Chrono. Why bring thief? Heck, people already won't bring power thief to raids any more because their damage is crap... why would they bring it on an even WORSE damage build that other classes can cover the utility of better?

 

It's important to note that Thief is my main. I **want** deadeye to be great... I **want** power thief to be great. I **want** rifle to be a useful weapon. I want Deadeye to be a reliable source of not just Might but also a good provider of unique utility, but as it sits it doesn't provide enough to justify taking over literally anything else that can stack might. I also **want** ANet to realise this and give it some much needed attention. Going "oh but it could be adequate" doesn't do us any favors. Being realistic about it is the only way to get changes made.

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> @Sojourner.4621 said:

> > @Zacchary.6183 said:

> > > @Sojourner.4621 said:

> > > > @Zacchary.6183 said:

> > > > > @Sojourner.4621 said:

> > > > > > @Zintrothen.1056 said:

> > > > > > Really now? The perma 25 might you can stack up and maintain 100% uptime with is something you "CAN NOT" do?

> > > > > >

> > > > > > Your malicious vulnerability suggestion is interesting, but way too OP. This would make Deadeyes _required_ in every raid group. _NO_ profession should be required. A 15% damage boost to the entire raid would be insane. A 5% damage boost would be a lot already, but I would accept that and no more.

> > > > >

> > > > > YOU can stack permanent 25 might... only on yourself... if you want party might you have to trait venoms to give might as well, or make stolen skills used twice and cantrips give a second stolen skill. So you are both wasting a trait AND a utility to make a viable 25 might stacks, and it's not even permanent on bosses because the might will expire before your steal is recharged on anything that survives that long, even with 100% might uptime, which will severely nerf your damage even more to take. Realistically you will only have the 45% from strength runes.

> > > >

> > > > https://wiki.guildwars2.com/wiki/Fire_for_Effect

> > > > FfE affects anyone near you and near your target. With Improv and Sleight of Hand you can easily maintain 20+ stacks of might.

> > >

> > > Sleight of hand is a given if running trickery, 100% duration on 12 seconds DOES break the 24 second mark, but it's only 8 stacks... stolen skills twice puts you at only 16. In order to get the full 25, or even break 20, you also need to take "One In The Chamber" and even then all of the cantrips have very long cooldowns. JUSt using strength runes only breaks 17 seconds which is STILL lower than Sleight's reduced steal recharge. Then that's not mentioning that it still has a smaller radius than literally any other might stack AFTER the buff, and that power thief is the worst damage "raid viable" spec and already won't be taken in Raids, and that you lose 20% damage 50% of the time by taking improvistation, Then add in that Strength runes are not optimal for damage on thief and the fact that a single druid can maintain 25 might on an entire 10 man party and this is already dead in the water. Again, we're talking PARTY might stacks.... you the thief will have 100% uptime of 25 stacks, but the party needs to lose about 17% damage on average to have that while already suffering in the DPS meta (Remember that you also lose a lot of damage by not having Maleficent Seven). No one... ever... ever... will want a might stack thief in anything over even a PS warrior.

> > >

> > > Edit: It's worth noting that ofc FFE effects allies near you and your target... but since rifle damage and ranged damage are terrible compared to dual dagger... it will only affect targets near you, because you and your target will be in the same location. This makes me sad because ANet uses the "two locations" thing to justify not buffing the radius on it. And no matter how you look at it (double stacks because you're standing at your target, but still no way of justifying the loss of Maleficent Seven and Executioner DPS loss) the fact that it is point blank only so if they are not stacked directly on top of you, unlikely while doing raid mechanics, it misses your allies. This isn't even mentioning that taking Trickery over Crit Strikes is a DPS loss as well. The max DPS D/D thief rotation for raids uses almost no initiative and doesn't gain max stacks of Lead Attacks.

> >

> > A few things about that though, Druid needs people stacked for that to work properly. They also have less damage than DE overall, though they can make this up with healing.

> > https://qtfy.eu/guildwars/ranger/healing-might-druid/

> > https://qtfy.eu/guildwars/ranger/condi-druid/

> > https://qtfy.eu/guildwars/thief/power-deadeye (the build they use is kitten horrible btw)

> >

> > Another thing about FfE is that the radius for it's application is 360 and in two areas which is more than every druid skill and more total area per use. The druid has plenty of line aoe, but it makes it harder to grant the might than Deadeye, at least in my opinion.

>

> And yet still doesn't cover more total area because no matter what you will be standing on top of the boss to DPS. If you're using pistols or rifle you're hurting your party. CA abilities are targettable which makes them better for hitting team members, and Deadeye ONLY brings might where druid brings unique utility in the form of spirits, not to mention the other boons it brings to the table. It doesn't matter how much you want it, the might stack build on deadeye can never be anything but bad without reworks. Any other class that can add might stacks will do it better while bringing other types of utility... currently the optimum secondary healer is either a tempest, which can mass stack might and brings other benefits to the party, or a renegade, which can mass stack might and can provide cover alacrity to ease the pressure on the Chrono. Why bring thief? Heck, people already won't bring power thief to raids any more because their damage is crap... why would they bring it on an even WORSE damage build that other classes can cover the utility of better?

>

> It's important to note that Thief is my main. I **want** deadeye to be great... I **want** power thief to be great. I **want** rifle to be a useful weapon. I want Deadeye to be a reliable source of not just Might but also a good provider of unique utility, but as it sits it doesn't provide enough to justify taking over literally anything else that can stack might. I also **want** ANet to realise this and give it some much needed attention. Going "oh but it could be adequate" doesn't do us any favors. Being realistic about it is the only way to get changes made.

 

That's the thing, unless the boss is a target golem or something like Golem Mk2 you are going to be moving around a lot, so I fail to see your point in that respect. Secondly, there are no instances in this game where Might application is statistically better than FfE Combo. With it, a fight starts off with 16 might for 12s. CD can be anything from 1-30s depending on the circumstances and build when using it. Mercy and SE on a sword build can reset it. Using One in the Chamber and cantrips, you can refresh and even maintain max might like nothing. As for it's contenders,

 

"For Great Justice!" beats it in duration and partly coverage but not stacks nor CD.

Blood is Power beats it per application and sometimes CD, but not in duration or coverage.

Mighty Roar from a Ranger's Jungle Stalker beats it in duration and maybe coverage, but not stacks nor CD. It also takes 3s to cast.

Shared Empowerment, while applying a single stack of might every second to those around you, only maxes out at 14 with facet of strength and it takes a while to build. FfE is instant.

HGH beats it in duration and maybe coverage from multiple uses but not application and CD.

Elemental Attunement beats it in duration and CD, but not coverage and its only one stack of might.

Bountiful Disillusionment beats it in duration and sometimes CD, but not stacks nor coverage.

Phalanx Strength beats it in coverage but not duration. The might it grants to everyone is also very short lived.

 

None of them grant might to up to 10 people. The only one that does is Might granted by Grace of the Land and that is only available with Celestial Avatar which is only available maybe 60% of the time. The might it grants also doesn't last that long even if it can easily max out. By the time you are able to activate CA, all the might you generated will be mostly gone.

 

Knowing all of this, it is hard for me to believe that the FfE Combo can be beat by any other profession. Yes, most professions can spam might like nothing but most of them can't maintain high stacks for that long without help. Most might applications are short lived and the ones that are not are 8-10s on a CD of around 20s and rarely stack enough to matter without multiple applications. So I am going to have to disagree with you that FfE is in any way bad.

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> @"Blood Red Arachnid.2493" said:

> Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

>

> On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

 

If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

 

People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

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> @Cynz.9437 said:

> > @"Blood Red Arachnid.2493" said:

> > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> >

> > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

>

> If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

>

> People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

 

It's only good for RP if you don't know how to use it.

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> @Zacchary.6183 said:

> > @Cynz.9437 said:

> > > @"Blood Red Arachnid.2493" said:

> > > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> > >

> > > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

> >

> > If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

> >

> > People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

>

> It's only good for RP if you don't know how to use it.

 

Oh Zach plz, i play flipping core and murdered every DE i met all match (not bashing on players, just the set is trash). I don't want even know how DD vs DE looks like.

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> @Cynz.9437 said:

> > @Zacchary.6183 said:

> > > @Cynz.9437 said:

> > > > @"Blood Red Arachnid.2493" said:

> > > > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> > > >

> > > > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

> > >

> > > If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

> > >

> > > People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

> >

> > It's only good for RP if you don't know how to use it.

>

> Oh Zach plz, i play flipping core and murdered every DE i met all match (not bashing on players, just the set is trash). I don't want even know how DD vs DE looks like.

 

You do know most people suck at playing the spec right?

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> @Zacchary.6183 said:

> > @Cynz.9437 said:

> > > @Zacchary.6183 said:

> > > > @Cynz.9437 said:

> > > > > @"Blood Red Arachnid.2493" said:

> > > > > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> > > > >

> > > > > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

> > > >

> > > > If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

> > > >

> > > > People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

> > >

> > > It's only good for RP if you don't know how to use it.

> >

> > Oh Zach plz, i play flipping core and murdered every DE i met all match (not bashing on players, just the set is trash). I don't want even know how DD vs DE looks like.

>

> You do know most people suck at playing the spec right?

 

You know that even best player can't make work something very badly designed wenn they face half-decent players. Honestly, what are you gonna do when camped by enemy dp? Not to mention plenty of specs have reflects.

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Sure deadeye/might works and can be d/d to get the most dps out of it then replace the druid with some other healer its just that the group will most likely still bring a druid for spirits and the utility they can provide on large and varying scales between knockbacks immobs breakbars mass rezz etc even projectile destruction funny enough. Druid is just to darn good tbh its sad but very real. On top of all this another issue is deadeye/might would have to beat out cps warrior which im pretty sure it doesn't plus cps has the option to cleave with LB burst and ofc banners. So deadeye/might wouldn't even be able to beat cps warrior in terms of damage which is the main reason to take it over a druid. Don't get me wrong tho deadeye/miight works it's just weak in comparison to options that are already there.

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> @Cynz.9437 said:

> > @Zacchary.6183 said:

> > > @Cynz.9437 said:

> > > > @Zacchary.6183 said:

> > > > > @Cynz.9437 said:

> > > > > > @"Blood Red Arachnid.2493" said:

> > > > > > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> > > > > >

> > > > > > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

> > > > >

> > > > > If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

> > > > >

> > > > > People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

> > > >

> > > > It's only good for RP if you don't know how to use it.

> > >

> > > Oh Zach plz, i play flipping core and murdered every DE i met all match (not bashing on players, just the set is trash). I don't want even know how DD vs DE looks like.

> >

> > You do know most people suck at playing the spec right?

>

> You know that even best player can't make work something very badly designed wenn they face half-decent players. Honestly, what are you gonna do when camped by enemy dp? Not to mention plenty of specs have reflects.

 

Lol. And how is it badly designed? Are we talking about damage, because the mechanics are sound and the spec works well with a large portion of core traits. There are even possibilities for expanded roles. That isn't bad design. That's build diversity, something thief has lacked since forever.

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> @Zacchary.6183 said:

> > @Cynz.9437 said:

> > > @Zacchary.6183 said:

> > > > @Cynz.9437 said:

> > > > > @Zacchary.6183 said:

> > > > > > @Cynz.9437 said:

> > > > > > > @"Blood Red Arachnid.2493" said:

> > > > > > > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> > > > > > >

> > > > > > > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

> > > > > >

> > > > > > If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

> > > > > >

> > > > > > People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

> > > > >

> > > > > It's only good for RP if you don't know how to use it.

> > > >

> > > > Oh Zach plz, i play flipping core and murdered every DE i met all match (not bashing on players, just the set is trash). I don't want even know how DD vs DE looks like.

> > >

> > > You do know most people suck at playing the spec right?

> >

> > You know that even best player can't make work something very badly designed wenn they face half-decent players. Honestly, what are you gonna do when camped by enemy dp? Not to mention plenty of specs have reflects.

>

> Lol. And how is it badly designed? Are we talking about damage, because the mechanics are sound and the spec works well with a large portion of core traits. There are even possibilities for expanded roles. That isn't bad design. That's build diversity, something thief has lacked since forever.

 

Ok, take rifle. It has nearly no utility outside of some boonstrip, assuming you use it (which probably you won't given limited amount of ini). DE has also nearly no mobility. It works fine and well on paper because DE is a sniper supposedly, but honestly given current state of classes most either have just as much range as DE or have enough mobility to get to DE quickly. They can't really retreat well and just die. There is no blocks, extra heals or anything really that helps you live longer outside some lol boons that get removed anyway. There is no CC either unless you pick other weapon set.

Assuming you pick other weaponset, you are still better off with literary any other traitline than DE. If we take scourges into picture, DE becomes even more worthless.

 

DE is diversity for you? Really? Just another selfish dps build that brings nothing to the group. Even d/p (be it SA or DD) brings more to the group. Diversity would be if thief would bring meaningful support/group utility etc.

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> @Cynz.9437 said:

> > @Zacchary.6183 said:

> > > @Cynz.9437 said:

> > > > @Zacchary.6183 said:

> > > > > @Cynz.9437 said:

> > > > > > @Zacchary.6183 said:

> > > > > > > @Cynz.9437 said:

> > > > > > > > @"Blood Red Arachnid.2493" said:

> > > > > > > > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> > > > > > > >

> > > > > > > > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

> > > > > > >

> > > > > > > If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

> > > > > > >

> > > > > > > People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

> > > > > >

> > > > > > It's only good for RP if you don't know how to use it.

> > > > >

> > > > > Oh Zach plz, i play flipping core and murdered every DE i met all match (not bashing on players, just the set is trash). I don't want even know how DD vs DE looks like.

> > > >

> > > > You do know most people suck at playing the spec right?

> > >

> > > You know that even best player can't make work something very badly designed wenn they face half-decent players. Honestly, what are you gonna do when camped by enemy dp? Not to mention plenty of specs have reflects.

> >

> > Lol. And how is it badly designed? Are we talking about damage, because the mechanics are sound and the spec works well with a large portion of core traits. There are even possibilities for expanded roles. That isn't bad design. That's build diversity, something thief has lacked since forever.

>

> Ok, take rifle. It has nearly no utility outside of some boonstrip, assuming you use it (which probably you won't given limited amount of ini). DE has also nearly no mobility. It works fine and well on paper because DE is a sniper supposedly, but honestly given current state of classes most either have just as much range as DE or have enough mobility to get to DE quickly. They can't really retreat well and just die. There is no blocks, extra heals or anything really that helps you live longer outside some lol boons that get removed anyway. There is no CC either unless you pick other weapon set.

> Assuming you pick other weaponset, you are still better off with literary any other traitline than DE. If we take scourges into picture, DE becomes even more worthless.

>

> DE is diversity for you? Really? Just another selfish dps build that brings nothing to the group. Even d/p (be it SA or DD) brings more to the group. Diversity would be if thief would bring meaningful support/group utility etc.

 

Lol. You are right about utility but I feel it makes up for it with really cheap stealth and range. Also Rifle does have mobility, albeit is harder to use. In fact, with full initiative, RfI and Withdraw you can use Death's Retreat and travel over 3k units (backwards) in under 3 seconds. Tell me that is not mobility. Tell me they can't retreat. Seriously, try it in LA. They also fixed it's pathing so it can go up stairs and hills.

 

And again, lol so far Deadeyes are the only ones who really counter scourges. The range in itself is what kills them. There have been so many comments about it on the forums too.

 

Now Cynz, I respect you as a friend but this is backwards af:

>Even d/p (be it SA or DD) brings more to the group. Diversity would be if thief would bring meaningful support/group utility etc.

 

d/p brings a short lived blind field and interrupts. But it requires glassy specs and dies to everything in an even fight if it can't bail. The only thing it brings to the party is damage and a rallybot for the enemy. Daredevil provides mobility for decap (but not that much better than other specs). It doesn't provide any more support beyond that.

 

Rifle provides a safe range and arguably better +1 potential than a d/p daredevil. DJ alone can hit 10k+ without much buildup and can use it twice in a row. The synergy with most core thief traits give it access to enough damage buffs that they can spec tanky without really hurting their DPS. It is even possible to spam Mark and get steal traits to proc multiple times in a fight. The steal skills all have a buff attached to it and the base duration bonus they get from malice can increase the durations past 100% with extra concentration/expertise. They also have one of the only two traits that buff 10 people at a time in the game. A full wanderer's build with full malice can generate boons with up to 170% of the original duration, 210% if you are using M7 instead of FfE. Tell me that doesn't scream support build.

 

EDIT: Also multiple that x2 with improv. Again, tell me DE doesn't have support potential.

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> @Zacchary.6183 said:

> > @Cynz.9437 said:

> > > @Zacchary.6183 said:

> > > > @Cynz.9437 said:

> > > > > @Zacchary.6183 said:

> > > > > > @Cynz.9437 said:

> > > > > > > @Zacchary.6183 said:

> > > > > > > > @Cynz.9437 said:

> > > > > > > > > @"Blood Red Arachnid.2493" said:

> > > > > > > > > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> > > > > > > > >

> > > > > > > > > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

> > > > > > > >

> > > > > > > > If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

> > > > > > > >

> > > > > > > > People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

> > > > > > >

> > > > > > > It's only good for RP if you don't know how to use it.

> > > > > >

> > > > > > Oh Zach plz, i play flipping core and murdered every DE i met all match (not bashing on players, just the set is trash). I don't want even know how DD vs DE looks like.

> > > > >

> > > > > You do know most people suck at playing the spec right?

> > > >

> > > > You know that even best player can't make work something very badly designed wenn they face half-decent players. Honestly, what are you gonna do when camped by enemy dp? Not to mention plenty of specs have reflects.

> > >

> > > Lol. And how is it badly designed? Are we talking about damage, because the mechanics are sound and the spec works well with a large portion of core traits. There are even possibilities for expanded roles. That isn't bad design. That's build diversity, something thief has lacked since forever.

> >

> > Ok, take rifle. It has nearly no utility outside of some boonstrip, assuming you use it (which probably you won't given limited amount of ini). DE has also nearly no mobility. It works fine and well on paper because DE is a sniper supposedly, but honestly given current state of classes most either have just as much range as DE or have enough mobility to get to DE quickly. They can't really retreat well and just die. There is no blocks, extra heals or anything really that helps you live longer outside some lol boons that get removed anyway. There is no CC either unless you pick other weapon set.

> > Assuming you pick other weaponset, you are still better off with literary any other traitline than DE. If we take scourges into picture, DE becomes even more worthless.

> >

> > DE is diversity for you? Really? Just another selfish dps build that brings nothing to the group. Even d/p (be it SA or DD) brings more to the group. Diversity would be if thief would bring meaningful support/group utility etc.

>

> Lol. You are right about utility but I feel it makes up for it with really cheap stealth and range. Also Rifle does have mobility, albeit is harder to use. In fact, with full initiative, RfI and Withdraw you can use Death's Retreat and travel over 3k units (backwards) in under 3 seconds. Tell me that is not mobility. Tell me they can't retreat. Seriously, try it in LA. They also fixed it's pathing so it can go up stairs and hills.

>

> And again, lol so far Deadeyes are the only ones who really counter scourges. The range in itself is what kills them. There have been so many comments about it on the forums too.

>

> Now Cynz, I respect you as a friend but this is backwards af:

> >Even d/p (be it SA or DD) brings more to the group. Diversity would be if thief would bring meaningful support/group utility etc.

>

> d/p brings a short lived blind field and interrupts. But it requires glassy specs and dies to everything in an even fight if it can't bail. The only thing it brings to the party is damage and a rallybot for the enemy. Daredevil provides mobility for decap (but not that much better than other specs). It doesn't provide any more support beyond that.

>

> Rifle provides a safe range and arguably better +1 potential than a d/p daredevil. DJ alone can hit 10k+ without much buildup and can use it twice in a row. The synergy with most core thief traits give it access to enough damage buffs that they can spec tanky without really hurting their DPS. It is even possible to spam Mark and get steal traits to proc multiple times in a fight. The steal skills all have a buff attached to it and the base duration bonus they get from malice can increase the durations past 100% with extra concentration/expertise. They also have one of the only two traits that buff 10 people at a time in the game. A full wanderer's build with full malice can generate boons with up to 170% of the original duration, 210% if you are using M7 instead of FfE. Tell me that doesn't scream support build.

>

> EDIT: Also multiple that x2 with improv. Again, tell me DE doesn't have support potential.

 

I thought you would know that little stealth does little on itself since HoT. Evereyone and their mother has reveals, tracking spells and farting so much AoE, it made me almost quit game and give all my stuff to some noobs in salad city.

 

I think i already pointed out that range is just meh. It works great in other games, where say WM in OW can jump on places (sup balcony) where which a lot of other characters can't reach or can reach only with a lot of effort, which allows WM to snipe in peace for a bit with good positioning. GW2 is different story: we have things like teleports and high mobility on a lot of classes that make your range pointless (not to mention other classes have strong ranged spells as well).

 

Cool you just blew up ini and heal to roll backwards and then? Compare it to DD with sb which has more frequent and more controlled horizontal and vertical mobility, by far.

If scourge is dumb enough to afk on point, ye they will die to ranged. Are we seriously talking about 1v1ing noobs here? In reality, they usually have pocket FB and teammate thief that will camp you 24/7. GL sniping anything there. Any necro with brain will move and make use of LoS in worst case.

 

D/P brings also team stealth. I don't think you understand importance of interrupts in pvp matches. They are used for peels for teammates, to stop stomps, to stop rezzes etc. D/P dies fast due to bad positioning or/and overtuned classes/specs but it is different topic, imo. DD can +1/decap faster, which makes huge difference in higher ranks where micromanagement wins games.

 

DJ only works if you actually can sit there and snipe, which i promise you any half decent team won't allow you to. If you going to bring low ranks, i mean cmon, i can as well play funflame war and probably farm more inexperienced players there.

 

Once again, on paper DE buffs look great, realistically they don't work (alone due to scourge instantly converting everything). As far as pve goes, DE dmg is meh, group utility is meh compared to about any other class you can bring to raid.

 

Don't get me wrong, i wanted rifle spec as well but i wanted alternative, not something i can't use vs good players and not something that no raid group wants either.

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> @Sojourner.4621 said:

> > @Zacchary.6183 said:

> > > @Sojourner.4621 said:

> > > > @Zintrothen.1056 said:

> > > > Really now? The perma 25 might you can stack up and maintain 100% uptime with is something you "CAN NOT" do?

> > > >

> > > > Your malicious vulnerability suggestion is interesting, but way too OP. This would make Deadeyes _required_ in every raid group. _NO_ profession should be required. A 15% damage boost to the entire raid would be insane. A 5% damage boost would be a lot already, but I would accept that and no more.

> > >

> > > YOU can stack permanent 25 might... only on yourself... if you want party might you have to trait venoms to give might as well, or make stolen skills used twice and cantrips give a second stolen skill. So you are both wasting a trait AND a utility to make a viable 25 might stacks, and it's not even permanent on bosses because the might will expire before your steal is recharged on anything that survives that long, even with 100% might uptime, which will severely nerf your damage even more to take. Realistically you will only have the 45% from strength runes.

> >

> > https://wiki.guildwars2.com/wiki/Fire_for_Effect

> > FfE affects anyone near you and near your target. With Improv and Sleight of Hand you can easily maintain 20+ stacks of might.

>

> Sleight of hand is a given if running trickery, 100% duration on 12 seconds DOES break the 24 second mark, but it's only 8 stacks... stolen skills twice puts you at only 16. In order to get the full 25, or even break 20, you also need to take "One In The Chamber" and even then all of the cantrips have very long cooldowns. JUSt using strength runes only breaks 17 seconds which is STILL lower than Sleight's reduced steal recharge. Then that's not mentioning that it still has a smaller radius than literally any other might stack AFTER the buff, and that power thief is the worst damage "raid viable" spec and already won't be taken in Raids, and that you lose 20% damage 50% of the time by taking improvistation, Then add in that Strength runes are not optimal for damage on thief and the fact that a single druid can maintain 25 might on an entire 10 man party and this is already dead in the water. Again, we're talking PARTY might stacks.... you the thief will have 100% uptime of 25 stacks, but the party needs to lose about 17% damage on average to have that while already suffering in the DPS meta (Remember that you also lose a lot of damage by not having Maleficent Seven). No one... ever... ever... will want a might stack thief in anything over even a PS warrior.

>

> Edit: It's worth noting that ofc FFE effects allies near you and your target... but since rifle damage and ranged damage are terrible compared to dual dagger... it will only affect targets near you, because you and your target will be in the same location. This makes me sad because ANet uses the "two locations" thing to justify not buffing the radius on it. And no matter how you look at it (double stacks because you're standing at your target, but still no way of justifying the loss of Maleficent Seven and Executioner DPS loss) the fact that it is point blank only so if they are not stacked directly on top of you, unlikely while doing raid mechanics, it misses your allies. This isn't even mentioning that taking Trickery over Crit Strikes is a DPS loss as well. The max DPS D/D thief rotation for raids uses almost no initiative and doesn't gain max stacks of Lead Attacks.

 

The simple solution here would be for every deadeye to beg for ANET to buff Deadeye without nerfing anything in return instead of saying "lets wait and see."

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> @"Cynz.9437" said:

> > @Zacchary.6183 said:

> > > @Cynz.9437 said:

> > > > @Zacchary.6183 said:

> > > > > @Cynz.9437 said:

> > > > > > @Zacchary.6183 said:

> > > > > > > @Cynz.9437 said:

> > > > > > > > @Zacchary.6183 said:

> > > > > > > > > @Cynz.9437 said:

> > > > > > > > > > @"Blood Red Arachnid.2493" said:

> > > > > > > > > > Anet is trying to move away from unique buffs. This is why Grace of the Land got hit.

> > > > > > > > > >

> > > > > > > > > > On the good side, the Deadeye does stack up plenty of vigor, swiftness, fury, and might. I just wish the class could do more damage while it stacked these boons.

> > > > > > > > >

> > > > > > > > > If they went through with this, they would have changed the way quickness and alacrity works. Because atm mes is just must have. Warriors with banners same thing.

> > > > > > > > >

> > > > > > > > > People may hate thief all they want but the fact stays that thief brings nothing to raids outside of mediocre dps. In wow, rogues had same issue: they brought nothing to group but at least they had absolute top dps. I really wish Anet at least worked towards that goal in pve for thieves instead of just adding random roleplay set that is not viable in any mode and leave the class as it is.

> > > > > > > >

> > > > > > > > It's only good for RP if you don't know how to use it.

> > > > > > >

> > > > > > > Oh Zach plz, i play flipping core and murdered every DE i met all match (not bashing on players, just the set is trash). I don't want even know how DD vs DE looks like.

> > > > > >

> > > > > > You do know most people suck at playing the spec right?

> > > > >

> > > > > You know that even best player can't make work something very badly designed wenn they face half-decent players. Honestly, what are you gonna do when camped by enemy dp? Not to mention plenty of specs have reflects.

> > > >

> > > > Lol. And how is it badly designed? Are we talking about damage, because the mechanics are sound and the spec works well with a large portion of core traits. There are even possibilities for expanded roles. That isn't bad design. That's build diversity, something thief has lacked since forever.

> > >

> > > Ok, take rifle. It has nearly no utility outside of some boonstrip, assuming you use it (which probably you won't given limited amount of ini). DE has also nearly no mobility. It works fine and well on paper because DE is a sniper supposedly, but honestly given current state of classes most either have just as much range as DE or have enough mobility to get to DE quickly. They can't really retreat well and just die. There is no blocks, extra heals or anything really that helps you live longer outside some lol boons that get removed anyway. There is no CC either unless you pick other weapon set.

> > > Assuming you pick other weaponset, you are still better off with literary any other traitline than DE. If we take scourges into picture, DE becomes even more worthless.

> > >

> > > DE is diversity for you? Really? Just another selfish dps build that brings nothing to the group. Even d/p (be it SA or DD) brings more to the group. Diversity would be if thief would bring meaningful support/group utility etc.

> >

> > Lol. You are right about utility but I feel it makes up for it with really cheap stealth and range. Also Rifle does have mobility, albeit is harder to use. In fact, with full initiative, RfI and Withdraw you can use Death's Retreat and travel over 3k units (backwards) in under 3 seconds. Tell me that is not mobility. Tell me they can't retreat. Seriously, try it in LA. They also fixed it's pathing so it can go up stairs and hills.

> >

> > And again, lol so far Deadeyes are the only ones who really counter scourges. The range in itself is what kills them. There have been so many comments about it on the forums too.

> >

> > Now Cynz, I respect you as a friend but this is backwards af:

> > >Even d/p (be it SA or DD) brings more to the group. Diversity would be if thief would bring meaningful support/group utility etc.

> >

> > d/p brings a short lived blind field and interrupts. But it requires glassy specs and dies to everything in an even fight if it can't bail. The only thing it brings to the party is damage and a rallybot for the enemy. Daredevil provides mobility for decap (but not that much better than other specs). It doesn't provide any more support beyond that.

> >

> > Rifle provides a safe range and arguably better +1 potential than a d/p daredevil. DJ alone can hit 10k+ without much buildup and can use it twice in a row. The synergy with most core thief traits give it access to enough damage buffs that they can spec tanky without really hurting their DPS. It is even possible to spam Mark and get steal traits to proc multiple times in a fight. The steal skills all have a buff attached to it and the base duration bonus they get from malice can increase the durations past 100% with extra concentration/expertise. They also have one of the only two traits that buff 10 people at a time in the game. A full wanderer's build with full malice can generate boons with up to 170% of the original duration, 210% if you are using M7 instead of FfE. Tell me that doesn't scream support build.

> >

> > EDIT: Also multiple that x2 with improv. Again, tell me DE doesn't have support potential.

>

> I thought you would know that little stealth does little on itself since HoT. Evereyone and their mother has reveals, tracking spells and farting so much AoE, it made me almost quit game and give all my stuff to some noobs in salad city.

>

> I think i already pointed out that range is just meh. It works great in other games, where say WM in OW can jump on places (sup balcony) where which a lot of other characters can't reach or can reach only with a lot of effort, which allows WM to snipe in peace for a bit with good positioning. GW2 is different story: we have things like teleports and high mobility on a lot of classes that make your range pointless (not to mention other classes have strong ranged spells as well).

>

> Cool you just blew up ini and heal to roll backwards and then? Compare it to DD with sb which has more frequent and more controlled horizontal and vertical mobility, by far.

> If scourge is dumb enough to afk on point, ye they will die to ranged. Are we seriously talking about 1v1ing noobs here? In reality, they usually have pocket FB and teammate thief that will camp you 24/7. GL sniping anything there. Any necro with brain will move and make use of LoS in worst case.

>

> D/P brings also team stealth. I don't think you understand importance of interrupts in pvp matches. They are used for peels for teammates, to stop stomps, to stop rezzes etc. D/P dies fast due to bad positioning or/and overtuned classes/specs but it is different topic, imo. DD can +1/decap faster, which makes huge difference in higher ranks where micromanagement wins games.

>

> DJ only works if you actually can sit there and snipe, which i promise you any half decent team won't allow you to. If you going to bring low ranks, i mean cmon, i can as well play funflame war and probably farm more inexperienced players there.

>

> Once again, on paper DE buffs look great, realistically they don't work (alone due to scourge instantly converting everything). As far as pve goes, DE dmg is meh, group utility is meh compared to about any other class you can bring to raid.

>

> Don't get me wrong, i wanted rifle spec as well but i wanted alternative, not something i can't use vs good players and not something that no raid group wants either.

 

I was just putting things into perspective with mobility. Rifle DE does have mobility, it is just harder to control. As for "DJ only works if you actually can sit there and snipe", Kneel/Sniper's cover and DJ have a total cast time of 1.25s with Free Action as an instant. Add aftercast and it takes around 2s to pull off a DJ anytime. You can couple that with Binding Shadow for the delayed knockdown and immobilize to land it just as they hit the ground. And half of the enemy team would have to be on you to stop you from sniping unless you suck at perching and bailing.

 

I do understand the importance of interrupts but that purpose is going by the wayside since the AoE spam meta forced players to DPS the downed rather than stomp. And personally, if you are going to burn initiative on interrupts you may as well play an interrupt build. Daredevil definitely has a heavy amount of interrupts but it is nothing like meta. I have yet to try it anywhere but man would it be fun. That's just me.

 

And i'll partly agree with you with DE working on paper. However, you also got to understand the concept of "Skill in to Power Out". The Deadeye can be pretty braindead easy and potent up until the part you get pressured. But if you play it wrong, it's going to suck no matter what you do.

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