Thief PvE | Dungeon Sword/Dagger, Sword/Dagger | Damage S/D-only Roaming Duelist
Table of Contents
Summary
Here's a fun little build I've been using for WvW and sPvP. It revolves around a single weapon set only (gasp!), namely S/D, and offers an engaging "relentless duelist" playstyle. You use a Sword in the first set Main-Hand, dagger in the second set Off-Hand, and switch whenever possible in combat. This limiting of your available weapon skills seems silly at first, but it revolves around three core ideas:
1. Initiative Regeneration on Weapon Swap (via Quick Pockets)
2. Easy timing of guaranteed Criticals via Sigil of Intelligence
3. High enemy control via Steal Daze / Poison / Boon Removal / Self-Healing / Initiative Regeneration
The really interesting aspect of this setup is that weapon skills remain in their current chain state if switched to the same set; for example, your Flanking Strike or Larcenous Strike respectively will stay available on weapon switch, which makes it very straightforward to land those "hard hitters" with a guaranteed Critical Strike thanks to the Sigil while also restoring Initiative for continued evasive moves.
Conditions are removed via well-timed use of Shadow Return, which is spammable due to the high amount of available Initiative; if you find yourself low, Steal + Weapon Swap will fill you back up three quarters of the way.
I. Weapons and Skills
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 924-981
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 924-981
- Power: 120
- Precision: 85
- Ferocity: 85
- Slash½Slash your foe again.Damage: 269Range: 130
- Crippling Strike½Cripple your foe with a final strike.Damage: 437Crippled: 2 sWeakness: 2 sRange: 130
- Shadow Return2Return to your original location. Cure one condition.Range: 1,200
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
- Larcenous Strike2Dual wield. Deliver a quick strike that steals up to two boons from an enemy.Damage: 504Range: 130
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
-
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
- Shadow ReturnReturn to your starting location and cure three conditions.Break stunRange: 1,200
- 0Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
II. Traits
Deadly Arts
Critical Strikes
Shadow Arts
Acrobatics
Trickery
Trait Details
We utilize Steal as a core anchor point of the build by giving it Poison (Serpent's Touch), Damage & Healing (Mug), Boon Removal (Bountiful Theft), Self-Buffing (Thrill Of The Crime), Initiative Regeneration (Kleptomaniac) Daze (Sleight of Hand) and the lowest possible CD. The rest of the setup is focused on elusiveness and mobility, allowing for constant dodges as defensive means.
III. Stat Specifics & Effects
Primary Stats
- Health 18045 (+6400)
- Vitality 1556 (+640)
- Armor 2320 (+340)
- Toughness 1256 (+340)
- Attack 3091 (+1184)
- Power 2061 (+1145)
- Critical Hit 24% (+24%)
- Precision 1413 (+497)
Secondary Stats
- Boon Duration 30% (+30%)
- Condition Damage 300 (+300)
- Condition Duration 10% (+10%)
- Critical Damage 24% (+24%)
- Damage 1030 (+4%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 365 (+365)
- Steal Recharge Rate 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Precision: 100
Ferocity: 70
Experience from Kills: 10%
- (30min)
- Precision: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 97
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 338
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 157
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 218
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 157
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
Armor Stat Totals
- Defense 1064
- Power 175
- Ferocity 35
- Damage 4%
Rune Bonuses
Superior Rune of the Ogre- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
Accessories & Jewels
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
Accessory Totals
- Power:630
- Toughness:340
- Vitality:340
- Precision:90
- Ferocity:90
Weapon Set Sigils
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 924-981
- Power: 120
- Precision: 85
- Ferocity: 85
Weapon Set I
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of IntelligenceYour next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 924-981
- Power: 120
- Precision: 85
- Ferocity: 85
Weapon Set II
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of IntelligenceYour next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.