Minion's Invincible Thief Build
#361
Posted 30 October 2012 - 03:13 AM
#363
Posted 30 October 2012 - 09:23 AM
iluvthis3, on 30 October 2012 - 03:13 AM, said:
#364
Posted 30 October 2012 - 06:05 PM
Minion, on 30 October 2012 - 12:13 AM, said:
Re: Caltrops.. it effectively applies a 6s bleed, 12 times in 12 seconds, or 72 tics of bleed. 1 LDB applies 3 10s bleeds, or 30 tics of bleed. So, 1 caltrops is worth approx 2.4 LDB in terms of bleeds (maybe more like 2LDB equivalent if you do add in the direct damage from LDB). In addition it cripples, and has a 5-target AOE (vs 3-target of LDB.) It's on a 30s recast (or 24s traited, vs 60s for RFI.) It's amazing for a condi build.
RFI gives you 6 ini, so 1.2 LDB's. Every 60 seconds. So I'd say this choice comes down to whether you want to be offensive or defensive... caltrops for more damage, RFI for the stun break and extra evade via LDB.
Also, considering the points already invested in trickery, I'm really suprised that caltrops on dodge hasn't been mentioned... I believe it's only a small field that lasts 4 seconds, but it's still applying that 6s bleed 4 times (or 24 tics of bleed, almost a whole LDB!), costs no initiative and takes up no utility slots.
And honestly, why is haste even being mentioned for a PvE build? In any fight longer than 15 seconds all it gets you is maybe 2 extra autoattack chains (if you're using it to burn through ini faster then you just sputter out of ini faster, net dps gain = 0)... while in a condition build, your autoattack chain ain't anything to write home about. Plus you could be using the lost energy to dodge more with caltrops-on-dodge for even more damage. Nix the haste.
Assassin's signet? You really need to decide if you're a condi or a power build. They don't play very well together.
PS. if you're still not sold on caltrops, try this... go to the heart of the mists, slap on a rampager's amulet, and plop a caltrops on a training dummy and just sit back and watch him melt. Dodge on him a few times with caltrops-on-dodge for extra fun. That's all passive, brutal, and initiative-free damage. Pretty effective way to up your DPS while waiting for that pesky initiative to come back, wouldn't you say?
Edited by Dairuiner, 30 October 2012 - 06:31 PM.
#365
Posted 30 October 2012 - 06:49 PM
iluvthis3, on 30 October 2012 - 03:13 AM, said:
D/D can be EITHER excellent condition damage for single-target and AOE, OR excellent direct damage for a single-target. Pretty much have to take your pick and build for it. S/P on the other hand has excellent direct damage to both single-target AND AOE. If you want to see big numbers all over at all times, consider giving S/P a try.
Edited by Dairuiner, 30 October 2012 - 06:52 PM.
#366
Posted 31 October 2012 - 03:28 AM
Dairuiner, on 30 October 2012 - 06:05 PM, said:
RFI gives you 6 ini, so 1.2 LDB's. Every 60 seconds. So I'd say this choice comes down to whether you want to be offensive or defensive... caltrops for more damage, RFI for the stun break and extra evade via LDB.
Also, considering the points already invested in trickery, I'm really suprised that caltrops on dodge hasn't been mentioned... I believe it's only a small field that lasts 4 seconds, but it's still applying that 6s bleed 4 times (or 24 tics of bleed, almost a whole LDB!), costs no initiative and takes up no utility slots.
And honestly, why is haste even being mentioned for a PvE build? In any fight longer than 15 seconds all it gets you is maybe 2 extra autoattack chains (if you're using it to burn through ini faster then you just sputter out of ini faster, net dps gain = 0)... while in a condition build, your autoattack chain ain't anything to write home about. Plus you could be using the lost energy to dodge more with caltrops-on-dodge for even more damage. Nix the haste.
Assassin's signet? You really need to decide if you're a condi or a power build. They don't play very well together.
PS. if you're still not sold on caltrops, try this... go to the heart of the mists, slap on a rampager's amulet, and plop a caltrops on a training dummy and just sit back and watch him melt. Dodge on him a few times with caltrops-on-dodge for extra fun. That's all passive, brutal, and initiative-free damage. Pretty effective way to up your DPS while waiting for that pesky initiative to come back, wouldn't you say?
Though to be fair, haste + dagger storm = hilarimazing, I don't think it's worth the slot.
Also, the "hard to catch" trait animation + sound effect is really annoying, which is why I would never slot it
#367
Posted 31 October 2012 - 05:47 AM
@traversc; I missed you
#368
Posted 31 October 2012 - 07:04 AM
I got curious and did some testing...not sure where my 6s number on the bleed duration came from considering the tooltip says 3s... however it actually applies 2 stacks of bleed per tic, and applies them 16 times in 14 seconds. (try it on a dummy, you'll see what i mean.) In measuring damage done versus the health of the golem, etc, i came up with between 96-106 total tics of bleed from a single application of caltrops.
If you're running enough condition damage to get tics of 100 on bleeds (which is very easy to do) then you're talking 10k+ damage from a 1-second cast ability every 30 seconds, no initiative cost. A single LDB is getting you 3k bleed damage given the same circumstances, making caltrops bleed more than 3 LDB's.
Also, the dodge caltrops actually tics 17 times total, in a quite small radius, so not as useful against moving mobs but still respectable against stationary ones.
Sorry for the extreme min/maxing. You can ignore the numbers and take the tl:dr as: Caltrops utility is amazing in a condi build.
#369
Posted 31 October 2012 - 07:24 AM
Dairuiner, on 31 October 2012 - 07:04 AM, said:
I got curious and did some testing...not sure where my 6s number on the bleed duration came from considering the tooltip says 3s... however it actually applies 2 stacks of bleed per tic, and applies them 16 times in 14 seconds. (try it on a dummy, you'll see what i mean.) In measuring damage done versus the health of the golem, etc, i came up with between 96-106 total tics of bleed from a single application of caltrops.
If you're running enough condition damage to get tics of 100 on bleeds (which is very easy to do) then you're talking 10k+ damage from a 1-second cast ability every 30 seconds, no initiative cost. A single LDB is getting you 3k bleed damage given the same circumstances, making caltrops bleed more than 3 LDB's.
Also, the dodge caltrops actually tics 17 times total, in a quite small radius, so not as useful against moving mobs but still respectable against stationary ones.
Sorry for the extreme min/maxing. You can ignore the numbers and take the tl:dr as: Caltrops utility is amazing in a condi build.
Perhaps I will change my tune when bleeds stack higher. Thanks for testing, though.
#370
Posted 31 October 2012 - 11:43 AM
#371
Posted 04 November 2012 - 12:38 AM
I've been using your builds and I really like them. I'm lvl 70 atm and I'm going for 100% world completion on this character. I mostly use the condition build you posted and normal mobs are really a breeze. Skill point foes/veterans are also pretty easy to solo. It seems like most people are using the critical build, but I don't really see how you can have AoE damage with that build. I understand you don't really need AoE for dungeons, but for world completion it seems like a must.
So which build is better for world completion? Is it possible to combine the builds into a hybrid backstab/DB build?
Thanks
#372
Posted 05 November 2012 - 08:21 AM
Fatal Flaw, on 04 November 2012 - 12:38 AM, said:
I've been using your builds and I really like them. I'm lvl 70 atm and I'm going for 100% world completion on this character. I mostly use the condition build you posted and normal mobs are really a breeze. Skill point foes/veterans are also pretty easy to solo. It seems like most people are using the critical build, but I don't really see how you can have AoE damage with that build. I understand you don't really need AoE for dungeons, but for world completion it seems like a must.
So which build is better for world completion? Is it possible to combine the builds into a hybrid backstab/DB build?
Thanks
Whichever works for you; it's all down to preference once you get down to the two builds. I wouldn't recommend mixing the gear too much, since you'd lose burst damage or bleed damage respectively.
#373
Posted 05 November 2012 - 01:22 PM
I'm preparing for dungeons, but I fear for the parts where my team will need DPS for taking down objects like burrows fast, but I love the condition damage.
Also what's the rational behind using sleight of hand for PVE? Whereas that same sot could be used to get an extra 4 initiative on heal
Edited by Suigetsu, 05 November 2012 - 01:24 PM.
#374
Posted 05 November 2012 - 01:41 PM
In the crit build you talk about equipping Zerk or Valk armor set... why not Knight?
Wouldnt a mix of 3/3 Valk + Knight armor and full Zerk trinkets + weapons a better solution?
If not, can you please tell me why?
What runes would work better?
Thanks a lot
#375
Posted 05 November 2012 - 06:24 PM
Fenice_86, on 05 November 2012 - 01:41 PM, said:
If not, can you please tell me why?
Simply because those two armour sets offer Critical damage. That's all that really matters for the backstab build.
Suigetsu, on 05 November 2012 - 01:22 PM, said:
4i every 13 seconds or a 1s Daze? I'd go for the daze, because you don't want to be forced into using Signet of Malice on recharge; you would end up not benefiting from having it for it's main purpose. Sleight of Hand means disabling an attack or two every 30 seconds and removing one tick of defiant.
#376
Posted 05 November 2012 - 11:13 PM
Anyway, just making sure you're still advocating your original post.
#377
Posted 06 November 2012 - 09:31 PM
#378
Posted 07 November 2012 - 01:50 PM
1-What weapons and weapons mods are recommended? I am using D/D and P/P
2-basic usage: cloak as often as possible, keeping Revealed up means you're maximising your damage, and stay behind the target while autoattacking. Also, use Hide in Shadows to lead into another backstab while near-downed]. What do you mean by keeping Revealed up means you're maximising your damage? I don't see any traits/skills, that says while in Revealed stance you do more damage. I am confused here.
3-What about Elite skills? what is recommended?
Edited by malevolence, 07 November 2012 - 03:26 PM.
#379
Posted 07 November 2012 - 04:16 PM
When you're cloaked and behind a target, you'll get the "backstab" instead of the standard autoattack.
Backstab deals double damage, so if you're keeping yourself stealthed you're maximising your damage by using backstab and reenter stealth.
The 3.) is possible a matter of style. Some people tend to use Daggerstorm while others use basilisk venom.
#380
Posted 07 November 2012 - 08:48 PM
malevolence, on 07 November 2012 - 01:50 PM, said:
2-basic usage: cloak as often as possible, keeping Revealed up means you're maximising your damage, and stay behind the target while autoattacking. Also, use Hide in Shadows to lead into another backstab while near-downed]. What do you mean by keeping Revealed up means you're maximising your damage? I don't see any traits/skills, that says while in Revealed stance you do more damage. I am confused here.
3-What about Elite skills? what is recommended?
I'm lazy, so I can't be bothered changing the links each time I tamper with the build. The more up to date build is the one on the page, which I quite like since it can show how it's progressed in the recent months (nice excuse, eh?)
1.D/D nearly all the time. If you're struggling against a boss then switch to P/P, same in dungeons. The worse you are at dodging and staying off the AI radar, the more often you should swap to pistols.
2.Shadak has it, but to clarify: If Revealed is always up, it means you're Cloak and Daggering and Backstabbing at the maximum speed for maximum DPS. You can use CaD during Revealed also, it's a meaty attack, but no Backstab follow up.
3. I would never use Basilisk Venom in PvE... Depending on the occasion, if you need focused single-target damage, take EVAS (Thieves Guild); if you need to kill a large mob of critters, use Dagger Storm.
#381
Posted 07 November 2012 - 11:03 PM
Minion, on 07 November 2012 - 08:48 PM, said:
Not sure I follow you here. When you say '... is the one on the page...' do you mean the list of skills and such that is found on page 1 of this thread? If not that, what then?
#383
Posted 08 November 2012 - 03:43 AM
Been following this thread for awhile now and only now seriously started playing my thief and LOVING the D/D+P/P Condition Build. I'm up to level 44 or so and a way to go yet but it is a lot of fun
Many thanks, Minion, for opening my mind up to having more fun out of Death Blossom
I already loved it but now it is heaven (especially after playing a 'I can't die level 80 Guardian')
My recommendation to people (like myself originally) who went to those build links in the original post is to instead look into the first few replies where there is a build that has 15 points spent into it. I've also read further into this thread so far and found where it goes from there but if anything, maybe the OP could remove the build links, toss in instead the "This is what you should aim for" and them we fill in the blanks ![]()
#385
Posted 08 November 2012 - 07:34 PM
Been using your various builds since you made the first one, great work and thanks for sharing with us all
I recently switched to your up to date crit/power build, the back stab one. However I feel like I'm dying much more in dungeons and having to wait for the 30 second heal. I also don't get a lot of 1v1 up time behind an enemy and i always seem to have nearly all my initiative too. Maybe I'm just playing this all wrong.
The previous build for your crit/power one was the signet build also using signet of malice. The healing more than made up for the lack of vit/toughness and i could DB or switched to SB whenever and just cluster bomb/dagger storm back to full health. However if i try to do that in the new build I run out of initiative pretty quickly.
Not sure what im doing wrong really, maybe its just not for me. Was the signet build you had before much less DPS than this?
Note: Level 80 with nearly full beserker gear.
#386
Posted 09 November 2012 - 02:58 PM
#388
Posted 09 November 2012 - 06:07 PM
#389
Posted 09 November 2012 - 06:29 PM
Dairuiner, on 30 October 2012 - 06:05 PM, said:
RFI gives you 6 ini, so 1.2 LDB's. Every 60 seconds. So I'd say this choice comes down to whether you want to be offensive or defensive... caltrops for more damage, RFI for the stun break and extra evade via LDB.
Also, considering the points already invested in trickery, I'm really suprised that caltrops on dodge hasn't been mentioned... I believe it's only a small field that lasts 4 seconds, but it's still applying that 6s bleed 4 times (or 24 tics of bleed, almost a whole LDB!), costs no initiative and takes up no utility slots.
And honestly, why is haste even being mentioned for a PvE build? In any fight longer than 15 seconds all it gets you is maybe 2 extra autoattack chains (if you're using it to burn through ini faster then you just sputter out of ini faster, net dps gain = 0)... while in a condition build, your autoattack chain ain't anything to write home about. Plus you could be using the lost energy to dodge more with caltrops-on-dodge for even more damage. Nix the haste.
Assassin's signet? You really need to decide if you're a condi or a power build. They don't play very well together.
PS. if you're still not sold on caltrops, try this... go to the heart of the mists, slap on a rampager's amulet, and plop a caltrops on a training dummy and just sit back and watch him melt. Dodge on him a few times with caltrops-on-dodge for extra fun. That's all passive, brutal, and initiative-free damage. Pretty effective way to up your DPS while waiting for that pesky initiative to come back, wouldn't you say?
This. So very much this, I just read through the first 3 pages and was about to write nearly the same. Caltrops is insanely strong if used correctly. For PvE use, try to get 2 runes each of centaur, afflicted and krait to maximize bleed duration. Make sure to trait caltrops on dodge as well as caltrop recharge and you can maintain bleed cap by yourself for a good while.
Currently, you can also use the "cnd steal trick" to safely apply caltrops where you need them: hit your caltrops button, and when the bar is almost full, steal for a shadow step towards the enemy, meaning you basically drop caltrops at their feet instantly.
Oh, did I mention caltrops proc your signet of malice too?
Edited by Kovares, 09 November 2012 - 06:30 PM.
#390
Posted 09 November 2012 - 08:39 PM
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