Thief - Marauder S/D
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A slippery PvP Thief build with high mobility, excellent single-target pressure and a fair bit of boon stealing. No expansions required, usable by F2P players as well.
There are 2 viable picks for the optional slot:
- - A 'get out of jail free' card that clears all hard and soft cc. It can also be used for initiative generation to squeeze out more dps.
- - Passive initiative regen and a large gap closer which also breaks stun.
- - Power mainstat with precision offstat 50%/10% damage rune. If using this, run Superior Sigil of CompoundingDeal 1% extra damage per condition on your foe.
- - Precision mainstat with ferocity offstat 50%/10% damage rune. If using this, run Superior Sigil of CompoundingDeal 1% extra damage per condition on your foe.
- People will always be divided on whether is better than or vice-versa. Objectively, the Power mainstat from Infiltration is far superior to the Precision mainstat from Eagle. However, Eagle has an extra 125 stat points in the form of Ferocity on the 6th bonus. Infiltration offers better overall damage if you take non-critical hits into account (especially Mug), but eagle may offer higher critical damage in certain scenarios. It is, for the most part, personal preference.
- The thief's role is to almost constantly keep moving.
- Dodge if you need Swiftness while moving between capture points.
- The many dodges and evasions on weapon sets provide decent survivability for an otherwise very squishy profession.
- is the most powerful tool in a thief's kit and should not be wasted! Do not start fights with steal, keep it for the right moment (mainly to interupt important skills such as heals or elites).
- Thanks to however you can use this skill a bit more freely compared to other thief builds.
- Steal refills endurance, grants initiative, inflicts Poison, does damage, heals for ~2k, and provides a variety of boons for you and your team. Its most important function however is the instant boonstrip that prioritizes Stability, which goes off before the Daze does, resulting in an instant interrupt.
The main set of the build
- Most of the damage will come from a combination of autoattacks and the chain.
- is an excellent skill for initiating fights or just closing gaps.
- provides minor cleansing and an escape route.
- Don't spam mindlessly. You will become easily predictible and locked in an animation while your enemy can set up burst. Find a balance between your autoattacks and flanking strike. Both this skill and its chain are unblockable. Larcenous Strike will be your main source of burst damage.
- is merely a filler for ranged poking in case going into melee range would be too dangerous and Short bow is on CD, or if you want to get rid of Aegis / Blind before jumping in. The bouncing attacks however aren't all that bad when it comes to clearing Mesmer clones.
- - although rarely used - is strong in its own right. Being the only source of Stealth in the build, this grants access to which can help with interrupting important casts (heal, stomp, etc.) when is on cooldown, and the stealth in general can help you lose aggro for a short while or even leave the fight entirely without being chased. Its high cost and long cast time however makes it a very situational skill.
- This is often used on AI (clones, pets, minions) because this skill is all about the stealth, not the damage, and AI won't dodge it therefore the odds of getting a successful CnD off becomes higher.
- being a spammable blast finisher has high value for your team when it comes to blasting fields for Stealth or healing (although they'll have to provide the fields).
- provides cheap and spammable evasion in case you're being focused by the enemy team and your defensive skills are on CD. Remains usable even while Immobilized.
- Use on downed enemies especially if they are being revived - Poison decreases healing gained by 33% which affects resurrecting speed.
- is the #1 skill for moving around the map in general, cuts down on travel time between capture points drastically.
Utilities & elite
- is your best souce of cleansing, as it instantly removes 3 conditions. In addition to that, this also gives an entire dodge roll's worth of endurance which can be used as a last resort option for squeezing out more dodges when you're out of endurance and don't have time to heal. Keep in mind that the active portion of this skill is AoE! Try to use it near allies whenever possible.
- is easily the most versatile and one of the strongest skills in the build. It has 2 parts:
- The first half is a stun break and teleport, which already has countless applications. A few applications include teleport to safety while pressured, extending your reach in combat, or using the instant mobility boost to decap enemy points before using the 2nd part of the skill to leave just as fast.
- The second half is called . This skill becomes available for 10 seconds after using Shadowstep, and cures 3 conditions in addition to breaking stun again before returning you to your starting location.
- These can also be combined to safe stomp targets: begin stomping, away to safety, and then follow up with at the end of the animation in order to finish the target.
- is both a defensive and offensive elite. The rather lengthy evade frame with increased movement speed makes it an excellent panic button when you're being focused by the enemy team. On the other hand the skill deals heavy AoE damage whilst evading, which makes it great for pressuring melee targets in general with next to no risk.
- Note: skills like or are able to interrupt Dagger Storm, so don't be completely careless.
- Dagger/Pistol thieves