Thief PvE | Dungeon Shortbow, Dagger/Dagger | Damage The Assassin

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Summary

TA


I. Weapons and Skills

Soldier's Shortbow
  • Weapon Strength: 950-1050
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Soldier's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Toughness: 85
  • Vitality: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Hook Strike¾
    Attack your foes with stealth, knocking enemies down.
    Damage: 163Knockdown: 2sRange: 130
  • Trick Shot¼
    Bounce an arrow between multiple nearby foes.
    Damage: 185Number of targets: 3Combo Finisher: Projectile (20% chance)Range: 900
    • Surprise Shot¼
      Stealth. Shoot an arrow that immobilizes your foe.
      Damage: 202Immobilized: 2 sCombo Finisher: ProjectileRange: 900
    • 0
      Vigor:
  • Cluster Bomb½ 3
    Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
    Large explosion: 487Small explosion: 168x3Bleeding: 4 s (510 damage)Combo Finisher: BlastRange: 900
    • Detonate Cluster1
      Detonate your cluster bomb in midair.
    • 0
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  • Disabling Shot¼ 4
    Do an evasive leap away from your foe while firing a crippling shot.
    Damage: 168Crippled: 2 sCombo Finisher: ProjectileRange: 900
    • 0
      Vigor:
    • 0
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  • Choking Gas½ 4
    Fire an arrow that fills the target area with a poisonous cloud.
    Poison: 5 s (420 damage)Duration: 4Radius: 240Combo Field: PoisonUnblockableRange: 900
    • 0
      Vigor:
    • 0
      Vigor:
  • Infiltrator's Arrow6
    Fire an arrow and shadowstep to the target area, blinding nearby foes.
    Blind: 5 sRadius: 20Range: 900
    • 0
      Vigor:
    • 0
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  • Signet of Malice1 12
    Signet Passive: Heals when you attack.
    Signet Active: Gain health.
    Healing: 100 (passive)Healing: 3,298Vigor: 10 s
    • 0
      Vigor:
  • Signet of Agility24
    Signet Passive: Grants increased precision.
    Signet Active: Refill endurance and cure a condition for each nearby ally.
    Passive: Precision increased by ten plus one per levelActive radius: 600
    • 0
      Vigor:
  • Shadow Refuge ¼ 60
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Stealth: 3 sHealing: 1,420Combo Field: DarkRange: 600
    • 0
      Vigor:
  • Signet of Shadows24
    Signet Passive: Grants a 25% increase in movement speed.
    Signet Active: Blind foes near your target.
    Blind: 5 sRadius: 240Range: 1,200
    • 0
      Vigor:
  • Dagger Storm 90
    Trick. Spin around, reflecting projectiles and throwing daggers that cripple and bleed nearby foes. You can move while spinning.
    Damage: 244Crippled: 2 sDuration: 8Bleeding: 5 s (213 damage)x3Stability: 3 s (per pulse)Combo Finisher: WhirlRange: 900
    • 0
      Vigor:

II. Traits

Adept Master Grandmaster

III. Stat Specifics & Effects

Primary Stats

  • Health 17855 (+6210)
  • Vitality 1537 (+621)
  • Armor 2797 (+817)
  • Toughness 1733 (+817)
  • Attack 2694 (+778)
  • Power 1644 (+728)
  • Critical Hit 58% (+58%)
  • Precision 2140 (+1224)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Critical Damage 16% (+16%)
  • DMG Taken from Guards and Lords -4% (+-4%)
  • Damage 1050 (+5%)
  • Defense 1064 (+0)
  • Ferocity 240 (+240)
  • Healing Power 200 (+200)
  • Movement Speed 25% (+25%)
  • Poison Duration 30% (+30%)
  • Weakness Duration 15% (+15%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Ascalonian Leather Hat
  • Defense: 97
Superior Rune of the Rata Sum
  1. Precision: 25
  2. Poison Duration: 10%
  3. Precision: 50
  4. Weakness Duration: 15%
  5. Precision: 100
  6. +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
Ascalonian Leather Shoulderguards
  • Defense: 97
Superior Rune of the Rata Sum
  1. Precision: 25
  2. Poison Duration: 10%
  3. Precision: 50
  4. Weakness Duration: 15%
  5. Precision: 100
  6. +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
Ascalonian Leather Chestguard
  • Defense: 338
Superior Rune of the Rata Sum
  1. Precision: 25
  2. Poison Duration: 10%
  3. Precision: 50
  4. Weakness Duration: 15%
  5. Precision: 100
  6. +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
Ascalonian Leather Gloves
  • Defense: 157
Superior Rune of the Rata Sum
  1. Precision: 25
  2. Poison Duration: 10%
  3. Precision: 50
  4. Weakness Duration: 15%
  5. Precision: 100
  6. +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
Ascalonian Leather Leggings
  • Defense: 218
Superior Rune of the Rata Sum
  1. Precision: 25
  2. Poison Duration: 10%
  3. Precision: 50
  4. Weakness Duration: 15%
  5. Precision: 100
  6. +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
Ascalonian Leather Boots
  • Defense: 157
Superior Rune of the Rata Sum
  1. Precision: 25
  2. Poison Duration: 10%
  3. Precision: 50
  4. Weakness Duration: 15%
  5. Precision: 100
  6. +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)

Armor Stat Totals

  • Defense 1064
  • Precision 175
  • Poison Duration 30%
  • Weakness Duration 15%

Rune Bonuses

Superior Rune of the Rata Sum
  1. Precision: 25
  2. Poison Duration: 10%
  3. Precision: 50
  4. Weakness Duration: 15%
  5. Precision: 100
  6. +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)

Accessories & Jewels

CharismaDefensive Slot
  • Precision: 157
  • Power: 108
  • Toughness: 108
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Band of the BrotherhoodDefensive Slot
  • Precision: 126
  • Power: 85
  • Toughness: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Cirque of ArahOffensive Slot
  • Precision: 126
  • Power: 85
  • Toughness: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Molten OreDefensive Slot
  • Precision: 110
  • Power: 74
  • Toughness: 74
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Big Mama's ToothOffensive Slot
  • Precision: 110
  • Power: 74
  • Toughness: 74
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Power:489
  • Precision:669
  • Toughness:446
  • Ferocity:40
  • DMG Taken from Guards and Lords:-4%

Weapon Set Sigils

Soldier's Shortbow
  • Weapon Strength: 950-1050
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Stamina
Your endurance is refilled each time you kill a foe.

Weapon Set I

Sigil of Stamina

Your endurance is refilled each time you kill a foe.

Soldier's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Stamina
Your endurance is refilled each time you kill a foe.

Weapon Set II

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Sigil of Stamina

Your endurance is refilled each time you kill a foe.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

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