Thief WvW | Fun Dagger/Dagger, Pistol/Dagger | Roamer WvW Super Troll Thief II

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Summary

Alternate version of this build. Not sure which I like better yet.

 

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.

 

Also see Madnek's Solo PvE Condition Build (vids).

 

Also see Serin's tips and suggestions in the comments section at the end.


I. Weapons and Skills

Carrion Dagger
  • Weapon Strength: 970-1030
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 970-1030
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 970-1030
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
  • 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
      Poison: 10 sVigor:
    • 0
      Poison: 10 sVigor:
  • 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
      Poison: 10 sVigor:
    • 0
      Poison: 10 sVigor:
  • Dancing Dagger¼ 3
    Throw a dagger that cripples nearby foes and returns to you.
    Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
    • 0
      Poison: 10 sVigor:
    • 0
      Poison: 10 sVigor:
  • Cloak and Dagger½ 6
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
    • 0
      Poison: 10 sVigor:
    • 0
      Poison: 10 sVigor:
  • Withdraw12
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
    Healing: 3,960Vigor: 10 s
    • 0
      Poison: 10 sVigor:
  • Shadow Trap ½ 45
    Trap. Set a trap. The first enemy to trigger this trap becomes marked. You may activate Shadow Pursuit to shadowstep to the marked enemy.
    Stealth: 5 sDuration: 120Unblockable
    • Destroy Shadow Trap
      Trap. Destroy your existing trap, teleporting you back to it, and setting it on recharge.
      Stealth Duration: 5Range: 10,000Break Stun
  • 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
  • Roll for Initiative48
    Trick. Evade backward to regenerate initiative and recover from crippled, chilled, and immobile.
    Initiative gain: 6Breaks stun
    • 0
      Poison: 10 sVigor:
  • Thieves Guild180
    Deception. Call more thieves to support you in combat.
    Number of thieves: 2
    • 0
      Poison: 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 and +4 Initiative, on 15s cooldown. Shadow Step and Roll for Initiative are primarily for escapes.

 

Shadow Trap can be used to initiate a long-range ambush or quickly get behind someone chasing you. Optionally swap Shadow Trap with Ambush Trap, Caltrops, Shadow Refuge, Infiltrator's Signet, Signet of Shadows, or whatever else you prefer.

 

Elite is player preference, but Thieves Guild works well here.


II. Traits

Trait Details

Traits are simple - buff condition damage/duration, weapon damage, dodges, evasion abilities, and intitiative regen.


III. Stat Specifics & Effects

Primary Stats

  • Health 18305 (+6660)
  • Vitality 1582 (+666)
  • Armor 2446 (+466)
  • Toughness 1382 (+466)
  • Attack 2391 (+494)
  • Power 1361 (+445)
  • Critical Hit 6% (+6%)
  • Precision 1046 (+130)

Secondary Stats

  • Agony Resistance 30 (+30)
  • Bleeding Duration 55% (+55%)
  • Boon Duration 15% (+15%)
  • Condition Damage 1518 (+1518)
  • Condition Duration 65% (+65%)
  • Damage 1030 (+5%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Poison Duration 33% (+33%)
  • Steal Recharge Rate 30% (+30%)

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

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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
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

Nightmare Helm
  • Defense: 97
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Nightmare Pauldrons
  • Defense: 97
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Nightmare Breastplate
  • Defense: 338
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Nightmare Gauntlets
  • Defense: 157
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Nightmare Legguards
  • Defense: 218
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Nightmare Greaves
  • Defense: 157
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 50
  • Bleeding Duration 35%
  • Power 25

Rune Bonuses

Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%

Accessories & Jewels

Symbol of the DeceiverOffensive Slot
  • Condition Damage: 157
  • Precision: 18
  • Toughness: 108
  • Vitality: 90
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ralena's BandOffensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Vassar's BandDefensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Matriarch's QuillOffensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Plague IdolDefensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5

Accessory Totals

  • Precision:130
  • Toughness:466
  • Vitality:346
  • Condition Damage:712
  • Agony Resistance:30

Weapon Set Sigils

Carrion Dagger
  • Weapon Strength: 970-1030
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 970-1030
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
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)
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set I

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)

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 970-1030
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
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)
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set II

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)

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Carrion Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Agony
Bleeds you apply last 20% longer.
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)

Water Weapon I

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Water Weapon II

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)

Upgrade Item Details

Use whatever combination of Carrion and Rabid gear you prefer. Condition damage is the same, and no on-crit procs in this build so power=precision in terms of utility. Decide based on whether you prefer more health or more armor.


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 and +4 Initiative.

 

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

Shadow Trap ½ 45
Trap. Set a trap. The first enemy to trigger this trap becomes marked. You may activate Shadow Pursuit to shadowstep to the marked enemy.
Stealth: 5 sDuration: 120Unblockable
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
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
Withdraw12
Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
Healing: 3,960Vigor: 10 s
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
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
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
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
Withdraw12
Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
Healing: 3,960Vigor: 10 s

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.


Comments

Post a Comment
@ 07:46 AM, Tue August 13 2013 Reply
Noticed a few issues with the build that could be addressed.

Condition Duration: You've hit the cap for Condition Duration (>100%). You have 25% from deadly arts, 45% from runes, 10% from sigils, and 40% from food.
25%+45%+10%+40% = 120% wasting 20%
You could resolve this by removing the Sigil and a pair of runes if you really want the 25 points in Deadly Arts. In which case take a pair of Altruism Runes, and have a Sigil of Earth, or remove all the Runes and take runes of the Adventurer instead.

Or you could shift the traits to a 10/0/0/30/30 build. and get some options in terms of the Utilities you get to take. For example:

After we shift the traits to 10/0/0/30/30, we can open up the option to take Acrobatics XI "Hard to Catch", this gives you a 30sCD auto hard control effect breaker. Allowing you to forgo "Roll for Initiative" and take something else for your utility 3 slot. This also means that we can take a Acrobatics 20 trait, and since we just lost the "Roll for Initiative" utility, we can take IX "Quick Recovery" for Initiative gain, or "Fleet of Foot" to remove cripple and weakness (which shuts the dodge element down significantly so is worth considering again foes that can apply it, situational though). "Pain Response" for removing Damaging Conditions and getting regeneration, or "Assassin's reward" for healing if you find you aren't getting enough out of Withdraw.

Replacing "Roll for Initiative" with "Signet of Agility" to keep you condition free and maintain Endurance. One thing I noticed was that protracted fights or fights where positioning was off, meant you have to use your dodge a little more. Signet of Agility lets you feign low Endurance by using 3 dodges and then fool the enemy into a burst that you can dodge with a further 3 dodges. Letting you additionally regain Initiative, ready to burst them back with your death blossoms. Now this means that you no longer have any Trick Utilities, so you can replace your Trickery 20 with something else, if you have decided to take "Signet of Agility" don't take "Sigils of Energy" you can take "Bountiful Theft" as your Trickery 20. This gives you Perma vigor in a fight and some boon stealing to boot. This lets us take something else for the sigil on the weapon now. And fore-goes the need to weapon swap in the fight (making the Shortbow a lot more tempting). Other options for the Sigil would be "Sigil of Corruption" for Condition damage stacks, "Sigil of Generosity" if you haven't taken "Sigil of Earth", and "Sigil of Speed/Stamina" for on kill effects, and "Sigil of blood" to take the 95% bleed duration to the 100% cap (doesn't seem worth it though), alternatively if none of those seem something you want, then a Gem is fine, nothing wrong with additional states if you already fill the needs of the build and haven't got a sigil option to benefit your play style.

The Deadly arts 10 trait suddenly becomes less appealing so replace it with Mug for the heal affects.

If you don't want to take Rabid gear you can take carrion instead, you won't have the critical to trigger sigil effects though, so bare that in mind. You can also take a Hybrid of the two (Carrion Armour / Rabid Accessories / Rampager Weapons). It gives a nice mix of Health and Toughness, and keeps some Precision for Sigil triggers. Its not great for blob fights, but 1vs1 its by far the best.

As an additional option to both builds, Shadow Trap can be replaced with Shadow Refuge. This is player preference though.

Just my pennies worth of thoughts.
kurtosis @ 04:38 PM, Sat August 17 2013 Reply
Great analysis, thanks. When I have time I'll redo this to incorporate your suggestions.