Disclaimer: this is a concept I have been working on and is largely untested. I am *completely* open to suggestions! Even if the whole thing sucks, that's cool too! Let me know what your thoughts are. I will test some more during the stress test tomorrow.
Here goes: the basic concept of this build is to pool initiative, avoid attacks, shadowstep all over the place, and make very patient, precise strikes.
Sorry, I didn't add any armor, as I am not really sure yet what I'm doing there.
Here's a basic combat flow (obviously, in the heat of battle, things rarely go as planned, but this is the initial idea):
Black powder -- applies AOE blind/combo field -- 7/13 inititative
Steal -- damage (mug), poison (11s), daze(1s), +5 init, 3s stealth, fury/might/swiftness(10s)/vigor(15s) for allies, might (15s) for self, rip two boons and give to allies -- 12/13 initiative
Sneak attack -- 4xBleeding(5s) -- 12/13 initiative
Spam whatever skill you "stole"
Body shot -- 5xVuln(6s) -- 10/13 initiative
Allow auto-attack (more bleeding) while strafing/dodging as required until "revealed" buff is nearly gone (shouldn't be too much longer)
Infiltrator's Strike (as appropriate based on distance) -- rumor is that it now has a 1s immob and costs 3 init -- 9/13 inititative
Cloak and Dagger (note that the immobilize is important for this) -- 2xVuln(5s), stealth(4s) -- 5 (10-6+2) /13 initiative
Do your best to maneuver behind target (if not, no big deal)
Tactical strike -- Blind/daze -- 5/13 initiative
Flanking strike -- Evade/damage -- 1/13 initiative
Hopefully mob/player is dead by now. OK, so here is what you did: you blinded everyone, then dazed and poisoned your target (and gave boons), then bled, then applied vulnerability, then rooted, then applied more vulnerability and stealthed, then blinded/dazed again. Keep in mind that the poison and bleed conditions deal +300 damage, and all condition durations are increased by 10%.
I said before you wanted to pool initiative -- that's because you get bonus damage with more initiative. Keep the initiative just below full (not full because you don't want to waste regeneration). That's why you follow a high-cost skill with steal, which restores 5 initiative. When the enemy is near death, it is advantageous to finally spend your remaining initiative.
Utilities are left for emergencies.
Conditions matched with condition-enhancing traits
Maximum effectiveness of steal skill
Maximum effectiveness of stealth
Three methods of condition removal -- shadow return, hide in shadows, shadowstep
Stun break -- shadowstep
Excellent mobility (steal, infiltrator's strike, shadowstep, signet of shadows)
Could use more damage, specifically, conditional damage
Traits may be spread a little too thin -- build is trying to do too many things at once (steals, stealth, condition damage)
No dodge/evade (acrobatics) line -- requires player to be very mobile and careful
Steal still has a long cooldown (34.5 seconds), and the traits focus so much around it
Ideas for improvement:
Take 10 points out of trickery, put into deadly arts for weakness on poison (minor) and +33% poison duration (major); replace shadowstep with spider venom (or maybe devourer venom?). This way one wouldn't need to worry as much about pooling initiative. You'd lose that bonus damage and the daze from stealing.
Please let me know what you think!
Edited by jrwspace, 12 August 2012 - 06:51 AM.