Difference between revisions of "Thief - VenomShare"

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==Traits==
 
==Traits==
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===Trait Variants===
 
===Trait Variants===

Revision as of 08:13, 3 May 2015

Game mode was unspecified in template

Silver Medal Icon.png
This build received an overall rating between 3.75 and 4.75 out of 5.00 and qualified for the second best category of working builds: Good.

Modified: Expression error: Unrecognized punctuation character ",".

This build has been designed for the following use:

Zerg

Information

Maximum condition duration for highest potential effect.

Build

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
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
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
Skale Venom
40Recharge.png
Skale Venom
Venom. Apply vulnerability and torment with your next few attacks.
Skale Venom.png4Skale Venom (30s): Your attacks inflict vulnerability and torment.
Vulnerability.pngVulnerability (10s): 1% Incoming Damage
Torment.pngTorment (5s): 80 Damage, 159 Damage if Moving
Book.pngNumber of Attacks: 4
Duration.pngVenom Duration: 30 seconds
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

Skill Variants

Optional.png Optional Heal

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.
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
for a strong heal and condi cleanse. Can synergize with Shadow Art Adept traits. Can immobilize a target using Shortbow.
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 exceptionally strong when tagging multiple enemies. Synergizes with Shortbow's
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 the weakest self-heal, but does provide some support for your party. Should only be taken in organized groups or by very experienced players. Not recommended for new players as the party heal, self heal, and leeching is unexceptional compared to the survivability of other heals.
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

can be replaced with

Skale Venom Skale Venom
40Recharge.png
Skale Venom
Venom. Apply vulnerability and torment with your next few attacks.
Skale Venom.png4Skale Venom (30s): Your attacks inflict vulnerability and torment.
Vulnerability.pngVulnerability (10s): 1% Incoming Damage
Torment.pngTorment (5s): 80 Damage, 159 Damage if Moving
Book.pngNumber of Attacks: 4
Duration.pngVenom Duration: 30 seconds
for more experienced users that can position themselves extremely well (one bad stun and you will be useless to your zerg).
Ice Drake Venom 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

or

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

can be replaced with

Signet of Agility Signet of Agility
30Recharge.png
Signet of Agility
Signet Passive: Grants increased precision.
Signet Active: Refills endurance and cure a condition for each nearby allies.
Signet of Agility.pngPassive Effect: 180 Precision
Book.pngConditions Removed: 1
Book.pngEndurance Gain: 100
Book.pngNumber of Targets: 5
Radius.pngRadius: 360
for less self support and more party support (it will fully restore endurance and remove a condition for you and four others).
Tripwire Tripwire
½Activation.png
30Recharge.png
Tripwire
Trap. Set a trap that knocks down foes when triggered.
Cripple.pngCripple (5s): -50% Movement Speed
Knockdown.pngKnockdown: 3 seconds
Unblockable.pngUnblockable
or
Needle Trap Needle Trap
½Activation.png
30Recharge.png
Needle Trap
Trap. Set a trap that immobilizes and poisons foes when triggered.
Immobilize.pngImmobilize (3s): Unable to move.
Poison.pngPoison (10s): 335 Damage, -33% Heal Effectiveness
Bleed.png3Bleeding (10s): 660 Damage
Unblockable.pngUnblockable
for some good unblockable CC.

Traits

AdeptMasterGrandmaster

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Trait Variants

Move 2 points out of Trickery and into Deadly Arts for

Residual Venom Residual Venom
Residual Venom
Applied venoms last an additional strike.

, providing more AoE CC and less single-target harassment.

You could move 2 or 4 points out of Trickery and into Acrobatics for:

Descent of Shadows Descent of Shadows
Descent of Shadows
Release Blinding Powder when you take falling damage. You take less damage from falling.
Damage.pngDamage Reduced: 50%
Master Trapper Master Trapper
Master Trapper
Reduces recharge on Traps.
Book.pngRecharge Reduced: 20%
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

Switch

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

to

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

if you are part of the dps backline to further increase their damage while sharing snares.


Weapons

We're opting for power damage as none of our venoms deal any considerable amount of condition damage. Power increases the amount of damage you do with leeching venom, whereas condition damage will have no effect. The sigil of fire can proc venoms applying it to 5 foes hit by it.

The Dagger/Pistol set is not for damage but for stacking stealth on yourself or party members. Therefore flexibility is afforded to the player with a slight suggestion towards having defensive sigils like Hydromancy or Energy for extra safety.

First Weapon Set
  • Main Hand
Shortbow
Stats: Giver
Superior Sigil of Malice Superior Sigil of Malice
Superior Sigil of Malice.pngSuperior Sigil of Malice
+10% condition duration.
Superior Sigil of Fire Superior Sigil of Fire
5Recharge.png
Superior Sigil of Fire.pngSuperior Sigil of Fire
50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
  • Main Hand
Dagger
Stats: Berserker's/Soldier's/Sentinel's
  • Off Hand
Pistol
Stats: Berserker's/Soldier's/Sentinel's

Weapon Variants

The only sigil that can truly be replaced is Malice. If you'd like to run a sigil of bloodlust that is fine. A Berserker's shortbow with Bloodlust and Fire are already used in many thief builds and will provide good mileage in other builds as well.

Equipment

Armor
Stats: Berserker's/Soldier's

Rune:

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% Condition Duration; +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed

Trinkets
Stats: Berserker's/Soldier's

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% Condition Duration; +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed
4x
Superior Rune of the Nightmare Superior Rune of the Nightmare
Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
(1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
and 2x
Superior Rune of the Mad King Superior Rune of the Mad King
Superior Rune of the Mad King.pngSuperior Rune of the Mad King
(1): +25 Power (2): +5% Condition Duration (3): +50 Power (4): +15% Bleeding Duration (5): +100 Power (6): +20% Bleeding Duration; Summon ravens to attack nearby enemies by activating an elite skill. (Cooldown: 45s)
for greater condition duration if you're not capping via food.
Superior Rune of Lyssa Superior Rune of Lyssa
Superior Rune of Lyssa.pngSuperior Rune of Lyssa
(1): +25 Precision (2): +5% Condition Duration (3): +50 Precision (4): When you use a heal skill you gain a random boon for 10 seconds. (Cooldown: 10s) (5): +100 Precision (6): When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45s)
for greater condition removal and half the condition duration.


Usage

Condition Duration

There are many aspects that affect condition duration for your build. 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:

  • Deadly Arts - If you opt for 6 points instead of 4, you'll increase your condition duration from 20% to 30%
  • Runes - Traveler's gives 10%, Lyssa gives 5%, a combination of Nightmare and Mad King runes gives 20%
  • Food - Can give 36-40% depending on type
  • Utility Potions - Can give 10% if you buy the expensive "toxic" version
  • Weapons - A giver's shortbow will give 20%
  • Sigils - A sigil of Malice can give another 10%

A cheap setup would be to use 6 points in DA, get the nightmare+mad king variation, 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 4 points in DA, Traveler runes, Food, Giver's Shortbow, and a Sigil of Malice for 96-100%. Note: this method still avoids having to buy expensive utility potions, but gives you 3 more initiative and boon strip capabilities.

It may be worth noting that Frost Bow increases condition duration by 10% and will affect venoms activated while holding it.

Combat

  • You can cast some venoms 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.
  • Devourer Venom works on all foes and 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. Do not use on enemies with stability.
  • 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
    ).
  • You may party with certain people to prioritize them receiving your buffs.
  • Save your initiative. Your auto-attacks + sigil of fire will be plenty for administering snares to the enemy. You will want to use your skills for group support or safety (such as blasting fields or stacking stealth)
  • 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 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.

Counters

  • Not enough people to share venoms with severely reduces the usefulness of your role
  • A lack of combo fields will also make you less effective
  • Dying while trailing the hammer train.
  • Stuns
  • Bad positioning
  • Reflects can hurt your own team when sharing venoms
  • Power rangers can snipe you and you have very little safety against them aside from shadowstepping further away from them or behind them to break the burst cast
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