Build

Daredevil - Berserker Staff

Legendary.png

Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Last modified: 114 Days ago.

Focused on: Direct damageMobility.

Designed for:

Overview

Requires Heart of Thorns (Use the Thief - D/D S/P Shortbow build otherwise). This build is used in speed clears for daily completion and shines through its easy Stealth access aswell as strong burst Damage and high Mobility.

Skill Bar

Steal
30Recharge.png
Steal
Shadowstep to your foe and steal from them.
Range.pngRange: 1,200
 
Skill.png
Staff
Healing
Utility
Elite
Staff Strike
½Activation.png
Staff Strike
Strike your enemies with your staff.
Damage.pngDamage: 215
Book.pngNumber of Targets: 3
Range.pngRange: 130
Weakening Charge
½Activation.png
3Initiative.png
Weakening Charge
Deliver multiple strikes, weakening foes.
Damage.pngDamage (3x): 822
Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Book.pngNumber of Targets: 3
Combo.pngCombo Finisher: Whirl
Range.pngRange: 450
Debilitating Arc
4Initiative.png
Debilitating Arc
Strike enemies in front of you and roll backward, breaking immobilizing effects.
Damage.pngDamage: 391
Crippled.pngCrippled (6s): -50% Movement Speed
Immobilize.pngCondition Removed
Book.pngNumber of Targets: 3
Book.pngDistance: 400
Book.pngEvade: ½ seconds
Dust Strike
¾Activation.png
4Initiative.png
Dust Strike
Sweep the ground, blinding enemies in front of you.
Damage.pngDamage: 235
Blind.pngBlind (5s): Next outgoing attack misses.
Book.pngNumber of Impacts: 3
Book.pngNumber of Targets: 3
Range.pngRange: 600
Vault
¾Activation.png
5Initiative.png
Vault
Leap toward your destination, damaging foes upon impact.
Damage.pngDamage: 879
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Leap
Radius.pngRadius: 180
Range.pngRange: 600
Signet of Malice
Activation.png
15Recharge.png
Signet of Malice
Signet Passive: Heals when you attack.
Signet Active: Gain health.
Healing.pngHealing: 132
Healing.pngHealing: 3,275
Signet of Agility
30Recharge.png
Signet of Agility
Signet Passive: Grants increased precision.
Signet Active: Refill endurance and cure a condition for each nearby ally.
Signet of Agility.pngSignet of Agility: 180 Precision
Book.pngConditions Removed: 1
Book.pngEndurance Gained: 100
Book.pngNumber of Targets: 5
Radius.pngRadius: 360
Assassin's Signet
45Recharge.png
Assassin's Signet
Signet Passive: Grants increased power.
Signet Active: Deal 15% more damage on your next five attacks.
Assassin's Signet.pngPassive Power Increase: 180 Power
Assassin's Signet.png5Assassin's Signet (20s): Deal 15% more damage on your next five attacks.
Impact Strike
Not usable underwater.png
½Activation.png
40Recharge.png
Impact Strike
Physical. Strike your enemy and daze them.
Damage.pngDamage: 444
Daze.pngDaze: 2 seconds
Range.pngRange: 300
Hook Strike
¾Activation.png
Hook Strike
Stealth Attack. Attack your foes with stealth, knocking enemies down.
Damage.pngDamage: 254
Knockdown.pngKnockdown: 2 seconds
Range.pngRange: 130
Short bow
Trick Shot
¼Activation.png
Trick Shot
Bounce an arrow between multiple nearby foes.
Damage.pngDamage: 196
Book.pngNumber of Bounces: 2
Combo.pngCombo Finisher: Physical Projectile (20% chance)
Range.pngRange: 900
Cluster Bomb
½Activation.png
3Initiative.png
Cluster Bomb
Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
Damage.pngLarge Explosion: 487
Bleeding.pngBleeding (4s): 88 Damage
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Blast
Radius.pngRadius: 240
Range.pngRange: 900
Disabling Shot
¼Activation.png
4Initiative.png
Disabling Shot
Do an evasive leap away from your foe while firing a crippling shot.
Damage.pngDamage: 168
Crippled.pngCrippled (2s): -50% Movement Speed
Book.pngEvade: ½ seconds
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Choking Gas
½Activation.png
4Initiative.png
Choking Gas
Fire an arrow that fills the target area with a poisonous cloud.
Damage.pngDamage: 79
Poison.pngPoison (2s): 67 Damage, -33% Healing Effectiveness
Book.pngNumber of Targets: 5
Book.pngPulses: 4
Duration.pngField Duration: 4 seconds
Combo.pngCombo Field: Poison
Book.pngUnblockable
Radius.pngRadius: 240
Range.pngRange: 900
Infiltrator's Arrow
6Initiative.png
Infiltrator's Arrow
Fire an arrow and shadowstep to the target area, blinding nearby foes.
Blind.pngBlind (5s): Next outgoing attack misses.
Book.pngNumber of Targets: 3
Radius.pngRadius: 120
Range.pngRange: 900
Surprise Shot
¼Activation.png
Surprise Shot
Stealth Attack. Shoot an arrow that immobilizes your foe.
Damage.pngDamage: 202
Immobilize.pngImmobilize (2s): Unable to move.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900

Slot Changes

Weapon

  • Shortbow should be used for stacking might/stealth and mobility between encounters.
  • Dagger/Dagger should be used against Bosses where you can't reliably hit
    Weakening Charge Weakening Charge
    ½Activation.png
    3Initiative.png
    Weakening Charge
    Deliver multiple strikes, weakening foes.
    Damage.pngDamage (3x): 822
    Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Book.pngNumber of Targets: 3
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 450
    .
  • Sword / Pistol should be swapped with Staff if blinds are needed for Trash fights.
  • An off-hand pistol should be taken when skipping trash for the low cooldown smoke field on
    Black Powder Black Powder
    ½Activation.png
    6Initiative.png
    Black Powder
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage.pngDamage: 61
    Blind.pngBlind (2s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 4 seconds
    Radius.pngInterval: 2 seconds
    Combo.pngCombo Field: Smoke
    Combo.pngCombo Finisher: Physical Projectile
    Radius.pngRadius: 120
    Range.pngRange: 900
    .

Healing Skills

  • Channeled Vigor Channeled Vigor
    Not usable underwater.png
    ¾Activation.png
    20Recharge.png
    Channeled Vigor
    Physical. Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
    Healing.pngHeal if Endurance is Full: 7,320
    Healing.pngHealing: 5,520
    Book.pngEndurance Regeneration Increase: 25%
    Book.pngPulses: 3
    for a high Spike Heal as well as additional Endurance
  • Withdraw Withdraw
    18Recharge.png
    Withdraw
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, crippled, and torment.
    Healing.pngHealing: 4,344
    Book.pngEvade: ¾ seconds
    when fights have a lot of movement impairing effects or you need extra evades
  • Hide in Shadows Hide in Shadows
    1Activation.png
    30Recharge.png
    Hide in Shadows
    Deception. Vanish in stealth and gain regeneration. Cures burning, poison, torment, and bleeding.
    Healing.pngHealing: 5,240
    Stealth.pngStealth (3s): Invisible to foes.
    Regeneration.pngRegeneration (6s): 780 Heal
    to trigger
    Revealed Training Revealed Training
    Revealed Training.pngRevealed Training
    Gain extra power while you are revealed.
    Revealed.pngRevealed: You cannot stealth.
    Attribute bonus.pngPower: +200
    and for trash skips where Thief runs ahead to trigger Dialogues or Events and needs extra Stealth

Utility Skills

Always try to keep both
Signet of Agility Signet of Agility
30Recharge.png
Signet of Agility
Signet Passive: Grants increased precision.
Signet Active: Refill endurance and cure a condition for each nearby ally.
Signet of Agility.pngSignet of Agility: 180 Precision
Book.pngConditions Removed: 1
Book.pngEndurance Gained: 100
Book.pngNumber of Targets: 5
Radius.pngRadius: 360
and
Assassin's Signet Assassin's Signet
45Recharge.png
Assassin's Signet
Signet Passive: Grants increased power.
Signet Active: Deal 15% more damage on your next five attacks.
Assassin's Signet.pngPassive Power Increase: 180 Power
Assassin's Signet.png5Assassin's Signet (20s): Deal 15% more damage on your next five attacks.
, if you need extra Utilities switch out Assassin's Signet.

Use these Skills if the Situation demands it:

  • Fist Flurry Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    as a high Damage filler Skill and a good way to remove the Breakbar.
  • Smoke Screen Smoke Screen
    Not usable underwater.png
    ½Activation.png
    30Recharge.png
    Smoke Screen
    Deception. Create a smoke screen that blocks projectiles and blinds foes.
    Blind.pngBlind (1s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Duration.pngSmoke Screen Duration: 7 seconds
    Combo.pngCombo Field: Smoke
    Book.pngUnblockable
    for Projectile defense if needed.
  • Haste Haste
    60Recharge.png
    Haste
    Trick. Gain quickness and fury.
    Quickness.pngQuickness (6s): Skills and actions are 50% faster.
    Fury.pngFury (6s): 20% Critical Chance
    Breaks Stun.pngBreaks Stun
    for personal Quickness.
  • Shadow Refuge Shadow Refuge
    Not usable underwater.png
    ¼Activation.png
    60Recharge.png
    Shadow Refuge
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Healing.pngHealing: 1,775
    Stealth.pngStealth (3s): Invisible to foes.
    Book.pngNumber of Targets: 5
    Book.pngPulses: 5
    Duration.pngDuration: 4 seconds
    Combo.pngCombo Field: Dark
    Radius.pngRadius: 240
    Range.pngRange: 600
    for situations where Stealth blasting isn't possible. When possible switch to Shadow Arts before using it to get the benefit of
    Meld with Shadows Meld with Shadows
    Meld with Shadows.pngMeld with Shadows
    Stealth skills last longer.
    Radius.pngDuration Increase: 1 second
    and the cooldown reduction of
    Concealed Defeat Concealed Defeat
    Concealed Defeat.pngConcealed Defeat
    Create a smoke screen when downed. Deception abilities recharge faster.
    Book.pngRecharge Reduced: 20%
    .
  • Blinding Powder Blinding Powder
    Not usable underwater.png
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlind (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    for short duration Stealth and as Blast finisher for Black Powder if needed.
  • Shadowstep Shadowstep
    Not usable underwater.png
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
    Breaks Stun.pngBreaks Stun
    Range.pngRange: 1,200
    to skip ahead and trigger Dialogues or Events (Cooldown can be reset while Shadow Return is still active).
  • Shadow Trap Shadow Trap
    Not usable underwater.png
    ½Activation.png
    45Recharge.png
    Shadow Trap
    Trap. Set a trap. The first enemy to trigger this trap becomes marked. You may activate Shadow Pursuit to shadowstep to the marked enemy.
    Duration.pngDuration: 120 seconds
    Range.pngRange: 10,000
    Book.pngUnblockable
    for certain Strategies where you need to Teleport back to a earlier Location.
  • Infiltrator's Signet Infiltrator's Signet
    30Recharge.png
    Infiltrator's Signet
    Signet Passive: Regenerates one extra initiative every ten seconds.
    Signet Active: Shadowstep to your foe.
    Book.pngInitiative Gain Every 10 Seconds: 1
    Breaks Stun.pngBreaks Stun
    Range.pngRange: 900
    to help you keep up initiative aswell as a targeted Blink.
  • Signet of Shadows Signet of Shadows
    30Recharge.png
    Signet of Shadows
    Signet Passive: Grants a 25% increase in movement speed.
    Signet Active: Blind foes near your target.
    Blind.pngBlind (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 1,200
    when you are too lazy to retrait for
    Unhindered Combatant Unhindered Combatant
    Unhindered Combatant.pngUnhindered Combatant
    Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness when you dodge. Damage against you is reduced for a time after you dodge.
    Unhindered Combatant.pngUnhindered Combatant (4s): -10% Incoming Damage, -10% Incoming Condition Damage
    or you have no other source of Swiftness out of combat.
  • Bandit's Defense Bandit's Defense
    Not usable underwater.png
    Activation.png
    15Recharge.png
    Bandit's Defense
    Physical. Briefly block incoming attacks. If you block an enemy in melee range, retaliate and knock enemies down.
    Duration.pngDuration: 1½ seconds
    Breaks Stun.pngBreaks Stun
    for a low Cooldown Block that works similar to Warrior's
    Riposte Riposte
    Activation.png
    15Recharge.png
    Riposte
    Block the next incoming attack. Riposte and bleed your foe if you block a melee attack. Gain adrenaline if you are not attacked.
    Damage.pngDamage: 168
    Bleeding.png4Bleeding (12s): 1,056 Damage
    Adrenaline.pngAdrenaline If Not Attacked: 6
    Range.pngRange: 130
    .

Elite Skills

  • Dagger Storm Dagger Storm
    Not usable underwater.png
    Activation.png
    90Recharge.png
    Dagger Storm
    Trick. Spin around, reflecting projectiles and throwing daggers that cripple and bleed nearby foes. You can move while spinning.
    Damage.pngDamage: 246
    Stability.png3Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Bleeding.pngBleeding (5s): 110 Damage
    Crippled.pngCrippled (2s): -50% Movement Speed
    Radius.pngBoon Gain Interval: 3 seconds
    Radius.pngBoon Application Interval: 3 seconds
    Duration.pngDagger Storm Duration: 8 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 900
    for stability and projectile reflection.
  • Thieves Guild Thieves Guild
    Activation.png
    180Recharge.png
    Thieves Guild
    Deception. Call more thieves to support you in combat.
    Book.pngNumber of Thieves: 2
    Duration.pngDuration: 30 seconds
    as a Dps increase.

Specializations

Deadly Arts
Serpent's Touch
Serpent's Touch.pngSerpent's Touch
Stealing inflicts poison. While in the downed state, your attacks apply poison.
Poison.png2Poison (10s): 670 Damage, -33% Healing Effectiveness
Poison.pngPoison When Downed (2s): 67 Damage, -33% Healing Effectiveness
Dagger Training
Dagger Training.pngDagger Training
Dagger attacks have a chance to poison enemies.
Book.pngChance on Hit: 33%
Poison.pngPoison (2s): 67 Damage, -33% Healing Effectiveness

Mug
Mug.pngMug
Deal damage and gain life when stealing. This attack cannot critically hit enemies.
Damage.pngDamage: 370
Healing.pngHealing: 1,980

Trappers Respite
30Recharge.png
Trappers Respite.pngTrappers Respite
Drop a needle trap when you use a healing skill.
Lotus Poison
10Recharge.png
Lotus Poison.pngLotus Poison
Weaken targets when you poison them.
Weakness.pngWeakness (4s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Deadly Trapper
Deadly Trapper.pngDeadly Trapper
Traps apply vulnerability to enemies and grant you might. Trap recharges are reduced.
Vulnerability.png5Vulnerability (10s): 5% Incoming Damage, 5% Incoming Condition Damage
Might.png5Might (10s): +150 Power, +150 Condition Damage
Book.pngRecharge Reduced: 20%

Panic Strike
20Recharge.png
Panic Strike.pngPanic Strike
Striking a foe that is below the health threshold immobilizes them.
Radius.pngHealth Threshold: 50%
Immobilize.pngImmobilize (2½s): Unable to move.

Revealed Training
Revealed Training.pngRevealed Training
Gain extra power while you are revealed.
Revealed.pngRevealed: You cannot stealth.
Attribute bonus.pngPower: +200
Exposed Weakness
Exposed Weakness.pngExposed Weakness
Deal more damage if your target has a condition.
Damage.pngDamage Increase: 10%
Potent Poison
Potent Poison.pngPotent Poison
Increased poison duration. Poison deals increased damage.
Damage.pngDamage Increase: 33%
Radius.pngDuration Increase: 33%

Improvisation
Improvisation.pngImprovisation
You can use stolen items twice. One random skill category is immediately recharged when you steal.

Executioner
Executioner.pngExecutioner
Deal extra damage when your target is below the health threshold.
Damage.pngDamage Increase: 20%
Radius.pngHealth Threshold: 50%
Critical Strikes
Keen Observer
Keen Observer.pngKeen Observer
Critical-hit chance is increased while your health is above the threshold.
Radius.pngHealth Threshold: 90%
Critical Chance Increase.pngCritical Chance Increase: 5%
Side Strike
Side Strike.pngSide Strike
Gain bonus critical-hit chance when hitting a foe from behind or the side.
Critical Chance Increase.pngCritical Chance Increase: 7%

Signets of Power
Signets of Power.pngSignets of Power
Gain might when activating a signet. Signet recharge is reduced.
Might.png5Might (10s): +150 Power, +150 Condition Damage
Book.pngRecharge Reduced: 20%

Flawless Strike
Flawless Strike.pngFlawless Strike
Deal increased critical damage while your health is above the threshold.
Radius.pngHealth Threshold: 90%
Critical Chance Increase.pngCritical Damage Increase: 7%
Unrelenting Strikes
10Recharge.png
Unrelenting Strikes.pngUnrelenting Strikes
Gain fury when you strike an enemy whose health is below the threshold.
Radius.pngHealth Threshold: 90%
Fury.pngFury (4s): 20% Critical Chance
Sundering Strikes
Sundering Strikes.pngSundering Strikes
Critical hits have a chance to cause vulnerability.
Book.pngChance on Critical Hit: 50%
Vulnerability.pngVulnerability (6s): 1% Incoming Damage, 1% Incoming Condition Damage

Practiced Tolerance
Practiced Tolerance.pngPracticed Tolerance
Gain ferocity based on your precision.
Book.pngGain Ferocity Based on a Percentage of Precision: 10%

Ankle Shots
8Recharge.png
Ankle Shots.pngAnkle Shots
Critical hits with pistols and harpoon guns have a chance to cripple foes. Pistol and harpoon attacks deal increased damage to crippled foes.
Book.pngChance on Critical Hit: 60%
Damage.pngDamage Increase: 10%
Crippled.pngCrippled (3s): -50% Movement Speed
Ferocious Strikes
Ferocious Strikes (thief).pngFerocious Strikes
Gain increased critical damage against foes whose health is above the threshold.
Damage.pngDamage Increase: 10%
Radius.pngHealth Threshold: 50%
No Quarter
2Recharge.png
No Quarter.pngNo Quarter
Landing a critical hit while under the effects of fury increases the duration of fury. Gain increased ferocity while under the effects of fury.
Fury.pngFury (2s): 20% Critical Chance
Attribute bonus.pngFerocity: +250

Hidden Killer
Hidden Killer.pngHidden Killer
Gain bonus critical-hit chance while in stealth.
Critical Chance Increase.pngCritical Chance Increase: 100%

Invigorating Precision
Invigorating Precision.pngInvigorating Precision
You are healed for a percentage of outgoing critical hit damage.
Radius.pngPercent: 15%

Variants

  • Use
    Side Strike Side Strike
    Side Strike.pngSide Strike
    Gain bonus critical-hit chance when hitting a foe from behind or the side.
    Critical Chance Increase.pngCritical Chance Increase: 7%
    if you use D/D instead of Staff.
  • Use
    Sundering Strikes Sundering Strikes
    Sundering Strikes.pngSundering Strikes
    Critical hits have a chance to cause vulnerability.
    Book.pngChance on Critical Hit: 50%
    Vulnerability.pngVulnerability (6s): 1% Incoming Damage, 1% Incoming Condition Damage
    if your party lacks Vulnerability.
  • Use
    Invigorating Precision Invigorating Precision
    Invigorating Precision.pngInvigorating Precision
    You are healed for a percentage of outgoing critical hit damage.
    Radius.pngPercent: 15%
    if more survivability is needed.
Daredevil
Physical Supremacy
Physical Supremacy.pngPhysical Supremacy
Gain access to the physical skill category and staff weapon type. Your maximum endurance threshold is increased.
Book.pngEndurance Threshold Increased: 50
Havoc Mastery
Havoc Mastery.pngHavoc Mastery
Grants the player bonus damage to enemies within range.
Damage.pngDamage Increase: 7%
Radius.pngRadius: 360

Weakening Strikes
10Recharge.png
Weakening Strikes.pngWeakening Strikes
Cause weakness to enemies you critically hit. Weakened enemies deal less damage to you.
Weakness.pngWeakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)

Brawler's Tenacity
Brawler's Tenacity.pngBrawler's Tenacity
Gain endurance when you first activate a physical skill. Physical skills have reduced cooldowns.
Book.pngEndurance Gained: 10
Book.pngRecharge Reduced: 20%
Driven Fortitude
1Recharge.png
Driven Fortitude.pngDriven Fortitude
Gain health when you successfully evade an attack
Healing.pngHealing: 456
Staff Master
Staff Master.pngStaff Master
While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
Damage.pngDamage Increase: 10%

Escapist's Absolution
1Recharge.png
Escapist's Absolution.pngEscapist's Absolution
Remove a condition whenever you evade an attack.
Book.pngConditions Removed: 1

Impacting Disruption
Impacting Disruption.pngImpacting Disruption
Enemies that you interrupt suffer a pulmonary impact.
Endurance Thief
Endurance Thief.pngEndurance Thief
Gain endurance when you successfully steal from an enemy.
Book.pngEndurance Gained: 50
Lotus Training
Lotus Training.pngLotus Training
Your dodge ability now uses Impaling Lotus, firing daggers at nearby enemies. Gain increased condition damage for a period of time after dodging.
Lotus Training.pngLotus Training (4s): 10% Condition Damage

Unhindered Combatant
Unhindered Combatant.pngUnhindered Combatant
Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness when you dodge. Damage against you is reduced for a time after you dodge.
Unhindered Combatant.pngUnhindered Combatant (4s): -10% Incoming Damage, -10% Incoming Condition Damage

Bounding Dodger
Bounding Dodger.pngBounding Dodger
Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
Bounding Dodger.pngBounding Dodger (4s): 10% Damage

Variants

  • Use
    Impacting Disruption Impacting Disruption
    Impacting Disruption.pngImpacting Disruption
    Enemies that you interrupt suffer a pulmonary impact.
    if you use D/D or S/P instead of Staff.
  • Use
    Unhindered Combatant Unhindered Combatant
    Unhindered Combatant.pngUnhindered Combatant
    Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness when you dodge. Damage against you is reduced for a time after you dodge.
    Unhindered Combatant.pngUnhindered Combatant (4s): -10% Incoming Damage, -10% Incoming Condition Damage
    for mobility on skips.

Equipment

Stats

  • Complete armor, weapons, and trinkets are Berserker's.

Upgrades

Staff.png
I.png
Superior Sigil of the Night
Superior Sigil of the Night.pngSuperior Sigil of the Night
Outgoing damage is increased by 10% at night.
Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
I.png
Shortbow.png
II.png
Superior Sigil of Bloodlust
Superior Sigil of Bloodlust.pngSuperior Sigil of Bloodlust
Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
II.png
6x
Superior Rune of the Scholar
Superior Rune of the Scholar.pngSuperior Rune of the Scholar
(1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +10% damage while your health is above 90%.


Sword.png
Pistol.png
I.png
Superior Sigil of the Night
Superior Sigil of the Night.pngSuperior Sigil of the Night
Outgoing damage is increased by 10% at night.
Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
I.png


Dagger.png
Dagger.png
I.png
Superior Sigil of the Night
Superior Sigil of the Night.pngSuperior Sigil of the Night
Outgoing damage is increased by 10% at night.
Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
I.png

Infusions

  • Versatile Mighty Infusion Versatile Mighty Infusion
    Versatile Mighty Infusion.pngVersatile Mighty Infusion
    +5 Power +5 Agony Resistance
    for armor.
  • Mighty Infusion Mighty Infusion
    Mighty Infusion.pngMighty Infusion
    +5 Power +5 Agony Resistance
    for weapons and trinkets.


Note: Since sword is mainly used for trash situations where you need the blinds from offhand pistol, it may benefit you to keep a separate sword with a
Superior Sigil of Bloodlust Superior Sigil of Bloodlust
Superior Sigil of Bloodlust.pngSuperior Sigil of Bloodlust
Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
to maximise the stacks.

Sigil Variants

If you're not in a Night time Dungeon swap
Superior Sigil of the Night Superior Sigil of the Night
Superior Sigil of the Night.pngSuperior Sigil of the Night
Outgoing damage is increased by 10% at night.
for:
Superior Sigil of Air Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
for day time dungeons/fractals.
Superior Sigil of Undead Slaying Superior Sigil of Undead Slaying
Superior Sigil of Undead Slaying.pngSuperior Sigil of Undead Slaying
+10% Damage vs. Undead
for The Ruined City of Arah.
Superior Sigil of Justice Superior Sigil of Justice
Superior Sigil of Justice.pngSuperior Sigil of Justice
+10% Damage vs. Outlaws
for Caudecus's Manor and Cliffside.
Superior Sigil of Icebrood Slaying Superior Sigil of Icebrood Slaying
Superior Sigil of Icebrood Slaying.pngSuperior Sigil of Icebrood Slaying
+10% Damage vs. Icebrood
for Honor of the Waves.

Note: It may benefit you to keep a separate weapon for each variant in your inventory as swapping sigils over time can become expensive.

Consumables

Food

The Best foods to run are:
Plate of Truffle Steak Plate of Truffle Steak
Plate of Truffle Steak.pngPlate of Truffle Steak
Nourishment (30m):
Food.png+100 power+70 precision+10% Experience from kills
Consumable
when using Staff
Bowl of Seaweed Salad Bowl of Seaweed Salad
Bowl of Seaweed Salad.pngBowl of Seaweed Salad
Nourishment (30m):
Food.png60% chance to gain swiftness when you kill a foe+10% damage while moving+10 Experience from kills
Consumable
when using D/D
Bowl of Sweet and Spicy Butternut Squash Soup Bowl of Sweet and Spicy Butternut Squash Soup
Bowl of Sweet and Spicy Butternut Squash Soup.pngBowl of Sweet and Spicy Butternut Squash Soup
Nourishment (1 h):
Food.png+100 Power+70 Ferocity+10% Experience from Kills
Consumable
if your partied with a
Spotter Spotter
Spotter.pngSpotter
Increases precision of nearby allies.
Spotter.pngIncreased Precision (9s): 150 Precision
Radius.pngInterval: 3 seconds
Radius.pngRadius: 600
Ranger.
Cheaper Alternatives are:
Plate of Steak and Asparagus Plate of Steak and Asparagus
Plate of Steak and Asparagus.pngPlate of Steak and Asparagus
Nourishment (30 m):
Food.png+80 power+60 precision+10% Experience from kills
Consumable
Experimental Remnant Experimental Remnant
Experimental Remnant.pngExperimental Remnant
Nourishment (10 m):
Food.png50% to Gain Swiftness When You Kill a Foe+8% Damage While Moving+10% Experience from Kills
Consumable
Slice of Candied Dragon Roll Slice of Candied Dragon Roll
Slice of Candied Dragon Roll.pngSlice of Candied Dragon Roll
Nourishment (20 m):
Food.png66% to steal life on critical.+70 precision+10 Experience from kills
Consumable
if you need more survivability.

Utility For further information on Consumables/Utility check out the Dungeon Consumables Guide

Usage

Staff rotation

  1. Dodge into Target to get the Modifier from
    Bounding Dodger Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
    and
    Staff Master Staff Master
    Staff Master.pngStaff Master
    While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
    Damage.pngDamage Increase: 10%
  2. Weakening Charge Weakening Charge
    ½Activation.png
    3Initiative.png
    Weakening Charge
    Deliver multiple strikes, weakening foes.
    Damage.pngDamage (3x): 822
    Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Book.pngNumber of Targets: 3
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 450
  3. Weakening Charge
  4. Staff Strike Staff Strike
    ½Activation.png
    Staff Strike
    Strike your enemies with your staff.
    Damage.pngDamage: 215
    Book.pngNumber of Targets: 3
    Range.pngRange: 130
    Staff Bash Staff Bash
    ½Activation.png
    Staff Bash
    Swing your staff a second time, striking multiple foes.
    Damage.pngDamage: 254
    Book.pngNumber of Targets: 3
    Range.pngRange: 130
    Punishing Strikes Punishing Strikes
    1Activation.png
    Punishing Strikes
    Whirl your staff around, striking nearby enemies.
    Damage.pngDamage (4x): 516
    Vulnerability.png4Vulnerability (8s): 4% Incoming Damage, 4% Incoming Condition Damage
    Book.pngNumber of Targets: 3
    Book.pngReflects Missiles
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
  5. Repeat

D/D Rotation

  1. Dodge into Target to get the Modifier from
    Bounding Dodger Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
  2. Cloak and Dagger Cloak and Dagger
    ½Activation.png
    6Initiative.png
    Cloak and Dagger
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage.pngDamage: 458
    Stealth.pngError: Invalid format. Refer the template manual.
    Vulnerability.png3Vulnerability (5s): 3% Incoming Damage, 3% Incoming Condition Damage
    Range.pngRange: 130
    then
    Backstab Backstab
    ¼Activation.png
    Backstab
    Stealth Attack. Attack your foe from the shadows, striking for double damage if you hit from behind.
    Damage.pngFront damage: 403
    Damage.pngBack damage: 806
    Range.pngRange: 130
  3. Double Strike Double Strike
    Double Strike
    Strike your foe twice.
    Damage.pngDamage (2x): 198
    Book.pngNumber of Targets: 2
    Range.pngRange: 130
    Wild Strike Wild Strike
    Wild Strike
    Strike your foe again. Gain endurance with a successful strike.
    Damage.pngDamage: 302
    Book.pngNumber of Targets: 2
    Book.pngEndurance Gain: 10
    Range.pngRange: 130
    Lotus Strike Lotus Strike
    ¼Activation.png
    Lotus Strike
    Strike your foe and inflict poison.
    Damage.pngDamage: 302
    Poison.pngPoison (6s): 201 Damage, -33% Healing Effectiveness
    Book.pngNumber of Targets: 2
    Range.pngRange: 130
  4. Double Strike Wild Strike
  5. Repeat the first three steps until the boss has 25% health or less health left, then start using:
  6. Dodge into Target to get the Modifier from
    Bounding Dodger Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
  7. Heartseeker Heartseeker
    ¾Activation.png
    3Initiative.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 336
    Damage.pngBelow 50%: 504
    Damage.pngBelow 25%: 672
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450
  8. Double Strike}} Wild Strike
  9. Repeat these Steps until the boss is close to dying, then use
    Assassin's Signet Assassin's Signet
    45Recharge.png
    Assassin's Signet
    Signet Passive: Grants increased power.
    Signet Active: Deal 15% more damage on your next five attacks.
    Assassin's Signet.pngPassive Power Increase: 180 Power
    Assassin's Signet.png5Assassin's Signet (20s): Deal 15% more damage on your next five attacks.
    and spam
    Heartseeker Heartseeker
    ¾Activation.png
    3Initiative.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 336
    Damage.pngBelow 50%: 504
    Damage.pngBelow 25%: 672
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450
    five times to finish them.


Notes

  • These rotations will maintain a good amount of Initiative to be Sustainable for longer encounters.
  • Try to never have your Endurance full to get the most out of
    Staff Master Staff Master
    Staff Master.pngStaff Master
    While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
    Damage.pngDamage Increase: 10%
  • Use
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    to get back Endurance to keep
    Bounding Dodger Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
    up as much as possible.
  • If you are under the effect of Quickness Quickness you should use an additional
    Weakening Charge Weakening Charge
    ½Activation.png
    3Initiative.png
    Weakening Charge
    Deliver multiple strikes, weakening foes.
    Damage.pngDamage (3x): 822
    Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Book.pngNumber of Targets: 3
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 450
    to maximize the burst potential if you run low on initiative replace the third
    Weakening Charge Weakening Charge
    3Initiative.png
    ½Activation.png
    Weakening Charge
    Deliver multiple strikes, weakening foes.
    Damage.pngDamage (3x): 846
    Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Book.pngNumber of Targets: 3
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 450
    with another autoattack chain.
  • Staff is the prefered Weapon against Bosses, if you can hit twice or more with Weakening Charge.
  • Dagger/Dagger is used against Bosses where you can't reliably hit with Weakening Charge.
  • Do not use
    Finishing Blow Finishing Blow
    Not usable underwater.png
    Activation.png
    Finishing Blow
    Physical. Deal a downward strike on your foe. Downed enemies struck with this ability are finished.
    Damage.pngDamage: 1,183
    Range.pngRange: 130
    of your Daredevil Elite Skill since it is a dps loss.


Trash Mobs

  • Sword/Pistol is primarily used for blinding trash mobs with
    Black Powder Black Powder
    ½Activation.png
    6Initiative.png
    Black Powder
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage.pngDamage: 61
    Blind.pngBlind (2s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 4 seconds
    Radius.pngInterval: 2 seconds
    Combo.pngCombo Field: Smoke
    Combo.pngCombo Finisher: Physical Projectile
    Radius.pngRadius: 120
    Range.pngRange: 900
    .
    • Pistol Whip Pistol Whip
      ¾Activation.png
      5Initiative.png
      Pistol Whip
      Dual wield. Pistol-whip your foe, stunning them, then slash repeatedly with your sword.
      Damage.pngDamage (9x): 1,062
      Stun.pngStun: ½ seconds
      Range.pngRange: 130
      evades during the second portion and gives a slight DPS increase over the auto attack but careful to not burn all your initiative before the mobs are dead or you will have nothing left for Black Powder.
    • Pistol Whip hits once as a stun so you can interrupt key skills from enemy mobs. The second part cleaves and hits eight times, allowing you gain a significant amount of health from
      Signet of Malice Signet of Malice
      Activation.png
      15Recharge.png
      Signet of Malice
      Signet Passive: Heals when you attack.
      Signet Active: Gain health.
      Healing.pngHealing: 132
      Healing.pngHealing: 3,275
      .
  • Staff is used to Burst Trash when Blinds are allready taken care of by other classes or whewn using
    Smoke Screen Smoke Screen
    Not usable underwater.png
    ½Activation.png
    30Recharge.png
    Smoke Screen
    Deception. Create a smoke screen that blocks projectiles and blinds foes.
    Blind.pngBlind (1s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Duration.pngSmoke Screen Duration: 7 seconds
    Combo.pngCombo Field: Smoke
    Book.pngUnblockable
    .

Group Stealth

Thiefs primary Support is Group wide Stealth access trough Smoke Fields wich is used for Skiping Mobs.

  • Black Powder Black Powder
    ½Activation.png
    6Initiative.png
    Black Powder
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage.pngDamage: 61
    Blind.pngBlind (2s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 4 seconds
    Radius.pngInterval: 2 seconds
    Combo.pngCombo Field: Smoke
    Combo.pngCombo Finisher: Physical Projectile
    Radius.pngRadius: 120
    Range.pngRange: 900
    should be used as the primary smoke field due to lack of cool-down. Have party members chain blasts in this field with you, while you blast it with
    Cluster Bomb Cluster Bomb
    ½Activation.png
    3Initiative.png
    Cluster Bomb
    Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
    Damage.pngLarge Explosion: 487
    Bleeding.pngBleeding (4s): 88 Damage
    Book.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Blast
    Radius.pngRadius: 240
    Range.pngRange: 900
    . The smoke field only lasts 4s so you need help from your party in order to stack a significant amount of stealth.
    • Use Smoke Screen in less organised groups since it gives a longer stealth field for easier Blasting.
  • Shadow Refuge Shadow Refuge
    Not usable underwater.png
    ¼Activation.png
    60Recharge.png
    Shadow Refuge
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Healing.pngHealing: 1,775
    Stealth.pngStealth (3s): Invisible to foes.
    Book.pngNumber of Targets: 5
    Book.pngPulses: 5
    Duration.pngDuration: 4 seconds
    Combo.pngCombo Field: Dark
    Radius.pngRadius: 240
    Range.pngRange: 600
    gives a large amount of area stealth without needing to use blast finishers. This skill is useful when stealthing next to or on top of mobs since most blast finishers deal damage and thus break stealth. When possible retrait for Shadow Arts before using it to get the benefit of
    Meld with Shadows Meld with Shadows
    Meld with Shadows.pngMeld with Shadows
    Stealth skills last longer.
    Radius.pngDuration Increase: 1 second
    and the cooldown reduction of
    Concealed Defeat Concealed Defeat
    Concealed Defeat.pngConcealed Defeat
    Create a smoke screen when downed. Deception abilities recharge faster.
    Book.pngRecharge Reduced: 20%
  • Blinding Powder Blinding Powder
    Not usable underwater.png
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlind (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    gives 3s of stealth, is a blast finisher, and causes no damage making it very useful if you have to cover a long distance. It is often used in combination Black Powder.


Pathing

Once you Trigger certain Mob Groups while beeing in Stealth they will follow you unless you "Path" them. This is done by standing Still until the Mobs reach you. For further information check out this:

YouTube:
Pathing Tutorial by Vitarain
.

Skipping ahead

After Stealthing with your group you can utilise a lot of skills to skip ahead of your group to Trigger Bosses/Events faster to save Time. This requires you to be able to retrait fast for full efficiency but isnt needed.

Shadow Arts should be used instead of Deadly Arts to reduce Cooldowns of Deceptions aswell as getting longer Stealth from your skills.

Shadow Arts
Merciful Ambush
Merciful Ambush.pngMerciful Ambush
Stealth yourself and your target when reviving an ally. You revive allies faster.
Book.pngRevive Percentage: 10%
Stealth.pngStealth (2s): Invisible to foes.
Last Refuge
Last Refuge.pngLast Refuge
Use Blinding Powder when your health reaches a certain threshold.
Radius.pngHealth Threshold: 25%

Concealed Defeat
Concealed Defeat.pngConcealed Defeat
Create a smoke screen when downed. Deception abilities recharge faster.
Book.pngRecharge Reduced: 20%

Shadow's Embrace
Shadow's Embrace.pngShadow's Embrace
Remove conditions periodically while in stealth.
Burning.pngCondition Removed
Bleeding.pngCondition Removed
Poison.pngCondition Removed
Torment.pngCondition Removed
Confusion.pngCondition Removed
Book.pngConditions Removed: 1
Radius.pngInterval: 3 seconds
Meld with Shadows
Meld with Shadows.pngMeld with Shadows
Stealth skills last longer.
Radius.pngDuration Increase: 1 second
Shadow Protector
Shadow Protector.pngShadow Protector
When you grant stealth to an ally, they gain regeneration.
Regeneration.pngRegeneration (3s): 390 Heal

Hidden Thief
Hidden Thief.pngHidden Thief
Stealing grants you stealth. Grant increased movement speed while in stealth.
Stealth.pngStealth (2s): Invisible to foes.
Book.pngMovement Speed Increase: 50%

Leeching Venoms
Leeching Venoms.pngLeeching Venoms
Gain might when activating a venom. Siphon life from your foe when triggering a venom. This can only occur once per strike.
Damage.pngLife Siphon Damage: 351
Healing.pngLife Siphon Healing: 325
Might.png2Might (20s): +60 Power, +60 Condition Damage
Resilience of Shadows
Resilience of Shadows.pngResilience of Shadows
Stealth effects that you apply reduce incoming attack damage.
Damage.pngDamage Reduced: 25%
Cloaked in Shadow
Cloaked in Shadow.pngCloaked in Shadow
Gaining stealth blinds nearby foes. Release a blinding powder when you take falling damage, and take less damage from falling.
Damage.pngDamage Reduced: 50%
Blind.pngBlind (5s): Next outgoing attack misses.
Book.pngNumber of Targets: 5
Radius.pngRadius: 240

Shadow's Rejuvenation
Shadow's Rejuvenation.pngShadow's Rejuvenation
Regenerate health and initiative while in stealth.
Healing.pngHealing: 293
Book.pngInitiative: 1
Radius.pngHealing Interval: 1 second
Radius.pngInitiative Gain Interval: 3 seconds

Rending Shade
Rending Shade.pngRending Shade
Steal boons from enemies you strike with stealth attacks. Incoming damage from enemies without boons is reduced.
Book.pngBoons Stolen: 2
Damage.pngDamage Reduced: 10%
  • Use
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    to port to Mobs (only with Traited Shadow Arts otherwise you get revealed/in combat due to Mug).
  • Use
    Shadowstep Shadowstep
    Not usable underwater.png
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
    Breaks Stun.pngBreaks Stun
    Range.pngRange: 1,200
    to blink up Ledges and as Mobility.
  • Use
    Infiltrator's Signet Infiltrator's Signet
    30Recharge.png
    Infiltrator's Signet
    Signet Passive: Regenerates one extra initiative every ten seconds.
    Signet Active: Shadowstep to your foe.
    Book.pngInitiative Gain Every 10 Seconds: 1
    Breaks Stun.pngBreaks Stun
    Range.pngRange: 900
    and/or
    Infiltrator's Strike Infiltrator's Strike
    3Initiative.png
    Infiltrator's Strike
    Shadowstep to a foe and strike them. Use Infiltrator's Return to shadowstep back and cure one condition.
    Damage.pngDamage: 252
    Immobilize.pngImmobilize (1s): Unable to move.
    Book.pngNumber of Targets: 3
    Range.pngRange: 600
    to Teleport to Mobs (can/should be used out of range to not hit the Mob).
  • Use
    Hide in Shadows Hide in Shadows
    1Activation.png
    30Recharge.png
    Hide in Shadows
    Deception. Vanish in stealth and gain regeneration. Cures burning, poison, torment, and bleeding.
    Healing.pngHealing: 5,240
    Stealth.pngStealth (3s): Invisible to foes.
    Regeneration.pngRegeneration (6s): 780 Heal
    and/or Steal Traited with
    Hidden Thief Hidden Thief
    Hidden Thief.pngHidden Thief
    Stealing grants you stealth. Grant increased movement speed while in stealth.
    Stealth.pngStealth (2s): Invisible to foes.
    Book.pngMovement Speed Increase: 50%
    to gain Stealth to not aggro Mobs.

Video Guides

  • YouTube:
    Staff Build Guide and Explanation by Auesis from Gc
  • YouTube:
    Pathing Tutorial by Vitarain from REN

Text Guides

100%
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
3 Ratings
Gold Medal - Great
Ryze said this build was great October 2016

Please change the way Weakning Charge is used. If its a small,medium hitbox its simply not worth it compared to just AA. However like in TA UP path where you need to kill a bunch spiders, you can abuse the wall and spam the skill for maximum effect, otherwise only use this against stuff with big hit boxes. This is a great build.

Gold Medal - Great
The bartender said this build was great January 2016

I've never encountered a situation where this build felt out of place. It can get a solid DPS while endlessly kiting at the same time, you practically don't even need any survivability at all.

Gold Medal - Great
Hanz said this build was great December 2015

Direct upgrade to the vanilla thief.