Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
(edited by TheKillerAngel.3596)
Share what you’ve found to be most effective here. Here is what I currently use, and I’ll explain my choices.
Essential facts:
~0/30/0/25/15 point distribution.
~The build emphasizes the things the thief can give best to a zerg (rapid blast finishing and AoE damage).
~This build uses no stealth. Shadow refuge/blinding powder have target limits and are not very useful when traveling with 40+ other people. If you want to provide stealth, get a mesmer.
~Plays like a Grenade Engineer with better mobility/dodges and a very spammable blast finisher (no big surprise there).
~Armor is full knights. The jewels are mostly berserker’s with emerald jewels. You can get the same effect with 2-3 berserker’s pieces (usually the amulet + earrings) and 2 knights rings.
~I use centaur runes so I can self-generate swiftness, but if you feel that this is redundant and are getting enough swiftness from combo fields pick something else.
~2400 armor and 14.7k health. Not glass cannon. You will be able to take a few hits and live, but you won’t be absorbing the same kind of punishment as any bunker. You will not die as long as you stay near your commander and the ball (assuming your commander doesn’t do anything stupid and try to 15 v 100).
~Weapons are Sword/Pistol + shortbow. I use the S/P to generate my bloodlust stacks and my shortbow for fights thereafter. I choose sword pistol because of the exceptional battlefield mobility offered by infiltrator’s strike and the ability to drop blind fields with black powder, but the main source of damage is going to be your shortbow.
~I usually go fire sigils, but you could take restoration sigils to free up a food slot and take something other than omnom compotes.
~60% crit chance/damage. After generating 25 stacks of bloodlust (very easy) you will crit with cluster bomb for about 3000-4000 damage.
~When your commander orders you to attack, open with dagger storm and continue with cluster bomb when it finishes. With high initiative regen you should be able to sustain this attack for as long as necessary.
~When your commander orders you to blast fields, pop haste and fire away. Easy 25 might/swiftness stacks.
~25 in acrobatics + Signet of Agility allows you to dodge 6 times in a row, and nearby allies to dodge 4x in a row.
(edited by TheKillerAngel.3596)
This is the build I use when running with the ranged pack of a zerg.
This build puts out moderate damage with the option to focus fire on enemy commanders with dual pistols for either unload or headshot (which can ricochet to nearby enemies). Shortbow is reserved for CGC/CB for area weakness, CB for water fields when the commander calls for it and if everything goes to custard, chain disabling shot, withdraw, roll for initiative and infiltrator arrow to get as far away as possible when a retreat is called or if the ranged squad is taking too much fire.
This build still enables relatively good health (17.5k) and Armor (almost 2.4k) while still maintaining a 40% crit chance and 2.4k power and almost 70% crit damage not including the bloodlust stacks or might stacking from a zerg.
(edited by Elthurien.8356)
hello guys it’s nice to see a wvw spec for thiefs as i usually see solo play specs. I ‘ve been playing this spec for several time(from early 2013) with my guild and it’s ok. It provides me with the ability to enter into the zerg with daggerstorm then shadow step ,steal to go to the back lines and shadowstep back and heal to recover .Then kite with the shortbow. The important is runes of Lyssa . Feel free to change food ,stacks(change bloodlust to perception) or signet of agility with roll for initiative. Also the trait power of inertia can be swaped with fleet Shadow. I’m open to constractive critisism.
(edited by Hawkeye.9687)
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