Thief Early lvls and Leveling

Thief Early lvls and Leveling

in Thief

Posted by: Yusei.1370

Yusei.1370

Hi guys, I need help with thieves in early lvls I feel very weak and difficult. I am level 9 i die a lot, I can’t take on multiple mobs. SO guys i need help, give me ur advices and also guys pls give a lvling build if u can. Thx guys.

Thief Early lvls and Leveling

in Thief

Posted by: naphack.9346

naphack.9346

Once again.
Get caltrops asap. They make things easier.
Use pistol whip or death blossom against groups.
Use a shortbow to stay at a distance.
Use either P/D or D/P against Vets and Champs.
Also get a feel for the steal mechanic. Nothing like backstabbing a feared ghost

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Thief Early lvls and Leveling

in Thief

Posted by: Incurafy.6329

Incurafy.6329

I should really have this in a notepad so that I don’t have to type it up again every time, lol…

I’ve leveled two Thieves, to 80 and I can gladly argue without a doubt that the easiest, fastest, and most effective way to level a Thief is through D/D death blossom spamming and SB trickshot/poison gas/clusterbomb kiting.

  1. Get Dagger/Dagger and Shortbow, any stats are fine, but condition damage is ideal 100% of the time if you can.
  2. Get Signet of Malice + Caltrops + Roll for Initiative + Signet of Shadows (25% speed increase passive) OR Infiltrator’s Signet for 1 extra initiative every 10 seconds (I prefer SoS for speed to level quicker) + Thieves Guild OR Daggerstorm ASAP in the whatever order they become available in (I think that’s the right order anyway.
  3. Go for 15 in Trickery for Uncatchable (caltrops on dodge), the 5 point trait that gives you 3 initiative on stealing, and 3 extra maximum initiative.
  4. Next get 10 in Deadly Arts for Mug which will make your steal do damage.
  5. Next get 20 in Trickery for Trickster (reduced Caltrops and RfI recharge time).
  6. Next get 20 in Acrobatics for extra health, swiftness on dodge, might on dodge (might adds to condition damage), and 2 extra initiative regenerated every second.
  7. The rest of your trait points are 100% up to you, but the above is ideal for the most part.

Here’s a build link for that amount of unlock (copy/paste):

http://gw2skills.net/editor/?fYAQNAoYVlcm6OXey5E+5EhniviWtC0sTxVtKA

Feel free to mess around with different traits, but they all have perfect synergy with the rotation below. I usually go 30 Acro + 30 Trickery for Quick Pockets and Sleight of Hand after that.

Now for the easy part, your rotation is as follows (with everything unlocked, obviously adjust as necessary for your level):

Caltrops > DB > DB > DB > Steal > DB > DB > RfI > DB > DB

If the entire group of enemies isn’t dead by the end of that rotation then they’re all champions or you’re doing something wrong. If they are alive for some reason, then switch to SB while your initiative and/or RfI recharge to max and just kite with trickshot/poison cloud for more healing via SoM ticks OR use Daggerstorm to kill whatever is left.

Remember to dodge as often as possible through the enemy to apply even more bleed ticks through dodgetrops and to gain might for even higher condition damage.

As for gear, I wouldn’t even bother getting anything until you hit level 80 and get your exotics. I’ve never done that and haven’t had a single problem with it; some people like to buy gear every 10 or so levels but I personally think it’s a waste of money and time.

If you have any more questions then ask away.

thiefhitfor2kbetternerf
all is vain

(edited by Incurafy.6329)