Thief PvE | Fun Pistol/Dagger, Sword/Dagger | Damage Trolling Tormentor

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Summary

I created this build/guide to see if I could make a Torment build as well as a hybrid thief build. Since I was going for something ambitious, I figured I'd throw in a third element of thieves that have completely sucked in the past....venoms. So all in all, this is an attempt to make a Torment/Venom/Hybrid thief build.

 

Before now, I have been in the camp that does not believe that a hybrid thief (in PvE) is a good idea because of the way that PvE is setup and how our thief is setup. Since the introduction of Torment on Shadowstrike, it gives another option for a hybrid type build, and P/D is a fun weapon-set to run around with. Thus the Trolling Tormentor was born.


I. Weapons and Skills

Giver's Pistol
  • Weapon Strength: 920-1080
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Hook Strike¾
    Attack your foes with stealth, knocking enemies down.
    Damage: 163Knockdown: 2sRange: 130
  • Vital Shot½
    Bleed your foe with a shot to the vitals.
    Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • Body Shot½ 3
    Make your foe vulnerable with a body shot.
    Damage: 168x10Vulnerability: 3 sCombo Finisher: ProjectileRange: 900
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • Shadow Strike4
    Dual wield. Stab your foe, then shadowstep away and shoot them.
    Damage: 101Shot Damage: 336x2Torment: 5 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • Dancing Dagger¼ 3
    Throw a dagger that cripples nearby foes and returns to you.
    Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • Cloak and Dagger½ 6
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • Withdraw15
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
    Healing: 3,960
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • 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
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • Skale Venom36
    Venom. Make foes weak and vulnerable with your next three attacks.
    Vulnerability: 5 sTorment: 5 s (160 damage)Number of attacks: 3Duration: 30Might: 20 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • Spider Venom36
    Venom. Poison foes with your next five attacks.
    Poison: 6 s (504 damage)Duration: 30Might: 20 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s
  • Basilisk Venom1 36
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30Might: 20 s
    • 0
      Poison: 10 sMight: 10 sFury: 10 sSwiftness: 10 sDaze: 1 s

Weapon and Skill Details

Pretty basic setup here. With weapons. P/D is your main set and you'll be running around on it for the majority of your time.

 

Since its a hybrid condition dmg and direct damage build, I did decide to run with a S/D alternate set to help take care of trash mobs as the cleave on Sw/ MH is quite a bit more reliable than Ricochet as AoE. That's not to say Ricochet is bad (not anymore anyway) but in situations where AoE is VERY important, the S/D gives us a good weapon-set to swap to.

 

Caltrops are almost a mandatory skill for more condition dmg thief builds, so we have it here as well. Its not AS mandatory on this particular build, but it will help you stack up some bleeds. The two venoms chosen give us access to more conditions, and since we have a very high condition duration stat, both are beneficial. Its more than ok to swap out Spider Venom for a different one, or a different utility completely depending on the situation. The only really mandatory utility on this build is the Skale Venom, as it applies Torment.

 

Basilisk Venom was chosen as the elite simply because it benefits from all the Venom traits that we are running with, and its on a super short cool-down. You can swap this out for a different elite if needed or wanted.


II. Traits

Adept Master Grandmaster

Trait Details

In general, I don't like to put trait points in based off the stats that the trait-line provides because I would rather play towards the traits themselves that benefit my build. This build is the exception. I started with 30 points in DA to take full advantage of the +30% condition duration from the line, and then built from there. DA helps a LOT with Venoms, so Venomous Strength (DA-IV), Quick Venoms (DA-VIII) and Residual Venoms (DA-XII) were all relatively obvious choices. Originally I had considered taking the Potent Poison (DA-V) but in the end decided against it because the condition duration on this build is quite long, and we aren't missing out that much on poison duration. That and poison sucks for DPS.

 

From that point, taking full points in Trickery seemed like a relatively good idea since we can pick up Ricochet (T-X) from the Master trait, which helps our Pistol usage. The Trickery line is one of the best for a condition dmg setup, so investment here was a good idea, emphasizing Steal because we can pull off some very quick steals, and get 50% up-time on Fury, Might and Swiftness from Thrill of the Crime (T-V).

 

The final ten trait points are placed arbitrarily in Critical Strikes line. These last ten points can be placed in ANY of the other lines,it just depends on what you are looking to do, or have a need to do. If you are short on init, place them in SA and pick up Infusion of Shadow (SA-V). If you need condition removal trait Shadow's Embrace (SA-IV), which is one of the better condition removal traits/abilities in the game. If you want more damage, put them in Critical Strikes line (as shown above). If you want more survivability, place them in Acro and pick up Vigorous Recovery (Acro-III) for some extra dodges plus the minor trait in Acro make it easier for you to kite and keep the double dmg from Torment. Depending on the content I run, I will probably end up with them in SA for the interchange of condition removal and/or init regen.


III. Stat Specifics & Effects

Primary Stats

  • Health 13345 (+1700)
  • Vitality 1086 (+170)
  • Armor 2001 (+21)
  • Toughness 937 (+21)
  • Attack 2688 (+767)
  • Power 1657 (+741)
  • Critical Hit 45% (+45%)
  • Precision 1861 (+945)

Secondary Stats

  • Bleeding Duration 20% (+20%)
  • Condition Damage 1016 (+1016)
  • Condition Duration 310% (+310%)
  • Critical Damage 6% (+6%)
  • Damage 1031 (+3%)
  • Defense 1064 (+0)
  • Experience from Kills 10% (+10%)
  • Ferocity 100 (+100)
  • Steal Recharge Rate 30% (+30%)
  • Torment Duration 45% (+45%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

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

Utility Nourishment

Duration:

Armor & Runes

Divinity Councils Hat
  • Defense: 97
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Divinity Councils Shoulderguards
  • Defense: 97
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Divinity Councils Chestguard
  • Defense: 338
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Divinity Councils Gloves
  • Defense: 157
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Divinity Councils Leggings
  • Defense: 218
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Divinity Councils Boots
  • Defense: 157
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 175
  • Torment Duration 45%

Rune Bonuses

Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)

Accessories & Jewels

Nornbear's RemembranceOffensive Slot
  • Precision: 157
  • Power: 108
  • Condition Damage: 108
Rabid Back
  • Condition Damage: 30
  • Precision: 21
  • Toughness: 21
(Infused)
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Palawa Joko's Finger CuffOffensive Slot
  • Precision: 126
  • Power: 85
  • Condition Damage: 85
(Infused)
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Barbed SignetDefensive Slot
  • Precision: 126
  • Power: 85
  • Condition Damage: 85
(Infused)
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Anton's SecretOffensive Slot
  • Precision: 110
  • Power: 74
  • Condition Damage: 74
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Fledgling CharmDefensive Slot
  • Precision: 110
  • Power: 74
  • Condition Damage: 74
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15

Accessory Totals

  • Power:441
  • Precision:675
  • Condition Damage:471
  • Toughness:21

Weapon Set Sigils

Giver's Pistol
  • Weapon Strength: 920-1080
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Sigil of Superior Agony
Bleeds you apply last 20% longer.
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Weapon Set I

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Sigil of Superior Accuracy
+7% crit chance.
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Weapon Set II

Sigil of Superior Accuracy

+7% crit chance.

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Sigil of Agony and Sigil of Earth on your P/D. These will help the condition dmg side of the hybrid build.

 

Sig of Acc and Sig of Earth (only really need one dagger here) on S/D. The reasoning behind Sig of Acc is that it demonstrates a decent balance between condition dmg and direct dmg. The increase crit chance with help our direct dmg because it will enable us to crit more often. It also helps our condition dmg because it will enable us to proc our Sig of Earth more often, thus applying bleeds, even on our direct dmg set.


V. Basic Gameplay

Keep moving. As soon as you have Torment on the enemy, do NOT stand still. You will do a lot more dmg to them with Torment if you can get them to move.

 

This obviously is a bit difficult in a dungeon setting as most of the time you don't WANT the enemy's attention and hopefully someone else in the group has their attention. Not to worry too much because even though Torment only does ~75% of Bleed, they do both do dmg when you have both bleed and Torment on an enemy. So between Bleed and Torment, when they are stationary, you'll essentially be doing 175% dmg compared to just Bleed, and 250% dmg if you can get the enemy to move.


Main Skill Rotation

Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Skale Venom36
Venom. Make foes weak and vulnerable with your next three attacks.
Vulnerability: 5 sTorment: 5 s (160 damage)Number of attacks: 3Duration: 30Might: 20 s
Shadow Strike4
Dual wield. Stab your foe, then shadowstep away and shoot them.
Damage: 101Shot Damage: 336x2Torment: 5 s
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Poison: 10 sFury: 10 sMight: 10 sSwiftness: 10 sDaze: 1 s
Shadow Strike4
Dual wield. Stab your foe, then shadowstep away and shoot them.
Damage: 101Shot Damage: 336x2Torment: 5 s
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
Shadow Strike4
Dual wield. Stab your foe, then shadowstep away and shoot them.
Damage: 101Shot Damage: 336x2Torment: 5 s
Withdraw15
Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
Healing: 3,960
Shadow Strike4
Dual wield. Stab your foe, then shadowstep away and shoot them.
Damage: 101Shot Damage: 336x2Torment: 5 s

As you are running towards the enemy, make sure to hit them a few times with your auto attack, as it will do a little bit of direct dmg as well as applying a few bleeds on them.

 

As soon as you get close enough to melee, pop Skale Venom and drop your first Shadowstrike followed immediately by Steal, then your second Shadowstrike. This next part is a bit tricky. Because you've got AoE Torment application on your heal skill and you are using Withdraw, you actually have to turn 180 degrees so you are facing AWAY from your target and THEN use Withdraw. Follow this up with another Shadowstrike and you should be up to 14 stacks [DOUBLE CHECK THIS, SEE IF STEAL COUNTS AS AN "ATTACK" FOR SKALE VENOM] of Torment. At this point, just keep the enemy moving and you should be set. If they are tougher, follow this rotation, then the one below.

 

The 20s ICD on the 6th bonus from the Runes of Tormenting makes this rotation a little bit off on the timing because Withdraw is on a 15s CD. My suggestion would be to start the rotation, but make sure the Withdraw part is at the end, and hopefully 20s will have passed before you get to the Withdraw part.


Tougher Enemy Rotation Add-on

Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Spider Venom36
Venom. Poison foes with your next five attacks.
Poison: 6 s (504 damage)Duration: 30Might: 20 s
Cloak and Dagger½ 6
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
Sneak Attack1
Stealth. Sneak attack with rapid fire from your pistol and make your foe bleed.
Damage (5x): 500x5Bleeding: 4 s (850 damage)Combo Finisher: ProjectileRange: 900
Shadow Strike4
Dual wield. Stab your foe, then shadowstep away and shoot them.
Damage: 101Shot Damage: 336x2Torment: 5 s

We continue with three auto attack shots as we run back towards the enemy to get into melee range. Follow this up with Spider Venom, then CnD and Sneak Attack for poison and bleed application. At this point, if you've got the initiative and Steal is back off CD, and Skale Venom is recharged, continue again with the above combo. If not, Shadowstrike and then auto attack as you kite until your skills are off CD. Then wash, rinse and repeat as needed.


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