I like this. I got the same idea (the Balthazar runes) after BWE3, then I found this thread. The build itself is decidedly different though... the rune is mostly to support the fact that it is a condition build. I was jealous of the engineers burning me for 10k+. It IS something we are missing if you want to take advantage of condition damage to the fullest. I originally wanted to use Withdraw for the short cooldown and the fact that when I withdraw there is probably something next to me that I wouldn't mind burning to a crisp. But that doesn't work if the flame effect happens at the end of the roll... thus Malice.
Mostly an initiative saving condition build, spending it on the occasional shadow strike, dancing dagger, or body shot when necessary. If confident or pressured I can go in for Cloak and Dagger->Sneak Attacks for quicker damage too. Switching to daggers for spam can do a little burst when necessary.
Smoke screen for team utility. Stealing Niflhel NPCs, combo with dagger storm and death blossom in team fights, and anti-ranged in general (build is made to kite melee fine, but would probably get out dps'ed by any other ranged build.) Can anyone confirm if dagger storm had reflection or not from experience?
Shadow step for stun break and utility (anti-100 blades!). And emergency condition removal. And insta-ranged-cloak and dagger. And running away and being a general nuisance like a proper thief should be =P In general a strong utility skill that stands on its own merits. But in terms of build combo and synergy... it can be used to deliver any or all of the following into the middle of a team fight: smoke screen, Balthazar burn, caltrops (via rolling around), dagger storm (or death blossom too), or if thats down, poison and cripple to everyone around via dancing dagger and spider venom. Oh AND you get a free out afterwards, leaving any pesky conditions you might have picked up in there behind. Speaking of spider venom...
Spider venom for poison. Because this is a condition build after all. And thieves happen to have lots of tools to splatter it all over the place, to give us more utility in team fights. It also heals for an almost respectable amount with leeching venom.
Other tricks include: Shadow stepping or stealing in at any time to blow someone up with the rune proc and switching to daggers for stabbity suprise. Spin to win with spider venom, smoke screen, and dagger storm (big heal bonus from Malice if up too! Then heal again after to fart and burn everything around that is still standing) That combo alone puts piles of poison, bleeds, cripples, blinds, and the burn on everyone around. Caltrops dodge anytime someone gets close to you, so they can sit and marinate in it while they figure out where you CnD, shadow strike, or shadow stepped to. Apparently they proc malice healing too. With a little practice, a ranged auto-crit backstab (that heals too!). Heartseeker works fine too and is easer to land.
Overall good condition damage, vit and a bunch of extra utility healing for survivability (not to mention huge amounts of mobility), and 40% flat damage with full initiative (one of those sigils can be traded for 5% more flat damage).
Whew that was a fattier wall of text than I expected. Sorry bout that. I believe I may be in the wrong thread. Please let me know if this build is crap, while I go find some flame retardant garments to protect myself with. And HOW it is crap would be appreciated too.
Edited by Karisu, 26 July 2012 - 06:46 AM.