So i have created a stealth blinding build with plently of crit damage.
http://gw2skills.net...Nuak1sKZQxmiZJA
The builds focus is on 4 different goals.
1. Entering and striking from stealth as much as possible for automatic crit strikes from stealth (this build provides 4 seperate ways to enter stealth without initiative cost)
2. Using stealth utilities and weapon slot 1 attacks from stealth to keep initiative as high as possible
3. Using stealth to blind debuff foes to mitigate damage
4. Use weapons for mobility and condition removal instead of just relying on dodge and purge utilities
Ok so lets discuss how i achieve these the above things in my build.
Weapon choice:
D/P - this combo provides the meat of the damage for this build. Backstab is the hardest hitting ability from stealth if you achieve a flanking strike. Also it costs zero initiative to use to maximize the first strikes trait. Shadow shot provides an extra blind and an extra shadowstep if needed. Heart seeker is a very useful finisher plus your only leap finisher to use in a smoke field for an added stealth combo finisher.
S/D - This combo provides the utility you need to survive against condition builds and control builds. Infiltrator strike is a great way to open a battle if you lack a stealth. It provides a shadowstep plus the ability to retreat while breaking stuns and removing conditions. Flanking strike is useful to avoid directional attacks if you dont have an dodge handy. It also provides a means to get to a flanking position on your foe. Tactical strike from stealth on the sword is another useful blind you can apply if necessary. Dancing dagger is a useful cripple but also provides an aoe blind bebuff if used within your smoke field. Cloak & dagger is useful as a stealth ability if you dont have any of your stealth utilities off CD.
Weapon Summary: These weapons are used to aid in high spike damage with the ability to tactically retreat if necessary. These weapons provide you with the mobility you need to make up for the lack of vigor for constant dodging. They also go hand in hand with providing good blind debuff support.
Utilities
Hide in shadows - obvious pick because its a heal skill with a stealth attached
Shadow refuge - Provides an area stealth with healing attached also affecting allies for an added bonus
Shadow trap - another steath setup skill that provides a shadow step
Smoke screen - gives you a projectile block barrier + a blind and a smoke field to launch other stealth finishers from such as heart seeker
Elite Skill
Theives guild - provides extra attack power when necessary but can also be used as a distraction for a tactical retreat
Utility Summary: All these utilities provide you with means to enter stealth without initiative cost while blinding the enemy wasting their attack CDs. Also they provide extra healing support and shadow steps for that extra bit of utility of movement and group support.
Traits
Build lines in order
10-25-30-0-5
Power - take Mug for the extra spike damage when stealing
Crit - The main trait to focus on is hidden killer to increase crit chance by 50% from stealth
Shadow arts - cloaked in shadow to provide aoe blinds on stealth, infusion of shadow to regen initiative on stealth and hidden thief to give stealth on steal
Trick - 5 points for the 3 extra initiative on steal
Trait Summary - These traits make the build what it is. They maximise the benifit of stealth by providing initiative regen and blinding debuffs. They also maximise the usefulness of steal by giving it a stealth, damage and debuffing components. The traits also allow you to obtain 100% critical chance from stealth for huge burst chain attacks. Also it allows you to continually stack might the more you stealth making your attacks more and more powerful as the fights progress.
Runes and Sigils
Rune of divinity x 6 - for the armour provides an increase to crit damage by 18% and extra stat increases for all stats.
Combined with knights amulet and beserker jewel - This allows for 49% crit chance basically 100% crit from stealth when combined with hidden killer. Plus critical dmg at 48% is respectable. The reason i dont take beserker amulet is because in sPVP and tPVP you need higher health values that will help you survive. The knights amulet allows my build to have just under 20k hp with a very decent amount of toughness.
Weapon sigils
D/P - sigil of air / sigil of purity
S/D - sigil of purity / sigil of air
Sigils Summary - The reason for sigil or air is for that little bit of extra spike damage. Plus sigil of purity to take adavtage of my high crit rate to help purge conditions which fits nicely with infiltrator strike which also removes a condition on return.
Overall Summary
So the build is focused on 4 things as i stated in the goals sections
1. Entering and striking from stealth as much as possible for automatic crit strikes from stealth (this build provides 4 seperate ways to enter stealth without initiative cost)
2. Using stealth utilities and weapon slot 1 attacks from stealth to keep initiative as high as possible
3. Using stealth to blind debuff foes to mitigate damage
4. Use weapons for mobility and condition removal instead of just relying on dodge and purge utilities
The build is stealth focused with lots of crit damage. Mobility comes with weapon use along with your survivability. The build sacrifices ultimate damage glass canon designs for a survivable hit and run approach that is good 1v1 as a roamer but also very useful in a group situation.
I hope this opens up the discussion for non vemon builds for sPVP. Let me know what you think.
Cheers.
Edited by Pmc967, 10 August 2012 - 04:54 AM.










