Evade builds
If you want infinite dodge/vault spam, then this super annoying build will do.
http://gw2skills.net/editor/?vZAQJAWWn8lC9OhFOBGmCkmiFqiqrnCgDYO73+x37CShBA-TJhFABAcJAS4JAIVZg33fAA
Basically, you want to dodge + vault (staff 5) constantly. In order to do so, you’ll need to identify your sources of initiative and endurance gain.
• Weapon swap fills endurance and initiative
• All staff skills give 10 endurance
• Your heal gives endurance
• Roll For Initiative is a dodge, and it refills your initiative partially
• Bandit’s Defense should be saved for when all your sources of endurance and initiative are unavailable
• Signet of Agility refills your endurance by a lot
• The elite fills your endurance by 10
• Your steal fills your endurance as well
Your goal is to use vault after dodging. Avoid using two vaults in a row unless you’re out of endurance. It becomes muscle memory eventually.
Notes: Because it’s Staff/Staff, mobility is low. You should inform your team beforehand that you’ll not be able to decap, so stick to teamfights. If you get focused, always be on the move and dodge + vault constantly.
There will eventually be a point where you won’t be able to do anything skillwise, but this situation only occurs when you dodge + vault too quickly, as well as wasting your utilities and heal too early.
So far, Druids seem to be the biggest problem with this build (good Druids that is), but you’ll still be ble to stall them for a while if you play right. If you aim is godly, Druids should be down in a matter of seconds, however. Aiming your vaults and dodges is a crucial mastery with this build.
Most staff thieves don’t use double staff, and run Deadly Arts instead of Acro. However, Acro has lots of important pieces that can keep your endurance up more often. Anyway, it’s really rare seeing an infinite dodge/vault thief. However, they’re excellent if you know what to do.
Oh and they’re really OP against D/P thieves. They’ll try to time their headshots, but the gap between your dodges and vaults will be so small that, well, good luck timing the headshot.
(edited by Abelisk.4527)
Thanks! How is it compared to the dd condi dodge build?
Hey there, i run the d/d condi evade build.
It seems to counter the standard d/p builds pretty easily.
Staff evade seems about even to me, and p/p can give it lots of trouble if they catch a good burst.
(edited by JonnyForgotten.4276)
I wonder if staff dodge does better against eles than condi dd, which tends to lost hard against them.
Not sure, but I think it might. Problem I run into with the ele’s is I just can’t get enough ticks going to overcome their eterna-healing. Maybe a power burst with some lockdowns might work better. . .
I feel like you’re able to dodge more with my build compared to the D/D condi build. Plus, Vault and Bounding Dodger really, really hurt.
I tend to run S/P with draining and absorption sigils as an offhand to staff in WvW; S/P works well with Acro/bound builds anyways, and between the sigils and bountiful theft I then have a reliable way to strip protection off of druid and ele roamers which greatly aids in killing them. It also extends your engage capabilities to 3k units (shadowstep>sword 2>steal) and gives you stealth access with bound for defense and the staff knockdown.
Sure, D/P probably does better, but I find most stuff that avoids staff is usually vulnerable to a stunlock chain if you strip protection and stab first.
Don’t follow me, unless you enjoy being chased by angry men with sticks.
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