I have an experiment I want to try. I want to see if it’s possible to play a Bunker Thief in sPvP. Every other class can Bunker somehow, but I’ve yet to see a Thief do so.
The problem is that our best defensive specs all rely on stealth. A good stealth spec, with regen and condition removal in stealth and frequent stealthing, can be nigh impossible to kill. However, in sPvP, stealth makes you incapable of defending a node. An sPvP bunker needs a non-stealth build.
I’ve come up with a life-leeching build. This means using Signet of Malice for constant, high self-healing. I’ve come up with several
In both of them, I focus on maintaining high hit volume for self-healing from Signet of Malice. I take Sword/Pistol because Pistol Whip gives an evade and a flurry of rapid hits. With this build, Pistol Whip will heal for up to 950 health per target it hits. S/P also gives a spammable stun break (which also removes a condition), a fantastic interrupt, and a blinding field. The autoattack is AoE (which is great, each hit counts for SoM) and applies cripple and weakness.
I take P/P as my secondary weapon. Most people look down on P/P as a poor weapon set, and I partially agree. However, for this type of bunker build it’s pretty powerful. Unload gives P/P the best hit volume of any Thief ranged weapon, and that’s what matters to me. You also get Black Powder to shoot through (for blinding) and a great interrupt. It won’t do much damage, but it gives me a ranged option that’s still defensive with this build.
Now, for the variants.
This variant focuses on healing from venom lifesteal. The Leeching Venoms heal is really powerful (325 base, 20% scaling), and I get 13 strikes of venom every 36s with this build. That ends up being something like 130 healing per second with the venoms, which is quite a lot. Additionally, I easily maintain permanant weakness against one target, and also get a 7.5s immobilize every 36s, which is huge. The venoms heal me and debuff my enemy. This build still has good healing from Signet of Malice, because it still has good hit volume.
This build focuses on maximizing healing from SoM. It has the caltrops utility skill, with caltrops on dodge (and frequent dodging). This allows you to cover a node with caltrops at pretty much all times. This will force enemies to either stay off the node or take constant cripple and bleeding while healing you. This build also gets a small but still sizeable heal from Assassin’s Reward (~70 healing every time you spend a point of initiative). I still take spider venom (100% poison uptime and 50% weakness uptime) and devourer venom (for a 5s immobilize every 36s), but they don’t heal me. This build can also dodge 50% more often than the venom variant. It has better initiative regen, which means more use of high hit-volume skills.
This variant aims for maximum godmode in an AoE fight. I swap out P/P for shortbow. This really limits me if I’m guarding a node that doesn’t see any action. If I’m being attacked by a single player who’s staying at range, I have to leave the node to fight them. Leaving the node is bad. However, it makes up for it by being epic in an AoE fight. With this build, shortbow becomes the world’s best AoE defense weapon.
Choking Gas becomes king. Choking gas triggers SoM’s heal, which means that each Choking Gas field will heal you for up to 530 per second (assuming it’s hitting five enemies). You could potentially get over 2k healing per Choking Gas. Additionally, it’s pulsing weakness constantly thanks to 15 points in Deadly Arts, which lowers the damage of everyone you fight. You’re also a great asset to your team by keeping the enemy constantly poisoned and weakened, no matter how much condition removal they have. That’s less damage, less healing, and less dodging.
I also tweak this build for lower trick cooldown (MOAR CALTROPS) and Roll For Initiative (stun-break, kiting tool, 1.5 choking gas worth of initiative). This will give more initiative for more spamming of Choking Gas. And of course, Dagger Storm is godmode as ever.
Conclusion
I’m very interested to try this out (at work right now). I’ve done the math, and it cannot match the EHP other bunkers can pull in small fights. However, our healing scales with the number of enemies we’re fighting. The bigger the fight, the more healing we get. I’m especially interested to try out the AoE variant in hotjoin; permanent poison/weakness/cripple/bleed on the enemy while I never die sounds really, really fun.
Let’s see some of your bunker builds. I’d love to see other variations on this one, or bunker builds that take a different tactic. Also, if you’ve played a Thief Bunker before, let us know how it went!
(edited by Dacromir.6207)