Thief WvW | Fun Pistol/Dagger, Shortbow | Roamer P/D Perplexity Thief - after June 23 Patch

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Summary

P/D Condi Thief after June 23 patch, build that works well with Perplexity runes and can be used with Krait as well.
Variants (based on personal preferences and one's play-style are:
Skills: Blinding Powder over Skale Venom

 

SA: Hidden Thief over Leeching Venoms
Trickery: Thrill of Crime over Uncatchable
With Krait runes: Bewildering Ambush over Sleight of hand
Acrobatics: Assassin's reward over Don't Stop

 

PS
You can use as second (defensive) set Dagger/Pistol instead of SB - you get blind for stomp and also can easily disengage aided by stealth by BP + HS+HS...

 


I. Weapons and Skills

Dire Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Toughness: 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
    • 0
  • Body Shot½ 3
    Make your foe vulnerable with a body shot.
    Damage: 168x10Vulnerability: 3 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Shadow Strike4
    Dual wield. Stab your foe, then shadowstep away and shoot them.
    Damage: 101Shot Damage: 336x2Torment: 5 s
    • 0
    • 0
  • Dancing Dagger¼ 3
    Throw a dagger that cripples nearby foes and returns to you.
    Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Cloak and Dagger½ 6
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
    • 0
    • 0
  • 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
  • Skale Venom45
    Venom. Make foes weak and vulnerable with your next three attacks.
    Vulnerability: 5 sTorment: 5 s (160 damage)Number of attacks: 3Duration: 30
    • 0
  • 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
  • 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
  • Basilisk Venom1 45
    Venom. Your next attack turns your foe to stone.
    Stone duration: 1½ sVenom duration: 30
    • 0

Traits

Shadow Arts

  • Merciful Ambush
    Stealth yourself and your target for 3 seconds when reviving an ally. You revive allies 10% faster.
    • Last Refuge
      Use Blinding Powder when you are struck while below 25% health.
    • Concealed Defeat
      Create a Smoke Screen when downed. Deception abilities recharge 20% faster.
    • Shadow’s Embrace
      Remove 1 condition every 3 seconds while in stealth.
  • Meld with Shadows
    Stealth from your abilities last 1 second longer.
    • Shadow Protector
      When you grant stealth to an ally, they gain 3 seconds of regeneration.
    • Hidden Thief
      Gain stealth for 2 seconds when stealing from an enemy (automatically affected by Meld with Shadows).
    • Leeching Venoms
      Siphon 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 Shadows
    Stealth effects that you apply reduce incoming attack damage by 25%.
    • Cloaked in Shadow
      Gaining stealth blinds nearby foes for 5 seconds. Release a blinding powder when take falling damage. You take 50% less damage from falling.
    • Shadow’s Rejuvenation
      Regenerate health and initiative while in stealth
    • Venomous Aura
      When you use a venom skill, you apply the effect to all nearby allies as well. Venom recharges are reduced by 20%.

Trickery

  • Kleptomaniac
    Stealing gives you 2 initiative.
    • Uncatchable
      Leave behind Caltrops when you dodge.
    • Flanking Strikes
      Gain haste when attacking a foe from behind or the side.
    • Thrill of the Crime
      When you Steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds.
  • Preparedness
    Increase maximum initiative by 3
    • Bountiful Theft
      Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
    • Trickster
      Reduce recharge on tricks. Tricks remove 1 condition when used.
    • Pressure Striking
      Enemies you interrupt are inflicted with 3 stacks of torment for 5 seconds.
  • Lead Attacks
    Increases 1% damage per initiative. Steal recharges 15% faster.
    • Quick Pockets
      Gain 3 initiative when swapping weapons while in combat.
    • Sleight of Hand
      Daze enemies for 1 second when stealing. Steal’s recharge is reduced by 20%.
    • Bewildering Ambush
      Stealing also applies 5 stacks of confusion for 5 seconds.

Acrobatics

  • Expeditious Dodger
    Gain 4 seconds of swiftness upon dodging.
    • Fleet Shadow
      Move 50% faster while in stealth
    • Vigorous Recovery
      Gain vigor for 7 seconds when using a healing skill.
    • Pain Response
      Gain regeneration for 10 seconds and remove damaging conditions when struck while below 75% health.
  • Feline Grace
    Gain 4 seconds of vigor upon successfully evading an attack. This effect has a 1 second internal cooldown.
    • Guarded Initiation
      Remove vulnerability, weakness and slow from yourself when striking an enemy while above the 90% health threshold.
    • Swindler’s Equilibrium
      Successfully evading an attack while wielding a sword recharges steal by 1 second. This effect has a 1 second internal cooldown.
    • Hard to Catch
      Break stun and refill endurance when you are disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch)
  • Endless Stamina
    The effects of vigor on you are enhanced by 50%.
    • Assassin’s Reward
      Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
    • Upper Hand
      Gain one initiative when you evade an attack. This effect has a 3 second internal cooldown.
    • Don’t Stop
      The effects of cripple and chill on you are reduced by 50%, meaning your movement is decreased by 25% and 33% respectively, rather than 50% and 66%. If you would become immobilized, you are instead crippled for 4 seconds. This effect can only occur once ev

III. Stat Specifics & Effects

Primary Stats

  • Health 20635 (+8990)
  • Vitality 1899 (+899)
  • Armor 2963 (+899)
  • Toughness 1899 (+899)
  • Attack 2005 (+0)
  • Power 1000 (+0)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Bleeding Duration 20% (+20%)
  • Condition Damage 1827 (+1827)
  • Condition Duration 40% (+40%)
  • Confusion Duration 30% (+30%)
  • Confusion Duration 30% (+30%)
  • Damage 1005 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Movement Speed 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

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

Dire Emblazoned Helm
  • Defense: 97
  • Condition Damage: 60
  • Toughness: 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)
Dire Emblazoned Shoulders
  • Defense: 97
  • Condition Damage: 45
  • Toughness: 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)
Dire Emblazoned Coat
  • Defense: 338
  • Condition Damage: 134
  • Toughness: 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)
Dire Emblazoned Gloves
  • Defense: 157
  • Condition Damage: 45
  • Toughness: 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)
Dire Emblazoned Pants
  • Defense: 218
  • Condition Damage: 90
  • Toughness: 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)
Dire Emblazoned Boots
  • Defense: 157
  • Condition Damage: 45
  • Toughness: 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%
  • Toughness 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

Dire Amulet
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Back
  • Condition Damage: 30
  • Toughness: 21
  • Vitality: 21
(Infused)
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Ring
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
(Infused)
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Ring
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
(Infused)
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Earring
  • Condition Damage: 75
  • Toughness: 53
  • Vitality: 53
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Earring
  • Condition Damage: 75
  • Toughness: 53
  • Vitality: 53
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15

Accessory Totals

  • Toughness:430
  • Vitality:430
  • Condition Damage:630

Weapon Set Sigils

Dire Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Superior Sigil of Bursting
+6% Condition Damage
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set I

Superior Sigil of Bursting

+6% Condition Damage

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Dire Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Toughness: 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)
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

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

Sigil of Malice over Sigil of Bursting on pistol..


V. Basic Gameplay

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