Thief - Tequatl (Melee)

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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: Direct damageUtility.

Designed for:

Overview

This build focuses particularly on the melee Tequatl fight, a tactic which is generally only used in an organised encounter. The build is still viable in a ranged Tequatl fight but you should preferably try to join one of the turret defences or a finger killing squad instead since thieves don't have a 1200 range weapon (short bow is only 900).

The most important part for thieves in a Tequatl fight is to utilise the best blast finisher in the game,

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

, in order to ensure everyone has 25 stacks of might. Because of this, we will be exclusively using Short Bow for the first phase.

Note: This build changes almost completely after the first phase (once Tequatl hits 75% and the defence phase starts). You will change gear, traits and utilities the moment that the first defence phase starts. Be prepared so you can do it quickly without delaying your participation in the defence phase.


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
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
Assassin's Signet
45Recharge.png
Assassin's Signet
Signet Passive: Grants increased power.
Signet Active: Deal 15% more damage on your next five attacks.
Assassin's Signet.pngPassive Power Increase: 180 Power
Assassin's Signet.png5Assassin's Signet (20s): Deal 15% more damage on your next five attacks.
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
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
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

Second Weapon Set

Sword/Pistol
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
Pistol Whip
6Initiative.png
¾Activation.png
Pistol Whip
Dual Wield. Pistol whip your foe, stunning them, then slash repeatedly with your sword.
Damage.png9Damage: 765
Stun.pngStun (½s): Unable to use skills or move.
Range.pngRange: 130
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
  • Note: only your auto attacks,
    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
    and
    Pistol Whip Pistol Whip
    6Initiative.png
    ¾Activation.png
    Pistol Whip
    Dual Wield. Pistol whip your foe, stunning them, then slash repeatedly with your sword.
    Damage.png9Damage: 765
    Stun.pngStun (½s): Unable to use skills or move.
    Range.pngRange: 130
    will be used during the fight.

Slot Changes

First phase (100%-75%)

  • 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
    over
    Infiltrator's Signet 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
    - If the raid lacks guardians & elementalists and you need more anti-projectile. Do *NOT* place it in the zerg as it will override the fire fields you need to blast might.

Defences & Burn phases (75%-0%)

Laser, Northern battery & Western battery

  • Infiltrator's Signet 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
    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
    - Use it to block any ranged mobs hitting the battery or even as a melee blind if there are a lot of mobs near the battery.

Eastern Battery

  • Infiltrator's Signet 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
    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
    - Use it to pull abominations away from the battery. Never pull them outside of the red circle on the minimap, or they teleport on top of the battery!


Specializations

First Phase (100%-75%)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


Battery & Burn Phases (75%-0%)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

Trait Variants

  • First phase (100%-75%)
    • This is not an encounter where thief traits shine, as you can't score a critical hit on Tequatl. By going for 5/0/4/5/0 it allows us to pick up all the damage increases at the end of the lines (10%, 5%, 10%) while also giving us crucial stats and some extra bonuses to our initiative (which again means more blasts more might more damage). Since we already reach the power cap of 1830 without the 6th point in deadly arts and since Revelead Training Revelead Training doesn't go above that power cap, the 6th point in deadly arts would be useless.
  • Defences & Burn phases (75%-0%)
    • Note: Once again there are (unfortunately) a lot of useless traits. The reason we go back into Critical Strikes for the burn phases is because of the Executioner trait at the end of the Critical Strikes line. It will actually come into effect already at the end of the first burn phase (75%-50%) because Tequatl doesn't phase (become invincible, starting a new defence phase) until roughly 45% health. The traits giving bonuses from signet use were chosen simply because nothing else is useful.


Weapons

First phase (100%-75%)

First Weapon Set
  • Main Hand
Short Bow
Stats: Soldier
Superior Sigil of Force Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
Superior Sigil of the Night Superior Sigil of the Night
Superior Sigil of the Night.pngSuperior Sigil of the Night
Outgoing damage is increased by 10% at night.
Mighty Infusion Mighty Infusion

Defences & Burn phases (75%-0%)

First Weapon Set
  • Main Hand
Short Bow
Stats: Soldier
Superior Sigil of Force Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
Superior Sigil of the Night Superior Sigil of the Night
Superior Sigil of the Night.pngSuperior Sigil of the Night
Outgoing damage is increased by 10% at night.
Mighty Infusion Mighty Infusion
Second Weapon Set
  • Main Hand
Sword
Stats: Berserker
Superior Sigil of Force Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
Mighty Infusion Mighty Infusion
  • Off Hand
Pistol
Stats: Berserker
Superior Sigil of the Night Superior Sigil of the Night
Superior Sigil of the Night.pngSuperior Sigil of the Night
Outgoing damage is increased by 10% at night.
Mighty Infusion Mighty Infusion

Sigil Variants

  • Superior Sigil of Battle Superior Sigil of Battle
    9Recharge.png
    Superior Sigil of Battle.pngSuperior Sigil of Battle
    Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
    over
    Superior Sigil of the Night Superior Sigil of the Night
    Superior Sigil of the Night.pngSuperior Sigil of the Night
    Outgoing damage is increased by 10% at night.
    - If you're fighting Tequatl during day time instead of night (day/night cycles are not directly related to IRL day/night cycles. Refer to the GW2 Wiki for more information).

Equipment

First phase (100%-75%)

Gear: Soldier (Power/Toughness/Vitaity) [Ascended: Ahamid's armour]

Runes:

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.

Infusion: Mighty Infusion Mighty Infusion

  • Note: remember, you can't crit teq which means Precision and Ferocity are useless stats in this Phase!

Defences & Burn phases (75%-0%)

Gear: Berserker (Power/Precision/Ferocity) [Ascended: Zojja's armour]

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%.

Infusion: Mighty Infusion Mighty Infusion

Equipment Variants

  • Superior Rune of the Flame Legion Superior Rune of the Flame Legion
    Superior Rune of the Flame Legion.pngSuperior Rune of the Flame Legion
    (1): +25 Power (2): +10% Burning Duration (3): +50 Power (4): 25% chance to cause burning for 1 sec when hit. (Cooldown: 10s) (5): +100 Power (6): +20% Burning Duration; +7% damage against burning foes.
    - a cheaper alternative (Teq will have permanent burning to trigger the damage bonus).


Food/Potions

Food

Potions

  • Superior Sharpening Stone Superior Sharpening Stone - If below the powercap of 1830 (1982 with
    Assassin's Signet Assassin's Signet
    45Recharge.png
    Assassin's Signet
    Signet Passive: Grants increased power.
    Signet Active: Deal 15% more damage on your next five attacks.
    Assassin's Signet.pngPassive Power Increase: 180 Power
    Assassin's Signet.png5Assassin's Signet (20s): Deal 15% more damage on your next five attacks.
    ). Also, make sure you have no might stacks and no warrior banners nearby when you check your power. Any power above 1830 (1982) is useless at level 66 (the game won't count it). For more information on attribute caps, refer to this spreadsheet.

Usage

First Phase:

  • Stay in melee range and spam
    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
    whenever there's a fire field on the ground in order to maximise the amount of might stacks your allies (and you) have. Also blast any water fields if your commander asks for it. Do not proc
    Detonate Cluster Detonate Cluster
    1Recharge.png
    Detonate Cluster
    Detonate your cluster bomb in mid-air.
    Damage.pngSmall Explosion: 122
    Bleed.pngBleeding (4s): 170 Damage
    Book.pngNumber of Impacts: 3
    Book.pngMaximum Targets per Impact: 3
    Radius.pngRadius: 240
    as this will void the blast finisher portion of
    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
    and therefore grant no might stacks.
  • If you see a conjured weapon, make sure to pick it up. You deal way more damage than anyone else with it because of
    Improvisation Improvisation
    Improvisation
    Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions). Deal bonus damage when wielding a bundle.
    Damage.pngDamage Increase: 10%
    .
Ice Bow: (4) --> Drop the bow
Lightning Hammer: (4) --> (1) (1) (1)..., until (4) is off cooldown, then repeat.
Fiery Greatsword: [Untarget Tequatl] (4) --> (3) back into the zerg --> (1) (1) (1)..., until (4) is off cooldown, then repeat.
  • Keep your endurance from ever being full in order to get the bonus damage from
    Fluid Strikes Fluid Strikes
    Fluid Strikes
    Damage is increased while endurance is not full.
    Damage.pngDamage Increase: 10%
    . This is mainly done by dodging (which gives extra might stacks from
    Power of Inertia Power of Inertia
    Power of Inertia
    Gain might whenever you dodge.
    Might.pngMight (15s): 30 Power, 30 Condition Damage
    ) but can also be done by using
    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
    as this will deplete your endurance and reduce endurance regeneration.
  • When Tequatl casts his fear (your commander should call this out if you don't know the animation) make sure to dodge to avoid getting feared. If you don't dodge in time, use
    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
    or
    Infiltrator's Signet 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
    if
    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
    is on cooldown (unless your allies cleanse you instantly, which will happen 9/10 times).
  • Preferably you should jump over waves instead of dodging through them, as you'll often want to be able to dodge if a huge amount of finger AoEs hit you at once in order to avoid some of those ticks.
  • Use
    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
    maximum 2 times in this phase - you need this to be ready for burn phase.
  • If you're using
    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
    , then use it outside of the zerg when Tequatl's Fingers spawn to shield your zerg from projectiles. Listen to your commander as to where you should place it.
  • Always ress anyone that gets downed.
  • If you die use the waypoint (Brooloonu waypoint straight north of Tequatl).
  • Generally you should avoid using
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    since it will put you out of position. If you're about to get downed from a poison tick anyway though, you can use it to get out of the AoE and to get the slight bit of extra health. It can also be useful to get back to Tequatl if you get feared away, but with 2 stunbreakers, your allies stunbreakers and the ability to dodge the fear, that really shouldn't happen ever.

Battery Phase:

  • For the first battery phase, swap your utilities + traits (essential) and gear (non-essential) to the appropriate builds given in this guide.
  • Utilize your
    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
    /
    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
    to prevent enemies from damaging the Batteries and the Mega laser.
  • Do not use your Elite Skill (
    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
    ) here!

Burn Phase:

  • Stack on the commanders and blast might with
    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
    (Short Bow skill #2, you should know this after phase 1!).
  • Use
    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
    for the 75%-50% and 25%-0% phases (it will be on cooldown for the 50%-25% phase).
  • When Tequatl lands, double dodge left to reach the real double damage spot. Swap weapon sets to Sword/Pistol, untarget Tequatl and face his opposite foot. You should now see two damage numbers, one at his foot next to you and one at his head. Using this spot spam
    Pistol Whip Pistol Whip
    6Initiative.png
    ¾Activation.png
    Pistol Whip
    Dual Wield. Pistol whip your foe, stunning them, then slash repeatedly with your sword.
    Damage.png9Damage: 765
    Stun.pngStun (½s): Unable to use skills or move.
    Range.pngRange: 130
    (while staying >6 initiative) and you'll be able to deal ~20k*2=40k damage per
    Pistol Whip Pistol Whip
    6Initiative.png
    ¾Activation.png
    Pistol Whip
    Dual Wield. Pistol whip your foe, stunning them, then slash repeatedly with your sword.
    Damage.png9Damage: 765
    Stun.pngStun (½s): Unable to use skills or move.
    Range.pngRange: 130
    .
Note: The spot at Tequatl's left foot (your right when facing him) only deals 150% damage whereas the spot at his right foot (your left when facing Tequatl) actually deals 200% damage when you hit both his head and his foot.
  • Don't use
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    since it will put you out of position from the double damage spot.
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