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Drtrider

Member Since 25 Apr 2012
Offline Last Active Mar 02 2013 05:10 PM

#2102013 thief finishing move in stealth

Posted BnJ on 30 November 2012 - 03:32 AM

If you're going to remove stealth stomp, then you better remove stability stomp, blind stomp and quickness stomp as well.

Or you could just harden up and not try to dumb down the game for everyone.


#2040287 Thief 3 shot 36k HP 2100+ Tough Warr.

Posted Zeratulz on 24 October 2012 - 05:37 PM

Those screenshots you provided from your Combat log sure are useful in proving your point there bro.....oh wait.


#2036615 10/22 Thief Updates

Posted Eon Lilu on 23 October 2012 - 07:08 AM

They still have not addressed stealth.


#1947646 GEAR FOR WVWVW

Posted Silent The Legend on 19 September 2012 - 12:52 PM

View PostRythmn, on 14 September 2012 - 04:22 AM, said:

IMO, thief's weren't meant to last long. We're meant to get in, do our work, and get out.. as quickly as possible.

Saying that, I think all thief's (Depending on if you want to kill or just roam) should build straight DMG as a glass cannon. Just because you're a glass cannon doesn't mean you cant get away. Thief's in general have so many abilities to avoid/get out of dangerous situations.

Going glass cannon with any profession in WvW is just stupid, you get bursted by even a guardian, you last 5 seconds at most, and if you even manage to kill someone, thats it, youre going to die one second later. 1:1, situation doesnt change, you lose some money because of armor repair and you dont have fun for 1 minute because youre dead.


#1903131 WvW Thief Build

Posted Cutwolf on 08 September 2012 - 06:20 PM

View PostPonzio, on 08 September 2012 - 05:34 PM, said:



Only works with opponents that dont know what they are doing. I run around in a small 10 man team, capping supply camps and everytime we encounter another small zerg I send a phantasm to every thief I find. It completly shuts them down in a zerg vs. zerg situation because if they come close or unstealth they get 5k damage + tons of bleeds in their face which combined with the aoe present drops them instantly. They can avoid the damage of course but that makes them do almost no damage at all.

And how much of wvw is 10 on 10 fights? Burst builds are best for big fights at bridges or other random points, and for one on one (IMO). It's tough to have a spec that excels in every situation, but burst damage specs (30 in crit, 20 in power) excel in several and are at least good in all.

But even in situations where burst isn't ideal, then you simply switch over to abilties like scorpion wire and smoke screen. A well placed smoke screen can turn the tide of a fight (7 seconds of projectile blocking combo field) and scorpion wire will rip your Mesmer booty across enemy lines. I will gladly expose myself to 5k damage to get within 900 range to yank a caster across battle lines. And let's not forget short bow which is devastating even without speccing it specifically, for those times when a thief is pinned down.

Also, getting rid of every bleed and condition in big fights is a simple matter of activating a signet.

I wasn't trying to say burst builds will win every situation, but in what wvw is, high crit high power builds rule for thieves. I can lay down 16k+ damage almost instantly (mug for 3- 5k, backstab for 9k, 1 skill for 2k) allowing me to down most players I target before the enemy even realizes Im there. And that's excluding heart seeker, which would take it over 20k. It's also excluding putting haste in the build or haste proccing off a trait or a sigil, which could push you to 25 or 30k territory in seconds.

All that being said, a well played Mesmer is my most difficult fight.