Thief WvW | Large Group Dagger/Pistol, Shortbow | Assaulter Thief for Zerg Focus

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Summary

A straight forward build for the WvW Thief capable of killing single backline enemies within seconds while stil remaining a certain amount of support with the venomshare and the boons on steal.


I. Weapons and Skills

Zojja's Razor
  • Weapon Strength: 970-1030
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Revolver
  • Weapon Strength: 920-1080
  • 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
  • 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
    • 0
  • Shadow Shot4
    Dual wield. Fire a blinding shot at your foe, then shadowstep to them for a dagger strike.
    Blind: 5 sDamage: 420Combo Finisher: ProjectileUnblockableRange: 900
    • 0
    • 0
  • Headshot4
    Daze your foe with a head shot.
    Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Black Powder½ 6
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage: 84Duration: 4Combo Field: SmokeCombo Finisher: ProjectileRange: 900
    • 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
  • 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
  • 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
  • Infiltrator's Signet30
    Signet Passive: Regenerates one extra initiative every ten seconds.
    Signet Active: Shadowstep to your foe.
    Initiative gain per 10 s: 1Breaks stunRange: 900
    • 0
  • Basilisk Venom1 36
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30
    • 0

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.

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%.

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 12045 (+400)
  • Vitality 1040 (+40)
  • Armor 2118 (+0)
  • Toughness 1000 (+0)
  • Attack 3733 (+1678)
  • Power 2678 (+1678)
  • Critical Hit 56% (+56%)
  • Precision 2086 (+1086)

Secondary Stats

  • Agony Resistance 15 (+15)
  • Critical Damage 64% (+64%)
  • DMG Taken from Guards and Lords -8% (+-8%)
  • DMG to Guards and Lords 4% (+4%)
  • Damage 1055 (+0%)
  • Damage while moving 10% (+10%)
  • Defense 1118 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 961 (+961)
  • 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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Seaweed Salad
Duration: 30min
60% chance to gain Swiftness (10s) when you kill a foe
Damage while moving: 10%
Experience from Kills: 10%
  • (30min)
  • 60% chance to gain Swiftness (10s) when you kill a foe
  • Damage while moving: 10%
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Zojja's Visage
  • Defense: 102
  • Power: 63
  • Precision: 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
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Zojja's Shoulderguard
  • Defense: 102
  • Power: 47
  • Precision: 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
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Zojja's Guise
  • Defense: 355
  • Power: 141
  • Precision: 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
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Zojja's Grips
  • Defense: 165
  • Power: 47
  • Precision: 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
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Zojja's Leggings
  • Defense: 229
  • Power: 94
  • Precision: 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
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Zojja's Striders
  • Defense: 165
  • Power: 47
  • Precision: 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
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%

Armor Stat Totals

  • Defense 1118
  • Power 614
  • Swiftness Duration 30%
  • Precision 440
  • Ferocity 315
  • Vitality 30
  • DMG Taken from Guards and Lords -6%

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

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Ring of Red Death (Infused)Offensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Crystalline Band (Infused)Defensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Power:712
  • Precision:466
  • Ferocity:466
  • Agony Resistance:15
  • DMG to Guards and Lords:4%
  • Vitality:10
  • DMG Taken from Guards and Lords:-2%

Weapon Set Sigils

Zojja's Razor
  • Weapon Strength: 970-1030
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Revolver
  • Weapon Strength: 920-1080
  • Power: 125
  • Precision: 90
  • Ferocity: 90
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)
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)

Weapon Set I

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)

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)

Zojja's Short Bow
  • Weapon Strength: 950-1050
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
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)
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)

Weapon Set 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)

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

Water Weapon I

Water Weapon II


V. Basic Gameplay

Your main job as a thief in a zerg is to get into the enemy backline killing backline damage dealer like necros or supporting classes like elementalists. If a friendly backliner is getting pressured by enemy thiefs or mesmers also focus them down to remain your zerg´s damage and support.


Main Skill Rotation


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