Put it this way…arah is the “toughest” dungeon out so far…
You will need to tailor your stats to fit the playstyle that your skill level and traits allow
Let me give you an example of what i mean by this.
Arah is all i do. Log in, arah, chill, arah, log out. Rinse repeat.
Gear Wise
I started off Running Full Valkyrie (Power/Vit/Crit) gear with soldier runes. Basically, i was geared for vitality and toughness, leaning more towards toughness. I had 22k hp. I would run dungeons. In Arah, just starting out, i was making ALOT of mistakes, but i was pretty much safe. The gear i was running covered up most of my mistakes. As i got better and better, i started a transition from my valk gear to full berserkers (power/prec/crit). The reason? My skill level had increased and so i was finding myself in a situation in which i didn’t need all of that vitality and toughness.
I then started running Berserkers (arah armour) with soldier runes. My skill level went up even more as time went by. I then switched the soldier runes for Divinity runes (+60 all stats, 2% crit damage). I completed my exotic accessories, and popped beryl jewels on them (Power/vit/ crit %) since i was used to having at least bit of vitality. so i have gone from 22k hp to 14k hp. The benefit of this transition is that i now contribute alot more to my team. The most vitality you need if you are good in arah is 12-13k to take 1 shot from giganticus lupicus.
Trait wise.
There are so many variations. But 2 suggestions i recommend are:
15 Acrobatics – Feline Grace. MVP trait. Returns energy whenever you dodge. Pretty much means you have 3 standard dodges if you time it right.
Expeditious dodger – Another great skill. Swiftness on dodge. Great mobility and kiting which you will need a lot of.
15 Trickery – Kleptomaniac = initiative on steal, preparedness = 3 extra initiative..timed right, that is an extra pistol whip etc.
You can do whatever you want with the rest. This too can evolve as your skill level increases.
Last thing. Any decent Thief…no, player, will have every weapon available on hand for the many different situations that can arise.
However that said, the main sets i find myself using are:
s/p: Too strong in dungeons if you know what you are doing. Black powder…sword auto attack…the blind tanking you can do on mobs is ridiculous. Definitely a staple pick in dungeons where melee is permitted. Thieves Do not have the durability to be up close with d/d. And in a decent party, you will be at the max bleed limit of 25 all the time. I welcome arguments against this.
sb: Self explanatory.
p/p: Offers decent enough 1vs 1 range damage for fights where melee is not advisable
p/d: Haven’t used this recently, but on hard hitting “warrior” mobs, i like having the pistol auto and the ability to constantly cripple with dancing dagger to keep my team safe along with caltrops.
Hope this helps a little.
EDIT Magic find is said not to work because people are too unrealistic with expectations. People need to realise that if the chance of item X dropping is 0.008…then even with the max amount of MF allowed, the chance of finding it has gone up, but it will still be small because it was hard to find from the start with.
But with that said, yes, definitely invest in a cheap set of MF gear, If you are short on cash, Rare of even Masterwork with the odd omnomberry bars (30% mf) will be fine for farming orr.
(edited by PaperLuffy.8260)