Hello fellow thieves. My name is Scoots and I am here today to teach you about how you can become a successful end game rogue.
P/P was is a seriously underestimated weapon-set. I attribute this to bad builds and not counting bleed damage. When players build a full crit P/P thief they shudder whenever they see the damage from vital shot. They shouldn’t; the base damage is amazing considering how fast it shoots, on top of that you get an additional 300-500 more damage from the bleed (group might buff anyone?).
That being said, with the correct build, you will still rarely be using vital shot. With the proper build and initiative management you will out-dps most D/D rogues. I’ve heard people say P/P has less “mobility” then D/D, but honestly I don’t see how that has anything to do with PvE, you have plenty of endurance to dodge all major attacks if your positioned correctly.
Remember everyone plays different, this build has plenty of room for customization. The important thing to remember is that if you aren’t going party support (venomshare), your only job is damage, and you need to be good at it
On to the build:
This is the end game build I use while doing high level fractals. It is pure damage, with very little party support. My role in the group is just to make the fight shorter. Teamwork is necessarily if you want to live longer then 30 seconds with this build.
http://www.guildhead.com/skill-calc#mMkMMc9rx0pfVsqMsV08kiG7khT7kiQ7070M7kGL70V7ofD70m
This is a modified survivalist build that most people should start out with. It has more defensive traits and you can trade in some of your Berserker gear for Knight’s or Valkyrie’s gear.
http://www.guildhead.com/skill-calc#mMkMMc9rxVGfVoqcsM08kil7khT7kiQ7070M7kGL70V7owX7ow47ofD
Playing this build is pretty simple. You spam 3 and focus most of your attention on not dying. Not dying is what gives you the big advantage over melee thief; it’s why your total damage is higher even though their “DPS” might be higher.
FAQ:
Q: Why all the precision sigils? Why not might on crit or something?
A: Because berserkers only has precision as a secondary trait, and because your crit damage is so high, the best way to increase your overall damage is to push your base crit-chance as close to 80% as possible.
Q: What utilities do you use?
A: Most of the time… Hide in Shadows, Signet of Agility, Infiltrator’s Signet, and THE BATMAN kitten ABILITY (Shadow Refuge). For obvious reasons these give me more damage, condition removal, and some support. That being said there are many utilities, such as Devourer Venom during the Underground Facility Fractal’s final boss, that you will want to swap around.
Q: Thanks for pointing out the obvious.
A: Your welcome. ^o^ However it’s not obvious, and the number of P/P rogues that pass up Fluid Strikes is disturbing.
Q: Shortbow is an AoE weapon and does more DPS, why bother with P/P.
A: What an excellent looking question! As most dungeons go you have several groups of lesser mobs called “trash” you also have giant mobs called “bosses.” The shortbow is used in this build to deal with the trash because AoE will always out DPS single target DPS against multiple enemies. But the P/P comes into play during bosses, when you don’t have 10 targets to hit, you just have 1. While doing explorable dungeons and low level fractals, the shortbow is defiantly strong enough to get by, even against single targets.
Q: Why use Preparedness instead of Sundering Strikes?
A: Honestly, I really wish I could use Sundering Strikes instead of Preparedness, and you can if you want to. Personally it just doesn’t feel right. When I see 3 max initiative I don’t just see 3 total initiative for the whole fight. Looking deeper into how fights work you’ll notice it’s actually 3 initiative whenever you deal with an event, have to heal an ally, get downed, have to pick up an item, are unable to DPS for a few seconds, ect… 10/30/0/25/5 and 0/30/0/25/15 are both great traits to use for this build.
(edited by Scootabuser.4915)