Stick 'em with the pointy end!
So far, I haven’t been a fan of condition damage based
builds. They function well, but the counter of condition clears seems to be
something I run into frequently. Most likely because of how deadly condition
damage builds are for most classes, especially in the smaller SPvP setting
rather than WvW.
For a Thief, going for direct damage by way of Berserker
gear is as viable as bleeding someone out, and personally I find it more fun.
The forced movement attached to Heartseeker is slightly less annoying than the
flip with Death Blossom, which is a relief when running down ranged classes.
But let’s get stuck in.
The Build at GW2Skills.net
Traits
Deadly Arts, 25 Points. Sundering Strikes for frequent
Vulnerability, Dagger Training for damage.
Critical Strikes, 30 Points. Side Strike for extra critical
chance, Executioner to add burst for finishing, Practiced Tolerance because
little else is directly useful in the line and this build is squishy enough
that an extra thousand HP is helpful, though not greatly.
Trickery, 15 Points. This is primarily for the extra 3
Initiative at the 15 point mark. Playing with 30 Deadly Arts instead I found
the lack of Initiative at the beginning of a fight unhelpful. Thrill of the
Crime for the helpful buffs on stealing.
Weapons
Dual Daggers is primary, as seems common for the class.
Secondary, I use a bow largely for the button 5 teleport shot for mobility.
Armour
Berserker’s gear is a must for the Power, Precision and
Critical Damage the build relies on. This will leave you with lower than
average HP, so you will die quickly, but that’s the price for the damage output
and the reason for stealth skills.
Slot Skills
Again, focus on stealth and movement. Hide in Shadows for
the heal, Shadow Refuge, Blinding Powder for the slotted stealth skills, and
Shadowstep for mobility and a stun break. Unlike with the condition damage
build, Dagger Storm makes for a better elite here as the direct damage is
higher than the bleed.
General Playstyle
If you’re fighting a pet class, particularly
Illusion-dependant Mesmer’s, Dancing Dagger is very good. It has high damage as
long as it can bounce between two or more targets, but against a single target
Heartseeker is generally better. From behind, the last strike in the button one
chain can hit significantly hard too, for no Initiative cost.
Shadowstep to close gaps, or against certain classes remove
conditions. Steal is a good use to start a fight if you keep the buffs on
stealing trait in Trickery. Use Dancing Dagger to keep a solo runner in range.
Double Strike to wear them down, Heartseeker for burst. Heartseeker can hit
extremely hard against someone with lower HP and functions well as an execute,
especially with the short leap built in to catch someone fleeing.
The stealth skills are primarily to keep you alive. As an
alternative to extra base Initiative, it’s possible to run the same build but
swap the Trickery points 10 in Shadow Arts for the Initiative gain on stealth,
and the extra 5 most likely back into Deadly Arts for the power.
There is room here for personal preference and finding out
what works best for your playstyle. A bow certainly isn’t necessary off hand as
you primarily use daggers. If it’s possible at all, this would be close to a
build you could perhaps fit a main hand sword into, but it’s hard to justify
against the solid attacks from daggers. It’s still something I’m working on
figuring out, however.
If you plan on testing out a variety of changes to this, keep one
thing in mind; Power, Critical Chance, and Critical Damage are the most
important stats to keep your damage high enough to justify having a low
tolerance for being clubbed. A little can be sacrificed for utility or
something that gives play a better flow (in this case, the extra Initiative),
but not much before you simply don’t kill people fast enough to survive.
- ED
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