Build crafting: 1+ condi thief
Here is the version I use. Useful tactic I have found with this kind of build is to stack conditions off your attacks and dodges, then wait for your opponent to cleanse. After they do, then drop your venoms and stack those on your target. Essentially, you want to force a cleanse, then drop your real big burst (ie steal and venoms) and let them melt. I also sometimes use Infiltrators Signet instead of Shadows and then use that as a false steal to trick targets into popping their resistance or blocks, then use my real steal in my main bomb.
Good luck!
Also consider P/D with Dash or P/P with Bound
S/P is also intriguing especially in light of the changes in PvP. While I do not PvP I hope to see those translate over into WvW.
Your build in essence a hybrid and s/p has some distinct advantages. Pistol whip hits hard and is a series of attacks that can apply all your venoms at once along with an interrupt. This should be saferr then the AA chain as you get an evade and stun.
The 1.5 second Immob can be useful here ensuring the enemy has to break that Immob in order to dodge out. You give up poison but get higher weakness uptime with the two sources and a cripple.
You have the advantage of a long port in much like d/p , with the bonus of a port out of danger without switiching to SB much like p/d has with this also cleansing a condition.
So you could load up venoms and port in via infiltrators, use PW and port back out and still have that steal there. While hard to give up BT if pressure strike taken here you could also apply torment via the PW and or headshot interrupts.
With panic strike, infiltrators immob and that off the daggers you are sure to be able to get some of those PWs off for a combo of power damage and rapid condition stacking.
(edited by babazhook.6805)
S/P is also intriguing especially in light of the changes in PvP. While I do not PvP I hope to see those translate over into WvW.
Your build in essence a hybrid and s/p has some distinct advantages. Pistol whip hits hard and is a series of attacks that can apply all your venoms at once along with an interrupt. This should be saferr then the AA chain as you get an evade and stun.
The 1.5 second Immob can be useful here ensuring the enemy has to break that Immob in order to dodge out. You give up poison but get higher weakness uptime with the two sources and a cripple.
You have the advantage of a long port in much like d/p , with the bonus of a port out of danger without switiching to SB much like p/d has with this also cleansing a condition.
So you could load up venoms and port in via infiltrators, use PW and port back out and still have that steal there. While hard to give up BT if pressure strike taken here you could also apply torment via the PW and or headshot interrupts.
With panic strike, infiltrators immob and that off the daggers you are sure to be able to get some of those PWs off for a combo of power damage and rapid condition stacking.
I tried an hybrid s/p condi build too with impact disruption, immob venom and spider venom. It’s fun but I feel d/p offers more for a +1 role.
S/P is also intriguing especially in light of the changes in PvP. While I do not PvP I hope to see those translate over into WvW.
Your build in essence a hybrid and s/p has some distinct advantages. Pistol whip hits hard and is a series of attacks that can apply all your venoms at once along with an interrupt. This should be saferr then the AA chain as you get an evade and stun.
The 1.5 second Immob can be useful here ensuring the enemy has to break that Immob in order to dodge out. You give up poison but get higher weakness uptime with the two sources and a cripple.
You have the advantage of a long port in much like d/p , with the bonus of a port out of danger without switiching to SB much like p/d has with this also cleansing a condition.
So you could load up venoms and port in via infiltrators, use PW and port back out and still have that steal there. While hard to give up BT if pressure strike taken here you could also apply torment via the PW and or headshot interrupts.
With panic strike, infiltrators immob and that off the daggers you are sure to be able to get some of those PWs off for a combo of power damage and rapid condition stacking.
I tried an hybrid s/p condi build too with impact disruption, immob venom and spider venom. It’s fun but I feel d/p offers more for a +1 role.
I am just curious as to why this the case?
5 and 6 obviously the same. S/d with changes has a superior port as it goes in and out with cleanse. PW is a stun and evade along with one of the highest damage sources we have and in addition to that immob it is a source of weakness which I am a fond of if you can source it multiple times.
If I look at 2 through 5 , with changes I see it as a wash if not an edge to s/p.
Is it simply the AA and backstab chains?
(edited by babazhook.6805)
Hey I’m trying to do a +1 condi thief build, on the same vein as current d/p.
the combo would be venom -> steal -> AA until no venom left -> weapon swap to shortbow -> disabling shot ( venom apply ) -> chocking gas
I think something like this might be possible but I suppose there is better suggestion out there.
Further to your build specifically, I am not sure on your rune choice. While understanding you have some bleeds coming off the SB (and swap to the same)you will not use them a lot so are not getting a lot from that added duration. There no consistent bleed app so bleed durations do not help a lot.
I would go for runes that add to generic durations , such as Nightmare/trapper or that target poison such as thorns. Adventurer mght be another option as this would assure you get full endurance at every heal as well as add to both power and condition.
Compared to current choice I think this beats 15 percent poison duration.
(edited by babazhook.6805)
S/P is also intriguing especially in light of the changes in PvP. While I do not PvP I hope to see those translate over into WvW.
Your build in essence a hybrid and s/p has some distinct advantages. Pistol whip hits hard and is a series of attacks that can apply all your venoms at once along with an interrupt. This should be saferr then the AA chain as you get an evade and stun.
The 1.5 second Immob can be useful here ensuring the enemy has to break that Immob in order to dodge out. You give up poison but get higher weakness uptime with the two sources and a cripple.
You have the advantage of a long port in much like d/p , with the bonus of a port out of danger without switiching to SB much like p/d has with this also cleansing a condition.
So you could load up venoms and port in via infiltrators, use PW and port back out and still have that steal there. While hard to give up BT if pressure strike taken here you could also apply torment via the PW and or headshot interrupts.
With panic strike, infiltrators immob and that off the daggers you are sure to be able to get some of those PWs off for a combo of power damage and rapid condition stacking.
I tried an hybrid s/p condi build too with impact disruption, immob venom and spider venom. It’s fun but I feel d/p offers more for a +1 role.
I am just curious as to why this the case?
5 and 6 obviously the same. S/d with changes has a superior port as it goes in and out with cleanse. PW is a stun and evade along with one of the highest damage sources we have and in addition to that immob it is a source of weakness which I am a fond of if you can source it multiple times.
If I look at 2 through 5 , with changes I see it as a wash if not an edge to s/p.
Is it simply the AA and backstab chains?
I would say the reactivity of d/p and the fact that you are allowed to do offensive defense with #3, if that makes sense. And pistol whip is tricky, it feels less smooth to use than even CnD or sword #3 from mesmer. You see I prefer a highly reactive build than respond to urgent need than rooted high damages.
Hey I’m trying to do a +1 condi thief build, on the same vein as current d/p.
the combo would be venom -> steal -> AA until no venom left -> weapon swap to shortbow -> disabling shot ( venom apply ) -> chocking gas
I think something like this might be possible but I suppose there is better suggestion out there.
Further to your build specifically, I am not sure on your rune choice. While understanding you have some bleeds coming off the SB (and swap to the same)you will not use them a lot so are not getting a lot from that added duration. There no consistent bleed app so bleed durations do not help a lot.
I would go for runes that add to generic durations , such as Nightmare/trapper or that target poison such as thorns. Adventurer mght be another option as this would assure you get full endurance at every heal as well as add to both power and condition.
Compared to current choice I think this beats 15 percent poison duration.
I will test that I’m not really good with rune choice ^^ that’s why I post on the forum.
(edited by Wargameur.6950)