Thief PvE | Dungeon Sword/Pistol, Dagger/Dagger | Damage Thief CoF P1 Speed Run (Legit)

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Summary

Thief guide for organized CoF P1 Speed Farming.

 

Warning this build has very high damage and low defense. Initiative control is required as well as good positioning.

 

I always play with a warrior who will use combustive shot so I can stack might and I have written this guide with that train of thought.

 

I prefer to use Basilisk Venom on the Slave driver to prevent T-Guild from pulling the boss away from the group, however I will use T-Guild on the last boss.


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 970-1030
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 970-1030
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Hook Strike¾
    Attack your foes with stealth, knocking enemies down.
    Damage: 163Knockdown: 2sRange: 130
  • Slice
    Slice your foe.
    Damage: 269Range: 130
    • Slash½
      Slash your foe again.
      Damage: 269Range: 130
    • Crippling Strike½
      Cripple your foe with a final strike.
      Damage: 437Crippled: 2 sWeakness: 2 sRange: 130
  • Infiltrator's Strike3
    Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition.
    Damage: 252Immobilized: 1 sRange: 600
    • Shadow Return2
      Return to your original location. Cure one condition.
      Range: 1,200
    • 0
      Poison: 10 sMight: 10 s
  • Pistol Whip¾ 5
    Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
    Damage (9x): 872Stun: ½ sRange: 130
    • 0
      Poison: 10 sMight: 10 s
    • 0
      Poison: 10 sMight: 10 s
  • Headshot4
    Daze your foe with a head shot.
    Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
    • 0
      Poison: 10 sMight: 10 s
    • 0
      Poison: 10 sMight: 10 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
      Poison: 10 sMight: 10 s
    • 0
      Poison: 10 sMight: 10 s
  • Hide in Shadows1 30
    Deception. Vanish in stealth and gain regeneration. Cures burning, poison, and bleeding.
    Healing: 5,240Regeneration: 4 s (520 health)Stealth: 3 s
    • 0
      Poison: 10 sMight: 10 s
  • Haste60
    Trick. Gain quickness. Lose all endurance and stop endurance from regenerating.
    Quickness: 6 sBreaks stun
    • 0
      Poison: 10 sMight: 10 s
  • Assassin's Signet45
    Signet Passive: Grants increased power.
    Signet Active: Deal 15% damage on your next 5 attacks.
    Passive power increase: 90Duration: 30Might: 10 s
    • 0
      Poison: 10 sMight: 10 s
  • Signet of Agility30
    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: 600Might: 10 s
    • 0
      Poison: 10 sMight: 10 s
  • Basilisk Venom1 45
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30
    • 0
      Poison: 10 sMight: 10 s

Weapon and Skill Details

Dagger/Dagger is going to be your primary weaponset, however you will also utilize two other weapon sets for niche situations as explained below.

 

SHORTBOW- This is used purely to stack might with a warrior through blasting Combustive Shot.

 

SWORD/PISTOL- This is used to cleave the trash mobs before the slave driver.

 

DAGGER/DAGGER- This is your primary weapon set used for boss fights and acolytes

 

Primary Utilities

 

Haste - Burst on your Pistol-Whip and gate controller.
Signet of the Assassin - Glue this skill to your bar and keep it there.
Signet of Agility - Mostly Glue this one as well except at gate controller.

 

Hot Swap Utilities

 

Shadowstep - Used to trigger acolytes and immediately swap to Infiltrators signet.
Infiltrator's Signet - Bursting to Acolytes and at last fight to maintain your bread and butter backstab combo's.
Ambush Trap- Used at the gate controller, and possibly at Bosses as an alternate but I prefer Infiltrators signet on boss fights.


II. Traits

Adept Master Grandmaster

Trait Details

Mug- Bonus damage and helps achieve really fast gate controller kill times.
Dagger Training- +5% Damage for our primary damage set.

 

Signets of Power- Burst Damage for the gate controller.
Signet Use- Helps maintain initiative over 6 for the 10% damage boost of First Strikes
Executioner- Conditional +20% Damage for boss fights and trash.

 

Flanking Strikes- +5% Damage when positioned correctly.

 

*Note for Acolytes Swap out Executioner for Hidden Killer

 


III. Stat Specifics & Effects

Primary Stats

  • Health 11645 (+0)
  • Vitality 916 (+0)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 3468 (+1537)
  • Power 2453 (+1537)
  • Critical Hit 53% (+53%)
  • Precision 2032 (+1116)

Secondary Stats

  • Condition Damage 150 (+150)
  • Condition Duration 25% (+25%)
  • Critical Damage 69% (+69%)
  • Damage 1015 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1036 (+1036)
  • Gold from Monsters 60% (+60%)
  • Magic find 30% (+30%)
  • Steal Recharge Rate 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

Omnomberry Bar
Duration: 30min
30% Magic Find
Gold from Monsters: 40%
Experience from Kills: 10%
  • (30min)
  • 30% Magic Find
  • Gold from Monsters: 40%
  • Experience from Kills: 10%

Utility Nourishment

Powerful Potion of Flame Legion Slaying
Duration: 1hr
+10% damage vs Flame Legion
-10% damage from flame legion
Experience from Kills: 10%
  • (1hr)
  • +10% damage vs Flame Legion
  • -10% damage from flame legion
  • Experience from Kills: 10%

Armor & Runes

Inquest Helm
  • Defense: 97
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Inquest Pauldrons
  • Defense: 97
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Inquest Breastplate
  • Defense: 338
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Inquest Gauntlets
  • Defense: 157
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Inquest Legguards
  • Defense: 218
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Inquest Greaves
  • Defense: 157
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 1064
  • Power 175
  • Ferocity 100

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Gilded InfusionUtility Infusion
  • Gold from Monsters: 20%
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Gilded InfusionUtility Infusion
  • Gold from Monsters: 20%
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Gilded InfusionUtility Infusion
  • Gold from Monsters: 20%
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Gilded InfusionUtility Infusion
  • Gold from Monsters: 20%
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Gilded InfusionUtility Infusion
  • Gold from Monsters: 20%
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Gilded InfusionUtility Infusion
  • Gold from Monsters: 20%

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466
  • Gold from Monsters:20%

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Superior Sigil of the Night
Outgoing damage is increased by 10% at night.
Superior Sigil of Smothering
+10% Damage vs. Flame Legion

Weapon Set I

Superior Sigil of the Night

Outgoing damage is increased by 10% at night.

Superior Sigil of Smothering

+10% Damage vs. Flame Legion

Berserker's Dagger
  • Weapon Strength: 970-1030
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 970-1030
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Superior Sigil of the Night
Outgoing damage is increased by 10% at night.
Superior Sigil of Smothering
+10% Damage vs. Flame Legion

Weapon Set II

Superior Sigil of the Night

Outgoing damage is increased by 10% at night.

Superior Sigil of Smothering

+10% Damage vs. Flame Legion

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes: 6x Scholar (Conditional 10% Damage Boost)

 

Scholar Runes are great for increasing your damage. I don't know of any others that can give you this much of a consistent damage boost. These runes are well known and approved of by the community.

 

Sigils: Night / Smothering

 

Sigil of Night is a really nice rune since the whole dungeon counts as night and thus give you a constant 10% Damage Boost

 

Sigil of Smothering also gives a constant 10% Damage Boost
(Unsure if it stacks or not at the moment but I #believe it does)

 

Alternate Options for Sigils
Fire - Vs the initial trash mobs
Air - Vs Slavedriver, Acolytes, or Last Boss.


V. Basic Gameplay

1. Enter Dungeon Rush Gate and wait for Magg to get to the door.
- Have a warrior use Combustive shot.-
2. Hard Swap to a short bow and blast until you are at 25 might.
3. Use the S/P Skill rotation below and rush off to the slave driver.
- Have a warrior use Combustive shot.-
4. Swap back to shortbow to blast for might and hard swap to D/D
5. CnD-BS until 50% and finish with Heartseeker
*Swap Haste -> Shadowstep
6. Run the bridge and Shadowsep through the next door to trigger Acolytes
*Swap Shadowstep -> Infiltrator's Signet (before SS goes on cooldown)
*Also swap executioner for Hidden Killer
7. HiS->AS->BS to insta-gib acolytes
*Swap Hidden Killer -> Executioner, Signet of Agility -> Ambush, and Infiltrators Signet -> Haste
8. Get to the gate, after mesmer drops a portal but before going through
- Have a warrior use Combustive shot.-
9. Swap to shortbow to blast for might and swap back to D/D
10. Use the skill rotation below for the Gate Controller
*Swap Ambush -> Infiltrator's Signet, Haste ->Signet of Agility
11. Move to the last boss
- Have a warrior use Combustive shot.-
Swap back to shortbow to blast for might and swap to D/D
*Swap Basalisk Venom for Thieves Guild
12. Activate Thieves Guild then CnD until 50% and then apply Heartseeker as often as possible while maintaining >6 Iniative for first strikes. Use Auto-Attack when iniative is low or close to getting under 6.


Main Skill Rotation

Assassin's Signet45
Signet Passive: Grants increased power.
Signet Active: Deal 15% damage on your next 5 attacks.
Passive power increase: 90Duration: 30Might: 10 s
Cloak and Dagger½ 6
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
Backstab¼
Stealth. Attack your foe from the shadows, striking for double damage if you hit from behind.
Front damage: 403Back damage: 806Range: 130

For the trash mobs after magg blows the door.

Infiltrator's Strike3
Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition.
Damage: 252Immobilized: 1 sRange: 600
Haste60
Trick. Gain quickness. Lose all endurance and stop endurance from regenerating.
Quickness: 6 sBreaks stun
Assassin's Signet45
Signet Passive: Grants increased power.
Signet Active: Deal 15% damage on your next 5 attacks.
Passive power increase: 90Duration: 30Might: 10 s
Pistol Whip¾ 5
Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
Damage (9x): 872Stun: ½ sRange: 130
Steal26
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Poison: 10 sDamage: 302
Pistol Whip¾ 5
Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
Damage (9x): 872Stun: ½ sRange: 130

Dodge through the doorway to avoid the initial blast of damage and use this rotation on the mobs once they are stacked on the wall by your mesmer.


Blast Finishing for Might

With SB out use Cluster Bomb 3x
*Make sure not to detonate them since we want blast finishers.

 

Hard swap to a shortbow (Double click shortbow from your inventory), blast fire fields 2-3 times, and weapon swap to S/P.

 

*Note you will need to hard swap back to daggers after. Clearing the trash mobs to be ready for the Slave Driver fight.


Gate Controller Assassin Combo

Hide in Shadows1 30
Deception. Vanish in stealth and gain regeneration. Cures burning, poison, and bleeding.
Healing: 5,240Regeneration: 4 s (520 health)Stealth: 3 s
Hide in Shadows1 30
Deception. Vanish in stealth and gain regeneration. Cures burning, poison, and bleeding.
Healing: 5,240Regeneration: 4 s (520 health)Stealth: 3 s
Haste60
Trick. Gain quickness. Lose all endurance and stop endurance from regenerating.
Quickness: 6 sBreaks stun
Assassin's Signet45
Signet Passive: Grants increased power.
Signet Active: Deal 15% damage on your next 5 attacks.
Passive power increase: 90Duration: 30Might: 10 s
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
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

*Note The Second Hide in Shadows should actually be Ambush (Trap)

 

1. As the Door opens to the gate controller use Hide in shadows.
2. Get parallel to the gate controller and use Ambush.
*(This thief will take the initial aggro and pull so you can focus on the gate)
3. Activate Steal + Haste + Both signets at the same time.
4. Attack until it's at 50% and use Heartseeker to finish it off.


Boss Combo

Hide in Shadows1 30
Deception. Vanish in stealth and gain regeneration. Cures burning, poison, and bleeding.
Healing: 5,240Regeneration: 4 s (520 health)Stealth: 3 s
Cloak and Dagger½ 6
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
Backstab¼
Stealth. Attack your foe from the shadows, striking for double damage if you hit from behind.
Front damage: 403Back damage: 806Range: 130
Assassin's Signet45
Signet Passive: Grants increased power.
Signet Active: Deal 15% damage on your next 5 attacks.
Passive power increase: 90Duration: 30Might: 10 s
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
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
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

Pre-Fight
You begin this fight by blasting for might, and Swapping over to D/D

 

Opening Combo
Start with Hide in shadows for the initial backstab and continue to chain CnD->BS until the slave driver is at 50%

 

Finishing Combo
Once the Slaved Driver gets to or below 50% I like to get 1 Backstab off with Assassin's Signet and finish him off with a few Heartseekers.


Comments

Post a Comment
@ 01:41 PM, Fri July 26 2013 Reply
Awesome guide. This is exactly what I was looking for. My countless hours of search has ended. Time to farm my precursor. Yay! Thanks for making this guide!
kurtosis @ 11:43 PM, Mon July 29 2013 Reply
Just fyi, you slotted the wrong trait. You say in the explanation section the Critical Strikes Master trait is "Signet Use", but you slotted "Critical Haste" there instead. Signet Use obviously makes much more sense for this build.