Thief sPvP | Tournament Sword/Pistol, Shortbow | Farpoint assaulter Interrupt Burster

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Summary

This is my latest far-point assaulter build.

 

I have seen some similar builds out there, but none that are quite like this one. This build can be deadly and very, very annoying to fight against with the right player. This is not an easy build to just copy and master - timing is everything.


I. Weapons and Skills

PvP Sword
  • Weapon Strength: 905-1000
PvP Pistol
  • Weapon Strength: 876-1029
PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
PvP Spear
  • Weapon Strength: 905-1000
PvP Harpoon gun
  • Weapon Strength: 905-1000
  • 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
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Pistol Whip¾ 5
    Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
    Damage (9x): 872Stun: ½ sRange: 130
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Headshot4
    Daze your foe with a head shot.
    Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • 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: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Withdraw15
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
    Healing: 3,960
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Infiltrator's Signet24
    Signet Passive: Regenerates one extra initiative every ten seconds.
    Signet Active: Shadowstep to your foe.
    Initiative gain per 10 s: 1Breaks stunRange: 900Might: 10 s
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • 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
  • Signet of Agility24
    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: 600Might: 10 s
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s
  • Basilisk Venom1 45
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30
    • 0
      Might: 10 sFury: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 s

Weapon and Skill Details

Sword and Pistol are the bread and butter of this build. The mobility combined with interrupt and heavy damage is just amazing. Pistol Whip and Infiltrator's Strike are the two most used skills, but they all have their uses. As I said in the intro - timing is everything.

 

Auto Attack: Against Retaliation you should always use auto attack! Pistol Whip may only be used as an interrupt or quick burst if your enemy is nearly downed and your health is above 50%.

 

Infiltrator's Strike: One of the main skills in this build. Mobility is the key in this build, being able to get out to reset or avoid damage is really important. Don't be afraid to spam this skill since it will blow your opponent's stun breakers really quick.

 

Pistol Whip: The bread and butter of this build. The damage output is really good, and the built in interrupt can be a real life saver. You also evade while doing the slashing part of the animation - which is why this build can outlast most other builds. Just remember to be careful against Retaliation.

 

Headshot: Timing, timing, timing. See an incoming Moa morph from a Mesmer? See a heal you want to stop but you're out of range and out of teleports? Then this is the right skill to use.

 

Black Powder: An amazing skill that is really underestimated. AoE blind on a node can turn the fight in your team's favor in seconds. Blind stomping, locking down melee professions and killing mobs is just some of the uses for this skill. Use in combination with Cluster Bomb to AoE stealth your team if needed.

 

Healing skill: I usually go for Withdraw. The instant cast and the build in evade works really well and have saved me a ton of times. If you feel comfortable with it, you can go with Signet of Malice instead. If the enemy team have lots of minions, clones or pets then SoM would be the clear choice. The cleave from sword and the traits in Critical Strikes work very well with SoM, but I find that Withdraw helps me a lot more since I'm usually fighting 1v1.

 

Infiltrator's Signet: The extra initiative is nice, but I use this as a teleport to land my Pistol Whip. I also get 2 initiative and 5 stacks of Might upon use. Which means that I'll be able to do another Pistol Whip and I'll do more damage because of the Might Stacks.

 

Shadowstep: Stunbreaker and teleport. Just an amazing skill that works very well in this build. It also removes 3 conditions.

 

Signet of Agility: Extra Precision and team-wide condition removal. It also fills your endurance bar so you can do 2 additional evades. You also get 2 initiative and 5 stacks of Might upon use, so it can be used offensively if needed.

 

Elite skill: I usually run with Basilisk Venom since it synergizes really well with the Lyssa runes. I use it more defensively than offensively. Pop BV after the Necro condition burst and you got the edge. If there are a lot of minions and I'm running Signet of Malice I'd go for Dagger Storm instead. Thieves Guild has its uses, but it doesn't work well with the Lyssa runes because of the long cool-down.

 

Steal: Interrupt, Daze, Swiftness, Vigor, Might, Fury, heal, damage, get 3 initiative and steal two boons and give them to your team - on a 21 second cool-down! Use it - a lot! Pre-cast Pistol Whip and then Steal to land all the slices.

 

Short Bow: For AoE situations, when you're low on health, need to get out card. Short bow is a really strong weapon, and if used right it can be deadly. You can kite enemies, weaken them or nuke down several enemies on a node. I usually use SB as an opener if I'm defending a node.


II. Traits

Adept Master Grandmaster

Trait Details

Deadly Arts: Mug is the main reason I chose DA. The damage really helps my burst and the heal is really nice too. Use offensively and defensively.

 

Critical Strikes: Signets of Power and Signet Use are just amazing with this build. I get more damage, initiative and reduced cool down from my signets. Add SoM to the juice and you can get 15 stacks of Might with ease. Executioner really helps my burst when my enemy start to play defensively. Interrupt their heal with Headshot and watch them cry as you burst them down with 20% increased damage.

 

Trickery: The reason this build works. Steal is the bread and butter together with Pistol Whip in this build. It adds burst, mobility and defense.


III. Stat Specifics & Effects

Primary Stats

  • Health 11645 (+0)
  • Vitality 916 (+0)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 3282 (+1351)
  • Power 2216 (+1300)
  • Critical Hit 74% (+74%)
  • Precision 2471 (+1555)

Secondary Stats

  • Condition Damage 300 (+300)
  • Condition Duration 15% (+15%)
  • Critical Damage 80% (+80%)
  • Damage 1066 (+5%)
  • Defense 1064 (+0)
  • Ferocity 1200 (+1200)
  • Steal Recharge Rate 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

I have access to stuns, teleports, interrupts, blinds and cripple. All of these are really powerful and gives me the advantage in any 1v1 fight. Fighting 1v2-3 is not a problem if you know what you're doing. In those cases I'll have to do a lot of target switching to interrupt key skills and still burst down my targets one by one.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

Rune Stat Totals

  • Precision 175
  • Condition Duration 5%

Rune Bonuses

PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Vitality:0

Weapon Set Sigils

PvP Sword
  • Weapon Strength: 905-1000
PvP Pistol
  • Weapon Strength: 876-1029
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 Force
+5% damage.

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 Force

+5% damage.

PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • 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)

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)

PvP Spear
  • Weapon Strength: 905-1000
PvP Harpoon gun
  • Weapon Strength: 905-1000
Sigil of Superior Force
+5% damage.
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Sigil of Superior Force

+5% damage.

Upgrade Item Details

Lyssa runes: Condition removal on demand as well as all the boons in the game. Power for more damage and random boon on heal. Works really well in this build and adds a ton of survivability against condition burst builds.

 

Sigil of Fire: Most of my attacks are AoE, so why not keep it that way?

 

Sigil of Force: The extra damage is really nice and very noticeable.

 

Sigil of Bloodlust: I sometimes run Bloodlust on the Shortbow. The extra damage from 25 stacks is amazing!


V. Basic Gameplay

This build is about getting in really quick and then keep pressure on your enemy. Don't rush, just take your time. The evade on PW and all the interrupts and heals you have available are more than enough to keep you alive. Keep up the pressure and force your foe to play defensively. As soon as you see them pop their heal you interrupt it and burst away. I usually pop all my signets and steal for maximum damage while I drop my burst.

 

I always try to keep a Shadow Return open. Having an easy out of jail card is always useful. It will also confuse your enemy if you position yourself right.

 

The main source of damage comes from Pistol Whip. You have more initiative than you can wish for and getting back initiative is ridiculously easy.


Main Skill Rotation

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
Pistol Whip¾ 5
Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
Damage (9x): 872Stun: ½ sRange: 130
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 sDamage: 302
Shadow Return2
Return to your original location. Cure one condition.
Range: 1,200

This would be my most used rotation. I rarely find myself in need of doing anything else since I'll be completely locking down my enemy with dazes and immobilizes. Switch Steal with Infiltrator's Signet every second time. Their cool-down is so low that you can pretty much spam these skills.


Catching up with an enemy

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
Infiltrator's Signet24
Signet Passive: Regenerates one extra initiative every ten seconds.
Signet Active: Shadowstep to your foe.
Initiative gain per 10 s: 1Breaks stunRange: 900Might: 10 s
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 sDamage: 302

Do these three skills quick enough and you'll land the immobilize from Infiltrator's Strike on your enemy. You'll be able to travel 2400 units with this combo.


Healing up and returning even stronger

Withdraw15
Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
Healing: 3,960
Basilisk Venom1 45
Venom. Your next attack turns your foe to stone.
Stone duration: 1½ sVenom duration: 30
Pistol Whip¾ 5
Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
Damage (9x): 872Stun: ½ sRange: 130
Infiltrator's Signet24
Signet Passive: Regenerates one extra initiative every ten seconds.
Signet Active: Shadowstep to your foe.
Initiative gain per 10 s: 1Breaks stunRange: 900Might: 10 s
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 sDamage: 302

This combo will confuse your enemy so much that they won't know what hit them. You'll pop up turning them to stone and deliver a really solid punch. Most times this will be enough to kill them.


Burst when enemy heals

Headshot4
Daze your foe with a head shot.
Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
Basilisk Venom1 45
Venom. Your next attack turns your foe to stone.
Stone duration: 1½ sVenom duration: 30
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
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Fury: 10 sMight: 10 sSwiftness: 10 sVigor: 15 sDaze: 1 sDamage: 302
Pistol Whip¾ 5
Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
Damage (9x): 872Stun: ½ sRange: 130
Infiltrator's Signet24
Signet Passive: Regenerates one extra initiative every ten seconds.
Signet Active: Shadowstep to your foe.
Initiative gain per 10 s: 1Breaks stunRange: 900Might: 10 s
Signet of Agility24
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: 600Might: 10 s

This will kill almost every single profession in the game. Most people press heal in panic of dying. Doing this to them will make them piss their pants :)


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