Trapper rune build, condi build?
thief traps r pretty clunky, so not even with the runes its worth using, the runes r awesome for rangers tho
Well I disagree. I have been trying a few days now and felt they “clunky” at first but as I grow used to them they get better and better. There are so many “escapes” and as another said people will always run into the traps.
I have found I have to get a very high condition duration to make them work so got it to 80 percent. I have settled on “shadow trap” as my stun break. I find it works best if traited for the longer stealth. I take shadows embrace and each trap then clears two conditions.
An alternative build is to take to panic strike IN DA but you lose that extra second in stealth and those cleanses. I also like the trait that regens health so i can keep that up and running all the time albeit blind on stealth is good too as is all that ini.
If you got to panic strike in DA durations will be 100 percent but you will have to drop 4 points elsewhere. At the cost of some combination of 4 less points in trickery/acro/SA you gain another nice IMMOB and that duration increase.
I switch Throw feathers in and out with others. I like that it yet another stealth that clears two conditions and allows another sneak attack.
(edited by babazhook.6805)
A friend of mine is planning on running a baiting thief build with these runes, the 3 and 6 on the runes seems pretty ideal for WvW situations of escaping. An interesting concept these runes are…
also, not to derail but does anyone know if the superior sigils of cruelity work well with any sort of thief build?
>>A friend of mine is planning on running a baiting thief build with these runes, the 3 and 6 on the runes seems pretty ideal for WvW situations of escaping. An interesting concept these runes are
I actually tried these with my ranger as well and they in fact work better as far as I can see on the thief. While the ranger seems to have better traps overall, the thief has a pile of “on stealth” benefits they can get from the SA line.
The traps can thus provide ( in addition to their base effects) some combination of More INI, Regeneration, condition cleansing, blinds and that extra health from the GM traits either mitigated or regenerated via shadow rejuv depending on how one traits in SA.
It finally makes traps worth using.
I’ve been experimenting with the new runes for a while, and I think I’ve found the perfect setup for me. I’ll probably make a video about it, but here’s the basic version (replace Nightmare with Trapper):
Depending on what kind of opponents I’m facing, I sometimes find Shadow Trap to be more of a hindrance than a help, as gaining the Stealth on the Pursuit puts me directly next to the opponent, which can be potentially dangerous even with the blind. So, I sometimes put Shadowstep there instead. I prefer TG to add to the chaos of the traps instead of BV.
Another option is to add more dodges by taking away Corrosive Traps and adding 1 to Acrobatics, but bear in mind that CT is very good for covering your damaging conditions.
Resident Thief
Does Shadow Trap actually work as a stun break now? It used to, and then they “fixed” some things on it, and added a cast time on the “Destroy Shadow Trap” portion (edit: which does still show on the tool-tip that it breaks stuns, but it does/did not.)
When I tested it several months ago it would not break a stun because it couldn’t “cast”.
If they fixed it, that’s great! The Shadow Trap functionality is great, especially when paired with SA (might out the wazoo and possibly condi clear, etc).
youtube
(edited by Woaden.9425)
DST actually does break stuns in order to cast. It’s one of the few skills in the game that breaks stuns but also has a cast time associated with it after the break.
Resident Thief