Thief - PP Ranged Harasser



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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Designed for:

Overview

This double ranged thief can easily pressure glass cannon backliners without reflection. It's ranged cleave can help finish downed bodies at range as well if need be. Primary role is damage; Manages average control; Low support capability. This is not a dueling build. It is not a roaming build. It requires the safety of a blob zerg. As with all thief builds for wvw zergs, this one, too, requires some fast reflexes and care to play effectively. Excels in open world combat. Performs significantly worse in tight situations like gate rush, inside stone mist castle halls, or right after a portal bomb.

Skill Bar

First Weapon Set

Pistol/Pistol
Utility
Elite
Vital Shot
½Activation.png
Vital Shot
Bleed your foe with a shot to the vitals.
Damage.pngDamage: 97
Bleed.pngBleeding (4s): 170 Damage
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Body Shot
4Initiative.png
½Activation.png
Body Shot
Make your foe vulnerable with a body shot.
Damage.pngDamage: 122
Vulnerability.png5Vulnerability (3s): 5% Incoming Damage
Immobilize.pngImmobilize (1s): Unable to move.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Unload
5Initiative.png
Activation.png
Unload
Dual Wield. Blast your foe repeatedly with both pistols.
Damage.pngDamage: 73
Book.pngNumber of Shots: 8
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Headshot
4Initiative.png
Headshot
Daze your foe with a head shot.
Damage.pngDamage: 61
Daze.pngDaze (¼s): Unable to use skills.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Black Powder
6Initiative.png
½Activation.png
Black Powder
Fire a black powder shot, blinding nearby foes with the smoke cloud.
Damage.pngDamage: 62
Blind.pngBlindness (2s): Next outgoing attack misses.
Book.pngNumber of Targets: 5
Book.pngPulses: 3
Duration.pngDuration: 4 seconds
Radius.pngInterval: 2 seconds
Radius.pngRadius: 120
Combo.pngCombo Field: Smoke
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Withdraw
18Recharge.png
Withdraw
Trick. Roll backward while healing and evade attacks. Cures immobilization, chill, and crippling.
Heal.pngHealing: 4,344
Book.pngEvade: 0.75 seconds
Optional.png
Shadowstep
50Recharge.png
Shadowstep
Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
Stun-Break.pngBreaks stun
Range.pngRange: 1,200
Infiltrator's Signet
30Recharge.png
Infiltrator's Signet
Signet Passive: Regenerate one extra initiative every ten seconds.
Signet Active: Shadowstep to your foe.
Book.pngInitiative Gain every 10 seconds: 1
Stun-Break.pngBreaks stun
Range.pngRange: 900
Optional.png
Shortbow
Trick Shot
¼Activation.png
Trick Shot
Bounce an arrow between multiple nearby foes.
Damage.pngDamage: 134
Book.pngNumber of Bounces: 2
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Cluster Bomb
3Initiative.png
½Activation.png
Cluster Bomb
Fire a cluster bomb at the target area. Detonate in midair for multiple explosions.
Damage.pngLarge Explosion: 353
Bleed.pngBleeding (4s): 170 Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 900
Disabling Shot
4Initiative.png
¼Activation.png
Disabling Shot
Do an evasive leap away from your foe while firing a crippling shot.
Damage.pngDamage: 122
Cripple.pngCripple (2s): -50% Movement Speed
Book.pngEvade: 0.5 seconds
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Choking Gas
4Initiative.png
½Activation.png
Choking Gas
Fire an arrow that fills the target area with a poisonous cloud.
Damage.pngDamage: 71
Poison.pngPoison (2s): 67 Damage, -33% Heal Effectiveness
Book.pngNumber of Targets: 5
Book.pngPulses: 4
Duration.pngField Duration: 4 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Poison
Range.pngRange: 900
Unblockable.pngUnblockable
Infiltrator's Arrow
6Initiative.png
Infiltrator's Arrow
Fire an arrow and shadowstep to the target area, blinding nearby foes.
Blind.pngBlindness (5s): Next outgoing attack misses.
Book.pngNumber of Targets: 3
Radius.pngRadius: 120
Range.pngRange: 900

Skill Variants

  • Healing Skill: Change to
    Signet of Malice Signet of Malice
    Activation.png
    15Recharge.png
    Signet of Malice
    Signet Passive: Heals when your attack.
    Signet Active: Gain health.
    Heal.pngSignet of Malice: 132
    Heal.pngHealing: 3,275
    . Unload, Choking Gas, and Dagger Storm will help keep your health above 90% and reduce the impact of retaliation.
  • Optional Utilities:
  • Scorpion Wire Scorpion Wire
    ½Activation.png
    20Recharge.png
    Scorpion Wire
    Trick. Throw a scorpion wire and pull your foe to you.
    Damage.pngDamage: 122
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    will pull players in combat without stability. Can be used to overextend a foe or pull a player off a wall.
  • Signet of Agility Signet of Agility
    30Recharge.png
    Signet of Agility
    Signet Passive: Grants increased precision.
    Signet Active: Refills endurance and cure a condition for each nearby allies.
    Signet of Agility.pngPassive Effect: 180 Precision
    Book.pngConditions Removed: 1
    Book.pngEndurance Gain: 100
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    will cleanse a condition and refill the endurance bar for 5 players including yourself
  • Smoke Screen Smoke Screen
    ½Activation.png
    30Recharge.png
    Smoke Screen
    Deception. Create a smoke screen that blocks projectiles and blinds foes.
    Blind.pngBlindness (1s): Next outgoing attack misses.
    Duration.pngSmoke Screen Duration: 7 seconds
    Combo.pngCombo Field: Smoke
    Unblockable.pngUnblockable
    will stop projectiles from hitting you. Hard counter to power Rangers (which are a hard counter to your build).
  • Shadow Refuge Shadow Refuge
    ¼Activation.png
    60Recharge.png
    Shadow Refuge
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Heal.pngHealing: 1,775
    Stealth.pngStealth (3s): Invisible to foes.
    Book.pngPulses: 5
    Duration.pngDuration: 4 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 600
    and
    Blinding Powder Blinding Powder
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    can be used for a little safety. Helps in stomping, losing aggro, and running away. (N.B. Channeled skills will continue to hit even if you stealth).
  • 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.pngBlindness (5s): Next outgoing attack misses.
    Radius.pngRadius: 240
    Range.pngRange: 1,200
    will help you run faster without swiftness support. It's activation can be used to safe-stomp many classes.
  • Optional Elite:
  • Dagger Storm Dagger Storm
    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: 266
    Stability.png3Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Bleed.pngBleeding (5s): 110 Damage
    Cripple.pngCripple (2s): -50% Movement Speed
    Radius.pngBoon Application Interval: 3 seconds
    Duration.pngDagger Storm Duration: 8 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 900
    can provide reflection against power Rangers. More importantly it is the only reliable stability source. Can be activated and cancelled with a dodge to keep movement speed and stability up.
  • Basilisk Venom Basilisk Venom
    1Activation.png
    40Recharge.png
    Basilisk Venom
    Venom. Your attacks turn foes to stone.
    Basilisk Venom.png2Basilisk Venom (30s): Your attacks turn foes to stone.
    Stun.pngStone Duration: 1 second
    Duration.pngVenom Duration: 30 seconds
    works on players without stability
  • 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
    has good single target damage, but they die quite easily to zerg pressure.

Specializations

AdeptMasterGrandmaster

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Trait Variants

  • Bountiful Theft Bountiful Theft
    Bountiful Theft
    Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
    Book.pngBoons Stolen: 2
    Vigor.pngVigor (10s): 100% Endurance Regeneration
    Radius.pngRadius: 240
    over
    Bountiful Theft Bountiful Theft
    Bountiful Theft
    Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
    Book.pngBoons Stolen: 2
    Vigor.pngVigor (10s): 100% Endurance Regeneration
    Radius.pngRadius: 240
    in Trickery.

Weapons

  • Main Hand
Pistol
Stats: Berserker's
Superior Sigil of Fire Superior Sigil of Fire
5Recharge.png
Superior Sigil of Fire.pngSuperior Sigil of Fire
50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
  • Off Hand
Pistol
Stats: Berserker's
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)
  • Main Hand
Shortbow
Stats: Berserker's
Superior Sigil of Fire Superior Sigil of Fire
5Recharge.png
Superior Sigil of Fire.pngSuperior Sigil of Fire
50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
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.

Weapon Variants

  • 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)
    on Pistol can be
    Superior Sigil of Rage Superior Sigil of Rage
    30Recharge.png
    Superior Sigil of Rage.pngSuperior Sigil of Rage
    50% Chance on Critical: Gain Quickness (3 seconds). (Cooldown: 30s)

Equipment

  • Armor: Berserker x6
  • Runes:
    Superior Rune of the Scholar 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): +125 Ferocity, +5% damage while your health is above 90%.
    x6
  • Trinkets: Berserker x6

Equipment Variants

  • For a more reliable damage modifier, use
    Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
    with 2 points out of Deadly Arts and into Acrobatics for Power of Intertia Power of Intertia

Usage

  • Tag enemies with Short Bow to get bloodlust stacks.
  • You can pull players with Scorpion Wire. Be sure the player is in combat, otherwise it will simply knockdown the player.
  • Use un-targeted Steal for Fury. (Unload will hit critically every time in ascended gear.)
  • Mainly you are using
    Unload Unload
    5Initiative.png
    Activation.png
    Unload
    Dual Wield. Blast your foe repeatedly with both pistols.
    Damage.pngDamage: 73
    Book.pngNumber of Shots: 8
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    , at anyone you see in the zerg. Against a light class this can easily do upwards of 7,500 damage (Sometimes even 12k!). Against heavy frontliners expect somewhere between 2.5 and 3k damage. Unload does esp well against classes that like to stealth (Mesmers, Thieves, and even Rangers) as it will continue to hit them after they enter stealth.
  • Practice stowing/cancelling with Esc or another keybind. This is important for the next two points.
  • Be careful to shoot at something that can be hit. The player should not be blocking (Guardian heal) or negating damage (Endure Pain). You will limit the number of bullets that will hit or bounce if you're not careful. Wasting time and initiative.
  • Watch out for reflects, they hurt your own team mates and, if the duration of unload is fully reflected onto yourself, will even down the player!
  • Shoot things at a distance. Of course this increases survivability, but also if your target goes through the player character it will interrupt the unload animation. Turn your character to follow where your target is and walk/strafe so the target remains in front of you far enough so your unload doesn't cancel.
  • Avoid Warriors/Guardians as they are most likely to have retaliation.
  • To maximise damage, try to keep initiative above 6. This helps both grandmaster minor traits in Critical Strikes and Trickery.
  • Body Shot Body Shot
    4Initiative.png
    ½Activation.png
    Body Shot
    Make your foe vulnerable with a body shot.
    Damage.pngDamage: 122
    Vulnerability.png5Vulnerability (3s): 5% Incoming Damage
    Immobilize.pngImmobilize (1s): Unable to move.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    will immobilize a player. This is exceptional against Necromancers that have over-extended.
  • Black Powder Black Powder
    6Initiative.png
    ½Activation.png
    Black Powder
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage.pngDamage: 62
    Blind.pngBlindness (2s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 4 seconds
    Radius.pngInterval: 2 seconds
    Radius.pngRadius: 120
    Combo.pngCombo Field: Smoke
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    can be used to help secure stomps.
  • Trick Shot Trick Shot
    ¼Activation.png
    Trick Shot
    Bounce an arrow between multiple nearby foes.
    Damage.pngDamage: 134
    Book.pngNumber of Bounces: 2
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    provides a more consistent bounce, but at less damage. The benefit is that each hit with the auto-attack has a 7% chance to restore 1 initiative [Re-check?].
  • Cluster Bomb Cluster Bomb
    3Initiative.png
    ½Activation.png
    Cluster Bomb
    Fire a cluster bomb at the target area. Detonate in midair for multiple explosions.
    Damage.pngLarge Explosion: 353
    Bleed.pngBleeding (4s): 170 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 900
    should be fired in fields (unexploded) for AoE blast finishers. Fire = Might. Water = Heals. Ice = Frost Armor. Use as many blast finishers as possible.
  • Choking Gas Choking Gas
    4Initiative.png
    ½Activation.png
    Choking Gas
    Fire an arrow that fills the target area with a poisonous cloud.
    Damage.pngDamage: 71
    Poison.pngPoison (2s): 67 Damage, -33% Heal Effectiveness
    Book.pngNumber of Targets: 5
    Book.pngPulses: 4
    Duration.pngField Duration: 4 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Poison
    Range.pngRange: 900
    Unblockable.pngUnblockable
    should be used to decrease revive speed and prevent enemy players from being ressed with Warbanner

Food

Counters

  • Reflection - Very dangerous! And counter-productive to your zerg. It's not easy to tell which field is friendly, always err on the side of caution.
  • Retaliation - Takes about 20-25% of your health per unload. After 4 or 5 unloads you will down yourself.
  • Rangers - Rapid Fire is basically a souped up version of
    Unload Unload
    5Initiative.png
    Activation.png
    Unload
    Dual Wield. Blast your foe repeatedly with both pistols.
    Damage.pngDamage: 73
    Book.pngNumber of Shots: 8
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    with greater range. Use other players as cover, teleport/roll away, or use Smoke Screen/Dagger Storm.
  • Positioning/Reflexes - If you get caught in a bad position you only really have
    Shadowstep Shadowstep
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    and
    Infiltrator's Arrow Infiltrator's Arrow
    6Initiative.png
    Infiltrator's Arrow
    Fire an arrow and shadowstep to the target area, blinding nearby foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 3
    Radius.pngRadius: 120
    Range.pngRange: 900
    . Only one of these is a stun break.
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