Q:
I am the super thief
(edited by obtuse.8291)
Q:
Here are some items to avoid while designing a condition damage build. These are completely non fundamental, so I wouldn’t recommend using any of these items to create your build or condition damage playstyle:
-1. The build can not work without a few tools for initiative restoration. You can get 30 trickery and withdraw heal slot with hastened replenishment for 4 init regain every 15 seconds, and/or 15 points into critical, there are a few trait choices in shadow for stealth return of initiative or faster restoration during stealth also, whatever fits into your build
-2. There is a weakness TO condition damage as with most thief builds, but setting up stats to counter standard damage is also difficult while retaining the right mix for offense and +heal. This means the build needs strong mobility and evasion, leading to best weapon set dagger dagger and shortbow or just two d/d with energy sigil. The best resistance to either damage type is excellent avoidance and kiting away.
-3. Synergistic sigils and traits add might or direct bleed. Sigil of earth can be very good, or superior blood to help mitigate condition damage that can’t be avoided. Although sigil of purity can remove a condition it can only hit 1 every 10 seconds, which seems weak in comparison to strength which does not cap (according to description) so can continue stacking might up.
A few other notes
-caltrops hits applying the bleeds to any enemies will cause a signet of malice heal.
-I find perfect synergy with runes of dwayna for the withdraw/hastened replenishment setup to give a strong regeneration boon every 15 seconds as well. you could also add pain response here to gain another regeneration that will be boosted from the rune set
-Still undecided on value of thrill of the crime vs uncatchable while using vigorous recovery to get vigor and increase dodging rate.
(edited by obtuse.8291)
A:
I don’t follow any of these “fundamentals” and I do perfectly well.
They must not be fundamentals.
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