Build

Thief - Fastest Runner

Basic.png

Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Mobility.

Designed for:

Overview

Currently holds many speed cross world records and showcases a few methods for covering distance as fast as possible, surpassing most, if not all, other classes in speed and mobility. It boasts perma party swiftness (even though most classes are unable to keep up with the teleports), an almost continuous supply of initiative, and many, many, many leaps, rolls, and teleports. The only gear requirement is a dagger. Centaur runes are a plus, but a trait build is provided which provides perma-swiftness without them. Can easily be tweaked for a gathering build.

Skill Bar

First Weapon Set

Dagger/Pistol
Utility
Elite
Double Strike
Double Strike
Chain. Strike your foe twice.
Damage.png2Damage: 138
Book.pngNumber of Targets: 2
Range.pngRange: 130
Heartseeker
3Initiative.png
¾Activation.png
Heartseeker
Leap and strike your foe. The less health your target has, the more damage you cause.
Damage.pngAbove 50%: 244
Damage.pngBelow 50%: 365
Damage.pngBelow 25%: 487
Combo.pngCombo Finisher: Leap
Range.pngRange: 450
Shadow Shot
4Initiative.png
Shadow Shot
Dual Wield. Fire an unblockable shot shot at your foe, which blinds them, and then shadowstep to them for a dagger strike.
Damage.pngDamage: 304
Blind.pngBlindness (5s): Next outgoing attack misses.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Unblockable.pngUnblockable
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
Roll for Initiative
60Recharge.png
Roll for Initiative
Trick. Evade backward to regenerate initiative and recover from crippled, chilled, and immobilize.
Book.pngInitiative Gain: 6
Book.pngEvade: 0.75 seconds
Stun-Break.pngBreaks stun
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
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

Second Weapon Set

Sword
Slice
Slice
Chain. Slice your foe.
Damage.pngDamage: 195
Range.pngRange: 130
Infiltrator's Strike
3Initiative.png
Infiltrator's Strike
Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition.
Damage.pngDamage: 183
Immobilize.pngImmobilize (1s): Unable to move.
Range.pngRange: 600
Stab
4Initiative.png
½Activation.png
Stab
Stab your foe.
Damage.pngDamage: 244
Range.pngRange: 130
Optional.png
Optional.png

OR

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

Variants

  • Withdraw Signet of Malice if rolling forwards is too difficult or you prefer signet CD reduction trait
  • Roll for Initiative Signet of Agility for condi cleanse variation

Gathering Variant

  • Roll for Initiative
    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
  • Shadowstep
    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
    Stun-Break.pngBreaks stun
  • Infiltrator's Signet
    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

Specializations

The basic trait table puts 6 points in Trickery for
Thrill of the Crime
Thrill of the Crime
When you Steal, you and all allies gain fury, might, and swiftness.
Fury.pngFury (10s): 20% Critical Chance
Might.pngMight (10s): 30 Power, 30 Condition Damage
Swiftness.pngSwiftness (10s): 33% Movement Speed
Radius.pngRadius: 360
and
Hastened Replenishment
Hastened Replenishment
You receive initiative when using a heal skill.
Book.pngInitiative: 4
. The remaining 8 points can be spent in any tree to varying degrees of efficiency (even Deadly Arts for an "Improvisation" centered build, though it causes the player to enter combat unless targeting ambient creatures). Below you will find very effective running builds centered around the 6 points in Trickery. Note: swiftness can only stack 25 times (internal mechanic). Dodging to proc
Expeditious Dodger
Expeditious Dodger
Gain swiftness upon dodging.
Swiftness.pngSwiftness (2s): 33% Movement Speed
can actually limit your ability to apply a long duration swiftness to yourself.

The first variant will provide more teleports, slightly longer stealths, and safer steals to hostile foes. The second variant is specifically designed for gatherers but can be very effective from a purely running perspective. The third variant is for those without centaur runes. Try each out and see what works best for your playstyle. More than one variant has been used to break a world speed cross record and other alternatives like 04226, 40406, and 40046 can be experimented by the player.


Gran TurismoAdeptMasterGrandmaster

Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"!


Iron Ninja Chef WarriorAdeptMasterGrandmaster

Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"!


Easy Mode (No Centaur Runes)AdeptMasterGrandmaster

Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"!

Variants

  • Practiced Tolerance Practiced Tolerance
    Practiced Tolerance
    Gain vitality based on your precision.
    Book.pngPrecision converted to Vitality: 7%
    since there is no other useful Major Adept trait.
  • Assassin's Retreat Assassin's Retreat
    5Recharge.png
    Assassin's Retreat
    Gain swiftness when you kill a foe.
    Swiftness.pngSwiftness (20s): 33% Movement Speed
    if planning on killing this will provide access to easy swiftness.
  • Trickster Trickster
    Trickster
    Reduces recharge on tricks.
    Book.pngRecharge Reduced: 20%
    :
Long Reach Long Reach
Long Reach
Increases the range on stealing.
Book.pngRange Increase: 600
if RfI is not slotted for long distance steals. Can also be helpful in areas with many creatures. (600 units on a 21-27 second cooldown).
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
for more dodges on targetted steal. (Great synergy with
Feline Grace Feline Grace
Feline Grace
Dodging returns some of the endurance used.
Book.pngEndurance Gain: 15
).

Iron Ninja Chef Warrior

  • Shadow's Embrace Shadow's Embrace
    Shadow's Embrace
    Remove conditions periodically while in stealth.
    Book.pngConditions Removed: 1
    Radius.pngInterval: 3 seconds
Master of Deception Master of Deception
Master of Deception
Reduces recharge on deception skills.
Book.pngRecharge Reduced: 20%
for quicker stealth utilities.

Easy Mode (No Centaur Runes)

6 points in Acro and Trickery are critical to this build along with these two traits:
Thrill of the Crime
Thrill of the Crime
When you Steal, you and all allies gain fury, might, and swiftness.
Fury.pngFury (10s): 20% Critical Chance
Might.pngMight (10s): 30 Power, 30 Condition Damage
Swiftness.pngSwiftness (10s): 33% Movement Speed
Radius.pngRadius: 360
and
Sleight of Hand
Sleight of Hand
Stealing also dazes your target. Reduces recharge of Steal.
Daze.pngDaze (1s): Unable to use skills.
Book.pngRecharge Reduced: 20%
. Using Steal and Dodge on CD is sufficient for perma swiftness. Vigor on heal helps maintain swiftness. Can swap Roll for Initiative to Signet of Agility for extra dodges.

Weapons

The only required weapon is a Dagger for
Heartseeker Heartseeker
3Initiative.png
¾Activation.png
Heartseeker
Leap and strike your foe. The less health your target has, the more damage you cause.
Damage.pngAbove 50%: 244
Damage.pngBelow 50%: 365
Damage.pngBelow 25%: 487
Combo.pngCombo Finisher: Leap
Range.pngRange: 450
.
  • Sword can be used for
    Infiltrator's Strike Infiltrator's Strike
    3Initiative.png
    Infiltrator's Strike
    Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition.
    Damage.pngDamage: 183
    Immobilize.pngImmobilize (1s): Unable to move.
    Range.pngRange: 600
  • Shortbow can be used for
    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
  • OH Pistol can be used for
    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
    , which is helpful for gatherers needing to stack stealth with
    Heartseeker Heartseeker
    3Initiative.png
    ¾Activation.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 244
    Damage.pngBelow 50%: 365
    Damage.pngBelow 25%: 487
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450
    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
    .

Equipment

Use any stats (Berserker's for DPS) with Runes of the Centaur if possible. Equip your Aquabreather with a Rune of the Centaur, if you want swiftness underwater as well.

Food and Consumables

Experimental Rifles and Experimental Teleportation Guns can help you get to places that are otherwise difficult to achieve with normal running and jumping.

Usage

From a running perspective, it is disadvantageous to enter combat. Here are some examples to watch out for:

  • Applying conditions to an enemy (
    Serpent's Touch
    Serpent's Touch
    Stealing inflicts poison.
    Poison.pngPoison (10s): 840 Damage, -33% Heal Effectiveness
    ,
    Descent of Shadows
    Descent of Shadows
    Release Blinding Powder when you take falling damage. You take less damage from falling.
    Damage.pngDamage Reduced: 50%
    ,
    Sleight of Hand
    Sleight of Hand
    Stealing also dazes your target. Reduces recharge of Steal.
    Daze.pngDaze (1s): Unable to use skills.
    Book.pngRecharge Reduced: 20%
    )
  • Heartseeker leap can hit foes anywhere along the length of it's leap. If you start near an enemy and leap away from it, you will still do damage to it and enter combat.
  • Auto-Attack after teleporting can be cancelled with dodge but to be safe one should disable auto-attacks if need be.

Perma Swiftness

Even without Centaur Runes it is very possible to achieve perma-swiftness on Thief. Steal will provide 13s of swiftness with a 20s cooldown when using Trickery XII (Sleight of Hand). Dodges provide 2.5 seconds of swiftness and can fill in the remaining 7 seconds that steal is on cooldown.

Of course, with centaur runes, Withdraw and Signet of Malice provide very good amounts of swiftness, and combined with Steal (even untraited) will easily provide perma swiftness.

Movement Skills

There are three types of movement skills on the thief: Leaping, Rolling, and Teleporting. Leaping with Dagger 2,
Heartseeker Heartseeker
3Initiative.png
¾Activation.png
Heartseeker
Leap and strike your foe. The less health your target has, the more damage you cause.
Damage.pngAbove 50%: 244
Damage.pngBelow 50%: 365
Damage.pngBelow 25%: 487
Combo.pngCombo Finisher: Leap
Range.pngRange: 450
, will go further if under the effects of swiftness. Because of swiftness, it will even out distance a player using perfectly placed
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
. Therefore it is our main traveling skill. (Make sure "Autotargeting" is unchecked in the General Options menu). There are many rolls available to the thief: Dodging,
Withdraw 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
(heal), and
Roll for Initiative Roll for Initiative
60Recharge.png
Roll for Initiative
Trick. Evade backward to regenerate initiative and recover from crippled, chilled, and immobilize.
Book.pngInitiative Gain: 6
Book.pngEvade: 0.75 seconds
Stun-Break.pngBreaks stun
(utility). Dodging only slightly gains distance on a normal player running (if at all), but both
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
and RfI will out distance another player when used properly. It is important to check "Use Free Camera" in the General Options menu and to assign a hotkey (such as the 'Shift' key) to "About Face" in the Control Options menu. Then rolling forwards with the heal or utility skill is simply a matter of left clicking the screen once, pushing the "About Face" key, activating the rolling skill, and right clicking during the rolling animation. When practiced, the movement is fluid and there are no hiccups in velocity. Lastly there are some teleports useable by the thief: Steal, Shadowstep, Infiltrator's Signet, and Infiltrator's Strike. It is important to use
Infiltrator's Strike Infiltrator's Strike
3Initiative.png
Infiltrator's Strike
Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition.
Damage.pngDamage: 183
Immobilize.pngImmobilize (1s): Unable to move.
Range.pngRange: 600
(Sword 2) on a creature far enough away that it won't attack if upon closing the gap (if you fear it will, immediately de-target and dodge forwards to cancel any animations). Sword 2 has a 15 second cooldown so it should only be swapped to close a small gap, then swapped back again to dagger for the heartseekers. Infiltrator's Signet is like Sword 2 but without the fear of attacking the target (as long as the player had targetted it with their left click). Shadow Step can be used without any target and the direction is better controlled by the player, simply note that double clicking it quickly will return you to the original location, possibly saving or wasting time depending on the purpose. And lastly steal works like both infiltrator's signet and strike, however because there is no damage traited to steal in our builds, you can safely use it on any target without entering combat. (Just be aware that some targets will hit the player back quite quickly.)

In the end, running with a thief can be as easy as tapping steal and dodge every once in a while for perma swiftness, or it can be a complicated process of constantly maintaining swiftness, initiative for heartseekers, and teleporting when off cooldown. As a recap here is a general idea of maximising distance covered:

Without Centaur Runes:

  1. Steal (untargeted)
  2. Dodge, dodge, dodge, dodge

With Centaur Runes:

  1. Dodge forward
  2. Forward roll with withdraw
  3. Heartseeker forward
  4. Use Sword 2, Shadow Step, Infiltrator's Signet, and Steal whenever possible to cover ground
  5. Use withdraw and RfI to replenish initiative
  6. Heartseeker some more

Skill Point Challenges & Gathering

Every thief knows how to use Shadow Refuge. It's what makes channeling skill communes and node gathers in the midst of danger so very, very easy. Blinding Powder and Heartseekers can also be used in the same Black Powder field to stack stealth as well. Haste will speed up the gathering process (It is important to cancel the animation with movement after the third gather in the progress bar to speed things up).

Combos

There are instances where some combos become helpful to learn in a competitive zone speedcross.

  • Dagger Storm > Evade > Shoot Rifle (Stolen Skill) -- Sometimes you'll get this skill when stealing to enemies. It will cause you to be knocked back, however by activating dagger storm and evading you gain stability which makes you immune to the knockback.
  • Left Click > About Face > Shoot Rifle (Stolen Skill) > Roll For Initiative > Right Click during roll -- With good timing you can break the knockback immediately as it is happening with RfI
  • Shoot Rifle (Stolen Skill) > Shadowstep -- This will also break the stun from happening
  • Left Click > About Face > Withdraw and Roll For Initiative > Right Click during roll -- It is possible to channel both rolls at the same time. This nets 10 initiative back when traited and allows players to evade safely through a larger mob group. The order of the roll skills used does not matter.

See Also

  • YouTube:
    Metrica Province crossed in 2 minutes and 22 seconds
  • YouTube:
    Kessex Hills crossed in 2 minutes and 56 seconds
  • The Gatherer for an effective gathering build on Warrior.
Build rating: Not Rated
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
Be the first to rate.