Thief Overhaul - Core/SotO Skills
Weapon Skills
Shortbow
The current shortbow skillset is a clunky hybrid weapon that has recently fallen out of favor as a viable ranged weapon due to ini cost increases that killed its mobility. Replaced by Rifle with the introduction of weaponmastery, the skills have noticeable detriments attached to each one. This weapon is arguably the crappiest weapon to have in the game as most of the attacks barely deal damage or have an effect that has little impact on combat. Its only saving grace is it's really good for tagging. So for this Overhaul idea, Shortbow is going to become a ranged power weapon with utility-based condition application and a focus on area denial.
1.) Trick Shot (¼s)
Quickly fire an arrow that bounces between foes.
Damage: 304 (.75)
Number of Bounces: 3
Combo Finisher: Physical Projectile (20% Chance)
Range: 900
2.) Cluster Bomb (½s) (6s CD) (Ground Targeted)
Fire a cluster bomb that explodes and spreads miniature explosions into the targeted area. Gain Initiative when performing a blast finisher.
Explosion Damage: 732 (1.7)
Impact Damage (4x): 960 (2.0)
Explosion Targets: 5
Impact Targets: 3
Explosion Radius: 240
Impact Radius : 180
Combo Finisher: Blast
Initiative Gain: 1
Range: 900
3.) Disabling Shot Escapist's Arrow (¼s) (3s CD) (Ground Targeted)
Shadowstep to a targeted area, leaving behind Caltrops. Gain a stack of the Gambit Triple Shot each time an enemy is affected by your Caltrops.
Damage: 183 (.5)
Torment (5s): 110 Damage, 159 Damage If Foe Is Stationary
Bleed (5s): 110 Damage
Cripple 5s
Duration: 5s
Maximum Count: 2
Count Recharge: 10s
Radius: 180
Range: 900
Gambit: Triple Shot
Triple Shot (½s)
(Gambit) Simultaneously fire three debilitating arrows at your target.
Damage (3x): 769 (2.1)
Poison 8s: 268 Damage, -33% Heal Effectiveness
Weakness (6s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
Cripple 8s
Maximum Count: 3
Range: 900
4.) Choking Gas (½s) (Ground Targeted)
Fire a shot that dazes on impact and poisons target area. Poison duration is extended every pulse. Gain initiative when you daze targets.
Damage: 440 (1.2)
2 Poison 6s: 404 Damage, -33% Heal Effectiveness
Duration Increase per Pulse 1s
Initial Daze: 2s
Initiative Gain: 1
Number of Targets: 5
Pulses: 4
Field Duration: 3s
Maximum Count: 3
Count Recharge: 9s
Radius: 240
Combo Field: Poison
Defiance Break: 200
Range: 900
5.) Infiltrator's Arrow (½s) (Ground Targeted)
Fire an arrow and Shadowstep to the targeted area, leaving a cloud that blinds nearby foes.
Damage: 549 (1.5)
Blindness (2s): Next outgoing attack misses.
Number of Targets: 5
Pulses: 3
Field Duration: 2s
Maximum Count: 2
Count Recharge: 12s
Radius: 180
Range: 900
Sword (Mainhand Only)
Sword is a fairly slow weapon for thief and lacks the power to make up for it. The damage is loaded onto the auto attack and the dual skills have both been nerfed many times. There is also the issue of forced movement skills and aftercasts that make this weapon leave a bad taste in one's mouth. On top of that, it stuck in Acro jail which is a bad line in itself. It might not be as bad if there were more offhands. Thankfully, two were added for this overhaul. And true to its original design, it will be a power-melee weapon with additional stealing mechanics.
1a.) Slice (½s)
Slice your foe.
Damage: 312 (.85)
Number of Targets: 3
Range: 130
--> Slash (¼s)
Slash your foe.
Damage: 312 (.85)*
Number of Targets: 3
Range: 130
--> Crippling Strike (½s)
Cripple your foe with a final strike.
Damage: 513 (1.4)
Cripple (2s): -50% Movement Speed
Weakness (2s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
Number of Targets: 3
Range: 130
2.) Infiltrator's Strike (6s CD)
Shadowstep to your target and steal stamina. Use Infiltrator's Return to shadowstep back, cure a condition and steal a boon from foes in range.
Damage: 660 (1.8)
Weakness (3s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
Vigor (3s): +50% Endurance Regeneration
Swiftness (5s): +33% Movement Speed
Combo Finisher: Leap
Number of Targets: 3
Range: 900
--> Infiltrator's Return (¼s)
RSteal a boon from nearby enemies and then return to your original location, curing one condition.
Duration: 15s
Conditions Removed: 1
Boons Stolen: 1
Number of Targets: 3
Radius: 240
Range: 1200
3.) Sword Dual Attacks and Offhand Skills
No Offhand
- Stab (2s CD)
Damage: 385 (1.05)
Number of Targets: 3
Range: 130
Dagger OH
- Flanking Strike Stiletto (½s) (8s CD)
(Dual Wield) Covertly tether yourself to your target with a dagger as you backstep. Evading an attack gives you access to a powerful Gambit, Bladesnap. Changes to Larcenous Strike.
Damage: 293 (.8)
Evade: ½s
Stiletto (10s)
Evade Distance: 300
Range: 130
Unblockable
Gambit: Bladesnap
NOTE: Attack portion is instant. Will still give you Larcenous Strike whether you hit or not.
Bladesnap (½s)
(Gambit) Cleave at blinding speeds, briefly stunning struck enemies and giving initiative per enemy struck. Interrupting a skill steals its recharge time. This affects both weaponsets.
Damage: 881 (2.4)
Stun: 1s
Enemy Cooldown Increase: 8s
Cooldown Reduction per Weapon Skill: 1s
Initiative: 1
Number of Targets: 3
Defiance Break: 100
Range: 130
--> Larcenous Strike (½s) (2s CD)
Shadowstep to your tethered target and steal boons from them. Siphon health from those without boons.
Boons Stolen: 2
Damage: 587 (1.6)
Siphon Damage: 1174 (.16)
Siphon Healing: 939 (.32)
Duration: 10s
Number of Targets: 3
Distance: 600
Range: 130
Pistol OH
- Pistol Whip (¾s) (10s CD)
(Dual Wield) Stun enemies with a pistol bash, followed by a quick slash. Gain a powerful Gambit if you interrupt an attack.
Initial Damage: 273 (.75)
Damage: 551 (1.5)
Stun: ¾s
Evade: ¼s
Number of Targets: 3
Defiance Break: 100
Range: 130
Gambit: Mach Strike
Note: The initial bash is 1/4s of the animation.
Mach Strike (1s)
(Gambit) Gain quickness and slash many times, stealing time from those you hit.
Initial Quickness (½s): Skills and actions are faster.
Damage (4x): 1,160 (3.16)
Quickness (½s): Skills and actions are faster.
Slow (¾s): Skills and actions are slower.
Number of Targets: 3
Range: 130
Shield OH
- Shield Vortex (¾s) (10s CD)
(Dual Wield) Slash in a circle while blocking and steal barrier from enemies. Gain a strong supportive Gambit when you strike a barrier. Changes to Umbra Slash.
Block: ¾s
Damage: 183 (.4)
Barrier Siphon: 100% of Damage
Min. Damage to Barrier: 20%
Number of Targets: 5
Radius:130
Unblockable
Gambit: Dark Armor
Dark Armor (½s)
(Gambit) Grant nearby allies a wall of shadows.
Barrier: 1,593 (.9)
Protection (5s): -33% Incoming Damage
Resolution (5s): Incoming Condition Damage decreased by 33%.
Resistance (5s): Nondamaging conditions currently on you are ineffective.
Breaks Stun
Number of Allies: 5
Range: 300
--> Umbra Slash (¾s)
Consume your barrier and send out a shadowy blade that strikes foes in a line. Beam damage is based on amount of barrier consumed.
Physical Damage: 366 (.8)
Barrier to Beam Damage: 50%
Number of Targets: 5
Beam Range: 600
Range: 130
Pierces
Focus OH
- Shadowbind (¾s) (12s CD)
(Dual Wield) Send out a wave of shadow magic that tethers enemies it hits and drains them of darkness. They take constant damage while they are tethered. Changes to Summon.
Damage: 660 (1.5)
Shadowbind (10s): 880 (2.0)
Burning (1s): 131 Damage
Interval: 1s
Number of Targets: 5
Max Tether Range: 900
Range: 450
--> Summon (½s)
Pull tethered foes towards you and steal boons from them. Gain stacks of Gluttonous Shade for each foe you interrupt.
Damage: 660 (1.5)
Boons Stolen: 1
Pull: 600
Unblockable
Gambit: Gluttonous Shade
Gluttonous Shade (½s) (2s CD)
(Gambit) Place a large shadow on the ground that steals boons and health from enemies. Grant stolen boons and health to allies around you. Siphon more if they have barrier and even more if they have no boons.
Barrier Siphon Bonus: 50%
Bonus vs No Boons: 25%
Siphon Damage: 325 (.45)
Siphon Healing: 244 (.2)
Boons Stolen: 1
Interval: 1s
Duration: 5s
Number of Targets:5
Number of Allies: 5
Maximum Count: 3
Combo Field: Dark
Radius: 180
Range: 1200
Dagger
Dagger is the staple of the thief's arsenal and offers as much utility as it does damage. Its high speed allows you to get in many hits which benefits one of the most powerful passive heals in the game. However, this is a hybrid weapon with non-hybrid skill sets and this limits use of some skills depending on which stats you take. Dagger would be better suited for conditions, however, and even better for applying venoms. And that's what they'll be doing for this overhaul.
1.) Double Strike
Strike twice, inflicting multiple conditions.
Damage (2x): 298 (.8)
Bleeding (12s): 264 Damage
Poison (6s): 201 Damage, -33% Heal Effectiveness
Number of Targets: 2
Range: 130
--> Wild Strike
Strike your foe again, stealing stamina.
Damage: 293 (.8)
2 Torment (6s): 264 Damage, 384 Damage if Foe is Stationary
Vigor (5s): +50% Endurance Regeneration
Swiftness (5s): +33% Movement Speed
Number of Targets: 2
Range: 130
--> Lotus Strike (¼s)
Strike a final time, debilitating those struck. This strike consumes an extra venom and grants initiative.
Damage: 440 (1.2)
2 Vulnerability (8s): +2% Incoming Damage, +2% Incoming Condition Damage
Weakness (3s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
Additional Venom Use: 1
Range: 130
Initiative Gain: 1
2.) Heartseeker (¾s) (5s CD)
Leap and strike at your foe, dealing heavy bleeding. Deal extra damage and bleeding to enemies below the threshold. This strike uses all remaining venom stacks.
Damage: 367 (1.0)
Below 50%: 550 (1.5)
4 Bleeding (5s): 440 Damage
Below 50% - 4 Bleeding (5s): 440 Damage
Combo Finisher: Leap
Range: 450
3.) Dagger Dual and Offhand Skills
No Offhand
- Twisting Fangs (½s) (2s CD)
Spin in place, hitting foes. Each hit causes bleeding.
Damage (2x): 232 (.63)
2 Bleeding (10s): 440 Damage
Number of Targets: 3
Range: 130
Dagger OH
- Deathblossom Flashing Blades (¼s) (9s CD)
(Dual Wield) Throw numerous daggers in a narrow cone and inflict conditions to foes. Apply venom if you strike and gain a powerful Gambit if you land enough strikes.
Damage (6x): 393 (1.2)
2 Bleeding (8s): 352 Damage
2 Poison (8s): 536 Damage, -33% Heal Effectiveness
2 Torment (8s): 352 Damage, 512 Damage if Foe is Stationary
Number of Targets: 3
Combo Finisher: Physical Projectile (20% Chance)
Threshold: 3
Range: 900
Gambit: Death Blossom
Venom: Spider Venom
Venom: Spider Venom
Coat weapon with venom that inflicts poison with each strike.
Poison (6s): 202 Damage, -33% Heal Effectiveness
Number of Targets: 5
Number of Strikes: 6
Duration: 30s
Radius: 300
Death Blossom
(Gambit) Throw six seeking daggers that inflict many conditions. Close targets are also hit.
Damage (6x): 393 (1.2)
Bleeding (12s): 264 Damage
Poison (12s): 402 Damage, -33% Heal Effectiveness
Torment (12s): 264 Damage, 384 Damage if Foe is Stationary
Confusion (12s): 222 Damage, 196 Damage on Skill Use
Cripple (12s): -50% Movement Speed
Slow (6s): Actions are slower.
Number of Targets: 3
Range: 900
Pistol OH
- Sharktooth Dagger (¼s) (10s CD)
(Dual Wield) Shadowstep to your target to lodge a dagger into them. They become marked. Changes to Bullet Prodigy if successful. Debuff ends if foe gets out of range.
Damage: 440 (1.2)
Sharktooth Dagger (15s)
Range: 900
--> Bullet Prodigy
Shoot the stuck dagger through the marked target and stun them. Gain a powerful Gambit if you interrupt a skill.
Damage: 880 (2.4)
Stun: 1s
Duration: 10s
Defiance Break: 100
Range: 900
Unblockable
Gambit: Skale Venom
Skale Venom
Your attacks apply vulnerability and torment.
Venom: Skale Venom
2 Vulnerability (10s): +2% Incoming Damage, +2% Incoming Condition Damage
Torment (6s): 132 Damage, 190 Damage if Foe is Stationary
Number of Targets: 5
Number of Attacks: 5
Duration: 30s
Radius: 300
Shield
- Reef Drake Venom (10s CD)
(Dual Wield) Smash a vial of Reef Drake Venom on the ground with your shield, creating a cloud that coats weapons and disorients enemies. Gain stacks of the Gambit Riot Grenade for each ally you grant venoms to.
3 Confusion (5s): 165 Damage, 148 Damage on Skill Use
Number of Targets: 5
Range: 240
Gambit: Ettinade
Venom: Reef Drake Venom
Venom: Reef Drake Venom
Coat your weapons in venom that confuses with each strike.
Confusion (6s): 110 Damage, 98 Damage on Skill Use
Number of Targets: 5
Number of Strikes: 5
Duration: 30s
Radius: 300
Riot Grenade (½s)
(Gambit) Throw a grenade filled with Reef Drake Venom at target area, inflicting random conditions every second.
Damage: 183 (.4)
Poison (6s): 202 Damage, -33% Heal Effectiveness
Torment (5s): 110 Damage, 160 Damage if Foe is Stationary
Weakness (4s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
2 Vulnerability (6s): +1% Incoming Damage, +1% Incoming Condition Damage
Conditions per Interval: 1
Interval: 1s
Maximum Count: 3
Number of Targets: 5
Combo Field: Ethereal
Radius: 180
Range: 900
Focus
- Salamander Venom (½s) (12s CD)
(Dual Wield) Apply Salamander Venom to your weapons and then to the ground in front of you.
Burning (1s): 131 Damage
Number of Targets: 3
Number of Allies: 5
Number of Strikes: 6
Number of Fields: 3
Duration: 5s
Combo Field: Fire
Radius: 180
Range: 240
Venom: Salamander Venom
Venom: Salamander Venom
Coat your weapons in venom that burns with each strike.
Burning (3s): 393 Damage
Number of Targets: 5
Number of Strikes: 4
Duration: 30s
Radius: 300
4.) Dancing Dagger (¼s)
Throw a dagger that cripples foes and returns to you.
Damage: 440 (1.2)
Cripple (4s): -50% Movement Speed
Poison (6s): 202 Damage, -33% Heal Effectiveness
Torment (6s): 132 Damage, 191 Damage if Foe Is Stationary
Number of Bounces: 3
Maximum Count: 3
Count Recharge: 8s
Combo Finisher: Physical Projectile
Range: 900
5.) Cloak and Dagger (½s) (15s CD)
Stab your foe and vanish into stealth, leaving them vulnerable.
Damage: 587 (1.6)
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
5 Vulnerability (5s): +1% Incoming Damage, +1% Incoming Condition Damage
Range: 130
Pistol
Pistol is another hybrid weapon of thief's that didn't really gel with hybrid stats. It's effects, while spammable, were lackluster. At one point, there was a trait called ricochet that made its attacks bounce and this one trait was what really made them attractive. Anet eventually removed it and never returned it in spite of the years of calls for its return. Nowadays, its worse off. In this overhaul this weapon will see itself react well to boons that are on you at the time of activation should hopefully make up for the lack of spamming.
1.) Vital Shot (½s)
Bleed your foe with a shot to their vitals. This skill hits nearby foes when you have Might.
Damage: 211 (.575)
Bleeding (8s): 176 Damage
Might - Number of Targets: 3
Might - Radius: 150
Combo Finisher: Physical Projectile (20% chance)
Range: 900
2.) Bola Shot (½s) (6s CD)
Fire a set of immobilizing bolas at your target. Transfer a condition if it hits. Shoot a second one if you have Fury.
Damage: 184 (.5)
4 Vulnerability (5s): +5% Incoming Damage, +5% Incoming Condition Damage
Immobilize (1s): Unable to move.
Conditions Transfered: 1
Fury - Additional Projectiles: 1
Combo Finisher: Physical Projectile
Range: 900
3.) Pistol Dual and Offhand Attacks
No Offhand
- Repeater (1¼s) (2s CD)
Blast your foe with rapid fire from your pistol.
Damage (5x): 550 (1.5)
5 Bleeding (3s): 330 Damage
Combo Finisher: Physical Projectile
Range: 900
Dagger OH
- Shadow Strike (¼s) (6s CD)
Stab your foe and then shadowstep away to shoot them. Gain stacks of the Gambit Volley if you hit. Gain more stacks of Volley if you have Swiftness or Superspeed.
Damage: 330 (.9)
Shot Damage: 549 (1.5)
2 Torment (8s): 352 Damage, 512 Damage if Foe is Stationary
Bonus Volley: 1
Distance: 600
Dagger Range: 130
Range: 900
Combo Finisher: Physical Projectile
Gambit: Volley
Volley (1¼s)
(Gambit) Pepper foes in shots that inflict multiple conditions.
Damage (5x): 550 (1.5)
Bleeding (10s): 220 Damage
Poison (10s): 335 Damage, -33% Heal Effectiveness
Torment (10s): 220 Damage, 320 Damage if Foe is Stationary
Cripple (5s): -50% Movement Speed
2 Vulnerability (10s): +1% Incoming Damage, +1% Incoming Condition Damage
Maximum Count: 5
Combo Finisher: Physical Projectile (20% Chance)
Range: 900
Pistol OH
- Unload (1½s) (8s CD)
(Dual Wield) Blast your foe repeatedly with both pistols. Inflict Slow if you have Quickness. Gain the Gambit Reload if you land six or more shots.
Damage: 184 (.5)
Might (8s): 30 Power, 30 Condition Damage
Slow (½s): Actions are slower.
Number of Shots: 8
Range: 900
Gambit: Reload
Reload (¼s)
(Gambit) Replenish Initiative, ammo skills and reduce the cooldown of skills.
Initiative: 5
Ammo Replenished: 1
Weaponskill Cooldowns Reduced: 2 Seconds
Utility Cooldowns Reduced: 10%
Shield
- Retaliation Volley (2s) (10s CD)
(Dual Wield) Fire at foes from behind cover while reflecting oncoming fire, granting yourself barrier each hit. Gain a stack of Stability if you already have Stability or Aegis. Gain the Gambit Reload if you land four or more shots. This includes reflected projectiles.
Damage: 184 (.5)
Block (2s)
Barrier: 255 (.4)
Number of Shots: 6
Combo Finisher: Physical Projectile (20% Chance)
Bonus Stability (4s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Range: 900
Gambit: Reload
Reload (¼s)
(Gambit) Replenish Initiative, ammo skills and reduce the cooldown of skills.
Initiative: 5
Ammo Replenished: 1
Weaponskill Cooldowns Reduced: 2 Seconds
Utility Cooldowns Reduced: 10%
Focus
- Umbral Cover (¼s) (12s CD)
(Dual Wield) Encase yourself in a darkness that destroys projectiles and siphons health from foes it touches. Gain a powerful Gambit if you destroy a projectile or have a large stack of might.
Siphon Damage: 245 (.2)
Siphon Healing: 186 (.15)
Might Threshold: 10
Duration: 5s
Interval: 1s
Combo Field: Dark
Radius: 180
Blocks Projectiles
Gambit: Dark Piercer
Dark Piercer (¾s)
(Gambit) Fire an unblockable shot of darkness in a line that launches anything hit. This is not a projectile.
Damage: 1,128 (2.4)
2 Bleeding (12s): 528 Damage
Launch: 450
Number of Targets: 5
Defiance Break: 232
Range: 900
Unblockable
4.) Headshot
Daze your foe with a Headshot. Deal increased damage if you interrupt a skill or have vigor.
Damage: 367 (1.0)
Increased Damage: 50%
Daze: 2s
Maximum Count: 2
Count Recharge: 6s
Range: 900
5.) Black Powder (½s) (15s CD)
Fire a black powder shot, blinding your target and nearby foes when shot.
Damage: 551 (1.5)
Blindness (2s): Next outgoing attack misses
Number of Targets: 5
Pulses: 9
Duration: 8s
Radius: 180
Combo Field: Smoke
Combo Finisher: Physical Projectile
Range: 900
Shield
The lack of new offhands has been an issue thieves have been bringing up for a while. This was taken into consideration when the overhaul came to mind and two weapons caught my attention. Shield for a means of putting more passive defense into the very nerfed overhaul thief, and Focus to give thief a access to magic other than invisibility and shadowstepping. The shield acts as a power defensive weapon for the thief, but also as a catalyst to steal the barrier of their target. While it does provide many opportunities to defend, it also has a few attacks and support elements of its own.
4.) Shield Toss (¾s) (12s CD)
Bounce your shield between friends and foes, giving boons to allies while breaking barriers on enemies before returning to you.
Damage: 330 (.8)
Damage vs Barrier: 485 (1.2)
Protection (4s): -33% Incoming Damage
3 Vulnerability (8s): +3% Incoming Damage, +3% Incoming Condition Damage
Number of Bounces: 5
Range: 900
5.) Deft Defense (½s) (22s CD)
Block and then grant boons to you and nearby allies. Blocking an attack will grant even more boons.
Block: ½s
Protection (3s): -33% Incoming Damage
Resolution (3s): -33% Incoming Condition Damage
Blocked - Protection (2s): -33% Incoming Damage
Blocked - Resolution (2s): -33% Incoming Condition Damage
Blocked - Resistance (5s): Nondamaging conditions currently on you are ineffective.
Blocked - Stability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Number of Targets: 5
Radius: 240
Focus
The focus is a hybrid weapon that allows thieves to manipulate shadows to high degrees. By siphoning the element from their foes, a thief can take advantage of the unbalanced light magic to burn them. Or concentrate it to sap life from anything caught within.
4.) Font of Shadow (¾s) (16s CD)
Create a spring of shadow at your target's feet, damaging them at intervals if struck. Foes close by take damage aswell.
Damage (12x): 1,192 (2.4)
Poison (2s): 67 Damage, -33% Heal Effectiveness
Torment (2s): 44 Damage, 64 Damage if Foe is Stationary
Duration: 8s
Interval: ¾s
Number of Targets: 5
Combo Field: Dark
Radius: 240
Range: 1,200
5.) Dark Flare (½s) (20s CD) (Ground Targeted)
Converge darkness into an orb that explodes shortly after. The formation of the orb is unblockable, burns foes and steals their boons. Foes without boons burn hotter.
Initial Damage: 165 (.5)
Boons Stolen: 2
Burning (6s): 786 Damage
No boons - Burning (9s): 1,179 Damage
Explosion: 825 (2.0)
Number of Targets: 5
Combo Finisher: Blast
Delay: ¾s
Radius: 240
Range: 1,200
Unblockable
Spear
Considering underwater combat is dead content, I am not going to post any fun facts or a real description for either Spear or Harpoon Gun because they are rarely explored and therefore barely matter. Maybe later though. I have made a few changes and have included Gambits for each, but both remain mostly unchanged. Both are hybrids weapons and are getting CDs, so underwater skills will work best on hybrid builds.
1.) Stab (½s)
Stab your foe.
Damage: 385 (1.05)
Number of Targets: 3
Range: 150
--> Jab (¾s)
Jab your foe.
Damage: 422 (1.15)
Number of Targets: 3
Range: 150
--> Poison Tip (¾s)
Poison your foe with a final attack.
Damage: 488 (1.33)
Poison (6s): 201 Damage, -33% Heal Effectiveness
Number of Targets: 3
Range: 150
Initiative Gain: 1
2.) Flanking Dive (¾s) (6s CD)
Evade your foe and then strike, dealing increased damage from the side or behind.
Damage: 642 (1.75)
Damage when Flanking: 963 (2.625)
Evade: ¾s
Range: 150
3.) Unsuspecting Strike (¼s) (10s CD)
Shadowstep to your target and impale them. Striking from their flank or behind deals more damage and grants you a Gambit.
Damage: 275 (.75)
Damage when Flanking: 550 (1.5)
Number of Targets: 3
Range: 900
Gambit: Deadly Strike
Deadly Strike
Drive your spear into your foe, dealing heavy damage and debilitation.
Damage: 734 (2.0)
Weakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
5 Vulnerability (10s): +5% Incoming Damage, +5% Incoming Condition Damage
Range: 150
4.) Tow Line (½s) (10s CD)
Throw a spear that pulls enemies to you. Gain stealth and access to Hooked Spear if this skill hits.
Damage: 183 (.5)
Cripple (5s): -50% Movement Speed
Hooked Spear (8s): Now has access to Hooked Spear ability.
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
Pull: 600
Combo Finisher: Physical Projectile
Defiance Break: 150
Range: 900
--> Hooked Spear (¾s)
Spin around quickly, bleeding enemies caught in your spear's path.
Damage: 458 (1.25)
3 Bleeding (10s): 660 Damage
Number of Targets: 3
Range: 150
5.) Shadow Assault (½s) (15s CD)
Strike your foe repeatedly with a shadowy assault. Evades while active.
Damage (3x): 879 (2.4)
Number of Targets: 5
Evade: 2s
Range: 200
Harpoon Gun
The ranged underwater weapon.
1.) Piercing Shot (¼s)
Bleed multiple foes in a line with a piercing shot.
Damage: 202 (.55)
Bleed (4s): 88 Damage
Number of Targets: 5
Combo Finisher: Physical Projectile
Range: 1,200
Pierces
2.) Deluge (1½s)
Fire six shots at your foe.
Damage (6x): 1,104 (3.0)
Combo Finisher: Physical Projectile
Maximum Count: 3
Count Recharge: 8s
Range: 1,200
Pierces
3.) Sticky Mine (¾s) (9s CD)
Fire a rigged shot that attaches to your target. Explodes after a short time, dazing nearby foes. Changes to Detonate Mine.
Damage: 202 (.55)
Sticky Mine (5s): Explodes after a short time.
Range: 1,200
--> Detonate Mine
Trigger Sticky Mine early and stun nearby enemies. Get stacks of the Gambit The Ripper for each enemy you interrupt.
Explosion Damage: 569 (1.2)
Daze: 2s
Number of Targets: 5
Radius: 180
Gambit: The Ripper
The Ripper
Fire a fast, piercing shot that bleeds foes in a line.
Damage: 550 (1.5)
4 Bleeding (10s): 880 Damage
Number of Targets: 5
Combo Finisher: Physical Projectile
Maximum Count: 3
Range: 1,200
Unblockable
4.) Disabling Shot (¾s) (8s CD)
Fire a shot that debilitates your foe.
Damage: 642 (1.75)
Cripple (5s): -50% Movement Speed
Weakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo Finisher: Physical Projectile
Range: 1,200
5.) Ink Shot (¼s)
Shoot an ink shot that blinds foes in a line. Detonate the shot and shadowstep to it.
Damage: 275 (.75)
Blindness (3s): Next outgoing attack misses.
Number of Targets: 5
Maximum Count: 2
Count Recharge: 12s
Combo Finisher: Physical Projectile
Range: 1,200
--> Detonate Ink Shot
Detonate the shot early and shadowstep to it. Gain Stealth when you shadowstep if foes were hit by this skill.
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
Range: 1,200
Expanded Weapons
Mechanics
Axe skills are ranged attacks that create spinning axes which remain stationary until the basic gambit Recall is used. Recall applies a special effect based on your offhand to the axes and then launches all available spinning axes at the current target.
- Axes retain their original properties when recalled.
- A maximum of six axes can be on the field at once and each skill has a limit for how many of its kind can remain at one time.
- Axe skills two and three will override skill one.
- Axe skill three will override skill two if the maximum amount of non-skill-one axes would be achieved. For example, using a Viper's Fan (3 axes), Venomous Volley (2 axes) and then switching to axe/pistol to use Cunning Salvo with Aegis (2 axes) would go over the axe limit. And since all spots are taken up, one of the axes from Viper's Fan will get overridden by the second Cunning Salvo.
Axe
Recall
(Basic Gambit) Command all axes on standby to strike your target and then reduce the recharge of all axe skills. Axes gain additional effects depending on your offhand weapon and Immobilize if enough hit. Overrides the Basic Gambits of offhand weapons.
Dagger
2 Torment (6s): 264 Damage, 384 Damage if Foe is Stationary
Pistol
+33% Strike Damage
Shield
+15% Strike Damage
+45% Strike Damage vs Barrier
Damage to Self Barrier: 10%
Focus
+20% Base Condition Duration
AoE if Immobilized: 2 Burning (3s): 786 Damage
Number of Targets: 5
Axe recharge reduced: 100%
1.) Spinning Axe (½s)
Throw an axe that bleeds enemies and leaves a spinning axe on the ground.
Damage: 294 (0.8)
Bleeding (3s): 66 Damage
Number of Targets: 5
Duration: 10 seconds
Maximum Axes: 6
Pierces
Range: 900
2.) Viper's Fan (½s) (10s CD)
Throw a fan of poisonous axes that leaves spinning axes on the ground. Overrides Spinning Axes.
Damage (3x): 381 (1.04)
Poison (3s): 101 Damage, -33% Heal Effectiveness
Targets per Axe: 5
Duration: 10 seconds
Maximum Axes: 3
Pierces
Combo Finisher: Physical Projectile (20% chance)
Range: 900
3.) Axe Dual Attacks
No Offhand
- Bouncing Axe (½s) (10s CD)
Throw an axe that bounces between enemies and bleeds them. Leaves a spinning axe on the ground.
Damage: 294 (0.8)
Bleeding (3s): 66 Damage
Number of Targets: 5
Duration: 10 seconds
Number of bounces: 2
Maximum Axes: 1
Range: 900
Dagger OH
- Venomous Volley (½s) (10s CD)
Coat your weapons with Chak Venom and then throw two axes in a narrow fan that reapply chak venom to allies they pass through. Leaves a spinning axe on the ground.
Damage (2x): 330 (0.9)
Targets per Axe: 5
Allied Targets per Axe:5
Duration: 10 seconds
Maximum Axes: 2
Maximum Bonus Stacks: 2
Pierces
Combo Finisher: Physical Projectile (20% chance)
Range: 900
Venom: Chak Venom
Venom: Chak Venom
Coat your weapons in Chak Venom that cripples foes with each strike.
Crippled (2s): -50% Movement Speed
Number of Targets: 5
Number of Strikes: 4
Initiative Cost: 5
Radius: 300
Pistol OH
- Cunning Salvo (½s) (10s CD)
Throw an axe that explodes on impact, bleeding nearby enemies. Gain extra initiative if you strike more than one enemy. Throw a second axe if you have Aegis. Leaves a spinning axe on the ground.
Damage: 440 (1.2)
2 Bleeding (8s): 352 Damage
Initiative: 1
Number of Targets: 5
Duration: 10 seconds
Maximum Axes: 2
Radius: 180
Combo Finisher: Blast
Range: 900
Focus OH
- Orbital Enfilade (½s) (10s CD)
Surround yourself with orbiting axes that damage nearby foes and block projectiles. Axes become stationary when blocking projectiles or after a certain amount of time.
Damage: 110 (.3)
Burning (2½s): 327 Damage
Number of Targets: 5
Deorbit Interval: ½s
Defensive Orbit: 5s
Duration: 10 seconds
Maximum Axes: 3
Pierces
Radius: 150
Range: 900
Shield OH
- Riptoothed Fusillade (1s) (10s CD)
Throw a large, slow-moving axe that tracks your target while dealing constant damage in an area. Deals more damage against barrier. Leaves a spinning axe on the ground.
Damage: 92 (0.25)
Bonus Barrier Damage: 50%
Number of Targets: 5
Interval: ½s
Duration: 10 seconds
Maximum Axes: 1
Pierces
Radius: 150
Range: 900
Healing
Hide In Shadows (1s) (30s CD)
(Deception) Vanish into stealth and cure conditions. Then gain regeneration and heal yourself.
Healing: 6,026 (1.0)
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
Regen (6s): 780 Heal
Burning Removed
Poison Removed
Bleed Removed
Confusion Removed
Torment Removed
Signet of Malice (1s) (12s CD)
(Signet) Passive: Heal a tiny amount every strike. Heal more on kill.
(Signet) Active: Activate to heal yourself.
Passive Healing: 132 (.05)
Heal on Kill: 396 (.15)
Healing: 3,275 (.5)
Withdraw Reposition (18s CD)
(Trick) Cure movement-impairing conditions and then roll in your direction of movement while healing and evading attacks.
Healing: 4,778 (.66)
Chilled Removed
Crippled Removed
Immobilized Removed
Distance: 450
Skelk Venom
(Larceny) Coat your weapons in venom that saps foes with each strike. Use Initiative to gain more.
Initial Healing: 3158 (.75)
Gambit: Lesser Skelk Venom
Venom: Skelk Venom (25s CD)
Coat your weapons in venom that saps foes with each strike.
Healing: 795 (.3)
Weakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Vigor (2s): +50% Endurance Regeneration
Number of Targets: 5
Number of Strikes: 5
Initiative Cost: 5
Radius: 300
Lesser Skelk Venom
(Gambit) Coat your weapons in venom that heals you with each strike.
Venom: Lesser Skelk Venom
Healing: 795 (.3)
Weakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Vigor (2s): +50% Endurance Regeneration
Number of Targets: 5
Number of Strikes: 3
Radius: 300
Utility Skills
Deception
This utility set is designed around avoiding damage and stealthing according to the wiki. Though they tend to be terrible at accomplishing this if the enemy knows how to deal with stealthed targets. Even if the stealth they provide doesn't mean much, traits and minor tweaks can make up for their lack of utility. They will mostly remain untouched due to the nature of this overhaul which has been stated multiple times throughout.
Blinding Powder (¼s) (20s CD)
(Deception) Detonate a bomb that blinds enemies and stealths nearby allies.
Damage: 287 (.9)
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
Blind (5s): Next outgoing strike misses.
Stability (1s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Number of Targets: 5
Number of Allies: 5
Radius: 240
Breaks Stun
Combo Finisher: Blast
Shadow Refuge (¼s) (48s CD) (Ground Targeted)
(Deception) Create a pulsing refuge that heals allies and cloaks them in stealth. Grant a longer stealth duration when Shadow Refuge ends.
Healing: 1,775 (.9)
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
Final Stealth (10s): Invisible to foes. +20% Critical chance next hit.
Pulses: 5
Duration: 4s
Radius: 300
Combo Field: Dark
Shadowstep (20s CD)
(Deception) Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
Breaks Stun
Range: 1,200
--> Shadow Return
Return to your starting location, and cure conditions.
Duration: 15s
Conditions Cured: 3
Breaks Stun
Range: 1,200
Smoke Screen (½s) (20s CD)
(Deception) Create a smoke screen that destroys missiles and blinds foes.
Blindness (2s): Next outgoing attack misses.
Number of Targets: 5
Blocks Missiles
Duration: 7s
Radius: 240
Unblockable
Preparation
Preparations are thief's form of Traps, redesigned from actual traps when Rune of the Trapper and "trapper thief" was causing havoc in WvW. Now they are pseudo-traps with an arm time and a trigger. Their effects are pretty solid and there are still instances where players get completely destroyed by the combined effects of the preparations. However, much of this relied on ambush style gameplay to work and that means stealth is involved. With stealth heavily nerfed, this would be a serious issue with landing a preparation on a moving target. Additional functionality has been added to counteract this be way of Re-arm, a Basic Gambit that allows the thief to move all preparations they have placed to a specific area of their choosing. Shadow Portal is exempt from this, however.
Prepare Pitfall (½s) (25s CD)
(Preparation) Mark your current area with controlling magic, readying the location to crush enemies when Pitfall is released. Use initiative to temporarily change your Basic Gambit to Re-arm.
Base Arm Time: 3s
Duration: 300s
Initiative Cost: 4
Basic Gambit: Re-arm
Re-arm
(Basic Gambit) Move all armed preparations to target area. Does not affect Shadow Portal.
Arm Time: 1s
Maximum Count: 2
Duration: 300s
Distance: 900
--> Pitfall (3s CD)
Unleash your pitfall on the area, knocking down foes and delivering constant damage over time.
Initial Impact Damage: 332 (1.5)
Damage: 133 (.75)
2 Vulnerability (6s): +2% Incoming Damage, +2% Incoming Condition Damage
Knockdown: 3s
Number of Targets: 5
Duration: 6s
Interval: 1s
Radius: 240
Defiance Break: 300
Unblockable
Prepare Thousand Needles (½s) (30s CD)
(Preparation) Mark your current area with inhibiting magic, readying the location to poison enemies. Use initiative to temporarily change your Basic Gambit to Re-arm.
Base Arm Time: 3s
Duration: 300s
Initiative Cost: 4
Basic Gambit: Re-arm
Re-arm
(Basic Gambit) Move all armed preparations to target area. Does not affect Shadow Portal.
Arm Time: 1s
Maximum Count: 2
Duration: 300s
Distance: 900
--> Thousand Needles (3s CD)
Damage: 133 (.5)
Pulsing Damage: 53 (.2)
Immobilize (3s): Unable to move.
Poison (8s): 268 Damage, -33% Heal Effectiveness
2 Bleeding (5s): 220 Damage
Cripple (2s): -50% Movement Speed
Number of Targets: 5
Duration: 8s
Interval: 1s
Combo Field: Poison
Radius: 240
Unblockable
Prepare Shadow Portal (½s) (60s CD)
(Preparation) Mark your current area with shadow magic, which can be detonated.
Base Arm Time: 3s
Duration: 60s
Range: 5000
Unblockable
Unaffected by Re-arm.
--> Shadow Portal (3s CD)
Unleash shadow magic at your prepared location, creating a one-way portal for you and your allies. Allies traveling through the portal gain stealth. Weakens foes around the portal's exit.
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
Weakness (3s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
Number of Targets: 5
Number of Allied Targets: 5
Duration: 8s
Radius: 240
Breaks Stun
Range: 5000
Prepare Seal Area
(Preparation) Mark your current area with stifling magic, readying the location to seal enemies in. Use initiative to temporarily change your Basic Gambit to Re-arm.
Base Arm Time: 3 seconds
Duration: 300 seconds
Initiative Cost: 4
Basic Gambit: Re-arm
Re-arm
(Basic Gambit) Move all armed preparations to target area. Does not affect Shadow Portal.
Arm Time: 1s
Maximum Count: 2
Duration: 300s
Distance: 900
--> Seal Area (3s CD)
Create an area that reflects projectiles and prevents enemies from entering or leaving.
Stability Removed
Reflect Missiles
Knockback: 100
Number of Targets: 10
Duration: 5s
Combo Field: Dark
Radius: 240
Unblockable
Signets
Signets are really newb-safe for open world. They all come with a passive and an active effect that turns off the passive until its off CD. All thief signets are usable in any build. However, while going over them it turns out some of the effects did not make sense. There was also the new Larcenous Signet to account for. A few passives were shifted around and an active was changed, but that's all they really need.
Assassin's Signet (20s CD)
(Signet) Passive: Grants increased Power.
(Signet) Active: Power is massively increased for a short time.
Passive Power Increase: 180
Active Power Increase (5s): 540
Infiltrator's Signet (20s CD)
(Signet) Passive: Grants a 25% increase in movement speed.
(Signet) Active: Shadowstep to your target.
Infiltrator's Signet: +25% Movement Speed
Range: 1200
Signet of Agility (26s CD)
(Signet) Passive: Grants increased endurance regeneration.
(Signet) Active: Refill endurance and cure conditions on nearby allies.
Signet of Agility: +33% Endurance Regeneration
Conditions Removed: 3
Endurance Gained: 100
Number of Targets: 5
Radius: 360
Signet of Shadows (16s CD)
(Signet) Passive: Passively gain Initiative while in combat.
(Signet) Active: Inflict conditions on your target. Use initiative to Stealth yourself as well.
Signet of Shadows: Gain one initiative every few seconds.
Interval: 8s
Blindness (5s): Next Outgoing strike misses.
Weakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
10 Vulnerability (8s): +10% Incoming Damage, +10% Incoming Condition Damage
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
Initiative Cost: 6
Number of Targets: 5
Radius: 240
Range: 1200
Tricks
Tricks are utilities that tend to work on any build and in many situations. They have a history of getting hit with nerfs and changes that ended up breaking one of them. That one in particular has been replaced and the rest will have some functionality added to them to round the set out.
Caltrops (½s)
(Trick) Scatter caltrops that bleed and cripple foes.
2 Bleeding (5s): 220 Damage
Cripple (10s): -50% Movement Speed
Number of Targets: 5
Duration: 10s
Maximum Count: 2
Count Recharge: 24
Radius: 240
Unblockable
Haste (24s CD)
(Trick) Give yourself a burst of speed. Use initiative or break out of a stun to gain the Gambit Lesser Haste.
Quickness (6s): Skills and actions are faster.
Fury (6s): +25% Critical Chance
Swiftness (6s): +33 Movement Speed
Superspeed (2s): +100% Movement Speed
Breaks Stun
Gambit: Lesser Haste
Lesser Haste
Give yourself a burst of speed.
Quickness (4s): Skills and actions are faster.
Fury (4s): +25% Critical Chance
Swiftness (4s): +33 Movement Speed
Superspeed (1s): +100% Movement Speed
Roll for Initiative
(Trick) Evade in your direction of movement to regenerate initiative and recover from movement-impairing conditions.
Initiative Gain: 6
Evade: ¾s
Chilled Removed
Immobilized Removed
Crippled Removed
Breaks Stun
Distance: 450
Scorpion Wire Cherry Bomb (½s) (Ground Targeted)
(Trick) Throw a small bomb for a convenient explosion. Use initiative to gain the Gambit Cherry Bombardment.
Damage: 186 (.7)
Maximum Count: 3
Count Recharge: 20
Number of Targets: 5
Combo Finisher: Blast
Radius: 180
Range: 900
Initiative Cost: 3
Gambit: Cherry Bombardment
Cherry Bombardment (½s) (Ground Targeted)
(Gambit) Throw a handful of Cherry Bombs at an area. Each explosion is a blast finisher.
Damage (3x): 558 (2.1)
Impacts: 3
Number of Targets: 5
Combo Finisher: Blast
Radius: 60
Impact Radius: 180
Range: 900
Larcenies (New)
Finally! As stated earlier, Larcenies are the replacement for venoms. The reason why I am replacing them is they are terrible fire-and-forget utilities that only work in a group. The amount of utility/damage they output per strike requires others nearby for them to make an impact. And once they are used up, you have to wait for them to get off CD. They feel like a complete waste of utility slot. But anet has tried tying venoms to traits lately. It is arguably better that way, in my honest opinion, which is why I did it with all venoms. Save the utility slots for something beneficial.
As for Larcenies, I wanted interesting skills that gave the profession that feel of an actual thief and integrated "stealing" into the skills rather than a one button does all bloated mess of a "mechanic" called Steal. All of them also are multiple skill types in one as their gimmick, receiving benefits from both larceny traits and their other categories.
Mug (¾s) (20s CD)
(Larcenous Trick) Strike your opponent, stealing health and boons. If the target has no boons, gain a random Gambit instead.
Siphon Damage: 566 (1.5)
Siphon Healing: 1,985 (.5)
Boons Stolen: 2
Knockdown: ¾s
Defiance Break: 100
Range: 130
Gambit: Stolen Ration
Gambit: Stolen Hatchet
Gambit: Stolen Scrap
Stolen Gambit Chance: 85%
Stolen Ration (¾s)
(Gambit) Restore Health and Initiative.
Healing: 2,132 (.5)
Initiative: 5
Stolen Hatchet (3s)
(Gambit) Spin and attack nearby foes. You can move while spinning.
Damage: 183 (.3)
Number of Attacks: 15
Reflects Projectiles
Combo Finisher: Whirl
Range: 130
Stolen Scrap (½s)
(Gambit) Bleed, poison, and weaken your foe with a strike from your rusty scrap.
Damage: 418 (1.573)
6 Bleeding (6s): 792 Damage
3 Poison (6s): 603 Damage, -33% Heal Effectiveness
Weakness (6s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
Range: 170
Prepare Riot Mine
(Larcenous Preparation) Plant a bomb that rips boons from foes and grants them to allies.
Base Arm Time: 3 seconds
Duration: 300 seconds
Initiative Cost: 4
Basic Gambit: Re-arm
Re-arm
(Basic Gambit) Move all armed preparations to target area. Does not affect Shadow Portal.
Arm Time: 1s
Maximum Count: 2
Duration: 300s
Distance: 900
--> Riot Mine
Detonate your mine, blasting away your foes and their boons. Stolen boons are shared among allies.
Damage: 558 (1.1)
Boons Stolen: 3
Number of Targets: 5
Number of Allies: 5
Launch: 300
Radius: 300
Ally Radius: 480
Unblockable
Body Double (40s CD)
(Larcenous Deception) Summon a thief that copies your equipment and assists you in combat. Stealth if you use initiative or break a stun. Gain a random Gambit when the Body Double dies or leaves.
Body Double's Damage: 33%
Stealth (3s): Invisible to foes. +20% Critical Chance on next hit.
Initiative Cost: 4
Duration: 24s
Breaks Stun
Elites
Thieves Guild (¾s)
(Elite Deception) Call thieves to support you in combat. Use Initiative to call all available thieves.
Number of Thieves: 1
Duration: 30s
Maximum Count: 3
Count Recharge: 40
Initiative per Count: 1
Dagger Storm
(Elite Trick) Spin around, reflecting projectiles and throwing daggers that cripple and bleed nearby foes. You can move while spinning.
Damage: 354 (1.33)
Bleeding (8s): 176 Damage
Cripple (3s): -50% Movement Speed
Movement Speed Increase: 100%
Dagger Storm Duration: 2¾s
Combo Finisher: Whirl
Evade: 3s
Range: 900
Signet of the Gambler (1s) (28s CD)
(Elite Larcenous Signet) Passive: Increased precision. Critical hits have a slight chance to reward a random Gambit if none are stocked. Otherwise, you heal for a percentage of critical damage.
(Elite Larcenous Signet) Active: Gain a random Gambit.
Signet of the Gambler: +180 Precision
No Gambit - Signet of the Gambler: Chance to gain a random Gambit.
Chance on Crit: 2.5%
Maximum Count: 1
Heal percentage: 33%