Thief sPvP | Tournament Dagger/Pistol, Sword/Pistol | Farpoint assaulter Cruuk's Decapitation Build
Table of Contents
Summary
heres my most recent video of the spec
www.youtube.com/watch?v=lKqUy96cAKE
Hey everyone i just started playing again i thought id update the page and fill you in on what im playing now and how the build is playing now a days.
Once again, This build is designed to create uneven teamfights or setup free decaps
Guaranteed 100% 5v4 / 4v3 or free decap
As well as being able to 1v1 basically any spec/class
Warning this thief build actually takes some skill
NO SPAMMING 3 HERE
This is not a pick up and play spec it requires a lot of practice to master
Initiative control is required
Twitch.tv/nosuchthingashalfwaycruuk
(i just started streaming again so ill have some videos soon against top teams)
www.youtube.com/watch?v=lKqUy96cAKE
I. Weapons and Skills
- Wild StrikeStrike your foe again. Gain endurance with a successful strike.Damage: 286Endurance gain: 10Range: 130
- Lotus Strike¼Strike your foe and inflict poison.Damage: 286Poison: 4 s (336 damage)Range: 130
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
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- 0
- 0
- Shadow ReturnReturn to your starting location and cure three conditions.Break stunRange: 1,200
- Destroy Shadow TrapTrap. Destroy your existing trap, teleporting you back to it, and setting it on recharge.Stealth Duration: 5Range: 10,000Break Stun
- 0
Weapon and Skill Details
D/p is going to be your bread and butter for this build you want to mainly stick with this throughout the fights unless you go against something that has a lot of pets like a necro or spirit ranger in which case s/p is very useful for keeping you alive and cleaving down pets with signet of malice healing you for each hit on each pet. S/p is also very good at cleaving downed bodies and stunning the rezzer or if the other team is very clumped up together. When using s/p make sure to have your passive signet of malice because it will heal you a lot. Also know that you have 3 choices of second wep sets which are s/d s/p and sb all viable and should be chosen to counter what your going up against.
SIGNET OF MALICE: I chose signet of malice because of the short cooldown(12 sec) the iniative gain(2) and the might stack(5 might for 16 sec) and also for the passive heal on pistol whip and sometimes dagger storm. Its Best to use this in stealth so not to be interrupted. Dont be afraid of using this offensively for might stacks for backstabs since its on a 12 sec cooldown or defensively for initiative and heals. Sometimes hide in shadows can be better against heavy condi teams like double necro but if theres a spirit ranger ill keep sig of malice for daggerstorm heals and pistol whip heals
BLINDING POWDER: I use Blinding powder as a stun breaker even though it isnt one it acts like one. Giving me stealth to remove immob/condi/fear and blinding anyone near me when im stunned or w/e. It can also be used as a reset when you've used up your initiative and need to get back into stealth. And remember this build gives health regen / condi removal / and initiative for stealth. I recommend using blinding powder defensively. Someimtes i swap this for shadow step against cc warrior teams since they can quad stun u and beserker stance will eat throught the blind from blinding powder
SHADOW STEP: Shadow step is just used againt for more survival and mobility im using blinding powder and shadow step because of the new meta being so bursty.
SHADOW TRAP: Shadow trap kind of speaks for its self although if you didnt know they did put it on a 2 min cooldown. You can drop it either where you think they might trigger it telling you they are coming to mid or hide it using it later when u please. If you drop it where you think they will trigger it you normally want a tanky team at mid so you they can survive the 4v5 while you get the decap or full cap and come back to mid ruffly 10-20 secs later. If your team is more glassy you want to leave it where they cant find it and wait for the 5v5 to be decided before going back to decap. In some occasions u can also use this to get back into stealth if you really need to but i dont recommend that unless you absolutely need to to survive. Also probably the greatest thing about this utility is that it makes you basically unkillable in team fights since you always got that break stun port which not only saves your life but puts you in a great position for a free decap while you regain you health from the distance you've traveled
ELITE SKILL: I tend to change my elite skill depending on who im going up against in the match. I will use Dagger storm against teams with backpoint spirit rangers and some mesmers that leave clones out because of the signet of malice passive basically killing the spirits and healing me to full. Daggerstorm is also amazing on foefire for rushing into boss since it will reflect the casters attacks and kill them. As far as thieves guild and basilisk. Basilisk is meant more for teamfights and thieves guild is meant more for certain 1v1s and killing second objective bosses / trebs and stuff like that to make things quicker.
OPTIONAL OVER either blinding pwder or shadow step agaisnt bunkery teams
ASSASSIN'S SIGNET: I chose Assassins signet again for the same reasons as malice initiative(2)and might stack(5) + its 15% damage increase on next 5 attacks and with the 16 sec duration on might gain from signets you will be able to get 3 backstabs off at 18-25 might and 15% increased damage. Can also be used defensivly for initiative. (Also when u pop Assassins sig your able to get 3 or 4 backstabs of if you dont do auto attacks on the target so its best not to waste 15% damage on some auto attacks when u can use that damage for another massive backstab 3-4 times)
II. Traits
Deadly Arts
Critical Strikes
Shadow Arts
Acrobatics
Trait Details
This build has very high sustainability for surviving in any number of 1v2-3-4-5s because of the perma stealth which is required when being a far point theif imo. You also have condi removal / health regen / and lots of initiative regain for getting back into stealth. You have the most mobility in the game with 50% speed in stealth and 33% speed after dodge rolls. At first glance u might think the damage would be lacking but with the might you gain from stacking your stealth u are able to pull of two to three 18-23 might stack backstabs with your signets popped very often. You will be using backstabs as your main source of damage going in and out of stealth which will always crit 100% of the time. In some occasions soldiers ammy with a berserker jewel is useful against very high power damage teams which gives you 1800 toughness without losing barely any damage just crits on auto attacks not backstabs.
Also your condi removal in stealth automatically procs 1 condi removal when you go into stealth instantly and another at the 3 sec mark. So it basically removes 2 per 3 secs. And also remember to watch out for the Last Refuge (5 in Shadow arts) it will automatically proc at 25% health which can sometimes be more harmful then helpful when u heartseeker through a black powder to get into stealth and it procs right before you land the heartseeker giving you revealed. And its even harder to deal with cause its on a 60 sec cooldown so you never really know if its off cooldown or not lol so this is another obstical you have to be aware of.
III. Stat Specifics & Effects
Primary Stats
- Health 14125 (+2480)
- Vitality 1164 (+248)
- Armor 2280 (+300)
- Toughness 1216 (+300)
- Attack 3296 (+1375)
- Power 2291 (+1375)
- Critical Hit 57% (+57%)
- Precision 2116 (+1200)
Secondary Stats
- Boon Duration 10% (+10%)
- Critical Damage 80% (+80%)
- Damage 1005 (+0%)
- Defense 1064 (+0)
- Ferocity 1200 (+1200)
- Healing Power 300 (+300)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Blind will be a major advantage in any 1v1 with black powder giving you a ranged and melee range blind which will allow you to heartseeker through it to gain stealth very easily. You also have a teleport which you will be leaving at far point where they wouldnt normally accidentally trigger it. You also have poison that you stack on players with your 4th auto attack from dagger. This isnt a heavy condi or control spec but you will be able to put out alot of damage giving you 3800 power backstabs (100% crit) and have the best survival in the game imo if you plays this correctly and are aware of your suroundings
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Rune Stat Totals
- Power 175
- Might Duration 45%
Rune Bonuses
PvP Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
- Power: 0
- Precision: 0
- Ferocity: 0
- Vitality: 0
Accessory Totals
- Power:1200
- Precision:900
- Ferocity:900
- Vitality:0
Weapon Set Sigils
- Weapon Strength: 924-981
- Weapon Strength: 876-1029
Weapon Set I
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 905-1000
- Weapon Strength: 876-1029
Weapon Set II
Superior Sigil of Generosity60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Water Weapon I
Water Weapon II
Upgrade Item Details
Runes of strength is what i chose because of the might stacking im doing at all times and its better than scholar once u are below 90% health which is what i used to use
Berserker ammy is what i normally run with unless its a full power damage team in which soldiers ammy with a berserker jewel is very good considering you only lose auto attack crits and 15% crit power. You will still put out massive backstabs and have 1900 toughness to compensate
EDIT: I am using Fire and air since they both proc now off crits
I use bloodlust for stacking power with stomps on my pistol in s/p
V. Basic Gameplay
Since the patch things are a bit differnt we cant stack stealth as long as before but we can do it much more often now allow us a more offensive gameplay which is how ive always played before i normally only do 2-3 heartseekers in combat now throught black powder but if i wanted to get 4 i still can with a sig popd.
Initiative control is everything in this build so you must be very aware of your initiative at all times. You can also use blinding powder when necessary if you are low on initiative or are CC'd. You use this mainly as a stun breaker even tho it isnt one it works like one. Giving you stealth and blinding anyone around you as well as removing condi/immob/fear and healing you. You also want to use your signet of malice heal in stealth so it isnt interrupted or if you need initiative each signet gives u 2 initiative so you can use ur signets offensively or defensively to burst or get back into stealth.
Lastly is shadow trap which is a teleport used to decap far point. First i make my presence known trying to let the guy at far know im coming hoping he will ask for help. Its a huge bonus if they have 2 at far point because it leaves them in a 3v4 at mid but if they dont bite I leave shadow trap at far point dropping it in stealth where they wont see it and or trigger it accidentally and going to mid for the team fight making it a 5v4 until the far point comes to make it an even 5v5 you should always fake a stealth towards his point when he gets near mid it will almost always make them run back to their home and create an even longer 5v4. Unless there is a mesmer/thief at their far in wish you want to win the 1v1 against the Mesmer/thief at far so they dont have a port out when you would normally go for decap. Also if you have a tanky team you can leave the trap where they will trigger it letting you know they left far and decap while they come to mid(This requires a tanky mid fight team because they will have the 5v4 advantage for 15 sec or so while you get back to mid but you will have the decap for however long the teamfight lasts. But normally you want to wait for the team fight to be decided (aka someone dies) in either favor yours or there's to leave and decap there point. once there u will fully cap and win the 1v1 if someone comes or hold the nute (if they are glassy focus less on holding the nute and more on killing them, and if they are tanky focus more on holding the nute). If 2 ppl come to far point to try and get you off you should perma stealth and wait for the second guy to start making his way back to mid and kill him along the way while leaving a shadow trap at far if its off cooldown. If his friend comes to help him just stealth by and beat them back to the point with the 50% movement speed in stealth or tele back with shadow trap. and repeat process.
Team fights are also very good in this spec allowing you to get multiple backstabs off with the amount of break aways and resets as well as blinding powder for saving your teamate from getting stomped. Your also able to train people outskirts kind of like the s/d builds that distract only this is a stealth variation of that allowing you to over extend to keep them focused more on you rather then the teamfight.
Also if they ever send 4 to your home point your guardian needs to react first and help home and you make your way to mid leaving a trap on mid and going help home as well making it a 5v4 and just port back to mid if their guy on far point comes to mid.
Key NOTE : Never ever go for a 1v1 when they have the point capped in their favor. If you they get the cap on the 1v1 and your not going to kill them in the next few seconds leave a shadow trap and go to mid and wait for the next decap after the next team fight is decided BTw you dont have to fight 1v1s you dont want to fight u can always go mid and outnumber them while they cap their point back. Which is why this spec is not counterable if the enemy team puts someone who can beat u at their home then u just ignore him and decap and leave and play mind games with him faking stealth over to his point and making him run back making the 5v4 longer
Main Skill Rotation
You want to start out each fight with backstab stacking some stealth with black powder and 3-4 heartseekers to guarantee enough stealth for backstabs. After the backstab you have 4 secs to get a few auto attacks and to dodge an attack before going back into the 5/2(black powder to heartseeker) combo stacking another 2-3 heartseekers (A lot of detargeting is required. After the first heartseeker through black powder you have to detarget and heartseeker through black powder a few more times without a target so make sure you have auto targeting off in options). Initiative control is required to do this if you need to use headshot for an interrupt or shadow shot to get a ranged backstab make sure you have atleast a signet to give u ur initiative back or blinding powder to bring your initiative back up for the 5/2 combo again. You can use your signets offensively or defensively for more might stack burst or initiative. Its more about making sure you can survive after each backstab.
PATIENCE IS KEY IN THIS BUILD!!!! YOU HAVE PERMA STEALTH DONT BE AFRAID TO GET YOUR HEALTH TO A COMFORTABLE LEVEL.
S/p is also very useful in fights against downed body pressure interrupting rezzers and aoeing the downed body. Its also very useful against something that has pets or 3 or more targets grouped up like spirit rangers or pet necros or w/e your passive signet of malice heal with pistol whip usually giving you 3k+ heals each pistol whip if your cleaving him and his pets.
Having fun working on getting good at this build, seems fun. However I have troubles with ground aoe, it is very hard to get a stealth in when fighing them. Any tips?
Yo whats up everyone i just start playing again and i just updated the build also ill prolly be streaming alot more once i move into my new house with more than 140p stream quaility hopefully like atleast 520p or something anyways hit me up with any questions u got in game
drstranglelove.4391
https://www.youtube.com/watch?v=lKqUy96cAKE
still best for TPvP S/D best mobility best survivability
the only good thing on this build is that you can stealth and hide
dmg 6 of 10 survivability is also low if you switch so sword/dagger
mobility is also really bad but anyway hope i get once a duel against you to show you how good s/d is and d/p s/d p/d sucks anyway :D