The durations of these boons are subject to Boon Duration.
Venoms are one of the core skill types for Thieves. When you use a venom, they will apply a certain number of stacks to you and your subgroup.
These stacks, or charges, will be used when you strike an enemy. Please note that these can be wasted on trash mobs and not the raid boss. The other thing to note is that venoms can be wasted if you are Blinded, or an enemy blocks, evades or Dodges you attack.
With the Boon Thief build, you will only come into contact with two venoms:
deals 150 Breakbar damage once consumed. When you use , you and everyone in your subgroup will gain one charge of .
Preparations are unique to Thieves and can be considered very similar to traps.
All preparations are two part skills that have a placement, or charging part, and then a detonation or activation part.
With the Boon Thief build, you will only come into contact with one preparation:
There are two key traits that make these builds work:
will grant you two Detonate Plasmas when you and will reset a random utility skill when you . This trait comes with a 20 second Cooldown. This Cooldown is only associated with the skill Recharge part and not the double . If resets , leave it on passive for free extra Power until your next signet burst.
can also be frequently used to provide another Smoke field for the Condition Mirages.
causes you and four allies to heal yourselves with your next five attacks. Make sure you have four other people inside the relatively small AoE before using this skill.
grants you + 180 Precision. You can also use the active of to cleanse three conditions, only do this if you know you will die.
provides you with some DPS but you should only take this utility when there are no Breakbars in the encounter. This is only useful at Keep Construct, Mursaat Overseer and Cardinal Adina, you should never take this at Matthias.
causes you and four allies to deal 150 Breakbar damage on your next attack. Make sure you have four other people inside the relatively small AoE before using this skill. This is only useful at Matthias, you should never take this at Mursaat Overseer or Cardinal Adina.
causes your to apply Poison.
causes you to gain + 160 Power on this build.
causes you to do 2% more damage per unique condition on your target. Typically, you will have between 10 - 11 conditions on a target. This only applies to physical damage.
will grant you two Detonate Plasmas when you and will reset a random utility skill when you . This trait comes with a 20 second Cooldown. This Cooldown is only associated with the skill Recharge part and not the double .
will heal you for each point of Initiative spent.
gives you an additional 5% Critical Chance when your health is above 90%.
causes you to deal 5% more damage to enemies suffering from Cripple. This should be a permanent bonus. You also gain an additional 5% damage as you have a Pistol equipped
causes you to deal 10% additional damage when your target is above 50% health.
If you can, ask your squad to let you use and then reset the encounter. This will allow you to immediately pop boons at the start of the encounter and again.
There are a wide range of attacks that you can Evade with :
Use , and to help CC.
If you can, ask your squad to let you use and then reset the encounter. This will allow you to immediately pop boons at the start of the encounter and again. You need to from the Phantasms which is why you should and then reset the encounter.
Always hold onto one Detonate Plasma after the initial two. This is so you can instantly pop it for the burn phases.
You can use the Phantasms to Evade their attacks to trigger your .
Ask your team to let you at the beginning of the encounter and then reset the fight so you can start with two Detonate Plasmas.
Always keep an eye on Adina's health. This is for two reasons:
Use during the split phase to block , the Knockback attack from the Hands.