Thief sPvP | Tournament Dagger/Dagger, Pistol/Pistol | Support Chem Dawgs Condi Bunker Thief

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Summary

Very well rounded build, works best in a condition comp. Insane self healing, and dodges.


I. Weapons and Skills

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
PvP Pistol
  • Weapon Strength: 876-1029
PvP Pistol
  • Weapon Strength: 876-1029
PvP
  • Weapon Strength: -
PvP
  • 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
      Might:
    • 0
      Might:
  • Death Blossom½ 4
    Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
    Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
    • 0
      Might:
    • 0
      Might:
  • Dancing Dagger¼ 3
    Throw a dagger that cripples nearby foes and returns to you.
    Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
    • 0
      Might:
    • 0
      Might:
  • Cloak and Dagger½ 6
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
    • 0
      Might:
    • 0
      Might:
  • Signet of Malice1 15
    Signet Passive: Heals when you attack.
    Signet Active: Gain health.
    Healing: 100 (passive)Healing: 3,298
    • 0
      Might:
  • Shadow Refuge ¼ 48
    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
      Might:
  • Shadowstep40
    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
  • Caltrops 1 30
    Trick. Scatter caltrops that bleed and cripple foes.
    Duration: 10Bleeding: 3 s (128 damage)Crippled: 10 sRadius: 240
    • 0
      Might:
  • Dagger Storm 90
    Trick. Spin around, reflecting projectiles and throwing daggers that cripple and bleed nearby foes. You can move while spinning.
    Damage: 244Crippled: 2 sDuration: 8Bleeding: 5 s (213 damage)x3Stability: 3 s (per pulse)Combo Finisher: WhirlRange: 900
    • 0
      Might:

II. Traits

Adept Master Grandmaster

Trait Details

Master of deception can be swapped with initiative in stealth.


III. Stat Specifics & Effects

Primary Stats

  • Health 14645 (+3000)
  • Vitality 1216 (+300)
  • Armor 3580 (+1600)
  • Toughness 2516 (+1600)
  • Attack 1897 (+0)
  • Power 916 (+0)
  • Precision 916 (+0)

Secondary Stats

  • Bleeding Duration 20% (+20%)
  • Boon Duration 30% (+30%)
  • Condition Damage 1301 (+1301)
  • Damage 981 (+0%)
  • Defense 1064 (+0)
  • Healing Power 1200 (+1200)
  • Steal Recharge Rate 10% (+10%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Rune Stat Totals

  • Condition Damage 175
  • Toughness 100

Rune Bonuses

PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Settler's Amulet
  • Toughness: 1200
  • Condition Damage: 900
  • Healing Power: 900
delete
  • Toughness: 0
  • Condition Damage: 0
  • Healing Power: 0

Accessory Totals

  • Toughness:1200
  • Condition Damage:900
  • Healing Power:900

Weapon Set Sigils

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Agony
Bleeds you apply last 20% longer.
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Sigil of Superior Hydromancy

You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP Pistol
  • Weapon Strength: 876-1029
PvP Pistol
  • Weapon Strength: 876-1029
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set II

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Sigil of Superior Life

You gain +10 healing 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


V. Basic Gameplay

Very reliant on forcing condition removal and then loading up bleeds. Dagger storm serves primarily as a filler for initiative regen. This build gains a lot off of combo fields, use them whenever possible.


Main Skill Rotation

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
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 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
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Steal27¼
Steal. Shadowstep to your foe and steal from them.
Range: 1,200
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Caltrops 1 30
Trick. Scatter caltrops that bleed and cripple foes.
Duration: 10Bleeding: 3 s (128 damage)Crippled: 10 sRadius: 240
Dagger Storm 90
Trick. Spin around, reflecting projectiles and throwing daggers that cripple and bleed nearby foes. You can move while spinning.
Damage: 244Crippled: 2 sDuration: 8Bleeding: 5 s (213 damage)x3Stability: 3 s (per pulse)Combo Finisher: WhirlRange: 900

Coming out of ref

Shadow Refuge ¼ 48
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
Sneak Attack1
Stealth. Sneak attack with rapid fire from your pistol and make your foe bleed.
Damage (5x): 500x5Bleeding: 4 s (850 damage)Combo Finisher: ProjectileRange: 900
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 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
Dancing Dagger¼ 3
Throw a dagger that cripples nearby foes and returns to you.
Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 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
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130

This is usually how it plays out, try to cripple with caltrops as much as possible so you don't have to dancing dagger.


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