Thief PvE | Dungeon Dagger/Pistol, Sword/Dagger | Damage WvW Special Ops

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Summary

This build is for a WvW utility/special ops thief, this will allow you to solo flip camps, close in on enemies, and it should give you enough padding to survive an initial engage against other thieves/zergs (and the capability to run away quickly and easily)


I. Weapons and Skills

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • 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:
  • 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
      Might:
    • 0
      Might:
  • Headshot4
    Daze your foe with a head shot.
    Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
    • 0
      Might:
    • 0
      Might:
  • Black Powder½ 6
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage: 84Duration: 4Combo Field: SmokeCombo Finisher: ProjectileRange: 900
    • 0
      Might:
    • 0
      Might:
  • Withdraw15
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
    Healing: 3,960
    • 0
      Might:
  • 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
      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:
  • 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
  • Thieves Guild180
    Deception. Call more thieves to support you in combat.
    Number of thieves: 2
    • 0
      Might:

Weapon and Skill Details

In your weapon skills you have access to many things, on your primary set you have cleaving swings, distance closers/escape mechanics, condition removal, evasive damage, boon stripping, crippling, and stealth at will. From stealth you have access to a near 3 second daze.

 

On your offhand set you have access to immense burst damage (especially at lower life totals) this also doubles as a method for fast travel across the map, and another method of stealth when combined with black powder, a distance closer/blind, an interrupt/daze, and a blinding field which you can use for stealth or, more importantly, to fight melee classes at a significant advantage.

 

Utility Skills

 

Shadow Refuge - A thieves bread and butter in many ways, allows an advantageous engage or disengage.

 

Infiltrators Signet - A closer, and more importantly a stun break, this can be used to target animals in the distance to escape from zergs that have you knocked down, or just to get close enough to deliver that final blow.

 

Shadowstep/Shadow Return - Another stun breaker/combat maneuverability technique, in addition this can be used to finish people in combat (begin the process, shadowstep away and pop back right before it occurs)

 

OTHER UTILITY SKILLS THAT I LIKE -

 

Blinding Power - always more stealth and blinds.

 

Scorpion Wire - Great for pulling people out of position/interrupting at range

 

Smoke Screen - It's like a free longer lasting black powder! In addition you can shortbow spam on it to get ~10 seconds of stealth, that combined with refuge can really be handy on recon/supply starve missions (or camp flipping)

 

Elite Skills

 

Dagger Storm - Great if you're running with a zerg and need to reflect massive projectiles, not my favorite in WvW though.

 

Thieves Guild - THIS is my favorite for when I'm running recon, they can take the heat for you when there are too many guards and you need to burst down the guild claimer, or they can just get in the way of enemies in a 1v1 fight/screw up their targeting.

 

Basilisk Venom - I have yet to find a place where this is better than the other two... but that's just me personally.

 

Alternative Weapon Set Suggestions

 

Short Bow - This weapon gives you access to blast finishers and added mobility, it's a great tool for carrying around especially in zerg versus zerg where you're acting as a mobile blast finisher and scout/lookout. As a general rule the sigils I recommend for this weapon set are, force, energy, or purity/generosity.

 

Dagger/Dagger - This gives you access to a more aggressive single target skillset, I generally don't like running if, but if you find that you need that extra burst you could always go S/D and then just run a dagger mainhand as a third weapon, it'll utilize your offhand dagger from your sword set as your offhand when you swap weapons. If you do this I'd recommend either a sigil of energy, or a sigil of intelligence (as, while our crit chance is high, it's not 100%, and it could be handy to C/D swap to D/D backstab and then have immediate access to heartseeker/more C/D)


II. Traits

Adept Master Grandmaster

Trait Details

So this particular trait line gives you access to the best of all worlds, you lose out on some power, but gain massive survivability and sustain.

 

In critical strikes you gain additional crit chance/flat damage, and a little boost to your life total in the form of practiced tolerance, we could probably abuse this further with alternative runes, but I find it more than meets my needs as it is.

 

Shadow Arts gains you some of the very necessary condition removal that many thieves lack, I personally run a short bow of generosity, but sometimes that's just not enough.

 

Some alternative traits that I would recommend are Descent into Shadows (I, in acrobatics) Uncatachable (III in Trickery) or Thrill of the Crime (V in trickery)


III. Stat Specifics & Effects

Primary Stats

  • Health 14425 (+2780)
  • Vitality 1194 (+278)
  • Armor 2080 (+100)
  • Toughness 1016 (+100)
  • Attack 2966 (+1045)
  • Power 1911 (+995)
  • Critical Hit 43% (+43%)
  • Precision 1824 (+908)

Secondary Stats

  • Boon Duration 15% (+15%)
  • Condition Damage 150 (+150)
  • Critical Damage 72% (+72%)
  • Damage 1055 (+5%)
  • Defense 1064 (+0)
  • Endurance Regeneration 40% (+40%)
  • Experience from Kills 20% (+20%)
  • Ferocity 1083 (+1083)
  • Healing Power 100 (+100)
  • Steal Recharge Rate 15% (+15%)
  • 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

A thief and his/her boons

 

Your access to combat boons is regrettably limited As such, it's your motive in life to never let any opponents have any boons ever, steal them, steal them all.

 

Might - Assuming you're using the rolley polley food I recommend (Orrian Truffle and Meat Stew) You get 2 might stacks every time you dodge! Which is often! How nifty is that?!

 

Swiftness - You get it when you dodge, dodge before you heartseeker across the map, it's fun.

 

Alternate Boon Trait - If you decide to take Thrill of the Crime, it will give you access to Fury, Might, and Swiftness on engage. Not a bad package.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Orrian Truffle and Meat Stew
Duration: 30min
100% chance to gain might when you dodge.
Endurance Regeneration: 40%
Experience from Kills: 10%
  • (30min)
  • 100% chance to gain might when you dodge.
  • Endurance Regeneration: 40%
  • 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

Svanir Masque
  • Defense: 97
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Svanir Shoulderguards
  • Defense: 97
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Furnace Reward Breastplate
  • Defense: 338
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Svanir Gloves
  • Defense: 157
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Svanir Leggings
  • Defense: 218
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Svanir Boots
  • Defense: 157
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)

Armor Stat Totals

  • Defense 1064
  • Ferocity 175
  • Swiftness Duration 30%

Rune Bonuses

Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Mighty InfusionOffensive Infusion
  • Power: 4
Berserker's Back
  • Power: 30
  • Precision: 21
  • Ferocity: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Ring
  • Power: 90
  • Precision: 64
  • Ferocity: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Ring
  • Power: 90
  • Precision: 64
  • Ferocity: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:646
  • Precision:438
  • Ferocity:438

Weapon Set Sigils

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Paralyzation
+30% stun duration.
Sigil of Superior Force
+5% damage.

Weapon Set II

Sigil of Superior Paralyzation

+30% stun duration.

Sigil of Superior Force

+5% damage.

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Blood
50% chance to life steal on critical.
Sigil of Superior Frailty
50% chance to cause vulnerability for 10s on hit.

Water Weapon I

Sigil of Superior Blood

50% chance to life steal on critical.

Water Weapon II

Sigil of Superior Frailty

50% chance to cause vulnerability for 10s on hit.

Upgrade Item Details

I already went over, for the most part, my recommendation on sigils in the weapon section.

 

The runes in this particular build are fairly greedy since it is expected that you will be solo roaming, or roaming with another thief.

 

Alternative Rune Sets

 

Runes of the Ogre - Runes of the ogre are sweet because the provide a pretty aggressive punch and, once again, more mobs to take hits/screw up tab targeting, which is great since you'll be popping in and out of stealth constantly. You lose a bit of mobility however.

 

Runes of the Centaur - This still gives you your increased mobility, adds some flat power instead of Crit damage and is slightly less greedy in that every time you heal all allies get some swiftness, not bad at all.


V. Basic Gameplay

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