P/P build as a Condition build.

P/P build as a Condition build.

in Thief

Posted by: babazhook.6805

babazhook.6805

Here one thought as to where p/p might be going.

Using Runes of the Trapper. Trapper are used for stealth maximizing the ability to get those traps recharged. This allows that sneak attack from the AA. Basi venom loaded up as the elite. This will allow two more interrupts. Headshot/bodyshot are the goto skills well timed so as to interrupt the enemy and stack up the torment/vulnerability.

http://dulfy.net/gw2traits#build=AgcB2APoBXg~

The traps will also get you extra might and load on Vulnerabilty so as to make those conditions tick harder. Skill 2 can also be used for more Vulnerability. Unload will really not be used a lot. Skill 5 used in a pinch for defense.

You will rotate between body shot and headshot dependent on what the enemy doing and your INI. SOA is taken over BA but both will work. SOA will be another interrupt which will load torment and that lower recharge rate on the steal will give more ready access to your traps allowing more stealth and sneak attacks. With steal Poison uptime will also be high. Interrupts will also act as a defense for those telegraphed skills. (and really irritate an enemy trying for a stomp)

Stealth on steal taken for another sneak attack after that steal. Rejuv regens health while hidden along with generating INI although Cloaked in shadows can work well here too for blinds .

(edited by babazhook.6805)

P/P build as a Condition build.

in Thief

Posted by: aspirine.6852

aspirine.6852

Arent these traps going to change with the new patch? Like an arming time? Perhaps it will be better for stealth if you dont get revealed right after placing the traps. I am a bit clueless on how to see the change on the activation time for these traps.

P/P build as a Condition build.

in Thief

Posted by: babazhook.6805

babazhook.6805

Arent these traps going to change with the new patch? Like an arming time? Perhaps it will be better for stealth if you dont get revealed right after placing the traps. I am a bit clueless on how to see the change on the activation time for these traps.

No that arming time was specific to Ranger traps as far as I know. The Thief traps will remain they same as now when deploying. Most take about a half second.

So if in trappers runes this is what happens. Deploy trap. It takes a half second. Deploy right on top an enemy if you wish. You instantly stealth and if traited remain stealthed for 4 seconds. This stealth remains whether the trap triggered or not.

In the old system if you did this you would break stealth as soon as it triggered.

(edited by babazhook.6805)