What seems to be the best dungeon build?
25/30/15/0/0 – enough damage aswell great condi remover (since we really die once we are burning / bleeding).
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with what traits?
25/30/x/x/x. Mug, Sundering Strikes, and/or Dagger Mastery for Deadly Arts. Furious Retaliation, Executioner, Signet buff traits, Side Strikes are your possible choices for Critical Strikes.
You can put the last 15 in anything really. I have 15 in Acrobatics for the extra dodge. You can have 15 in Shadow Arts for the stealth cleanse/intiative regan. Or you can have 15 in Trickery for more initiative + group fury when you use Stealth.
As thief, you should have every weapon set. S/P, D/D, SB, and P/P are used mostly.
Rune is usually Scholar Runes for maximum DPS output. Personally I have Lyssa Runes for condition cleanse. Sigil is like any other class: Bloodlust stacks, sigil of force/night/fire for maximum DPS.
(edited by Tachii.3506)
There isn’t a stand out dungeon build and there isn’t any consensus. Some builds are better in some dungeons/fractals than others. You can perform well enough with any coherent build that suits your play style.
Personally I’m an advocate of 15/30/10/15/0.
That gives you AoE Weakness on Choking Gas, Condition cleanse or Initiative regen or Blinds on Stealth from Shadow Arts and the extra dodges from Feline Grace in Acrobatics.
Overall well rounded with strong DPS and survivability. Works well with Berserker gear too.
(edited by Dee Jay.2460)
I actualy run 25 20 0 25 0 for free weakness on poison from chocking gas as well as uber dodge. I dont run stealth to begin with (dont like it) and use sword/pistol in a build entirely based on dodging to proc might and evading strikes XD.. For the sake of irony i get a good 10% damage when foe has a condition and 10% damage when my endurance is not full.
Going 25 in deadly art realy do can be rewarding altrought im studying if i shouldnt put those 10 trait into critical strike instead or trade a little of my acrobatic tree for actualy situationnal damage (10% at near all time for 30% very situational damage unless you Auto attack this sounds somewhat outrageous). At that point you trading up + 15% damage at near all time for a + 20% under 50% hp and +10% when you have near maximum initiative. Since i run pistolwhip its realy controversial weither or not to do it.
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If pet had voices: Mommy, I did it! :3
(edited by kyubi.3620)
You don’t need max initiative for 25 Critical Strikes, just keep it above 6. Anything beyond 15 in Acrobatics seem like a waste of points imo especially for dungeons since you’re losing out on DPS.
Barely loosing the 20% from executionner and the 10% critical damage to be honest but your right on one point, my build dodge so much that curently having vigor looks completely useless (heck im completely untouchable in AC already and im litteraly facetanking the mobs with only 30% of my build traited so why would i be effraid about lacking vigor when im already near untouchable without it (heck if i need endurance i activate my signet of agility). Having 10 total initiative you spend 5 for pistol whip so youl likely have + 10% damage on the first two strike but what about the third. Sure at that point ill be dodging around to recover initiative and build might stacks. Im just pointing out that the 10% from when you have above 6 initiative is a totaly useless passive and shouldnt be counted when calculating the damage.
However i guess the gain of 10% to the critical damage (likely wont be worth that anymore post nerf) can partialy cope for the loss of the 10% permanant damage long as you can back it up with near perma critical, the only real gain is the critical rate (61% to 67% meh) and the executionner trait (executionner isnt worth much if you gunna use this build for pvp however so ill likely run 25 20 0 25 0 in spvp still and keep dodge trolling sword rangers)
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
(edited by kyubi.3620)
For dungeons do this >>> http://gw2skills.net/editor/?fYAQNAsaVlcmiOXeS4E+5Ex2jemTe6fgs6Mw5LB-jwBBYfCiEEgUBBKzsIasFXFRjVXDT5iIqWKgIGGB-e
Keeps Fury on you, Stacks Vul for more damage, only steal when you need Fury. Caltrops for more healing if need to, Signet for condi clear + prec, Shadow step for Condi clear and OH! CRAP! Escape. S/P for Evade and AoE damage. SoM for best in slot PvE heal with S/P and Caltrops. 3 Extra Initi for those Long boss fights, plus steal give Might/Fury/Speed.
Can trade Caltrops out for Smoke Screen, or something else.
I’ve done dungeons with doing 22k PW’s (full bloodlust, Might stack ans Vul stacks with Banner of Disc, you should be at Crit chance Cap) but average in CoE is 16-17k. Im in full ascended, it does make Difference, of about 1.5k per PW in CoE, Its not much, ut I notice the numbers.
sweet will check it out, thanks.
If you are not going for maxing everything out, 25/30/0/0/15 is a solid option as it plays almost equally with any weapon set (so you can switch with minimum effort). 10 in trickery gives a selection of extremely specialized tools to suit you current needs (steal range, boons on steal, stealth on revive, damage from behind, even caltrops on dodge for kiting tasks). Of course, it is never as effective as build specialized for certain weapon sets (10 sa D/D, 20 trickery P/P and the like)
If you plan on running dungeons as a thief, then this is probably the best guide out there:
http://www.guildwars2guru.com/topic/87167-a-guide-to-the-thief-meta/