Fhynix/Builds/ConditionFighter

Information[edit]

This build is a versatile sPvP variant of playing the thief. Contrary to most dagger builds, it does NOT use

Backstab Backstab
¼Activation.png
Backstab
Stealth Attack. Attack your foe from the shadow, striking for double damage if you hit from behind.
Damage.pngFront damage: 292
Damage.pngBack Damage: 585
Range.pngRange: 130

, but sustained damage from bleeding to wear down enemies. Paired with the evasion from

Death Blossom Death Blossom
4Initiative.png
½Activation.png
Death Blossom
Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
Damage.png3Damage: 147
Bleed.png3Bleeding (10s): 1,275 Damage
Book.pngEvade: 0.25 seconds
Combo.pngCombo Finisher: Whirl
Range.pngRange: 130

and the great survivability granted by the trait and equipment setting, a thief with this build is tough to get down while blowing out constant moderate, but unevitable damage that ignores any kind of armor or Protection.pngProtection.

The build is great for fighting on points and excells at duelling 1on1 thanks to the additional weapon set P/D, which is optionally used to kite and troll down melee enemies with unsufficient gap closing tools. Due to the great survivability, it is possible to stay in a teamfight for some time and wear down multiple enemies with powerful conditions to keep a lot of pressure on them. For all this it somehow sacrifices the mobility thieves are famous for when wielding a short bow.


Build[edit]

First Weapon Set

Dagger/Dagger
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
Death Blossom
4Initiative.png
½Activation.png
Death Blossom
Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
Damage.png3Damage: 147
Bleed.png3Bleeding (10s): 1,275 Damage
Book.pngEvade: 0.25 seconds
Combo.pngCombo Finisher: Whirl
Range.pngRange: 130
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
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
Caltrops
1Activation.png
30Recharge.png
Caltrops
Trick. Scatter caltrops that bleed and cripple foes.
Bleed.png2Bleeding (3s): 255 Damage
Cripple.pngCripple (10s): -50% Movement Speed
Duration.pngCaltrops Duration: 10 seconds
Radius.pngRadius: 240
Unblockable.pngUnblockable
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
Optional.png
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

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

Skill Variants[edit]

  • Caltrops Caltrops
    1Activation.png
    30Recharge.png
    Caltrops
    Trick. Scatter caltrops that bleed and cripple foes.
    Bleed.png2Bleeding (3s): 255 Damage
    Cripple.pngCripple (10s): -50% Movement Speed
    Duration.pngCaltrops Duration: 10 seconds
    Radius.pngRadius: 240
    Unblockable.pngUnblockable
    - I know there are some options to replace this, including venoms or defensive utility. Still I would recommend you to use Caltrops, because it can maintain 10 stacks of bleeding if an enemy stays in them and additionally cripples the enemy. Also, this triggers
    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
    for each tick
    which makes Caltrops even stronger. As one of your main AoE and teamfighting-tool you should give this skill a try.
  • Optional.png
    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
    - Instant Stealth, even available during CC. If timed correctly, blindness can render various enemy skills useless. The use as your only "stunbreaker" is risky (because it doesn't actually break stun), but it may serve other purposes quite well.
  • Optional.png
    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
    - Strong offensive Stunbreaker, enables you to use
    Death Blossom Death Blossom
    4Initiative.png
    ½Activation.png
    Death Blossom
    Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
    Damage.png3Damage: 147
    Bleed.png3Bleeding (10s): 1,275 Damage
    Book.pngEvade: 0.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    or other vital skills more often. Also removes movement impairing conditions.
  • Optional.png
    Shadowstep 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
    - More conditional and requires some practise to be better than the other options. Can give you a serious edge while kiting melees, but is weaker vs ranged classes like longbow rangers in open terrain. Big baiting potential because
    Shadow Return Shadow Return
    Shadow Return
    Deception. Return to your starting location and cure three conditions.
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    is actually a teleport, so you can do some tricks, e.g. jump off cliffs and return after your enemy followed you.
  • Optional.png
    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
    - Even bigger skill ceiling than
    Shadowstep 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
    if you chose this skill for a defensive purpose. The use as stunbreaker can be tricky and/or useless in 1on1s, because it's not ground-targeted and offers no return. It grows stronger, if you can actually teleport to another foe for kiting or escaping reasons. Upside: You gain initiative quicker which improves your damage and healing with
    Assassin's Reward Assassin's Reward
    Assassin's Reward
    Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
    Heal.pngHealing: 69
    .


Traits[edit]

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 Explanation:

Acrobatics over Shadow Arts, because you do not want to stay in stealth for long time except when disengaging. Also,

Assassin's Reward Assassin's Reward
Assassin's Reward
Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
Heal.pngHealing: 69

gives us more healing than 4 more points in Shadow Arts would give us with the increased healing power (resulting in

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

healing 10 HP more per hit). Remember that this build is not about backstabbing and hiding in stealth to avoid damage - it is about evading, enduring and healing damage and utilizes stealth just as an emergency resort if everything goes wrong and we don't want to waste our traits for things we only need, when this build does NOT work.
I am aware that some traits from Shadow Arts or even Deadly Arts would synergize well with this build (e.g. the prolonged condition duration from Deadly Arts), but I don't think these things are more valuable than the two grandmaster traits. We need

Assassin's Reward Assassin's Reward
Assassin's Reward
Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
Heal.pngHealing: 69

and

Sleight of Hand 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%

/

Bewildering Ambush Bewildering Ambush
Bewildering Ambush
Stealing also applies confusion.
Confusion.png5Confusion (5s): 325 Damage On Skill Use

are just strong choices, not to mention the +300 additional condition damage from skilling Trickery. In my opinion, this setting offers the best ratio between Damage, Survivability and Utility.

Trait Variants[edit]

  • Shadow Protector Shadow Protector
    Shadow Protector
    When you grant stealth to an ally, they gain regeneration. This effect does not trigger if your ally already has regeneration.
    Regeneration.pngRegen (10s): 1,300 Heal
    Shadow's Embrace Shadow's Embrace
    Shadow's Embrace
    Remove conditions periodically while in stealth.
    Book.pngConditions Removed: 1
    Radius.pngInterval: 3 seconds
    - I feel Shadow's Embrace is weaker in this build, because we don't want to stay in stealth for too long. Still, if you have trouble with conditions (or condition-returning necromancers), this is a possibility.
  • Shadow Protector Shadow Protector
    Shadow Protector
    When you grant stealth to an ally, they gain regeneration. This effect does not trigger if your ally already has regeneration.
    Regeneration.pngRegen (10s): 1,300 Heal
    Infusion of Shadow Infusion of Shadow
    Infusion of Shadow
    Gain initiative when you enter stealth.
    Book.pngInitiative: 2
    - more offensive and even stronger with the alternative Trait setting. If you never need your stealth to escape, choose this.
  • Fleet of Foot Fleet of Foot
    10Recharge.png
    Fleet of Foot
    Dodging removes conditions from you.
    Cripple.pngCures Crippled
    Weakness.pngCures Weakness
    Pain Response Pain Response
    30Recharge.png
    Pain Response
    Gain regeneration and remove conditions when struck while your health is below the threshold.
    Radius.pngHealth Threshold: 75%
    Regeneration.pngRegen (10s): 1,300 Heal
    Bleed.pngCures Bleeding
    Burn.pngCures Burning
    Poison.pngCures Poisoned
    - remove damaging conditions instead of movement impairing ones. Depends on your playstyle, but i'm more concerned about my mobility. Furthermore, this one has a much longer CD.
  • 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
    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
    - gives you even more kiting potential in dueling and goes well with Acrobatics, but sacrifices the utility of swiftness and fury for you and your team.
  • Bountyful Theft Bountyful Theft
    Initial Strike Initial Strike
    Initial Strike
    Attacks with the first weapon-skill slot have a chance to regain initiative.
    Book.pngTrigger Chance: 7%
    Book.pngInitiative: 1
    - if you don't think you will encounter many boons and/or stability. I do not recommend this but it's still an option for the pistol set to kite even better.
  • Sleight of Hand 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%
    Bewildering Ambush Bewildering Ambush
    Bewildering Ambush
    Stealing also applies confusion.
    Confusion.png5Confusion (5s): 325 Damage On Skill Use
    -
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    recharges slower and you miss the ability to interrupt key skills, but some chunks of damage are somehow guaranteed, because most enemies won't notice or care for the confusion, which does around 700-800 damage per skill use. Strong for 1on1s, but usually
    Sleight of Hand 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%
    is the better option.

Alternative Build for beginners (more safe)

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 With this build, you have longer stealth and more toughness, but lower condition damage and less utility.


Weapons[edit]

First Weapon Set
  • Main Hand
Dagger
Superior Sigil of Agony Superior Sigil of Agony
Superior Sigil of Agony.pngSuperior Sigil of Agony
Increase Inflicted Bleeding Duration: 20%
  • Off Hand
Dagger
Superior Sigil of Corruption Superior Sigil of Corruption
Superior Sigil of Corruption.pngSuperior Sigil of Corruption
Gain a charge of +10 condition damage each time you kill a foe, five if you kill an enemy player.
Second Weapon Set
  • Main Hand
Pistol
Superior Sigil of Agony Superior Sigil of Agony
Superior Sigil of Agony.pngSuperior Sigil of Agony
Increase Inflicted Bleeding Duration: 20%
  • Off Hand
Dagger
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)

I strongly recommend the Superior Sigil of Agony on both weapon sets. In combination with the Superior Rune of the Krait you get +65% bleeding duration resulting in at least 1 additional tick of bleeding out of every source (including

Caltrops Caltrops
1Activation.png
30Recharge.png
Caltrops
Trick. Scatter caltrops that bleed and cripple foes.
Bleed.png2Bleeding (3s): 255 Damage
Cripple.pngCripple (10s): -50% Movement Speed
Duration.pngCaltrops Duration: 10 seconds
Radius.pngRadius: 240
Unblockable.pngUnblockable

), not to mention the ridiculous additional damage of

Death Blossom Death Blossom
4Initiative.png
½Activation.png
Death Blossom
Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
Damage.png3Damage: 147
Bleed.png3Bleeding (10s): 1,275 Damage
Book.pngEvade: 0.25 seconds
Combo.pngCombo Finisher: Whirl
Range.pngRange: 130

(6 ticks). One can argue, that in sPvP you rarely will achieve the maximum condition duration, because the bleeding is either removed or the enemy dies, but especially short-term bleeding as from

Vital Shot 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

benefits nicely from additional ticks.

Sigil Variants[edit]

Sigil Variants

  • Superior Sigil of Corruption Superior Sigil of Corruption
    Superior Sigil of Corruption.pngSuperior Sigil of Corruption
    Gain a charge of +10 condition damage each time you kill a foe, five if you kill an enemy player.
    Superior Sigil of Bursting Superior Sigil of Bursting
    Superior Sigil of Bursting.pngSuperior Sigil of Bursting
    Adds 6% to current condition damage.
    • more reliable and doesn't care which weapon you wield while delivering the killing blow. You will get 84 condition damage out of this, so Sigil of Corruption is the stronger option after the second kill/assist. Note that you don't have to deal the killing blow - having tagged the enemy (which is easy with
      Caltrops Caltrops
      1Activation.png
      30Recharge.png
      Caltrops
      Trick. Scatter caltrops that bleed and cripple foes.
      Bleed.png2Bleeding (3s): 255 Damage
      Cripple.pngCripple (10s): -50% Movement Speed
      Duration.pngCaltrops Duration: 10 seconds
      Radius.pngRadius: 240
      Unblockable.pngUnblockable
      ) will result in you getting all 5 stacks for a kill.
    • +250 condition damage results in an additional +12 bleeding damage per tick per stack, resulting in an additional 576 damage (3 stacks over 16 seconds) per Death Blossom. +84 Condition damage results in an additional +4 bleeding damage per tick per stack, resulting in an additional 192 damage per Death Blossom. This is why I usually go with Sigil of Corruption.
  • 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)
    Optional.png
    • You may choose whatever you like, as this sigil is not vital to the build. I usually swap to P/D infight when I need some distance and thus, the extra endurance is nice to have. Other options may include
      Superior Sigil of Ice Superior Sigil of Ice
      10Recharge.png
      Superior Sigil of Ice.pngSuperior Sigil of Ice
      30% Chance on Hit: Inflict Chill (2 seconds). (Cooldown: 10s)
      to slow enemies or
      Superior Sigil of Doom Superior Sigil of Doom
      9Recharge.png
      Superior Sigil of Doom.pngSuperior Sigil of Doom
      Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
      for poison and heal reduction. Do NOT pick any on-crit sigil here, because our precision is ridiculously low and thus the effect will almost never occur.


Equipment[edit]

Armor
  • Head
Superior Rune of the Krait Superior Rune of the Krait
Superior Rune of the Krait.pngSuperior Rune of the Krait
(1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
  • Shoulders
Superior Rune of the Krait Superior Rune of the Krait
Superior Rune of the Krait.pngSuperior Rune of the Krait
(1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
  • Chest
Superior Rune of the Krait Superior Rune of the Krait
Superior Rune of the Krait.pngSuperior Rune of the Krait
(1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
  • Hands
Superior Rune of the Krait Superior Rune of the Krait
Superior Rune of the Krait.pngSuperior Rune of the Krait
(1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
  • Legs
Superior Rune of the Krait Superior Rune of the Krait
Superior Rune of the Krait.pngSuperior Rune of the Krait
(1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
  • Feet
Superior Rune of the Krait Superior Rune of the Krait
Superior Rune of the Krait.pngSuperior Rune of the Krait
(1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
Accessories
  • Amulet
Stats: Carrion (Condition Damage/Power/Vitality)



Equipment Variants[edit]

  • Superior Rune of the Krait Superior Rune of the Krait
    Superior Rune of the Krait.pngSuperior Rune of the Krait
    (1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
    Superior Rune of the Undead Superior Rune of the Undead
    Superior Rune of the Undead.pngSuperior Rune of the Undead
    (1): +25 Condition Damage (2): +35 Toughness (3): +50 Condition Damage (4): +65 Toughness (5): +100 Condition Damage (6): 7% of toughness is converted to Condition Damage.
    - even more toughness. Better option if you feel that you never reach the full condition duration.
  • Superior Rune of the Krait Superior Rune of the Krait
    Superior Rune of the Krait.pngSuperior Rune of the Krait
    (1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
    Superior Rune of Scavenging Superior Rune of Scavenging
    Superior Rune of Scavenging.pngSuperior Rune of Scavenging
    (1): +25 Condition Damage (2): +35 Vitality (3): +50 Condition Damage (4): +65 Vitality (5): +100 Condition Damage (6): +20% Poison Duration, convert 7% of your Vitality into Condition Damage.
    - stronger self heal. Still testing this one.

Usage[edit]

You can either go with some mates for teamfighting or be a solo roamer.

Solo Roamer/Duelist[edit]

  • You are able to take down every enemy 1on1 with some practise and knowledge, as there is no real hardcounter to this build. Just do not waste your skills on evading or invulnerable foes or get caught by the enemy's key abilities.
  • Your biggest enemy is time. Because of the sustained nature of this build, you need some time to kill an enemy, especially if it's no glass cannon, so beware of multiple enemies coming for you, if you've gone too far.
    • Double-check the minimap before engaging or invading far to track enemies. Do not engage on a tough enemy, if you don't know where the other enemies are, especially if you have
      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
      or your optional skill on CD. Other enemies will see you on the minimap during a fight.
  • Death Blossom Death Blossom
    4Initiative.png
    ½Activation.png
    Death Blossom
    Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
    Damage.png3Damage: 147
    Bleed.png3Bleeding (10s): 1,275 Damage
    Book.pngEvade: 0.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    is hard-to-hit in PvP, but a necessary source of damage, so don't waste it. You likely won't hit an enemy with two or more consecutive Death Blossoms, so don't spam this skill brainlessly!
  • Remember to use your secondary weapon set!
    • P/D inflicts bleeding with ranged autoattacks, which are much easier to hit.
      • P/D inflicts even more bleeding with
        Sneak Attack Sneak Attack
        1Activation.png
        Sneak Attack
        Stealth Attack. Sneak attack with rapid fire from your pistol and make your foe bleed.
        Damage.png5Damage: 290
        Bleed.png5Bleeding (4s): 850 Damage
        Combo.pngCombo Finisher: Physical Projectile
        Range.pngRange: 900
        .
    • You can kite melee enemies incredibly well with
      Body Shot 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
      and
      Shadow Strike 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
      . Throw in
      Caltrops Caltrops
      1Activation.png
      30Recharge.png
      Caltrops
      Trick. Scatter caltrops that bleed and cripple foes.
      Bleed.png2Bleeding (3s): 255 Damage
      Cripple.pngCripple (10s): -50% Movement Speed
      Duration.pngCaltrops Duration: 10 seconds
      Radius.pngRadius: 240
      Unblockable.pngUnblockable
      for some serious hate.
    • However, your killspeed with this is even lower than with D/D, so try to avoid this set when you're in a hurry.
  • Don't instantly waste your
    Caltrops Caltrops
    1Activation.png
    30Recharge.png
    Caltrops
    Trick. Scatter caltrops that bleed and cripple foes.
    Bleed.png2Bleeding (3s): 255 Damage
    Cripple.pngCripple (10s): -50% Movement Speed
    Duration.pngCaltrops Duration: 10 seconds
    Radius.pngRadius: 240
    Unblockable.pngUnblockable
    on Capture Points when fighting vs ranged enemies. They just wont enter and your healing/survivability is crippled if you just autoattack with
    Vital Shot 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
    from within the point.
  • Remember the effects of your runes and sigils!
    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)
    allows you to recover some endurance in a fight, and
    Superior Rune of the Krait Superior Rune of the Krait
    Superior Rune of the Krait.pngSuperior Rune of the Krait
    (1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
    inflicts conditions on nearby enemies, if you use
    Basilisk Venom 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
  • If you can sneak up on an enemy in stealth, try
    Basilisk Venom 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
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    Caltrops Caltrops
    1Activation.png
    30Recharge.png
    Caltrops
    Trick. Scatter caltrops that bleed and cripple foes.
    Bleed.png2Bleeding (3s): 255 Damage
    Cripple.pngCripple (10s): -50% Movement Speed
    Duration.pngCaltrops Duration: 10 seconds
    Radius.pngRadius: 240
    Unblockable.pngUnblockable
    Death Blossom Death Blossom
    4Initiative.png
    ½Activation.png
    Death Blossom
    Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
    Damage.png3Damage: 147
    Bleed.png3Bleeding (10s): 1,275 Damage
    Book.pngEvade: 0.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    (stunning enemy with venom) for some strong condition burst. This combination is even strong when you use
    Bewildering Ambush Bewildering Ambush
    Bewildering Ambush
    Stealing also applies confusion.
    Confusion.png5Confusion (5s): 325 Damage On Skill Use
    .
  • If your enemy has no (sufficient) condition removal, burst your stacks on him, vanish in stealth and enjoy him striking some air while ticking down inevitably.
  • Some stolen skills offer strong CC:

Teamfighting[edit]

  • Check your teammates to know what you can expect. E.g. if you go with a backstabber and a shatterer, you don't need to be aggressive yourself - it would be better to hinder the enemies, stun, slow or immobilize them and draw their attention, so your allies can get their hands on them.
  • Don't overestimate the evasion of
    Death Blossom Death Blossom
    4Initiative.png
    ½Activation.png
    Death Blossom
    Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
    Damage.png3Damage: 147
    Bleed.png3Bleeding (10s): 1,275 Damage
    Book.pngEvade: 0.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    . It is surprisingly short and will not make you live throughout 5 raging enemies!
  • It's essential to lay down your
    Caltrops Caltrops
    1Activation.png
    30Recharge.png
    Caltrops
    Trick. Scatter caltrops that bleed and cripple foes.
    Bleed.png2Bleeding (3s): 255 Damage
    Cripple.pngCripple (10s): -50% Movement Speed
    Duration.pngCaltrops Duration: 10 seconds
    Radius.pngRadius: 240
    Unblockable.pngUnblockable
    in the main fighting zone. Chose between your own team (to cripple enemy melees) or the enemy backline (to scatter enemies out of the AoE).
    • If there's a downed enemy and some more enemies are rezzing, lay down caltrops and use the opportunity to inflict tons of bleeding on all opponents to get another downed enemy.
  • Some enemy heal skills also cure conditions and you do not want someone to luckily remove your stacks although he wanted to heal from something else. Try to interrupt those skills or hold back your burst.
  • 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
    to protect downed or low allies, but beware of them attacking and breaking stealth.
  • If you have
    Sleight of Hand 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%
    , use it to interrupt enemies stomping your mates.
  • In a offensive strong team, a well used
    Body Shot 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
    can be a death sentence for squishy enemies. Do not hesitate to use it if you have 2 or more mates with you.
  • All teleports can be utterly confusing for enemies, if used in a crowded fight. Try to use
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    ,
    Shadow Strike 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
    and others often, if you are getting in trouble.
  • 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
    can be used(duh!). If a fight goes wrong and you have to escape, you do not need the passive anymore and should not hesitate to throw in the active!

Additional Notes[edit]

  • You are exceptionally well at slaying NPCs such as the enemy lord, Utahein or Svanir. Those can't deal well with your permanent evasion and can be kited through
    Caltrops Caltrops
    1Activation.png
    30Recharge.png
    Caltrops
    Trick. Scatter caltrops that bleed and cripple foes.
    Bleed.png2Bleeding (3s): 255 Damage
    Cripple.pngCripple (10s): -50% Movement Speed
    Duration.pngCaltrops Duration: 10 seconds
    Radius.pngRadius: 240
    Unblockable.pngUnblockable
    all the time.
    • You can solo the enemy lord on foefire without slaying the other NPCs and sometimes even while under attack from enemy players (except if they manage to kill you through your evasion, but you should be able to withstand one weaker enemy). For this, enter the base, stealth and get to the lord without aggroing the melee NPCs at the entrance to the lord room. Then lay down caltrops and start spamming
      Death Blossom Death Blossom
      4Initiative.png
      ½Activation.png
      Death Blossom
      Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
      Damage.png3Damage: 147
      Bleed.png3Bleeding (10s): 1,275 Damage
      Book.pngEvade: 0.25 seconds
      Combo.pngCombo Finisher: Whirl
      Range.pngRange: 130
      . If you are under heavy attack, you will need to evade the lords stunning charge with your
      Death Blossom Death Blossom
      4Initiative.png
      ½Activation.png
      Death Blossom
      Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
      Damage.png3Damage: 147
      Bleed.png3Bleeding (10s): 1,275 Damage
      Book.pngEvade: 0.25 seconds
      Combo.pngCombo Finisher: Whirl
      Range.pngRange: 130
      . When you're out of initiative, lay down
      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
      and stealth, while the lord ticks down with 20+ Stacks of Bleeding. Then watch out for his healing skill and interrupt it with
      Sleight of Hand 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%
      to secure the kill.


Counters[edit]

  • Repeated condition remove
    • Note: There is no single condition remove in the game which has such a low CD that it can completely shut you down. However, some bunker guards or water elementalists may be very tough to get down on your own, but those usually don't bring enough damage to kill you either.
  • Stunlocks, especially if you didn't chose a repositioning stunbreaker like
    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
    for slot 9.
  • Upcoming boon "Resistance" completely nullifies any condition damage. If it's too easy accessible, you can't go without Bountyful Theft Bountyful Theft.
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