Daredevil - D/P RNG Poison

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: MobilityDirect damageMitigated damageUtility.

Designed for:

Overview

The structure is relatively the same as the traditional D/P thief, with a twist of condition damage via poison. Being hybrid lowers power burst potential but adds significant mitigated damage, which can be more useful vs healing/condition-vulnerable comps. Significantly increases ranged downstate cleave via shortbow.

Skill Bar

 
 
Dagger/PistolHealingUtilityElite
Short bow

Slot Changes

Utilities

Optional Slot:

  • - Instant blast finisher aoe stealth with aoe blind.
  • - Instant high poison pressure, can be given to teammates.
  • - Low cooldown stunbreak.

Specializations


Variants

  • - Increased condition pressure at the cost of an instant cast daze and more frequent steal.


Variants

  • Can't find such trait "Havoc Mastery"! Please refer to our trait index - when not running
    .
  • - additional weakness when not running
    .

Equipment

Dagger.png
Pistol.png
I.png
Superior Sigil of Venom
Superior Sigil of Venom.pngSuperior Sigil of Venom
Increase Inflicted Poison Duration: 20%
I.png
Shortbow.png
II.png
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
II.png
Superior Rune of Thorns
Superior Rune of Thorns.pngSuperior Rune of Thorns
(1): +25 Condition Damage (2): +10% Poison Duration (3): +50 Condition Damage (4): +15% Poison Duration (5): +100 Condition Damage (6): +20% Poison Duration; gain 50 condition damage for 60 seconds when you're hit by a poisoned foe. (Cooldown: 10s)
Wizard Amulet
Wizard Amulet.pngWizard Amulet
+1050 Power +560 Precision +560 Vitality +1050 Condition Damage

Equipment Changes

Sigils

  • - Additional boon rip. Not recommended when using
  • Superior Sigil of Courage Superior Sigil of Courage
    2Recharge.png
    Superior Sigil of Courage.pngSuperior Sigil of Courage
    On hit gain might for 10 seconds. (Cooldown: 2s)
    - Permanent minimal might stacking.
  • Superior Sigil of Fallibility Superior Sigil of Fallibility
    2Recharge.png
    Superior Sigil of Fallibility.pngSuperior Sigil of Fallibility
    On hit: Inflict vulnerability for 10 seconds. (Cooldown: 2s)
    - Trash condition application.

Rune

  • Superior Rune of the Adventurer Superior Rune of the Adventurer
    Superior Rune of the Adventurer.pngSuperior Rune of the Adventurer
    (1): +25 Condition Damage (2): +35 Power (3): +50 Condition Damage (4): +65 Power (5): +100 Condition Damage (6): When you use a heal skill you gain 50% endurance. (Cooldown: 10s)
    - Every heal will restore an additional 50 endurance. Sacrifices significant poison duration for extra power and extra evasion.

Amulet

  • - More health/condition damage at the cost of precision and power.

Usage

General

  • For an in-depth guide of the D/P playstyle, see the regular Daredevil - Dagger/Pistol page: https://metabattle.com/wiki/Build:Daredevil_-_Dagger/Pistol
  • This build has a large advantage when fighting other D/P power thieves, as they have little in the way of clearing. Additionally, it still counters s/d thieves because it retains the playstyle to regular D/P dash.
  • Most players suspect a power build when they see D/P dash. In general, power D/P dash applies a decent amount of poison to targets without speccing into any sort of condition build; because of this, people tend to ignore the poison from D/P dash thieves. Use this to your advantage, as people may view your poison as trivial until they notice the high damage ticks coming from it.

Poison

  • Because of the traits
    and
    , all dagger attacks have a 33% chance to inflict two stacks of poison. Because of how quick dagger auto attacks hit, good RNG can net you up to nine stacks of poison every full chain. (Two from each hit of
    , two from
    , and one from the innate poison of
    and two from the
    proc.)
  • When using
    ,
    Superior Rune of Thorns Superior Rune of Thorns
    Superior Rune of Thorns.pngSuperior Rune of Thorns
    (1): +25 Condition Damage (2): +10% Poison Duration (3): +50 Condition Damage (4): +15% Poison Duration (5): +100 Condition Damage (6): +20% Poison Duration; gain 50 condition damage for 60 seconds when you're hit by a poisoned foe. (Cooldown: 10s)
    , and
    Superior Sigil of Venom Superior Sigil of Venom
    Superior Sigil of Venom.pngSuperior Sigil of Venom
    Increase Inflicted Poison Duration: 20%
    , poison duration hits the 100% duration cap while doing 33% more damage.
  • With this build, it is relatively easy to apply near-permanent amounts of poison in +1 scenarios and any 1v1s you may be forced into.
  • Always try to end your entire auto attack chain, as
    gives poison for 12 seconds.
  • applies three stacks of poison for twenty seconds, essentially forcing a clear from the enemy.
  • Spamming
    is an effective deterrent for downed enemies. Not only does poison reduce the resurrect speed, after 5 stacks of poison
    begins to daze targets, potentially proccing
    .

Weaknesses

Drawbacks

  • The build pours a significant amount of damage into one condition. Even if it can be applied very easily, it can be cleared just as fast.
  • D/P Daredevil already has low condition clearing, be cautious about getting a high amount of poison stacks transferred back to you.
Build rating - 0 stars
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2 Ratings
0 stars
Hanz gave this build 0 stars March 2018

With the nerfs to Pulmonary Impact there's even less of a reason not to go SD for condi. SD does more damage and has better sustain.

0 stars
CGSN gave this build 0 stars March 2018

I started very skeptical when reading the page, wound up being relatively impressed at the numbers, but overall still felt it a mild down-step compared to the historic D/P power build. To this build's credit, the loss of direct damage is mild for a relatively large gain in poison damage output and in most situations, does result in a net damage gain with no real stat loss.

The loss however, is in function and utility. One of D/P thief's strongest roles is as a +1, where burst damage is the most important thing. While adding in the poison damage does result in a net damage increase eventually, it takes time for the poison to stack up and deal damage where a traditional power D/P would've had the damage upfront with mug and power damage. This has resulted in situations where opponents stayed up longer or escaped from this build where power would've downed them.

On top of that, D/P thief's survivability lies mainly in their use of utilities more than anything else. Improvisation is an incredibly powerful tool on that end, nearly always resetting the cooldown of a skill due to D/P taking utilities from various different lines.

In the end, this build is a really interesting take on a build that's been around as long as the game has been, but I feel like it gives up more than it gains and ends up serving its intended role worse.

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