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    Senior Member Nick2.1's Avatar
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    Now that I learned how to properly play the thief and properly keep him geared(very important), I have to say that he rapes. By stacking precision I now have 51% crit chance with bonus crit dmg. Mobs still do too much dmg themselves though, if one pulls a special ability, I'm down half health.

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    λεγιων ονομα μοι sycld's Avatar
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    Quote Originally Posted by Nick2.1 View Post
    Now that I learned how to properly play the thief and properly keep him geared(very important), I have to say that he rapes. By stacking precision I now have 51% crit chance with bonus crit dmg. Mobs still do too much dmg themselves though, if one pulls a special ability, I'm down half health.
    What level's your thief?

    I think I've settled on the two classes I favor the most: the engineer and the elementalist. They both rely on massive numbers of ability sets accessible to them by switching out attunements or kits, and I've found I favor this quite a bit.

    I was disappointed with the mesmer, which was the class I wanted to play before the weekend. They feel clumsy, and to me their abilities don't seem to be enough, either in variety or power I'm not sure which.

    The elementalist still seems ridiculously overloaded with potential that I'm not sure other classes can quite match. Their abilities are all so powerful and so varied that some of them just don't seem necessary.

    For instance, why should the elementalist of all classes have access to an instant rez, well actually effectively FOUR instant revive that share a CD (specific effect depends on attunement)? By comparison the guardian has a signet that can revive an ally, but it's on a MUCH longer CD (240s vs. 165s), and the elementalist's instant revive does more than just revive a single player, for instance revives a ally to full health (water), up to THREE allies (earth), etc. Yes, on the other hand, the guardian's signet passively increases healing when not on CD, but that's just not enough to justify the imbalance in the revival effects.

    And then the mesmer has a comparative joke of an ability, Illusion of Life, which only gives an ally 15s of revival, during which they must rally or be returned to the downed state. Yes, in some situations I could see how thiis might be somewhat more useful. But aside from its very sittuational advantage, the only other upshot to it is that it has a 30 s lower CD than the elemnetalist's revival glyph. But I don't think any of this makes up for the fact that it is not a hard, instant revival. It's simply an inferior ability.

    I'm almost angry at ArenaNet for allowing this to happen, seemingly pouring an incredible amount of power and diversity into this one class--probably the first designed--and then making other classes more circumscribed in their abilities and power. And I say this as someone who loves playing an elementalist...
    Last edited by sycld; 04-28-2012 at 11:49 PM.


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