Dungeon viability, looking for a good support build
Posted 18 December 2012 - 02:13 AM
I'm currently set up as a backstab crit thief, however, since I'm so squishy, I can never really get in range and stay in range to utilize my build to its full potential. I'm constantly regulated to playing at range with a short bow, or spamming smoke with D/P
I love playing a thief, I'd really like to do dungeons with my thief, ranged play is fine and dandy, but if I wanted to be spamming a bow all day i would have picked a ranger.
Am I missing something? I understand you're supposed to switch weapons constantly, this isn't WoW, it's just I usually feel like I'm a detriment to my party rather than an asset, my Engineer feels like it's immensely more valuable due to the utilities she can provide.
Does anyone have some suggestions on a good build that will make me more useful in dungeons? Perhaps a build that is also viable for running with a friend or two during Orr karma circuits and such.
I'd really appreciate the input.
Posted 18 December 2012 - 07:18 PM
Seeing as you said that you are having issues managing to be a viable damage dealer (which, if you think about it, is any DPS's main role to support their team in a dungeon), there are a few options for you to make you feel a bit more useful in dungeons.
First one that I like to do, which is largely dependent on the make-up of the team I'm running with is run a combo of SB and P/P, focusing on Headshot to interrupt the bosses and such, blinding random mobs and dealing some respectable (and safe) damage with the P/P setup. I get more feelings of usefulness when running the SB. The Blast Finisher on #2 is invaluable when paired with a team that can communicate. Just the other night a group of buddies and I were running dungeons and Fractals, and between myself and the ranger (who uses Healing Spring quite often) we were able to heal our team very effectively. Match the SB Blast with the Ele's assortment of combo fields and you can get all sorts of different boons for your team, making you feel very helpful in dungeons. Between the area Might (x3, 20s) of off a Fire combo field to the area healing off of a Water combo field to everything in between, if you can get your team to cooperate and communicate, your blast finisher can be extremely effective in helping your team.
I realize that you said that you didn't want to spam a SB all day, and I agree with that sentiment which is why (in situations where I want to be of more use to my team vs just straight up damage, or if the melee damage isn't a real good possibility) I run with P/P mainly, and switch to my SB when I see some nice combo fields being dropped. That way you can keep up the utility with pistols (#4, #5, #2 if you want) plus keep some damage viability (#3) as well as being able to switch out to SB for some awesome blast finishers.
Something else worthy of note is that a well timed iHouse (Shadow Refuge) or the other utility that is an area/team stealth (don't remember the name, haven't used it in a while ) can make or break your team in some dungeon/Fractal situations. iHouse is invaluable for reviving teammates in the middle of combat, given the 13s of stealth that you get from it. The area stealth is useful for a momentary period of non-death for teammates who are getting slapped around by a boss, or random mobs, or whatever so your teammates can regroup and figure out what they are doing.
Hope this helps!
Posted 19 December 2012 - 05:48 AM
This is the build I'm currently using for...well...everything.
The pistols are changeable with SB, but you did say you didn't want that.
I like to call it Shadow Sanctuary, since I use stealth both to keep myself and allies alive, make allies alive and finish of enemies.
For support you'll use scorpion wire and Shadow Refuge, the two skills I almost always have in my bar as thief. Use scorpion wire to separate groups by standing at the very edge of its range, then throwing it. This makes many otherwise tough fights almost laughable. (Though you should note that some enemies are hard-wired, and will make all get aggro'd whatever you do). It's also very useful for pulling down eager defenders in WvW.
Shadow Refuge is not as much the core of this build as it is the most flexible part of it. Need more damage? Shadow Refuge. Need to heal but your heal skill is on cd? Shadow Refuge.
The might from hidden assassin applies with every pulse of SR, and easily lets you get 10 stacks of might, with Shadow Protector you and allies inside get regen, with Infusion of Shadow you'll get your entire initiative bar back to full and most useful of all, you'll have a total of about 10 seconds of stealth to make use of. Meaning rezzing an ally (who are also stealthed by the effect), moving around quickly, breaking aggro etc.
Shadow Signet is mostly there to keep you where you need to be, and can be swapped out without problem.
The thing I like the most about this build, is being able to support in a rather uncommon way, while also dealing good damage, since though not specced as a glass cannon, you're still a thief.
tl;dr Shadow Refuge <3
Posted 19 December 2012 - 06:19 AM
What do you recommend for gearing, either try to make up for the lower damage of SB|P/P? Or instead gearing towards a more tanky vit/tough/heal power setup to ensure you will be alive to help your team.
Posted 19 December 2012 - 07:50 AM
Cripple hard hitting mobs with caltrops. You have one of the best cripples in the game.
Blind/rupt them with Pistol whip and smoke shot.
Poison and weaken them with SB #5.
Combo with Cluster bomb while doing damage to enemies.
Pull mobs/Remove a mob harassing an ally with scorpion wire.
You just need to pay attention to who is being targeted by the boss then sneak behind him for some backstabs (watch out for PBAoE's and always, ALWAYS position yourself behind the enemy.)
Edited by Knuckle Joe, 19 December 2012 - 07:52 AM.
Posted 19 December 2012 - 05:10 PM
Posted 19 December 2012 - 07:55 PM
You now have 3 utilities that are sources of stealth, which when traited, grant regen. Plus, you're keeping foes blind a lot. So foes either can't see you because you're stealthed or because you're blind, you're providing regen to your team, and some decent direct healing in refuge. All with 20% lower than listed CD's. Of course Thieves Guild is a fantastic skill for adding damage or serving as a distraction so your teammates can recover.
I find that the thief attacks fast enough and has enough high-powered skills that with gear to increase damage and power traits, you can reasonably play offense and defense together.
Posted 20 December 2012 - 03:34 AM
Posted 20 December 2012 - 09:38 AM
When talking of support, what would you like to do and how'd you define support?
P.S. I have a feeling you might be happy with S/D.
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