Thief WvW | Small Group Sword/Dagger, Shortbow | Roamer S/D Full Accro//Dodgin' for Days

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Summary

Account: MedievalMemer.6392
Primary Toon: Archêx
Region/Server: NA/Sea of Sorrows

 

First things first, if you are new to thief it is unlikely you will have much success with this build as it is one of the more difficult thief builds to use. One exception being if you have an average to deep understanding of EVERY other class as this build relies just as much on knowing the other class' animations and the unique play style of each of the other classes' builds as your personal mechanics as a thief. A quick thing to note is that this build uses very little stealth and if you dislike that idea... this isn't the build for you.

 

Personal best running this build: 1 v 4
(will have videos just as soon as I get an elgato)


I. Weapons and Skills

Zojja's Blade
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Razor
  • Weapon Strength: 970-1030
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Short Bow
  • Weapon Strength: 950-1050
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Zojja's Harpoon Gun
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • Hook Strike¾
    Attack your foes with stealth, knocking enemies down.
    Damage: 163Knockdown: 2sRange: 130
  • Slice
    Slice your foe.
    Damage: 269Range: 130
    • Slash½
      Slash your foe again.
      Damage: 269Range: 130
    • Crippling Strike½
      Cripple your foe with a final strike.
      Damage: 437Crippled: 2 sWeakness: 2 sRange: 130
  • Infiltrator's Strike3
    Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition.
    Damage: 252Immobilized: 1 sRange: 600
    • Shadow Return2
      Return to your original location. Cure one condition.
      Range: 1,200
    • 0
  • Flanking Strike½ 3
    Dual wield. Evade and stab your foe in the back.
    Damage: 252Range: 130
    • Larcenous Strike2
      Dual wield. Deliver a quick strike that steals up to two boons from an enemy.
      Damage: 504Range: 130
    • 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
  • Withdraw15
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
    Healing: 3,960
    • 0
  • 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 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
  • 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
  • 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

Weapon and Skill Details

A huge mistake I see many thieves make, even some more experienced than I, is that they almost never use their shortbow. The thief shortbow has not only some of the best utility in the game with its port on 5 and evade on 3 but also has damage comparable to the auto attack on sword if you fire and detonate a cluster bomb in melee range. It took me some time to get used to using the shortbow almost as much as my sword and dagger but I found the closer I got to about a 50/50 balance the better I did. Also, after the specialization update, with the changes to power, the auto attack on shortbow is not to shabby either (especially if the target has an ally standing next to them for the arrow to bounce off of).

 

Sword/Dagger
------------------------------------------

Posted ImagePosted ImagePosted Image
Slice>Slash>Crippling Strike: This is the bread and butter of this
build. A significant part of the s/d weapon set on thief comes from its auto
attack but Crippling Strike in particular.
Posted ImagePosted Image
Infiltrator's Strike>Infiltrator's Return (AKA "IS"): Infiltrator's Strike is an amazing skill and also
this builds primary way of removing conditions. You can use this skill as a
makeshift dodge vs certain skills such as a warrior's Greatsword 5 Rush or an
engineers Rifle 5 Jump Shot.
Posted ImagePosted Image
Flanking Strike>Larcenous Strike: Flanking Strike should be used as a dodge
first and foremost and to unlock Larcenous Strike as a secondary use.
Larcenous Strike is unblockable and rips up to 2 boons from your target and is
therefore incredibly useful against Elementalists who are trying to might stack
and Guardians with their crazy block uptime (Read the "Delicious Boons" combo
later in the guide for an interesting interaction between Basilisk Venom and
Larcenous Strike.)
Posted Image
Dancing Dagger: As hipster as I may seem even I cant find a good use for
this skill outside of maybe a ranged basilisk venom proc every now and then.
The skills can be fairly useful against rangers as the dagger can bounce
between the ranger and his pet hitting them both 2 times which can add up to
a lot of damage for only 3 initiative but generally I would rather just cleave
the ranger and their pet with my auto attack.
Posted Image
Cloak and Dagger (AKA "CandD"): A very large Initiative gamble especially since most
players have learned its animation by heart after Yishis d/d became popular.
The skill can do a huge amount of damage though and obviously it is your quick
access to stealth with this build. Personally I try to hide this skill behind a
daze, stun, or immobilize. By that I mean I will daze stun or immobilize my
target... THEN I will use Cloak and Dagger. For example, I would steal to my
target WITHOUT queing up Cloak and Dagger behind it (as that is perhaps the
most overused thief combo ever) then wait to see if my target is going to dodge
in anticipation of my Cloak and Dagger and use it after the dodge.
Posted Image
Tactical Strike: This skill can be devastating as your auto attack chain
can hit very hard in the short 2 second daze this skill provides you with but
I generally only use this skill to interrupt heals and key skills like a
Guardian's Greatsword spin.

 

Shortbow
------------------------------------------

https://wiki.guildwa...-Trick_Shot.png
Trick Shot: This skill does decent damage after the specialization update
and can be even better than a sword auto attack chain if you can get the arrow
to bounce to your target and hit them 2 times. It is also invaluable for
cleaving mesmer clones and hitting them in stealth.
https://wiki.guildwa...luster_Bomb.png
Cluster Bomb: IF YOU DETONATE THIS SKILL IT IS NO LONGER A BLAST FINISHER!
This skill is absolutely amazing for stacking might if an ally drops a fire
field in the middle of a fight. I will often times spend upwards of 9
initiative simply blasting an Elementalists various fire fields (and if you can
also hit a target with the Cluster Bomb while still blasting the fire field,
all the better). Also this skill can be used as a melee attack by immediately
detonating but most people already know that.
https://wiki.guildwa..._bow_skill).png
Disabling Shot: Just like the 3 skill on your Sword/Dagger set this skill
should be used as a dodge before anything else. 4 initiative is a big
investment for the little damage and cripple this skill does but 4 initiative
is definitely worth dodging a necromancer's life blast.
https://wiki.guildwa...Choking_Gas.png
Choking Gas: This skill can be used to find stealthed targets and prevent
banners from getting downs up from their rightful place on the ground.
https://wiki.guildwa...tor's_Arrow.png
Infiltrator's Arrow (AKA "IA"): Best. Skill. Ever. End of Story. A 900 range blink
without a cooldown is godlike. In the future I will have a link to my Youtube
in which I hope to compile a series of videos demonstrating various useful
blink locations throughout the many SPVP maps and WvW Borderlands.
https://wiki.guildwa...rprise_Shot.png
Surprise Shot: A ranged 2 second immobilize is always decent but it can be
blocked or dodged fairly easily. I generally only use this in combo detailed
later in this guide or as support during larger fights.

 

Utilities
------------------------------------------

https://wiki.guildwa...px-Withdraw.png
Withdraw: As far as I'm aware this is the only heal skill in all of Guild
Wars 2 that cannot be interrupted and that alone makes it amazing. But not only
that it is also a very long dodge and can be used as such without feeling
guilty as it has a very short cooldown.
https://wiki.guildwa...adow_Refuge.png
Shadow Refuge (AKA "SR"): It's almost a 2k heal and is very useful both
offensively and defensively. SR can save your allies lives by causing the
enemies to drop target, fail a stomp, or simply healing them. The offensive
capabilities of SR are detailed in a combo later in the guide. All you have
remember though is that the SR ring paints a very large and obvious target on
the floor so be smart about using it.
https://wiki.guildwa..._of_Agility.png
Signet of Agility: Before the specialization update this skill was
essentially just a panic button that would give you 3 more dodges. After the
change I have ended up actually using the skill much more often. All I can say
is to not be too worried about popping it and losing its passive.
https://wiki.guildwa...urn_(Shadowstep)
Shadowstep/Shadow Return: Wow. I could't count the number of times this skill has won me
a fight and saved my life. This skill is not only a makeshift dodge but also a
triple condition clear, a double stunbreak, and a double 1,200 range
re-position. This skill can be used both offensively and defensively with just
just one cast. I use this skill to move myself quickly around while channeling
Dagger Storm and then escape when things go bad. It is also worth it to note
that this skill has no cast time and thus can be used to que up skills behind
such as a Cluster Bomb or Cloak and Dagger.
https://wiki.guildwa...agger_Storm.png
Dagger Storm: Whether you run Dagger Storm or Basilisk Venom is entirely up
to your personal preference and the situation your faced against. I personally
roam around with Dagger Storm on my bar by default due to the sheer number of
rangers that are in WvW and the fact that every time I hit Dagger Storm I know
it WILL help me whereas Basilisk Venom can easily be wasted by dodges, blocks,
or invulns.

 

Steal
------------------------------------------

https://wiki.guildwa.../48px-Steal.png
Steal: Due to its double boonstrip prioritizing Stability and Aegis it can
interrupt almost any heal skill. In addition Steal is half of this builds
perma-swiftness and perma-fury and also its easy access to vigor. Also, Steal
can be seen as a secondary heal as it heals for 2k on a fairly short cooldown.
It is also worth noting that duels against other thieves will be almost
entirely determined by who can land more steals.

 

Full weapon combos will be detailed later in the guide.


Traits

Deadly Arts

  • Serpent’s Touch
    Stealing inflicts 2 stacks of poison for 10 seconds. Your attacks while in the downed state apply 2 seconds of poison.
    • Dagger Training
      Dagger attacks have a 33% chance to poison enemies for 2 seconds.
    • Mug
      Deal damage and gain life when stealing. This attack cannot critically hit enemies.
    • Trappers Respite
      Drop a needle trap when you use a healing skill. 30 second icd
  • Lotus Poison
    Weaken targets for 4 seconds when you poison them.
    • Deadly Trapper
      Traps apply vulnerability to enemies and grant you might. Trap recharges are reduced.
    • Panic Strike
      Striking a foe that is below the health threshold immobilizes them for 2.5 seconds. This trait has a 20 second internal cooldown.
    • Revealed Training
      Gain up to 200 extra power while you are revealed, based on current level.
  • Exposed Weakness
    Deal 10% more damage if your target has a condition.
    • Potent Poison
      Poison you apply has a 33% increased duration and deals 33% more damage.
    • Improvisation
      One random skill category is immediate recharged when you steal. You can use stolen items twice.
    • Executioner
      Deal 20% extra damage when your target is below the health threshold.

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.

Trait Details

If you played Guild Wars 2 before the specialization update you will notice the traits for this build are almost identical to what they were before the update. This is my personal setup for the build but I have experimented with almost every conceivable trait change and the following list will be the details regarding my experimentation (I ended up always coming back to this setup due to personal preference).

 

Deadly Arts
------------------------------------------

Posted Image
II//Mug - MUST STAY
This trait acts as a secondary heal and is invaluable, never change it.
Posted Image
V//Panic Strike - can be swapped with VI//revealed training
Personally I find immobilize to be perhaps the strongest condition in the game,
stronger than even a full blown stun, especially if you immobilize someone in
mid air. Revealed training will add more raw damage to your personal output but
I often roam with 1-4 other players and that immobilize can be invaluable for
setting up bursts for my friendlies.
Posted Image
IX//Executioner - can be swapped with VIII//Improvisation
Executioner is VERY helpful in closing out duels or finishing squishy targets
in both team fights and outnumbered fights. It was a great trait before the
specialization update and, as all percentages go, only got better when everyone
started hitting like trucks. VIII//Improvisation can save your life sometimes
resetting the cooldown on pretty much any of your utilites and though that
second warrior spin is fun I highly dislike RNG and with a 33% chance that it
wont refresh any skills if you don't run basilisk venom (I don't) or a 17%
chance that it wont refresh anything if you do (but how useful will refreshing
basilisk venom's cooldown really be?!), I simply dislike it.

 

Acrobatics
------------------------------------------

Posted Image
III//Pain Response - can be swapped with I//Fleet Shadow
With the strength of conditions nowadays, especially burning, having that
triple condition removal every 20 seconds is incredibly useful. I//Fleet
Shadow is helpful for re-positioning. The only reason I say this change is
viable is because I didn't find myself dying to conditions much more often
without running III//Pain response.
Posted Image
V//Swindler's Equilibrium - can be swapped to either IV//Guarded Initiation or VI//Hard to Catch
Personally I not only like the flavor of V//Swindler's Equilibrium but it also
encourages actually evading attacks rather than spamming evade skills or
dodges, and the shorter cooldown on steal can be amazing when dueling other
thieves as your steal will likely come off cooldown before theirs. IV//Guarded
Initiation can be helpful against certain builds such as a melee condition
ranger who spit out weakness like nobody's business. VI//Hard to Catch is,
again, very helpful in certain situations. Against hammer warriors or hammer
guardians it can save your life, even allowing you to ignore a hammer
guardian's ring if you have evaded the rest of their cc. All in all the other 2
options are simply too situational for my tastes.
Posted Image
IX//Don't Stop - MUST STAY
This trait is amazing. It lets you almost completely ignore ALL soft cc since
this build has perma-swiftness which neutralizes the weakened chill and even
lets you stay faster than someone without swiftness even while crippled. It
also lets you ignore the ever devastating immobilize in mid air sometimes.

 

Trickery
------------------------------------------

Posted Image
III//Thrill of the Crime - MUST STAY
DO NOT CHANGE. III//Thrill of the crime is half of your perma-swiftness and
perma-fury.
https://wiki.guildwa...tiful_Theft.png
IV//Bountiful Theft - BARELY debatable
Though I did try using V//Trickster I found that the 1 extra condition removal
every 15 seconds was simply not enough to save me if the rest of the build's
condition clear was't able to. Also, if you didn't already know IV//Bountiful
Theft prioritizes stability and aegis above everything else that way steal can
even interrupt someone who has stability such as an Elementalist trying to
channel Ether Renewal under an Armor of Earth.
Posted Image
VIII//Sleight of Hand - MUST STAY
Yet another trait with no room for change. Interrupting heals and key skills is
devastating to any class and the 1 second daze is useful in chaining other
combos together. Of course we can't forget that 10 seconds of vigor that will
help with vigor uptime when you aren't getting it from Feline Grace (Feline
Grace is the second minor in Acrobatics)


III. Stat Specifics & Effects

Primary Stats

  • Health 18095 (+6450)
  • Vitality 1645 (+645)
  • Armor 2118 (+0)
  • Toughness 1000 (+0)
  • Attack 3596 (+1556)
  • Power 2556 (+1556)
  • Critical Hit 50% (+50%)
  • Precision 1961 (+961)

Secondary Stats

  • Agony Resistance 85 (+85)
  • Critical Damage 73% (+73%)
  • Damage 1040 (+0%)
  • Defense 1118 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1109 (+1109)
  • Swiftness Duration 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

With this build you will have 17-18k hp (depending on the amount of money you wish to put into your gear and food) and around 2.1k armor (that is with ascended armor) and as long as you have fury (which you will) you will still be criting most of the time. I prefer having the extra health as it is enough to soak up 2 hard hitting bursts and still walk away. Also something that may be important to some people, this build has permanent swiftness out of combat if you are willing to keep you signet on cooldown as well as you steal as well as having no endurance. I generally don't mind using the cds for swiftness as I can decide if I'm ready for a fight with shadowstep and my various teleports so if someone engages on me and I'm not ready its not hard to get away.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Curry Pumpkin Soup
Duration: 30min
Precision: 100
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Furious Maintenance Oil
Duration: 30min
Vitality: 100
Ferocity: 10
Experience from Kills: 10%
  • (30min)
  • Vitality: 100
  • Ferocity: 10
  • Experience from Kills: 10%

Armor & Runes

Gobrech's Visage
  • Defense: 102
  • Power: 63
  • Vitality: 45
  • Ferocity: 45
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Gobrech's Shoulderguard
  • Defense: 102
  • Power: 47
  • Vitality: 34
  • Ferocity: 34
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Gobrech's Guise
  • Defense: 355
  • Power: 141
  • Vitality: 101
  • Ferocity: 101
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Gobrech's Grips
  • Defense: 165
  • Power: 47
  • Vitality: 34
  • Ferocity: 34
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Gobrech's Leggings
  • Defense: 229
  • Power: 94
  • Vitality: 67
  • Ferocity: 67
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Gobrech's Striders
  • Defense: 165
  • Power: 47
  • Vitality: 34
  • Ferocity: 34
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5

Armor Stat Totals

  • Defense 1118
  • Power 614
  • Swiftness Duration 30%
  • Precision 125
  • Vitality 345
  • Ferocity 315
  • Agony Resistance 30

Rune Bonuses

Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision

Accessories & Jewels

Bud of the Pale TreeUtility Slot
  • Power: 157
  • Precision: 90
  • Vitality: 18
  • Ferocity: 108
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Bagh Nakh (Infused)Offensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Vine of the Pale Tree (Infused)Defensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Zinn's Data CrystalDefensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Experiment ZX-27115Offensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:376
  • Vitality:120
  • Ferocity:466
  • Agony Resistance:45

Weapon Set Sigils

Zojja's Blade
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Razor
  • Weapon Strength: 970-1030
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5

Weapon Set I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Zojja's Short Bow
  • Weapon Strength: 950-1050
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

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)

Zojja's Harpoon Gun
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5

Water Weapon I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Upgrade Item Details

Armor
------------------------------------------

Valkyrie Armor: With full Valk Armor you still have 70% crit chance as long
as you have fury (which you will) so I find the extra 7-8k hp more useful.
Pack Runes: Pack runes are the second half of this build's perma-swiftness
and perma-fury. With a 50% chance to proc fury, might, and swiftness when hit
you will essentially always proc it and when combined with the fury, might, and
swiftness from Thrill of the Crime you will have perma-fury and
perma-swiftness.

 

Sword/Dagger
------------------------------------------

Berserker Sword/Dagger: Um... damage?
Fire/Air Sigils: These sigils are simply there to boost your damage output
when using your sword auto attack chain.

 

Shortbow
------------------------------------------

Berserker Shortbow: Um... more damage?
Doom/Bloodlust Sigils: The doom sigil is there to simply pressure warriors
with the signet heal and also to identify where thieves in stealth are (If you
have a doom sigil proc on your bar it will disappear if you land a hit on a
thief that is in stealth). I have used both fire and bloodlust on my shortbow
and frankly it's entirely personal preference. The extra damage from a fire
sigil proc is easily outdone by 25 stacks of bloodlust but that requires 25
stacks. Also a fire sigil proc on a stealth target will tell you EXACTLY where
they are as the fire originates on the target. Choose whichever you prefer.

 

NOTE: I updated the armor to the most Ideal Stats including a full set of infusions. It is obviously not necessary to have a full set of fully infused armor.

 

***I don't use double air sigils as i find that to be fairly cheesy and borderline an exploit. For all who don't know: the major sigil of air does the same damage as the superior one but its cooldown is the same as the superior fire sigil's thus it ends up with higher single target damage with the chance for a double air sigil proc***


V. Basic Gameplay

In this section I will be listing all the classes in Guild Wars 2 and any tips I have for dealing with them. I shall provide tips for battling the class in general and more specific tips for fighting some of their more specific builds. All difficulty estimations are based on a player of a similar skill level to you.

 

Guardian//Hard

  • Open fights by plinking the guardian with your shortbow to clear their passive aegis (if you pop their aegis ONLY you will not be put in combat so it is possible to swap weapons w/o it going on cd)
  • Know the cooldowns of their most prominent blocks (Shelter= 30 seconds, Renewed Focus= 90 seconds [untraited], and Shield of Wrath= 36 seconds [untraited])
  • Shield of Wrath only does damage if NOT broken and a well executed melee cluster bomb will break it immediately
  • You can be more loose with when you steal from a guardian as most of their key skills either block, cause invuln, or are instant cast. Therefore I will often just use it to keep pressuring when they start whirling wrath by putting it on cd
  • The guardian stolen skill is good for setting up windows to cloak and dagger as it is an unexpected skill and it can chain into another daze from tactical strike
  • When fighting a burn guardian, do not go through their ring IN ANY WAY SHAPE OR FORM. This seems obvious but teleporting through the ring will also stack burning on you so bouncing around with Infiltrator's Strike can be dangerous

 

Necromancer//Easy

  • When fighting a power necromancer and they enter Death Shroud, teleport away and wait for them to channel as many Life Blasts targeting you as possible THEN pop Dagger Storm just before the oldest one hits you. This will maximize the use you can get out of THEIR Death Shroud by reflecting the maximum number of Life Blasts.
  • Life Blast does more damage to targets within 600 range, remember that when reflecting it
  • Always be aware of your health pool. The full Valkyrie armor will prevent a power necromancer's Chill of Death from insta-gibbing you but it is still unavoidable so make sure you know when you health pool will cross that 50% line
  • When fighting a condibomb necromancer, if they fear you, break the fear IMMEDIATELY. They rely very heavily, if not completely, on fear to drop their condibomb
  • Normally I would never encourage dodge spamming but in the case of a condibomb necromancer, if they are in death shroud MAKE SURE YOU ARE DODGING. If you can keep pressure up by using flanking strike and steal while evading, all the better
  • Dark Path when used by a condibomb necromancer will land even if you are channeling Dagger Storm and also gives them a window to fear you as it will remove our stab. Generally I find Dagger Storm to be virtually useless against condibomb necromancers
  • Consume conditions is perhaps the easiest heal skill in the game to interrupt and thus should NEVER be allowed to go off without being interrupted at least once
  • When fighting a Minionmancer your Shortbow is, surprisingly, your WORST weapon. All of the damage on the shortbow will be dispersed throughout the minions and so it is better to simply jump in and out with Infiltrator's Strike
  • Dagger Storm is a strong counter to Lich Form but decent necromancers will know Lich Form significantly outlasts Dagger Storm and simply wont attack, waiting out your Dagger Storm. Therefore if the necromancer knows this I will use Dagger Storm to try and retreat

 

Mesmer//Medium

  • Shortbow is your best friend when fighting a Mesmer. Whether it be a power or a condi Mesmer if they don't have clones they can do absolutely nothing
  • With the new Prismatic Understanding (bullshit btw) Mesmers easily out-stealth thieves thus you must either learn to track targets through stealth or try to chain ccs onto them during the time JUST BEFORE they
    RE-enter stealth as the revealed debuff does the work for you for the few seconds just after they exit stealth
  • Remember that it is possible to cast Infiltrator's Strike without a target and if it lands it will still immobilize so if you can track the Mesmers for just a second into stealth you can extend the time you keep pressure up
  • Condi Mesmers are based on attrition and building their conditions on you over time so remember to be constantly be using Signet of Agility and Infiltrator's Return to keep those stacks low
  • Dagger Storm is a VERY potent skill against Mesmers as it will hit stealthed targets and reflect condi Mesmers' scepter and staff auto attacks but be careful because though it is hard for clones to get near you, a power shatter Mesmer can still land a burst if they are good
  • To be perfectly honest I personally don't even fight Mesmers unless I can kill them quickly as, frankly, I simply don't enjoy the upwards of 3 minute fights that can arise from trying to beat a condi Mesmer :/

 

Ranger//Easy

  • Longbow Rangers are a fairly simple ordeal for this class, interrupt their first Rapid Fire, if they live long enough to cast another one simply use Dagger Storm, and if they still aren't dead then you need to apply more pressure
  • When a Ranger starts using their greatsword block after you go stealth to stop you from opening on them, swap to shortbow and drop as many cluster bombs on them as you can before they realize what's happening
  • Be INCREDIBLY cautious around melee condi rangers, they have an absurd amount of weakness which will completely counter all of your damage. I haven't fought many and the few I did I couldn't kill even in 1v1 scenarios and that scares me so I repeat... be careful and if you figure out something to counter these guys go ahead and tell me in-game or post a comment I will be glad to hear
  • When fighting a full melee power ranger treat them like a mirror match. They can evade just as much as you and they have a significantly higher hp pool
  • Full melee power rangers damage all comes from Maul and their sword auto attack chain, so dodge Maul every time but beware of that 66% shorter cd trait (the first skill after they swap weapons has a 66% shorter cd) and watch for double Mauls
  • You have more mobility than a full melee power ranger despite their MANY leaps so use that to your advantage by dodging a Maul or two by simply Infiltrator's Returning away for example


Main Skill Rotation

Cluster Bomb½ 3
Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
Large explosion: 487Small explosion: 168x3Bleeding: 4 s (510 damage)Combo Finisher: BlastRange: 900
Infiltrator's Strike3
Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition.
Damage: 252Immobilized: 1 sRange: 600
Steal24
Steal. Shadowstep to your foe and steal from them.
Range: 1,200
Cloak and Dagger½ 6
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
Tactical Strike
Stealth. Blind your foe by bashing them with your sword hilt. Daze them instead if you attack from behind.
Damage: 332Blind: 5 sDaze: 2 sRange: 170
Slice
Slice your foe.
Damage: 269Range: 130
Slash½
Slash your foe again.
Damage: 269Range: 130
Crippling Strike½
Cripple your foe with a final strike.
Damage: 437Crippled: 2 sWeakness: 2 sRange: 130
Shadow Return2
Return to your original location. Cure one condition.
Range: 1,200

Something I see absolutely no thieves doing but I have found to be quite devastating is to open a fight by firing a cluster bomb from your shortbow before rolling through a standard IS>Steal combo. This can add up to 5k more damage to your burst which is not shabby at all.

 

NOTE: you can also add a dancing dagger in just before you Infiltrator's Strike to add further damage to the burst but I generally find the Initiative-to-damage ratio of dancing dagger as simply not worth it.


Delicious Boons

Flanking Strike½ 3
Dual wield. Evade and stab your foe in the back.
Damage: 252Range: 130
Larcenous Strike2
Dual wield. Deliver a quick strike that steals up to two boons from an enemy.
Damage: 504Range: 130
Steal24
Steal. Shadowstep to your foe and steal from them.
Range: 1,200

If I land a flanking strike and it flips into a Larcenous Strike I generally try to use the Larcenous from range in combination with a steal which will rip up to 4 boons from your target. Even if your target begins blocking Larcenous Strike is unblockable and will therefore still land and rip up to 2 boons. If you are running with basilisk venom it is particularly fun to use a Basi Venomd Larcenous Strike to interrupt a Guardian's Shelter heal.


Withdraw Cancel

Withdraw15
Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
Healing: 3,960

If you weapon swap in the middle of a Withdraw it will cancel the dodge roll. I generally only use this when inside an SR and need to heal but am to close to the edge to do a full withdraw before the SR disappears.


Dagger Storm Cancel

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

Just as with Withdraw it is possible to cancel a Dagger Storm by swapping weapons. I use this often when rangers and necromancers swap to a melee weapon after realizing I am reflecting their projectiles.

 

NOTE: It is also possible to cancel Dagger Storm by stowing your weapons if you still need the weapon set you have out at the time.


Proc those Ranger Traps Safely

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

Often when fighting decent players I will find them dropping traps marks or other various dangerous skills on my shadow return point. It is fairly simple to counter these potentially devastating counters. All you have to do is start dodging the instant before you press Shadow Return, this will result in you dodge rolling in place on your Shadow Return Location which will proc all traps and marks on the return point and avoiding the dmg that is being placed on the return location.

 

NOTE: It is also possible to do this using your Withdraw heal skill rather than a standard dodge though with withdraw you will not stay in place the whole dodge roll

 

NOTE: It is also possible to do this with Infiltrator's Arrow on shortbow. Simply fire the arrow at your target location and begin dodging or withdrawing just before the arrow lands


Offensive Shadow Refuge

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
Surprise Shot¼
Stealth. Shoot an arrow that immobilizes your foe.
Damage: 202Immobilized: 2 sCombo Finisher: ProjectileRange: 900
Infiltrator's Strike3
Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition.
Damage: 252Immobilized: 1 sRange: 600
Slice
Slice your foe.
Damage: 269Range: 130
Shadow Return2
Return to your original location. Cure one condition.
Range: 1,200

Most thieves use SR as a purely defensive utility but experienced thieves also know its capabilities as an very powerful offensive tool. If you drop your SR then immediately attack to reveal yourself, the SR lasts just long enough to re-stealth you at the very end just as the revealed debuff goes away. This combo is particularly devastating when used in tandem with the SB as the SB's stealth attack is a 2 second immob and is also a projectile combo finisher (therefore the Surprise Shot will heal you for a small amount and also do a little extra damage as SR is a dark field). Within the time you have the revealed debuff you have just enough time to use Infiltrators Strike to change that 2 second immob into a 3 second immob and add in 1 little auto attack for more damage. Then you can use Infiltrators return to get back into the SR just in time to become re-stealthed for another 3 seconds for you to do with what you wish.

 

NOTE: If your target is within your SR or close enough for you to hit them without exiting the SR you will still receive the full healing from the SR despite not being in stealth


Surprise! Cluster Bomb

Cluster Bomb½ 3
Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
Large explosion: 487Small explosion: 168x3Bleeding: 4 s (510 damage)Combo Finisher: BlastRange: 900
Steal24
Steal. Shadowstep to your foe and steal from them.
Range: 1,200
Detonate Cluster1
Detonate your cluster bomb in midair.

If you begin channeling cluster bomb then immediately steal to a target the cluster bomb will fire from your new location and if you then detonate it you can do massive damage while still using SB which most people don't expect.


Counter Backstabs

Choking Gas½ 4
Fire an arrow that fills the target area with a poisonous cloud.
Poison: 5 s (420 damage)Duration: 4Radius: 240Combo Field: PoisonUnblockableRange: 900
Cluster Bomb½ 3
Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
Large explosion: 487Small explosion: 168x3Bleeding: 4 s (510 damage)Combo Finisher: BlastRange: 900

Most people know that if a thief goes into stealth they are going to try and get behind you, and if you are a thief yourself you will also likely know the duration of the particular stealth that thief has just used. Thus you can time a Choking Gas and follow it up with an un-detonated Cluster Bomb so as to apply a short weakness to a thief that is trying to sneak up behind you so as to try and mitigate much of the damage you know will be incoming. That does NOT mean you should just let them land the backstab.

 

NOTE: Technically you can use this against anyone, not only thieves, but I find this particularly effective against Backstab thieves.


Comments

Post a Comment
@ 01:01 PM, Tue July 07 2015 Reply
can I swap out some valk gear for zerk? is this viable, or is the health that important.
@ 02:04 AM, Fri July 10 2015 Reply
Sorry for the wall of text, lol, I included a TLDR at the bottom if you would rather not read my rant about crit chance in games.

To be completely honest I find running full zerker gear after the specializaton update (despite what the theif forums on the official gw2 website say) to be pointless. The only thing your getting from running full zerker gear as opposed to valk gear is extra crit chance. The key being the word chance. It is possible with full valk gear to do EXACTLY the same damage as someone wearing full zerker gear. I think many people get caught up thinking that having, in this case, 70% chance to crit as opposed to, lets say, 100% chance to crit is a 30% damage loss when in fact that is not exactly true in the small timeframes that fights generally last. If you had 2 people with exactly the same stats but one had 70% crit chance and the other had 100% crit chance and they were both hitting an immobile target w/o any interference for 100 years straight then yes the person with 70% crit chance would have almost exactly a 30% damage loss but normal fights dont last that long. Since the time frame of a normal fight is so short the true AVERAGE damage that a build should do isn't actuallized. It is entirely possible (however improbable) for someone with 1% crit chance to land 100 crits in a row and someone with 99% crit chance to attack 100 times and never crit. As this is the nature of crit chance, in any game that has it, I generally either stack it: 1. not at all, 2. to around 65% (I like to think of this as an artificial 100% due to the nature of chance), or 3. all the way to 100%. With me being at my artificial 100% and thus seeing any more crit chance as useless unless I can get all the way to 100% I find myself looking for a better stat to invest it. Since everyone's damage has gone through the roof in gw2 lately I have found that the extra vitality is simply invaluable as, like I stated in the guide, I can survive entire bursts from say, theives or mesmers, that someone wearing full zerker couldn't. If you can survive with even 100 hp that means you have a chance to turn the fight. Generally a full zerker thief wont survive those bursts anymore and thus will have no chance to retaliate.

TLDR: crit chance in games kinda sux beyond 60-70% unless you get to 100% and with everyones damage having been cranked up so high I find it infinitely more useful to have 7-8k more hp than even 10-15% more crit chance. All in all, yes the extra HP is in fact that important ;)
@ 04:12 AM, Thu July 16 2015 Reply
Not sure where to ask this but I have put an image for every skill and trait but only some of them appear. If anyone knows why this happens or a way to fix this please inform me.
@ 07:47 AM, Thu July 23 2015 Reply
can i swap acro for crit? it seems that my dps output is much higher and faster on crit traits. I need your thoughts on the change.
@ 03:03 AM, Sat July 25 2015 Reply
you can change the build however you wish to suit your liking. If you prefer the higher damage that comes from crit strikes by all means go ahead its just that your losing a significant condi removal in pain response and also are more susceptible to control after dropping Dont Stop. Personaly I prefer the condi removal and am okay with the damage loss as I can make up for it by using the cluster bomb>IS>Steal combo. Like I said its all personal preference. In some situations the higher damage is better and in some the condi removal is better. For example if your running with a group and you don't need as much condi removal due to your warrior friend or something similar, I totally understand you running crit strikes. Also, i find that the shorter steal cooldown allows me to keep my opponents damage under control better than I would otherwise. Playing this build with Accrobatics rather than Critical Strikes is a small playstyle difference that involves being in your opponents face more often and for a longer duration which I find more appealing personally than jumping in and out dealing massive damage each time. I simply think that if you wanted to go with that style of play there are more effective builds for doing so such as a full signet D/D backstab thief (which I have been having a ton of fun with lately) or a pistol whip thief.

TLDR; If your comfortable losing the condi removal and control nullification from acrobatics in favor of bigger numbers it's entirely viable. I'm sure you have seen other builds that are essentially my build but running crit strikes instead... it's a slightly different style of play and I simply prefer accro.