What’s up fellow thieves?
I’m here to talk about a rather interesting twist and perhaps a new style of play compared to the current meta for pvp thieves. Lifesteal Thief.
Are you tired of getting rocked by guardians? Want a bit more survivability when you don’t have the first hit? Are high dps counters like blind and Aegis ruining your day?
You’re in luck. With the Lifesteal Thief, you’ll be making guardians give up, rangers rage, and turret engis cry in distraught shame.
My version if the build is S/D SB, however, any combination of weapons will work fine, however, I encourage the shortbow because of the mobility it brings to the table.
Let’s get started. http://gw2skills.net/editor/?fZAQNAsYVl8Mp8pdPxwJsPNBMRt9yVBdIXrg2JQEEAA-TZBBABAcKAEc/ByLD03DAIgjAAA
I know what you’re thinking “Eww, Invigorating Precision? Assassin’s pendant? Sigils of accuracy? Rune of the Traveler? who doesn’t run venoms? And thieves’ guild is the worst elite!”
Hear me out though, it all serves a purpose.
Overview:
This build is an early attempt at trying to min-max damage-to-healing ratio while still offering incredible mobility as well as gaining the upper hand in one-v-one situations. It makes heavy use of healing on hit, and man does it hit hard. A good deal of sustain comes from being able to deal constant damage to the enemy, and having a couple stealths to secure a kill or get away. As a result, the surviving most encounters is easy, even if you’re on the losing side, as long as you’re dishing out damage or remain in stealth. The build also isn’t designed to deal as much damage as possible, either, but to merely stay alive long enough to deal significant damage.
Naturally, this build all about being able to crit near constantly to get the most benefit out of having a series of on-crit bonuses. And at 79.95% critical chance (At idle), you’re able to go through players like a hot knife through butter, without wasting any benefits that fury provides (not going over 100% crit chance).
Sigils of accuracy ensure you’re hitting those crits and seeing your traits pay off. Despite being a “worse” combination (Lower flat dps than running berserker amulet and sigils of force), they provide a great deal of sustain for thieves that rely on being able to crit reliably, such as this. Despite being a 6/6/2/0/0 build, it continually proves to be quite a good balance between lethality and survivability.
https://i.gyazo.com/0fe96b9e93373a5f3522f1ab8233f76f.png
[Pictured: Stats. Note that crit chance. Mmm]
Deadly Arts:
In this traitline, I’ve selected mug, sundering strikes, and Panic strike to be my first trait set. Mug is a fairly decent immediate heal, and at 2k, it’s almost more worth it to regularly use it instead of your heal skill in a clutch situation. Sundering strikes might be a controversial pick, but I personally find it synchronizes well with the rest of the build by consistently placing a condition on the target (Which exposed weakness can take advantage of with an extra 10% damage.) Panic strike is one of the best grandmaster traits for the Deadly arts line, (Because, honestly, we’re not running venoms so Residual Venom need not apply and the debuff associated Revealed Training is honestly something to be avoided. 200 power for 2 seconds just isn’t worth a good escape.)
Critical Strikes:
Secondly, in this line, we have Practiced Tolerance (survivability!), Critical Haste (amazing synergy.) and Invigorating Precision (lifesteal is god here).
Assuming you deal 2.5k in a crit, Invigorating Precision returns about 375 health, in addition to Signet of Malice’s 139 per strike. So, with most attacks that you deal are going to return about 514 per attack. The beauty of it, however, comes with fighting groups of people. If you’re able to focus and attack two targets at the same time, (IE, engineers, minionmancers, shatter mesmers, rangers, (spectral?) guardians, and other thieves that run thieves guild, as well as multiple opponents.) Every swing of your sword or autoattack of your SB that’kittenting more than one target returns you twice as much health and deals double damage to whomever you’re fighting against (Divided amongst them). 514 attack now returns 1028 for two targets and 1542 for 3, etc.
A good strategy to use to your advantage is to swing wildly at any of the opposite team who dares try to heal their ally. This not only keeps them from getting rallied, but also can do massive damage to the person doing the healing, subsequently healing yourself and giving them a bad time.
Shadow arts:
Finally, in the Shadow arts line, I run Master of Deception in order to get quicker access to both Blinding Powder and Shadow Refuge. Of course, this is a malleable part of the build, however, easy access to stealth provides safe map mobility, quick escapes, and kitten adversaries. Never underestimate the power of a well-used blinding powder.