D/D+SB roaming build help needed

D/D+SB roaming build help needed

in Thief

Posted by: JoeVertigo.9236

JoeVertigo.9236

Hello folks. I’ve recently came back to playing the game and am dusting off my chars. One of them is my thief which I’m very rusty at right now. I’m looking for some help with a roaming build for D/D+SB and yes, it has to be that weapon combination. Keep in mind I won’t be roaming alone but always in a group of 4-5 people. I was thinking I’d be the main stomper and peel off pesky stuff like mesmers. My GW2 knowledge is vastly outdated but so far I’ve been thinking about something like that:

http://gw2skills.net/editor/?fZAQNAoYVlsMp0pdPxyJ8PNhPBtdAedD4OEX4DdVDA-w

No idea about the gear though. Some zerky stuff for sure, but not sure 100% is such a good idea. Let’s talk exotics here please, can’t really afford ascended gear for more than one char (engi, cough) right now.

Any input is really appreciated. Haven’t played thief for ages.

D/D+SB roaming build help needed

in Thief

Posted by: DeceiverX.8361

DeceiverX.8361

Most people using Shadow Arts builds – or really most thief builds in general – will place 2 points in Deadly Arts for Mug; it has very high power scaling and provides a nice little heal, which at thief baseline health, is a pretty big deal.

With HK, it’s usually more advisable to run partial or largely Valkyrie armor while retaining berserker weapons, and using a mix of Offensive ascended trinkets with the Berserker and Berserker/Valk split stats, infused all with power.

It really depends on how you play and who you’re with, though. The SA stab build is usually more of a solo-roamer one due to the heals, and is used to help mask Thief’s lack of defenses so that a thief can skirmish a little better with heavies by adding more durability. Usually Shadow Stab builds use D/P due to its substantially easier access to stealth via BP + HS and BP’s overall improved skirmishing usefulness as well as having an interrupt via Head Shot. D/D is a much more aggressive set focused on pure damage throughput with limited utility on Dancing Dagger for skirmishing.

D/D is played primarily for its burst damage throughput due to CnD’s high scaling, allowing for a Mug + CnD + Stab to deal some of the highest – in some cases arguably the highest – burst damage in the game. Because of its limited skirmishing potential, however, a lot of players prefer the “assassin” style of play – killing the target as quickly as possible and fleeing. That said, the build archetype lacks any kind of condition removal when optimized for damage outside of HiS, so it’s risky and requires a lot of knowledge on when to dodge what. With support-roles in your group, however, it can be easier to pull off and ultimately more rewarding. Below is my build, which mathematically (food is a suggestion for what I’ve found to be overall the most useful per money spent), which is the most-optimized build possible as an assassin-based D/D thief. It will take practice, though :P

(Engage from Precast BV + Assassin’s Signet + Infil Signet + Steal During CnD animation, SoS kept as a twitch blind/init regen).

http://gw2skills.net/editor/?fZAQNAoYVlsMpypNOxzJ8PNRLhs9oVv87tuPCA-TlCBABQ8AAk4EAg1+jSFAOEAZpsiRlgpopIP9AMckA0R9nAAIA3sNDA38m38m38mFCQwYA-w

(edited by DeceiverX.8361)