Thief - VenomShare

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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: Condition damageUtility.

Designed for:


Overview

Venoms shared by thieves use the originating power, condition duration, and boon duration attributes. This build will fully maximize condition duration for the control aspect of venoms and try to keep power and might duration high enough for your allies to benefit from the damage dealing portion of venoms. A single venom share thief in a party of ranged damage dealers can provide devastating control with up to 4s immobilizes, 2s chills, and 1.5s stuns per hit.

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
Hide in Shadows
1Activation.png
30Recharge.png
Hide in Shadows
Deception. Vanish in stealth and gain regeneration. Cures burning, poison and bleeding.
Heal.pngHealing: 5,240
Stealth.pngStealth (3s): Invisible to foes.
Regeneration.pngRegen (4s): 520 Heal
Devourer Venom
40Recharge.png
Devourer Venom
Venom. Your next few attacks immobilize.
Devourer Venom.png3Devourer Venom (30s): Next two attacks inflict immobilize.
Immobilize.pngImmobilize (1s): Unable to move.
Book.pngNumber of Attacks: 3
Duration.pngVenom Duration: 30 seconds
Ice Drake Venom
40Recharge.png
Ice Drake Venom
Venom. Chill foes with next few attacks.
Ice Drake Venom.png4Ice Drake Venom (30s): Your attacks chill foes.
Chill.pngChilled (1s): -66% Movement Speed, -66% Skill Recharge Rate
Book.pngNumber of Attacks: 4
Duration.pngVenom Duration: 30 seconds
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
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

Second Weapon Set

Dagger/Pistol
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

Slot Changes

Hide in Shadows Hide in Shadows
1Activation.png
30Recharge.png
Hide in Shadows
Deception. Vanish in stealth and gain regeneration. Cures burning, poison and bleeding.
Heal.pngHealing: 5,240
Stealth.pngStealth (3s): Invisible to foes.
Regeneration.pngRegen (4s): 520 Heal

will clear conditions, provide a good burst heal, and most importantly, by entering stealth, it will de-target you from enemies. Stealth skill with shortbow also provides a 4 second immobilize. Synergizes with Shadow Art adept traits.

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
for the max HPS and good disengage. Does not work well without stability or good positioning. Clears movement impairing conditions.
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
is not recommended but can synergizes well with Shortbow's AoE skills like
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
and
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
.
Skelk Venom Skelk Venom
1Activation.png
40Recharge.png
Skelk Venom
Venom. Heal youself. Your next few attacks heal you.
Heal.pngInitial Self Heal: 4,210
Heal.pngHealing: 645
Skelk Venom.png4Skelk Venom (30s): Striking an enemy heals you.
Book.pngNumber of Attacks: 4
Duration.pngVenom Duration: 30 seconds
is noted as the weakest self-heal, and providing of minimal support for your party. Not recommended at all as the party heal, self heal, and leeching is unexceptional compared to the survivability of other heals. Only take it if you simply never require your heal skill and would like to minimally buff your team's leeching damage.

Specializations

AdeptMasterGrandmaster

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Trait Variants

  • Move 2 points out of Deadly Arts and into Trickery for
    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
    , providing better single-target harassment at the cost of aoe control.
  • Switch
    Thrill of the Crime 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
    to
    Uncatchable Uncatchable
    Uncatchable
    Leave behind Caltrops when you dodge. Caltrops bleed and cripple foes.
    Bleed.pngBleeding (4s): 170 Damage
    Cripple.pngCripple (5s): -50% Movement Speed
    Radius.pngRadius: 90
    if you are solo and require better control while in stealth. (If you are in a party, the fury buff can greatly help ele's and ranger's bursts).

Equipment

Venoms on this build are purely control based, do absolutely zero condition damage, and have their life siphon damage values affected by power only. A sigil of fire can proc each strike of venom in one hit to multiple foes.

The Dagger/Pistol set can be used for damage, stacking stealth on yourself or party members, or interrupting key skills. Therefore flexibility is afforded to the player with a slight suggestion towards having sigils like Air, Intelligence, Mischief, or Cleansing.

Valkyrie stat icon.png
Valkyrie stat icon.png
Valkyrie stat icon.png
Valkyrie stat icon.png
Valkyrie stat icon.png
Valkyrie stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Giver stat icon.png
PvE weapon swap.png
Berserker stat icon.png
Berserker stat icon.png
6x
Superior Rune of Strength

Variants

Use more Valkyrie or Soldiers instead of Berserker when you need the additional sustain.

Sigils

Superior Sigil of Malice

  • or for more control.
  • for mor pressure against healing-
  • for stronger life siphon.
  • or against condition pressure.

however, the missing 10% condition duration would be required elsewhere in the build.

Rune
  • for decreased incoming condition duration and slightly less might duration for your venoms.
  • provides base movement speed if you're skirting too far outside the zerg and some condition/boon duration.
  • for Mist Form when hit under 20% and leeching effects (works better with ).
  • 4x + 2x for maximal condition duration if you're not capping via food.
  • for greater condition removal and 5% condition duration.

Consumables

There are many condition duration increasing foods. A quick overview will show that the cheapest option is Koi Cakes, though the supply is stagnant, there is still such a large supply as to make it cheaper than Rare Veggie Pizzas. The more optimal choices are expensive, but also listed below. Recommended choices are noted by a Star-blue.png. The rest are available as a reference in case you see a feast on the floor and wonder if it's worth eating (as long as it's giving you +40% condition duration, it's okay).

  • is currently the cheapest way to get +40% condition duration.
  • is the next cheapest way to get +40% condition duration.
  • is a cheaper version (and even cheaper than Koi Cakes) but provides +36% condition duration. Could be good for a pug zerg.
  • costs more than double to make and lasts 60 minutes.
  • is the cheapest food that steals health (according to notes it actually has a 66% chance to steal health, not 33%).
  • this 60 minute version costs more than double to make.
  • maximizes your condition duration and a very, very minimal boost to life siphon damage: 70 * 0.0333 = 2.33 extra damage per strike of venom. This amount is easily over-shadowed by the amount of life-steal from Prickly Pear Pies above.
  • costs more to make and only works for half the duration. Not recommended for crafting.

Utility potions afford a small increase to power, precision, or condition damage. The secondary effects are often the more important aspect, increasing boon/condition duration by 10%. In this build we'll choose boon duration as condition duration should be capped (see below for explanation) to increase the length of our might shared by venoms.

  • or
    . Remember condition damage doesn't actually benefit this build at all. Power and precision stat bonuses are minimal. Main point is increasing the boon duration of might for your party.

Usage

Condition Duration

It is important to try and hit 100% (going over will not extend your condition's duration). Be sure to add up the numbers yourself to make sure you've set up your build correctly (And note that swapping weapons can affect your condition duration when activating venoms):

  • Deadly Arts - 6 points increases condition duration by 30%
  • Weapons - A Giver's Shortbow will give 20% (50% total)
  • Sigils - A Sigil of Malice can give another 10% (60% total)
  • Food - Can give 36-40% depending on type (96-100% total)

If for whatever reason you have tweaked your build and require other sources of condition duration: N.B. Activating venoms while using D/P will cut the duration of your venoms unless you opt to use Giver's + Sigil of Malice on them as well.

  • Utility Potions - Can give 10% if you buy the expensive "toxic" version
  • Runes
  • Traveler's gives 10%
  • Lyssa gives 5%
  • A combination of 4x Nightmare and 2x Mad King runes gives 20%

The cheapest setup would be to use 6 points in DA, 4x Nightmare + 2x Mad King runes, cheap food (1s or 7s depending on type), and a giver's shortbow equaling 96-100% condition duration (depending on food).

An expensive but optimal setup would be to use 6 points in DA, Giver's Shortbow, Sigil of Malice, and Food for 96-100%. Note: this method still avoids having to buy expensive utility potions on a recurring basis.

It may be worth noting that Frost Bow increases condition duration by 10% and will affect venoms activated while holding it. (Though again, anything over 100% is not affected).

Combat

  • You can cast some venoms 10-15 seconds prior to a fight. Each venom applied will stay with the player for ~30 seconds and helps reduce cooldowns after the initial engagement. Depending on the type of engagement (burst every 30-40 seconds or sustained fight) you'll want to activate all venoms at once or over a longer period of time.
  • Devourer Venom works through stability should be your first go to venom. It will root the enemy for a short time potentially displacing them.
  • Ice Drake Venom will chill the enemy. Not only does this greatly reduce their movement speed but it increases their remaining cooldowns for a short period. Especially good against enemy casters like Elementalists, Mesmers, and Necromancers.
  • Basilisk Venom is devastating when used properly. At the least it will cause the enemy to use a stun breaker. Strips stability.
  • You can use
    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
    to administer your venoms as it is Unblockable. It will go through
    Shield Stance Shield Stance
    3Activation.png
    25Recharge.png
    Shield Stance
    Block attacks.
    Duration.pngDuration: 3 seconds
    , Aegis,
    Arcane Shield Arcane Shield
    75Recharge.png
    Arcane Shield
    Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes for critical damage.
    Damage.pngDamage: 365
    Arcane Shield.png3Arcane Shield (5s): Block attacks. Explodes after blocking three attacks.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Stun-Break.pngBreaks stun
    , and other blocking animations.
  • Try to stay alongside your group (preferably the mid/backline of ranged allies). Giving your venoms to ranged classes will make it easy to snare targets inside their AoE skills (eg.
    Well of Suffering Well of Suffering
    ¼Activation.png
    35Recharge.png
    Well of Suffering
    Well. Target area pulses, damaging foes and inflicting vurnerability
    Damage.png6Damage: 1,464
    Vulnerability.png2Vulnerability (5s): 2% Incoming Damage
    Book.pngNumber of Targets: 5
    Book.pngPulse: 1s
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 900
    Unblockable.pngUnblockable
    ).
  • Party with certain classes to prioritize them receiving your buffs (see below).
  • Save your initiative. Your auto-attacks + sigil of fire are often good enough to administer snares to the enemy. You will want to use your skills for group support or safety (such as blasting fields or stacking stealth), unless you want to specifically target a blocking enemy (in which case you should use Choking Gas with venoms activated).
  • Make sure you are spamming
    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
    at your feet to blast finish combo fields. Focus on blasting fire fields to give long lasting (22-26 second) might stacks to greatly increase damage as well as water fields for rapidly healing allies on regroups. Also cluster bombing ice fields to give frost aura for 10% damage reduction (Frost Aura stacks in duration, so multiple blasts will extend the duration of the buff).
  • Also be sure to use Choking Gas on downed players away from your group. This increases the chance that they won't be revived by an enemy Warrior's Warbanner.
  • Cluster Bomb can be used offensively as it does pretty good damage on downed foes.

Partying

This build excels in parties that hit multiple foes in an AoE multiple times. Notable examples include Necromancer wells and Elementalist's Lava Font. It can also do quite well partied with rangers that are single target sniping from far away (You provide basilisk for initial stun, then immob, then chill if required), they can usually hit players from further away than others and with the help of your control conditions down the foe.

  1. Necromancers (Wells)
  2. Zerker Staff Ele (Lava Font)
  3. Rangers (Long Range, Single Target burst)

It can also help to have a guardian for stability or a warrior for condition cleanse, though a healthy zerg will not require it.

Counters

  • Not enough people to share venoms with severely reduces the usefulness of your role as does a badly organized zerg (Too many front liners, not enough back line DPS).
  • Stuns (You only have one good stun breaker on a 50s CD)
  • Bad positioning
  • Reflects can hurt your own team when sharing venoms
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