Condi Thief, Rabid vs Carrion

Condi Thief, Rabid vs Carrion

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Posted by: animalmom.1062

animalmom.1062

Prior to patch I was P/D, Shortbow condi thief 5/0/30/20/5 with all Carrion gear and accessories

Post PSB Nerf and DB buff and Steal buff I am experimenting with

5/0/15/20/30 D/D, P/D condi (works great btw)

Anyway – since I’m in melee range more would rabid gear be interesting to increase toughness?

I know it will decrease damage – my initial thoughts are I’d rather have 22k HP, 2000 armor over 15k HP, 3000 armor and have more hitting power.

Any views?

This for WvW mostly

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Posted by: Travlane.5948

Travlane.5948

i stick with 5 0 30 30 5 (btw ur missing 10 points) and p/d p/d one each with 50% energy and another each with 2 agony. full carrion armor/accs and for runes i do 2 krait 2 cent 2 aff. it works its not messed with. i only have draw matches to d/p players bc of their condi removal and rarely to d/d eles but i usually win those 80% of the time after a few mins. i run just shy of 23k hp

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Posted by: animalmom.1062

animalmom.1062

Also with my build would you want stealth on steal or quick recovery – i.e.

5/0/20/15/30 – 04 5/0/15/20/30

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Posted by: Travlane.5948

Travlane.5948

eh i dont like either. if ur going to do it use sleight of hand.

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Posted by: animalmom.1062

animalmom.1062

yes it was same as u pre patch sorry for typo – but post patch im all over the steal buff.

Havent played enough with it to know for sure but in a grp it rocks do to the ToTC and Bountiful theft uptime.

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Posted by: animalmom.1062

animalmom.1062

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Posted by: Pavel.8531

Pavel.8531

I actually tried yesterday almost full apothecary set with 10/0/0/30/30 build. d/d // sb
And it’s great in pve/dungeons and wvw zerg running and small scale combat. The minus is, if you get ganged (to be read: “take a fight more than 1v2 with no backup”), your death is almost certain because of somewhat limited mobility and stealth.

I used 6 runes of Undead, 2 dagger sets – 1 set with sigils of corruption (just going, killing 13 mobs then switching to the “fighting” set and running in the fight), the “fighting” – with sigils of agony and hobbling. I wasn’t sure for the short bow, put agony there too, although that’s debatable.

Traits: Mug in DA, Power of Inertia, Pain Response and Quick Recovery in Acrobatics, Uncatchable, Bountiful Theft and Sleight of Hand in Trickery.

Utility Skills: SoM, Caltrops, Roll for Initiative, Infiltrator’s Signet and Daggerstorm.

Basically, the idea of the build is – very high evade uptime through death blossom and dodges, while healing all eventual hits through SoM. I don’t know if Anet thought making DB 4 ini is that big of a change, but it sure feels like one.
Oh, my stats are, when using food for -condition duration(yeah this build is weak vs conditions, that’s why I use such food and Pain Response) and quality tuning crystals and 25 cond stacks – 1716cond dmg, 776healing power, 2628~armor, 16.2k hp(without server bonuses).

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Posted by: Nike.2631

Nike.2631

I do my damage through conditions primarily… and I have to say Settlers’ gear (Toughness main + condition damage/healing power) is rocking for survivability.

With the Signet of Malice self-healing and the ridiculous amount of death blossom spam with the reduced initiative cost and roughly ten bajillion hits from daggerstorm in a crowd… I’m way safer when I get attacked by 3-4 people than when fighting just one. I don’t even touch cloak and dagger until I’m down to just one opponent.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: frans.8092

frans.8092

Precision is a wasted attribute. Why not mix in a few toughness pieces like Settler’s or Apothecary’s?

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Posted by: Faeyd.5094

Faeyd.5094

I actually tried yesterday almost full apothecary set with 10/0/0/30/30 build. d/d // sb
And it’s great in pve/dungeons and wvw zerg running and small scale combat. The minus is, if you get ganged (to be read: “take a fight more than 1v2 with no backup”), your death is almost certain because of somewhat limited mobility and stealth.

I used 6 runes of Undead, 2 dagger sets – 1 set with sigils of corruption (just going, killing 13 mobs then switching to the “fighting” set and running in the fight), the “fighting” – with sigils of agony and hobbling. I wasn’t sure for the short bow, put agony there too, although that’s debatable.

Traits: Mug in DA, Power of Inertia, Pain Response and Quick Recovery in Acrobatics, Uncatchable, Bountiful Theft and Sleight of Hand in Trickery.

Utility Skills: SoM, Caltrops, Roll for Initiative, Infiltrator’s Signet and Daggerstorm.

Basically, the idea of the build is – very high evade uptime through death blossom and dodges, while healing all eventual hits through SoM. I don’t know if Anet thought making DB 4 ini is that big of a change, but it sure feels like one.
Oh, my stats are, when using food for -condition duration(yeah this build is weak vs conditions, that’s why I use such food and Pain Response) and quality tuning crystals and 25 cond stacks – 1716cond dmg, 776healing power, 2628~armor, 16.2k hp(without server bonuses).

I have a full apothecary set for when I want to be invincible, but always run 30 in shadow arts with it. Biggest problem is defensively spec’d enemies walking off bored… but it’s a very trollish spec for harassing groups and tagging zergs.

Tiger