I use this build when scouting for my guild and when I go out solo behind enemy lines looking for trouble. Duties as a scout include stopping small groups from taking supply camps, NPC camps and outposts, protecting Dolyaks, and tracking/harassing/baiting large enemy forces moving through my territory. All of this requires high mobility and killing power.
Here I'll discuss purely building/gearing the character. I plan to write out strategy sections later. Not sure on ETA, yet. A video is inc eventually when I have time to sift through 500gb of fraps. I have no idea when that will be since I tend to feel like logging on instead of editing footage.
Video of the build in use:
Version1: Pure DPS
Version2: Slightly more tanky Dagger mainhand
Version3: Slightly more tanky Sword mainhand
Explanation of Deadly Arts Traits:
- Mug: This is a pretty obvious choice, the burst is wonderful.
- Back Fighting: This may be a confusing trait choice, but you'd be surprised how many fights I've won on my back because of 2.5-4k hits while downed. It's more of a game changer than any of the other traits in this build. The only time I would consider using something else is Dagger Training for a D/D build.
- Why only 25 Deadly Arts? I love the extra 50 power and the 4s immobilize, but the extra dodges from the last 5 points in acro will win fights more consistently if you know how to use them.
- Furious Retaliation: With 100%+ crit damage, Fury is too good not to have.
- Critical Haste: Even a 2s haste is enough auto attacks to down someone from 100% life.
- Executioner: Consistent, large damage boost when your opponent is low life and starts playing defensively? Yes, please.
- Power of Inertia: You'll be getting 2 stacks of might every time you dodge with this build, and you'll be dodging a ton. How does having 6-7 consistent might stacks sound to you?
- Simply stated, dodging and avoiding attacks are your life blood as a squishy thief. Your goal should be to avoid EVERY large attack by your enemy while punishing them with your own between. 15 points in Acro gives you 1.5k HP and a tremendous increase in the amount of dodges that you can do over time, starting with 50% more dodges (3 instead of 2) right off the bat.
- This ability serves so many purposes that it probably deserves it's own thread. Let's just say that once you get accustomed to using this in creative ways, you'll never drop it off your utility bar ever again.
- 2x Gap closer, 2x Gap opener, 2x Stun breaker, and 1x (3) condition removal. Check, what else to say here?
- You simply can not keep swiftness up at all times from dodging. It's just not going to happen. In all of the mean time, this 25% runspeed is going to do you wonders for moving around the world quickly as well as chasing down your opponents. Also, well timed use of this instant ability can save you from disaster if everything else is down or guarantee a stomp on certain classes such as ranger, guardian, warrior, engi, necro.
- WvW contains a very high percentage of ranged weapons. You'll find hoards of rangers, rifle warriors, scepter guardians, pistol thieves, and other various ranged attackers who will do silly things like: Rapid Fire, Killshot and Unload on you while you spin to win and reflect it. This ability is often the only way you're going to win a 4-5v1 against a group of brain dead players who are spamming ranged attacks upon you. Steal on a warrior then do a second spin for good measure. Thieves Guild simply will not give you as much mileage as this ability.
Bowl of Orrian Truffle and Meat Stew:
- This tasty treat synergies greatly with your points in acrobatics, making them more effective and you move elusive.
- Sigil of Paralyzation: This sigil adds a full 1s to your Tactical Strike daze duration, despite it being 15%. This is invaluable when wearing S/D.
- Sigil of Air or Fire: An argument can be made for either. I've been using Fire lately since the AOE can hit mesmer/necro pets, other players, and only hits for ~15% less damage than Air. Use this dagger along with your sword when going S/D.
- Sigil of Force: 5% extra damage will improve your burst. Use this dagger only when D/D.
- Sigil of Bloodlust: This is a must! +250 power once you've been out slaying for a while makes a huge difference in damage output. It's simply unbeatable.
- Sigil of Force: 5% extra damage will improve your burst when going D/P, use the air or fire dagger in mainhand with this.
- Simply put, I consider this the best set of runes to go with. If you concentrate on avoiding damage, you will be dealing 10-15% more damage than any other runeset until you breach 90% life then you'll STILL do slightly more damage than any other runeset.
- See this thread for detailed discussion: http://www.guildwars...r-glass-builds/
- First it must be noted that I swap weapons regularly as needed. Don't restrict yourself to only one weapon, it will only weaken your versatility. My go-to set is S/D+SB, but I use D/D+SB and D/P+SB on a regular basis as well.
- I don't care how you want to play this build, SB needs to be one of your weapons. Cluster bomb is useful beyond just huge aoe damage. You'll be healing yourself in ranger trees, punishing thieves/mesmers who stealthed near you, and dodging attacks even when you're out of endurance. You have a reliable poison field and stackable AOE weakness as well as a very strong AOE auto attack that makes Mesmers whimper
- This is my diamond in the rough weapon set that many scorn here on Guru and in game. You have a strong AOE auto attack that cripples, a 3-second daze for your stealth attack (with paralyzation sigil), a wonderful gap closer and stun/condition remover, a some-what useful evade (think LDB when you're a power/backstab D/D thief) that does monstrous power based damage if it lands, then all the greatness of offhand dagger. Once you learn this weapon set, you'll find that it frustrates and confuses your enemies far more than daggers while allowing you to say "How bout them heartseekers?" after you win. Who doesn't like gloating?
- This set is very powerful as well and my second favorite behind S/D. You have a solid gap closer that does good damage and blinds, very high DPS auto attack, all the glory of Heartseeker, AOE blinds, very fast daze for interrupts/stomps, and the most reliable stealth method available on a Thief weapon set. I enjoy this set far more than D/D when I want to be a backstab thief, but it must be said: The burst is NOT in line with a D/D thief. The utility, however, makes it look like a joke.
- I swap to this set when running with a partner or a group, the giant burst capability becomes very valuable. If you feel bad for using what every other thief uses, just imagine the tears on the other side of the internets when you backstab someone for 15k then finish them with a massive overkill 10k heartseeker. It comforts me a bit.
- Each of these sets have their uses, but none are optimal for this build. Pistol/Pistol is nice but you're just setting yourself up for dying to reflection builds by using them since they can never replace a shortbow.
- Whoever approved the design of this weapon obviously didn't care one bit about any type of "balance" in underwater combat. 1 is a powerful dagger-style auto attack, 2 hits nearly as hard as a <25% life heartseeker that evades and still costs the same, 3 is a block that retaliates with damage nearly on par with Pistol Whip, 4 blinds your target and teleports you on top of them, and 5 is a power-based leaping death blossom that infuriates people and lasts way too long for the initiative investment. If you want German kids beating their keyboards on walls because of you, just lure them into water and spam 5 while using steal and scorpion wire to stay on top of them. Equip infiltrator's signet and roll for initiative to make it even more cheesy.
- I have defensive armor that sits in my bank because personally, I go full berserker in every slot more often than not. If you can avoid attacks and stay >90% life, you will be doing ridiculous amounts of damage that not even the tankiest guardian can stand for more than a few hits.
- This is optimal for those who do not wish for a single mistake to ruin their day. Below is a huge mathcrafting section on how to choose which slots should be which armor type.
First, we determine which pieces are best to have crit dmg on vs minor stats to help determine which pieces will be Berserker.
Helm: 45 32 32 2% (16 minor vs 1% crit)
Shoulders: 34 24 24 2% (12 minor vs 1% crit)
Chest: 101 72 72 5% (14.4 minor vs 1% crit)
Gloves: 34 24 24 2% (12 minor vs 1% crit)
Legs: 67 48 48 3% (16 minor vs 1% crit)
Boots: 34 24 24 2% (12 minor vs 1% crit)
Weapons: 180 128 128 10% (12.8 minor vs 1% crit)
Earrings: 112 80 80 6% (13.33 minor vs 1% crit)
Rings: 134 96 96 6% (16 minor vs 1% crit)
Amulet: 90 64 64 5% (12.8 minor vs 1% crit)
Jewels: 25 15 15 3% (5 minor vs 1% crit)
Crit vs Minor efficiency: (Closer to this side should be Berserker) Jewels >>>>> Shoulders, Gloves, Boots > Amulet, Weapons > Earrings > Chest > Helm, Legs, Rings (Closer to this side should be Soldier)
Now that we know which pieces are most efficient to be crit dmg pieces, time to decide on stat distribution! (note: Berserker/Valk jewels have a massively good ratio of crit dmg vs stats, you simply can't go with anything else if you want crit dmg in your build)
Valkyrie: Power > vit+crit
Knights: Tough > prec+power
Berserker: Power > prec+crit
Soldier: Power > tough+vit
Now here is the part where I leave you to make your own choices. Start with Helm, Legs, Rings and move up the efficiency chart adding Power>tough+vit gear in place of Berserker's gear until you hit your preferred level of tankiness. Remember to use Berserker or Valkyrie Jewels no matter what you do b/c of the huge crit damage vs stat efficiency.
Edited by Kutsus, 30 October 2012 - 04:15 AM.