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Posted by: Stryker.1863

Stryker.1863

Bouncing ideas back and forth and was wondering if these ideas might work, or if I am seriously killing my damage output. I am terrible at math, so I was hoping someone might be able to help. I know I know ‘check out the other threads’… which i have, but i couldn’t find the answers i was looking for. I am used to running a burst/sniper D/D build, but I got bored of it and like the idea of s/d with all the dodges and evades. I don’t want to hit like a wet noodle tho, which is kinda what i had been doing once i switched builds. After some thoughts and tinkering i have a few ideas i’d like to bounce around and hopefully yall seasoned vets and mathmaticians can help me out? The idea behind the build (which I lay no claim to, or think is original or anything) is taking advantage of might and fury to buff my damage output, while increasing survivability with dodges. I am using might on dodge with feline grace, and the nourishment that gives might on dodge and 40% endurance refill to stack some might to make up for lack of power that i’m so used to with d/d. I was wanting to go 5 deep into SA so that i could get 2 stacks of might from stealth too, but felt like i couldn’t take away from anywhere else to make it worth it. The fury i will gain from Thrill of the Crime, Furious Retaliation and Runes of Rage. So the dilema I am having is this: do I aim for really high crit % and ferocity and not worry as much about power? The reason i went with runes of rage was for the 20% added fury uptime, ferocity and damage. Should I be looking at using runes of strength instead, for the might stacking? Pack runes for the power, precision, fury and swiftness? And then there are sigils… i like fire and air for the added burst potential, and a high crit rate will help proc them, but what about say….. sigil of strength for added might every couple seconds? Sigil of Cruelty for added ferocity?
Any thoughts, helpful tidbits?
Oh and here is my current build….
http://gw2skills.net/editor/?fZEQNAsYVl0Mp0pNOx7J0PRRPBtVA4KDe/kmMlOrxaB-TlBEwAGOFA62fUiwU5BL1fAcEAI8AAIDQ1CA-w

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Posted by: Stryker.1863

Stryker.1863

Forgot to mention this is for solo or smalllll group roaming in WvW

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Posted by: kaikalii.4198

kaikalii.4198

Okay, my two cents. I don’t have time to do the math right now, so I’m not sure whether might or fury will give you more damage. However, runes of rage is probably overdoing it on the fury. The fury from thrill of the crime is usually enough for me when steal is on a 21.5 second cooldown. Personally, I take signet of agility as one of my utilities, as it gives you passive precision, and refills your endurance when activated, which then gives you might, so it’s always buffing your damage while also providing two extra dodges. For runes, I take runes of the centaur. They don’t give the most damage ever, but the give a decent power boost, and if you run withdraw (which you should be for s/d) they give you permanent swiftness for you and your allies combined with thrill of the crime, so you can get across the map much faster.

Also, take mug. Mug gives your damage output a pretty big increase, and is great for doing that last burst to kill your enemy.
I also like pain response, and going 6 points into acrobatics gives all those important boons you stack (swiftness, might, fury) even more uptime.

I too play pretty much just S/D roaming at the moment. It’s a lot of fun. Hope things turn out well.

Kaliiii (Thief) – SoS

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Posted by: Domey.9804

Domey.9804

For s/d and wvw id go for either shadow arts or acro. Not both a little. Trickery is Like a must and so is mug.
In the end a solid s/d built uses either 2/0/6/0/6 or 2/0/0/6/6. These two trait specs maximise defense while having decent offense. The First relies on stealth and blinds/dazes from tactical strike, the other on dodging. Both are very good.
There are ofc many other trait specs but i prefer These two.

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Posted by: Evalia.7103

Evalia.7103

For s/d and wvw id go for either shadow arts or acro. Not both a little. Trickery is Like a must and so is mug.
In the end a solid s/d built uses either 2/0/6/0/6 or 2/0/0/6/6. These two trait specs maximise defense while having decent offense. The First relies on stealth and blinds/dazes from tactical strike, the other on dodging. Both are very good.
There are ofc many other trait specs but i prefer These two.

Any special reasoning why do you think a mix is not good?
I’m personally using 2/0/2/4/6 and haven’t lost to a single thief in WvW. Ever.
Condi removal in SA and Hard to Catch/Vigor in acrobatics. Hard to Catch is a must to stay alive against shenanigans, and condi removal is also pretty much a must.
Also more offensive mix’d S/D like 2/6/0/0/6 can work to the better good in WvW.

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Posted by: Ryyman.2196

Ryyman.2196

I recommend replacing Furious Retaliation with Mug. Mug is too good not to take with Sleight of Hand imo. The burst is nice and the healing actually becomes fairly good at that point for sustain. You don’t really need Furious Retal, especially with Rage Runes.

I would also replace Cloaked in Shadow with Shadow’s Embrace. Embrace is one of the best traits Thieves have and if you plan on speccing at least 2 into SA I would personally shoot for that instead of Cloaked.

Regarding runes, consider Pack. With Pack and Thrill of the Crime you can nearly keep up perma fury in battle, making Furious Retal even more redundant. It also gives extra precision along with power which is pretty cool. And swiftness duration, which is also pretty nice.

Cruelty is worse than Bloodlust. Stick to Bloodlust.

(edited by Ryyman.2196)