Thief PvE | Dungeon Dagger/Dagger, Dagger/Pistol | Damage Siphon Thief aka Combat Healer

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Summary

For a full discussion of this particular build, look here: http://www.guildwars...on-dmg-thieves/ since that's where my full write-up is. I just figured that I would post this here as well because some of the functions it has attached to it are pretty nice.

 

This build is only sort of a damage build, I would consider it more of a sustain/bunker/anchor type build as it doesn't have the greatest of dmg, doesn't really do support, and doesn't really control things. It just keeps the attention of the enemies very well.


I. Weapons and Skills

Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • 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
      Might:
    • 0
      Might:
  • Death Blossom½ 4
    Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
    Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
    • 0
      Might:
    • 0
      Might:
  • Dancing Dagger¼ 3
    Throw a dagger that cripples nearby foes and returns to you.
    Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
    • 0
      Might:
    • 0
      Might:
  • Cloak and Dagger½ 6
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130Regeneration: 5 s
    • 0
      Might:
    • 0
      Might:
  • Signet of Malice1 15
    Signet Passive: Heals when you attack.
    Signet Active: Gain health.
    Healing: 100 (passive)Healing: 3,298
    • 0
      Might:
  • Caltrops 1 24
    Trick. Scatter caltrops that bleed and cripple foes.
    Duration: 10Bleeding: 3 s (128 damage)Crippled: 10 sRadius: 240
    • 0
      Might:
  • 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
      Might:
  • Blinding Powder 40
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Blind: 5 sStealth: 3 sRadius: 240Regeneration: 5 s
    • 0
      Might:
  • Dagger Storm 72
    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
      Might:

Weapon and Skill Details

D/D is your main weapon-set, with an emphasis on DB. Between DB, dodgetrops and caltrops, you can stack 25 bleeds every for 10s every 24s, and sustain between 16-18.

 

P/D is useful in situations where ranged is more beneficial, though I don't find myself using it all that often since this build has great staying power, even against bosses and champs.

 

This build got a huge buff on June 25th with the reduction of init cost of DB down to 4 from 5, as well as the Shadow Protector trait being buffed up to 10s of regen rather than 5s.


II. Traits

Adept Master Grandmaster

Trait Details

The traits here are focused on condition damage and survivability via self-healing. You will be hitting VERY quickly so you will be procc'ing SoM very often.

 

You can swap out Trickster (T-VIII) for Ricochet (T-X) in situations where you need to use P/D but still want some AoE ability. Ricochet has been buffed to a point where its workable and usable.

 

Beware Confusion. It will kill this build.


III. Stat Specifics & Effects

Primary Stats

  • Health 17245 (+5600)
  • Vitality 1476 (+560)
  • Armor 2819 (+839)
  • Toughness 1755 (+839)
  • Attack 2182 (+285)
  • Power 1201 (+285)
  • Critical Hit 16% (+16%)
  • Precision 1256 (+340)

Secondary Stats

  • Bleeding Duration 55% (+55%)
  • Boon Duration 30% (+30%)
  • Condition Damage 1653 (+1653)
  • Damage 981 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Healing Power 719 (+719)
  • Steal Recharge Rate 20% (+20%)

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 Tropical Fruit Salad
Duration: 30min
Healing Power: 100
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Healing Power: 100
  • 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

Apothecary's Emblazoned Helm
  • Defense: 97
  • Healing Power: 60
  • Toughness: 43
  • Condition Damage: 43
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Apothecary's Emblazoned Shoulders
  • Defense: 97
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Apothecary's Emblazoned Coat
  • Defense: 338
  • Healing Power: 134
  • Toughness: 96
  • Condition Damage: 96
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Apothecary's Emblazoned Gloves
  • Defense: 157
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Apothecary's Emblazoned Pants
  • Defense: 218
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
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)
Apothecary's Emblazoned Boots
  • Defense: 157
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
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)

Armor Stat Totals

  • Defense 1064
  • Power 25
  • Bleeding Duration 35%
  • Condition Damage 349
  • Healing Power 419
  • Toughness 299

Rune Bonuses

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

Accessories & Jewels

Rabid Amulet
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Rabid Back
  • Condition Damage: 30
  • Precision: 21
  • Toughness: 21
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Rabid Ring
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Rabid Ring
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Rabid Earring
  • Condition Damage: 75
  • Precision: 53
  • Toughness: 53
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Rabid Earring
  • Condition Damage: 75
  • Precision: 53
  • Toughness: 53
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15

Accessory Totals

  • Precision:340
  • Toughness:340
  • Condition Damage:630
  • Power:90
  • Vitality:90

Weapon Set Sigils

Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 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 Agony
Bleeds you apply last 20% longer.

Weapon Set I

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 Agony

Bleeds you apply last 20% longer.

Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set II

Sigil of Superior Agony

Bleeds you apply last 20% longer.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Sig of Corruption and Sig of Agony. Corruption is doable on this build because you basically won't die. At all. The only times I die with this build are when I make stupid mistakes.

 

The other thing worth mentioning is why I haven't put any Ascended Trinkets into this build. Honestly, its because I haven't taken the time to sit down and see what combination would work out the best, as there isn't REALLY a Carrion set, or a Rabid/Carrion mix that really works out nicely. If you are really looking at Ascended for this build, I would suggest the Symbol of the Deceiver (ConD, prec, tough, vit) and the equivalent because we don't lose out on any ConD, and gain some toughness and vit. Unfortunately we lose a lot of prec and a good chunk of power on top of it. It really thrusts this build into the condition dmg category.


V. Basic Gameplay

Again, for a more in-depth look at game-play, I would advise you look here: http://www.guildwars...on-dmg-thieves/ since I go into more detail, but a quick overview is that you are going to be using DB a lot, dodging a lot, dropping Caltrops a lot and auto-attacking on your dagger from time to time to refill some endurance.

 

If you get in trouble, use Dagger Storm. Dagger Storm + SoM = ungodly amount of heals and the equivalent of invulnerability. Also, if you are in an AoE situation, go into the middle of the group of enemies with Dagger Storm. One of the paradoxes of this build is that the less hit points you have, the more you want to be in the thick of things.

 

As I mentioned above in the Traits section. Beware Confusion. It WILL kill this build.


Main Skill Rotation

Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Steal25
Steal. Shadowstep to your foe and steal from them.
Range: 1,200
Steal25
Steal. Shadowstep to your foe and steal from them.
Range: 1,200
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
Caltrops 1 24
Trick. Scatter caltrops that bleed and cripple foes.
Duration: 10Bleeding: 3 s (128 damage)Crippled: 10 sRadius: 240
Death Blossom½ 4
Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
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

I realize you can't steal twice in a row, but I generally use my stolen item right after I steal. This does depend on what I end up stealing, but in general, I use it right away.

 

When you are dodging on this build, make sure you are right underneath the enemy because that way your dodgetrops will land underneath them, applying more bleeds.

 

After you burn your init and are to the last part where you have to AA, you basically then rotate between AA > dodge > DB as often as you can. If you can manage it, interrupt your AA after Wild Strike with a dodge because the final attack of AA doesn't help you much, since the main reason to use AA is the endurance regen.


Comments

Post a Comment
@ 06:44 PM, Fri January 10 2014 Reply
i cant find a dungeon set with apothecary. should i just use generic apothecary exotics?
@ 01:46 AM, Sat May 24 2014 Reply
This is purely a speculative commentary. I am not proficent on thief, in fact I'm interested in this build to use on my thief, but I did have an inquiry.

Have you thought about using Superior Runes of the Undead since this is a ConD build and the amount of toughness that comes with the Apothecary gear? Just a question. :)