Thief WvW | Small Group Pistol/Dagger, Shortbow | Roamer Condition Thief Build
Table of Contents
Summary
High burst condition thief build, with quite some sustain and condition clears.
I. Weapons and Skills
Weapon and Skill Details
Healing skills
- Hide in shadows applies a fairly nice healing + cures conditions, allows the usage of "Sneak Attack"(Sneak attack with rapid fire from your pistol causing damage and bleed) again.
- Withdraw has a nice heal + low cool down + cures some conditions, allows you to get away from the fight for a bit, to let the venoms recharge and to use vital shot on them to re-stack conditions.
Blinding Powder
- Makes you go invisible allowing the "Sneak attack" option again, to quickly stack bleed on the enemy
- Can be used good with initiating as well, as you can activate all venoms go into stealth and rapid fire all conditions onto the target.
- Makes you go invisible allowing you to remove conditions from you and to passively heal yourself
Skale Venom
- Applies vulnerability and torment for 5 attacks
- This is a nice venom to use, since they changed vulnerability, and it now increases the damage of conditions as well.
Spider Venom
- Applies Poison for the next 5 attacks
Basilisk Venom
- Turns your enemy into stone (stun and daze) for 2 attacks
Traits
Deadly Arts
- Serpent’s TouchStealing inflicts 2 stacks of poison for 10 seconds. Your attacks while in the downed state apply 2 seconds of poison.
- Dagger TrainingDagger attacks have a 33% chance to poison enemies for 2 seconds.
- MugDeal damage and gain life when stealing. This attack cannot critically hit enemies.
- Trappers RespiteDrop a needle trap when you use a healing skill. 30 second icd
- Lotus PoisonWeaken targets for 4 seconds when you poison them.
- Deadly TrapperTraps apply vulnerability to enemies and grant you might. Trap recharges are reduced.
- Panic StrikeStriking a foe that is below the health threshold immobilizes them for 2.5 seconds. This trait has a 20 second internal cooldown.
- Revealed TrainingGain up to 200 extra power while you are revealed, based on current level.
- Exposed WeaknessDeal 10% more damage if your target has a condition.
- Potent PoisonPoison you apply has a 33% increased duration and deals 33% more damage.
- ImprovisationOne random skill category is immediate recharged when you steal. You can use stolen items twice.
- ExecutionerDeal 20% extra damage when your target is below the health threshold.
Shadow Arts
- Merciful AmbushStealth yourself and your target for 3 seconds when reviving an ally. You revive allies 10% faster.
- Last RefugeUse Blinding Powder when you are struck while below 25% health.
- Concealed DefeatCreate a Smoke Screen when downed. Deception abilities recharge 20% faster.
- Shadow’s EmbraceRemove 1 condition every 3 seconds while in stealth.
- Meld with ShadowsStealth from your abilities last 1 second longer.
- Shadow ProtectorWhen you grant stealth to an ally, they gain 3 seconds of regeneration.
- Hidden ThiefGain stealth for 2 seconds when stealing from an enemy (automatically affected by Meld with Shadows).
- Leeching VenomsSiphon life from your foes when triggering a venom. This can only occur once per strike. Gain 2 stacks of might for 20 seconds when activating a venom.
- Resilience of ShadowsStealth effects that you apply reduce incoming attack damage by 25%.
- Cloaked in ShadowGaining stealth blinds nearby foes for 5 seconds. Release a blinding powder when take falling damage. You take 50% less damage from falling.
- Shadow’s RejuvenationRegenerate health and initiative while in stealth
- Venomous AuraWhen you use a venom skill, you apply the effect to all nearby allies as well. Venom recharges are reduced by 20%.
Trickery
- KleptomaniacStealing gives you 2 initiative.
- UncatchableLeave behind Caltrops when you dodge.
- Flanking StrikesGain haste when attacking a foe from behind or the side.
- Thrill of the CrimeWhen you Steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds.
- PreparednessIncrease maximum initiative by 3
- Bountiful TheftStealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
- TricksterReduce recharge on tricks. Tricks remove 1 condition when used.
- Pressure StrikingEnemies you interrupt are inflicted with 3 stacks of torment for 5 seconds.
- Lead AttacksIncreases 1% damage per initiative. Steal recharges 15% faster.
- Quick PocketsGain 3 initiative when swapping weapons while in combat.
- Sleight of HandDaze enemies for 1 second when stealing. Steal’s recharge is reduced by 20%.
- Bewildering AmbushStealing also applies 5 stacks of confusion for 5 seconds.
Trait Details
Deadly Arts
- The “Mug” trait is very nice as it allows you to do damage + it will inflict poison on them this in combination with the Grandmaster Trait “Potent Poisoning” which will increase the duration and the damage of poisoning is very strong.
- “Panic Strike” is good as it allows you to create some distance after you landed your initial burst to them.
Shadow Arts
- Using these traits will allow for some more survivability in the build, as well as condition clears. The “Shadows Embrace” will allow you to clear conditions meanwhile invisible and at the same time “Shadows Rejuvenation” Will allow for passive healing when invisible.
- The “Leeching venoms” will be used as it allows stealing health from the opponent and gives you might at the same time.
Trickery
- This trait line will boost the damage you do by quite a bit, as it allows damage per initiative, and since this build uses almost no initiative means a great boost to the damage.
- The “uncatchable” trait will be used every time you dodge, and will cause bleeding.
- “Bountiful theft” will allow you to steal 2 boons and it gives you 50% more endurance regeneration which works nice in combination with the “uncatchable” trait. (used when you steal)
- “Bewildering Ambush” is nice as it applies a lot of confusion stacks on the target.
- “Pressure Striking” can be used in a nice combination with “Sleight of Hand” if you are good at knowing when to interrupt an enemy, as if they get interrupted it will cause stacks of torment on them.
III. Stat Specifics & Effects
Primary Stats
- Health 21335 (+9690)
- Vitality 1969 (+969)
- Armor 2064 (+0)
- Toughness 1000 (+0)
- Attack 2904 (+899)
- Power 1899 (+899)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Bleeding Duration 45% (+45%)
- Condition Damage 1802 (+1802)
- Damage 1005 (+0%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Damage: 100
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Damage: 100
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
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
- Defense: 97
- Condition Damage: 60
- Power: 43
- Vitality: 43
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 97
- Condition Damage: 45
- Power: 32
- Vitality: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 338
- Condition Damage: 134
- Power: 96
- Vitality: 96
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 157
- Condition Damage: 45
- Power: 32
- Vitality: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 218
- Condition Damage: 90
- Power: 64
- Vitality: 64
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 157
- Condition Damage: 45
- Power: 32
- Vitality: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Armor Stat Totals
- Defense 1064
- Condition Damage 594
- Bleeding Duration 45%
- Power 299
- Vitality 299
Rune Bonuses
Superior Rune of the Krait- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Accessories & Jewels
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
Accessory Totals
- Power:430
- Vitality:430
- Condition Damage:630
Weapon Set Sigils
- Weapon Strength: 876-1029
- Condition Damage: 120
- Power: 85
- Vitality: 85
- Weapon Strength: 924-981
- Condition Damage: 120
- Power: 85
- Vitality: 85
Weapon Set I
Superior Sigil of Torment50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)
Superior Sigil of Bursting+6% Condition Damage
- Weapon Strength: 905-1000
- Condition Damage: 239
- Power: 171
- Vitality: 171
- Weapon Strength: -
Weapon Set II
Sigil of Minor CorruptionYou gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
- Weapon Strength: 905-1000
- Condition Damage: 120
- Power: 85
- Vitality: 85
- Weapon Strength: -
Water Weapon I
Water Weapon II
Upgrade Item Details
- Carrion’s (Power - Vitality - Condition Damage)
- Good damage (power as well as condition damage)
- Fair amount of survivability (You won't get bursted down very fast).
- Continuous condition pressure.
- The main armor type for this build
- Runes: Krait, Afflicted
- Dire’s (Toughness - vitality - Condition Damage)
- Heavily rely on the condition damage.
- Very high survivability.
- Recommended for newer players to the class
- Runes: Krait, Afflicted, Undead
- Rampager's (Power - Precision - Condition Damage)
- A very high burst.
- Little survivability.
- Great for taking down squishy opponents
- Runes: Krait, Afflicted