Thief WvW | Small Group Dagger/Dagger, Shortbow | Roamer WvW Super Troll Thief
Table of Contents
Summary
Super annoying condition evasion thief build based on D/D Death Blossom spam, frequent dodging, and evasion skills.
Playstyle is simple, you're either stacking Bleeds with Death Blossom spam, or evading with Dodges (which drop caltrops) and evasion abilities.
Intended for solo or small group roaming, very difficult to kill since almost every action in combat is an evade.
Only weakness is against heavy condition classes, but since thieves can pick their battles, part of being a super annoying troll is avoiding fighting condition classes and after only the direct-damage ones.
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
- 0Poison: 10 sVigor:
- 0Poison: 10 sVigor:
- 0Poison: 10 sVigor:
- 0Poison: 10 sVigor:
- 0Poison: 10 sVigor:
- 0Poison: 10 sVigor:
- 0Poison: 10 sVigor:
- 0Poison: 10 sVigor:
-
- 0Poison: 10 sVigor:
- Destroy Shadow TrapTrap. Destroy your existing trap, teleporting you back to it, and setting it on recharge.Stealth Duration: 5Range: 10,000Break Stun
- Shadow ReturnReturn to your starting location and cure three conditions.Break stunRange: 1,200
- 0Poison: 10 sVigor:
- 0Poison: 10 sVigor:
Weapon and Skill Details
Death Blossom is the crux of the build. At the start of an attack you can stack 12x ~18s duration Bleed stacks on target, or do one stack at a time to bait the condition removal cooldowns.
Utilities are chosen for evasion ability. Healing skill, Withdraw, grants evasion and is traited for 10s of Vigor as well. Shadow Step and Roll for Initiative are primarily for escapes.
Shadow Trap can be used to either initiate an ambush, or confuse enemies and escape. Optionally swap Shadow Trap with Shadow Refuge, Infiltrator's Signet, Signet of Shadows, or whatever else you prefer.
Elite is player preference, but Thieves Guild works well with it.
II. Traits
Deadly Arts
Critical Strikes
Shadow Arts
Acrobatics
Trait Details
Deadly Arts trait line buffs Poison, Condition Duration, and Death Blossom damage.
Acrobatics trait line buffs endurance regen and initiative regen.
Trickery increases max initiative and provides Caltrops on Dodge. Since this build is based on frequent dodging + condition damage, Uncatchable is a good fit.
III. Stat Specifics & Effects
Primary Stats
- Health 15045 (+3400)
- Vitality 1256 (+340)
- Armor 2590 (+610)
- Toughness 1526 (+610)
- Attack 2336 (+439)
- Power 1306 (+390)
- Critical Hit 24% (+24%)
- Precision 1426 (+510)
Secondary Stats
- Boon Duration 25% (+25%)
- Condition Damage 1483 (+1483)
- Condition Duration 70% (+70%)
- Damage 1030 (+5%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Poison Duration 33% (+33%)
- Steal Recharge Rate 15% (+15%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Max Condition Damage and Condition Duration, at the cost of Health and Armor. Survivability comes from frequent dodging & evasion.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain Condition damage equal to 6% of your toughness
- Gain Condition damage equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 97
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 338
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 157
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 218
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 157
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
Armor Stat Totals
- Defense 1064
- Condition Damage 175
- Toughness 100
Rune Bonuses
Superior Rune of the Undead- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
Accessories & Jewels
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
Accessory Totals
- Precision:340
- Toughness:340
- Condition Damage:630
- Power:90
- Vitality:90
Weapon Set Sigils
- Weapon Strength: 970-1030
- Condition Damage: 120
- Precision: 85
- Toughness: 85
- Weapon Strength: 970-1030
- Condition Damage: 120
- Precision: 85
- Toughness: 85
Weapon Set I
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Sigil of Minor CorruptionYou gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
- Weapon Strength: 905-1000
- Condition Damage: 239
- Precision: 171
- Toughness: 171
- Weapon Strength: 0-0
Weapon Set II
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 905-1000
- Condition Damage: 120
- Precision: 85
- Toughness: 85
- Weapon Strength: 905-1000
- Condition Damage: 120
- Precision: 85
- Toughness: 85
Water Weapon I
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Water Weapon II
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Upgrade Item Details
Rabid everything for max condition damage and Sigil of Earth procs (60% apply Bleed on Crit). Feel free to mix in some Carrion gear too if you want more Health.
V. Basic Gameplay
The way it's played is, you're either Death Blossoming or Dodging the entire fight. When you run out of Initiative, switch to Dodge. When you run out of Endurance, switch back to Death Blossom. Frequent evasion healing with Withdraw, which also gives Vigor.
Use Shadow Trap to initiate fights with an ambush and surprise attack, or swap that for another utility like Signet of Shadows (25% run speed), Infiltrator's Signet (Intiative regen), Shadow Refuge, etc.
If the odds become overwhelming, escape by swapping to Shortbow (AoE chill) -> Roll For Iniatitive -> Shadowstep -> Infiltrator's Arrow away.
You can put 12x 18s duration Bleed stacks on a Dolyak all while evading, that do 25,000+ dmg, and unless the defender/s have condition removal there's nothing they do but watch it die. Same vs players, camp guards, etc. Very few builds have enough condition removal to keep up with the amount of bleeds you can apply with this.
Main Skill Rotation
Ambush with Shadow Trap, spam Death Blossom and Dodge (caltrops), heal and regen endurance with Withdraw. Repeat till dead.
To escape bad odds, swap to Shortbow -> Roll For Initiative -> Shadow Step -> Infiltrator's Arrow away.