Thief WvW | Small Group Pistol/Dagger, Shortbow | Roamer Mordecai's P/D WvW Roamer

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Summary

An effective condition-based solo or small group thief. This build excels at applying high condition pressure with quick re-application and high survivability from Shadow Arts/High Toughness.

 

I've ran different variants of this build for 3-4 months now with much success.


I. Weapons and Skills

Giver's Pistol
  • Weapon Strength: 876-1029
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Shortbow
  • Weapon Strength: 905-1000
  • Condition Duration: 239%
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
  • 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
      Vigor: 15 sDaze: 1 s
    • 0
      Vigor: 15 sDaze: 1 s
  • Body Shot½ 3
    Make your foe vulnerable with a body shot.
    Damage: 168x10Vulnerability: 3 sCombo Finisher: ProjectileRange: 900
    • 0
      Vigor: 15 sDaze: 1 s
    • 0
      Vigor: 15 sDaze: 1 s
  • Shadow Strike4
    Dual wield. Stab your foe, then shadowstep away and shoot them.
    Damage: 101Shot Damage: 336x2Torment: 5 s
    • 0
      Vigor: 15 sDaze: 1 s
    • 0
      Vigor: 15 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
      Vigor: 15 sDaze: 1 s
    • 0
      Vigor: 15 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
      Vigor: 15 sDaze: 1 s
    • 0
      Vigor: 15 sDaze: 1 s
  • Hide in Shadows1 30
    Deception. Vanish in stealth and gain regeneration. Cures burning, poison, and bleeding.
    Healing: 5,240Regeneration: 4 s (520 health)Stealth: 3 s
    • 0
      Vigor: 15 sDaze: 1 s
  • Blinding Powder 40
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Blind: 5 sStealth: 3 sRadius: 240
    • 0
      Vigor: 15 sDaze: 1 s
  • 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
      Vigor: 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
  • Basilisk Venom1 45
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30
    • 0
      Vigor: 15 sDaze: 1 s

Weapon and Skill Details

  • I have taken off Blinding Powder before and replaced it with Caltrops. I sometimes still do that. Usually I take caltrops if I am in a team fight or slightly outnumbered. I dont really like taking off Blinding Powder though, as it's a great escape tool and also allows me to set up stomps/bursts.

     

  • I dont often have to swap off of Basilisk's Venom, but I will to Dagger Storm if there are a lot of projectiles that I need to reflect.

     

  • I chose givers weapons for the extra condition duration. Its something I wanted to focus on from the beginning as most people wear -duration food. No longer running D/P off-hand (reasoning explained later).


II. Traits

Adept Master Grandmaster

Trait Details

  • I used to run 10 in Acrobatics for fall damage trait, but Mug has proven to be more useful. The poison on steal and life steal make a huge difference. Poison is almost a necessity to combat healing signet warriors and guardians.

     

  • I swap out Shadow Art's IV (Shadows Embrace) for VI (Cloaked in Shadow) depending on what I am fighting.

     

  • Same goes for Trickery VII (Bountiful Theft). I don't get to use it very often as I have to swap out to X (Ricochet) because I am almost always fighting outnumbered being in T1.


III. Stat Specifics & Effects

Primary Stats

  • Health 19795 (+8150)
  • Vitality 1731 (+815)
  • Armor 2746 (+766)
  • Toughness 1682 (+766)
  • Attack 2320 (+399)
  • Power 1315 (+399)
  • Critical Hit 14% (+14%)
  • Precision 1216 (+300)

Secondary Stats

  • Agony Resistance 5 (+5)
  • Bleeding Duration 20% (+20%)
  • Condition Damage 1846 (+1846)
  • Condition Duration 290% (+290%)
  • Confusion Duration 30% (+30%)
  • Confusion Duration 30% (+30%)
  • DMG Taken from Guards and Lords -5% (+-5%)
  • Damage 1005 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Healing Power 300 (+300)
  • 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

Normally my armor is borderline 3000 because I actually wear the new Dire prefix. (Toughness, Vitality, Condition Damage) However, I do not see that prefix listed on this website so I have carrion instead.

 

Carrion also works very well. The trade-off is more survivability and less direct damage. I can play with both sets just fine, but recently switched to dire to try out higher survivability. Plus, condition damage does not scale with power so I didn't really see a use for it.


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

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

The Master's Special SerumUtility Slot
  • Condition Damage: 157
  • Precision: 18
  • Toughness: 108
  • Vitality: 90
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Vassar's BandDefensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Ralena's BandOffensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Plague IdolDefensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Matriarch's QuillOffensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Precision:130
  • Toughness:466
  • Vitality:346
  • Condition Damage:712
  • Agony Resistance:5
  • DMG Taken from Guards and Lords:-5%

Weapon Set Sigils

Giver's Pistol
  • Weapon Strength: 876-1029
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set I

Sigil of Minor Corruption

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

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Giver's Shortbow
  • Weapon Strength: 905-1000
  • Condition Duration: 239%
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

WEAPONS:
There are arguably some better choices, but this works perfectly for me. I used to run D/P off-hand and different sigils to guarantee my safety in undesirable situations. However, with the December 10th changes coming to that weapon set I have been trying to ween myself off of using it. The Sigil of Superior Energy gives me that extra dodge on the off chance I miss a few Cloak and Daggers because of Aegis, etc. Plus, the shortbow is great for mobility, manipulating map terrain,AoE poison, etc.

 

ARMOR:
I didn't initially use perplexity runes when I first started with the P/D weapon set. Some other viable options I have used/found effective are:

 

4x Krait Runes
2x Afflicted

These focus heavily on the bleeds which is the upside and downside of the set. P/D has quick re-application of bleeds, but they can easily be cleansed by pretty much every class in the current meta.
The plus side is you have very long bleed duration and damage. Given I am able to stack 5+ stacks they will tick around 1400.

 

6x Balthazar Runes
This is such an underrated runeset. With thieves being limited on their conditions and often within close quarters of the enemy, the Balthazar runes provide a very strong burn on heal to make the condition thief a little more diverse.

 

6x Traveler Runes
Pretty much self-explanatory. The movement speed on a thief is amazing.

 

TRINKETS:
Unfortunately the precision is wasted here as we have low critical chance and damage, but I wanted the extra vitality on each piece. With Applied Fortitude stacks I have 21,000 HP.


V. Basic Gameplay


Main Skill Rotation

Basilisk Venom1 45
Venom. Your next attack turns your foe to stone.
Stone duration: 1½ sVenom duration: 30
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
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Vigor: 15 sDaze: 1 sDamage: 302
Shadow Strike4
Dual wield. Stab your foe, then shadowstep away and shoot them.
Damage: 101Shot Damage: 336x2Torment: 5 s
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Body Shot½ 3
Make your foe vulnerable with a body shot.
Damage: 168x10Vulnerability: 3 sCombo Finisher: ProjectileRange: 900
Shadow Strike4
Dual wield. Stab your foe, then shadowstep away and shoot them.
Damage: 101Shot Damage: 336x2Torment: 5 s

That's the basic rotation I used to apply a quick amount of bleeds/torment. Due to the strength of the perplexity runes you are more than likely going to apply confusion during some part of this rotation.

 

Most people tend to dodge immediately after Basilisk's Venom has run out so I try to save my steal until they waste their dodges. This ensures the land/interrupt to apply more confusion/torment via Shadow Strike.

 

  • Note* I often have to precast Cloak and Dagger with steal to set up the sneak attack which alters this rotation.

     

  • Note #2* The Body Shot immobilize is incredibly useful when it comes to setting up torment through Shadow Strike as well as chasing a fleeing target.


Secondary Rotation (If the main rotation isn't an option.)

Basilisk Venom1 45
Venom. Your next attack turns your foe to stone.
Stone duration: 1½ sVenom duration: 30
Cloak and Dagger½ 6
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Vigor: 15 sDaze: 1 sDamage: 302
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
Body Shot½ 3
Make your foe vulnerable with a body shot.
Damage: 168x10Vulnerability: 3 sCombo Finisher: ProjectileRange: 900
Shadow Strike4
Dual wield. Stab your foe, then shadowstep away and shoot them.
Damage: 101Shot Damage: 336x2Torment: 5 s
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900

This is typically what the rotation looks like if I have to precast the Cloak and Dagger with Steal.


Another Rotation

Basilisk Venom1 45
Venom. Your next attack turns your foe to stone.
Stone duration: 1½ sVenom duration: 30
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
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
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Cloak and Dagger½ 6
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
Steal18½
Steal. Shadowstep to your foe and steal from them.
Range: 1,200Vigor: 15 sDaze: 1 sDamage: 302
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
Vital Shot½
Bleed your foe with a shot to the vitals.
Damage: 165Bleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900

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