S/P for WvW Roaming

S/P for WvW Roaming

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Posted by: mPascoal.4258

mPascoal.4258

Hey guys
Do you think, it’s possible to roam, with S/P and a stealthless Thief?
Personaly I would like that this was possible, since S/P is my second favourite set of the class after D/D.
Not knowing if it is or not I elaborated a quick build for it. Here it is:

http://gw2skills.net/editor/?fYAQNAsaVlYmiO3dS5E95Ex2jdmTeqpgmvsTBXlPA-jkyAYrkh7EEJMDRjIAm8CS6basFzioxqtxUuS1q4gIDg+EA-w

Now, as said I want to try being stealthless. Now stealth is a big part of the Thief that allows regeneration and increased survivability, also allows us to engage and disengage when we want if we can apply the stealth. But people also complain about this. I don’t care much but I would like to try a Thief without using this mecanic and so using Shadowsteps, evades and blinds to survive.
What do you think?

Phask - Guardian/DH | Phaskk - Warrior | Phaask - Revenant

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Posted by: Brent.1580

Brent.1580

i roam with 10 / 30 / 0 / 30 / 0 Sword/pistol and Shortbow
4x p/t/v armor 2x knights and mostly zerk trinkets. Only ascended rings/neck and i do just fine. shadow refuge, and 2 signets. Lots of dodges, ports and does better against d/p thieves than i do when spec’d p/d. And i can get away from anyone with shortbow 5, withdraw, dodges and steal/infil sig to NPC’s.

Also Lyssa runes and basi venom.

The only stealth i rely on is refuge for getaway. sometimes blackpowder and SB#2.

Playing p/d for a change of pace right now, but i miss s/p.

(edited by Brent.1580)

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Posted by: Interceptor.2653

Interceptor.2653

It works pretty well, although sometimes you may want to use Signet of Malice in place of Withdraw (such as when you are flipping camps). I strongly recommend using Lyssa runes (both for the buff on healing skill, and also condi removal and all buffs on elite skill), and using something other than Thieves Guild (Basilisk and Dagger Storm are both good).

I tweak my build constantly to fit what I am trying to accomplish at the moment, but I’m running something similar to this for S/P right now:

http://gw2skills.net/editor/?fYAQNAsaVlcmaPXcS4E/5Ey2jKUn4J/DkVPjsS+A-j0DBYfREJEAbJZUAYUEAEBRkKAJBqIasVRFRjV/AT5SIV7CS9C2qDwbADA-w

I can explain whatever doesn’t make sense.

Your traits need a little bit of adjustment. You are just barely missing the 10% damage bonus in both Acrobatics and Deadly Arts; whichever path you go, you ought to get one or the other. It’s very easy to keep someone conditioned with S/P (use Sundering Strikes), and fairly straightforward to keep less than full endurance for Fluid Strikes (especially in a no stealth build). You may want to consider Trickery to make it easier to use First Strikes, and give your self access to Fury (Thrill of the Crime).

Good luck with it. S/P is pretty fun now.

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Posted by: Viking Jorun.5413

Viking Jorun.5413

I run the following build:

http://en.gw2skills.net/editor/?fYAQNAsaVlYmSO3dS6E/5Eh3jyOWzqVgmdP4q81KA-j0DBYfREREgaAiWGgQAM5pIaslhFRjVNDRVLoqkYaXQ6XwmeQ2eAGfLrWKAsFGB-w

Regularly swap Withdraw and Signet of Malice as well as Basilisk Venom and Dagger Storm respectively between camp/group and roaming activity. Feel free to ask if you have any further questions.

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Posted by: Interceptor.2653

Interceptor.2653

^ That’s a neat build. Do you really get a lot out of Infiltrator’s Signet, though? Or miss having Fury access?

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Posted by: Viking Jorun.5413

Viking Jorun.5413

^ That’s a neat build. Do you really get a lot out of Infiltrator’s Signet, though? Or miss having Fury access?

42% is the optimal crit chance for a balanced build, so the fury isn’t missed at all. It’s enough to upkeep decent cleave at the very least, when not running on-crit sigils, runes, or food.
As for Infiltrator’s Signet, I don’t necessarily use it for the added initiative regen. That for the most part is managed on its own or with R4I after bursting and depleting my initiative. It’s mainly an initiator. Start from a 3,000 range away, them follow up by chaining Infiltrator’s Signet, Infiltrator’s Strike, then Steal all consecutively while having Basilisk Venom prepped and it makes for a serious ganking/chasing/scouting build. Then if you need to escape, use Withdraw, R4I and Shadowstep then proceed with the aforementioned shadowstep chaining combo to a critter or trash mob and you should be out of combat, or at the very least a 6,000 range away from your enemy.

When I’m running with the zerg, grinding WXP ranks, I swap to SoM and Dagger Storm with shortbow and shotgun cluster bombs or autoattack and poison fields on the downed, with the occasional Infiltrator’s Arrow onto a downed guardian/warrior/necro/engineer/ranger before going for the stomp if there’s time. Those mainly things any thief should be doing to contribute to a zerg fight, though.