After a lot of testing I feel that my build is ready for criticism. All feedback is welcome, but please keep in mind that this thread is for constructive criticism. I’m happy to hear suggestions on changes and ways to optimise this build for sPvP.
Play Style
- Use of Cloak and Dagger followed by Tactical Strike keeps the opponent interrupted and under control when attempting to heal/use important skills.
- The hard-hitting nature of the sword makes up for the lack of power and the cripple on the third hit in the auto-attack chain combined with Dancing Dagger helps keep opponents in melee range.
- Infiltrator’s Strike can be used as a cheap gap closer, stun, stun breaker, and condition removal all in one. Heavy use of this ability means that very few targets will be able to escape you and your allies.
- The use of Flanking Strike when properly positioned is excellent for ripping boons such as might and swiftness from opponents, particularly profession builds that rely heavily on boons to increase their damage output and/or survivability.
Heal, Utilities, & Elite
See third post.
Trait Explanation
Standard: 0/20/30/20/0
Critical Strikes
- VI Practised Tolerance: Choosing this trait is a great way to decrease the amount of HP lost by choosing the Berserker’s amulet.
- X Critical Haste: This trait triggers often enough to warrant taking it over another.
Shadow Arts
- I Master of Deception: Self-explanatory.
- V Infusion of Shadow: Self-explanatory for the most part; it’s used to reduce the initiative cost of CnD to 4 from 6 as a form of Initiative management.
- XI Shadow’s Rejuvenation: When combined with Shadow Refuge, 300 healing power, and frequent stealthing, this trait helps add up to a lot of health regeneration during a fight. It also helps to counter bleeding/etc.
+*Acrobatics*
- II Power of Inertia: Another great way to artificially increase the amount of power in the build via constant might stacking. When used in combination with Feline Grace and Hidden Assassin it’s very easy to have consistent 5-8 stacks of might during a fight.
- VI Fleet Shadow: Also rather self-explanatory, but it makes repositioning for a Tactical much easier.
Armour Runes
- Superior Runes of the Mesmer: These have turned out to be the most effective for this build, specifically for the sixth rune which increases the Daze duration by 33%. The addition of 165 Power and 50 Precision is an excellent bonus that helps with the lack of power in the trait selection.
Weapon Sigils
- The Sigil of Superior Force (+5% damage) on the Sword is quite self-explanatory, but I chose this over other things in order to help compensate for the lack of power.
- The Sigil of Superior Fire on the Dagger triggers ridiculously often thanks to the 43% crit chance and is great for adding 1-1.2k damage in an AoE while attacking or defending a point. This could be swapped for the Sigil of Superior Air for the additional ~500 damage, but the fact that it’s single target reduces its effectiveness drastically.
- The Sigil of Superior Hobbling (+10% cripple duration) is also quite self-explanatory, but this helps to increase the duration of the Shortbow’s cripple on Disabling Shot which, thanks to the recent buff, is great for escaping sticky situations. I’m more than open to suggestions on a better sigil for this, but the shortbow is almost always used as an escape tool anyway.
Jewellery
- Berserker’s Amulet: I took this over the Knight’s amulet to make up for the lack of power. The only drawback to this is the loss of 5,000 HP, but I feel that this is made up for by the +300 toughness and healing power from the 30 points in the Shadow Arts trait line. I also swapped out the jewel for a Soldier’s jewel in order to add some additional Power, Vitality and Toughness to the build.
Thanks for reading!
thiefhitfor2kbetternerf
all is vain
all is vain
(edited by Incurafy.6329)