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Loperdos

Member Since 28 Sep 2012
Offline Last Active Today, 02:31 PM

Topics I've Started

Thief Updates 4/30/13

30 April 2013 - 06:18 PM

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Thief (PvE Forums // PvP Forums // Skill Calc)
  • Skills that must be performed from stealth are now labeled as “Stealth Attack.”
  • Vigorous Recovery: Improved accuracy of description.
  • Cloak and Dagger skill: Now functions with the Hidden Killer trait.
  • Needle Trap skill: Removed the duration skill fact as being misleading.
  • Shadow Shot skill: The projectile portion is now unblockable.
  • Choking Gas skill: Added an Unblockable skill fact to reflect functionality.
  • Flanking Strike skill:
    • Now evades and delivers one strike instead of delivering two attacks.
    • Removed boon removal.
    • Reduced initiative cost from 4 to 3.
    • Now toggles for 5 seconds to a second skill, Larcenous Strike, if the attack hits an enemy.
    • Improved reliability of flanking strike.
  • Larcenous Strike: Deliver a quick strike that steals up to two boons from an enemy. Costs 1 initiative.
  • Larcenous Strike, Stab skills: Reduced aftercast by 0.5 seconds.
  • Mug trait: Can no longer critically hit. Now heals the thief from a range of 1980 health to 2700 health.
  • Leeching Venoms trait: Increased the damage scale from power by 33%. Increased range from 325-400 to 325-425.
  • Signet of Agility skill: Increased passive stat bonus by 100%.
  • Assassin’s Signet skill: Increased passive stat bonus by 100%.
  • Revealed effect: Reverted duration to 3 seconds in PvE.
  • Trick Shot skill: First arrow is no longer heat-seeking.
  • Smoke Screen skill: No longer destroys unblockable missiles.
  • Haste skill:
    • Increased duration by 1 second.
    • Players now regenerate endurance at 50% effectiveness (increased from 0%) when under the effects of this skill.


It will be interesting to see how all these changes end up effecting PvE play within the thief community.  I personally haven't gotten a chance to hop in and try them out yet, so I will reserve judgment at this point.  

Except that Revealed has been reverted back to 3s instead of 4s :D. Yays!

And there you have it.....thoughts?

[Build][Guide] Examination of Ranged Thieves

06 April 2013 - 11:11 PM

Loperdos’ Short Bow/Dual Pistol Build


Loperdos’ preface: I am by no means an expert on thieves, this is a build that I’ve been kicking around for the last couple weeks because I was curious if it could be done.  In the 350+ hours I’ve played on a thief, I wanted to see if I could run with a build that was a bit different, albeit not unique (given the immutable law of the internet).

I am fully cognizant of the fact that ranged DPS is quite a bit lower than melee DPS.  Pure DPS is not the purpose of this particular build, if that’s what you are looking for, look for a D/X backstab build, which will net you the most and highest damage.  That being said, the purpose of this build and the variant below (created by Phenn) is to provide an outline for a different weapon-set than most thieves are accustomed to using.  Some of the things that are different about this build as compared to other PvE builds is that you do not have to enter melee range, you have high mobility and survivability through that mobility, decent single target damage, great AoE and group utility.

Special thanks to Phenn for helping me work through this build and being there for the theorycrafting and testing phases.



THE BUILD

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WEAPONS

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HEAL/UTILITY SLOTS

Slot skills are a bit more open for two reasons.  First is that slot skills are largely situational, generally swapping between them depending on where and what is being fought.  In general running with at least 2 utilities that benefit from SA-I (20% CD reduction on Deception skills) makes it the most worthwhile.  

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ARMOR & TRINKETS

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TRAITS

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CONSUMABLES (optional)

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PLAYSTYLE TIPS AND TRICKS

Just like most thief builds, there are some basics that will help increase your survivability by loads(and yes, I realize that some of these are "duh" statements, skip if you prefer, I won't be offended, I promise ;)):

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Phenn’s Short Bow/Dual Pistol Acrobat



THE BUILD (Click Here)

Like Loperdos’ build above, the following build depends on positioning and evasion for survivability, and maintains range at all times. Similarly, the primary damage-dealer is P/P’s Unload with SB for AoE and general support. The build utilizes the Short Bow and Dual Pistols, Berserker equipment and weapons, and depends on Crit Damage for DPS. Our choice in traits, utilities, food, and sigils however, will maximize our dodging potential:
  • Feline Graces gives an extra dodge.  
  • Healing gives Vigor with is a dodge every 5 seconds.  
  • Signet of Agility gives two extra dodges.   
  • Food increases endurance recharge with a flat increase of one dodge every 7.15 seconds.
  • Sigil on offhand pistol gives two extra dodges after every kill.
You can see that dodging becomes a critical component of our build--so use them, and use them often. We don’t have to save them for pure evasion, but can (and should) use them as often as possible.


WEAPONS AND SIGILS

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TRAITS 15/30/0/25/0

The build actually follows the most balanced trait distribution available to thieves. It offers flexibility in traits across all weapon sets, making it suited for our purposes, and allowing a shift to other weapon sets if necessary.

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UTILITY/HEAL SLOTS

Much like Loperdos, we’ll be taking utilities that complement our primary defense mechanic, but in our case we’ll emphasize dodging.

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ARMOR & TRINKETS

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CONSUMABLES (critical for this build)

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PLAYSTYLE TIPS AND TRICKS

The following are a few tips on playing this build in order to gain maximum effectiveness:

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And there you have it.  The two builds put together by Phenn and myself.  Thank you for taking the time to read it, as I know its a long post with lots of descriptions.  I'm wordy, so shoot me. :)   As time goes on I will be editing, updating and contributing to any discussion that comes from this particular thread.  If you have any questions or comments, feel free to in-game message me/add me as a friend: Loperdos.7924.

March 26th - Thief Updates

26 March 2013 - 11:03 PM

Thief (PvE Forums // PvP Forums // Skill Calc)
  • Corrosive Traps trait:
    • Applies the correct vulnerability duration with Shadow Trap.
    • Now applies vulnerability with Ambush Trap.
  • Healing Seed skill:
    • Increased radius slightly.
    • Now displays the combo field ring.
  • Caltrops:
    • Reduced duration from 15 seconds to 10 seconds.
    • Now indicates its radius.
  • Steal skill: No longer initiates autoattacks.
  • Uncatchable trait:
    • Now displays an active combat area to both allies and enemies.
    • Increased effective radius by 50%.
  • Basilisk Venom skill: No longer immobilizes targets in addition to stunning them.
  • Haste skill: Increased duration from 4 seconds to 5 seconds.
Since some of the other sub-forums have discussions about the March 26th profession updates and I noticed that there wasn't one in the thief section, I figured I'd start one to see what people think.

Personally, I'm not a fan of them weakening the viability of a condition damage thief via the reduced duration of Caltrops, as it was one of our better applications of bleeds.  It may make up for it with the 50% increase in effective radius on the dodgetrops, but that remains to be seen.  I may dust off my D/D condition dmg thief just to try these changes out.

Also, don't forget about the general reduction in Quickness from 100% to 50% speed increase on skills and how it will effect us in PvE.  It does make me somewhat hopeful that they increased the Haste duration, it may be slight, but it may help defray the loss of 50% speed increase.

What say the rest of you?

Warcraft Lore vs LotR Lore

20 February 2013 - 09:21 PM

In my random stumblings around the vast interwebs, I ran across a discussion/article about Warcraft lore (not just WoW, but the entirety of the lore) compared to Lord of the Rings lore (all of it, not just the movies, or the game, or whatnot) and the conclusion that the author and some of the commenters came to was that Warcraft lore was far more in-depth and vast and complete as opposed to LotR lore.  This got me thinking and wondering...so in the spirit of the off topic section of the forum....

What say you?! :D

Giant Slayer Achievement

22 January 2013 - 10:04 PM

Just like the title states, I've been attempting to get the giant slayer achievement and was wondering if anyone knows of a good location to find a consistent amount of giants?  The only places I'm aware of are parts of events and the information on the wiki is sparse.

Thanks in advance!