Perma invisible?
Stacking stealth.
D/p can drop smoke field and leap through it 3x for 3x stacks of stealth.
D/D in wvw can cloak and dagger constantly off of static mobs and enemy keep walls.
You can drop refuge to regen initiative and start the cycle again , you can also use the utility smoke field and leap through that 6+ times as it lasts a while.
You kinda need to have 3 in shadow arts to pull it off easier though.
2 (4)+ points in Shadow Arts is all you need. Usually people like to run SE, though.
4 sec duration with a 4 init cost from a reduction from IoS means permanent uptime from chaining CnD’s as soon as you’d be losing stealth with some timing, init gain resources from D/P with this means you’re at a 7 init. This leaves you at a total expense of around 3 init per cycle, which when paired with smoke screen to avoid the 6-init dump for BP allows for a very easy permanent stealth uptime. Steal may also be used without a target for extra with Kleptomaniac, IS increases the regen rate, and SR covers any other woes one may have, while one may also build Hastened Replenishment as an initiative source with withdraw and not need SR on a rotation.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Ankur
(edited by DarkSyze.8627)
2 (4)+ points in Shadow Arts is all you need. Usually people like to run SE, though.
4 sec duration with a 4 init cost from a reduction from IoS means permanent uptime from chaining CnD’s as soon as you’d be losing stealth with some timing, init gain resources from D/P with this means you’re at a 7 init. This leaves you at a total expense of around 3 init per cycle, which when paired with smoke screen to avoid the 6-init dump for BP allows for a very easy permanent stealth uptime. Steal may also be used without a target for extra with Kleptomaniac, IS increases the regen rate, and SR covers any other woes one may have, while one may also build Hastened Replenishment as an initiative source with withdraw and not need SR on a rotation.
don’t understand a single thing.. LOL need to talk newbie language
THIS! Thanks! But does getting stealth while hitting walls still work?
Some clarification.
Nowadays the wall trick only work inside walls.
Which means you need to get trapped inside an already captured tower for it to work.
It does work on doors though, but you will get AoE to death still.
The Black Powder + Heartseeker trick doesn’t grant permanent stealth ever since the initiative and trait nerf.
You CAN get an absurdly amont of stealth time by chaining Smoke Wall, Shadow Refuge and the BP + HS trick. But at some point you will find yourself without any more skill or initiative to keep it up.
2 (4)+ points in Shadow Arts is all you need. Usually people like to run SE, though.
4 sec duration with a 4 init cost from a reduction from IoS means permanent uptime from chaining CnD’s as soon as you’d be losing stealth with some timing, init gain resources from D/P with this means you’re at a 7 init. This leaves you at a total expense of around 3 init per cycle, which when paired with smoke screen to avoid the 6-init dump for BP allows for a very easy permanent stealth uptime. Steal may also be used without a target for extra with Kleptomaniac, IS increases the regen rate, and SR covers any other woes one may have, while one may also build Hastened Replenishment as an initiative source with withdraw and not need SR on a rotation.
don’t understand a single thing.. LOL need to talk newbie language
For some clarifications:
SE = Shadow’s Embrace; Thief’s main condition cleanse (Located in the Shadow Arts trait line). This is widely considered the best possible investment in Shadow Arts aside from Shadow’s Rejuvenation. Thus 4 Points “needed” to also get the trait for Infusion of Shadow for the initiative cost reduction on gaining stealth (which I seemed to neglect mentioning specifically despite running calculations with it in mind). The duration for 4 secs of stealth per use of a steal effect also comes from a +1 second increment off of the Meld in Shadows trait (3pts) in SA to break even for initiative spent for its duration (as it will regen while stealthed).
BP = Black Powder, offhand pistol skill #5, which creates a smoke field to use Heartseeker t leap through as a finisher for stealth. This uses 6 + 3 initiative base, but with Infusion of Shadow, brings the combo down to 7 initiative per 4 seconds
CnD = Cloak and Dagger, offhand dagger skill #5 used to gain stealth while striking a nearby target.
Smoke screen is a utility skill, again for the use of a smoke field to leap through if using D/P as it cuts down on the need to expend 6 initiative for BP.
Kleptomaniac is the 1 pt trait in Trickery which grants 2 initiative for using steal.
IS, or as I was referring to Infiltrator’s Signet, increases initiative regen by +1 per 10 seconds.
Hastened Replenishment is a 6pt trait in Trickery which gives 4 initiative for using a heal skill. This allows low-cooldown heals (I.E., withdraw) to be used for initiative.
SR = Shadow Refuge, another utility skills which grants a pulsing, long-duration stealth effect.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/