Thief WvW | Large Group Shortbow, Shortbow | Assaulter The Bow tank

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Summary

Thief is one of the most different classes, its fighting style is different though with the right build you can tke advantage of it and use it to be tanky as heck in wvw this build is that build


I. Weapons and Skills

Knight's Shortbow
  • Weapon Strength: 950-1050
  • Toughness: 239
  • Power: 171
  • Precision: 171
  • Weapon Strength: -
Knight's Shortbow
  • Weapon Strength: 950-1050
  • Toughness: 239
  • Power: 171
  • Precision: 171
  • Weapon Strength: -
Soldier's Harpoon Gun
  • Weapon Strength: 950-1050
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
  • Hook Strike¾
    Attack your foes with stealth, knocking enemies down.
    Damage: 163Knockdown: 2sRange: 130
  • Trick Shot¼
    Bounce an arrow between multiple nearby foes.
    Damage: 185Number of targets: 3Combo Finisher: Projectile (20% chance)Range: 900
    • Surprise Shot¼
      Stealth. Shoot an arrow that immobilizes your foe.
      Damage: 202Immobilized: 2 sCombo Finisher: ProjectileRange: 900
    • 0
      Might:
  • 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
    • Detonate Cluster1
      Detonate your cluster bomb in midair.
    • 0
      Might:
  • Disabling Shot¼ 4
    Do an evasive leap away from your foe while firing a crippling shot.
    Damage: 168Crippled: 2 sCombo Finisher: ProjectileRange: 900
    • 0
      Might:
    • 0
      Might:
  • 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
    • 0
      Might:
    • 0
      Might:
  • Infiltrator's Arrow6
    Fire an arrow and shadowstep to the target area, blinding nearby foes.
    Blind: 5 sRadius: 20Range: 900
    • 0
      Might:
    • 0
      Might:
  • Signet of Malice1 15
    Signet Passive: Heals when you attack.
    Signet Active: Gain health.
    Healing: 100 (passive)Healing: 3,298
    • 0
      Might:
  • Shadowstep40
    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 48
    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:
  • Signet of Agility30
    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: 600
    • 0
      Might:
  • Dagger Storm 90
    Trick. Spin around, reflecting projectiles and throwing daggers that cripple and bleed nearby foes. You can move while spinning.
    Damage: 244Crippled: 2 sDuration: 8Bleeding: 5 s (213 damage)x3Stability: 3 s (per pulse)Combo Finisher: WhirlRange: 900
    • 0
      Might:

Weapon and Skill Details

Our weapons are 2 knights shortbows. We choose knights so we can have the toughness and high crit chance those 2 things are key for thief survivability, you may ask why but its simple toughness lowers the direct dmg that's applied to you which mean zerkers do less dmg to you, the crit chance is for being able to kill people which tanks normally cant do.
So know that you understand the weapon choices lets further explain shortbow and not the stats. Normally using 2 of the same weapon for any character is quiet useless but not for thief, short bow allows use to teleport with infiltrator's arrow and evade a ton with Disabling shot. We also get great aoe from cluster bomb and Chocking Gas. Our auto attack allows us to hit multiple targets too which is key to getting loot and killing while zerging in wvwvw.
Why do a zerg thief build????? Well first off thief has the most and I mean the most mobility from shadow stepping, thief also has an ok amount of control in the fight such as stability and just hitting multiple targets, Thief is also the only class that allows you to evade so many times in arrow and is spamable . Evading in wvwvw allows you to survive siege damage from arrow carts and balistas though teleporting does too but not every class has a teleport, though we have multiple from Infiltrators Arrow and Shadow Step.
Our utilities and heal is: Signet of Malice, Shadowstep, Shadow Refuge, Signet of Agility, and finally Dagger Storm. We choose all those skills for survival such as our heal, heals us every time we attack and trust me when you can spam skills you heal a ton. Shadowstep is used for a condi removal,Stun break, and a theory which is you can shadow step away when a zerg comes at you to either run away or not take dmg then use Shadow Return to get back with your group and start killing people.
Shadow Refuge is mainly used before a fight to stealth your zerg so your zerg can go into a fight hidden and have it easier to ambush a zerg. Or you can use it with the Shadowstep theory can just use it and let the circle run out then do shadow return.
Signet of Agility is used for 2 evades and a condi removal which can be used with shadowstep to cure 4 conditions.
Dagger Storm is used for control mainly because of the stability but it also hits almost literally everyone and applies cripple and bleed though since it hits a ton of people using it when you need to heal will boost you health right up.

 

Extra: I do not recommend you use you're heal skill I recommend you just attack ad let that heal you though it is only a 15 second cooldown it is really hard to heal yourself while fighting a zerg so to me its the best choice because when you're attacking you're healing.


II. Traits

Adept Master Grandmaster

Trait Details

The trait line is 0/0/30/30/10 or 0/0/6/6/2.
Shadow Arts:I/II/VII.
I is for the less cooldown on Shadowstep and Shadow Refuge since the is times you need those up and you may not have them up so this makes it so theres a less chance of that happening.
II is for the 10 seconds of regen whenever we get applied with 2 bleeds or more which nowadays a lot of people run condi so it easy for this to go off and I use it instead of Regen when we stealth only because we only have 1 stealth skill and you shouldn't be in stealth long when fighting a zerg anyways so that would be entirely useless.
VII is for more shortbow damage, we choose it since we're using 2 shortbows.
Acrobatics:II IX XI.
II is for might on dodge (normal dodge, tap twice to evade or default v) and we have tons of access to normal dodges so might is perma with this build even without strength our hoelbrak runes.
IX is for the extra initiative so we can keep attacking which is important while fighting while zerging.
XI goes with IX because we heal every time we use initiative and IX gives more initiative so its a great combo and yes it does stack with our heal if you were wondering.
Finally we're at Trickery:III.
III is for the cripple and bleed when we dodge witch even without being condi this is really good because movement is key for wvw fighting and the slower they are the better chance of winning you zerg has and yes it also heals you and it is spamable if you're normal dodgeing a ton.


III. Stat Specifics & Effects

Primary Stats

  • Health 21255 (+9610)
  • Vitality 1877 (+961)
  • Armor 3359 (+1379)
  • Toughness 2295 (+1379)
  • Attack 3110 (+1194)
  • Power 2060 (+1144)
  • Critical Hit 17% (+17%)
  • Precision 1283 (+367)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 100 (+100)
  • Condition Duration (self) -25% (+-25%)
  • Damage 1050 (+5%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Healing Power 668 (+668)
  • Magic find 20% (+20%)
  • Steal Recharge Rate 10% (+10%)
  • Stun Duration (self) -25% (+-25%)

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

All stats are very good. But there is one thing we should look at and realize healing power does effect our signet heal so 100 is not correct. and look at our healing power we got 607 which is great for survival. Though it should go up because of our sigil of life.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Mango Pie
Duration: 30min
Gain 85 health every second
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Gain 85 health every second
  • Vitality: 70
  • 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

Furnace Reward Helm
  • Defense: 97
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Furnace Reward Pauldrons
  • Defense: 97
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Coat
  • Defense: 338
  • Vitality: 134
  • Power: 96
  • Toughness: 96
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Gloves
  • Defense: 157
  • Vitality: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Pants
  • Defense: 218
  • Vitality: 90
  • Power: 64
  • Toughness: 64
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Boots
  • Defense: 157
  • Vitality: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Armor Stat Totals

  • Defense 1064
  • Toughness 399
  • Vitality 349
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%
  • Power 224

Rune Bonuses

Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Accessories & Jewels

Barradin Family CrestUtility Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Magical InfusionUtility Infusion
  • Magic find: 20%
Magi's Spineguard
  • Healing Power: 22
  • Precision: 16
  • Vitality: 16
(Infused)
Sentinel's Jewel
  • Vitality: 25
  • Power: 15
  • Toughness: 15
Royal Signet of DoricDefensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 4
Healing SignetOffensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Mighty InfusionOffensive Infusion
  • Power: 4
Kurzick BaubleOffensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Mighty InfusionOffensive Infusion
  • Power: 4
Preserved Red Iris FlowerDefensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Vital InfusionDefensive Infusion
  • Vitality: 4

Accessory Totals

  • Power:539
  • Toughness:441
  • Vitality:242
  • Precision:16
  • Healing Power:368
  • Magic find:20%

Weapon Set Sigils

Knight's Shortbow
  • Weapon Strength: 950-1050
  • Toughness: 239
  • Power: 171
  • Precision: 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)
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

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)

Knight's Shortbow
  • Weapon Strength: 950-1050
  • Toughness: 239
  • Power: 171
  • Precision: 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)
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

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)

Soldier's Harpoon Gun
  • Weapon Strength: 950-1050
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon II

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Upgrade Item Details

So now we're at the upgrades and armor :D.
Hat and Shoulder pieces are Knights rest of the armor is sentinel. If you cannot afford sentinel armor or craft it you can go with ptv though you will be loosing health.
The runes are full melandru which is for less condi duration and less stun duration and toughness also vitality which all those things help us live while zerging those runes do make a difference.
The sigils are Both Energy and life. WHY? well the healing power goes towards our heal and energy is because you NEED TO SWAP WEAPONS A TON!!!For perma evadesThe trinkets are just for the stats though I do really recommend those ones. Now food explanation, well mango pie just because they are really cheap but really good I mean 85 a second with all the attacking we're doing and heal sources we have it almost makes us an imortal


V. Basic Gameplay

Just swap weapons a ton and try to live while still controlling the fight with cripple and stability and the aoe you have in the front line. Or you can stand off to the side and use skills you might not get as much kills for doing that though :(.


Main Skill Rotation

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
Detonate Cluster1
Detonate your cluster bomb in midair.
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
Detonate Cluster1
Detonate your cluster bomb in midair.
Dagger Storm 90
Trick. Spin around, reflecting projectiles and throwing daggers that cripple and bleed nearby foes. You can move while spinning.
Damage: 244Crippled: 2 sDuration: 8Bleeding: 5 s (213 damage)x3Stability: 3 s (per pulse)Combo Finisher: WhirlRange: 900
Shadowstep40
Deception. Shadowstep to the target location. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
Breaks stunRange: 1,200
Trick Shot¼
Bounce an arrow between multiple nearby foes.
Damage: 185Number of targets: 3Combo Finisher: Projectile (20% chance)Range: 900
Shadow Return
Return to your starting location and cure three conditions.
Break stunRange: 1,200
Signet of Agility30
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: 600
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
Detonate Cluster1
Detonate your cluster bomb in midair.
Disabling Shot¼ 4
Do an evasive leap away from your foe while firing a crippling shot.
Damage: 168Crippled: 2 sCombo Finisher: ProjectileRange: 900

This is my normal rotation though it may just look like a lot of evading but that's what we have to do to live though so yes if you can memorize this try it out on a npc whatever try it. Also doing this stacks a good amount of might :D.


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