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Loperdos

Member Since 28 Sep 2012
Offline Last Active Dec 18 2014 03:32 AM

Topics I've Started

Thief Updates - 10/15/2013

15 October 2013 - 04:52 PM

Quote

Thief
  • Shadow Refuge: This skill now functions with the Hide in Shadows trait.
  • Shadow Pursuit: This skill now functions with the Hide in Shadows trait.
  • Blinding Powder: Stealth duration has been decreased from 5 seconds to 4 seconds when traited with Hide in Shadows. The skill remains with a base of 3 seconds. This skill is now a blast finisher.
  • Merciful Ambush: This skill now functions with the Hide in Shadows trait for the recipient of stealth.
  • Fixed an issue where some skills would remove the visual effect of stealth from the player.
  • Destroy Shadow Trap: This skill now has a 1.5-second cast time. It plays an effect on the thief and on the trap location when it is being cast. Added 5 seconds of regeneration.
  • Hide in Shadows: This skill now only increases Blinding Powder stealth by 1 second so it is consistent with the trait’s functionality.
  • Venomous Aura: Increased the venom share radius to 360.
  • Larcenous Strike: This skill now steals only 1 boon.
  • Body Shot: This skill now applies 1 second of immobilize. Reduced the number of vulnerability stacks from 10 to 5. Increased the initiative cost from 3 to 4.
  • Lotus Poison: The recharge is now set on each individual target that this trait triggers on. Reduced the recharge to 15 seconds.
  • Shadow Strike: This ability now has a distance skill fact that represents the distance retreated.
  • Withdraw and Roll for Initiative: These skills now properly remove immobilize upon execution.
  • Basilisk Venom: Petrify is now removed on stun break.

There you have it.  Some interesting changes, not really anything game breaking, earth shattering or world changing.  Max DPS GC build still stays the same.  A few nerfs here and there, few buffs, few fixes.

My thoughts...I'm not gonna lie, a bit annoyed at the change to Bodyshot.  I realize that it doesn't really effect a whole lot, but I was in the process of putting together a burst vuln stacking build that utilized that particular skill...and honestly, who the heck wants a 1s immob and increased init cost?  PvP application, sure, but PvE? Not so much.

I had heard rumors that pistols were gonna get some love (don't remember if it was this patch or a later patch) but it seems that isn't the case, at least for this patch.  We'll have to wait and see what the future holds for them.  :)

Venomshare increased radius...its nice, but it still doesn't fix the inherent problem with VS builds, IE the basically required 30 points in SA and DA, which kinda gimps your own personal DPS for some group utility.

They nerfed LS again, though I can't say I'm exactly surprised at that, but it seems to me that its another change that was caused by PvP play rather than PvE play, which is kinda disheartening, but perhaps I'm just reading into it too much.  Not that I use S/D all that often, but it was still a nice option to have for certain content.  Not that its not able to be used anymore, but I may think twice about it now.

Quote

  • All player-controlled minions, excluding mesmer phantasms and clones because they were already increased in a previous patch, now have 71.43% more hit points in PvE maps.


I wonder if this effects Thieves Guild?  That could be quite interesting if it does, giving the Thieves a bit more staying power.

Those are my thoughts about the updates, what about everyone else's?


    [Build][Guide] P/D Trolling Tormentor

    08 September 2013 - 05:52 AM

    Loperdos’ Disclaimer: As I did with my previous guide, I will preface this build guide basically the same way.  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 450+ 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).

    Once again, let me say that I realize that condition damage or hybrid builds do not do as much DPS as a straight up direct damage build.  If that's what you are looking for, check out Brazil's thread here.  He does a good job outlining what the current DPS meta is for the thief.  That being said, I will launch right into it.

    The purpose of this build again is not a straight up DPS build, but rather a build that I wanted to see if I could construct around Torment.  Since a thief's only two ways to apply Torment is via Shadowstrike and Skale Venom, a P/D build was an obvious choice.  As opposed to my conD D/D build this build benefits from some direct damage because Shadowstrike actually has a decent dmg coefficient on it compared to Death Blossom.  So we take a little bit of direct damage and the hybrid build works.  Or at least seems to.


    THE BUILD (CLICK HERE)

    Spoiler

    WEAPONS

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    Traits

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    Heal/Utility Slots

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    Armor/Trinkets

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    Consumables

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    Playstyle Tips and Tricks

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    Conclusion

    And that's that.  I've used it in Fractals and Dungeons a bit here and there, but no extensive testing.  From the play that I have had in both those types of content, I've been pretty pleased with this build.  Its a lot of movement, and a lot of hopping in and out of combat, and a tad spastic when it comes down to it, but its a lot of fun.  You may run into some issues if you run with a group that likes to pin down whatever mob you are fighting because then you can't take full advantage of the bonus dmg/tick from Torment, but its still an additional DIFFERENT dmg condition that I figure any little bit helps out.

    Feel free to add me in-game, Loperdos.7924, if you have any questions or comments or anything like that.  I've enjoyed the build so far, and it seems to be relatively good at stacking some Torment.  It probably has some interesting WvW ramifications, though the traits would probably need to be switched around a bit.  I'm going to try to put up some more videos of the playstyle of this build as well as my other conD build, so keep an eye out on my YouTube channel.

    Thanks for reading, and I hope you enjoy the build!
    :)

    5 Engi Mayhem - Possible Synergy

    13 July 2013 - 06:33 PM

    My guild and I have been kicking around the idea of doing dungeons and fractals with a full 5 man Engi group for a while now, and I took it upon myself to do a bit of research into the engi class (as I don't have a huge amount of knowledge about the Engi, since its one of the few classes I haven't played a whole lot) both for the benefit of the group and for my own self satisfaction as I like to learn and discuss new things.  Before I continue with the build and the possible composition of the full Engi group that I came up with, plus some tweaks made by my guildies, I figured I'll tell you a bit about myself and my guild.

    Some of the basis for this particular idea stemmed from the fact that we like to have fun.  Obviously, who doesn't, but in our group, we emphasize that over and above other aspects of the game.  That being said, none of us fall into the category of wanting to min/max or optimize or even work within the current DPS-is-king meta, and if you check out any of my posts over in the thief sub-forum, this becomes very obvious.  To give an example of this, our previous and current endeavor is to run some dungeons and fractals with a full defensive build group of a variety of classes (current composition is full bunker BM ranger, weakness stacking necro, full defensive warr, conD D/D self-healing thief, and staff support necro) and so far, its been being quite amusing and interesting.  

    From one of our guild night discussions while running a group similar to this, the idea was kicked around about doing  a full group of some class to run dungeons and fractals, just for kicks and giggles.  We decided on Engis because of their ability to run so many different types of builds effectively without having a HUGE amount of overlap like we would run into in other 5-of-the-same prof situations.  Plus, of the 5 people involved, only one has gotten an engi to lvl 80 and played extensively on one, so it is new territory for the majority of us.  This is where the thread I started here got its start from, some various theorycrafting by myself and others in my guild.

    Without futher ado (about nothing :P ), our possible composition of Engis.  Also, quick disclaimer...I'm not 100% sold on the specific details of some of these builds, so any input or discussion would be greatly appreciated, but remember that the essence of this idea is that they need to work together, so looking at one build in a vacuum (IE, without looking at the others) doesn't help a whole lot.  The general, overarching roles of each build I would like to keep the same, but am definitely open to suggestions!

    Nade DPS/Vuln Stacker: Member who has the lvl 80 Engi
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    FT/TK Anchor~ish: Phenn
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    Bomb Healer/Cond remover/Group Support: Guild member who I mentioned in this thread here.

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    SD Rifle Control: Member who mostly plays anchor necro
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    Kit Swapper/Gap Filler: Me
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    So there you have it!  A full group of Engis that hopefully have not a whole lot of overlap.  Let's be real, I know that there is overlap and people will be stepping on each others' toes with conditions and boons, but the aim was to reduce it as much as possible with this type of setup.  Any comments, discussion, ideas, suggestions or anything else would be awesome!  Thanks for reading!

    Advice on this build

    10 July 2013 - 10:20 PM

    A buddy of mine who is relatively new to GW2 (he's only been playing for a few months, and has only leveled a Warr and Ranger up to lvl 80) today asked me to look over a build for him since I've been playing GW2 since beta.  Unfortunately my experience with engineer is relatively limited, as its one of few classes I haven't played much on.

    So that's why I'm here, asking those of you who have played more on Engi than I, about this particular build.

    http://en.gw2skills....LYe8ioVLCgfMA-e

    Honestly? I don't think its a very good build, but my limited experience with Engi, I was honestly curious if there was anything that was good about it.  He says he wants to focus on anchoring, condition removal (both solo and group) and boon application for the entire group.

    But I would highly appreciate your thoughts, both positive or negative, as I have no vested interest in this build.

    Thanks!

    [Build][Guide] A Look at D/D Condition Dmg Thieves

    30 June 2013 - 04:32 AM

    Loperdos’ Disclaimer: As I did with my previous guide, I will preface this build guide basically the same way.  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 condition dmg (referred to from here on out as conD) DPS is quite a bit lower than direct dmg (DD, not to be confused with D/D) 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 multiple variants is to provide an outline for a different play-style than most thieves are accustomed to using.  There have been conD build guides posted here on Guru before, but a good majority of them are outdated, especially given the updates that happened on 6.25.13.

    This particular guide will be focusing on a play-style setup that is not popular amongst thieves, but I have found it to be a fun and amusing build to work with; a bunker~ish type bleeder thief.  If you are looking for a min/max type optimal build, this one isn’t for you.  If you like the idea of a highly mobile, acrobatic thief with only a small usage of stealth; give this one a look/try.

    Why no Rampager’s build you ask?  Honestly, its because I don’t like the idea of Rampagers on a thief, except with a very particular type of build which I am currently working on (edit: 8-23-2013).  It works for some other classes (or at least seems to) but the hybrid idea just doesn’t seem to work on a thief, at least in this instance.  Again, I could be wrong about this, and if people really want a Rampagers variant, I will go back through and put one together.  I had one at one point for WvW because it seemed to work better there, but it didn’t really transfer so well over to PvE.


    The Main Build (Click Here)

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    ConD Variant 1 (Click Here)

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    ConD Variant 2 (Click Here)

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    WEAPONS

    Main Build

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    ConD Variant 1 (Carrion Variant)

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    ConD Variant 2 (Rabid Variant)

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    Traits

    Main Build

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    Carrion Variant

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    Rabid Variant

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    Heal/Utility Slots

    The only really mandatory utility on all three of these builds is Caltrops, so I won’t go into an in-depth discussion about them.  You can find a more in-depth discussion about the various utilities in my other guide here.  The rest is mainly flavor and whichever one the player wants to take.  I would recommend taking either Blinding Powder or iHouse (Shadow Refuge) on the main build because it gives you another way to apply the regen, as well as an AoE blind (for Blinding Powder).

    Another utility that is worth mentioning for the main build is Scorpion Wire.  The KD on it is quite useful as well as the pull from 1200 range.  When you are attempting to be the main puller, it can be extremely helpful, especially if you trait for Trickster (20% reduc on Trick utilities) making it a KD/pull on a 16s CD.  This is the utility that basically enabled myself and Phenn to 2-man AC Story.

    The one other utility that’s worth mentioning is that if you choose to use Signet of Malice as the heal on your build, I would highly suggest taking Dagger Storm, as SoM + Dagger Storm = lots of heals and stability.  It is mandatory on the main build as well.

    Main Build

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    Carrion Variant

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    Rabid Variant

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    Armor/Trinkets

    Main Build

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    Carrion Variant

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    Rabid Variant

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    Consumables

    Main Build

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    Carrion Variant/Rabid Variant

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    Playstyle Tips and Tricks

    The tips and tricks for these builds are all largely the same, with only a few differences.

    Spoiler



    Conclusion

    And there you have it.  A general overview of three different DB spam conD builds for a thief.  Again, I fully understand that conD builds are not the optimum DPS builds out there.  So I would kindly ask you not to post comments regarding that sort of thing.  Any other discussion would be greatly appreciated and I look forward to any sort of discussion that is had based off of this guide!  Just like with my other guide, feel free to add me in-game if you have any questions about the builds, or just post them here and I’m going to attempt to be active with the thread, just like I am attempting to with my other thread: Loperdos.7924

    Hope this helps! :)