WvW Scout Help

WvW Scout Help

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Posted by: scarra the bold.7806

scarra the bold.7806

Q:

I need help on a scout build. All it needs to do is get me from point A to B quickly and easily and can quickly escape attacks. currently i have traits in vitality and crit with signet of shadows but i still seem to be caught without initiative or stealth under cool down.

i need the perfect scouting build i dont care if it does no damage it just needs to be quick and evasive.

say what you want about how im wasting a good theif or what have you but i need a scout to keep an eye on the enemy zerg without the fear of getting caught

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Posted by: Panacea.4927

Panacea.4927

A:

It depends abit on your playstyle, but to be evasive and kinda sturdy you will need to invest points in acrobat and shadow arts.
I quickly slapped a build together which might, or might not suit you.

http://gw2skills.net/editor/?fYAQNAV8YlYmiP3cS6E95EB3Dnq0m6f4r9M4a8B;TkAKtMaJ0yqlTLpWLEGfs/A

Explenation:
Weapons:
Shortbow is the ultimate mobility weapon. You will use it to get faster from A to B and to escape enemies with infiltration arrow.

Sword/Dagger is for distraction. Infiltration strike allows you to port into the zerg, if he has seen you and quickly use cloak and dagger. Stay aslong in stealth as you can to remove conditions, heal yourself up and even regain initative. You can change the Patience-“gain more initiative while stealthed” to Infusion of Shadows-“gain 2 init whenever you stealth”… all up to you.
Anyway, cloak and dagger should even allow you to dance more or less around in the enemy zerg and give some reports on how they move on. If they notice that there is a thief you can switch to shortbow and port away or use shadow step to port away.

Utility:
I consider withdraw to be a superior healing ability as hide in shadows due to its additoinal mobility and as a way to remove immobilize and chill. I’ve slapped runes of the adventurer onto the armor so you gain additional endurance every 15 seconds. All these dodges should give you some mobility and with some camera turning, you can even “catapult” yourself away with withdraw to get some distance.

I took blinding powder since a additional way to get into stealth without hitting anything can help alot. You can also take shadow refuge instead… up to you.

Signet of Shadows is just for movement speed.

Shadowstep is for messing up with the zergs mind. With infiltration strike and shadow step you have 2 ways to shadow step into the enemy. You could for instance use shadow step to move into the zerg, right it abit, run into the opposite direction and use shadow return.
In the beta I also liked it to use shadow step around a corner, wait till my chaser run around the corner aswell and port back so they dont see me anymore.
Furthermore shadowstep removes stuns, just like the return of infiltration strike which makes you pretty slippery and hard to catch no matter how much CCs they throw into your face.

Thiefsguild is a pretty good tool to use when you are stealthed. Use it when you are stealthed and let the zerg fight the thiefs while you bail out.

Traits:
30 points in shadow arts:
Healing while stealthed
Regaining initiative while stealthed
Removing conditions while stealthed
=> you dont care about conditions anymore and the additional heal is very handy against stray hits.

20 points in acrobat:
You gain vigor upon healing (hence withdraw as the CD is only 15 seconds)
You get 50% endurance back for every dodge
You remove cripples upon dodge
=> You can dodge like mad with all the sigils of energy and withdraw, you remove cripples so you are hardly ever slowed down and the additional HP isnt bad either

20 points in trickery:
You gain initiative while you steal
You drop caltrops when you dodge and can cripple enemies
You have more initiative for infiltration arrow and cloak and dagger
You get vigor upon stealing for tons and tons of dodges. Vigor every 15 sec from withdraw and every 37-38 sec from steal.

All in all your dmg will blow, but with some training you should be able to win 1v1s due to daze from the sword mainhand. You have alot of dodges and alot of condition removes and anti-CCs combined with mobility.

Hard-CC counters:
Infiltration Strike
Shadow Step
Stealth

Soft CC counters:
Withdraw
Infiltration strike
Shadow Step
Stealth
Dodges

Maybe others come up with different builds, if this one doesnt suit you. But at least you should be very slippery with it.

(edited by Panacea.4927)

WvW Scout Help

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Posted by: Daendur.2357

Daendur.2357

http://gw2skills.net/editor/?fYAQNAV8YlUmaPneS6E95EBniiqUPFktsdPwqVpKA;TgAKtMaJ0yqlTLpWLEGfA

you have to run almost always hidden, using shadow refuge, healing skill, smoke screen+cluster bomb and you have a 33% speed.
If they catch you use teleport + 3 dodge (almost 8 sec of swiftness) + steal on a mob for another 1200 range teleport + 10 sec of swiftness…. then smoke screen+ cluster bomb …
there is also a rune that gives you +7% speed while under the effect of swiftness.

Black Thunders [BT] – Gandara

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Posted by: ASP.8093

ASP.8093

I love Withdraw. It breaks immobilize and throws you pretty far — twice the range of a regular dodge (and more underwater, as far as I can tell). Being immobilized while outnumbered is certain death.

Having two shadowsteps is very powerful. Take a look at the last third of this video. You’ll see several good examples of Infiltrator’s Strike comboed with Shadowstep for a long-range (2400-ish) escape.

Nemain The Eyeless · [JOY] · Tarnished Coast · http://tcwvw.com

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Posted by: Thorp.7982

Thorp.7982

Heartseeker is much better for mobility than the shortbow is if you don’t have auto-locking the target on. Withdraw to get out of immobilize and quick travel, and make sure you have the trait that gives you endurance regeneration upon healing, practically giving you permanent swiftness with only one or two seconds of not having it every 15 seconds or so. There’s of course Shadowstep, Roll for Initiative, etc. if you feel you need those too.

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Posted by: Panacea.4927

Panacea.4927

Another hint, if you decide to take D/X instead of shortbow for mobility. The travel distance of heartseeker depends on your movementspeed. Try to use it “only” if you have swiftness running and arent crippled.
I for one like to dodge for 2 second swiftness and use 2 heartseeker. Now dodge again… rinse and repeat.