Vampiric Thief.

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Posted by: Resouled.5614

Resouled.5614

Build I came up with.

http://gw2skills.net/editor/?fYAQRAsY8YlcmCN3aS1E/5ECnCLEq0eQT2UM1pgr0KA-TwAg0CvIcS5kzJjTSnsONCZFymgJBA

Ton of healing
Decent damage

Squishy against burst but inf return helps a lot to avoid burst

Thoughts?

I know the heal is bad but it fits in this build :P

[vE] Visceral Effect – Blue

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Posted by: Travlane.5948

Travlane.5948

this is the ONLY type of build i have not pesonally tried in wvw/pvp …..how does it fair?

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Posted by: Resouled.5614

Resouled.5614

Quite well if you switch the signet for withdraw.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I used to ran with Vamp Runes and I’m telling you, you only get full benefit from these runes using D/D + P/P and Withdraw as your heal skill.

The proc of Vamp (2) is so low that using a sword and its attack speed will only make the proc chance even worst.

You can’t take advantage of Vamp(4) with the signet, it has to be Withdraw.

Finally, there’s a bug that is documented in the wiki concerning Vamp(4):
http://wiki.guildwars2.com/wiki/Rune_of_Vampirism

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: PopeUrban.2578

PopeUrban.2578

I agree. As a long time user and lover of Signet of Malice, I can wholeheartedly tell you that the last thing you want to do with it is activate it. Ever. Unless the fight is already over and you’re in danger of bleeding or burning to death and can’t clear it for some reaon. You’re going to be losing more HP during the cooldown than you’re gaining with the effect from the vamp runes. In addition, S/D is a pretty poor set for SoM due to its low hit rate per initiative. The guy that said it’s only really worth it with P/P (power/crit) or D/D (Deathblossom evasion) is forgetting S/P’s pistol whip… but S/P has other issues that make it kinda meh. I run it on a D/D condition build, and if you’re looking for a “vampire” thief you should consider something similar. High toughness, high condition damage, abandon most of stealth in favor of evasion, and pack a life sigil and a set of mad king runes.

In fact, here, steal my build if you like:

Geared with Carrion and ascended Condition/vit/tough jewelry
For SPvP try running carrion or shaman jewels I suppose.
1x Carrion/Chrysacola Orb, 1x Shaman’s dagger/ Life (Your preference for dagger stats may vary. I like the 1x shaman’s)
6x runes of the mad king.

Traits:
Deadly Arts – 20 – Potent Poison/Mug – Improvisation (Poison to mitigate heals, weakness from minor further mitigates incoming damage, Improv for better white damage and game-changing recharge, Swap poison for mug if you need more tank than spank as the mug heal combined with your other heals in the build can be very useful)

Critical Strikes – 0

Shadow Arts 10 – Shadow’s Embrace (Clutch condition removals with CnD, Little Extra Vit, this build rarely stealths and makes last refuge actually help you rather than hurt you most of the time)

Acrobatics 20 – Power of Inertia – Assassin’s reward (Might improves condition damage and you’re dodging constantly. Assassin’s reward backs up Signet of Malice to make the passive healing work.)

Trickery 20 – Uncatchable – Bountiful Theft (Dodge-trops, vigor, and steal cooldown.)

Skills:
Heal- Signet of malice. Build revolves around this.

Slot1 – Trick – Roll For initiative (PvP or bossfights) / Caltrops (General PvE)

Slot2 – Deception – Shadow Refuge (It’s shadow refuge!)

Slot3 – Deception – ShadowStep (Needed for condition removal)

You can also benefit more reliably from Improvisation by taking a venom, trap, or signet in stead, greatly increasing the odds you’ll get a free charge from Improv.

Elite – Daggerstorm (General PvE/ Zergfights) / Basilisk Venom (Bossfights / 1v1)

General sustained attack chain is 2-3 autos > Dodgetrops> Deathblossom in PvE however the build functions best by playing defensively and in stead simply wailing away with autos and using your dodges and deathblossoms to evade attacks, handing out a little stack of bleeds for each big hit your opponent tries. You’ll be using steal mid-fight a lot with this build, especially if you take mug, and you’ll have to live up to the name of the trait and learn to improvise.

Hope that helps.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

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Posted by: Tulisin.6945

Tulisin.6945

TBH vampiric thief works much better with Acrobatics + Trickery than Acrobatics + Shadow Arts. Take all the extra dodges you can (Signet of Agility), take Might-on-dodge, take Caltrops, take caltrops-on-dodge, and grab high-end stew.

The massive amount of heals you’ll get from dropping caltrops everywhere while you constantly dodge will outstrip the venoms while keeping everything near you crippled and hurting.