i know its impossible, for various reasons, i wont list them all. but im looking for whats “has it all” or rather has enough of whats needed.
firstly is weapon set, shortbow is pretty much mandatory offhand, but main set. Sword+pistol? D+P? D+D?
sword+pistol is lawded as possibly the best set for utilities. autoattack hits multiple targets, its burst hits multiple targets, iniflitrator strike, head shot for interrupts, black powder for blind/combos.
While D+P doesnt hit multiple targets, its attack is faster and its teleport roots you for a second.
D+D you have no interrupt, no base blind (ill explain that later), and your 3 skill is arguably requiring condition stats to do decent damage. but it has a ranged cripple that does good damage, and CnD is very useful once you get the hang of landing it.
now we cant look at just what the weapon set offers, we have to look at traits and how they can either offset weaknesses, boost strengths, etc.
S+P has a awesome toolset but its burst requires a lot of setup, to the point that many builds carry multiple ways to do this (devourer venom, basilisk venom, precast+teleports, etc), using so many skills to support one skill and make it reliable has me sketchy
D+P keeps the utility, the teleport is somewhat tho not perfectly useful, but it with the HS nerf and the only other real damage methods for it being autoattack and backstab…the last of which requires a lot of investment to enter stealth (black powder>HS=8 initiative untraited) means it relies on using your utility skills to also enter stealth.
D+D has no spell interrupt, which really sucks, it also has no teleport, tho HS can be used to close a gap, and dancing dagger cripples, but only for 2 seconds. Death blossom again, i feel its damage is downright weak unless specced to abuse it (leading me to only use it for evade). it does have the best way to re-enter stealth tho with CnD.
P+D problem is it has no real good damage, even tho its hard to catch.
These imo are the best weapon sets to look at, S+D and P+P have too many shortcomings that cant be outright worked out thru traiting imo.
now for traits…what does a thief need?
damage
damage avoidance (stealth, evasion)
condition removal
utility
damage is simple enough
damage avoidance each weapon set has something to answer for that. S+P probably taking a slight lead with the dual nature of infiltrator strike, the others imo being tied save maybe P+D
condition removal, shadow meld+pain suppression is needed for self reliance on removing poisons, bleeds and burning. for cripple/weakness we have withdraw and fleet of foot (or something). these imo are the most important conditions to need to be removed. and with the ease of re-application id say shadow meld+pain suppression is needed, if you then take fleet of foot, everytime you dodge you remove weakness and cripple. covering your condition removal nicely.
utility is a wide area to discuss. blinds, slows, combos, group stealths, so many and more have utility, whats the best tho?
in pvp, the most abusive thing a thief can do imo is blind with a trait that creates a blind everytime you stealth. venomshare is also certainly powerful, but i dont think you can get everything ive said thus far with venomshare. again this is about a “best” overall build for pvp, this means self reliance, if you want to rely on your teamates strictly, then there are more specificed builds and more to take into account.
This is as far as ive gotten in my thoughts, please feel free to add more! atm im leaning towards D+D as i can alleviate its shortcomings without straight up making my utilities revolve around it.