Fellow Thiefs, Is This Build Good?

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Posted by: thunderfall.8095

thunderfall.8095

Q:

I’ve been trying to find a good damage build with a bit of condi removal, and I made this one. This build is basically built around spamming Unload then using roll for initiative and withdraw when you lose health/or initiative. Do you have any suggestions?
P.S. So far it has worked good in PvP by giving a LOT of vulnerability if you spam unload.
http://gw2skills.net/editor/?vZEQNAqaVl0M1Mp3pwpNONOxwp3J0PtPtgTYeZhwQXYLOFAaQzPwKYHE-ThABQA1zAA4RAAA-e

Mesmers be like: I reject your reality and substitute my own. – compliments to Mythbusters
Plot Twist: Elder Dragons are massive robots created by the Black Lion Trading Company.
Think of the money they make off weapons and armor…

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Posted by: SlayerSixx.5763

SlayerSixx.5763

Trick is a waste line on P/P. No point buffing steal, which is a teleport that brings you into melee range, on a build that absolutely benefits from keeping at a distance. You’ll end up stealing in and then wasting a dodge to get out. The issue with this is further exacerbated by the fact that you have no vigor sources on your build, so you’d be forced to burn steal and agility signet for the dodges meaning you can’t use steal for the interrupt in a consistent fashion and won’t be able to enjoy the cleanse when you absolutely need it.

Assassin’s signet is also a waste, since you’ll find that spamming unload vs competent players when not in stealth is a total waste.

Invigorating precision over no quarter? The only reason anyone takes crit strikes is for no quarter. If you want sustain, pick up acro in place of that since it provides you with far more defensive options. Also, assassin’s reward > invigorating precision. If you’re REALLY looking for a heal build (not optimal), signet of malice + assassin’s reward = a consistent 1.5k HP per unload. You can go further with invigorating precision, but this is a PvE build tbh.

Also, dagger storm over a stun or an insta finish with a nice CC chain? I get that you can drop it in a black powder and roflspin into some sweet immunity and is actually very effective VS dragon hunters, but it simply isn’t worth the slot when the other two are faaaaaar better.

I’d tell you what I’m running exactly, which is probably the most effective P/P build (I love the weapon set to buts) in my opinion, but where’s the fun in that :P?

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I have a P/P condition build that never use Unload — ever. It simply uses Bodyshot and Headshot to control the fight while they are ticking away from stacks of bleed.

I used to believe that P/P is a power set, but no longer. Too much nerfs to the set that it not longer make sense as power based.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: SlayerSixx.5763

SlayerSixx.5763

How do you stack bleed efficiently :o? Also, wouldn’t P/D make more sense if you wanna run condi?

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

How do you stack bleed efficiently :o? Also, wouldn’t P/D make more sense if you wanna run condi?

Very true, but the goal is not to overload with conditions but to control the fight and apply pressure by constantly applying conditions.

One thing I forgot to mention is that my off-set is D/D so stacking bleeds (and poison) is rather easy. With P/P, baiting stun breaks is easy — if Bodyshot fails, Headshot and Impairing dagger will force them to use it. I even saw them use it when they got hit by Lotus Training (dodge GM).

Since I’m using Rune of Kraits, Impact Strike is not just a finisher, but it also triggers the Rune applying more conditions. It works very well together since Impact Strike has a 300 dash range.

My bleed deals 100+ damage and Poison deals 160+ per second per stack, 5 stacks of each is enough to cause a panic. That a combined damage of 1300+ damage per second for 5 stacks each that lasts for 10+ seconds.

Impairing Daggers → Steal = 5 stacks of poison for 10+ seconds
then 2x DB for 6 stacks of Bleed for 10+ seconds → swap to P/P and control the fight.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: SlayerSixx.5763

SlayerSixx.5763

http://gw2skills.net/editor/?vZAQNAoaVn8lCNPhdmCmOB8PhlWCzrMEpmDzlwW4LULAEiWAA-TpRAQBMc/BA8AA0XZADcCA4whAwDHBAA

Whenever I want to play condi, this is what I use. High mobility since thief’s primary role in CQ is to remain mobile and back cap. I suppose you could toss out a tree for SA for better sustain, but you don’t really see many condi specs in PvP. You play this similarly to the meta (or what used to be meta) D/P, with all of the usual burst power combos, but you supplement your damage with a ton of poison on auto, torment on interrupt (headshot, steal, basilisk venom), bleed on caltrops and dodge. You’ve got some sustain through nearly perma weakness. I prefer the daredevil heal for more dodging and honestly think that replacing lotus training for any of the other two dodges would be far more optimal because lotus dodging in stealth actually unstealths you more often than I’d like :/.

You could replace a imparting daggers for skale or spider venom for better condition bursting (BP>HS+steal+spider venom would equal around 5-6k power burst + all of the poison and torment ticking away for a few thousand as well).

My main issue with thieves running a build that isn’t x/SB is because of initiative restraints. You can’t do a burst with one set and then again on another set without waiting around 10 or so seconds to recover initiative.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

http://gw2skills.net/editor/?vZAQNAoaVn8lCNPhdmCmOB8PhlWCzrMEpmDzlwW4LULAEiWAA-TpRAQBMc/BA8AA0XZADcCA4whAwDHBAA

Whenever I want to play condi, this is what I use. High mobility since thief’s primary role in CQ is to remain mobile and back cap. I suppose you could toss out a tree for SA for better sustain, but you don’t really see many condi specs in PvP. You play this similarly to the meta (or what used to be meta) D/P, with all of the usual burst power combos, but you supplement your damage with a ton of poison on auto, torment on interrupt (headshot, steal, basilisk venom), bleed on caltrops and dodge. You’ve got some sustain through nearly perma weakness.

I don’t use stealth nor venom so SA is out of the question. Other than the weapon of choice, our build’s goal is very similar.

I prefer the daredevil heal for more dodging and honestly think that replacing lotus training for any of the other two dodges would be far more optimal because lotus dodging in stealth actually unstealths you more often than I’d like :/.

Yeah, stealth has little value in PvP so I don’t take them. Lotus dodge is great due to the condition enhancement it comes with.

One major difference in our builds is that with P/P I have access to Bodyshot which not only applies Immob that can bait stun breaks, it also applies 5 stacks of vulnerability — meaning my condition damage is enhanced by 5% more damage per Bodyshot.

You could replace a imparting daggers for skale or spider venom for better condition bursting (BP>HS+steal+spider venom would equal around 5-6k power burst + all of the poison and torment ticking away for a few thousand as well).

Venom is bad a choice — very limited and too high CD.

Impairing daggers also applies Slow and a Immob every 20s.

My main issue with thieves running a build that isn’t x/SB is because of initiative restraints. You can’t do a burst with one set and then again on another set without waiting around 10 or so seconds to recover initiative.

That’s is my issue too, so I’ve decided that my build will focus on applying pressure and controling the fight instead. This way initiatives and cooldowns are easier to manage.

Besides, I’m not a big fan of SB.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: DeceiverX.8361

DeceiverX.8361

I ran a pretty similar build for a while using CS/Acro/Tr. Trickery is a reasonable pick on p/p due to the endurance gain, and DD is very evasive so be able to recover the distance easily.

I’d recommend not using Assassin’s Signet and instead using Shadowstep. You’ll want the extra stunbreak/teleport/cleanse, for all three aspects of the skill work amazingly on P/P; stunbreak to save RFI if you think you’ll be dumping initiative, teleport as a way to reset distance… twice, burst condition cleansing is a weakness of a build without SA as you’ll find yourself cleansing cover conditions frequently and not the intended DoT’s.

I would still advise BV over dagger storm for cooldown reasons (It’s CC that works with range and synergizes nicely to land unloads), but that’s pretty matchup-dependent.

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Posted by: thunderfall.8095

thunderfall.8095

Well I am trying more of a vulrenable/weakness build, but thanks anyway.

Mesmers be like: I reject your reality and substitute my own. – compliments to Mythbusters
Plot Twist: Elder Dragons are massive robots created by the Black Lion Trading Company.
Think of the money they make off weapons and armor…

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Sorry OP didn’t mean to hijack your thread.

Here’s a P/P build I used to run with.

http://gw2skills.net/editor/?vZAQRAqa6an8lCdmiNOBeOBkmiFfCbLA8aOTd9gWQbauAmAjgA-TJBBwAAOJAbeCAlLDsc/BA

Impairing Daggers, Signet of Shadows, and Impact Strike are all used for defensive purposes. You can pop Assassin Signet for a burst damage.

The playstyle of this build is to always be mobile with 100% swiftness uptime and timing your dodges well. Also using your dodge to juke your targets.

I use blind as my cover before healing.

There is a major weakness to this build which is against weapons with at least 1200 range (longbow and rifles), so just watch out for those.

Hope that helps.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.