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Thief - Scout

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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

Scouting in WvW is extremely useful, and having a build made for it makes the job a lot more doable.

Skill Bar

First Weapon Set

Shortbow
Utility
Elite
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
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
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
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
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
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

Pistol/Dagger
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
Shadow Strike
4Initiative.png
Shadow Strike
Dual Wield. Stab your foe, then shadowstep away and shoot them.
Damage.pngDamage: 73
Damage.pngShot damage: 304
Torment.png2Torment (5s): 319 Damage, 638 Damage if Moving
Range.pngRange: 600
Dancing Dagger
3Initiative.png
¼Activation.png
Dancing Dagger
Throw a dagger that cripples nearby foes and returns to you.
Damage.pngDamage: 122
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Cloak and Dagger
6Initiative.png
½Activation.png
Cloak and Dagger
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage.pngDamage: 444
Stealth.pngStealth (3s): Invisible to foes.
Vulnerability.png3Vulnerability (5s): 3% Incoming Damage
Range.pngRange: 130

Slot Changes

  • 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
    over
    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
    - a very rare change, but if Stealth Traps are a worry this can be worthwhile.

Specializations

AdeptMasterGrandmaster

Can't find such trait "Thief"! Please refer to our trait index Can't find such trait "Thief"! Please refer to our trait index Can't find such trait "Thief"! Please refer to our trait index Can't find such trait "Thief"! Please refer to our trait index Can't find such trait "Thief"! Please refer to our trait index

  • The Shadow Arts line is pretty self explanatory. Reduced Deception cooldowns, Health Regen, and Condition Removal are very useful for scouting. This is some of the only Condition removal in the build, apart from Withdraw.
  • Acrobatics is also fairly obvious, with Endurance return on Dodge, Vigor on Heal, and +50% Speed while Stealthed. This has more applications than initially obvious, among them countering Cripple and Chill effects.
  • Trickery is where some of your offensive potential is mixed in, with the ability to rip boons. If you can target the commander and strip their Stability at a key push, this can end a fight in an instant. Other uses are fucking with Warriors, if they pop Signet of Rage and attempt to chase you, stealing their Swiftness is kind of funny. Also the Vigor is extremely useful.

Trait Variants

  • Acrobatics'
    Assassin's Equilibrium Assassin's Equilibrium
    Assassin's Equilibrium
    Gain stability when striking an enemy from stealth.
    Stability.pngStability (1½s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, or feared.
    is barely useful, but it's handy when you're trying to plant a Supply Trap in an enemy group. When your stealth breaks and you start placing the trap, your 1.5s of Stability makes the channeling a lot more difficult to interrupt.
  • Shadow Arts
    Resilience of Shadows Resilience of Shadows
    Resilience of Shadows
    Stealth effects that you apply reduce incoming attack damage.
    Damage.pngDamage Reduced: 50%
    is a more common variant to swap to. It has a variety of uses, and can depend a lot on what kind of opponents you are facing.
    • If involved in Ramming down a gate, dropping Refuge on your rammers halves the damage they take on top of the Iron Will they should have, reducing direct damage taken.
    • If an ally is down, Stealth Stealthing them helps to prevent the enemy from DPSing them down, and provides better chances at surviving while ressing allies.

Weapons

First Weapon Set
  • Main Hand
Shortbow
Stats: Dire or Nomad's
Superior Sigil of Venom Superior Sigil of Venom
Superior Sigil of Venom.pngSuperior Sigil of Venom
Increase Inflicted Poison Duration: 25%
Superior Sigil of Energy Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Second Weapon Set
  • Main Hand
Pistol
Stats: Dire or Nomad's
Superior Sigil of Agony Superior Sigil of Agony
Superior Sigil of Agony.pngSuperior Sigil of Agony
Increase Inflicted Bleeding Duration: 20%
  • Off Hand
Dagger
Stats: Dire or Nomad's
Superior Sigil of Energy Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)

Sigil Variants

  • Could go more defensive with
    Superior Sigil of Purity Superior Sigil of Purity
    10Recharge.png
    Superior Sigil of Purity.pngSuperior Sigil of Purity
    60% Chance on Hit: Remove a Condition. (Cooldown: 10s)
    over Agony/Venom, but the offensive Sigils add a good amount to the build.

Equipment

  • All equipment should be Dire or Nomad's, or a mix of the two. Dire is more offensive sided, while Nomad's is super defensive and tanky. Carrying two sets and swapping up depending on what you're doing is a good idea.
  • Superior Rune of Speed Superior Rune of Speed
    Superior Rune of Speed.pngSuperior Rune of Speed
    (1): +25 Vitality (2): +10% Swiftness Duration (3): +50 Vitality (4): +20% Swiftness Duration (5): +100 Vitality (6): +20% Swiftness Duration; increase movement speed by 66% when under the effect of swiftness
    is the cheap, basic option for runes and grants 175 Vitality.

Equipment Variants

  • Superior Rune of the Traveler Superior Rune of the Traveler
    Superior Rune of the Traveler.pngSuperior Rune of the Traveler
    (1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed; +10% Condition Duration
    is also a fine option. Slightly more offensive with the +%Condi Duration vs the +Vit of the Speed runes. 15% Boon Duration is nice as well, but for the cost, Speed is more than fine.

Usage

  • Wander around, find enemy zergs, and stick with em!
  • Important to stay calm when under attack and not use skills to early.
  • When attempting to use
    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
    , be wary of AoE cleave and knockbacks.

Counters

  • "Sick 'Em" "Sick 'Em"
    40Recharge.png
    "Sick 'Em"
    Shout. Your pet runs faster and does more damage.
    "Sick 'Em".pngSick 'Em (10s): 40% Damage, 40% Movement Speed
    Book.pngRevealed (6s): You cannot stealth
    Range.pngRange: 2,000
    and
    Analyze Analyze
    25Recharge.png
    Analyze
    Analyze a foe, applying vulnerability.
    Vulnerability.png10Vulnerability (8s): 10% Incoming Damage
    Book.pngRevealed (6s): You cannot stealth
    Range.pngRange: 1,200
    can be annoying, but it's very important to not panic and just retreat.

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