First Build - Watch ‘em Bleed
So far, I’ve come to like two distinctive builds focusing on different aspects of dealing damage. I’m still out for a third; I’d really like to work out a build that utilizes a sword without giving anything up, but so far daggers hold too much utility and damage in a single set of weapons. Bows and pistols seem to function far better as secondary weapons, especially with this build.
In Brief
The use of daggers and pistols here is primary. It’s possible to use a bow instead of dual pistols, but pistols are ideal given the bleed on the button one attack. The short version of the build is get up as many bleed stacks as quickly as possible then hide in stealth while they work down your opponent.
Weapon Skills
The primary ability to be concerned with in the daggers line is Death Blossom in the number three slot. It does an average amount of direct damage if you land all of the strikes or have multiple targets to hit, but the main factor is the bleed it causes on every hit. If each strike lands, it’s a three stack of bleeds on every target.
The other abilities in the dagger line are primarily for utility. Dancing Dagger has a cripple attached for slowing the enemy, as well as fairly good damage if targets are close enough together for it to bounce. Cloak and dagger has a stealth component, but a high initiative cost. Heartseeker can be good for finishing someone off quickly if the initiative is available. The button one attack chain has fair damage and a poison component on the third strike, which helps deal with heavier healing.
Switching to pistols, and the uses drop off somewhat. The primary purpose of using pistols as a secondary weapon set is for the bleeds on the button one attack, so even if someone runs you can keep up the bleed stacks and keep their health moving in the right direction. The other attacks have some utility but it’s not too useful an initiative sink one on one, and in a group situation it’s likely other classes will bring vulnerability and daze to the mix anyway.
Slot Skills
The heal is Hide in Shadows, no question. The high heal compared to the others available mixed with the stealth component make it the only real option. Shadow Refuge and Blinding Powder are also a must. The ability to avoid attacks by hiding in stealth after stacking bleeds is paramount. For the third slot skill I never really settled on anything. I tried Spider Venom for damage, Needle Trap for utility, and Caltrops for a final bleed, but eventually settled on Shadowstep. The targeting took a little getting used to as the max range is fairly high at 1200, but the condition removal on returning helps against any class building similarly condition damage heavy.
For the elite skill, I settled on Thieves Guild. The single charge on Basilisk Venom while potentially useful seems too weak comparatively. Dagger Storm was a tougher call. The trade off is a solid 8 seconds of stability against 8 seconds of essentially being stuck flailing around. The bleed and cripple components up the value of it somewhat, but ranged classes can take it as an opportunity to burn you down. With Thieves Guild, you throw harassment into the mix along with damage at the cost of a fairly long cooldown timer, plus something to keep people busy and put out more damage while you hide in stealth.
Traits
Full power, full condition damage, and the ten points in the toughness line primarily for Infusion of Shadow, the initiative gain on stealth. This will leave you at enough initiative to finish someone off after the initial bleed and vanish. For this build, in the power line Mug, Dagger Training and Panic Strike were the most useful. The extra damage on damage on Death Blossom from Combined Training is also a possibility, and would replace Panic Strike.
The Trickery line took some messing around with to iron out in a way I liked. Purely with the intent to function solo, Flank Strikes for the extra 5% when at the side or behind an opponent was the first choice. My second was Initial Strike for the extra Initiative Gain, but it’s slow enough that on occasion I’ve swapped out to Instinctual Response to deal with heavy hitters. The last was Hastened Replenishment, to make absolutely sure I have a lot of initiative after burning through all stealth causing skills.
This is changeable based on the situation for larger scale PvP, like WvW, or tournament groups in which you might need to bring buffs to the table to help the group. With Thrill of the Crime in Trickery you can provide short term group buffs at a relatively low cost.

The two biggest issues I’ve found with it so far involve how horrible it can be facing a class/build with a lot of condition removal and the lack of control of Death Blossom. In regards to the first it’s self-explanatory. For the second, it could just be that I haven’t sunk enough time into this build to adjust to the constant directional flipping of Death Blossom. I find it’s very easy to only land one or two of the hits when your target is strafing excessively or otherwise very mobile.
For personalization, parts of the build are more interchangeable than others. Some of it can be switched around for personal preference, as long as the main focus is kept in mind. That is to say, stack bleeds and disappear then repeat if necessary.
In addition to this condition damage based build I’ve tried another focused more on direct damage. So far I prefer it. While this build functions well, I somewhat dislike how it plays and how Death Blossom functions. This could partly be because of latency in SPvP the last few days while I’ve been build testing, but I do dislike being stuck in movement as Death Blossom causes you to be for even just a moment. It’s also partly that I’ve had the misfortune, perhaps, to constantly find myself up against Guardians with a lot of condition removal and such.
If you’re looking for a solid build, I’d suggest trying it, but it may take several matches to adjust to the timing and bleed stacking.
- ED
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