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Posts posted by Antycypator.9874
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It really annoys me for YEARS that thief doesn't have passive movement speed from traits.
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Imo Rifle #5 would be more useful if it was portal to the targeted location, so you can teleport somewhere, or even send other player.
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The best thing about thief is being free to use all weapon skills as you like, with no cooldowns.
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I think they just go to the mists so they can continue being cannon fodders for all eternity.
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Exotic equipment is perfectly fine for Open World stuff, Raids, Strike Missions and low level Fractals. The difference in stats between Exotic and Ascended is something around 5%.
Ascended equipment is required for T2+ Fractals because you need Agony Resistance (infusions).
Legendary gear is literally the same amount of stats as Ascended, but with free skin and stat change — it's mostly QoL improvement.
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19 minutes ago, notebene.3190 said:
Interesting, will try that too.
Try pocket raptors in Auric Basin (west side). Should be easy on power builds.
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On 2/16/2024 at 11:50 PM, Zacchary.6183 said:
Addition: Thief Axe Changes
- Axe skills that cost initiative will now correctly trigger lead attacks and assassins reward.
- Deadly Ambition: This trait will now function as expected with axe dual wield skills.
- Cunning Salvo and Malicious Cunning Salvo: Axes created by this skill will now properly gain bonuses while being recalled by dual wield skills. Axes created by this skill will no longer always inflict revealed when being recalled by dual wield skills. This skill is now a blast finisher. Reduced the bleeding stacks from 3 to 2 in PvE only.
- Malicious Cunning Salvo: Reduced the poison stacks from 3 to 1 in PvE only.
- Harrowing Storm: this skill will now recall axes to the targeted enemy instead of the user. Reduced the inflicted torment from 2 stacks for 6 seconds to 1 stack for 4 seconds in PvE only.
- Venomous Volley: Reduced the poison duration from 6 seconds to 3 seconds in PvE only.
- Spinning Axe: Reduced the bleeding duration from 6 seconds to 3 seconds in PvE only. Improved the missile targeting behavior for all axe skills.
- Increased missile velocity for all axe skills.
I hope this is all your fantasy, because I can't find this stuff on forum. It would delete condi axe/dagger thief from existence.
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1 hour ago, Lithril Ashwalker.6230 said:
no. Teleport needs to go and instead make it a shadowstep like all thief skills should be. Only 2 skills in the history of gw2 are considered TELEPORTS and thats the downed skill blink and the shadow portal. This is killing potential build compositions that utilize shadowsteps specifically and yet ironically shadowstep relics count...which is Chubacca defense all over again.
I checked it just now. Harrowing Storm does count as a shadowstep, at least with Relic of Peitha.
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Teleport should stay. Getting in melee range to use Cloak and Dagger is important for thief.
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4 hours ago, brokenLight.1058 said:
This is why staff daredevil is second to last dps right ?
Don't judge a class only by unreliable golem benchmarks. Staff Daredevil being not the best in dealing damage against training golem is a poor class design (e.g. forced dodging, not enough reveal to keep bonus power Revealed Training).
The same weapon can give you insane amount of personal quickness and CC.
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You need a 699$ hand-crafted wooden gaming keyboard to do that.
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It's better to get maps one by one and experience them being alive for more than 2 days, than getting 4 empty maps, just like EoD, because people are always rushing content.
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I did one of those achievements in Ascalonian Catacumbs, just meet the first Graveling Burrow and spend 25-30 minutes of killing endless spawning Gravelings.
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I see your problems might come from mashing buttons and not carefully using your skills when it's safe.
Teleport is good — because Cloak and Dagger is a melee skill, so instead of running to the enemy, or maybe wasting your dodge for it, you can teleport with Axe #3 and use Cloak and Dagger.
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And yet people sometimes can't handle Cosmic Observatory CM which is literally almost the same thing as Normal Mode, but boss has 3x more HP. Why? Because more time spent on fighting = higher risk of screwing something, especially if you have to trust 9 randoms to not get bored by constant 10 minutes of mashing buttons.
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It seems to be working like a Stealth Attack, easy to replicate. My build is using Maleficent Seven and Malicious Intent.
1. Use Deadeye's Mark.
2. Load full Malice (2x Venomous Volley + Orchestrated Assault).
3. Use Stealth Attack.
4. Load 6 out of 7 Malice (2x Venomous Volley)
5. Use Orchestrated Assault — now it should give you seventh Malice point, but instead you get Revealed and your Malice is set to 4 points.- 1
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8 hours ago, Blind.4162 said:
warrior. Awesome isn't it? A heal, two leaps, a pull and of course a block projectiles. Just imagine that on a thief......
No, thanks, I like having damage skills.
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That 3rd AA animation made me quit immediately. It's so stupid to jump like that all the time.
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Pros: more damage than old Dust Strike, hits 5 targets around you, better protection from projectiles than 3rd AA strike.
Cons: weird animation, it requires good timing to actually catch some projectiles.
For PvE it's really good skill, especially for AoE blind. Staff is a melee weapon anyway, if you need to travel short distances, just use Vault.
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On 2/16/2024 at 7:34 PM, Butterfly Kingdom.8349 said:
- Double Tap: This skill now pierces.
- Three Round Burst: This skill now pierces.
So, now when we (finally) have pierce for Rifle #3 skill... what about Skirmisher/Spotter's Shot? It was in use because of pierce, now it's value is diminished. I would like to see some rework — no need to touch damage, just make it little different.
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But what's the point of these timers in any non-beetle race? There's not skill involved, everyone's going with the same speed... the only difference is when you take sharper turn or don't get stopped by obstacles.
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Imagine Anet deleting damage indicators at all.
Just like in Path of Exile, you will never see your actual DPS in game, because you don't need it.
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On 2/8/2024 at 1:32 PM, SpaceMarine.1836 said:
The downstate vulnerability is supposed to give downed players some time to act
Not really. Downstate vulnerability is supposed to protect you from being killed before you can use your downstate skills. Note that there's a 2-3s time you are unable to act. It would be unfair for you enemy to still deal damage.
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Stealth and thieves are not the problem.
Lack of Reveal skills is problematic. There are literally only few reveal skills, sometimes tied only to elite specs (Dragonhunter, Herald).
It's time to delete Unstable Magic Abilities from the game and create champions/bounties with actuall skills.
in Guild Wars 2 Discussion
Posted
Because we're not even fighting these bosses anymore, we're fighting annoying mechanics forcing us to move/stand, be in melee/range or avoid additional AoE.
Champions and Bounties should be bosses with unique skills, not BIGGER mobs with 5mln HP and random stuff forcing us to run around to avoid perma blindness.