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babazhook.6805

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  1. Put pressure strike in with your build combined with the dazes of the wells and steal interrupts and you can generate a lot of AOE damage torment. Supplement this with the a decent Crit strike rate and the Torment Sigil and you add more AOE.
  2. As far as using quick pockets goes I am torn. Sleight of hand with pressure strike and wells that add those stuns/dazes can really add up the damage as far as torment goes. It becomes very much a situational thing as to which I prefer. Having the added stuns from SOH can be big in Pvp/Wvw but maybe less so in raids or boss fights.
  3. I am finding sigil of Ruthlessness can really stack might in a hurry in my hybrid. Of the on interrupt sigils it the one I used the least as I did not like using INI just to get a daze for a might proc. I also use Pressure strike in the build.
  4. I have just tuned up a hybrid using Celestial. It premised on the interrupts off the wells and the steals so as to trigger lots of torment off pressure strikes. I have always toyed with the concept of a hybrid and the scepter/dagger version I am using has been doing well early on. I have been getting 5k torment ticks relatively easily and the might build is real for both the power and condition side and it has plenty of sustain.
  5. I have been trying a few builds to see what I can do. I took a different path on the power build I am using. He in pack runes but there no trickery. Instead I went Acro and Shadow arts to get INI. It really too early to make judgments. He seemed ok In WvW last night. I also have a Condition variant and might tinker around to see what sort of hybrid I can try out.
  6. I remember being enthralled with Daredevil and then the Deadeye but they still had the same "feel" about them if you would and they came out of the gate a bit stronger then where they ended up. If I had to go with a gut feel in the limited time I played this I thought this spec a lot more intriguing then either of those simply because the play so different. My feeling is I can tinker with this spec a lot more and get a wider variation of gameplay out of the Thief. I just hope they do not neuter it.
  7. Never thought this out to the end but might a system if cool downs based on INI remaining work. As example everything has a base cooldown of 8 seconds as a starting point in the 2,3,4 and 5 slots. This number is lowered for each tick of INI left in your pool. Something has to be done as the method they now use wherein they just jack up the ini cost makes far too many builds unplayable .
  8. I took assassins reward in an off the wall d/d build which also used SOM. As soon as they boosted the INI cost of DB the build went nowhere. Prior to that it was playable will not being unbeatable. I used healing/condi type runes. Assassins reward is really bad if there no heal in the build. The whole ACRO line was made subpar with one of those patches.
  9. The rise in initiative costs across a number of the skills has greatly narrowed the number of viable builds that can be used. High INI skills when used just cripple anything else you can do with your build making you over reliant on the #1 skill and the utilities. On one hand they claim they want a thief to be able to stick in battle then remove that possibility by jacking up the costs forcing even more resets. A thief can not stick in battle relying on their #1 skill. What they could do is a sort of blend between INI and the ability to use a skill multiple times in a row and the more traditional cool downs. Lower the INI costs but give each of the skills an ultra low cooldown. (2 seconds tops seems reasonable). Allowing an ability to gen INI through AA might also work. Infiltrators boosted, preparedness baseline might also do it. There a number of ways to address this and the designers have just picked the easiest and least workable solution when they decide just to boost the INI cost of a skill.
  10. The justification for removing ricochet was claimed as "purity of purpose". While hard to divine exactly what meant by that it would seem they really do not want thief to have much in the way of AOE type damage.
  11. I find when they say things like "we want to increase thief build diversity" the exact opposite happens. Build diversity is worse then before.
  12. They threw an extra bleed on the d/d set for the #1 attack and thought that would be a thing. A Condition thief can not stand toe to toe with any class and expect to get many attacks off thus that death blossom spam in the d/d condition set. No game designer seems to understand how a thief works. The adds to INI costs even as they remove damage from something like malicious sneak attack shows a fundamental disconnect. If thief has higher INI costs they have to rely on #1 more as INI affects all other skills and if #1 gutted it an exponential decrease in damage out.
  13. It is interrupt but I have found that it triggers often enough and especially in situations where it not 1 V 1. SB received significant tweaks. I have found since changes that I am switching to SB more often then I did before. The #1 on SB has that bounce. That 3 second poison field adds more poison. I have found that when comparing p/d to SB , SB Tends to do the same or better with Torment damage , more overall poison damage but less bleeds then P/d. It hard to make a concrete assessment as to which delivers more damage overall simply due to the fact that SB has that bounce and the fields for AOE where P/d does not. the Deadly ambush skill is still something I am exploring as I am want to couple that with Potent poison which means going Deadly Arts?shadow arts and Trickery. It might be focusing on just more bleeds overall the way to go just to maximize that damage. I was fighting earlier in some zerg fights where enemy forces up on walls or below a wall and the Choking gas field was very useful against them. I suspect that in a 1v1 P/d preferred.
  14. You use Pressure strike In SB and then a whole lot of the enhanced 3 second poison field for the daze. Each initial shot of the sb will get the same 2 stacks on a daze plus poison. Bleed is now there on #1 and there poison access. SB poison field hits multiple targets so you can apply more torment overall and if you use Pressure strike with torment runes you getting multiple heals. I am talking WvW. Now if you want to keep SOH , much harder to do with the revamped deadly ambush, pressure strike can also apply torment on those steals. You can certainly do those with P/d as well but in WvW sometimes it hard to close on a group when they got all those red circles up. Also If I stand inside a gate and hit people with SB #3 with pressure strike as they man rams the damage out is very decent. They pull off the rams much earlier with new torment. It also deadlier with torment change casting this on a person who might be trying to rez a downed comrade. Rotate poison field with the new #1 and you apply torment/bleed poison players in the field.
  15. If you want to get torment new version to do meaningful damage use p/d b with pressure strike and rely on the build of torment with the poison on s/b. S/b does significant damage in condition now and coupled with p/d and torment runes makes all of bleed/torment and poison meaningful. Don't ignore SB. Overall it might be a better torment dealer then p/d.
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