I'll quickly write down a few core ideas, I might make it into a decent guide later. Sword - 2/5 (2) Infiltrator's Strike (3i): Shadowstep to a foe and strike them. Use Shadow Return to shadowstep back and cure one condition. Inflicts Immobilize (1 1/4s), range 600 Short Bow - 4/5 (3) Disabling Shot (3i): Do an evasive leap away from your foe while firing a crippling shot. (Jump backward) Inflicts Cripple (3 1/2s), range 900, combo finisher (5) Infiltrator's Arrow (6i): Fire an arrow and shadowstep to the target area, blinding nearby foes. Range 900 Dagger - 4/5 (4) Dancing Dagger (3i): Throw a dagger that cripples nearby foes and returns to you. 4 Targets, Inflicts Cripple (6s), range 900, combo finisher (5) Cloak and Dagger (6i): Stab your foe and vanish in stealth, leaving them vulnerable Inflicts Vulnerability (6s), Stealth (3s), range 130 Pistol - 1/5 (4) Headshot (4i): Daze your foe with a head shot. Inflicts Daze (1/4s), range 900 (5) Black Powder (6i): Fire a black powder shot, blinding nearby foes with the smoke clout. Combo field smoke, combo finisher physical projectile, range 900 Dagger (4) and Short Bow (3) and (5) are very useful skills to improve mobility in WWW. Utilities: Heal (r30): Hide in Shadows: 3s stealth Tripwire (r30): Set a trap that knocks down foes when triggered. 3s KD, 6s Cripple Infiltrator's Signet (r30): (Active) Shadowstep to your foe, breaks stun, range 900 Shadowstep (r50): Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions. Breaks stun, range 1200 Scorpion Wire (r30): Throw a scorpion wire and pull your foe to you. Range 900 Caltrops (r30): Scatter clatrops that bleed and cripple foes. 12s Cripple Ice Drake Venom (r40): Chill foes with the next three attacks. 1+1/4s Chilled Needle Trap (r30): Set a trap that immobilizes and poisons foes when triggered. 3+1/4s Immobilize Blinding Power (r60): Blind foes in the target area and grant stealth to nearby allies. 3s Stealth Devourer Venom (r40): Your next two attacks immobilize. 2+1/4s Immobilize Signet of Shadows (r30): (Passive) +25% ms Roll for Initiative (r60): Evade backward to regenerate initiative and recover from crippled, chilled and immobile. +6 initiative, breaks stun Shadow Refuge (r60): Create a pulsing refuge at the target area that heals allies and cloaks them in stealth. 3s Stealth each pulse Elite: Basilisk Venom (r40): Your next attack turns your foe to stone. 1s Stone Duration Traits: Deadly Arts Critical Strikes Shadow Arts (Minor 5) Last Refuge : Use Blinding Powder when your health reaches 25% (r90) Acrobatics (Minor 5) Expeditious Dodger : Gain 2 seconds of swiftness on evade (Minor 10) Feline Grace : Dodging returns some of the endurance used. (Major X) Hard to Catch : Shadowstep away and give swiftness (12s) when you are disabled (stun, daze, float, knock down, launch, knock back, sink, or fear.) (r60) Trickery (Minor 10) Preparedness : Increases maximum initiative by 3 These are just some of the traits and utilities to consider. I've marked my favorite and most useful ones.