Thief WvW | Small Group Pistol/Pistol, Shortbow | Roamer Spied's Perplexity Annoyance Theif

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Summary

My current build, because of the terrible state that Theif is in, and because perplexity runes did not get the nerf they needed.

 

This build has every intention of abusing perplexity runes, while also utilizing a pretty tanky condition build as well.

 

This guide is still under construction. I'll be updating it from time to time.

 

Enjoy.


I. Weapons and Skills

Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Rabid Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Rabid Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • 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
      Daze: 1 s
    • 0
      Daze: 1 s
  • Body Shot½ 3
    Make your foe vulnerable with a body shot.
    Damage: 168x10Vulnerability: 3 sCombo Finisher: ProjectileRange: 900
    • 0
      Daze: 1 s
    • 0
      Daze: 1 s
  • Unload5
    Dual wield. Blast your foe repeatedly with both pistols.
    Damage: 126Number of shots: 8Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Daze: 1 s
    • 0
      Daze: 1 s
  • Headshot4
    Daze your foe with a head shot.
    Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
    • 0
      Daze: 1 s
    • 0
      Daze: 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
      Daze: 1 s
    • 0
      Daze: 1 s
  • Withdraw15
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
    Healing: 3,960
    • 0
      Daze: 1 s
  • Signet of Shadows30
    Signet Passive: Grants a 25% increase in movement speed.
    Signet Active: Blind foes near your target.
    Blind: 5 sRadius: 240Range: 1,200
    • 0
      Daze: 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
  • 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
      Daze: 1 s
  • Thieves Guild180
    Deception. Call more thieves to support you in combat.
    Number of thieves: 2
    • 0
      Daze: 1 s

II. Traits

Adept Master Grandmaster

III. Stat Specifics & Effects

Primary Stats

  • Health 21495 (+9850)
  • Vitality 1901 (+985)
  • Armor 2646 (+666)
  • Toughness 1582 (+666)
  • Attack 2414 (+469)
  • Power 1385 (+469)
  • Critical Hit 10% (+10%)
  • Precision 1136 (+220)

Secondary Stats

  • Agony Resistance 5 (+5)
  • Boon Duration 20% (+20%)
  • Condition Damage 2099 (+2099)
  • Confusion Duration 30% (+30%)
  • Confusion Duration 30% (+30%)
  • Damage 1029 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Healing Power 200 (+200)
  • Movement Speed 25% (+25%)
  • 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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Orrian Truffle Soup
Duration: 30min
Condition Damage: 100
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Vitality: 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

Carrion Emblazoned Helm
  • Defense: 97
  • Condition Damage: 60
  • Power: 43
  • Vitality: 43
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Carrion Emblazoned Shoulders
  • Defense: 97
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Carrion Emblazoned Coat
  • Defense: 338
  • Condition Damage: 134
  • Power: 96
  • Vitality: 96
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Carrion Emblazoned Gloves
  • Defense: 157
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Carrion Emblazoned Pants
  • Defense: 218
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Carrion Emblazoned Boots
  • Defense: 157
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 594
  • Confusion Duration 30%
  • Power 299
  • Vitality 299

Rune Bonuses

Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Accessories & Jewels

Hymn to the ProphetsOffensive Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Vassar's BandDefensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ralena's BandOffensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Plague IdolDefensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Matriarch's QuillOffensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5

Accessory Totals

  • Precision:220
  • Toughness:466
  • Condition Damage:697
  • Vitality:246
  • Agony Resistance:5

Weapon Set Sigils

Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Pistol
  • Weapon Strength: 876-1029
  • 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)
Superior Sigil of Generosity
60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)

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)

Superior Sigil of Generosity

60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)

Rabid Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Weapon Set II

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Rabid Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)


V. Basic Gameplay

Gameplay with this build is pretty simple. Utilize both traits of this build, bleeds and poison, along with interrupts and confusion, via perplexity runes.

 

Just make sure, instead of just standing there spamming headshot and abusing the perplexity runes, that you're using the condition portion of this build as well.

 

Hidden Theif with Steal is an excellent way to both stack bleeds, via Sneak Attack, interrupt and cause confusion with Sleight of Hand.

 

The short bow in the build is also a great addition, which allows you access to bleed, poison, cripple/evade, and quick escapes thanks to Infiltrator's Shot.

 

I use just about everything in this build, except unload, which I rarely use unless I manage to steal Throw Gunk from an engie.

 

Perplexity runes aren't necessarily the bread and butter of this build, but they certainly help. A lot of times, my opponents die from my conditions rather than from Confusion. Confusion/Perplex Runes are there to be an utter annoyance to who ever you fight.

 

Warriors are going to be your biggest pest with their constant condition removal. I find all other classes to be extremely easy, unless I run into an Engie rolling with perplexity runes as well. Then it's time to SR and run.


Main Skill Rotation

Choking Gas½ 4
Fire an arrow that fills the target area with a poisonous cloud.
Poison: 5 s (420 damage)Duration: 4Radius: 240Combo Field: PoisonUnblockableRange: 900
Cluster Bomb½ 3
Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
Large explosion: 487Small explosion: 168x3Bleeding: 4 s (510 damage)Combo Finisher: BlastRange: 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
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Stealth: 2 sDaze: 1 s
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
Headshot4
Daze your foe with a head shot.
Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
Headshot4
Daze your foe with a head shot.
Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
Headshot4
Daze your foe with a head shot.
Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900
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
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
Headshot4
Daze your foe with a head shot.
Damage: 84Daze: ¼ sCombo Finisher: ProjectileRange: 900

Rotation is pretty simple. SB for poison field and cluster bomb for bleeds early fight. Swap, and start stacking bleeds, steal for the 3s of stealth, and hit your opponent with sneak attack for more bleeds. By now, your opponent will probably be cleansing, which is the perfect opportunity to interrupt with head shot and cause confusion stacks thanks to your perplexity runes. Don't spam HS though, use it wisely for interrupts instead of wasting it like a baddie. I can normally stack 20+ stacks of confusion pretty quickly and by that time my opponent has either wrecked themselves, or my bleeds have gone to town.

 

Yes I know, perplexity runes are broken. So what?


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