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Overview
An easy to play thief build. Can even take upgraded camps as shown in the video below.
Skill Bar
First Weapon Set
Sword/Pistol
Utility
Elite
Chain. Slice your foe.
Damage: 195
Range: 130
3
Infiltrator's Strike
6
¾
Pistol Whip
4
Headshot
6
½
Black Powder
1¼
15
Signet of Malice
Signet Passive: Heals when your attack.
Signet Active: Gain health.
Signet of Malice: 132
Healing: 3,275
1
30
Caltrops
½
30
Smoke Screen
½
35
Ambush
Trap. Set at trap that, when triggered, calls in a thief who attacks nearby foes for twenty seconds.
Triggered Thief Duration: 20 seconds
Unblockable
1½
180
Thieves Guild
Deception. Call more thieves to support you in combat.
Number of Thieves: 2
Duration: 30 seconds
Second Weapon Set
¼
Trick Shot
3
½
Cluster Bomb
4
¼
Disabling Shot
4
½
Choking Gas
6
Infiltrator's Arrow
Specializations
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
Trait Variants
Executioner Deal extra damage when your target is below the health threshold.
Damage Increase: 20%
Health Threshold: 50%
can be changed to
Invigorating Precision You are healed for a percentage of outgoing critical hit damage.
Percent: 15%
for more sustain. Though one may argue that killing the foes faster is the best defense.
Weapons
First Weapon Set
- Sword
- Stats: Berserker
Superior Sigil of Fire 5 Superior Sigil of Fire 50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
- Pistol
- Stats: Berserker
Major Sigil of Fire 7 Major Sigil of Fire 50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 7s)
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Second Weapon Set
- Shortbow
- Stats: Berserker
Superior Sigil of Fire 5 Superior 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 Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
-
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Equipment
Armor
- Stats: Berserker
Superior Rune of the Scholar Superior 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%.
- Stats: Berserker
Superior Rune of the Scholar Superior 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%.
- Stats: Berserker
Superior Rune of the Scholar Superior 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%.
- Stats: Berserker
Superior Rune of the Scholar Superior 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%.
- Stats: Berserker
Superior Rune of the Scholar Superior 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%.
- Stats: Berserker
Superior Rune of the Scholar Superior 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%.
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Accessories
- Stats: Berserker
- Stats: Berserker
- Stats: Berserker
- Stats: Berserker
- Stats: Berserker
- Stats: Berserker
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Equipment Variants
Superior Rune of the Ogre
Superior Rune of the Ogre (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): 25% chance when struck to summon a rock dog. (Cooldown: 90s) (5): +100 Power (6): +4% Damage
Superior Rune of Strength
Superior 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.
Usage
This build abuses quick hits, blinds, evades, and strong NPC allies to get the job done. Might be easier to just watch the video below.
- Find a place to pull everyone around to.
- Lay down the
Ambush ½
35
Ambush
Trap. Set at trap that, when triggered, calls in a thief who attacks nearby foes for twenty seconds.
Triggered Thief Duration: 20 seconds
Unblockable
trap so that someone will trigger it on the way there.
- Use shortbow to hit the nearest enemy to your spot (Use "closest enemy" hotkey in options, if needed).
- Run back to your corner.
- Lay down
Smoke Screen ½
30
Smoke Screen
and .
- Activate
Thieves Guild 1½
180
Thieves Guild
Deception. Call more thieves to support you in combat.
Number of Thieves: 2
Duration: 30 seconds
.
- By now the enemies should be balled up.
- Use
Steal 30
Steal
Shadowstep to your foe and steal from them.
Range: 1,200
on any enemy close to you (the main guard if possible)
- This is important at this step, as it will grant
Fury to your allies and possibly, with a 60% chance, recharge one of your utilities.
- It may be beneficial to cast steal while channeling
Pistol Whip 6
¾
Pistol Whip
to reduce the chance of being blinded while stealing.
- For damage only use
Pistol Whip 6
¾
Pistol Whip
.
- You already have good blinds with the smoke screen as well as one or two thief allies dropping blinding powder.
- You have an extremely good health regen with caltrops (possibly two if it recharged) and with the quick hits of Pistol Whip.
It may be required to do this twice if the camp is upgraded. Usually the second "pull" is difficult when you have an ally, but there are usually so few that you can go ahead and run into the camp to finish them off. If an upgraded dolyak arrives, target the dolyak and don't worry about its guards. They will despawn when the dolyak dies.
Counters
- Time -- Though you are quite safe with this build it is possible that while you are flipping the camp another group comes by and kills you. Sadly this whole process will take at least a half minute and at least a minute for an upgraded camp. After which a single player takes 30 seconds to "flip" the camp when the circle comes up.
Video Guides
- An example of a "worst case scenario" against an upgraded camp, no improvisation procs, no food, no utility potion, no stat sigil increase, no guard increase, but it's still a walk in the park: YouTube:
Solo Camp Flip
See Also
- WvW Intel - A website that helps track objectives and when they were last flipped. (Takes 5 minutes to update RI timers).