Thief sPvP | Tournament Sword/Pistol, Shortbow | Farpoint assaulter Rand X Al Thor's Sword/Pistol Build

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Summary

Hey guys, Rand X Al Thor here, this is currently one of my favorite builds for spvp and tpvp and it does very well in the current condi meta. Many of the condi necromancer or engineer builds do not carry a stunbreaker, or only have one. This thief build will allow you to easily interrupt such classes from getting their dps out or using their heal skills. The build is relatively mobile with its shortbow offhand and has pretty high evade time through pistolwhip.


I. Weapons and Skills

PvP Sword
  • Weapon Strength: 905-1000
PvP Pistol
  • Weapon Strength: 876-1029
PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
PvP Harpoon gun
  • Weapon Strength: 905-1000
PvP Spear
  • Weapon Strength: 905-1000
  • 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
      Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 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
      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
  • 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: 600
    • 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
  • 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

Sword/Pistol is an underrated weapon-set that can bring a lot to a team fight and does very well in a 1v1 situation.

 

*Withdraw is my preferred heal for nonstealth oriented builds.

 

*Shadow refuge is almost a must for tpvp matches for the stealth resing.

 

*Shadow step is always on my skillbar for the double stunbreak it provides along with the 3 condi clear it gives; however, roll for initiative also works well with this build and should be considered over shadowstep.

 

*The last utility slot really depends on your team comp. I find myself running signet of agility the most. It gives aoe condi removal and endurance regen and can be a life saver in team fights. Ambush trap is another option to consider as it will help you with some dps in a fight (this option is probably the best if you are in a dueling server, but i rarely find myself using it in a tpvp or spvp match). The last option is shadow trap. This ability can be really useful when you need to get from mid to sidepoint or from sidepoint to mid (and the stunbreak is pretty nice!).

 

*Basilisk Venom synergises very well with the build. It provides another stun and, more importantly, it gives you easy access to the 6th bonus from your runes of Lyssa (removes all conditions and gives all boons).


II. Traits

Adept Master Grandmaster

Trait Details

The traits really focus on +damage traits and traits that relate to stealing.

 

The critical strikes tree is one of my favorite traitlines for power thieves. I decided to take side strikes, combo critical chance, and executioner. Side strikes and combo critical chance add up to give you +12% crit chance if you are using your pistolwhip from behind your enemy (which happens a lot when people try to disengage from you). Executioner is, in my opinion, one of the best traits in the game and gives you a 20% extra damage when your enemy is below 50% health (and the damage scales with your crit damge!).

 

From the Trickery line we take Thrill of the Crime, Bountiful thief, and sleight of hand. Which means you can steal on a 21.5 second cooldown and everytime you do you get fury, might, swiftness, vigor, apply a 1 second daze, and you strip 2 boons and give them to your allies.

 

I decided to spend the last 10 points in the deadly arts tree for mug and some extra power. Along with the stealing benefits from the trickery trait line you will be healing yourself and hitting for 2kish with mug.


III. Stat Specifics & Effects

Primary Stats

  • Health 11645 (+0)
  • Vitality 916 (+0)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 3231 (+1300)
  • Power 2216 (+1300)
  • Critical Hit 74% (+74%)
  • Precision 2471 (+1555)

Secondary Stats

  • Condition Damage 300 (+300)
  • Condition Duration 15% (+15%)
  • Critical Damage 80% (+80%)
  • Damage 1015 (+0%)
  • Defense 1064 (+0)
  • Ferocity 1200 (+1200)
  • Steal Recharge Rate 30% (+30%)
  • Stun Duration 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 build is very offensive, so you will have very high power, precision and crit damage, but low vitality, toughness, and healing. The trickery line gives us a 30% reduction on steal and our sigil of paralization gives us an extra 15% stun duration (which synergises very well with pistolwhip).


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

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 Sword
  • Weapon Strength: 905-1000
PvP Pistol
  • Weapon Strength: 876-1029
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)
Sigil of Superior Paralyzation
+30% stun duration.

Weapon Set I

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)

Sigil of Superior Paralyzation

+30% stun duration.

PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP Harpoon gun
  • Weapon Strength: 905-1000
PvP Spear
  • Weapon Strength: 905-1000
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)
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)

Water Weapon I

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)

Water Weapon II

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)

Upgrade Item Details

Amulet: I run the berserker amulet with this build for the extra damage because it is very easy to peel with a thief and i believe the thief brings most to the table with high damage.

 

Runes: Lyssa runes have a lot to offer this build. The extra precision is very nice for helping your pistolwhip to crit as much as possible. Withdraw is the lowest cooldown heal skill and works amazingly with the random boon lyssa runes give you on heal. Basilisks venom works very well with the stun/daze emphasis this build is running and will give you every boon in the game when you use it. This build also struggles a bit with condi removal and the lyssa runes can work wonders when you are focused by a necro or engi.


V. Basic Gameplay

This build does very well as a backpoint assaulter and is a great asset in a team fight. The 2 main perks of this build are 1) DPS 2)interrupts. You have amazing access to immobilize, stuns, and dazes.

 

Some things you should know:
*pistol whip is broken up into 2 parts. Part 1 is a stun. You CAN move while casting the stun portion of this attack and you should be doing your best to follow the enemy player until you land the attack. Part 2 is the flurry. The flurry on pistol whip hits players in s/tpvp for 4-6k. You are almost guaranteed to proc your sigil of air every single time you use hit someone with this attack. One of the best parts of pistolwhip is the evade. The flurry part of the skill provides you with an evade the entire time you are in it.
*Pistol whip is not only an offensive tool. The evade in pistolwhip is absolutely amazing. For example: you are taking a lot of focus from a mesmer and you have to use your shadow refuge. The mesmer pulls out his greatsword so you pistolwhip while stealthed. The mesmer attempts to knock you out of the shadow refuge's radius with a push on the greatsword #5 skill, but you evade it with your pistol whip. If you miss your stun on someone and they start to attack you, just let the flurry animation finish while you evade all of their attack.
*pistol whip is amazing for stomping ressing. It will 1) interrupt the res with your stun and 2) it will cleave both the enemy ressing, and the enemy being ressed.
*Steal as often as possible. Your steal gives boons to you, and strips them from the enemy for your team to have. It also lands a long daze so you can get off part of your autoattack chain, or another pistolwhip.
*Steal and headshot are amazing for interrupting someones heal. The enemy starts his heal animation? Daze him then infiltrator's strike in with a pistolwhip to finish them off.


Main Skill Rotation

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
Pistol Whip¾ 5
Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
Damage (9x): 872Stun: ½ sRange: 130

This is your money maker. You will be able to land most of your pistolwhip with this rotation while evading all damage. If your target's stunbreak doesn't include condi removal the 1 second immobilize will allow you to get off some of your pistolwhip.


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

This is a major part of s/x thieves. You will almost always have skills being used in between these two, but the condition removal and the ability to disengage is vital to sword thieves. Even though the stunbreak has been removed from shadow return, you can still use the teleport. Getting chain stunned by a warrior and already used your stun break? Shadow return out. You wont be able to use any skills or move, but you will probably be out of danger.

 

If you are stunned without a stunbreak and your shadow return doesnt take you far away from the source stunning you use your steal. Its an instant cast and will apply a 1 second daze to the enemy which will probably outlast the stun on you.


Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 sDamage: 302
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
Slice
Slice your foe.
Damage: 269Range: 130
Slash½
Slash your foe again.
Damage: 269Range: 130
Pistol Whip¾ 5
Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
Damage (9x): 872Stun: ½ sRange: 130

This rotation looks kind of complicated, but its actually very easy to pull off. You use your infiltrators strike at the same time you steal which will immobilize and daze your opponent (effectively stunning them for 1 second). Go ahead and hit them with the first 1 or 2 attacks of your auto attack chain for some DPS and then hit them with your pistolwhip to apply another stun and more damage with your pistol whip.


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
Tactical Strike
Stealth. Blind your foe by bashing them with your sword hilt. Daze them instead if you attack from behind.
Damage: 332Blind: 5 sDaze: 2 sRange: 170
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
Pistol Whip¾ 5
Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
Damage (9x): 872Stun: ½ sRange: 130
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 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

If you had to use your shadow refuge to stealth res or take some heat off of you you can use this rotation. The 2 second daze on tactical strike along with the immobilize on infiltrator's strike will give you plenty of time to hit your pistowhip. After your pistolwhip you can steal + pistolwhip for more daze + stun uptime with some good dps.


Choking Gas½ 4
Fire an arrow that fills the target area with a poisonous cloud.
Poison: 5 s (420 damage)Duration: 4Radius: 240Combo Field: PoisonUnblockableRange: 900
Cluster Bomb½ 3
Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
Large explosion: 487Small explosion: 168x3Bleeding: 4 s (510 damage)Combo Finisher: BlastRange: 900

This is a very common combo for shortbow thief and will apply aoe weakness and will decrease healing on anyone in the poisons radius.


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
Choking Gas½ 4
Fire an arrow that fills the target area with a poisonous cloud.
Poison: 5 s (420 damage)Duration: 4Radius: 240Combo Field: PoisonUnblockableRange: 900

Isnt much of a rotation, but you can use choking gas while you are stealthed without revealing yourself.


Comments

Post a Comment
@ 12:28 AM, Fri May 01 2015 Reply
Good guide, might be more specific though because if the initial part of poison lands it does reveal you(deals damage)!