Hi, this is my build. I tend to swap some of the traits depending on the role i end up playing.
Main Build: P/D
Traits:20/0/30/20/0
DA: IV: Venomous Strength:applied venoms grant 2 stacks of might for 20 secs. (with SA traits you will have might perma through fights)
VIII: Quick Venoms: Venoms recharge 20% faster. (faster stacks of might, and of trolling enemies)
SA: IV: Shadow's Embrace: Lose a condition every 3 secs in stealth (can be a life saver, especially with Hide in shadows you have the chance to remove up to 4 conditions at once)
VI: Cloaked in Shadow: Going steath blinds nearby enemies.
(now if im running full on troll i tend to drop IV for IX: Leeching Venoms: so i steal health per each strike of venom.)
XI: Shadow's Rejuvenation: Regenerate health while in stealth.
Acro: III: Vigorous Recovery: Gain vigor upon healing. (combined with feline grace and a superior energy weapon, you should not run out of endurance)
VIII: Pain Response: Gain 10s of regeneration, and remove bleed, burning, and poison when struck below 75% hp. a 45s cooldown.
Gear:
Armor: Full on Carrion. The amount of health, power, and condition damage you have, you will be able to stick in a large mob of enemies and escape if need be. (even with culling turned off, this build is still potent, as a P/D you were already cycling stealth reveal)
Runes: x2 Krait (+28 Condition dmg, +15% bleed duration), x2 Centaur (+25 power, +15% bleed duration), x2 Afflicted (+28 condition damage, +15% bleed duration): Your bleeds will be very long lasting (if they do not have condition removal, but if they do just get more bleeds on them and make them Q.Q) Your bleeds will also hit for around 100+ a tick so its potent.
Weapons:P/D|SB|D/D
Pistol: (superior sigil of agony: even more bleed duration)(carrion pistol)
Dagger: I carry several daggers for the situation (a mix of carrion and soldiers daggers), but the sigils are:
Sup flame: (for nice burst)
Sup Energy: If i expect lots of enemies, and i want to dodge alot.
Sup Corruption: If you feel like trolling, and having your bleeds hit for around 200+ a tick
Shortbow: full on carrion.
Sigil: Superior Null: For nice boon removal
Superior Energy: For more endurance control
(little tip: at entrances to our towers/keeps you can use #5 on shortbow to teleport you to the entrance and it will get you through. This can be very handy when you have alot of enemies at the gate, and your stealth is about to wear off/or has already worn off.)
D/D: i just use one of the other daggers i have on my character and use it here for escapes with heartseeker, and evasion of Deathblossom (along with its nice bleeds when associated with a condition thief
)
Utilities:
Heal:
Hide in shadows: Extremely good for a P/D. On demand stealth, and with your traits, it can be a 4 condition remover.
Skills:
Spiders Venom: For the poison DoT, heal debuff, and can hit near 200 a tick with this build
Devourer's Venom: Very nice immobilize to catch/prevent enemies from escaping.
Shadows Refugee: In case you make a mistake, need to escape, or an emergency heal.
(if you feel like you are ready or can manage stealth better, swap out Shadow's Refugee for Signet of Midnight for an on demand blind,and movement buff. Between your Acrobatics and this signet, you are basically uncatchable and able to cover large distances very fast)
Elite: Thieves Guild: For nice extra allies, and a nice unsuspecting spike on an enemy if they dont know the skill animation for casting it.
-For when you are flipping camps solo (pretty easy as a P/D, just make sure you kill scouts first, they got that blind that can mess you up) Exchange Thieves Guild for Daggerstorm. So your venoms will leave through the daggerstorm, hitting all who are near, gives you might when you activate your venoms so daggerstorm hits harder, and your bleed from it are very high and long lasting.
Alternative builds i run with this spec:
Venom Share: (yes i know it is outdated, but in a group setting, you have so much CC you can dominate those you come across)
-There are only a few changes in utilites and traits:
SA Trait: Change Grandmaster trait to Venom Aura: When you activate a venom allies nearby get it (this stacks might, life steal per strike on your allies nearby)
-Utilities:
-Depending on how much cc you want,you can drop shadows refugee/SoM for Ice Drake venom (for on demand chill for 2 attacks) and if you do not like the heal debuff of spider venom, you can drop that for Skale venom: vulnerability and weakness for 3 hits (even more control over your enemy)
-Elite: Basilisk Venom: for a nice 5 or so person stun
Sidenote: For those who may not have noticed, life steal (which this build has alot of) and darkfields will bypass Righteous Indignation and you can spike the Vet at the supply camps faster.
Scout/Hidden trebs in supply camps/out of reach for your siege thief:
-This is same set up, just a few different weapons, and armor. This is for those who go behind enemy lines to scout and those who break the enemy line to charge their siege.
-Armor: If scouting you can keep your Main P/D build, but if you want more of a tough thief throw on a P/V/T armor set and watch the enemy try and kill you.
-If you want to troll and be near unstunnable and condition durations are cut drastically, throw on an entire set of melandru runed P/V/T armor. Great for scouting from what i have seen, and you still have enough of a punch when needing to attack siege/or the random dolyak you find.
-Weapons: Now this is split into two categories: Scout and Siege assaulter
Scout: P/D and SB. for all the range you need, on demand stealths, and quick escapes.You can also to slow down the enemy, while in stealth throw down choking gas in the enemy zergs direction, or where they will be going. This can poison a few, also this can draw a few from the zerg (if not more due to recent update everyones looking for a kill) buying your team some time, one less enemy zerg as it can keep them preoccupied.
-Siege Assaulter: S/D (good damage, two cripples, stealth, a blind/daze depending on what direction you attack from, condition removal, a teleport, an evasion, and a boon removal) With this weapon you can just troll the enemy as you can have nice sustained damage, good escapes. (if you are in the supply camp near the West Water Keep you have alot of escapes. If you look on the ground, there are lots of one hit chickens and in the forest pigs that you can gain stealth off of. And you can keep the enemy on their toes as they try and hunt you down so you do not kill their trebs.)
Shortbow is the other weapon: due to nice escapes, poison field, and nice bounce effect that can build up on bunched up siege and kill them faster.
-alternative weapon to the shortbow is a D/D set, for Deathblossom on the treb/siege users to get lots of bleeding on them and force them to stop using the siege to heal, remove condition, or try and kill you.
-Utilities: SoM, Shadow Refugee, and Blinding Powder ( i know it sounds like a lot of stealth, but in case the enemy is wise and kills things you need to stealth off of when escaping (local animals) you will need this, and it helps to make it to the siege undetected.
-Traits: if you feel like you are having a hard time reaching the siege before your stealth runs out, drop III in Acrobatics for VI: Fleet of Shadows: move 50% faster in stealth (i only use this when i need to keep at the siege, and time is crucial to take that siege out)
-Armor: I would have to say P/V/T armor for this one, so you can keep at the siege, and still pack a punch
-Elite: Thieves Guild: the added two thieves that can spike fast, can help whittle away that siege, the operators, and help you keep the siege from running/or pull zerglings off a siege.
-Usage: Your roll is to get to that siege and destroy it, or keep those operators off that siege so they can not use it. If you keep at it long enough, you can pull zerglings off a siege to come and defend their siege being assaulted. This buys your team time, less enemy aoe, and a chance to push the enemy out/wipe them.
-Hope this helps anyone who is looking for a new build, this works for me. Unless you are support, you tend to be solo alot unless you team up with other people/a zerg to help steamroll the enemy.
So to those who choose to be a scout, Good luck, and remember to be vocal on map chat (or on TS if you are on that) but dont neglect Map Chat if you are on TS, because not everyone atm is on TS.
To those who want to be an assaulter: Good luck, it may take a few tries to get down a rhythm to properly assault the siege and remain there the entire time while pulling people off a siege of a tower/keep. But you will get it eventually.
To the support Venom's: Good luck, and remember to move in a nice pack so you can maximize the potency of your venoms, might stacks, and life stealing you hand out.