Thief sPvP | Tournament Dagger/Pistol, Shortbow | Roamer 2014 Current Meta thief build

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Summary

This is the current "meta" thief build for competitive play on North American servers.


I. Weapons and Skills

PvP Dagger
  • Weapon Strength: 924-981
PvP Pistol
  • Weapon Strength: 876-1029
PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Hook Strike¾
    Attack your foes with stealth, knocking enemies down.
    Damage: 163Knockdown: 2sRange: 130
  • Double Strike
    Strike your foe twice.
    Damage (2x): 188Range: 130
    • Wild Strike
      Strike your foe again. Gain endurance with a successful strike.
      Damage: 286Endurance gain: 10Range: 130
    • Lotus Strike¼
      Strike your foe and inflict poison.
      Damage: 286Poison: 4 s (336 damage)Range: 130
  • Heartseeker¾ 3
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Above 50%: 420Below 50%: 504Below 25%: 672Combo Finisher: LeapRange: 450
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Shadow Shot4
    Dual wield. Fire a blinding shot at your foe, then shadowstep to them for a dagger strike.
    Blind: 5 sDamage: 420Combo Finisher: ProjectileUnblockableRange: 900
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Headshot4
    Daze your foe with a head shot.
    Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Black Powder½ 6
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage: 84Duration: 4Combo Field: SmokeCombo Finisher: ProjectileRange: 900
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Withdraw15
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
    Healing: 3,960
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • 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
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Shadowstep50
    Deception. Shadowstep to the target location. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
    Breaks stunRange: 1,200
    • Shadow Return
      Return to your starting location and cure three conditions.
      Break stunRange: 1,200
  • Infiltrator's Signet30
    Signet Passive: Regenerates one extra initiative every ten seconds.
    Signet Active: Shadowstep to your foe.
    Initiative gain per 10 s: 1Breaks stunRange: 900
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Basilisk Venom1 45
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s

Weapon and Skill Details

Heartseeker: Terribly overrated skill, only use for the leap finisher or to finish a squishy target below 25% hp. Never use for pure damage above the 25% threshold, it actually does significantly less DPS than your Auto attacks. (cast time of HS is .75s, AA are instant and hit for roughly the same amount). Also don't use against target if they have Protection buff.
Shadow Shot: You're going to be using this more than pretty much anything else. With the buff to initiative regen, you can keep blinds up pretty much 100% of the time against mid-slower atk speed weapons (hammer, mace, staff, sword, ect...). Watch your targets HP bar and just use this whenever the previous blind gets removed. Super hard counter to hammer warrior.
Headshot: An interrupt on a 0s cooldown. Use vs condi builds in place of Shadow shot, try to interrupt heals @ last mili-second. This also interrupts rezzing of downed players; which makes it detrimental in 1v2 situations. Very effective on tanky Low hp targets (spam every 2 AA just to get random interrupts on def skills they may try to use).
Black Powder: Before the init regen buffs, I would have said use this over shadow shot. Now I'd say just use it in cramped fights for AOE blind and to get stealth (heartseekering through this grants stealth). Can be good against GS warriors if you know their berserkers stance is on CD.

 

Heals
Withdraw: This is ideal for higher-skill level players, you can do a lot more with this defensive-wise that you can with hide in shadows.
Hide in Shadows: Nothing wrong with this skill, it's almost just preference and team comps that make 1 better over the other. (take withdraw if they are running classes with lots of immobs; you can use withdraw to evade most damage while immobed).

 

Utilities
Shadow Refuge: A must have for competitive play, use it to escape sticky situations, right before you get downed (you'll be stealthed+healed long enough to rez yourself), or to rez your teamates. DO NOT use for stomping unless you are super low HP in the middle of a teamfight and feel greedy.
Shadowstep: Another must have for competitive play, this is your stunbreaker. Use it to save your ass when you make mistakes with positioning and get stunned/knocked down/feared/ect... Can also be used for the condi removal if you're going to die otherwise.
Infiltrator's Signet: This is an optional pick, you can go with assasin's signet if you're new to thief (it helps with positioning tons), roll for initiative, really doesn't matter it is all preference.


II. Traits

Adept Master Grandmaster

Trait Details

These traits basically give your steal a ton of utility, and go up the crititcal strikes tree for huge boost to crit chance and damage. -It's not a competitive dps build if you don't take 30 in crit strikes on thief.
You can swap out Critical Strikes I: "Furious Retaliation" for w/e you want, this was just preference for me.
Practiced Tolerance: Probably going to be an uncomfortable pickup for newbie thieves; it boosts your hp by about 1.2k hp (That's a really big deal in competitive play for thief).


III. Stat Specifics & Effects

Primary Stats

  • Health 13125 (+1480)
  • Vitality 1064 (+148)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 3436 (+1515)
  • Power 2391 (+1475)
  • Critical Hit 57% (+57%)
  • Precision 2116 (+1200)

Secondary Stats

  • Condition Damage 300 (+300)
  • Condition Duration 10% (+10%)
  • Critical Damage 82% (+82%)
  • Damage 1045 (+4%)
  • Defense 1064 (+0)
  • Ferocity 1235 (+1235)
  • Steal Recharge Rate 30% (+30%)

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. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Rune Stat Totals

  • Power 175
  • Ferocity 35
  • Damage 4%

Rune Bonuses

PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Vitality:0

Weapon Set Sigils

PvP Dagger
  • Weapon Strength: 924-981
PvP Pistol
  • Weapon Strength: 876-1029
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Sigil of Superior Bloodlust

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

PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes: Preference, you can take anything with +crit damage and be pretty much fine. Lyssa runes are decent too. I like Ogre cas the rock dog does good damage and can finish off downed players in 1v2 situations.
Sigils: These are best sigil choices for DPS, getting a flame blast proc is like criting off a crit. It offers a big boost to your burst potential.
Amulet: Not negotiable, this build will not work with anything other than zerkers; your a glass cannon that metigates dmg with blinds and cc, you don't need a defensive amulet anyways.


V. Basic Gameplay

Backstab rotation: Bass venom-> Black powder-> heartseeker+steal (steel mid-heartseeker)-> auto attack in the back.
Vs. Casters: spam auto attack + 4 in downtime between backstabs (precast backstab animation into steal if you get stealth without your black powder combo)
Vs. Melee: spam auto attack + 3. depending on wep sets, you’ll wanna use blind as a spam or as a gap closer. Eg; you see warrior swap to hammer, hit 3 every time the blind wars off between attacks; very easy to do since init regen buff. Against a staff mesmer just use it to close gaps (they usually don’t have anything that you’d really wana blind when they are in staff).

 

Matchups
Necro: they give you a long kitten fear when you steal, you can blind their fears, and their heal is long cast time (easy interrupt with 4). Some ppl complain about this matchup but imo thief does well against necro.

 

Ele: They have low health pool, open with backstab rotation and just blind up when they go earth attunement, spam 4 when they go water attunement. Backstab as often as possible, their steal skill is a massive slow and makes landing backstabs super easymode.

 

Guardian: their steal is a huuuuge daze, get them to around 1/2 hp by dropping a blind field and just auto attacking, then steal – daze – auto attack until daze wares off – then auto attack and daze spam with 4 until they are dead dead. You might not need black powder against some guards, but if they are rocking a hammer it’s usually a good idea.

 

Mesmer: A good mesmer will usually outplay any thief, they have immunity to damage on command with sword 2 and f4 and blink on 8s cd + they burst for like 1/2 our hp. If you’re in hotjoins, you can usually get away with just spamming 3 and auto attack though.

 

Warrior: Easy matchup for thief. all you have to do is spam 3 when they go hammer or mace or LB and you win, straight up. Drop black powder if they go gs, you can also precast black powder into steal and then use that axe aoe to do dps and spam aoe blinds. Watch their hp bar for berserker stance buff (it looks like this) -it will make them immune to blinds for short period (like 8s) -just kite or drop shadow refuge during this time period, it’s easy to play around if you’re patient.

 

Ranger: This is a long fight, basically just use steal off CD, drop the tree when you get around 50% hp and heartseeker through it. You can choose to spam 3 or just drop blind fields and auto attack, but it’s SUPER important that you save enough initiative to interrupt their heals with 4. You have a lot of control over the fight -you can basically reset it every 20s with steal, but so can they if you let them heal.

 

Engineer: Like mesmer, a good engineer will usually be pretty tough for a thief to deal with. You’re gonna wanna ditch this fight in ranked games.

 

Thief: so good news is that most thieves you’re gonna meet in spvp are pretty bad. Just keep pistol 3 up for the majority of the fight and you’re gonna win. If they go stealth, drop a black powder and stand in it to blind their backstabs. Whoever lands most backstabs usually wins (takes like 2).

 

Stomps
Drop black powder before you stomp a: Guardian, Engineer, Warrior, Necro, Ranger (they all have interrupts in their downed state that can be blinded with pistol 5).

 

Prepare to shadowstep mid-way through when you stomp a Thief.

 

Do not stomp Mesmer until they use their invis. Also, do not stomp Ele until they burn mist form. Just auto attack them until they burn these abilities.

 

In 1v2+ scenarios, drop black powder and stealth off it with heartseeker before stomping. You can use 4 to interrupt if they try to rez the downed body.


Main Skill Rotation

Basilisk Venom1 45
Venom. Your next attack turns your foe to stone.
Stone duration: 1½ sVenom duration: 30
Black Powder½ 6
Fire a black powder shot, blinding nearby foes with the smoke cloud.
Damage: 84Duration: 4Combo Field: SmokeCombo Finisher: ProjectileRange: 900
Heartseeker¾ 3
Leap and strike your foe. The less health your target has, the more damage you cause.
Above 50%: 420Below 50%: 504Below 25%: 672Combo Finisher: LeapRange: 450
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 sDamage: 302
Backstab¼
Stealth. Attack your foe from the shadows, striking for double damage if you hit from behind.
Front damage: 403Back damage: 806Range: 130
Double Strike
Strike your foe twice.
Damage (2x): 188Range: 130
Wild Strike
Strike your foe again. Gain endurance with a successful strike.
Damage: 286Endurance gain: 10Range: 130
Shadow Shot4
Dual wield. Fire a blinding shot at your foe, then shadowstep to them for a dagger strike.
Blind: 5 sDamage: 420Combo Finisher: ProjectileUnblockableRange: 900
Double Strike
Strike your foe twice.
Damage (2x): 188Range: 130
Wild Strike
Strike your foe again. Gain endurance with a successful strike.
Damage: 286Endurance gain: 10Range: 130
Shadow Shot4
Dual wield. Fire a blinding shot at your foe, then shadowstep to them for a dagger strike.
Blind: 5 sDamage: 420Combo Finisher: ProjectileUnblockableRange: 900

Use steal mid-heartseeker, this will cas you to get HS+mug damage at the same time while setting you up for backstab. It is idea to start your rotation from behind your target -it doesn't matter how far away you are, but if you can get your burst off without having to run circles around them before backstab, you will be getting dps out faster.
AA>AA>shadow shot is a pretty good down-time rotation to do between backstabs, it will blind your target, do good sustained DPS, and keep you on them.
Note: The third auto attack for thief blows, it has a .25 sec cast time and does basically the same dmg as your instant cast normal attacks. The reason for this is that it applies a poison, which is only worth getting off if they have regen on them. If you're going for raw DPS cleave, you should cancel your AA progression with another skill every 2 hits. This is the only time I advocate the use of HS over shadow shot, basically just use it if the blind you applied with shadow shot is still up on your target after 2 AA's. Don't tunnel on this though, it's not the end of the world if you get off a 3rd auto attack, and in a lot of cases it might be better TO get off that 3rd AA just to give your self better timing on interrupts or blinds. This is just for max DPS cleave.


VI. About me

My name is Neglekt and I used to (might start back up again sometime) do guide videos on GW2 sPvP with pro players for Esportsgaming.net. As a player, I tend to bounce around the top 1000-300 of the NA ladders just duo queuing with RL friends. I have about 1k games on thief.
Esport guide videos can be found here.


Comments

Post a Comment
@ 02:07 PM, Wed January 01 2014 Reply
Great build! This guy knows what he's talking about!
@ 09:46 AM, Sat January 04 2014 Reply
Wow, the exact build I use for my sPvP thief, but I take Roll for Initiative due to all of the Hambow Warriors and Condition Necros with the current Meta. Only other difference is I take Scholar runes. Finally, pay attention and read what he has to say about the combo! You should almost always start out a fight by using the first five skills he has highlighted.
@ 07:53 AM, Sat January 11 2014 Reply
Very effective build and actually a lot of fun to play unlike most thief builds. You have made me want to pvp again, good work sir.
@ 12:56 AM, Tue January 14 2014 Reply
Pretty good build, using similar. But please do tell how is it manageable without condition clear (no shadow arts)? With the current meta of everyone being tanky condition types?
@ 02:50 PM, Mon January 27 2014 Reply
You're build rotation is flawed. How do you expect to Backstab when you have Mug.
@ 08:07 AM, Sat February 01 2014 Reply
Your* buddy.
Also he has made it clear that you steal MIDWAY heartseeker, ending the HS attack animation at your target whilst still granting stealth.
@ 08:07 AM, Wed June 11 2014 Reply
little tip for all you thief's if your stomping a target and an enemy is trying to res it, don't stop casting and cast head shot (4th skill) if your steal is of cool down, just steal on to the target that is reviving and it will interrupt them with the trait slight of hand. you can thank me when you just pull of that 1vX with this trick.
@ 06:50 PM, Thu July 17 2014 Reply
I have a question, you state "Backstab rotation: Bass venom-> Black powder-> heartseeker+steal (steel mid-heartseeker)-> auto attack in the back." However, if a lot of the damage we have is from backstab the only way we can is if we get "blinding Tuft" from stealing which is a 35 second cooldown? How do enter stealth more without blowing refuge? The only way we could guarantee a stealth steal is through shadow arts and VIII right? Or going a different type of build that incorporates "cloak and dagger"

I might be missing something in the build for more stealth if so, please kindly point it out!
@ 06:53 PM, Thu July 17 2014 Reply
5 + 2 = stealth, got it ;)