Thief WvW | Small Group Dagger/Pistol, Shortbow | Roamer Dagger/Pistol Backstab by Rand X Al Thor
Table of Contents
Summary
Hey guys, this is the updated version of the Dagger/Pistol backstab build.
Pros:
- Very high stealth uptime
- Very high blind uptime
- Easy condi removal
- Good disengage
- Easy access to regeneration
- Decent mobility
- Very fun to play
Cons:
- Very high initiative use
- No passive defense
- Not a good zerg build
- Rough build for commanders
- People will literally hate you on the forums
I. Weapons and Skills
- Wild StrikeStrike your foe again. Gain endurance with a successful strike.Damage: 286Endurance gain: 10Range: 130
- Lotus Strike¼Strike your foe and inflict poison.Damage: 286Poison: 4 s (336 damage)Range: 130
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- Shadow ReturnReturn to your starting location and cure three conditions.Break stunRange: 1,200
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Weapon and Skill Details
Weapons: Dagger pistol is one of my favorite weaponsets for WVW. The weaponset and the traits discussed below synergize very well together and with the solo roaming/small group playstyle often seen in wvw.
Auto attack chain: The auto attack chain is very quick and is very high single target dps. The 3rd hit of the chain is the most important. It hits hard and applies a poison that will decrease your targets healing by 33%
Heartseeker: This skill is one of the most well known skills in the game. It hits exceptionally hard when your target is below 25% and has a 450 range leap to make it even easier! The most important part of this skills is its leap finisher.
Shadow shot: A great gap closer that blinds and counts as a projectile finisher! This skill teleports you 900 range and is a fantastic way of catching up to all of those enemies fleeing from you in terror.
Headshot: a .25 second daze doesnt sound like much, but its exremely important in clutch situations. This skill should be used to interrupt important, telegraphed, skills. I often use this skill to interrupt heals, skills like mass invisibility, meteor shower, earth shaker etc.
Blinding Powder: A pulsing smoke field. This skill is absolutely amazing! Drop it down and use heartseeker though it and have stealth without a target! This skill should be used to stomp almost any class. It will allow you an uninterrupted stomp on any class except for thief, mesmer, or elementalists. (For thief you can press steal or infiltrators signet to teleport to the thief mid stomp, and for mesmers you need to stealth to make their interrupt unusable).
Utilities
Heal: i chose hide in shadows for my heal. HIS will get rid of all damage over time conditions (except for the newly added torment) instantly and the condition removal in stealth will help remove chill, and cripple form you as well. This heal provides you with a very good heal, clears condi, synergises with our shadow arts traitline, and sets you up for a backstab.
The first utility slot has a couple of choices, but personally i use infiltrators signet more than any other choice. The passive on the signet gives you and extra initiative every 10 seconds (which doesn't sound like much, but it is still rather helpful). The active will teleport you 900 range to your target. The signet is very good for setting up a back stab combo and can be used mid stealth or before stealthing. To use the signet for its biggest burst drop blinding powder, press heartseeker, and as soon as you start the leap use the signet. The heartseeker will still hit your target and do damage, the stealth will be applied after the heartseeker damage and you can backstab with the added heartseeker damage as a nice bonus! This is also a stunbreak, however it may be a good idea to drop your target before you use it as a stunbreak if you are worried about being stunned a second time (against a hammer warrior for example). Finally this utility can be used to disengage. If you can target a mob in the distance (those skelk we see all over the wvw borderlands) you can teleport 900 range in their direction.
Shadow refuge: This utility gives a 12 second stealth and heals you as long as you stay in its range. The healing stacks with the healing gained in the shadow arts traitline for stealthing, and when your stealth expires you should have around 12 stacks of might.
Shadow step: This ability goes on the skill bar of every single thief build i use. Its a double stunbreak that clears conditions and allows you to teleport 1200 range. I cant live without this amazing trait.
The Elite: My elite changes a lot. If i'm just solo roaming i often take basilisks venom. Thieves guild is probably the best choice for a 1v1 situation and daggerstorm is amazing from escaping/harassing zergs. Daggerstorm can also be cast and then if you dodge to interrupt the skill, you will keep the 8 seconds of stability, which may help you when fleeing from a larger group of people. You are going to have to chose your elite situationally as they all have very good uses.
II. Traits
Deadly Arts
Critical Strikes
Shadow Arts
Acrobatics
Trait Details
Passive Benefits:
You gain some pretty decent defensive passive bonuses from the traitlines. You have 300 toughness, 300 healingpower (works well with stealth), and 100 vitality. You also get 300 precision, 300 ferocity (previously known as critical damage and also very important to this build), and 10% boon duration (sorta helpful offensively and defensively).
Critical Strikes: Critical strikes provides some of the best traits a thief can use. The first trait gives you fury whenever your target reaches 50% health and will really help you land those clutch heartseekers when your enemy's health is low. Because this build has so much precision in it, practiced tolerance is a great trait that will provide you with 1.5-2k extra health (which is quite a boost when you're a thief). The grand master trait is a bit tricky. I debate with myself constantly over whether i like executioners extra 20% damage against targets with less than 50% health, or if i like hidden killer's ability to make all backstabs crit. I tend to run hidden killer because there is no worse feeling than seeing your backstab with 12 stacks of might only hit for a 2.5k non crit, but the choice is up to you and both options are very good traits.
Shadow Arts: Arguably the strongest traitline for WvW thieves.
Your minor traits will give you an extra second of stealth, and 15 seconds of might while you are stealth (also stacks). Last refuge is a minor trait that can be a life saver, or can screw you over pretty badly. It gives you a blinding powder at 25% health which is great.. unless you accidentally proc revealed by attacking when it procs.
The major traits allow you to remove 1 condition whenever you enter stealth and it removes another condition every 3 seconds you are in stealth. Every time you use any skill that puts you into stealth you will gave back 2 initiative (this trait now only works if you were not previously in stealth) and you will regenerate health while you are in stealth (one of the best traits for WvW).
Acrobatics:
Minor traits: you gain swiftness on dodge.
Major Traits: The 50% movement increase is very strong for either running away from a fight or for chasing people to land your backstab. Because combat lowers yoru overall combat speed, you will actually be able to outrun someone with swiftness if you are both in combat, but if you are out of combat you will be running the same speed as someone with swiftness.
III. Stat Specifics & Effects
Primary Stats
- Health 13945 (+2300)
- Vitality 1146 (+230)
- Armor 2280 (+300)
- Toughness 1216 (+300)
- Attack 3245 (+1324)
- Power 2148 (+1232)
- Critical Hit 50% (+50%)
- Precision 1971 (+1055)
Secondary Stats
- Agony Resistance 25 (+25)
- Boon Duration 10% (+10%)
- Critical Damage 69% (+69%)
- Damage 1097 (+9%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1041 (+1041)
- Gold from Monsters 20% (+20%)
- Healing Power 300 (+300)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Stat breakdown:
Power: 2281. Your power is exceptionally high and you will hit like a truck
Crit Chance: 59% You will be used to seeing the large red numbers indicating crits.
Crit Damage: 85% This is where most of your damage comes from. When you crit, you hit VERY hard. And the % bonus from our ogre runes comes includes the critical damage in its calculation which means you will hit like a truck.
You should notice that your healthpool and toughness are very low. Almost all of your defense come from actively mitigating damage instead of straight up "tanking" it.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Power: 100
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- Power: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 97
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 338
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 157
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 218
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Defense: 157
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
Armor Stat Totals
- Defense 1064
- Power 175
- Ferocity 35
- Damage 4%
Rune Bonuses
Superior Rune of the Ogre- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
Accessories & Jewels
- Gold from Monsters: 20%
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
Accessory Totals
- Power:717
- Precision:466
- Ferocity:466
- Gold from Monsters:20%
- Agony Resistance:25
Weapon Set Sigils
- Weapon Strength: 924-981
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 876-1029
- Power: 120
- Precision: 85
- Ferocity: 85
Weapon Set I
Sigil of Superior Force+5% damage.
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 905-1000
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set II
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Upgrade Item Details
Armor: I go full zerk gear for the best possible damage.
Runes: You can use runes of divinity, scholar, or eagle, with good results; however, i chose ogre runes for 2 reasons. 1) They are pretty cheap. 2) they provide very good damage and the rock dog is surprisingly good (which most people wont believe until they try it out). The dog cleaves, applies bleeds, and will help you win if you and your opponent end in a downstate fight. The best part of the rock dog is it won't put you into combat. So if you are fighting someone and you are low on health you can stealth around until you leave combat while your rock dog keeps your opponent in combat.
Weapons: I use zerker weapons for some solid DPS.
Sigils: I'm currently running force and fire on my main hand weapons for the extra damage and energy and bloodlust on my shortbow. The energy is because i swap to shortbow when i need to run away and that extra dodge can literally be a life saver. I also use shortbow to flip camps so the bloodlust makes most sense here.
Trinkets: I went ahead and included my infusions, but they really dont effect WvW your stats much. I decided to go for all zerk trinkets again for that good damage.
If you find you are too glassy with a set up similar to the one i have, you can run valk armor instead of zerker and have more vitality, but i find its not worth the loss in damage from full zerk.
V. Basic Gameplay
Main points of this build:
*High stealth uptime
*Blind your opponent(s) as often as possible
*Hit very hard
This build is surprisingly good at staying alive after you play it a while. Mele classes will have a very hard time fighting you if you use blindingpowder effectively, and ranged attacks require targets to do damage (most of the time) so you should use stealth to avoid taking damage when fighting ranged enemies.
I personally play this build very aggressively. I use shadow shot and blindingpowder + heartseeker to stay on top of my opponents as much as possible. If you start taking too much heat you can shadow step out, swap to short bow use 2 infiltrators arrows and be away from almost any class.
There aren't any builds that really hard counter this one, but there are some that are going to be hard to fight against (assuming an equally skilled opponent). Phantasm mesmers are a harder to fight with the low access to aoe this build has. Condition necros are hard to fight with this build as well as they burst condi on you and the condition clear on this build is rather slow (but very consistent).
The hardest class, in my opinion, is either hammer/greatsword warrior or guardian. If a guardian is speced for healing symbols and dps you will have a very hard time winning, but if you play patiently you can use stealth to heal and win the fight. Warrior is totally different. You need to stay on top of the warrior with a blind field down as often as possible auto attacking to apply the poison thats on our auto attack (which will help against their healing signet). The best way to kill a warrior is to steal from them to get whirling axes, and then drop a blinding powder and use the whirling axes. This will cause a whirl finisher that shoots blinding bolts towards the warrior making you basically invulnerable to mele (unless they have berserker's stance up) and it will even reflect projectiles (which is hilarious against a warrior's killshot).
Main Skill Rotation
This is your main rotation. You will drop a blackpowder and heartseeker through it up to 3 times (your initiative gain on stealth will make sure that you have enough initiative to do this, but you will then be very low on initiative) and then you backstab your opponent (the rotation shows your regular auto attac, but its really supposed to be backstab). I often stay in stealth as long as possible for the extra might stacks, condi removal, and healing before backstabbing.
After the update to our shadow arts traitline, we are no long able to perma stealth with this combo. So i usually drop a black powder on the enemy and auto attack through an entire autoattack chain and then when the second chain starts use your heartseeker. This will apply more pressure to the enemy and help save you initiative. After you have heartseekered you simply back stab the enemy and repeat. (this is also helpful at making sure you dont get hurt while the reveal debuff is up).
Use headshot to interrupt key abilities like heals, mass invisibility, or eviscerate.
Use black powder when stomping guardians, rangers, engineers, warriors, and necromancers for a free stomp without taking damage.
Infiltrators signet or steal can both be used to follow a thief's teleport mid stomp to easily secure it.
Shadow refuge is amazing for ressing allies or stomping enemies. (any kind of stealth will make sure you get a free stomp on mesmers), but if you get pulled or knocked out you will be immediately revealed so make sure to watch and time your dodges well within the shadow refuge.