In my opinion, Arenanet NAILED the feel for this profession. Each trait line offers plenty of useful tools for the aspiring Thief's arsenal, weapon skills feel powerful and are quite fun to use, and visually, the Thief has some very cool effects.
I've played many different specs during the beta, and this is my favorite. I've put it together after many hours of structured solo queue PvP, and it works very well to that end. With a few adjustments, I believe it should serve well in most scenarios.
Without further ado, my personal build: The Dirty Duelist
Spoiler
This guide assumes you are familiar with the importance of zone control and already know the value of proper positioning.
Weapon Skills
Main weapon set: Sword/Dagger
This is your bread and butter as far as both damage, control, and mitigation are concerned.
Stealth Skill: Tactical Strike
This is an okay skill. To me, it seems less useful than raw backstab damage from D/D.It does, from the front or back, provide much needed damage mitigation, and does seemingly little damage. A choice skill if going toe to toe with a tough melee opponent.
1: Slice - Slash - Crippling Strike
Your spammable skill, this chain costs no initiative and has no cooldown. Crippling Strike is very important for this build, and when flanking, the chain crits for decent damage. I like to use one full chain between the other weapon skills both to apply the cripple, and to allow for some initiative regen.
2: Infiltrator's Strike - Shadow Return
An excellent ability. This is your main gap closer. Paying close attention to where you attack FROM is very important as Shadow Return can reward you with excellent positioning or punish you by warping you into the enemy team. It can also be useful in confusing and frustrating a melee opponent. (Like those delicious melee Mesmers and Elementalists)
3: Flanking Strike
This move is why I love the sword MH Thief. You whirl around your target and stab them twice. This is the key to keep flanking a melee opponent. As they move to strike, activate this and watch them hit only air, while their HP drops.
4: Dancing Dagger
Great for catching fleeing opponents, it's easy to forget that this ability bounces and cripples multiple targets. Reccomend synergizing with Infiltrator's Strike or a speed boost to stick to your mark. Seems to do okay damage as well.
5: Cloak and Dagger
I use this mostly to switch targets midfight while keeping one opponent worried about where I am. This can help keep the pressure on the enemy team. Also situationally (due to its initiative cost) used for escape.
Healing Skill
Hide in Shadows
This healing skill seems to work best for this build. Since it's melee focused, the stealth allows you to either escape or renew your attack from a different angle.
Utility Skills
Scorpion Wire
This skill is useful for catching runners, and synergizes well with Shadow Return to disorient your opponent and frequently grant you an easy Flanking Strike. It is AMAZING for weakening an enemy teams zone control, as you can pull them right into your team and collapse on them. I've also used it to pull enemies away from teammates in danger.
Signet of Shadows
Adding to our already overwhelming mobility, it grants fantastic speed, and the active combines well with Infiltrator's Strike and Flanking Strike.
Blinding Powder
Blinding powder gives us the last thing we need: a reliable quick stealth. It also includes a blind and stealths nearby allies so paying attention to where you use it is very important. It is very useful as both an escape tool, a high-pressure target switch tool which, unlike Cloak and Dagger, costs no initiative.
Elite Skill
Thieves Guild
This one may cause some controversy, but from my experience, as of BWE3, the AI is much better, and I'm sure it will continue to improve. Not only do you get one melee, and one ranged mobile turret, essentially, but they also add to your numbers and increase your teams zone pressure.
They do enough damage that they are aggravating at best, and downright dangerous if left alone while attacking a squishy. Combined with stealth they can be an excellent escape tool as well. It's also more subtle than Dagger Storm and doesn't directly make you a bigger target.
Alternative Skills
Some other skills I have found useful/fun while playing this build.
Withdraw
Replaces Hide in Shadows
An okay skill for this build. Can be a good panic button if you get frontloaded with CC or start to get focused due to the short cooldown. Combining this with Infiltrator's Strike can help you maintain a strong positioning on Shadow Return, and by proxy help maintain good zone control.
Signet of Agility
Replaces Signet of Shadows
The passive precision helps us crit more often and the active endurance refill is good in many situations.
Shadow Refuge
Replaces Blinding Powder
I would probably take this over Blinding Powder for tournaments or any kind of team-based PvP where there is a lot of communication going on. The pulsing stealth and small heal synergize great with other healing skills and can help grant your group a second wind.
Shadow Trap
Replaces Scorpion Wire
Situationally useful to harass enemy reinforcements between CP's, and to help guard them, although at times it can get you killed or be a nuisance if you are warped away from an area that happens to need you.
Dagger Storm
Replaces Thieves Guild
An excellent skill, this is a combo finisher, so with a flame wall, etc, it can get very dangerous. The constant cripples are annoying, the damage can be decent, and the animation is obvious, though, so expect to become a target of opportunity when using this.
Runes and Sigils
Superior Sigil of Frailty
I use these because of our crit-based nature, successive crits will do yet more damage.
Rune of the Thief
I chose these over Rune of the Eagle because I believe a position based 10% flat increase in damage based on positioning is a bit more reliable than only receiving 13% damage roughly a third of the time.
Strategy
The main role I attempt to fufill in PvP is distraction, confusion, and key target elimination.
Using the fantastic movement this build provides, I like to race to the nearest point and begin taking it. Prioritizing my teams zone at any given time, I either 1v1, or skirt the edges of team-fights, harassing with my Shortbow to wait for a favorable time to swap weapons and enter the melee.
I make sure to watch for conditions and use Shadow Return when appropriate, keeping in mind that I'm not returning into an unfavorable position. This build is heavily reliant on dodging constantly both to mitigate damage, but to increase our own both through flanking and the Might boon, so I'm constantly trying to dodge toward the enemies flank for all of the increased crit chance.
If they are attacking me directly (which happens quite often, considering all the crits that can really add up, plus the annoying cripples), it can be beneficial to stand still for a moment and allow them to attack you head-on to bait them into a Flanking Strike, plus your 1 chain.
1v1 I try and save my ultimate for either an emergency (NOT when they use their ult, that is when I back off a bit and let it time out), or immediately after they use their heal skill to maximize pressure. In a teamfight I like to use Thieves Guild early so I can have it ready again for the next fight.
We have many ways to stop a runner in this build (Dancing Dagger, Swiftness on dodge, Infiltrator's Strike, Scorpion Wire, Signet of Shadows), so if they run you should have no problem handling that.
If I get focused, outnumbered, in danger, I will utilize whatever means of stealth necesary, combined with my (most likely) superior movement abilities, to get away and renew the attack from a different angle.
Conclusion
I believe to be a very good and strong class that when played correctly can be a tremendous force to be reckoned with. I hope that this guide can serve as an aid to those of you who are interested, either as a stand-alone build, or a foundation for further tweaking. To those of you who made it this far, thank you for your time, and any feedback is appreciated.
This guide assumes you are familiar with the importance of zone control and already know the value of proper positioning.
Weapon Skills
Main weapon set: Sword/Dagger
This is your bread and butter as far as both damage, control, and mitigation are concerned.
Stealth Skill: Tactical Strike
This is an okay skill. To me, it seems less useful than raw backstab damage from D/D.It does, from the front or back, provide much needed damage mitigation, and does seemingly little damage. A choice skill if going toe to toe with a tough melee opponent.
1: Slice - Slash - Crippling Strike
Your spammable skill, this chain costs no initiative and has no cooldown. Crippling Strike is very important for this build, and when flanking, the chain crits for decent damage. I like to use one full chain between the other weapon skills both to apply the cripple, and to allow for some initiative regen.
2: Infiltrator's Strike - Shadow Return
An excellent ability. This is your main gap closer. Paying close attention to where you attack FROM is very important as Shadow Return can reward you with excellent positioning or punish you by warping you into the enemy team. It can also be useful in confusing and frustrating a melee opponent. (Like those delicious melee Mesmers and Elementalists)
3: Flanking Strike
This move is why I love the sword MH Thief. You whirl around your target and stab them twice. This is the key to keep flanking a melee opponent. As they move to strike, activate this and watch them hit only air, while their HP drops.
4: Dancing Dagger
Great for catching fleeing opponents, it's easy to forget that this ability bounces and cripples multiple targets. Reccomend synergizing with Infiltrator's Strike or a speed boost to stick to your mark. Seems to do okay damage as well.
5: Cloak and Dagger
I use this mostly to switch targets midfight while keeping one opponent worried about where I am. This can help keep the pressure on the enemy team. Also situationally (due to its initiative cost) used for escape.
Healing Skill
Hide in Shadows
This healing skill seems to work best for this build. Since it's melee focused, the stealth allows you to either escape or renew your attack from a different angle.
Utility Skills
Scorpion Wire
This skill is useful for catching runners, and synergizes well with Shadow Return to disorient your opponent and frequently grant you an easy Flanking Strike. It is AMAZING for weakening an enemy teams zone control, as you can pull them right into your team and collapse on them. I've also used it to pull enemies away from teammates in danger.
Signet of Shadows
Adding to our already overwhelming mobility, it grants fantastic speed, and the active combines well with Infiltrator's Strike and Flanking Strike.
Blinding Powder
Blinding powder gives us the last thing we need: a reliable quick stealth. It also includes a blind and stealths nearby allies so paying attention to where you use it is very important. It is very useful as both an escape tool, a high-pressure target switch tool which, unlike Cloak and Dagger, costs no initiative.
Elite Skill
Thieves Guild
This one may cause some controversy, but from my experience, as of BWE3, the AI is much better, and I'm sure it will continue to improve. Not only do you get one melee, and one ranged mobile turret, essentially, but they also add to your numbers and increase your teams zone pressure.
They do enough damage that they are aggravating at best, and downright dangerous if left alone while attacking a squishy. Combined with stealth they can be an excellent escape tool as well. It's also more subtle than Dagger Storm and doesn't directly make you a bigger target.
Alternative Skills
Some other skills I have found useful/fun while playing this build.
Withdraw
Replaces Hide in Shadows
An okay skill for this build. Can be a good panic button if you get frontloaded with CC or start to get focused due to the short cooldown. Combining this with Infiltrator's Strike can help you maintain a strong positioning on Shadow Return, and by proxy help maintain good zone control.
Signet of Agility
Replaces Signet of Shadows
The passive precision helps us crit more often and the active endurance refill is good in many situations.
Shadow Refuge
Replaces Blinding Powder
I would probably take this over Blinding Powder for tournaments or any kind of team-based PvP where there is a lot of communication going on. The pulsing stealth and small heal synergize great with other healing skills and can help grant your group a second wind.
Shadow Trap
Replaces Scorpion Wire
Situationally useful to harass enemy reinforcements between CP's, and to help guard them, although at times it can get you killed or be a nuisance if you are warped away from an area that happens to need you.
Dagger Storm
Replaces Thieves Guild
An excellent skill, this is a combo finisher, so with a flame wall, etc, it can get very dangerous. The constant cripples are annoying, the damage can be decent, and the animation is obvious, though, so expect to become a target of opportunity when using this.
Runes and Sigils
Superior Sigil of Frailty
I use these because of our crit-based nature, successive crits will do yet more damage.
Rune of the Thief
I chose these over Rune of the Eagle because I believe a position based 10% flat increase in damage based on positioning is a bit more reliable than only receiving 13% damage roughly a third of the time.
Strategy
The main role I attempt to fufill in PvP is distraction, confusion, and key target elimination.
Using the fantastic movement this build provides, I like to race to the nearest point and begin taking it. Prioritizing my teams zone at any given time, I either 1v1, or skirt the edges of team-fights, harassing with my Shortbow to wait for a favorable time to swap weapons and enter the melee.
I make sure to watch for conditions and use Shadow Return when appropriate, keeping in mind that I'm not returning into an unfavorable position. This build is heavily reliant on dodging constantly both to mitigate damage, but to increase our own both through flanking and the Might boon, so I'm constantly trying to dodge toward the enemies flank for all of the increased crit chance.
If they are attacking me directly (which happens quite often, considering all the crits that can really add up, plus the annoying cripples), it can be beneficial to stand still for a moment and allow them to attack you head-on to bait them into a Flanking Strike, plus your 1 chain.
1v1 I try and save my ultimate for either an emergency (NOT when they use their ult, that is when I back off a bit and let it time out), or immediately after they use their heal skill to maximize pressure. In a teamfight I like to use Thieves Guild early so I can have it ready again for the next fight.
We have many ways to stop a runner in this build (Dancing Dagger, Swiftness on dodge, Infiltrator's Strike, Scorpion Wire, Signet of Shadows), so if they run you should have no problem handling that.
If I get focused, outnumbered, in danger, I will utilize whatever means of stealth necesary, combined with my (most likely) superior movement abilities, to get away and renew the attack from a different angle.
Conclusion
I believe to be a very good and strong class that when played correctly can be a tremendous force to be reckoned with. I hope that this guide can serve as an aid to those of you who are interested, either as a stand-alone build, or a foundation for further tweaking. To those of you who made it this far, thank you for your time, and any feedback is appreciated.
Happy Hunting!
Edit: I would like to add that I am by no means an expert or professional, nor am I claiming that this is a completely optimized build. /flameretardantsuit
Edited by Zelse, 28 July 2012 - 11:52 PM.










