Build
First Weapon Set
Dagger/Dagger
Utility
Elite
3
¾
Heartseeker
4
½
Death Blossom
3
¼
Dancing Dagger
6
½
Cloak and Dagger
1¼
15
Signet of Malice
Signet Passive: Heals when your attack.
Signet Active: Gain health.
Signet of Malice: 132
Healing: 3,275
½
30
Smoke Screen
45
Assassin's Signet
Signet Passive: Grants increased power.
Signet Active: Deal 15% more damage on your next five attacks.
Passive Power Increase: 180 Power
5Assassin's Signet (20s): Deal 15% more damage on your next five attacks.
30
Signet of Agility
1½
180
Thieves Guild
Deception. Call more thieves to support you in combat.
Number of Thieves: 2
Duration: 30 seconds
OR
Chain. Slice your foe.
Damage: 195
Range: 130
3
Infiltrator's Strike
6
¾
Pistol Whip
4
Headshot
6
½
Black Powder
Second Weapon Set
¼
Trick Shot
3
½
Cluster Bomb
4
¼
Disabling Shot
4
½
Choking Gas
6
Infiltrator's Arrow
Skill Variants
Weapon
- Shortbow should be used for stacking might/stealth and pulling targets, prior to an encounter. Sword / Pistol should be swapped with Dagger / Dagger for trash and cleave situations.
Skills
Hide in Shadows 1
30
Hide in Shadows
Withdraw 18
Withdraw
Trick. Roll backward while healing and evade attacks. Cures immobilization, chill, and crippling.
Healing: 4,344
Evade: 0.75 seconds
Haste 60
Haste
Shadow Refuge ¼
60
Shadow Refuge
Blinding Powder 40
Blinding Powder
Signet of Shadows 30
Signet of Shadows
Signet Passive: Grants a 25% increase in movement speed.
Signet Active: Blind foes near your target.
Blindness (5s): Next outgoing attack misses.
Radius: 240
Range: 1,200
Shadowstep 50
Shadowstep
Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
Breaks stun
Range: 1,200
Dagger Storm 7½
90
Dagger Storm
- All these skills can be swapped in when they're appropriate.
Traits
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
- If you are in need of longer solo/party stealth, go 3 into shadow arts.
- Optimally when primarily using Sword/Pistol:
- Use
Combined Training Dual skills deal more damage.
Damage Increase: 5%
over
Dagger Training Dagger damage is increased.
Damage Increase: 5%
.
- Consider taking one point out of Deadly Arts and move it to Trickery for extra initiative.
- If you party with an elementalist and plan on using his conjured weapons, use
Improvisation Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions). Deal bonus damage when wielding a bundle.
Damage Increase: 10%
over
Dagger Training Dagger damage is increased.
Damage Increase: 5%
- If your party lacks Fury, consider taking
Thrill of the Crime over
Flanking Strikes Increases damage when attacking a foe from behind or the side.
Damage Increase: 5%
and
Furious Retaliation 30
Furious Retaliation
Gain fury when your target falls below the health threshold.
Health Threshold: 50%
Fury (10s): 20% Critical Chance
over
Critical Haste 30
Critical Haste
You have a chance to gain quickness on a critical hit.
Trigger Chance: 25%
Quickness (2s): Skills and actions are 50% faster.
.
Weapons
First Weapon Set
- Dagger
- Stats: Berserker (Power/Precision/Ferocity)
Superior Sigil of the Night Superior Sigil of the Night Outgoing damage is increased by 10% at night.
Mighty Infusion
- Dagger
- Stats: Berserker
Superior Sigil of Force Superior Sigil of Force
Mighty Infusion
|
Second Weapon Set
- Shortbow
- Stats: Berserker
Superior Sigil of Bloodlust Superior Sigil of Bloodlust Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
Superior Sigil of the Night Superior Sigil of the Night Outgoing damage is increased by 10% at night.
Mighty Infusion
-
|
Sigil Variants
- If you're not in a night time dungeon swap
Superior Sigil of the Night
Superior Sigil of the Night Outgoing damage is increased by 10% at night.
for:
Superior Sigil of Frailty 2
Superior Sigil of Frailty 50% Chance on Hit: Inflict Vulnerability (10 seconds). (Cooldown: 2s)
- for day time dungeons.
Superior Sigil of Undead Slaying
Superior Sigil of Undead Slaying
- for the Arah dungeon.
Note: it's better to keep a weapon for each variant in your inventory than swapping sigils all the time because sigils can be expensive.
Equipment
- Full Berserker (Pow, Prec, Ferocity) Armour+Accessories
- Use
Superior Rune of the Scholar
Superior Rune of the Scholar (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
Food/Potions
- Consumables that you want to have (can buy cheaper variants of most)
- Buy 10% slaying pots (Undead/Inquest/Destroyer/Flame Legion/Outlaw/Elemental/Dredge/Nightmare Court/Brood/Svanir/Scarlet/...) as well as : (depends on what you are doing) :
Superior Sharpening Stone
Superior Sharpening Stone Nourishment (30 m):
Gain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills Consumable
Bowl of Sweet and Spicy Butternut Squash Soup
Bowl of Sweet and Spicy Butternut Squash Soup Nourishment (1 h):
+100 Power+70 Ferocity+10% Experience from Kills Consumable
Plate of Truffle Steak
Plate of Truffle Steak Nourishment (30m):
+100 power+70 precision+10% Experience from kills Consumable
Plate of Steak and Asparagus
Plate of Steak and Asparagus Nourishment (30 m):
+80 power+60 precision+10% Experience from kills Consumable
Bowl of Curry Butternut Squash Soup
Bowl of Curry Butternut Squash Soup Nourishment (30 m):
+100 Precision+70 Ferocity+10% Experience from Kills Consumable
Bowl of Seaweed Salad
Bowl of Seaweed Salad Nourishment (30m):
60% chance to gain swiftness when you kill a foe+10% damage while moving+10 Experience from kills Consumable
Toxic Maintenance Oil
Toxic Maintenance Oil Nourishment (30 m):
Gain Concentration equal to 3% of your PowerGain Concentration equal to 6% of your Condition Damage+10% Experience from Kills Consumable
(solo/duo/trio)
Skale Venom (consumable)
Dragon's Breath Bun
Dragon's Breath Bun Nourishment (20 m):
+200 power for 30s after killing an enemy+70 Ferocity+10% Experience from Kills Consumable
Slice of Candied Dragon Roll
Slice of Candied Dragon Roll Nourishment (20 m):
66% to steal life on critical.+70 precision+10 Experience from kills Consumable
(solo/duo/trio/nab)
Usage
- Dagger/Dagger will primary be used for single target damage on bosses when you are not holding an Elementalist Conjure Weapon.
Cloak and Dagger 6
½
Cloak and Dagger
then
Backstab ¼
Backstab
. A full auto attack rotation
Double Strike
Wild Strike
Lotus Strike ¼
Lotus Strike
then Repeat.
- The
Revealed duration will last for the full auto attack and you will receive a 200 Power bonus from
Revealed Training Gain extra power when striking an enemy from stealth.
Revealed: You cannot stealth
Power: +200
. As you start your second and beyond
Cloak and Dagger 6
½
Cloak and Dagger
your
Revealed buff will disappear as you start the C&D animation and you will regain stealth for
Backstab ¼
Backstab
.
- Sword/Pistol will primary be used for cleaving and blinding packs of trash mobs. Their really isn't a DPS rotation for Sword/Pistol but as trash mobs run towards you and your allies. Use
Black Powder 6
½
Black Powder
to blind them and mitigate the incoming damage.
Pistol Whip 6
¾
Pistol Whip
gives evades during the second portion and a slight DPS increase over the auto attack but careful to not burn all your initiative and lose the minor trait
First Strikes.
Pistol Whip 6
¾
Pistol Whip
hits once as a stun so you an interrupt key skills from enemy trash. Then the second portion hits for a cleaving 8 times, allowing you gain a significant amount of health from
Signet of Malice 1¼
15
Signet of Malice
Signet Passive: Heals when your attack.
Signet Active: Gain health.
Signet of Malice: 132
Healing: 3,275
.
- When stealthing by trash as an organised group,
Black Powder 6
½
Black Powder
should be used as the primary smoke field due to lack of cooldown. Have party members chain blasts in this field with you, while you blast it with
Cluster Bomb 3
½
Cluster Bomb
. The duration of the smoke field only lasts for 4s so you will need help from your party in order to be stack a significant amount of stealth. In less organised groups
Smoke Screen ½
30
Smoke Screen
gives a longer stealth field for easier stealthing.
Shadow Refuge ¼
60
Shadow Refuge
gives a large amount of area stealth without needing to use blast finishers. This skill is most useful when trying gain stealth next to or on top of trash mobs. Most blast finishers cause AoE damage and will cause
Revealed if you are to close to enemy mobs.
Blinding Powder 40
Blinding Powder
gives 3s of stealth, is a blast finisher, and causes no damage making it very useful when running past difficut trash runs. You can use this skill to add a few extra seconds of stealth to your allies with little risk.
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