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nopoet.2960

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Everything posted by nopoet.2960

  1. Ok...Your first attack upon entering combat or after being disabled cost 3 less initiative
  2. For those wanting torch. Here you go. These Focus ideas are really cool. I feel like focus 4 should have a pull but it might be overloaded then.
  3. It could be: upon entering combat your first attack cost 3 less initiative. This resets upon being revealed. So you get a little buff icon whenever you are out of combat or get revealed. Every thief just has 12 ini.
  4. Awesome. Can you also look at Guarded Initiation. It's kind of duplicative of Don't Stop. I would like it to be replaced by something like "movement skills cause your next attack to daze your target for .5 seconds." Give it an 8 second cool down and call it something like Daring Momentum. If you really like the condition protection, add dark aura to Hard to Catch and change the name to Grasping at Shadows. That would give us 3 interesting choices in the middle of the acro tree.
  5. It's deliberate and, in my opinion, also a huge mistake. Sometimes I see folks here say something like the devs don't want to keep thinking up dual attacks then I remember that weaver exist.
  6. THis is exactly the problem with Harrowing Storm! It's kinda like here i am... what now. You can cloak and dagger but ... every time?
  7. My issue with axe 3 is that they aren't really attacks on their own. Axe 3 has to be "loaded" for it to work. Nothing else works that way. I'm asking for a minimum damage guarantee when I press 3. I feel like Anet give us experimental mechanics improves them then gives them to other classes; see tethering and ally targeting. For the record, I would have preferred an offhand but that's not what we got. We must learn and adapt.
  8. My suggestion is to change the auto not the stealth attack. The auto would attack in a line and return in the same route. No change to the stealth attack other than bug fixes.
  9. I just think these changes would make it more fun. Points 2 and 3 will make the skills feel more immediate and less sluggish. Axe one should return on it's own. It should attack in a straight line and return in a straight path. This gives you another reason to think about your positioning. Also, when you use axe 3 you don't really want these anyway. Axe/Dagger 3 is weird. It's not really an attack on its own. I propose that that in addition to its current functionality you throw your dagger for damage and shadowstep (see pistol/dagger 3, dagger/pistol 3, shortbow 5). Axe/pistol 3 should use your pistol. Similarly to point 2, you shot your target with your pistol that explodes in a shadowy bulls eye. Axes fly to that target.
  10. I've used scorpion wire in DE p/d builds. You loose steal as a gap closer from steal with DE so scorpion wire is a decent replacement. It catches people off guard and with the Payback trait it's almost always available. Your opener could be something like mark > scorpion wire >shadow strike > repeater x3 > stealth > sneak attack.
  11. The guardian feel is on purpose. A while back I suggested a new spec called seeker that was a thief's take on guardian. This is just a rehash of that because we aren't getting any more e-specs. In my head torch is a hybrid. If condition set ups would use T5 more and power set ups would use t4 more. It may not be obvious but torch 4 is a stealth follow up attack. So if you are on dagger you could backstab>lucky strike (to relight torch) > Brand (assuming you are fast enough and still have revealed).
  12. I'm just going to leave this here as a suggestion for torch as our next weapon. Could be fun. I tried to build in some interesting combos. Torch 4. Flair: Use your torch to create a blinding flair revealing yourself and nearby foes. 4b. Brand (flip over on revealed): Strike your target with your torch causing high damage and burning 5. Purging Flames: Burn and foes around you. Remove a damaging condition and gain fire aura 5b. Trail Blazer (Flip Over on Fire Aura): Extinguish your fire aura by rolling (evade) in a targets direction leaving a path of flames (fire field) behind you Dual Skills Dagger - Fan of Flames: Unleash a flurry of attacks that damages and burns foes in a cone in front of you. This attack converts aegis to burning and protection to vulnerability. Sword - Firethorn: Use your heated sword to execute a slow powerful thrust that pierces through your target with a flameblade (additional 600 units). Grants quickness if your target is under the health threshold Pistol - Dragon's Gale: Fire an exploding shot (small push on target) that burns foes near your target (small leap backwards) Stinging Embers (flip over): Gain Stability and shoot your foe with two critical strikes, extends burning Scepter - Dusk (enemy targeted): Send a wave of cold flames at your target burning and chilling them. This leaves an ice field between you and your target Dawn (ally target): Send a wave of cleansing shadows to at your target healing them and granting fire aura. This leaves a smoke field between you and your target. Axe - Shield of blades: Block with your torch and recall axes to orbit you burning and bleeding foes that come in contact with. Doused Skills - You torch is doused when you enter stealth. Using on of the following skills reignites the torch. 3. Lucky Strike: Ignite your torch by striking you target gaining a random boon 4. Drake Spit: Ignite your torch by breathing fire on it creating a fire ball that burns your target 5. Fireblast: Ignite your torch with explosive powder (blast finisher) damaging nearby foes
  13. Dude. This has got to be the worst weapon concept in the game. So here's what I would do with it. To make it better maybe the devs just need to double down go all out. Skills 2-5 each like 2 flip overs for like 12 skills. I don't play engineer that much but that seems worthy of yall. 1. Each canister should be unique. One is big and heavy and does a blast finisher. Another has a little propeller on it that does a whirl finisher. One is shot low to the ground so it's a projectile finisher. You could do a little leap shot for the last one to pick up a leap finisher. This gives you other ways to mix effects. 2. You still trigger and chain like before. 3. But what happens to the canisters...? They become little clockwork attack bots with attack styles that match there design. They start with some kind of overcharge attack effect then go into standard default attack mode. (Bonus if the devs can figure out how the make the little guys form up like a mini Voltron) 4. Finally, you can trigger an explosion but they don't just explode. They leave dangerous sharp shrapnel everywhere for enemies to hurt themselves on. Anyway, hope the devs can make it right for engineer mains cause this is just wrong.
  14. Anyone else try it out? I really like it. The combination of extra time and reduced initiative makes it easier to play and I'm sure that I'm doing way more damage now. By the way, what relics are you all using? I've been using the relic of fractal but maybe there is something better?
  15. This has to be addressed. There's no other weapon skill in the game that is fully dependent on using another weapon skill to function. It's like they forgot #3 is a dual wield skill. At the very minimum 3 should shoot or stab if no axes are present. We know it was just an oversight thought Anet. It's not like you created axes for another class then gave them to thief at the last minute.
  16. The dual skills are disconnected from their offhand weapons. For me this makes axe not have the right feel. My suggestions: 1. Axe/Pistol 3 - Should be, shoot your pistol at the target (hopefully with an explosive round) and the axes are pulled to that target 2. Axe/Dagger 3 - Should be, shadowstep and stab your target (inflicting torment). The spinning axes would shadowstep with you then radiate back (striking enemies on the way) to their original resting positions where they vanish. So kind of reverse of what's happening now but also making the shadowstep make sense because it would be a full on melee attack and not the weird hybrid it is right now. I had the most fun with DD and Shadow Arts (blinding traits) using Bounding Dodger/Black Powder for stealth. I was trying to figure out if I could get more than explosive axes on the ground but no luck. It would be cool there was a way to make that work.
  17. Yeah but a ranger can't spam rapid fire. There's still an 8 sec cooldown. I think we are getting bodged down thinking to narrowly about what could be done. Alternatives to the Deadly Aim: Ricochet: Critical Strikes with your pistol have a 50% chance to bounce to a nearby foe. Maximum of 3 bounces Deadly Aim (reworked): Increases pistol range by 150. Strikes on foes under 70% health trigger Lesser Signet of Shadows (Allows devs to work piercing/bounce natively into pistol) Deadly Range: Critical Strikes increase pistol range by 50 for 6 seconds. Can stack in intensity up to 6 times Killing Fields: Pistol Attacks become guaranteed projectile finishers doubling the effect of finishers
  18. This is the part I disagree with. Without the trait you can only damage one enemy at a time. With Deadly Aim you can damage 5 at a time. That's a reason for the damage reduction. You can potentially multiply your damage by 5x. Should you take it if you are not generally fighting groups of enemies, no. Also on p/d strike damages doesn't matter that much. You really just want everyone to bleed (or bleed and poison on core). Anet seems to doubling down on the idea that pistol is a single target weapon with the upcoming adjustments. I'm looking forward to abusing Deadly Aim + Mark + Repeater Spam + Mercy + Repeater spam. P/D is my favorite set too. Honestly, I would rather have bouncy bullets too because scepter/pistol is really really close to the playstyle we are trying to get out of piercing (for condition anyway).
  19. But... you have to be using staff. There's enough damage in other kits. Staff could be for life force and mobility.
  20. I main thief so this suggestion is very much coming from that experience. What if all marks had a flip over that would cause the necro and mark to swap places but immediately the mark. Anet could use the I'm sinking in the ground animation rather than making it look like a shadowstep. That's all and I think it would be a lot of fun without breaking anything.
  21. Unpopular opinion: So I've been playing around with deadly aim on a p/d build (Crit strikes/Trickery/x). It's ...not so bad under the right circumstances. I actually get why there is a damage reduction. Pistol was intended to be a single target weapon. Taking one trait has the potential to double (or more) your damage output in a lot of fights. Yes, it's a trade off but not a completely unfair one. Finally, we can't have access to piercing and bouncing bullets at the same time. The logic would get weird.
  22. Not sure why I still bother but here you go. Big picture Acrobatics still needs more offensive options. Replace Instant Reflexes with Hobbling Strike. Hobbling Strike: Attacking a Crippled foe applies Slow. Replace Hard to Catch with Arrogance - Arrogance:- Evading your target's attack or striking them below 30% Taunts and Weakens them. Replace Assassin's Reward with Swashbuckler's Cunning - Swashbuckler's Cunning: You gain Quickness or Alacrity when using a utility skill.
  23. Been loving scepter DE. I'm looking forward to going back to pistol/dagger with these changes.
  24. There is no real Oh there's no real threat that I would ever be a game dev. It's to much of a thankless job. I've mainhanded shortbow a lot. You end up far closer to the action then you'd expect; especially on DD. Shdowshot blinds 1 enemy for 4 ini. Returning 2 ini would on Shortbow 5 would make it cost 4 ini for 3 blinds. That seemed fair. Yes, I wish the radius was 240. Yes, this skill only really gets used to travel.
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