Thief WvW | Fun Pistol/Pistol, Dagger/Dagger | Roamer No Stealth Needed Assassin P/P D/D

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Summary

I've been trying to find a build where I could have heavy damage while at the same time be able to survive fights without having to "hide" while fighting via stealthing. I've always felt that stealthing during a fight is a way of hiding and a cowardly way to fight. So I think I've found a build to do just that.


I. Weapons and Skills

Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 970-1030
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 970-1030
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Hook Strike¾
    Attack your foes with stealth, knocking enemies down.
    Damage: 163Knockdown: 2sRange: 130
  • Vital Shot½
    Bleed your foe with a shot to the vitals.
    Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
  • Body Shot½ 3
    Make your foe vulnerable with a body shot.
    Damage: 168x10Vulnerability: 3 sCombo Finisher: ProjectileRange: 900
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
  • Unload5
    Dual wield. Blast your foe repeatedly with both pistols.
    Damage: 126Number of shots: 8Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
  • Headshot4
    Daze your foe with a head shot.
    Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 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 s
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
  • 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
      Fury: 10 sMight: 10 sSwiftness: 10 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 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 s
  • Signet of Shadows30
    Signet Passive: Grants a 25% increase in movement speed.
    Signet Active: Blind foes near your target.
    Blind: 5 sRadius: 240Range: 1,200
    • 0
      Fury: 10 sMight: 10 sSwiftness: 10 s
  • 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
      Fury: 10 sMight: 10 sSwiftness: 10 s

Weapon and Skill Details

All my weapons are ascended altho ascended isn't really needed. You can replace pistols with a short-bow or replace a pistol with a sword. I just use the pistols for ranged and daggers for face to face fights.
I only use Hide in Shadows for the heal. I don't attack while stealthed from it and I only use refuge if I'm rezzing somebody or need it to escape but I don't attack while stealthed.
You can replace Sig of Shadows with whatever. I have it mainly for mobility. I sometimes will change it out for a poison or something before fighting. But it really makes no difference as far as how much damage or whatever unless you change it with the sig for power. Can't remember what it's called. That will give your crit damage a little more oomph.


II. Traits

Adept Master Grandmaster

Trait Details

You can take the point from Acrobatics and put it in Deadly Arts if you like. I had it in Deadly Arts and just put it in Acrobatics for a little more vitality. I noticed no difference in damage output.


III. Stat Specifics & Effects

Primary Stats

  • Health 16805 (+5160)
  • Vitality 1432 (+516)
  • Armor 2139 (+159)
  • Toughness 1075 (+159)
  • Attack 3097 (+1152)
  • Power 2068 (+1152)
  • Critical Hit 62% (+62%)
  • Precision 2075 (+1159)

Secondary Stats

  • Boon Duration 5% (+5%)
  • Condition Damage 150 (+150)
  • Condition Duration 20% (+20%)
  • Critical Damage 58% (+58%)
  • DMG Taken from Guards and Lords -2% (+-2%)
  • DMG to Guards and Lords 4% (+4%)
  • Damage 1029 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 25% (+25%)
  • Ferocity 877 (+877)
  • Movement Speed 25% (+25%)
  • Steal Recharge Rate 15% (+15%)

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

In game stats seem to be different than whats here. This site needs a little updating but the stats will be almost the same and won't make a difference.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Ghost
Duration: 45min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 15%
  • (45min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 15%

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

Furnace Reward Helm
  • Defense: 97
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Furnace Reward Pauldrons
  • Defense: 97
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Furnace Reward Breastplate
  • Defense: 338
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Furnace Reward Gauntlets
  • Defense: 157
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Furnace Reward Legguards
  • Defense: 218
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Furnace Reward Greaves
  • Defense: 157
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.

Armor Stat Totals

  • Defense 1064
  • Vitality 175
  • Ferocity 100

Rune Bonuses

Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Precise WvW InfusionOffensive Infusion
  • Precision: 5
  • DMG Taken from Guards and Lords: -1%
Lost Seal of UsokuOffensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Precise WvW InfusionOffensive Infusion
  • Precision: 5
  • DMG Taken from Guards and Lords: -1%
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Golden Relic of RinOffensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:712
  • Precision:317
  • Ferocity:307
  • Toughness:159
  • Vitality:159
  • DMG to Guards and Lords:4%
  • DMG Taken from Guards and Lords:-2%

Weapon Set Sigils

Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
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 Accuracy
+7% crit chance.

Weapon Set I

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 Accuracy

+7% crit chance.

Berserker's Dagger
  • Weapon Strength: 970-1030
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 970-1030
  • Power: 120
  • Precision: 85
  • Ferocity: 85
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 Accuracy
+7% crit chance.

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)

Sigil of Superior Accuracy

+7% crit chance.

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
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 Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Bloodlust

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

Water Weapon 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)

Upgrade Item Details

My armor is ascended also. The difference between ascended and exotic may just seem like a few numbers but when put all together it makes a big difference. Altho ascended is not needed for this build it's just what I have.
The Omnomberry Ghosts I use just for the ghostly affects it gives me. You can use rare veggie pizza also I think is what it's called. The % to steal life. This is very useful in this build as in your traits you steal health and your food does too. It helps to stay alive. And because a lot of precision was sacrificed for toughness and vitality the Maintenance Oil makes up that difference. And you'll have fury a lot so your crit chance will be around 94% with fury.


V. Basic Gameplay

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