Thief WvW | Small Group Dagger/Pistol, Shortbow | Roamer Dagger/Pistol Backstab by Rand X Al Thor

by Last Updated:
82% (7) Approval 11 Votes - 44033 Views

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

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Shortbow
  • Weapon Strength: 905-1000
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Hook Strike¾
    Attack your foes with stealth, knocking enemies down.
    Damage: 163Knockdown: 2sRange: 130
  • Double Strike
    Strike your foe twice.
    Damage (2x): 188Range: 130
    • Wild Strike
      Strike your foe again. Gain endurance with a successful strike.
      Damage: 286Endurance gain: 10Range: 130
    • Lotus Strike¼
      Strike your foe and inflict poison.
      Damage: 286Poison: 4 s (336 damage)Range: 130
  • Heartseeker¾ 3
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Above 50%: 420Below 50%: 504Below 25%: 672Combo Finisher: LeapRange: 450
    • 0
    • 0
  • Shadow Shot4
    Dual wield. Fire a blinding shot at your foe, then shadowstep to them for a dagger strike.
    Blind: 5 sDamage: 420Combo Finisher: ProjectileUnblockableRange: 900
    • 0
    • 0
  • Headshot4
    Daze your foe with a head shot.
    Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Black Powder½ 6
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage: 84Duration: 4Combo Field: SmokeCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Hide in Shadows1 30
    Deception. Vanish in stealth and gain regeneration. Cures burning, poison, and bleeding.
    Healing: 5,240Regeneration: 4 s (520 health)Stealth: 3 s
    • 0
  • 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
  • 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
  • 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

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

Adept Master Grandmaster

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

  • 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

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

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
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

Shaman Reward Helm
  • Defense: 97
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Shaman Reward Pauldrons
  • Defense: 97
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Shaman Reward Breastplate
  • Defense: 338
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Shaman Reward Gauntlets
  • Defense: 157
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Shaman Reward Legguards
  • Defense: 218
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Shaman Reward Greaves
  • Defense: 157
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Armor Stat Totals

  • Defense 1064
  • Power 175
  • Ferocity 35
  • Damage 4%

Rune Bonuses

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

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Gilded InfusionUtility Infusion
  • Gold from Monsters: 20%
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:717
  • Precision:466
  • Ferocity:466
  • Gold from Monsters:20%
  • Agony Resistance:25

Weapon Set Sigils

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Fire

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

Berserker's Shortbow
  • Weapon Strength: 905-1000
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • 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)
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 Bloodlust

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

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

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

Black Powder½ 6
Fire a black powder shot, blinding nearby foes with the smoke cloud.
Damage: 84Duration: 4Combo Field: SmokeCombo Finisher: ProjectileRange: 900
Heartseeker¾ 3
Leap and strike your foe. The less health your target has, the more damage you cause.
Above 50%: 420Below 50%: 504Below 25%: 672Combo Finisher: LeapRange: 450
Heartseeker¾ 3
Leap and strike your foe. The less health your target has, the more damage you cause.
Above 50%: 420Below 50%: 504Below 25%: 672Combo Finisher: LeapRange: 450
Heartseeker¾ 3
Leap and strike your foe. The less health your target has, the more damage you cause.
Above 50%: 420Below 50%: 504Below 25%: 672Combo Finisher: LeapRange: 450
Double Strike
Strike your foe twice.
Damage (2x): 188Range: 130

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).


Headshot4
Daze your foe with a head shot.
Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900

Use headshot to interrupt key abilities like heals, mass invisibility, or eviscerate.


Black Powder½ 6
Fire a black powder shot, blinding nearby foes with the smoke cloud.
Damage: 84Duration: 4Combo Field: SmokeCombo Finisher: ProjectileRange: 900

Use black powder when stomping guardians, rangers, engineers, warriors, and necromancers for a free stomp without taking damage.


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
Steal30
Steal. Shadowstep to your foe and steal from them.
Range: 1,200

Infiltrators signet or steal can both be used to follow a thief's teleport mid stomp to easily secure it.


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

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.


Comments

Post a Comment
@ 12:56 PM, Mon October 14 2013 Reply
I have eight characters, eight different professions. The Thief was the only one, I couldn't deal with, it didn't feel comfortable, I couldn't get the hang of it—until I stumbled upon this guide. :)
@ 10:47 PM, Sun January 26 2014 Reply
What would be your build now that crit damage is getting nerfed?