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nopoet.2960

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Everything posted by nopoet.2960

  1. Ok, I've been playing around with the build in the OP long enough to recommend it. Only adjustment I would make is using withdraw as the heal. It works better because even though short bow is ranged you end up playing pretty close to your targets to make use of steal/the caltrops from uncatchable, and lotus training. It's the only build I've played on my thief that I feel like I can take on large groups (open world) reliably. It also worked well in fractals. @Zacchary.6183 I think the three dodges from dd, disabling shot, panic strike, and thousand needles are more then enough tools for kiting. Dashing seems like overkill. It's definitely glassy but I like it that way but you're right anyone who tries this build will have to figure out how fragile they want to be and build accordingly. I'm still mulling over additional condition duration. I kind of feel like it's not needed since you can reapply poison/bleed so quickly.
  2. http://gw2skills.net/editor/?Pa0AUhrlRwcYUsPGJO2W9NPA-zxIU/omvYYkLoAyJB6LCCPEcdA-e (replace caltrops with roll for initiative for pvp) I always kind of wanted to primary shortbow, so since we have a little more time before the ex pac, I discovered this build and it works. Open with steal, dodge, impairing daggers then kite your tail off. Also try to abuse the daze on chocking gas when you can. Anyone have suggestions on making it stronger? I had sinister gear in my bank so that decision was out of convenience. The only real problem I've run into is taking a cc; I'm in danger.
  3. Ok, ok I don't think I'm convincing anyone so last post here. Anet does have it in their power to make a second class of gems that don't convert to gold, maybe karma instead, and they could make them expire every 3 months or so. That way you never quite get enough to buy an item outright (I think the cheapest item is 800 gems) but it would lower the bar for someone like me who loves the game but has never been comfortable buying digital goods to make the leap. I suspect Arent has data that says something like gem buyers keep buying gems so, if you are interested in keeping the lights on, the best bang for the buck is finding some way to target us non gem buyers and convert us.
  4. Thing is, I'm not buying gems right now. Also I didn't say super rare just rare. I was thinking like 50gems at a time up to 250 a month. Maybe they could also be a rare drop off of open world elites as well as skritt burglars. Maybe I'm wrong but something like that would convert me from a non buyer to a buyer. It might work for others as well.
  5. Actually think it might be good for business if a small amount of gems dropped in game. Make them a rare drop from the skritt burglar and put a cap on how much you can get every week/month whatever. I would probably be willing to buy the rest of the gems needed for an item so the free ones wouldn't be wasted.
  6. I think it's ok for different trait line to overlap so long as they approach the customization from different angles. Also, you can make the argument that trickery's monopoly on initiative enhancement is bad for spec diversification. That's why folks want it baseline. Giving other traitlines access to it wouldn't necessarily be a bad thing.
  7. Here's what I would do. It's very tempting to make acro an offensive spec but we have lots of those already. It just needs to be more sexy since we would always be sacrificing dps for it. Leave all the minor traits alone. Major Adepts - Vigorous Initiative (Replaces Instant Reflexes) - Vigor increases initiative regeneration when endurance is full - Assassins Leap (Replaces Vigorous Recovery) - Dodge becomes a leap finisher when you evade an attack - Pain Response - no change Major Masters - Guarded Initiation - add 1 second of Resistance for each condition removed in addition to current function - Swindlers Equilibrium - no change - Second Wind (replaces Hard to Catch) - Gain regeneration when you gain Vigor Major Grandmaster - Lead Foot (replaces Assassins Reward) - Weapon skills that cause you to leap or shadowstep are now blast finishers - Upper Hand - no change - Don't Stop - swiftness also protects from controlling effects which now remove swiftness
  8. I like these and the the arco line does need to be looked at. I've always wanted them to do something like warrior Brave Stride for thieves but instead of stability on movement skills we get like Dark Aura on movement and shadowstep skills. Would be in line with condition reduction and just about all our weapons have at least on movement or shadowstep. Something like that would be really cool as a minor grandmaster trait but I wouldn't necessarily want to loose endless stamina
  9. I've been messing around with deadeye for the last couple of week and this thread just made everything click. I never noticed that you needed 5 malice to go stealth and I couldn't figure out why I was going stealth randomly. Now DE is my favorite spec. I'm going into the expansion as a D/P Rifle DE. It's crazy how good it is and I've been just missing out. I can't believe the devs let Be Quick of Be Killed even exist. It's kind of devastating on D/P ... and you just refresh it when your target goes down. Now I also have another way to stealth reliably. Now that I've played it, I don't understand why it doesn't get talked about more.
  10. Very late, kind of random thought: What if we had Marks instead of wells? Shadowstep, leave a mark. It would function the same if we use them in traffic but it would give us the option to plan ahead if the situation calls for it. Gloom and bounty would have to trigger on allies but you wouldn't have to change much more.
  11. Random thought about hammer 3. What if Grand Finale also released an orb based on the the element you are in? This would reduce the pressure to swap elements to get 4 orbs cause you could get 2 for each element.
  12. Spec tre because it's the tre spec.
  13. I just had a random thought and it could be completely wrong but do you guys think the single target stuff was designed to be used on downed players? We can use it on everyone else but best use is to get downed players back into action faster. Have we been thinking about this all wrong?
  14. Siege Tortoise right? Anyway, I had loads of fun playing it. Does the slam/crash whatever do more damage the further it falls? It worked that way in my head so I had a lot fun in both seats. The only thing on my wishlist is a shield. I think turtle - protection - forcefield. So yeah I want to generate a forcefield with my turtle mount. It could be a toggle that drains ammo but I want to be able to protect my team if I'm solo.
  15. Yeah what's up with that. All of the shroud animations are to subtle. I have a hard time knowing if they even hit.
  16. If I could make one change to the spec before launch it would be to get rid of the delay on the wells. That alone would make the spec more fun to play immediately. Other than that, I wish there was more feedback when you successfully heal/barrier/buff other players. Something that, one, lets you know that you didn't miss and two, plays into the selfish nature of the thief. I help you... I help me. That could be a cool feedback loop. Also, don't ignore the UI issues. Doing events was frustrating. I couldn't tell who needed healing/barrier until I saw the downed symbol. It would be helpful if there was a symbol for under 50% health so we could see who needs help.
  17. Yeh, I get that. It's the single target healing/buffing focus that I'm not sure there is a need for. There hasn't been a need for it since launch. Why now? I kinda think we are in for a wild ride of nerfs/buffs and a reworks until Specter is "right" because of this.
  18. My biggest criticism of the spec is not mechanical or interest. I'm just not convinced its needed. Specter seems to be a solution looking for a problem.
  19. So about the utilities: Starting the from the elite. Winds of Disenchantment shouldn't prevent the application of boons but should immediately strip them so it could trigger Attacker's Insight and potentially Loss Aversion and Enchantment Collapse. Maybe it could reflect projectiles for a short time, like 2 sec, after it ends too. Sight beyond Sight has the right formula (effect plus after affect on trigger) on it's own it seems weak. I like the idea of blind immunity in the op. Feather foot Grace - would add swiftness on next dodge Imminent Threat - would add burst cool down reduction on next burst Break Enchantments - would add the next boon you receive is destroyed damaging nearby foes
  20. It's not. I've had a lot of fun playing warrior even though it's not my main class. People who post here are fanatical (yeah you are) but they wouldn't post here if there wasn't something they still enjoyed about the warrior.
  21. Good catch and depends on how they implement. It could be a debuff that causes anyone your enemy damages to generate some percentage of barrier or health. Another thing they can do, if we want to keep the tether mechanic, is leave it up to your group members to pick it up. So thief throws out the tether in ground target fashion and whoever wants its runs over the area and is now protected until it wears off. Are you picking up what I'm dropping friend?
  22. I actually think this idea is interesting but... What if we just skip ally targeting all together and have scepter and shroud skills support your target's target. That would simplify everything and solve for solo play.
  23. Wouldn't it be easier if they just got rid of Grand Finale? Just let people stack 4 passive bonuses however they want with whatever element they want. Anet would have to figure out how to make the same element stack in intensity. The fifth application would function like Grand Finale by attacking your target. The jade sphere thing... I still think changing elements should create a combo field. The jade sphere could be used to store and move combo fields. So like switch to fire, create a fire field, use sphere to end fire field. Switch to water, create a water field, throw the jade sphere where you need a fire field; rinse, repeat.
  24. Random thought on the scepter. The auto attack does this single, double triple bolt thing. What if the first two auto attacks produced an extra bolt. One would shoot an the other would be 'stored' by floating around your head. By the time you get to the third auto attack you would only need to shoot one bolt and the 'stored' floating bolts would be sent too. Why? I just kind of hate the current animation. Also if you stopped the auto attack early the bolts could randomly target an ally to heal.
  25. YES! It looks like two separate classes. The scepter's icons are too bold and too red.
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