Quote:
Originally Posted by Atreides
I'll explain **** later...
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alright,
First off, the resurrection utility you get as a thief is ****ing ridiculous. Blinding powder has a small AoE stealth to it. Run up to who ever you want to res(or execute), and pre-empt with blinding powder to conceal yourself. On top of that stealthing allies grants them regen. This counts towards their rally if they aren't completely dead.
shadow refuge - more group stealth/healing. This may also be a bug that'll be fixed, but the pulses from shadow refuge re-stealth you, stacking might each time thanks to the 25 point shadow arts passive. This refuge is also a dark combo filed.
Acrobatics: 5 point passive gives a nice speed boost when you evade - works while swimming too. 10 point passive reduces fall damage, also procs a small AoE stealth on you and nearby allies when you take fall damage.
Trickery: Caltrops when you dodge is a good way to cripple/bleed without having to spend initiative. Bountiful theft and thrill of the crime both give big boons to allies when you steal.
combat: dagger offhand ability places you in stealth. In combination with every other means of stealthing; you can keep regen and might rolling most of the time. Passives from trickery extend max initiative by 3, as well as grants 3 when you steal making for a good emergency reserve. You could also swap out the signet for something like roll for initiative, which I think gives 6 on use.
Short Bow - Easily my most used weapon. AoE poison/combo field ability. But what I spam the most is the #2. Its a ground-target based cluster bomb. You can detonate the projectile mid-air to explode into 3 cluster bombs that each apply a bleed (I believe the detonated version doesn't count as a combo finisher). Essentially, you can pointblank spam this ability to stack bleeds up to 15 in a matter of seconds. It's also a good way to harass players on the other side of a keep gate (shoot the door from you side, and it'll hit players on the other side). The #3 is a disengage shot that launches you away from your target, as well as cripples them. The #5 blinks you to your ground target - allowing you to blink down the field for faster mobility.
I like this for instances and WvW. Getting downed allies back up safely is something I've found to be a big difference maker.