Ok, I usually run a setup like:
Main: S/P or S/D or D/P
Secondary: SB
And I work out quite fine. One thing that bothers me about these setups though- and the thief in general- is a lack of range. Seriously, unless I run Scorpion Wire, I always have exactly one skill and one skill only that I can use to hit people at 1200 range- SB’s Cluster Bomb (one of the many reasons I use SB).
That brings me to my next point. While Cluster Bomb, and the SB in general, are both nice, they lack power. CB, for example, has a somewhat lengthy animation that results in a big blob flying towards enemy groups. Fortunately, CB actually does some rather nice damage, which makes up for its other faults. The other problem with CB is that it’s nowhere near as easy to use again and again, unlike other thief skills (due to the initiative system).
Now, I’ve wanted to make a build like this for a long time… And while I only just started playing it today (to satisfying results)… It seems like a heck lot of fun, and it does a lot of damage. Here it is.
Let’s just name it “Gunslinger (No invisibility)”, for its fairly unique P/P set, as well as its lack of invisibility (I’ll get more to that later).
0/10/0/30/30
10 in CS: Basically, to get Pistol Mastery (deal 10% extra damage with pistols). A nice, cheap trait that will allow your unloads to be crushing.
30 in Acro:
- PoI: general damage improvement, which boosts both your condition damage and your power. Technically, you could replace it with vigor for tons of dodges, but I feel like this is a bit more offensive in nature, which I overall prefer. I also think it has more utility and is able to be accessed more easily than the vigor trait.
-Quick Recovery: This one might not be necessary… But, like the title says: “in the works”, and, after all, I had about half an hour today to slap this build together today. I borrowed a lot from my standard build, which also runs 30 Acro.
Anyhow, I really like initiative regeneration. However I can get, whenever I can get it. Quick Recovery, to me, is a way of saying “hey, tons of free initiative over time, and you don’t have to worry about me- I’ll just sit behind the scenes and do all of the work for you!”. With an active profession like the thief, you want to be thinking about as few things as possible.
Outside of that, most of my builds are basically initiative-dependent; initiative is their lifeblood and, without it, they die. Thus, Quick Recovery.
-Assassin’s Reward: just a very neat healing skill. In the past, it’s gotten me out of trouble numerous times. It usually really shines when you’re retreating from battle with very low health (< 3K) left. This is another benefit of using SB; I can use Infiltrator’s Arrow as an emergency button, and, with AR, I get a small but significant heal every time I use it, meaning that I can be very hard to catch, even with low health, due to health regeneration and shadowsteps.
30 Tricks
-Uncatchable: pretty self-explanatory; also nice since this build is a bit of a hybrid between crits and conditions.
-Trickster: good for RFI, which is a free dodge, stunbreaker, and init gainer all at once. Also good for Haste.
-Hastened Replenishment: more initiative regeneration! You get the idea.
Try out the build yourselves, tell me how you like it, and tell me how I can change it for the better too. c: thanks all.
One last thing: didn’t try these out, but here are two possible stealthing versions of the build.
More stealthing:
http://gw2skills.net/editor/?fYAQNAqaVlUmiP3eS6E+JFxWBgy9ooGtp+H+a/hrC
More dodging:
http://gw2skills.net/editor/?fYAQNAqaVlUmiP3eS6E+JFxWBgypooG1/wX7ZcVtC
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UPDATE 4/3
Here’s another build I made, it’s a bit more defensive. If you’re planning on running full zerker, this might be the thing for you.
http://gw2skills.net/editor/?fYAQNAqaVlUmaPHfS6E+5EBPjiaU/Dft7xVtqWB;TEAg0A
(edited by Arganthium.5638)