WvW Thief
I would recommend the last 30 points into deadly arts, that way you can make the frequent stealthing heal you, remove conditions, and restore initiative. at the least 10 points in for 2 initiative on stealth would be recommended, as it makes CnD refund two initiative when it hits. power isn’t gonna net you too much gain unless you want to go the mug/BS route, but that build can be killed if it gets looked at wrong. you could also put another 5 into trickery for the extra initiative.
maybe
http://www.guildhead.com/skill-calc#mckzzc0zMMFlvMMolvM0xx0azaqVmqV
the points into shadow arts make stealth last longer, and gives you reliable condition cleansing if you frequently stealth. it also makes shadow refuge restore 2 initiative per pulse on top of the extra healing and cond cleansing from the long stealth duration.
your dps is 0 if you are dead after all, and the build is still able to put out high damage.
Gungnir Aurus – 80 Guardian
[AUX] Isle of Janthir
(edited by Gungnir Grimm.7123)
That looks like exactly what I was looking for. Thank you!
That looks like exactly what I was looking for. Thank you!
no problem, let me know if you need anything else.
Gungnir Aurus – 80 Guardian
[AUX] Isle of Janthir
Don’t knock the Venoms from Deadly Arts. I run a SB support build for WvW using this:
http://intothemists.com/calc/?build=VeV-R3;0Rw-d0N5FOFd0;9;4T-T9-347;138B1Q
Choking Gas, Cluster Bomb, and Venom Sharing can knock that incoming zerg back on its heels.
Reduction of Venom cooldown (to 36s) is not only a damage boost, but a heal as well from Leeching Venoms.
Might stacking from Stealth, Venoms, and Acrobatics.
P/D for those more intimate encounters.
If you do go full Precision, IMHO, Acrobatics has a bit better survivability than Shadow Arts… YMMV.
Good Luck.