Build

Daredevil - Trap Unload

Weighing Scales Icon.png

This is a test build. You may Comment, Discuss, and Rate it.

Last modified: 16 Days ago.

Focused on: One-versus-one CombatHolding PointsHigh Single Target Damage.

Designed for:

Overview

This Pistol/Pistol build focuses on stunning/knocking down the target and then killing it as fast as possible using Haste/Unload.


Pistol.png
Pistol.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Impact
Superior Sigil of Impact.pngSuperior Sigil of Impact
+10% damage vs stunned or knocked down foes.
I.png
Dagger.png
Dagger.png
II.png
Superior Sigil of Fire
5Recharge.png
Superior Sigil of Fire.pngSuperior Sigil of Fire
50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
Superior Sigil of Leeching
9Recharge.png
Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
II.png
Superior Rune of the Dragonhunter
Superior Rune of the Dragonhunter.pngSuperior Rune of the Dragonhunter
(1): +25 Ferocity (2): +35 Power (3): +50 Ferocity (4): +65 Power (5): +100 Ferocity (6): Apply 5 stacks of might for 8 seconds when you place a trap.
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Skillbar

Steal
30Recharge.png
Steal
Shadowstep to your foe and steal from them.
Range.pngRange: 1,200
 
Skill.png
Pistol/Pistol
Healing
Utility
Elite
Vital Shot
½Activation.png
Vital Shot
Bleed your foe with a shot to the vitals.
Damage.pngDamage: 134
Bleeding.pngBleeding (4s): 88 Damage
Combo.pngCombo Finisher: Physical Projectile (20% chance)
Range.pngRange: 900
Body Shot
½Activation.png
4Initiative.png
Body Shot
Make your foe vulnerable with a body shot.
Damage.pngDamage: 61
Vulnerability.png5Vulnerability (3s): 5% Incoming Damage, 5% Incoming Condition Damage
Immobilize.pngImmobilize (1s): Unable to move.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Unload
Activation.png
5Initiative.png
Unload
Dual wield. Blast your foe repeatedly with both pistols.
Damage.pngDamage: 101
Book.pngNumber of Shots: 8
Might.png8Might (8s): +240 Power, +240 Condition Damage
Combo.pngCombo Finisher: Physical Projectile (20% chance)
Range.pngRange: 900
Headshot
4Initiative.png
Headshot
Daze your foe with a head shot.
Damage.pngDamage: 84
Daze.pngDaze: ¼ seconds
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Black Powder
½Activation.png
6Initiative.png
Black Powder
Fire a black powder shot, blinding nearby foes with the smoke cloud.
Damage.pngDamage: 61
Blind.pngBlind (2s): Next outgoing attack misses.
Book.pngNumber of Targets: 5
Book.pngPulses: 3
Duration.pngDuration: 4 seconds
Radius.pngInterval: 2 seconds
Combo.pngCombo Field: Smoke
Combo.pngCombo Finisher: Physical Projectile
Radius.pngRadius: 120
Range.pngRange: 900
Hide in Shadows
1Activation.png
30Recharge.png
Hide in Shadows
Deception. Vanish in stealth and gain regeneration. Cures burning, poison, torment, and bleeding.
Healing.pngHealing: 5,240
Stealth.pngStealth (3s): Invisible to foes.
Regeneration.pngRegeneration (6s): 780 Heal
Tripwire
Not usable underwater.png
½Activation.png
30Recharge.png
Tripwire
Trap. Set a trap that knocks down foes when triggered.
Crippled.pngCrippled (5s): -50% Movement Speed
Knockdown.pngKnockdown: 3 seconds
Book.pngNumber of Targets: 5
Book.pngUnblockable
Haste
60Recharge.png
Haste
Trick. Gain quickness and fury.
Quickness.pngQuickness (6s): Skills and actions are 50% faster.
Fury.pngFury (6s): 20% Critical Chance
Breaks Stun.pngBreaks Stun
Ambush
Not usable underwater.png
½Activation.png
35Recharge.png
Ambush
Trap. Set a trap that, when triggered, calls in a thief that attacks nearby foes for twenty seconds.
Duration.pngTriggered Thief Duration: 20 seconds
Book.pngUnblockable
Basilisk Venom
1Activation.png
40Recharge.png
Basilisk Venom
Venom. Your attacks turn foes to stone.
Basilisk Venom.pngBasilisk Venom (30s): Your attacks turn foes to stone.
Stun.pngStone Duration: 1 second
Duration.pngVenom Duration: 30 seconds
Book.pngUnblockable
Sneak Attack
1Activation.png
Sneak Attack
Stealth Attack. Sneak attack with rapid fire from your pistol and make your foe bleed.
Damage.pngDamage (5x): 405
Bleeding.png5Bleeding (4s): 440 Damage
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Dagger/Dagger
Double Strike
Double Strike
Strike your foe twice.
Damage.pngDamage (2x): 198
Book.pngNumber of Targets: 2
Range.pngRange: 130
Heartseeker
¾Activation.png
3Initiative.png
Heartseeker
Leap and strike your foe. The less health your target has, the more damage you cause.
Damage.pngAbove 50%: 336
Damage.pngBelow 50%: 504
Damage.pngBelow 25%: 672
Combo.pngCombo Finisher: Leap
Range.pngRange: 450
Death Blossom
½Activation.png
4Initiative.png
Death Blossom
Dual Wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
Damage.pngDamage (3x): 201
Bleeding.png3Bleeding (10s): 660 Damage
Book.pngNumber of Targets: 3
Book.pngEvade: ¼ seconds
Combo.pngCombo Finisher: Whirl
Range.pngRange: 130
Dancing Dagger
¼Activation.png
3Initiative.png
Dancing Dagger
Throw a dagger that cripples nearby foes and returns to you.
Damage.pngDamage: 336
Crippled.pngCrippled (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Cloak and Dagger
½Activation.png
6Initiative.png
Cloak and Dagger
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage.pngDamage: 458
Stealth.pngError: Invalid format. Refer the template manual.
Vulnerability.png3Vulnerability (5s): 3% Incoming Damage, 3% Incoming Condition Damage
Range.pngRange: 130
Backstab
¼Activation.png
Backstab
Stealth Attack. Attack your foe from the shadows, striking for double damage if you hit from behind.
Damage.pngFront damage: 403
Damage.pngBack damage: 806
Range.pngRange: 130

Utility Spells

  • Hide in Shadows Hide in Shadows
    1Activation.png
    30Recharge.png
    Hide in Shadows
    Deception. Vanish in stealth and gain regeneration. Cures burning, poison, torment, and bleeding.
    Healing.pngHealing: 5,240
    Stealth.pngStealth (3s): Invisible to foes.
    Regeneration.pngRegeneration (6s): 780 Heal
    - Stealth and Condition Clear while weilding Pistol/Pistol
  • Tripwire Tripwire
    Not usable underwater.png
    ½Activation.png
    30Recharge.png
    Tripwire
    Trap. Set a trap that knocks down foes when triggered.
    Crippled.pngCrippled (5s): -50% Movement Speed
    Knockdown.pngKnockdown: 3 seconds
    Book.pngNumber of Targets: 5
    Book.pngUnblockable
    - 3 Second Knockdown with relatively low cooldown. Used to trigger the Sigil of Impact and keeping the enemy down
  • Haste Haste
    60Recharge.png
    Haste
    Trick. Gain quickness and fury.
    Quickness.pngQuickness (6s): Skills and actions are 50% faster.
    Fury.pngFury (6s): 20% Critical Chance
    Breaks Stun.pngBreaks Stun
    - Stunbreak and 6 Seconds of quickness to speed up the unload. Also gives Fury for the
    No Quarter No Quarter
    2Recharge.png
    No Quarter.pngNo Quarter
    Landing a critical hit while under the effects of fury increases the duration of fury. Gain increased ferocity while under the effects of fury.
    Fury.pngFury (2s): 20% Critical Chance
    Attribute bonus.pngFerocity: +250
    Trait
  • Ambush Ambush
    Not usable underwater.png
    ½Activation.png
    35Recharge.png
    Ambush
    Trap. Set a trap that, when triggered, calls in a thief that attacks nearby foes for twenty seconds.
    Duration.pngTriggered Thief Duration: 20 seconds
    Book.pngUnblockable
    - Summons either a Dagger/Dagger or Pistol/Pistol Thief that disappears after 20 Seconds. The Pistol/Pistol thief uses
    Unload Unload
    Activation.png
    5Initiative.png
    Unload
    Dual wield. Blast your foe repeatedly with both pistols.
    Damage.pngDamage: 101
    Book.pngNumber of Shots: 8
    Might.png8Might (8s): +240 Power, +240 Condition Damage
    Combo.pngCombo Finisher: Physical Projectile (20% chance)
    Range.pngRange: 900
    , while the Dagger/Dagger thief uses
    Scorpion Wire Scorpion Wire
    ½Activation.png
    20Recharge.png
    Scorpion Wire
    Trick. Throw a scorpion wire and pull your foe to you.
    Damage.pngDamage: 123
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    to pull the enemy to himself.
Can be Exchanged for
Roll for Initiative Roll for Initiative
60Recharge.png
Roll for Initiative
Trick. Evade backward to regenerate initiative and recover from crippled, chilled, and immobile.
Book.pngInitiative Gain: 6
Book.pngEvade: ¾ seconds
Breaks Stun.pngBreaks Stun
.
  • Basilisk Venom Basilisk Venom
    1Activation.png
    40Recharge.png
    Basilisk Venom
    Venom. Your attacks turn foes to stone.
    Basilisk Venom.pngBasilisk Venom (30s): Your attacks turn foes to stone.
    Stun.pngStone Duration: 1 second
    Duration.pngVenom Duration: 30 seconds
    Book.pngUnblockable
    - Always activate before initiating combat. Either it deletes the enemies stability, or they use their Stunbreaks, so the 3 second knockdown of the Trap will be applied with more safety. Also great for interrupting enemies from distance.

Traits

Deadly Arts
Serpent's Touch
Serpent's Touch.pngSerpent's Touch
Stealing inflicts poison. While in the downed state, your attacks apply poison.
Poison.png2Poison (10s): 670 Damage, -33% Healing Effectiveness
Poison.pngPoison When Downed (2s): 67 Damage, -33% Healing Effectiveness
Dagger Training
Dagger Training.pngDagger Training
Dagger attacks have a chance to poison enemies.
Book.pngChance on Hit: 33%
Poison.pngPoison (2s): 67 Damage, -33% Healing Effectiveness

Mug
Mug.pngMug
Deal damage and gain life when stealing. This attack cannot critically hit enemies.
Damage.pngDamage: 370
Healing.pngHealing: 1,980

Trappers Respite
30Recharge.png
Trappers Respite.pngTrappers Respite
Drop a needle trap when you use a healing skill.
Lotus Poison
10Recharge.png
Lotus Poison.pngLotus Poison
Weaken targets when you poison them.
Weakness.pngWeakness (4s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Deadly Trapper
Deadly Trapper.pngDeadly Trapper
Traps apply vulnerability to enemies and grant you might. Trap recharges are reduced.
Vulnerability.png5Vulnerability (10s): 5% Incoming Damage, 5% Incoming Condition Damage
Might.png5Might (10s): +150 Power, +150 Condition Damage
Book.pngRecharge Reduced: 20%

Panic Strike
20Recharge.png
Panic Strike.pngPanic Strike
Striking a foe that is below the health threshold immobilizes them.
Radius.pngHealth Threshold: 50%
Immobilize.pngImmobilize (2½s): Unable to move.

Revealed Training
Revealed Training.pngRevealed Training
Gain extra power while you are revealed.
Revealed.pngRevealed: You cannot stealth.
Attribute bonus.pngPower: +200
Exposed Weakness
Exposed Weakness.pngExposed Weakness
Deal more damage if your target has a condition.
Damage.pngDamage Increase: 10%
Potent Poison
Potent Poison.pngPotent Poison
Increased poison duration. Poison deals increased damage.
Damage.pngDamage Increase: 33%
Radius.pngDuration Increase: 33%

Improvisation
Improvisation.pngImprovisation
You can use stolen items twice. One random skill category is immediately recharged when you steal.

Executioner
Executioner.pngExecutioner
Deal extra damage when your target is below the health threshold.
Damage.pngDamage Increase: 20%
Radius.pngHealth Threshold: 50%
Critical Strikes
Keen Observer
Keen Observer.pngKeen Observer
Critical-hit chance is increased while your health is above the threshold.
Radius.pngHealth Threshold: 90%
Critical Chance Increase.pngCritical Chance Increase: 5%
Side Strike
Side Strike.pngSide Strike
Gain bonus critical-hit chance when hitting a foe from behind or the side.
Critical Chance Increase.pngCritical Chance Increase: 7%

Signets of Power
Signets of Power.pngSignets of Power
Gain might when activating a signet. Signet recharge is reduced.
Might.png5Might (10s): +150 Power, +150 Condition Damage
Book.pngRecharge Reduced: 20%

Flawless Strike
Flawless Strike.pngFlawless Strike
Deal increased critical damage while your health is above the threshold.
Radius.pngHealth Threshold: 90%
Critical Chance Increase.pngCritical Damage Increase: 7%
Unrelenting Strikes
10Recharge.png
Unrelenting Strikes.pngUnrelenting Strikes
Gain fury when you strike an enemy whose health is below the threshold.
Radius.pngHealth Threshold: 90%
Fury.pngFury (4s): 20% Critical Chance
Sundering Strikes
Sundering Strikes.pngSundering Strikes
Critical hits have a chance to cause vulnerability.
Book.pngChance on Critical Hit: 50%
Vulnerability.pngVulnerability (6s): 1% Incoming Damage, 1% Incoming Condition Damage

Practiced Tolerance
Practiced Tolerance.pngPracticed Tolerance
Gain ferocity based on your precision.
Book.pngGain Ferocity Based on a Percentage of Precision: 10%

Ankle Shots
8Recharge.png
Ankle Shots.pngAnkle Shots
Critical hits with pistols and harpoon guns have a chance to cripple foes. Pistol and harpoon attacks deal increased damage to crippled foes.
Book.pngChance on Critical Hit: 60%
Damage.pngDamage Increase: 10%
Crippled.pngCrippled (3s): -50% Movement Speed
Ferocious Strikes
Ferocious Strikes (thief).pngFerocious Strikes
Gain increased critical damage against foes whose health is above the threshold.
Damage.pngDamage Increase: 10%
Radius.pngHealth Threshold: 50%
No Quarter
2Recharge.png
No Quarter.pngNo Quarter
Landing a critical hit while under the effects of fury increases the duration of fury. Gain increased ferocity while under the effects of fury.
Fury.pngFury (2s): 20% Critical Chance
Attribute bonus.pngFerocity: +250

Hidden Killer
Hidden Killer.pngHidden Killer
Gain bonus critical-hit chance while in stealth.
Critical Chance Increase.pngCritical Chance Increase: 100%

Invigorating Precision
Invigorating Precision.pngInvigorating Precision
You are healed for a percentage of outgoing critical hit damage.
Radius.pngPercent: 15%
Daredevil
Physical Supremacy
Physical Supremacy.pngPhysical Supremacy
Gain access to the physical skill category and staff weapon type. Your maximum endurance threshold is increased.
Book.pngEndurance Threshold Increased: 50
Havoc Mastery
Havoc Mastery.pngHavoc Mastery
Grants the player bonus damage to enemies within range.
Damage.pngDamage Increase: 7%
Radius.pngRadius: 360

Weakening Strikes
10Recharge.png
Weakening Strikes.pngWeakening Strikes
Cause weakness to enemies you critically hit. Weakened enemies deal less damage to you.
Weakness.pngWeakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)

Brawler's Tenacity
Brawler's Tenacity.pngBrawler's Tenacity
Gain endurance when you first activate a physical skill. Physical skills have reduced cooldowns.
Book.pngEndurance Gained: 10
Book.pngRecharge Reduced: 20%
Driven Fortitude
1Recharge.png
Driven Fortitude.pngDriven Fortitude
Gain health when you successfully evade an attack
Healing.pngHealing: 456
Staff Master
Staff Master.pngStaff Master
While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
Damage.pngDamage Increase: 10%

Escapist's Absolution
1Recharge.png
Escapist's Absolution.pngEscapist's Absolution
Remove a condition whenever you evade an attack.
Book.pngConditions Removed: 1

Impacting Disruption
Impacting Disruption.pngImpacting Disruption
Enemies that you interrupt suffer a pulmonary impact.
Endurance Thief
Endurance Thief.pngEndurance Thief
Gain endurance when you successfully steal from an enemy.
Book.pngEndurance Gained: 50
Lotus Training
Lotus Training.pngLotus Training
Your dodge ability now uses Impaling Lotus, firing daggers at nearby enemies. Gain increased condition damage for a period of time after dodging.
Lotus Training.pngLotus Training (4s): 10% Condition Damage

Unhindered Combatant
Unhindered Combatant.pngUnhindered Combatant
Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness when you dodge. Damage against you is reduced for a time after you dodge.
Unhindered Combatant.pngUnhindered Combatant (4s): -10% Incoming Damage, -10% Incoming Condition Damage

Bounding Dodger
Bounding Dodger.pngBounding Dodger
Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
Bounding Dodger.pngBounding Dodger (4s): 10% Damage

Usage

  • Put down
    Tripwire Tripwire
    Not usable underwater.png
    ½Activation.png
    30Recharge.png
    Tripwire
    Trap. Set a trap that knocks down foes when triggered.
    Crippled.pngCrippled (5s): -50% Movement Speed
    Knockdown.pngKnockdown: 3 seconds
    Book.pngNumber of Targets: 5
    Book.pngUnblockable
    and
    Ambush Ambush
    Not usable underwater.png
    ½Activation.png
    35Recharge.png
    Ambush
    Trap. Set a trap that, when triggered, calls in a thief that attacks nearby foes for twenty seconds.
    Duration.pngTriggered Thief Duration: 20 seconds
    Book.pngUnblockable
    , wait for an enemy to come, activate
    Basilisk Venom Basilisk Venom
    1Activation.png
    40Recharge.png
    Basilisk Venom
    Venom. Your attacks turn foes to stone.
    Basilisk Venom.pngBasilisk Venom (30s): Your attacks turn foes to stone.
    Stun.pngStone Duration: 1 second
    Duration.pngVenom Duration: 30 seconds
    Book.pngUnblockable
    and use
    Body Shot Body Shot
    ½Activation.png
    4Initiative.png
    Body Shot
    Make your foe vulnerable with a body shot.
    Damage.pngDamage: 61
    Vulnerability.png5Vulnerability (3s): 5% Incoming Damage, 5% Incoming Condition Damage
    Immobilize.pngImmobilize (1s): Unable to move.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    and then
    Unload Unload
    Activation.png
    5Initiative.png
    Unload
    Dual wield. Blast your foe repeatedly with both pistols.
    Damage.pngDamage: 101
    Book.pngNumber of Shots: 8
    Might.png8Might (8s): +240 Power, +240 Condition Damage
    Combo.pngCombo Finisher: Physical Projectile (20% chance)
    Range.pngRange: 900
    . If playing against a class that has little to no CC, use
    Haste Haste
    60Recharge.png
    Haste
    Trick. Gain quickness and fury.
    Quickness.pngQuickness (6s): Skills and actions are 50% faster.
    Fury.pngFury (6s): 20% Critical Chance
    Breaks Stun.pngBreaks Stun
    before Unloading to gain additional Damage.
  • While still being able to move quickly from point to point via Dodging (although a Shortbow build is better for that), this build has the capability of dealing more consistent damage, delivering more CC and being able to defeat even stronger Bunkers (Classes that are able to hold points like Engineers and Ranger), which becomes very useful in situations where the "far" point has to be capped while it is still protected.
  • Tripwire Tripwire
    Not usable underwater.png
    ½Activation.png
    30Recharge.png
    Tripwire
    Trap. Set a trap that knocks down foes when triggered.
    Crippled.pngCrippled (5s): -50% Movement Speed
    Knockdown.pngKnockdown: 3 seconds
    Book.pngNumber of Targets: 5
    Book.pngUnblockable
    is a good tool to hold your own points longer than an usual Thief could. Also
    Ambush Ambush
    Not usable underwater.png
    ½Activation.png
    35Recharge.png
    Ambush
    Trap. Set a trap that, when triggered, calls in a thief that attacks nearby foes for twenty seconds.
    Duration.pngTriggered Thief Duration: 20 seconds
    Book.pngUnblockable
    makes it possible to distract the enemy and heal/shoot from range. If both traps trigger, you instantly gain 20 might (10 from
    Deadly Trapper Deadly Trapper
    Deadly Trapper.pngDeadly Trapper
    Traps apply vulnerability to enemies and grant you might. Trap recharges are reduced.
    Vulnerability.png5Vulnerability (10s): 5% Incoming Damage, 5% Incoming Condition Damage
    Might.png5Might (10s): +150 Power, +150 Condition Damage
    Book.pngRecharge Reduced: 20%
    and 10 from Rune of Dragonhunter ).
  • If the situation becomes risky (for example when the enemy activates a reflect shield), swap to Dagger/Dagger and use the Stealth and Evasion to either get away or kill the enemy fast in close combat.
  • You can activate
    Tripwire Tripwire
    Not usable underwater.png
    ½Activation.png
    30Recharge.png
    Tripwire
    Trap. Set a trap that knocks down foes when triggered.
    Crippled.pngCrippled (5s): -50% Movement Speed
    Knockdown.pngKnockdown: 3 seconds
    Book.pngNumber of Targets: 5
    Book.pngUnblockable
    and then
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    to the enemy to instantly lay down a Trap next to them. Hard to time right, but when correctly executed, can be devastating (Can also be done while stealthed, you become revealed when stealing though).
  • Bigger teamfight potential because of the Thief summon, the CC and the Ranged DPS from
    Unload Unload
    Activation.png
    5Initiative.png
    Unload
    Dual wield. Blast your foe repeatedly with both pistols.
    Damage.pngDamage: 101
    Book.pngNumber of Shots: 8
    Might.png8Might (8s): +240 Power, +240 Condition Damage
    Combo.pngCombo Finisher: Physical Projectile (20% chance)
    Range.pngRange: 900
    .

Against Other Classes

  • Dragonhunters - While you can easily dodge through all traps with one dodge, their reflects can make you kill yourself faster than you think.
  • Scrapper - Not too much of a counter, as long as you avoid shooting them while they have retaliation and/or their reflective bubble. You can dodge the reflected projectiles though.
  • Necromancer/Reaper - Projectiles get blocked by summons, and their Conditions get a problem very fast. If the necromancer is not Focusing you,
    Unload Unload
    Activation.png
    5Initiative.png
    Unload
    Dual wield. Blast your foe repeatedly with both pistols.
    Damage.pngDamage: 101
    Book.pngNumber of Shots: 8
    Might.png8Might (8s): +240 Power, +240 Condition Damage
    Combo.pngCombo Finisher: Physical Projectile (20% chance)
    Range.pngRange: 900
    melts their Shroud easily.
  • Condition Guardians - You simply don't have enough Condition Clears. Either kill them fast or try not to get caught in their AoE's.
  • Thief/Daredevil - Other Thieves don't have enough Stunbreaks, and as soon as they are knocked down or Stunned,
    Unload Unload
    Activation.png
    5Initiative.png
    Unload
    Dual wield. Blast your foe repeatedly with both pistols.
    Damage.pngDamage: 101
    Book.pngNumber of Shots: 8
    Might.png8Might (8s): +240 Power, +240 Condition Damage
    Combo.pngCombo Finisher: Physical Projectile (20% chance)
    Range.pngRange: 900
    instantly melts them down.
  • Warrior/Berserker If playing against a normal Greatsword Warrior, there shouldn't be a problem, as long as you keep your range to them. Same applies to Mace/Shield Warriors, don't waste your
    Haste Haste
    60Recharge.png
    Haste
    Trick. Gain quickness and fury.
    Quickness.pngQuickness (6s): Skills and actions are 50% faster.
    Fury.pngFury (6s): 20% Critical Chance
    Breaks Stun.pngBreaks Stun
    Stunbreak before the fight and use it when you get stunned.
0%
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1 Ratings
Bronze Medal - Basic
Hanz said this build was basic 2 weeks ago

There are so many things wrong with this build that I'll just make a list:

Sigil of Impact, no shortbow, hide in shadows, haste, tripwire, ambush, no trickery, dagger/dagger, pistol/pistol, deadly trapper, entire critical strikes line.

Trapper P/P with everything put into damage sounds fun, but unless you hate your team and want them to get 500-0 don't play this in ranked.