Thief sPvP | Tournament Sword/Dagger, Shortbow | Team fighter S/D Heavy Boonsteal Harassment Thief, by Arga

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Summary

Hey guys, Arganthium.5638 of the thief community here. This is my current thief build, and it's served me extremely well in tournament play.

 

Some things you can expect to see from this build/guide are:
-A more mathematical approach to build crafting
-A soldier's amulet, as opposed to the zerker amulet commonly found in the thief meta
-Crazy amounts of boonstealing from opponents
-A more unique trait setup (one that I've specialized in greatly)
-A lack of 30 in CS (and an explanation why)
-A comprehensive guide to S/D.

 

If you're familiar with this weapon setup already, you can skip down to Section VI "What Makes This Build Different" if you want to learn more about why to play this S/D build over other S/D builds, or other builds in general.

 

Some terms I use within this guide:

 

S/D: the Sword/Dagger weapon set
SB: Shortbow
Relative to base: basically, when I compare builds, I always compare them to some baseline- typically, that baseline being a level 80 thief with full armor but not runes, sigils, amulets, etc. This allows me to compare builds based on how much they amplify damage or defense, relative to the aforementioned thief. This thief also has 0 precision points as the base.
Base thief: the level 80, full armor but no additional stat point thief that I use as my baseline for comparing builds. This thief also has 0 precision points.
Damage over lifespan: basically, how much more damage you'll do over the span of your lifetime in a match by changing certain stats, ceteris paribus.
Ceteris Paribus: a Latin term that essentially means "all other things equal". When we're operating under ceteris paribus assumptions, that means that we're simply adjusting one variable in a build- say, for example, a stat or group of stats, like power, vitality, and toughness- and not taking into consideration other possible changes in other variables, like opponent reactions, your reactions, initiative regeneration effects, placebo effects, etc.
Offensive Amplification: a percentage measure of how much damage I'm doing relative to the base thief with any given build by adjusting just the stat points, ceteris paribus.
Defensive Amplification: a percentage measure of how much damage I'm taking relative to the base thief with any given build by adjusting just the stat points, ceteris paribus.


I. Weapons and Skills

PvP Sword
  • Weapon Strength: 905-1000
PvP Dagger
  • Weapon Strength: 924-981
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
  • 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
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s
  • Flanking Strike½ 3
    Dual wield. Evade and stab your foe in the back.
    Damage: 252Range: 130
    • Larcenous Strike2
      Dual wield. Deliver a quick strike that steals up to two boons from an enemy.
      Damage: 504Range: 130
    • 0
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s
  • Dancing Dagger¼ 3
    Throw a dagger that cripples nearby foes and returns to you.
    Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
    • 0
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s
    • 0
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s
  • Cloak and Dagger½ 6
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
    • 0
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s
    • 0
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s
  • Withdraw15
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
    Healing: 3,960Vigor: 10 s
    • 0
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s
  • Roll for Initiative60
    Trick. Evade backward to regenerate initiative and recover from crippled, chilled, and immobile.
    Initiative gain: 6Breaks stun
    • 0
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s
  • 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
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 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
  • Basilisk Venom1 36
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30
    • 0
      Vigor: 15 sFury: 10 sMight: 10 sSwiftness: 10 s

Weapon and Skill Details

I'll go over these skills briefly here, and go more into detail on them later.
Sword Auto Attack: deals a decent bit of damage, with the most damage coming from the last skill in the chain, which has a skill-specific coefficient of 1.3 and gives weakness (essentially 25% damage reduction and 50% lower endurance regeneration) and cripple, two very powerful conditions. Also, the first attack is often used in a chain of other attacks on the sword or evades, as explained later in this guide.

 

Infiltrator's Strike/Shadow Return: This is an extremely useful skill in spite of its lack of damage output and high overall initiative cost. This skill basically allows you to "link" to a point 1200 units away, making you able to teleport between it and an enemy simply by using this skill. This is extremely useful for juking enemies, fighting 1v2's (or more), catching up with enemies, securing stomps, and a very wide variety of other things. It is also one of the two main condition cleansers for this build. Tactics explained in the gameplay section.

 

Flanking Strike/Larcenous Strike: two more very powerful skills, although they are, in a few different ways, polar opposites of one another. FS is a gap closer that gives you an evade as well, but deals fairly little damage (its skill-specific coefficient is .05 less than either of the first two attacks in the auto attack chain). On the other hand, LS is a very short-range attack that can leave you vulnerable, but deals massive damage (it has a coefficient of 1.5, or twice that of FS). This skill, along with the auto attack and Infiltrator's Strike/Shadow Return, form the backbone of this build. Each has its niche in the build, and together these skills work together very well.

 

Dancing Dagger/Cloak and Dagger: two highly situational skills. The first skill is going to be used mostly to chase down enemies that are running away from you, or are running towards a point. Cloak and Dagger is an emergency escape button that, when it hits, gives a player a few extra seconds to run away, and when it misses, usually completely screws over a player. This skill can also be used occasionally in 1v1's against opponents to give you some time to grab some seconds of CD as well as planning time. Neither of these skills are going to be used much in this build.

 

Shortbow: Shortbow serves a few different purposes. For one thing, it is a good way to mess with enemy heals- just throw down Choking Gas and your opponent's heal is automatically reduced by 33%. It's also useful against multiple enemies, of course, given that you're fighting with multiple allies. In this case, the amount of damage that this weapon deals grows hugely, and it often becomes a better choice than Sword even though Sword has higher coefficients to its skills. This weapon is also good for mobility during games, as Infiltrator's Arrow is an invaluable skill for getting you on top of ledges, away from enemies, and generally to where you need to go much faster. This weapon has many other uses, discussed later on in the gameplay section, which is why this build is so good as opposed to dual Sword/Dagger builds, which sacrifice the ability to have a Shortbow in exchange for advantages with weapon-swapping.

 

Utilities
Roll for Initiative: a very good stunbreaker with an evade on it. It also increases your initiative by an average of .1 per second assuming you use it every 60 seconds, although you often won't use it every sixty seconds as using it when you have 9 or more initiative is squandering the use of some of your initiative regeneration (when you have maximum initiative, you're no longer producing initiative, which you could be using to increase your damage potential instead). Because of its great initiative regeneration, as well as its ability to get you out of sticky situations, this is a great utility to take. The only downside is that it takes so long to CD.

 

Infiltrator's Signet: provides passive initiative regeneration of .1 per second, and is good as a stunbreaker as well as a method of securing stomps, especially against thieves. If they teleport away while you're stomping them, simply use the signet and you'll be able to finish your stomp easily. It can also be used instead of Shadow Step as a method of creating a Shadow Step stomp, by using Shadow Return while stomping and then using the signet to teleport to your enemy. Overall just a very solid choice.

 

Shadow Step: extremely useful as a Shadow Step stomping mechanism (an extremely useful and often deceptive maneuver when you're in a 1vX, and especially when stomping a guardian). It is also a very good stunbreaker (and- hopefully it doesn't have to be used as this- a dual stun breaker), condition cleanser (mostly for cleansing many conditions at once while Basi Venom is on CD), positioning weapon, and early-game development utility due to its long range. Another very solid utility to keep on your bar.


II. Traits

Adept Master Grandmaster

Trait Details

10 in Deadly Arts: this does a few different things. First of all, it should be mentioned that the 100 power coming from 10 points in Deadly Arts amplifies the damage you deal by only very slightly less than 30 in Critical Strikes (30 in CS deals about 1.4% more damage than 10 in DA). Of course, crits and power have an inverse relationship. As you increase power, crit stats (precision and critical damage) become more powerful while power amplifies your damage by marginally less; as you increase crit stats, the other crit stat and power both become more valuable. Ultimately, however, by the end of the build crafting, for an sPvP build, these effects tend not to justify putting in 30 in CS as opposed to 10 in DA. The issue is that you only have a limited amount of points you can invest, be they trait points or actual stat points, and by putting in 30 into CS, you're essentially over-inflating the value of your offensive stats so that you've spent a ton of points increasing your offensive amplification and thereby keeping you from putting those same points into, say, more defense amplification. Also, I should mention that a large number of the traits that you take in CS are near useless, and that Executioner tends only to be good for burst against weakened targets, as otherwise it tends to be fairly counterable just by timing your heals correctly.

 

That aside, by putting 10 into DA, you're able to take Mug, which provides a small but, IMO, decent heal and a bit of damage as well, as well as a poison. Since you can steal often with this build (due to the 30 in Trickery), 10 into Deadly Arts becomes extremely valuable. It can provide heal mitigation against your opponent as well, due to Serpent's Touch. Just cast steal as your opponent is healing, and their heal will be reduced by 33%.

 

30 in Acrobatics: this serves multiple purposes. First of all, increased boon length is always something nice to have, especially given that we run traits like Thrill of the Crime and Bountiful Theft in this build. This trait line also gives you plenty of vitality (which, at lower levels of health, is a more useful stat for increasing how much damage you can take than toughness is) and good offensive amplification via Fluid Strikes. Vigorous Recovery in Acro gives you plenty of vigor, which is really nice for this build. Quick Recovery gives you a great source of passive initiative regeneration (which pairs with Infi Signet to give you an average of .3 initiative per second). Finally, Assassin's Reward is such a powerful trait, especially for this build, that it's really difficult for me to describe how useful it is. By regenerating 69 health per point of initiative used, and with high initiative regeneration, while your heal skill is still on cooldown, you can heal a lot with Assassin's Reward. I find this trait superior to Quick Pockets (which would turn this build into an S/D S/D build) as it gives you the opportunity to take a Shortbow and thereby be more flexible and mobile. QP also, of course, sacrifices all of the benefits of taking AR, and is one more thing to have to build around and think about in battle, making it somewhat inefficient.

 

30 in Trickery: this is a fantastic traitline with multiple virtues. The first of all is of course the initiative regeneration. Hastened Replenishment, Kleptomaniac, Preparedness, and the reduced Steal CD all increase initiative regeneration. This trait line also makes your steal significantly more powerful, and gives you your other major source of boonsteal in this build outside of Larcenous Strike, which is, as an individual skill, more valuable because skill has an instant cast as well as 900 range (1500 if traited). This trait line gives you Lead Attacks, which is an extremely flexible minor trait for increasing your damage. Typically, it'll be used most actively against more bunkered builds: you'll simply resort to your auto attack more and build up initiative to the point where you deal 15% more damage per attack. Finally, this trait line gives you the opportunity to swap to Shortbow and deal more condition damage, if necessary (and throwing down lots of condis with SB is actually more common than you might expect). Overall a very powerful trait line.


III. Stat Specifics & Effects

Primary Stats

  • Health 23645 (+12000)
  • Vitality 2116 (+1200)
  • Armor 2880 (+900)
  • Toughness 1816 (+900)
  • Attack 3257 (+1350)
  • Power 2216 (+1300)
  • Critical Hit 8% (+8%)
  • Precision 1091 (+175)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 300 (+300)
  • Condition Duration 15% (+15%)
  • Damage 1041 (+5%)
  • Defense 1064 (+0)
  • 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

Stat and Effect Details

This is the point where I begin to differ greatly from other thieves. Although this will be explained more in the below section, I think it's important to take note that these stats essentially increase offensive power relative to base by a factor of 2.3, and increase defensive strength by a factor of about 2.38. This means that, overall, you're dealing a total of 547% more damage over the extent of your lifetime than you'd be dealing if you were just using a normal thief with full armor but no spent trait points, no runes, no sigils, and no amulets. In comparison, Jumper's build increases damage over lifetime by a factor of about 526.8% relative to base. Of course, it's not quite as simple as all of this- there are a wide variety of other factors to take into play, such as weapon choices, sigil and rune choices, initiative regeneration, etc. All that this is telling us is that, stat-wise, when you compare, for example, Jumper's build versus mine, this build deals about 20.2% more damage relative to base than Jumper's does. We will go more into depth about this later on, however.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

Rune Stat Totals

  • Precision 175
  • Condition Duration 5%

Rune Bonuses

PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

Accessories & Jewels

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

Accessory Totals

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

Weapon Set Sigils

PvP Sword
  • Weapon Strength: 905-1000
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Force
+5% damage.
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
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 II

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
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

The Soldier's Amulet is going to increase your lifetime damage amplification the most. It takes the three traits that are, marginally speaking, the most valuable (relative to the amount of it that a player is able to take) and puts them all into one amulet. The zerker jewel in this is actually a small counter to condition builds, but that'll be explained later on in this guide when we go over the weaknesses of this build (because, just like any other build, this build has both its strengths and its weaknesses).

 

The Lyssa Runes are great for making Basilisk Venom an excellent elite to take, and thereby makes the venom one of your main sources of condition cleansing. The boon on heal is also nice (and often very useful), and the precision helps to increase the strength of the Air Sigil.

 

Finally, Shortbow has a Bloodlust Sigil so that you can increase your power over the course of a game. Simply swap to this weapon before you kill an opponent, and the sigil will activate and give you additional power, which can be extremely useful for you to have on you, and, marginally speaking, is superior to any other stat (relative to the amount of it that you can claim). Sword has a Force Sigil as it increases your total damage over lifetime by about 27.4% relative to base (and, when compared to Jumper's build, should he have taken Sigil of Force as well, increases the damage differential between these builds over the period of one's lifetime by the minute but still... Well, existent amount of 1% more damage, relative to base). The Air Sigil is nice as it increases your damage by about 100 on average per attack, and with fury, to an average of 224 more damage per attack.


V. Basic Gameplay

Okay, so let's break this down into multiple sections.

 

First things first: Infi Strike

 

So, there are a few tactical oddities that are extremely useful for this build. Let's start with one of the most important skills for tactical and strategic advantage: Infiltrator's Strike and Shadow Return.

 

These skills are so horribly unappreciated in the current thief meta that I've gotten lots of people coming to tell me that I use these skills so much that I must be a horrible thief. Some people- Jumper, for example- will say to put Shadow Return in a "safe spot" away from combat as a means of escape from battle (which, for his build, is probably correct, although the disadvantages from this are just another reason why I don't approve of the 0/30/0/30/10 build). For this build, that is a reasonable strategy, but, in many if not most team fights, is incorrect. I am a strong believer in the idea that Shadow Return should be placed on a point when you're fighting. This is because of a few reasons. First of all, if you're knocked off, walk off, evade off, or somehow get off the point, Shadow Return allows you to instantly go back on the point again. Secondly, if you're far away from your opponent, need to gap-close fast, and have steal on CD, then, if you have Shadow Return on the point, you can use it while casting FS (or occasionally LS) to land damage on your opponent and staying on point. Finally, one of the biggest reasons to keep SReturn on point is because of how useful it is as a condition cleanser. Conditions can wreck this build. I talk more about this at the bottom of this section, titled "build weaknesses".

 

Of course, there are many other ways of using this skill. One of my favorites is on the Kyhlo map, at the Clock Tower. Simply use Infiltrator's Strike from the bottom/steps/wooden bridge of the Tower towards an enemy that is on the point or otherwise inside the tower, and watch chaos ensue. Whenever you get in a tight position, just SReturn out and completely confuse your opponents. This is an extremely useful tactic for use in 1vX's as well, where you're outnumbered.

 

The immobilize on Infi Strike is another unappreciated part of the skill. This is good for grabbing ticks on a point while you're capping it with somebody else. For example, if you just stomped an enemy, and reinforcements are just arriving, you can IStrike onto your opponent, allowing your ally to grab a tick or two on the point while your opponent is unable to move. The immobilize is also a nice hit-and-run skill, as well as a skill for grabbing running opponents.

 

Overall, I cannot begin to explain how important this skill really is- I can only give you an inkling of an idea to its value. Try experimenting with it, and see how it works for you.

 

Auto attack, Shortbow, and Lead Attacks

 

Lead Attacks is a minor trait in the Trickery trait line that increases your damage done by 1% per point of initiative. A lot of the time, the damage increase from using initiative is going to be far superior to not using initiative and instead building up for Lead Attacks to increase your damage by 15%. However, there are some times where this is the optimal strategy, specifically, when you're trying to burst. What you'll do is weaken your opponent by using your auto attack or shortbow and thereby saving up initiative (unless you do something crazy and stupid with your short bow, of course). At 15 initiative, you'll be increasing your damage output by 15% per attack. At this point, you're simply going to get your opponent as low as possible, and when they're sufficiently low, you're going to pop as many initiative as possible and burst them down before they can heal up to a significant level again.

 

Whether or not you're going to use this tactic tends to be a personal call that you'll have to learn yourself. However, note that it is useful most often against bunkers or very tanky builds, or against other S/D builds (by auto attacking more often, you can guarantee more hits per point of initiative used are going to hit, and once your opponent gets sufficiently low, you can usually burst him or her into oblivion).

 

More about the Shortbow

 

Although this main seem obvious, the Shortbow is a great AoE weapon overall. When you're dealing with a 3v3, 4v4, etc, then you'll often want to take out this beauty and start AoE'ing an entire area. Cluster Bomb is a cheap way to do this, and it deals decent damage as well. Choking Gas is great for mitigating heals and hitting opponents who are evading often. Disabling Shot isn't going to be used much, but when it is it'll be used to evade out of a hot spot on a point. Trick Shot is just going to be a very simple but otherwise excellent way to deal lots of damage.

 

This weapon is also useful when fighting other S/D thieves, especially on-point. Just AoE spam the area, and the thief will often fall from the damage that he or she takes, while you'll be able to survive due to your increased defensive abilities. Choking Gas is another good way to guarantee hits.

 

The Opening

 

Almost invariably, I believe that the best strategy for this build in the early game is to go straight to the far point alone and harass your opponents. Because you have such nice defense, you can often face 1v1's and 1v2's fairly easily- at least, long enough for your team to cap its point and then start increasing the point difference between both teams.

 

The idea of going far is not to cap the point. If you get that opportunity because of your opponent being weak, then good for you; go ahead and cap. However, one of the most important things about this strategy is knowing when and when not to engage with an enemy. For example, you're often fairly well-advised not to take on the far point in the opening if, when you scout it out, you find that there are two people on the point, unless they deal a fairly low amount of damage or are generally bad players, or you can escape the situation fairly easily. Otherwise, you'll typically want to just head straight to the midpoint and flank your enemies from the back, given that you're coming to them from their homepoint. Whatever you do, just don't invest too much into trying to take the point or keep it contested. The idea is to give your team a minor lead at the beginning. If another enemy comes to join in on the far point fight, then you've succeeded in greatly hindering the other team's development, congratulations.

 

To get to the far point at the beginning, you'll typically want to evade for the swiftness, and use both Infiltrator's Arrow and Shadowstep to go up ledges and cross long distances.

 

The Rest of the Game

 

This is pretty simple. Basically, for the rest of the game, you're going to stick between mid point and far point, and going home point if absolutely necessary of course. You'll be using your high mobility (via shadowsteps, evades, etc) to get to where you need to be as fast as possible. This build is awesome in that, sometimes, you'll pretty much be able to get in on every single team fight that your team has, which is just... Absolutely huge. That one extra person dealing damage is going to be incredibly useful for you to have.

 

Build Weaknesses

 

I am a strong believer in the idea that every build has both its strengths and its weaknesses, and this build is no different. For my build displayed here, the main weakness of the build is and always will be conditions.

 

The problem is that, against conditions, toughness means virtually nothing, as it has no effect on condition damage. Thus, you're losing hundreds of points worth in stats simply because you're taking much more condi damage than direct damage. On the other hand, many of the thief builds in the meta tend to run so little toughness that they hardly lose stat points to this matchup, although the mathematical functions governing this game end up resulting in those thieves taking much more direct damage per point of damage that they deal than they have to take. Also, because thieves have relatively little condition cleansing, it is extremely difficult to counter loads of conditions coming onto you.

 

That being said, there are many different ways for you to counter condition builds. For example, the Zerker Jewel on your Soldier's Amulet does just this, to some extent: it carries no toughness on it, but instead power, precision, and vitality, all of which are stats that can be used to at least some degree of effectiveness against condition builds. This build also has Shadow Return, which you should use often to keep from taking too much damage via conditions.

 

Outside of this, there are some build-specific counters that you can use against some builds as well. For instance, against HGH Engineers, you'll usually be able to win if you steal their might; otherwise, you're probably dead. 'Nuff said. Against Staff-using necros, just evade through marks while heading towards the necro, and you'll take much less damage than you otherwise would have taken. Against mesmers, use Cloak and Dagger on clones/phantasms as often as possible. The list goes on; this is typically something you have to learn by yourself.

 

Either way, if you anticipate going up against many conditions in a match, you are very much free to swap to Zerker amulet for decreased lifetime damage overall, but fewer points going to waste against condition builds. This is often a preference type of deal, as well as an examination of how exactly you're going to use your build (zerker amulets aren't very good for staying on points). It also varies with the current meta.

 

Either way, in my experience both playing and buildcrafting, condition builds tend to just be very weak for a variety of reasons- they usually have to give up something just to do any damage, so ultimately, this weakness shouldn't bother you too much once you've learned how to play this build well.


Main Skill Rotation

Steal23
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDamage: 302
Flanking Strike½ 3
Dual wield. Evade and stab your foe in the back.
Damage: 252Range: 130
Larcenous Strike2
Dual wield. Deliver a quick strike that steals up to two boons from an enemy.
Damage: 504Range: 130
Slice
Slice your foe.
Damage: 269Range: 130

This is going to be one of your main rotations in this build. If your steal is no longer on CD, you'll often want to use it immediately to gain all of its buffs, but otherwise it's just going to be a standard FS, LS, then auto attack. You'll typically evade right after the auto. The casting allows you to make what looks like a cool sweeping move with your sword while evading, which, cool factor aside, allows you to deal damage pretty much right as you're evading, and reduce negative effects of aftercast from Slice.


Stun Breakers- Order of Usage

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
Roll for Initiative60
Trick. Evade backward to regenerate initiative and recover from crippled, chilled, and immobile.
Initiative gain: 6Breaks stun
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

This is the order in which you'll be using your stun breakers, if necessary. When you're considering what stun breaker to use, think in this order of importance. I've put these utilities in this order simply as a result of my own playtesting, and finding that the situations in which you'll get badly stunned/crowd controlled tend to be situations where these will indeed be the least-to-greatest order of importance of utilities for you to use.


Ranged Stealth Combo

Steal23
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDamage: 302
Cloak and Dagger½ 6
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130

The classic Steal into a CnD combo. Good for getting stealth from a range, when there are no nearby targets.


Quadruple Boonsteal Combination

Flanking Strike½ 3
Dual wield. Evade and stab your foe in the back.
Damage: 252Range: 130
Larcenous Strike2
Dual wield. Deliver a quick strike that steals up to two boons from an enemy.
Damage: 504Range: 130
Steal23
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDamage: 302

This is a very powerful boonstealing combination. You're going to use FS, and, regardless of whether or not it hits, you're going to use both LS and steal at the same time. As steal doesn't interrupt any casts, as your steal hits, if you time it properly, so will your LS. This steals four boons at once from up to 900 range, which is, to say the least, insane, and is extremely powerful against boon-heavy builds, like HGH Engineers. Also, as your steal hits right before your LS hits, you'll be getting Fury and Might from your steal as well as whatever boons you may have stolen with Bountiful Theft before hitting LS, which is one of the heaviest hitters in this build. This is an important combo to learn and love, and, fortunately, is very easy to use.


Using Shadow Return to Hit FS

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
Flanking Strike½ 3
Dual wield. Evade and stab your foe in the back.
Damage: 252Range: 130
Shadow Return2
Return to your original location. Cure one condition.
Range: 1,200

Although the order doesn't need to come this way, let it suffice for me to say that this combo simply uses FS with Shadow Return to gap close onto an enemy. This is helpful when you're far away from your enemy, but he/she is standing near to your Shadow Return.


Burst Combo

Basilisk Venom1 36
Venom. Your next attack turns your foe to stone.
Stone duration: 1½ sVenom duration: 30
Flanking Strike½ 3
Dual wield. Evade and stab your foe in the back.
Damage: 252Range: 130
Steal23
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDamage: 302
Larcenous Strike2
Dual wield. Deliver a quick strike that steals up to two boons from an enemy.
Damage: 504Range: 130

A gap-closing burst combination. With this, you're going to be using FS and Steal simultaneously. With the boons and the stun, this is likely to be a powerful burst for this build. This is often used in conjunction with originally watering down your opponent with some attacks from your Shortbow.


VI. What Makes This Build Different

As a thief, I like to keep up with the current metagame as much as possible. I think that this build brings some unique ideas to the table that only scratch the surface of how deep and complicated this game is.

 

I showed you some math on this build, for example. What I did not show you were various facts about the math, like the fact that the equation for the marginal benefit of an additional point of precision in a build is entered in as

 

=((1-(1/21*0.01+B19)+((1/21*0.01+B19)*(B11+B4)))/(1-B19+((B19)*(B11+B4)))-1)*D21+1

 

on my spreadsheet for build crafting. However, these are the kinds of things that underly this game, making it... Insanely complex. I don't claim to know everything about the mathematical structures that we find in GW2; for example, it's incredibly difficult for me to give you accurate figures about the marginal benefit of, say, additional initiative regeneration, for example, or the effect of cripple on damage-dealing ability. Let it suffice to know, however, that this build does at least contain some of the ideas embodied by the mathematics in this game, which is something that most builds don't do. The majority of other thief builds, for example, will tell you that Berserker's Amulet is superior to any other amulet, even though, as I showed (to some extent) earlier, it's not. I've had people come and tell me that I don't know how to play thief because of this. I've had people whose teams I've applied to turn me down because I don't run a Zerker Amulet. What none of these people realize are that these are perceptions based off of ridiculous ideas with no true basis in reality, and hopefully this build and guide has helped you at least consider this basic concept. Granted, there are thousands of other factors that go into consideration here, and which are the current subject of my mathematical and economic studies of this game, but in both my play testing and what math I have been able to uncover from the game, Soldier's amulet tends to be hugely successful, while zerker's isn't quite so much.

 

Of course, there are other unique aspects to this build. The ability to maintain high initiative regeneration without having to run S/D S/D is a huge plus. The unique trait choices- 10/0/0/30/30- also happen to be extremely good ones, IMHO. Really, just about everything in this build flows so consistently within itself, that I do believe that this build could be the new thief meta, if not for the biases facing the thief community.

 

There's a lot I can say about this build left; for example, it caters to beginners to the weaponset or the thief class fairly well, but at higher levels is so extremely complex that it would make other builds look somewhat pathetic. Its 1vX'ing ability and team support are both incredibly useful, allowing you to get into the midst of battle, deal great damage, and all the while take relatively little damage yourself. But anyways, I'm tired; I'll make sure to edit this guide more in the future. If anyone is interested in knowing about the build or the mathematics, just PM me on the forums, and I'll try to get back to you as soon as possible.

 

Thanks guys!
~Arganthium


VII. FAQ and Comments

Here, I'll just put down some questions that people have asked me about the build and the guide:

 

Q: I’m not sure I completely followed your arguments about offensive power and your comparison to jumper’s dps. Maybe you could walk us through it a bit slower?
I also think it’s complex as your build is going to clearly have advantages when it comes to things like boon ripping (which S/D already does so well anyway).
Along those lines, I wonder about taking both Bountiful Theft and Vigorous Recovery together. Aren’t you sort of over-killing the vigor? With either of those you’d have like 90% up-time on vigor – with both, you only lose vigor if someone kills your boons. Instead you could be taking power of inertia, initial strike (since you seem to be fond of auto-attacks), flanking strikes (for another flat damage boost – on top of your 15%) or even uncatchable. Although Bountiful theft does combo well to rip a lot of boons at once with larcenous strike – how often do you actually pull that off? How often do you need to rip 4 boons, and couldn’t do it with larcenous strike alone? Is it enough to justify the trait? Meanwhile, there are some other great traits that you could be taking that would synergize great with this build.
Anyway, interesting ideas, and I’m excited to give it a try.
Edit: I realized that part of the goal of your build is team battles – so perhaps bountiful theft is worth it for the team benefits? So that leaves you with maybe 60-70% vigor up-time (not including random boons from those lyssa runes). I think power of inertia may then be worth it over vigorous recovery. That’s an extra 4-5 might stacks most of the time in a build like this.

 

A: So basically, when I evaluate different builds mathematically, I always compare them to some type of baseline. Coming from a thief background, that tends to be the amount of damage that a thief does when he/she is wearing full armor but has zero additional stats from runes, sigils, traits, etc. Then, I tweak the traits here and there, and, basically, my little mathematical GW2 machine pumps out numbers saying by how much I’m increasing my damage, relative to the original thief with full armor but zero additional stats. At one point, I stated that the amount of damage this build does, over the course of its lifetime, is equal to about 5.47 times the amount of damage a thief with full armor but no additional stat points (for the sake of simplicity, I’ll just call it a “base thief” for the rest of this comment), assuming that stats are the only things that change, and not enemy reactions, player reactions, etc, etc. Basically, I’m measuring the effects of changes in different stats, ceteris paribus (if you know what that means :P).
Following from that, my build turns out to amplify the amount of damage I can take by 2.38 times, and the amount that I can deal by 2.3 times. Multiply those together, and you get damage over lifetime, relative to the base thief. This value is 5.47, or 547% of the damage of the base thief. On a similar string of though, Jumper’s build increases lifetime damage by a factor of 526.8% relative to that same base thief.
Of course, this is just discussing stat points. This does not take into account whatsoever other factors like healing, init regeneration, boonstealing, etc. I prefer to write about that kind of stuff in other places, as things like those can sometimes be subject to some degree of bias, which it is my goal to eliminate. Hopefully that explains what I meant to you well enough. I know that I can be bad at explaining things sometimes. xD
Anywho, my original 10/0/0/30/30 build did actually run Inertia (you can see a few vids of me with it here. The thing about it is, for a lot of classes, applied vigor doesn’t often last particularly long, so it’s often hard to steal a significant enough amount of vigor to really do you any good. Also, because I have to be very specific about when I want to heal, I usually don’t keep up particularly good vigor uptime just from boonsteal and Bountiful Theft (btw, on a side note, Bountiful Theft is good because of the vigor, and all-around team boonsteal, and is especially good against boon-heavy builds- just check out my quadruple boonsteal combination). I mean, when I practice against golems, I’ve been able to increase my vigor uptime by a significant amount of time (hit about 1 min 45 secs when I was training on golems before a tourney today), but in practicality, you’ll typically not have vigor even nearly that long because of the timing on your heals. Personally, I’ve found that the evades are really good for holding points, which is my main objective. However, I’ll take your idea into consideration and try PoI a bit more soon. c:
Oh, and btw- quadruple boonsteal is far more common than you might think. Especially against HGH engineers and Shout Guardians. In their situations, the quadruple boonsteal combo is just… Absolutely godly, but it’s also necessary because- for example, with HGH- additional boons flowing in “buffer” the more important boons for you to steal, like Might, meaning that an opponent could potentially generate boons fast enough for you to be unable to steal the boons you really need to steal. BT, however, is a much safer boonsteal (insta-cast) that also provides team support, and allows you to get around the boon-buffering problem.

 

Comment: The thing I dislike about investing so heavily in trickery, is that power based builds give up so much potential raw damage and pressure, for team utility. Utility that is easily brought by other means, or other classes with less detriment to damage output.
If you want to refill your allies’ endurance, Signet of Agility does that, instantly, on a very low CD, although comes with the caveat of not knowing their endurance and guessing.
I think the fact that you can steal 4 boons is wonderful, but you’re also allowing your target to live longer, indirectly giving them more opportunity to reapply those boons anyway. Currently, the most powerful boon to be stolen, Might, doesn’t steal the full no. of stacks last I checked.
Furthermore, many classes bring their own fury/vigor/swiftness close to 50-100% uptime, and the sharing radius is not huge. Building all this utility into steal also makes you think twice about using it on CD, despite it being only 21s-ish. Do you open with it at 100% HP and waste the majority of the Mug potential? Do you use it to chase/finish someone and/or stay alive but miss out on boonsharing because there’s no one near you?
Every second you keep it off CD though, you’re wasting all those trait points which are reducing its CD. I guess what I’m saying is, you mention that Critical Strikes traits are useless/wasted/avoided, and I feel like that applies to many traits for all classes.

 

Response: While I might agree with you about the lack of damage potential from not using DA or CS by instead investing heavily into Trix, the other thing you have to remember is attacking rate. I’ve tried out builds before that only invested heavily into those stat points that mathematically did the most for my build; all of them failed miserably. The truth of the matter is, every trait in Trix (well, that we use in this build, anyways) is good, and the only thing that’s a real shame about it is that it builds up condition damage. That’s the real reason to invest so heavily in to Trickery; while the direct advantages are somewhat lacking, it provides absolutely excellent initiative regeneration as well as a large number of boons (and the quadruple boonsteal, which is incredibly useful against certain builds). IMO, the offensive advantages granted by investing into Trickery thereby is greater than the offensive advantages granted by investing as heavily into DA or CS. Neither of those trait lines provide particularly good initiative regeneration options.
Also, you’re missing out the point behind Steal. It’s an all-around class counter. It doesn’t matter if opening with it sacrifices some Mug potential if the total damage that I deal as a result of using the steal early on as opposed to later is greater than the healing I would have gotten from it later on. Also, remember that when you aren’t using steal, that it’s not on CD. That’s much more important than you may think; the ability to keep up large amounts of fury, might, swiftness, and vigor uptime is huge. Either way, stealing is a very powerful countering weapon, and every single part of it is useful, even if not all parts are used together simultaneously.
And, like you said, it is true that, for many classes, the traits taken are often quite lackluster, as is true for CS. The thing is, however, that this shouldn’t have any effect on our build crafting; we don’t need to build crappier builds because our opponents are building crappier builds. We should aim to make our builds powerful relative to all builds, and that’s why I don’t approve of CS; one, maybe two of the traits are useful whatsoever. This build aims to get rid of as many such unnecessary traits as possible in its trait choices. Also, Signet of Agility is a perfectly viable option, but I don’t take it because of the relatively short radius, the fact that it doesn’t stun break, and the utility otherwise granted by other utilities that I already use. But if you want to try playing with it, go ahead.


Comments

Post a Comment
@ 02:57 AM, Sun July 28 2013 Reply
I'll be editing this guide with more information as time goes by, and I stop being so lazy.
@ 03:07 AM, Sun July 28 2013 Reply
Added an FAQ section, changed the traits so that it accurately showed my choice of Acro III instead of Acro IV.
@ 02:43 PM, Sun July 28 2013 Reply
EDIT: I just remembered that, when doing my calculations, the base thief has 0 precision points. That way, when we do the division, we don't have to go through the long and convoluted process of incorporating precision into the denominator. Either way, this doesn't change any build comparisons; since all builds are relative to a baseline in this guide, they're all being measured on the same scale.