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Thief - A basic Guide

thief guide shortbow pve

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#31 Mithlom

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Posted 19 September 2012 - 01:21 PM

I love the updates to the guide!  Very informative

My only question/concern is the use of Opportunist over the Initiative 'buffs' from trickery.  With 15 points you get the 3 additional Initiative, as well as 3 for every time you steal.  Do you see Opportunist getting triggered a lot?

#32 Inwtob

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Posted 19 September 2012 - 01:52 PM

Still pretty new to the game but I am a big fan of P/D & Shortbow. The build that you have listed in your guide is primarily for D/D & Shortbow, but you state that P/D is you favorite next to Shortbow. By chance do you have a different build for P/D or does anyone have a recommended leveling build for a good P/D build.

I do enjoy D/D, but just seem to have more luck and survival ATM with P/D.

Thanks for any advice any can give.

INWTOB


#33 Rachmani

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Posted 19 September 2012 - 03:35 PM

Nice guide.
I play a different build but as I mostly play P/P + SB I guess that just makes sense. Still great info.
http://gw2skills.net...DguTe6zAsdt/wVB
this is it, utility skills can and should be swapped around, just as you said.

#34 Maxtofunator

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Posted 19 September 2012 - 04:37 PM

I would like to know if there is a particular reason why you didn't touch the sword/dagger. The s/d seems like it could be a really strong combination when used correctly. Obviously you would need to pair it with either p/p or shortbow to have a ranged option, but hte sword offers the shadowstep and then the high damage autoattack, and if you take the trait where you have a higher crit chance from the back/side, it gives you a free 7% crit chance without really trying. The stun for the sword stealth skill also seems like it would be valuable in a dungeon, along with the dagger 4 skill like you stated.
So sort of like I asked at the beginning, is there a particular reason why you didn't talk about this weaponset, or is it just along the lines that nobody really likes it or you feel that it is too weak of an option?

#35 Mithlom

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Posted 19 September 2012 - 04:45 PM

View PostInwtob, on 19 September 2012 - 01:52 PM, said:

Still pretty new to the game but I am a big fan of P/D & Shortbow. The build that you have listed in your guide is primarily for D/D & Shortbow, but you state that P/D is you favorite next to Shortbow. By chance do you have a different build for P/D or does anyone have a recommended leveling build for a good P/D build.

I do enjoy D/D, but just seem to have more luck and survival ATM with P/D.

Thanks for any advice any can give.

INWTOB

http://www.guildwars...lthbleed-build/

Check out that link... it is a pistol/dagger build, although, I didn't compare the two to check for similarities/differences.  A good build and well thought out though.

#36 Matryoshka

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Posted 19 September 2012 - 06:27 PM

I have, as of right now, a level nine thief. I seem to kill enemies with relative ease by using the suggested weapon sets, namely the Shortbow and P/D. I do find that there are times where my Signet of Malice just won't heal enough but will things get easier once I pick up a few traits?

#37 The Shadow

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Posted 19 September 2012 - 09:29 PM

OK! Wow. Lots of posts that I need to reply to haha :D

View PostMatryoshka, on 19 September 2012 - 06:27 PM, said:

I have, as of right now, a level nine thief. I seem to kill enemies with relative ease by using the suggested weapon sets, namely the Shortbow and P/D. I do find that there are times where my Signet of Malice just won't heal enough but will things get easier once I pick up a few traits?

Signet of Malice improves when you get comfortable luring many mobs at once. More importantly than that though, the more traits you have access to the faster you kill things, battles end much sooner thus reliance on healing becomes far less important. There are times when it's lacking and that's usually when facing >3 mobs. But with all the built-in evasion it shouldn't be a massive issue once you get to full grips with P/D, built-in evasion and the utility skills you have access to you really can evade the majority of incoming attacks. Where it truly shines is in DEs and Dungeons though. You should notice this when you get further into the game.


View PostMaxtofunator, on 19 September 2012 - 04:37 PM, said:

I would like to know if there is a particular reason why you didn't touch the sword/dagger. The s/d seems like it could be a really strong combination when used correctly. Obviously you would need to pair it with either p/p or shortbow to have a ranged option, but hte sword offers the shadowstep and then the high damage autoattack, and if you take the trait where you have a higher crit chance from the back/side, it gives you a free 7% crit chance without really trying. The stun for the sword stealth skill also seems like it would be valuable in a dungeon, along with the dagger 4 skill like you stated.
So sort of like I asked at the beginning, is there a particular reason why you didn't talk about this weaponset, or is it just along the lines that nobody really likes it or you feel that it is too weak of an option?

I personally feel that S/D is an extremely weak set. If I wanted to use S/ I would go S/P because Pistol Whip is far more effective than the S/ dual skill. If I wanted to go /D I would rather use D/ or P/. This is partly down to preference but also because S/ auto is far too slow and the damage and usefulness from 3 on S/D are simply sub-par, arguably it can also be quite buggy (i.e. misses alot even though it shouldn't). This is also the reason I don't like D/P. The dual skills don't ever (for me) outweigh the benefits of using a different set.


View PostInwtob, on 19 September 2012 - 01:52 PM, said:

Still pretty new to the game but I am a big fan of P/D & Shortbow. The build that you have listed in your guide is primarily for D/D & Shortbow, but you state that P/D is you favorite next to Shortbow. By chance do you have a different build for P/D or does anyone have a recommended leveling build for a good P/D build.

I do enjoy D/D, but just seem to have more luck and survival ATM with P/D.

Thanks for any advice any can give.

INWTOB

The reason I haven't posted a P/D build, honestly, is due to the fact that I haven't found a combination that works "perfectly" for me. The D/D build I posted makes complete sense in my head. I can honestly say that in my opinion not a single trait point is wasted and not a single trait doesn't suit the purpose of the build.

The problem with making a P/D build is partly down to whether or not traits should focus around P/ or /D. You will be dealing damage from both. It would make logical sense to trait more heavily in favour of P/ because that's where the majority of your damage will come from.. at the same time however.. some of the Dagger traits are simply too good to pass up, even if they don't apply to the majority of your skills it's arguable that they may outweigh the value of some of the P/ traits. If you're familiar with Critical Strikes there are loads of traits that suit both. Finding a happy balance isn't particular easy though. I do of course have builds for P/D that "work" but that doesn't really satisfy me. As such, I won't post a build to be publicly scrutinized by lots of players (some of which far more experienced/ confident in the profession than myself) before I'm at the least as happy with it as I possibly can be.

In addition to all that, I honestly think when traiting for P/D it really is heavily down to preference, far more so than P/P or D/D at any rate.

I currently don't have access to Guild Wars 2 and will soon be back at Uni. So it's rather hard atm for me to do anything other than Theorycraft. I will however find the "perfect" P/D build for me and post it as soon as I can, providing it's been properly tried and tested in actual PvE of course.


View PostMithlom, on 19 September 2012 - 01:21 PM, said:

I love the updates to the guide!  Very informative

My only question/concern is the use of Opportunist over the Initiative 'buffs' from trickery.  With 15 points you get the 3 additional Initiative, as well as 3 for every time you steal.  Do you see Opportunist getting triggered a lot?

The reason I don't invest in Trickery is purely because it would be counter-productive to lose innate damage from Backstabbing (where the majority of my DPS comes from) in favour of resource-management that isn't really needed as a direct result of the fact that the majority of damage comes from Backstabs.

The 20% +1 Ini on crit is a nice bonus as opposed to a necessity. The 10% over 6 is also a bonus. It's far less important than say.. the additional Power and cumulative 15% damage (from 5% dagger and 10% on foe suffering from a condition) from 25 in Deadly Arts. Also the few extra pips aren't more useful than the extra endurance re-gain or might on dodge. Or any of the traits in Critical Strikes.

It's simply outweighed in terms of usefulness by the majority of other trait trees, for me at least.

View Postjejaj, on 19 September 2012 - 07:56 AM, said:

Hi!
Imo ur guide is very good and helpful. Through this build a made my own:

http://gw2skills.net...eSo4J/DOoODc6lA
Gear and runes same like u.

What do u think about this?

Someone write
But i think Flanking Strikes and Side Strikes are worse than Instinctual Response and Furious Retaliation. What is ur opinion ?

I like the build, I see it working fairly well, particularly in Solo PvE. It might be worth changing the Heal to Signet of Malice since it works well with channel skills. Especially since you have access to stealth via other means. Trickery is much better with P/P than it is with D/D as the spam-ability on unload is relatively important.. That being said, I'm not sure if I'd want to sacrifice Acrobatics all-together.

I think it's almost entirely down to personal preference though. So too with the choice of traits.

The thing I dislike about both Instinctual Response and Furious Retaliation is the internal cool downs, both of which are quite long.

Edited by The Shadow, 19 September 2012 - 09:53 PM.


#38 TulgeyWood

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Posted 20 September 2012 - 06:04 AM

I have what may be a stupid question but I'm going to ask anyways. ;)

Do you use shortbow mainly for aoeing down groups/doing dungeons and p/d for soloing general pve content? I'm personally finding the bow less efficient than p/d for single target fights, though that may have a lot to do with my level... might just need to get the hang of the spec a bit more too.

#39 Relish

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Posted 20 September 2012 - 07:16 AM

View PostTulgeyWood, on 20 September 2012 - 06:04 AM, said:

I have what may be a stupid question but I'm going to ask anyways. ;)

Do you use shortbow mainly for aoeing down groups/doing dungeons and p/d for soloing general pve content? I'm personally finding the bow less efficient than p/d for single target fights, though that may have a lot to do with my level... might just need to get the hang of the spec a bit more too.


SB is almost exclusively AOE, since you can easily take out 2 enemies w/ auto's alone, I prefer to d/d main sb off, since d/d is an amazing solo target dps machine w/ amazing survives when traited correctly. Despite what the shadow says about SB, it isn't the best weapon set of the thief, since that statement is incredibly subjective, use what you find most effective for your playstyle, ie. i use d/d backstab on almost everything and it works out for me.

The best way to build thief is an aoe weapon set, and a 1v1 set,. ie. d/d & s/p, d/d & sb, sb & p/p, although i would tend to stay away from p/p since it doesn't perform quite up to snuff. Also remember that melee always deals more damage as thief, since high risk gives high reward.

#40 The Shadow

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Posted 20 September 2012 - 11:46 AM

View PostRelish, on 20 September 2012 - 07:16 AM, said:

SB is almost exclusively AOE, since you can easily take out 2 enemies w/ auto's alone, I prefer to d/d main sb off, since d/d is an amazing solo target dps machine w/ amazing survives when traited correctly. Despite what the shadow says about SB, it isn't the best weapon set of the thief, since that statement is incredibly subjective, use what you find most effective for your playstyle, ie. i use d/d backstab on almost everything and it works out for me.

The best way to build thief is an aoe weapon set, and a 1v1 set,. ie. d/d & s/p, d/d & sb, sb & p/p, although i would tend to stay away from p/p since it doesn't perform quite up to snuff. Also remember that melee always deals more damage as thief, since high risk gives high reward.

1) SB is the best because it's AoE. That's more a fact than it is my preference. You can simply get away with murder in Dungeons and DEs with SB whereas D/D wouldn't do a dent.
2) P/P is up to snuff. In fact the DPS is quite amazing on unload. I crit nearly as hard as a D/D backstab. This is only fair seeing as it's a much "safer" set to use.
3) Yes. D/D is great for single-target DPS. Anything AoE is where it's lacking. This is because, in a dungeon where you have to face 3 silver named mobs at the same time.. you can't just limit your DPS to one of them. To be efficient you need to apply bleeds to all of them and deal damage to all of them. Also.. The more targets you face, the higher the chance of you critting.


View PostTulgeyWood, on 20 September 2012 - 06:04 AM, said:

I have what may be a stupid question but I'm going to ask anyways. ;)

Do you use shortbow mainly for aoeing down groups/doing dungeons and p/d for soloing general pve content? I'm personally finding the bow less efficient than p/d for single target fights, though that may have a lot to do with my level... might just need to get the hang of the spec a bit more too.

You can dispose of single enemies with SB, though personally I'd switch to D/D or P/D for that purpose. Where SB shines however is when fighting 2+ mobs at the same time.

#41 Rachmani

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Posted 20 September 2012 - 01:55 PM

I'd go so far as to say, that DD is an amazing set, on its own and overall probably the best stand alone set we have.
However, as we have 2 weapon sets to play with D/Ds flexibility in terms of amazing single target dps, ok AoE, 3 different types of finisher isn't "needed". It's the package that needs to have an answer for everything.
Therefore I'd say that the OP is right, SB is the one set that teams up best with every other (working) set - simply by being the best AoE set.
S/P, P/P, P/D, D/D don't differ much in this regard.
In my personal opinion
P/D - while save - plays rather slow, and doesn't go all too well with a "standard" 25 30 0 15 0 spec,
S/P is in a way like D/D, a set rather complete on its own, but lacks mobility severely needed in dungeons, both to stay alive and to actually hit bosses with Pistol Whip
P/P is a beast single target, but needs to be traited for (0 30 0 15 25 is my choice, works well for SB too, so no big deal)
D/D is the most flexible set on its own but in terms of what is needed in addition to SB isn't much stronger than P/P (if its stronger at all, that is)
so it comes down to personal preference, with P/D being a different approach (survival rather than max dps).
I can only recommend to test each one properly, to find the one that suits your playstyle best, as they play differently.

#42 The Shadow

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Posted 20 September 2012 - 02:26 PM

View PostRachmani, on 20 September 2012 - 01:55 PM, said:

I'd go so far as to say, that DD is an amazing set, on its own and overall probably the best stand alone set we have.
However, as we have 2 weapon sets to play with D/Ds flexibility in terms of amazing single target dps, ok AoE, 3 different types of finisher isn't "needed". It's the package that needs to have an answer for everything.
Therefore I'd say that the OP is right, SB is the one set that teams up best with every other (working) set - simply by being the best AoE set.
S/P, P/P, P/D, D/D don't differ much in this regard.
In my personal opinion
P/D - while save - plays rather slow, and doesn't go all too well with a "standard" 25 30 0 15 0 spec,
S/P is in a way like D/D, a set rather complete on its own, but lacks mobility severely needed in dungeons, both to stay alive and to actually hit bosses with Pistol Whip
P/P is a beast single target, but needs to be traited for (0 30 0 15 25 is my choice, works well for SB too, so no big deal)
D/D is the most flexible set on its own but in terms of what is needed in addition to SB isn't much stronger than P/P (if its stronger at all, that is)
so it comes down to personal preference, with P/D being a different approach (survival rather than max dps).
I can only recommend to test each one properly, to find the one that suits your playstyle best, as they play differently.

I must say, this is a very good and concise overview.

Also agree with your points on P/D. To be at it's best it needs a re-speccing. Haven't found the best for me yet though.

As for how you'd spec towards P/P and SB I'd also agree. Trickery is absolutely crucial for resource management in regards to P/P. It also pairs extremely well with SB as Trickery = + Condition Damage which makes the loss of power almost acceptable. That all being-said... I'm not sure if it's on par with D/D and SB. I'm sure it wouldn't be far off though and as such, I consider it to be a very good set that's worth using if indeed that's how you'd prefer to play.

At some point I was going to edit the above P/P and SB build into the Example Build section of my Guide. Hope you wont think I'm plagiarizing lol D;

#43 Fouinot

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Posted 20 September 2012 - 03:30 PM

That's what i'm running for P/D :
http://gw2skills.net...rAYpzgmaweGXlVB

My stuff is focused on condition damage with power and vitality.
I sometimes change the signet to mess around as it's not mandatory to spam C&D when the stealth debuff is over. It just permits some body shot when I have too much initiative.
Best "rotation" damage wise is something like C&D sneak attack -> 2xAuto -> C&D sneak attack
You can replace one auto with a utility skill or do bodyshots/dancing dagger when you steal with the extra initiative from trickery.

With acrobatics and deadly arts 25th traits you get 20% damage all the time (given you use dodge and conditions, so yeah all the time)
With trickery 10 it's 5% damage from the back. This is not weapon related so with shortbow you also profit from the damage upgrade (maybe not the 5% from the back)
I find smokescreen to be better all around than shadow refuge as it blocks projectiles and can be converted to area stealth with shortbow. For deadly arts i'm not sure about my traits I just want to get the 25th and the power/expertise from it.
Please excuse my english :P

Edited by Fouinot, 20 September 2012 - 03:36 PM.


#44 Mercykiller

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Posted 20 September 2012 - 04:57 PM

View PostRachmani, on 20 September 2012 - 01:55 PM, said:

P/P is a beast single target, but needs to be traited for (0 30 0 15 25 is my choice, works well for SB too, so no big deal)

I'd actually like to see your build and all the trimmings, if you don't mind. I love the idea of P/P (I quite enjoy unload over anything a P/P engi gets), but I'm having problems making it work quite as well as I'd hoped while leveling, at least in comparison to a D/D build :(

#45 The Shadow

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Posted 20 September 2012 - 05:33 PM

View PostMercykiller, on 20 September 2012 - 04:57 PM, said:

I'd actually like to see your build and all the trimmings, if you don't mind. I love the idea of P/P (I quite enjoy unload over anything a P/P engi gets), but I'm having problems making it work quite as well as I'd hoped while leveling, at least in comparison to a D/D build :(

http://gw2.luna-atra...0fp8l8o8s9njpk2

He's probably using that or something very similar.

#46 Mercykiller

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Posted 20 September 2012 - 06:25 PM

The 15 in Acrobatics is rather confusing to me; wouldn't it be better to take those points, skim another 10 off Trickery, and go 25 in Deadly Arts for Exposed Weakness and Combined Training (thus giving +15% dmg as soon as you land your first autoattack pistol shot)? Or is P/P best done as a condition build, not power and precision? Also, when doing an unload, does the 1% per initiative dmg boost from "Lead Attacks" apply before or after activating the skill? I'd assume before, but it's a pretty big swing.

#47 Rachmani

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Posted 20 September 2012 - 07:05 PM

View PostMercykiller, on 20 September 2012 - 04:57 PM, said:

I'd actually like to see your build and all the trimmings, if you don't mind. I love the idea of P/P (I quite enjoy unload over anything a P/P engi gets), but I'm having problems making it work quite as well as I'd hoped while leveling, at least in comparison to a D/D build :(

View PostThe Shadow, on 20 September 2012 - 05:33 PM, said:

http://gw2.luna-atra...0fp8l8o8s9njpk2

He's probably using that or something very similar.

That's basically what I use. I swap traits around of course (for example +5% pistol damage & +5% crit on dual skill I tend to skip for trash as I mostly use shortbow there), but that's the basic build. I also happen to use steal alot so both steal buff traits can be considered my main choice. They're very good solo and absolutely amazing in groups. Vigor, Fury, Swiftness - all good.
As you mentioned leveling. I started with some points in acrobatics, followed by trickery. I only started to invest in critical strikes once i was able to use grand master traits. With that being said, I changed my weapons quite often during leveling, often using the best weapon i could find. So... you're probably better of not focusing on P/P too much (also, low & mid lvl I enjoyed P/D more than P/P despite being a sucker for Unload), at least until you're 60 or something like that.
I remember switching to P/P + SB "exclusively" at lvl 70, playing 0 30 0 15 15. That's probably the moment where you basically have everything you need to make it work, except a little bit of damage from Lead Attack.
Best tipp I can give you is to look for rampagers gear. It's rock solid for everything except S/P (and S/D lol) so you can switch around as you please. Later on you can start focusing on Berserker mixed with some rampager.

View PostMercykiller, on 20 September 2012 - 06:25 PM, said:

The 15 in Acrobatics is rather confusing to me; wouldn't it be better to take those points, skim another 10 off Trickery, and go 25 in Deadly Arts for Exposed Weakness and Combined Training (thus giving +15% dmg as soon as you land your first autoattack pistol shot)? Or is P/P best done as a condition build, not power and precision? Also, when doing an unload, does the 1% per initiative dmg boost from "Lead Attacks" apply before or after activating the skill? I'd assume before, but it's a pretty big swing.

You could absolutely do that. 5% more damage on dual skills is quite good and 10% more damage as long as the target has a condition ain't bad either. Vulnerability on crit or mug are quite good as well. Weakness on poison goes nicely with shortbow.
Point is, I like to have three dodges and sometimes even vigor upon healing.
That makes 25 trickery the obvious choice. Lead attack is also really good. As far as I know it's calculated at the start of the attack so your first unload hits for +15% dmg, and so do your auto attacks when regaining initiative.
One thing that I'd say is crucial for playing a thief is to realize that you don't lose damage by not spending your initiative right away, as long as you're not sitting at full initiative. So what I do is I manage my initiative right below 15, unload only when I'm "in danger" of getting it to full. With that being said, steal, 20% chance on a crit to gain 1 initiative (sometimes 7% chance on 1 initiative on auto attack) etc. all make it a little bit less predictable, but you get what I'm saying. The rest of my initiative I keep for "oh shit moments", that way I always have enough to daze, put down a blind field or additional burst via unload.
Also as you see, I spend at least some time with auto attacks, and 25 points in trickery (250 condition damage) ain't going to waste. In fact with certain steal options and such it's actually nice to have some condition damage.
However, I'm sure as long as you keep 15 trickery and 30 critical strikes pistols are going to work just fine, so beyond that point I'd say the rest of your points are personal preference.

P.S. Also, Shadow, please use this as you like, this is common knowledge that anyone can get through playing the game, and I'm not presumptous enough to think I discovered even a single thing not already used by someone else (who probably didn't even bother to use the forums ;) ).

Edited by Rachmani, 20 September 2012 - 07:11 PM.


#48 The Shadow

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Posted 20 September 2012 - 07:09 PM

View PostMercykiller, on 20 September 2012 - 06:25 PM, said:

The 15 in Acrobatics is rather confusing to me; wouldn't it be better to take those points, skim another 10 off Trickery, and go 25 in Deadly Arts for Exposed Weakness and Combined Training (thus giving +15% dmg as soon as you land your first autoattack pistol shot)? Or is P/P best done as a condition build, not power and precision? Also, when doing an unload, does the 1% per initiative dmg boost from "Lead Attacks" apply before or after activating the skill? I'd assume before, but it's a pretty big swing.

I've played 25/30/0/0/15 with P/P before with success. It's very good for DPS but not so much for evasion/ mobility which directly effects your survival/ sustain.

P/P is fairly weak in this sense, you have no access to Cripple/ Stealth directly on your bar like with /D. You have Black Powder but the initiative cost is often too high imo to be that useful. The Daze on /P is also useless. I'm not a massive fan of /P as an off-hand in general.. but what I am a fan of are some of the /P dual skills. I often find myself tweaking my builds to make up for the fact that the on-bar utility from /P is extremely lacking. Hence why I wouldn't ever swap out 15 points in acrobatics (especially when using /P)

0/30/0/15/0 are staples in all my faveourite builds anyway though.. As for P/P Given that I'm only left with 25 trait points and at least 15 of them are essential in Trickery to run P/P effectively.. I'm left with just 10 remaining points.. Which make more sense when placed in Trickery than in Power because as you noticed.. You benefit the most from Power when you put 20-25 points in the line.

The might from dodge partly makes up for the lack of Power.. When paired with Thrill of the Crime you can maintain Might the whole duration of the fight with the added bonus of Swiftness and Fury.. especially as.. More points in Trickery = faster cool down on Steal. It may not make up wholly for the lack of Power but.. to me at least it outweighs the benefits of forsaking the 15 points in Acrobatics.

The 1% applies before activation of the skill.

People are always debating about the benefits of Pow/ Prec versus Cond and vice versa.. Survival versus Damage... etc etc. To me it simply isn't so clear-cut that I can just pick one of either side and be happy with it.

Pow/ Prec is best for P/P because Unload doesn't cause bleeding. If you go P/D and rely on stealth and auto attack, condition damage becomes more valuable.

Edited by The Shadow, 20 September 2012 - 07:13 PM.


#49 Minion

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Posted 21 September 2012 - 09:58 AM

Shortbow is the greatest off-hand/secondary weapon. I don't think you can say single-target damage is negligable, though, since so many segments of dungeons are about single-target DPS for boss fights or even just taking down priority targets quickly. I do use a shortbow but I only get it out when I can't get in melee range or I'm at low health. I've got DB for the AoE bleeds, although no doubt my playstyle will change once I get a "when you swap to this weapon in combat" sigil.

Dual daggers are most certainly our greatest primary weapon set, due to it's robustness.

#50 AEnesidem

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Posted 21 September 2012 - 01:28 PM

View PostThe Shadow, on 19 September 2012 - 03:27 AM, said:

You'll get there soon enough!

Hope you like it :D
I liked the guide quite a lot.
However my favorite weapon set deffinitely is P/D SB. So i'd like to ask you if you could maybe show me a P/D build. I have a build which works quite ok but i am just curious as i have never seen another build for P/D.

#51 The Shadow

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Posted 21 September 2012 - 02:52 PM

View PostAEnesidem, on 21 September 2012 - 01:28 PM, said:

I liked the guide quite a lot.
However my favorite weapon set deffinitely is P/D SB. So i'd like to ask you if you could maybe show me a P/D build. I have a build which works quite ok but i am just curious as i have never seen another build for P/D.

What I tend to do most of the time is stick to 25/30/0/15/0 but swap the traits around. Not because this is the best build for P/D, but just because it's convenient to do so as I often switch sets mid-dungeon to suit the needs of the battle and group I'm with.

#52 Ixxioixxl

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Posted 21 September 2012 - 04:17 PM

Thanks for making this guide :D
I created a theif as my next alt because I saw the 25% run speed and liked playing a rogue in WoW. I then went around from 1-10 and gathered up the needed 26 skill points in the low lvl areas for the run speed. The profession was okay but I still liked my guardian a little more(probably because I was playing my theif like a guardian), then I read your guide...
I got him from 10-16 using what you showed and omg it is fun. Shooting grenades out of my bow, hopping all over the place stealthing/stabbing/shooting/pistol whipping/backstabbing/ghosting...great stuff and more fun than my guardian for solo/DE so far for sure, once I get some more traits I will be taking him to WvW. Nothing like my WoW rogue, so much more complex and entertaining to play.

#53 jejaj

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Posted 22 September 2012 - 03:20 PM

Are runes 2x Superiol Scholar and 4x Superial Thief will be good for this:

http://gw2skills.net...jdKUe6fgs6Mw5LB

My set is 3 Berserker and 3 Rampagers

Edited by jejaj, 22 September 2012 - 03:26 PM.


#54 The Shadow

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Posted 22 September 2012 - 04:08 PM

View Postjejaj, on 22 September 2012 - 03:20 PM, said:

Are runes 2x Superiol Scholar and 4x Superial Thief will be good for this:

http://gw2skills.net...jdKUe6fgs6Mw5LB

My set is 3 Berserker and 3 Rampagers

Well yes, they are good, albeit expensive. It might be wiser to look for similar runes that are much cheaper..

The best thing about Runes of the Thief are the set bonus of 10% damage while flanking. So that's not really essential for running P/P and not really cost effective unless you buy all 6.

View PostIxxioixxl, on 21 September 2012 - 04:17 PM, said:

Thanks for making this guide :D
I created a theif as my next alt because I saw the 25% run speed and liked playing a rogue in WoW. I then went around from 1-10 and gathered up the needed 26 skill points in the low lvl areas for the run speed. The profession was okay but I still liked my guardian a little more(probably because I was playing my theif like a guardian), then I read your guide...
I got him from 10-16 using what you showed and omg it is fun. Shooting grenades out of my bow, hopping all over the place stealthing/stabbing/shooting/pistol whipping/backstabbing/ghosting...great stuff and more fun than my guardian for solo/DE so far for sure, once I get some more traits I will be taking him to WvW. Nothing like my WoW rogue, so much more complex and entertaining to play.

:D Glad I could help

Edited by The Shadow, 22 September 2012 - 04:58 PM.


#55 Mercykiller

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Posted 23 September 2012 - 09:21 AM

And thanks for the pistol tips!

#56 Dragonhead

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Posted 23 September 2012 - 12:00 PM

So Shadow, what would be the most efficient levelling spec? Could you please link one for a new thief that I will be making and maybe a few tips =)

#57 BinxyPrime

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Posted 23 September 2012 - 04:41 PM

I think there are better options than haste, shadowstep for PvE content is better for condition removal and escape in the oh shit scenarios.

Haste is really good for burst but that tends not to be very important in pve, I would drop it for something like smoke bomb for the cloak and blind, or for shadowstep or something, that will serve most people better for regular content.

#58 Minion

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Posted 23 September 2012 - 05:39 PM

View PostBinxyPrime, on 23 September 2012 - 04:41 PM, said:

I think there are better options than haste, shadowstep for PvE content is better for condition removal and escape in the oh shit scenarios.

Haste is really good for burst but that tends not to be very important in pve, I would drop it for something like smoke bomb for the cloak and blind, or for shadowstep or something, that will serve most people better for regular content.

Burst damage is very nice in PvE, considering you generally have mob->walk a bit->next mob; cooldown for a bit, which is alleviated since you have to walk there anyway. Haste is arguably better in PvE than PvE since it drains your endurance and dodging is so much more important than the extra damage. It's like saying "In exchange for dealing more damage, we'll make you a sitting duck".

#59 Relish

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Posted 24 September 2012 - 07:44 AM

View PostBinxyPrime, on 23 September 2012 - 04:41 PM, said:

I think there are better options than haste, shadowstep for PvE content is better for condition removal and escape in the oh shit scenarios.

Haste is really good for burst but that tends not to be very important in pve, I would drop it for something like smoke bomb for the cloak and blind, or for shadowstep or something, that will serve most people better for regular content.

The only time i ever used shadowstep, was during my cof farming for the bomb rush phase, haste is so much better, as minion said. when you can do a full rotation in about 3 seconds (full auto +c/d+backstab+DB), and it also synergizes w/ SB incredibly well, do to superfast autos, and an even faster shadow step, for your "oh shit" moments.

#60 Rachmani

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Posted 24 September 2012 - 10:31 AM

Why would you want to drain all your endurance in "oh shit" moments.
Also... unlike say rangers, that have a really strong auto attack, we just spend our initiative faster, so we don't really do more damage, but rather do the same damage upfront, before we have to wait for it to come back.
That said, haste has its place, but I don't think it's particularily strong on a thief.




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