Thief WvW | Small Group Pistol/Dagger, Shortbow | Roamer Thief condi roamer

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Summary

This is a new condi build


I. Weapons and Skills

Mathilde's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Razor
  • Weapon Strength: 970-1030
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Short Bow
  • Weapon Strength: 950-1050
  • Condition Damage: 251
  • Toughness: 179
  • Vitality: 179
  • Weapon Strength: -
Zintl Harpoon Gun
  • Weapon Strength: 950-1050
  • Vitality: 125
  • Condition Damage: 90
  • Healing Power: 90
Berserker's Harpoon Gun
  • 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
    • 0
  • Body Shot½ 3
    Make your foe vulnerable with a body shot.
    Damage: 168x10Vulnerability: 3 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Shadow Strike4
    Dual wield. Stab your foe, then shadowstep away and shoot them.
    Damage: 101Shot Damage: 336x2Torment: 5 s
    • 0
    • 0
  • Dancing Dagger¼ 3
    Throw a dagger that cripples nearby foes and returns to you.
    Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Cloak and Dagger½ 6
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
    • 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
  • 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
  • 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
  • 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
  • Basilisk Venom1 45
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30
    • 0

Traits

Shadow Arts

  • Merciful Ambush
    Stealth yourself and your target for 3 seconds when reviving an ally. You revive allies 10% faster.
    • Last Refuge
      Use Blinding Powder when you are struck while below 25% health.
    • Concealed Defeat
      Create a Smoke Screen when downed. Deception abilities recharge 20% faster.
    • Shadow’s Embrace
      Remove 1 condition every 3 seconds while in stealth.
  • Meld with Shadows
    Stealth from your abilities last 1 second longer.
    • Shadow Protector
      When you grant stealth to an ally, they gain 3 seconds of regeneration.
    • Hidden Thief
      Gain stealth for 2 seconds when stealing from an enemy (automatically affected by Meld with Shadows).
    • Leeching Venoms
      Siphon life from your foes when triggering a venom. This can only occur once per strike. Gain 2 stacks of might for 20 seconds when activating a venom.
  • Resilience of Shadows
    Stealth effects that you apply reduce incoming attack damage by 25%.
    • Cloaked in Shadow
      Gaining stealth blinds nearby foes for 5 seconds. Release a blinding powder when take falling damage. You take 50% less damage from falling.
    • Shadow’s Rejuvenation
      Regenerate health and initiative while in stealth
    • Venomous Aura
      When you use a venom skill, you apply the effect to all nearby allies as well. Venom recharges are reduced by 20%.

Acrobatics

  • Expeditious Dodger
    Gain 4 seconds of swiftness upon dodging.
    • Fleet Shadow
      Move 50% faster while in stealth
    • Vigorous Recovery
      Gain vigor for 7 seconds when using a healing skill.
    • Pain Response
      Gain regeneration for 10 seconds and remove damaging conditions when struck while below 75% health.
  • Feline Grace
    Gain 4 seconds of vigor upon successfully evading an attack. This effect has a 1 second internal cooldown.
    • Guarded Initiation
      Remove vulnerability, weakness and slow from yourself when striking an enemy while above the 90% health threshold.
    • Swindler’s Equilibrium
      Successfully evading an attack while wielding a sword recharges steal by 1 second. This effect has a 1 second internal cooldown.
    • Hard to Catch
      Break stun and refill endurance when you are disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch)
  • Endless Stamina
    The effects of vigor on you are enhanced by 50%.
    • Assassin’s Reward
      Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
    • Upper Hand
      Gain one initiative when you evade an attack. This effect has a 3 second internal cooldown.
    • Don’t Stop
      The effects of cripple and chill on you are reduced by 50%, meaning your movement is decreased by 25% and 33% respectively, rather than 50% and 66%. If you would become immobilized, you are instead crippled for 4 seconds. This effect can only occur once ev

Trickery

  • Kleptomaniac
    Stealing gives you 2 initiative.
    • Uncatchable
      Leave behind Caltrops when you dodge.
    • Flanking Strikes
      Gain haste when attacking a foe from behind or the side.
    • Thrill of the Crime
      When you Steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds.
  • Preparedness
    Increase maximum initiative by 3
    • Bountiful Theft
      Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
    • Trickster
      Reduce recharge on tricks. Tricks remove 1 condition when used.
    • Pressure Striking
      Enemies you interrupt are inflicted with 3 stacks of torment for 5 seconds.
  • Lead Attacks
    Increases 1% damage per initiative. Steal recharges 15% faster.
    • Quick Pockets
      Gain 3 initiative when swapping weapons while in combat.
    • Sleight of Hand
      Daze enemies for 1 second when stealing. Steal’s recharge is reduced by 20%.
    • Bewildering Ambush
      Stealing also applies 5 stacks of confusion for 5 seconds.

III. Stat Specifics & Effects

Primary Stats

  • Health 20675 (+9030)
  • Vitality 1903 (+903)
  • Armor 3079 (+961)
  • Toughness 1961 (+961)
  • Attack 2055 (+0)
  • Power 1000 (+0)
  • Critical Hit 9% (+9%)
  • Precision 1108 (+108)

Secondary Stats

  • Bleeding Duration 65% (+65%)
  • Condition Damage 1940 (+1940)
  • Condition Duration 40% (+40%)
  • DMG Taken from Guards and Lords -12% (+-12%)
  • Damage 1055 (+0%)
  • Defense 1118 (+0)
  • Experience from Kills 20% (+20%)
  • Movement Speed 25% (+25%)

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. 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

Morbach's Visage
  • Defense: 102
  • Condition Damage: 63
  • Toughness: 45
  • Vitality: 45
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)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Shoulderguard
  • Defense: 102
  • Condition Damage: 47
  • Toughness: 34
  • Vitality: 34
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)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Guise
  • Defense: 355
  • Condition Damage: 141
  • Toughness: 101
  • Vitality: 101
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)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Grips
  • Defense: 165
  • Condition Damage: 47
  • Toughness: 34
  • Vitality: 34
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)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Leggings
  • Defense: 229
  • Condition Damage: 94
  • Toughness: 67
  • Vitality: 67
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)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Striders
  • Defense: 165
  • Condition Damage: 47
  • Toughness: 34
  • Vitality: 34
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)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%

Armor Stat Totals

  • Defense 1118
  • Condition Damage 614
  • Bleeding Duration 45%
  • Toughness 315
  • Vitality 345
  • DMG Taken from Guards and Lords -6%

Rune Bonuses

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)

Accessories & Jewels

Jade Wind OrbDefensive Slot
  • Condition Damage: 157
  • Precision: 18
  • Toughness: 108
  • Vitality: 90
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Dire and Rabid BackDefensive Slot
  • Condition Damage: 63
  • Precision: 18
  • Toughness: 40
  • Vitality: 22
(Infused)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Vassar's BandDefensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Ralena's BandOffensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Matriarch's QuillOffensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Plague IdolDefensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Precision:108
  • Toughness:466
  • Vitality:378
  • Condition Damage:702
  • DMG Taken from Guards and Lords:-6%

Weapon Set Sigils

Mathilde's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Razor
  • Weapon Strength: 970-1030
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Sigil of Superior Agony
Bleeds you apply last 20% longer.
Superior Sigil of Bursting
+6% Condition Damage

Weapon Set I

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Superior Sigil of Bursting

+6% Condition Damage

Mathilde's Short Bow
  • Weapon Strength: 950-1050
  • Condition Damage: 251
  • Toughness: 179
  • Vitality: 179
  • Weapon Strength: -
Sigil of Superior Agony
Bleeds you apply last 20% longer.
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Weapon Set II

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Zintl Harpoon Gun
  • Weapon Strength: 950-1050
  • Vitality: 125
  • Condition Damage: 90
  • Healing Power: 90
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
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 Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

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)


V. Basic Gameplay

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