Difference between revisions of "Deadeye - Power DPS D/D"

 
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{{SEO|description=A power DPS build for Deadeye in raids. Deadeye's weakness is that it is lacks cleave damage or any utility other than Basilisk Venom. It is also heavily reliant on allies providing boons and conditions for Premeditation and Exposed Weakness respectively. This means it works best when surrounded by other DPS classes that can cover its shortcomings.}}
 
 
{{Build
 
{{Build
 
| profession = Thief
 
| profession = Thief
 
| specialization = Deadeye
 
| specialization = Deadeye
 
| designed for = Raid
 
| designed for = Raid
| rating = Good
+
| rating = Great
| focus = Strike Damage
+
| focus = Direct Damage
| meta =
+
| xpac = pof
 +
| meta =  
 +
| difficulty = 2
 
}}
 
}}
  
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Deadeye's weakness is that it is lacks cleave damage or any utility other than {{Skill|Basilisk Venom}}. It is also heavily reliant on allies providing boons and conditions for {{Trait|Premeditation}} and {{Trait|Exposed Weakness}} respectively. This means it works best when surrounded by other DPS classes that can cover its shortcomings.
 
Deadeye's weakness is that it is lacks cleave damage or any utility other than {{Skill|Basilisk Venom}}. It is also heavily reliant on allies providing boons and conditions for {{Trait|Premeditation}} and {{Trait|Exposed Weakness}} respectively. This means it works best when surrounded by other DPS classes that can cover its shortcomings.
  
This guide is focused on raids. For the fractal version see [[Build:Deadeye - Power DPS D/D (Fractal)|Deadeye - Power DPS D/D (Fractal)]]. For variants using other weapons see [[Build:Deadeye - Power DPS Rifle|Deadeye - Power DPS Rifle]] and [[Build:Deadeye - Power DPS P/P|Deadeye - Power DPS P/P]].
+
For variants using other weapons see [[Build:Deadeye - Power DPS Rifle|Deadeye - Power DPS Rifle]] and [[Build:Deadeye - Power DPS P/P|Deadeye - Power DPS P/P]].
 +
 
  
  
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| weapon2 = Dagger
 
| weapon2 = Dagger
 
| healing = Signet of Malice
 
| healing = Signet of Malice
| utility3 = Assassin's Signet
+
| utility1 = Assassin's Signet
| utility2 = Prepare Pitfall
+
| utility2 = Shadow Flare
| utility1 = Shadow Flare
+
| utility3 = Mercy
 
| elite = Basilisk Venom
 
| elite = Basilisk Venom
 
}}
 
}}
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===Weapon Variants===
 
===Weapon Variants===
* Your DPS rotation only involves Dagger/Dagger so your 2nd weapon set can be based on personal preference - Shortbow for mobility from {{Skill|Infiltrator's Arrow}} or an offhand pistol for additional emergency CC from {{Skill|Headshot}} are both common options.
+
* Your DPS rotation only involves '''Dagger/Dagger''' so your 2nd weapon set can be based on personal preference - '''Shortbow''' for mobility from {{Skill|Infiltrator's Arrow}} or an offhand '''Pistol''' for additional emergency CC from {{Skill|Headshot}} are both common options. '''Rifle''' is also a useful option to maintain damage should you be unable to melee the boss.
  
  
 
===Skill Variants===
 
===Skill Variants===
'''Utility Skills'''
 
  
{{Skill|Prepare Pitfall}} offers good CC, and will be higher damage than venoms if you are able to "precast" it during downtime in fights. Otherwise, it can be replaced with:
+
'''Utility'''
* {{Skill|Signet of Agility}} if you don't have a druid providing {{trait|Spotter}} to you. If you take this, you can use full {{Tooltip|Berserker stats}} gear.
+
 
* {{Skill|Spider Venom}} or {{Skill|Skale Venom}}, depending on how much the boss moves.
+
The empty utility slot can be changed depending on preference:
 +
* {{skill|Signet of Agility}} allows you to run full {{tooltip|Berserker stats}} and Mighty Infusions.
 +
* {{Skill|Prepare Pitfall}}, {{skill|Binding Shadow}} and {{Skill|Shadow Gust}} can all be taken as a strong CC option
 +
** {{Skill|Prepare Pitfall}} does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm.
 +
** {{skill|Binding Shadow}} has 1200 range and also removes 2 boons, but only affects your marked target.
 +
** {{skill|Shadow Gust}} is lower CC and has short range, but will also stealth you if used at the right point in your rotation.
 +
* {{skill|Mercy}} should be used if running {{trait|Be Quick or Be Killed}}, and could be used as a reset button in case you completely bungle the rotation and end up without initiative. It could also be used on fights where you need to mark targets more frequently than you normally could.
  
  
'''Elite Skills'''
+
'''Elite'''
 
* {{Skill|Thieves Guild}} if you don't need CC from {{Skill|Basilisk Venom}}.
 
* {{Skill|Thieves Guild}} if you don't need CC from {{Skill|Basilisk Venom}}.
 
* {{Skill|Shadow Meld}} is recommended if you have doubts about yourself, your lag, or your {{tooltip|Quickness}} provider.
 
* {{Skill|Shadow Meld}} is recommended if you have doubts about yourself, your lag, or your {{tooltip|Quickness}} provider.
 +
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQUcPSMbOh2FAIUArBYzAVQBVwEzAVgBDgEOAQAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQUcPSMbOh2FAIUArBYzASAXVwEzAVgBDgEOAQAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
 +
  
  
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===Specialization Variants===
+
===Trait Variants===
 
* {{Trait|Invigorating Precision}} if you're having trouble surviving. This is a ~10% DPS loss.
 
* {{Trait|Invigorating Precision}} if you're having trouble surviving. This is a ~10% DPS loss.
 +
* {{trait|Be Quick or Be Killed}} is a fairly big DPS loss, but makes the rotation much more reliable and so may be better in actual encounters.
 +
  
  
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| stats = Berserker
 
| stats = Berserker
 
| weight = Medium
 
| weight = Medium
| rune = Superior Rune of the Scholar
+
| rune = Superior Rune of the Dragonhunter
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Dagger
 
| weapon1 = Dagger
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| sigil2 = Superior Sigil of Impact
 
| sigil2 = Superior Sigil of Impact
 
| infusion1 = Mighty +9 Agony Infusion
 
| infusion1 = Mighty +9 Agony Infusion
| infusion1-qt = 18
+
| infusion1-qt = 14
 +
| infusion2 = Precise +9 Agony Infusion
 +
| infusion2-qt = 4
 +
| relic = Relic of the Deadeye
 +
| variant =
 
<!-- Custom stats -->
 
<!-- Custom stats -->
| head = Assassin
+
| head =  
| shoulders = Assassin
+
| shoulders =  
| chest =
+
| chest =  
| hands = Assassin
+
| hands =
| legs =
+
| legs = Assassin
| feet = Assassin
+
| feet =
 
| backpiece =
 
| backpiece =
 
| accessory1 =
 
| accessory1 =
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}}
 
}}
  
 +
* If you do not have stat infusions, switch the headpiece to {{tooltip|Assassin stats}}.
 +
* You want to aim for ~2008 precision.
 +
* If using {{trait|Be Quick or Be Killed}}, the extra precision allows you to run full {{tooltip|Berserker stats}} with '''Mighty Infusions'''.
  
===Equipment Variants===
 
* You can run full {{Tooltip|Berserker stats}} gear if you always bring {{Skill|Signet of Agility}}. You will not require {{Trait|Spotter}} this way.
 
  
  
 
==Consumables==
 
==Consumables==
 +
 
'''Food'''
 
'''Food'''
 
* {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions
 
* {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions
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'''Utility'''
 
'''Utility'''
 
* {{Utility|Tin of Fruitcake}}/{{Utility|Superior Sharpening Stone}}
 
* {{Utility|Tin of Fruitcake}}/{{Utility|Superior Sharpening Stone}}
 +
  
  
 
==Usage==
 
==Usage==
 +
 
===Rotation===
 
===Rotation===
The rotation for this build is very simple - start off with the following opening burst
+
 
 +
<big>'''Opener'''</big>
 
# {{Skill|Deadeye's Mark}}
 
# {{Skill|Deadeye's Mark}}
# {{Skill|Heartseeker}} x2
+
# {{Skill|Dancing Dagger}} x2
# {{Skill|Shadow Flare}}
+
# {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}}
 +
# {{Skill|Assassin's Signet}} during the cast of {{Skill|Shadow Flare}}  
 
# {{Skill|Cloak and Dagger}}
 
# {{Skill|Cloak and Dagger}}
# {{Skill|Assassin's Signet}}
 
 
# {{Skill|Malicious Backstab}}
 
# {{Skill|Malicious Backstab}}
# {{Skill|Heartseeker}} x3
+
# {{Skill|Dancing Dagger}} x3
# Auto Attack chain
+
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}}
# Stolen skill
+
# '''Stolen skill'''
 
# {{Skill|Malicious Backstab}}
 
# {{Skill|Malicious Backstab}}
  
  
'''Loop'''
+
<big>'''Loop'''</big>
  
 
After the opener, the basic loop is:
 
After the opener, the basic loop is:
 +
# {{Skill|Dancing Dagger}} x2
 +
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}}
 +
# {{Skill|Deadeye's Mark}} or {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} (if available), otherwise use {{skill|Double Strike}}
 +
# {{Skill|Cloak and Dagger}}
 +
# {{Skill|Assassin's Signet}} (if available)
 +
# {{Skill|Malicious Backstab}}
 +
 +
 +
<big>'''Assassin's Signet burst'''</big>
 +
 +
After using {{Skill|Assassin's Signet}}, your next loop is slightly different (as seen in the opener):
 +
# {{Skill|Dancing Dagger}} x3
 +
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}}
 +
# '''Stolen skill'''
 +
# {{Skill|Malicious Backstab}}
 +
 +
This deals more damage than your regular loop, but requires a stolen skill. Thus you only do this burst while under the effects of {{Skill|Assassin's Signet}}.
 +
 +
 +
===Below 50% Rotation===
 +
On targets below 50% health {{skill|Heartseeker}} is a better DPS skill than {{Skill|Dancing Dagger}}, so it replaces it in the loop and as the animation is slightly longer, the extra {{skill|Double Strike}} is dropped. If you struggle with the Dancing Dagger part of the rotation you could use this rotation the whole way through.
 +
 +
 +
<big>'''Loop'''</big>
 +
 
# {{Skill|Heartseeker}} x2
 
# {{Skill|Heartseeker}} x2
 
# {{Skill|Deadeye's Mark}} (if available)
 
# {{Skill|Deadeye's Mark}} (if available)
# Auto Attack chain
+
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}}
# {{Skill|Shadow Flare}} (if available)
+
# {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} (if available)
 
# {{Skill|Cloak and Dagger}}
 
# {{Skill|Cloak and Dagger}}
 
# {{Skill|Assassin's Signet}} (if available)
 
# {{Skill|Assassin's Signet}} (if available)
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'''Assassin's Signet burst'''
+
<big>'''Assassin's Signet burst'''</big>
  
 
After using {{Skill|Assassin's Signet}}, your next loop is slightly different:
 
After using {{Skill|Assassin's Signet}}, your next loop is slightly different:
 
# {{Skill|Heartseeker}} x3
 
# {{Skill|Heartseeker}} x3
# Auto Attack chain
+
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}}
 
# Stolen skill
 
# Stolen skill
 
# {{Skill|Malicious Backstab}}
 
# {{Skill|Malicious Backstab}}
  
This deals more damage than your regular loop, but requires a stolen skill. Thus you only do this burst while under the effects of {{Skill|Assassin's Signet}}.
 
  
[https://youtu.be/_UhZPaboA1g Video example]
+
[https://youtu.be/2JLAtcxBdCc Video example]
 +
 
 +
 
 +
===Be Quick or Be Killed Rotation===
 +
{{trait|Maleficent Seven}} needs you to consistently crit in order to trigger. This can be thwarted by {{tooltip|Blind}}, {{tooltip|Weakness}}, or falling below 90% health (via {{trait|Keen Observer}}). As these may not be entirely within your control, {{trait|Be Quick or Be Killed}} offers a much safer rotation:
 +
 
 +
 
 +
<big>'''Opener'''</big>
 +
# {{skill|Deadeye's Mark}}
 +
# {{Skill|Assassin's Signet}}
 +
# {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}}
 +
# {{skill|Cloak and Dagger}}
 +
# {{skill|Malicious Backstab}}
 +
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2
 +
# {{skill|Double Strike}}
 +
# {{skill|Cloak and Dagger}}
 +
# {{skill|Malicious Backstab}}
 +
 
 +
 
 +
<big>'''Loop'''</big>
 +
 
 +
The basic loop is to do two auto chains and a single {{skill|Double Strike}} in between each {{skill|Cloak and Dagger}} {{to}} {{skill|Malicious Backstab}}. When {{skill|Deadeye's Mark}} is available, you can replace {{skill|Double Strike}} with it.
 +
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2
 +
# {{skill|Double Strike}}, or {{skill|Deadeye's Mark}} (if available)
 +
# {{skill|Cloak and Dagger}}
 +
# {{skill|Malicious Backstab}}
 +
 
 +
 
 +
<big>'''Assassin's Signet burst'''</big>
 +
 
 +
When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener):
 +
# {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}}
 +
# {{Skill|Assassin's Signet}} during the cast of {{Skill|Shadow Flare}}
 +
# {{skill|Dancing Dagger}} (above 50%) or {{skill|Heartseeker}} (below 50%) - this generates the one extra initiative required for your stolen skill to grant {{tooltip|Stealth}}
 +
# '''Stolen Skill'''
 +
# {{skill|Malicious Backstab}}
 +
 
 +
 
 +
[https://youtu.be/LBIQ6V27ld0 Video example]
  
  
'''Notes:'''
+
===General Tips===
* It doesn't matter if you use {{Skill|Heartseeker}} before or after the auto chain in each loop, so go with whatever feels most comfortable.
+
* Use {{skill|Mercy}} during the rotation to prevent yourself losing the buff from {{relic|Relic of the Deadeye}}. Your rotation is otherwise unaffected.
 +
* It doesn't matter if you use {{skill|Dancing Dagger}}/{{Skill|Heartseeker}} before or after the auto chain in each loop, so go with whatever feels most comfortable.
 
* {{Skill|Deadeye's Mark}}, {{Skill|Shadow Flare}} and {{Skill|Assassin's Signet}} all have different cooldowns, so each loop may be slightly different depending on which are available.
 
* {{Skill|Deadeye's Mark}}, {{Skill|Shadow Flare}} and {{Skill|Assassin's Signet}} all have different cooldowns, so each loop may be slightly different depending on which are available.
 
* {{Skill|Deadeye's Mark}} has a slightly longer cooldown than {{Skill|Assassin's Signet}} so eventually you will have no stolen skill available for the burst. In this case, just do the normal loop.
 
* {{Skill|Deadeye's Mark}} has a slightly longer cooldown than {{Skill|Assassin's Signet}} so eventually you will have no stolen skill available for the burst. In this case, just do the normal loop.
 
* {{Skill|Shadow Flare}} has a long cast time and it will be interrupted by {{Skill|Cloak and Dagger}} if you use it too early, so make sure to finish the cast.
 
* {{Skill|Shadow Flare}} has a long cast time and it will be interrupted by {{Skill|Cloak and Dagger}} if you use it too early, so make sure to finish the cast.
 
* Below 50%, if the boss is about to phase, you can use up any excess initiative by spamming {{Skill|Heartseeker}} - Just make sure to leave yourself enough initiative for {{Skill|Cloak and Dagger}} if you will also have time for another {{Skill|Malicious Backstab}}! Above 50%, {{Skill|Heartseeker}} is lower DPS than the auto chain.
 
* Below 50%, if the boss is about to phase, you can use up any excess initiative by spamming {{Skill|Heartseeker}} - Just make sure to leave yourself enough initiative for {{Skill|Cloak and Dagger}} if you will also have time for another {{Skill|Malicious Backstab}}! Above 50%, {{Skill|Heartseeker}} is lower DPS than the auto chain.
* This rotation is ''highly'' susceptible to lag, as you need to be fitting {{Skill|Cloak and Dagger}} and {{Skill|Malicious Backstab}} in between the pulses of {{Skill|Shadow Flare}}. If this is likely to be a problem, bring {{Skill|Shadow Meld}} as your elite, and quickly use it to re-enter stealth in the event that {{Skill|Shadow Flare}} reveals you before you can use {{Skill|Malicious Backstab}}.
+
* This rotation is susceptible to lag. If this is likely to be a problem, bring {{Skill|Shadow Meld}} as your elite, and quickly use it to re-enter stealth in the event that you are revealed before before you can use {{Skill|Malicious Backstab}}.
* {{Skill|Spider Venom}}/{{Skill|Skale Venom}} (if you're running it)should be used whenever available.
+
* Activating {{skill|Assassin's Signet}} is a minor DPS increase, so if you are struggling with the burst you can leave it passive.
* Make sure you're always flanking (attacking from behind or the sides) the boss to maximize the damage dealt with backstab. If you cannot consistently flank the boss consider swapping to another DPS build.
 
  
  
 
===Break bars===
 
===Break bars===
 
* {{Skill|Basilisk Venom}} should be cast while you are standing in melee range of 5 allied units (mesmer illusions, ranger pets and necromancer minions all count towards this).
 
* {{Skill|Basilisk Venom}} should be cast while you are standing in melee range of 5 allied units (mesmer illusions, ranger pets and necromancer minions all count towards this).
 +
 +
 +
 +
==Encounter Specific Tips==
 +
 +
===Spirit Vale===
 +
{{Collapse start|Ghost events}}
 +
The ghost events are mostly movement based.
 +
* Consider equipping a Short bow, and/or using {{Skill|Shadowstep}}.
 +
 +
For more information, see our [[Guide:Raid_Wing_1_-_Spirit_Vale#Spirit_Woods|Spirit Woods Guide]].
 +
{{Collapse end}}
 +
 +
{{Collapse start|Gorseval the Multifarious}}
 +
* During the split phases, you can use {{skill|Dancing Dagger}} to cripple spirits from 900 range.
 +
 +
For more information, see our [[Guide:Raid_Wing_1_-_Spirit_Vale#Gorseval_the_Multifarious|Gorseval Guide]].
 +
{{Collapse end}}
 +
 +
 +
===Salvation Pass===
 +
{{Collapse start|Slothasor}}
 +
* You have no way of blocking Slothasor's fear so either rely on others to break/cleanse it for you or equip {{skill|Mercy}}. This can also be used to recover from disruption caused by the Slublings.
 +
* Bringing one of the CC options will be very helpful.
 +
* A '''Rifle''' can be useful for moments where you cannot melee the boss.
 +
 +
For more information, see our [[Guide:Raid_Wing_2_-_Salvation_Pass#Slothasor|Slothasor Guide]].
 +
{{Collapse end}}
 +
 +
{{Collapse start|Matthias Gabrel}}
 +
* Use {{skill|Heartseeker}} for mobility around the room.
 +
* Bringing one of the CC options will be very helpful.
 +
* A '''Rifle''' can be useful for moments where you cannot melee the boss.
 +
* {{skill|Basilisk Venom}} is somewhat unreliable as your allies may still be targeting Matthias instead of the sacrifice, so it can be replaced with {{skill|Shadow Meld}}.
 +
 +
For more information, see our [[Guide:Raid_Wing_2_-_Salvation_Pass#Matthias_Gabrel|Matthias Guide]].
 +
{{Collapse end}}
 +
 +
 +
===Stronghold of the Faithful===
 +
{{Collapse start|Keep Construct}}
 +
* Unless you really need the CC, you can greed for damage with {{skill|Thieves Guild}}.
 +
 +
For more information, see our [[Guide:Raid_Wing_3_-_Stronghold_of_the_Faithful#Keep_Construct|Keep Construct Guide]].
 +
{{Collapse end}}
 +
 +
{{Collapse start|Twisted Castle}}
 +
* Consider equipping a Short bow, and/or using {{skill|Shadowstep}}.
 +
* Consider equipping a {{skill|Mercy}} as a stunbreak.
 +
 +
For more information, see our [[Guide:Raid_Wing_3_-_Stronghold_of_the_Faithful#Twisted_Castle|Twisted Castle Guide]].
 +
{{Collapse end}}
 +
 +
 +
===Bastion of the Penitent===
 +
{{Collapse start|Cairn the Indomitable}}
 +
* This fight has no breakbar, bring {{skill|Thieves Guild}}.
 +
 +
For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Cairn_the_Indomitable|Cairn Guide]].
 +
{{Collapse end}}
 +
 +
{{Collapse start|Mursaat Overseer}}
 +
* This fight has no breakbar, bring {{skill|Thieves Guild}}.
 +
 +
For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Mursaat_Overseer|Mursaat Overseer Guide]].
 +
{{Collapse end}}
 +
 +
{{Collapse start|Samarog}}
 +
* Bringing one of the CC options will be very helpful.
 +
 +
For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Samarog|Samarog Guide]].
 +
{{Collapse end}}
 +
 +
{{Collapse start|Deimos}}
 +
* The breakbar in this fight is too fast and too small for {{skill|Basilisk Venom}}, so you can bring {{skill|Thieves Guild}} instead.
 +
* Bringing one of the CC options will be very helpful (not {{skill|Prepare Pitfall}}).
 +
* A '''Rifle''' can be useful for moments where you cannot melee the boss.
 +
 +
For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Deimos|Deimos Guide]].
 +
{{Collapse end}}
 +
 +
 +
===Hall of Chains===
 +
{{Collapse start|Dhuum}}
 +
* This fight has no breakbar, bring {{skill|Thieves Guild}}.
 +
* If bringing {{skill|Signet of Agility}}, you can use it to clear {{tooltip|Torment}} from yourself after the Greater Death Mark if the supports aren't doing it for you. It can also save you in case you are {{tooltip|Fear}}ed.
 +
* A '''Rifle''' can be useful for moments where you cannot melee the boss.
 +
 +
For more information, see our [[Guide:Raid_Wing_5_-_Hall_of_Chains#Dhuum|Dhuum Guide]].
 +
{{Collapse end}}
 +
 +
 +
===Mythwright Gambit===
 +
{{Collapse start|Conjured Amalgamate}}
 +
* {{skill|Basilisk Venom}} is overkill for breaking shields, so you can bring {{skill|Thieves Guild}}.
 +
* Given the speed at which the arms slam down, {{skill|Mercy}} can be used to ensure you can mark them.
 +
 +
For more information, see our [[Guide:Raid_Wing_6_-_Mythwright_Gambit#Conjured_Amalgamate|Conjured Amalgamate Guide]].
 +
{{Collapse end}}
 +
 +
{{Collapse start|Twin Largos}}
 +
* Bringing one of the CC options will be very helpful (not {{skill|Prepare Pitfall}}).
 +
* A '''Rifle''' can be useful for moments where you cannot melee the boss.
 +
 +
For more information, see our [[Guide:Raid_Wing_6_-_Mythwright_Gambit#Largos_Assassins|Largos Assassins Guide]].
 +
{{Collapse end}}
 +
 +
 +
===The Key of Ahdashim===
 +
 +
{{Collapse start|Cardinal Adina}}
 +
* A '''Rifle''' can be useful if you're being made to do pillars.
 +
 +
For more information, see our [[Guide:Raid_Wing_7_-_The_Key_of_Ahdashim#Cardinal_Adina|Adina Guide]].
 +
{{Collapse end}}
 +
 +
{{Collapse start|Qadim the Peerless}}
 +
* As a deadeye, you're an ideal candidate to kite on the [[Build:Deadeye_-_Power_DPS_Rifle|rifle]] build.
 +
 +
For more information, see our [[Guide:Raid_Wing_7_-_The_Key_of_Ahdashim#Qadim_the_Peerless|Qadim the Peerless Guide]].
 +
{{Collapse end}}

Latest revision as of 01:18, 15 December 2023

The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage

Designed for: Raids

Expansions required: Path of Fire Builds

Difficulty:
Normal
This build was last updated on December 15, 2023 and is up to date for the March 19, 2024 patch.

Overview

A power DPS build for Deadeye in raids.

Deadeye's weakness is that it is lacks cleave damage or any utility other than Basilisk Venom. It is also heavily reliant on allies providing boons and conditions for Premeditation and Exposed Weakness respectively. This means it works best when surrounded by other DPS classes that can cover its shortcomings.

For variants using other weapons see Deadeye - Power DPS Rifle and Deadeye - Power DPS P/P.


Skill Bar

Dagger/Dagger
Utility


Weapon Variants

  • Your DPS rotation only involves Dagger/Dagger so your 2nd weapon set can be based on personal preference - Shortbow for mobility from Infiltrator's Arrow or an offhand Pistol for additional emergency CC from Headshot are both common options. Rifle is also a useful option to maintain damage should you be unable to melee the boss.


Skill Variants

Utility

The empty utility slot can be changed depending on preference:

  • Signet of Agility allows you to run full Berserker stats Berserker stats and Mighty Infusions.
  • Prepare Pitfall, Binding Shadow and Shadow Gust can all be taken as a strong CC option
    • Prepare Pitfall does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm.
    • Binding Shadow has 1200 range and also removes 2 boons, but only affects your marked target.
    • Shadow Gust is lower CC and has short range, but will also stealth you if used at the right point in your rotation.
  • Mercy should be used if running Be Quick or Be Killed, and could be used as a reset button in case you completely bungle the rotation and end up without initiative. It could also be used on fights where you need to mark targets more frequently than you normally could.


Elite

  • Thieves Guild if you don't need CC from Basilisk Venom.
  • Shadow Meld is recommended if you have doubts about yourself, your lag, or your Quickness Quickness provider.


Template Code

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Specializations


Trait Variants

  • Invigorating Precision if you're having trouble surviving. This is a ~10% DPS loss.
  • Be Quick or Be Killed is a fairly big DPS loss, but makes the rotation much more reliable and so may be better in actual encounters.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Assassin
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Dagger
Berserker
Dagger
Berserker
Sigil
Sigil
Rune
x6
Infusion
x14
Infusion
x4
Relic
  • If you do not have stat infusions, switch the headpiece to Assassin stats Assassin stats.
  • You want to aim for ~2008 precision.
  • If using Be Quick or Be Killed, the extra precision allows you to run full Berserker stats Berserker stats with Mighty Infusions.


Consumables

Food

  • or ascended versions


Utility

  • /


Usage

Rotation

Opener

  1. Deadeye's Mark
  2. Dancing Dagger x2
  3. Shadow Flare Shadow Swap
  4. Assassin's Signet during the cast of Shadow Flare
  5. Cloak and Dagger
  6. Malicious Backstab
  7. Dancing Dagger x3
  8. Double Strike Wild Strike Lotus Strike
  9. Stolen skill
  10. Malicious Backstab


Loop

After the opener, the basic loop is:

  1. Dancing Dagger x2
  2. Double Strike Wild Strike Lotus Strike
  3. Deadeye's Mark or Shadow Flare Shadow Swap (if available), otherwise use Double Strike
  4. Cloak and Dagger
  5. Assassin's Signet (if available)
  6. Malicious Backstab


Assassin's Signet burst

After using Assassin's Signet, your next loop is slightly different (as seen in the opener):

  1. Dancing Dagger x3
  2. Double Strike Wild Strike Lotus Strike
  3. Stolen skill
  4. Malicious Backstab

This deals more damage than your regular loop, but requires a stolen skill. Thus you only do this burst while under the effects of Assassin's Signet.


Below 50% Rotation

On targets below 50% health Heartseeker is a better DPS skill than Dancing Dagger, so it replaces it in the loop and as the animation is slightly longer, the extra Double Strike is dropped. If you struggle with the Dancing Dagger part of the rotation you could use this rotation the whole way through.


Loop

  1. Heartseeker x2
  2. Deadeye's Mark (if available)
  3. Double Strike Wild Strike Lotus Strike
  4. Shadow Flare Shadow Swap (if available)
  5. Cloak and Dagger
  6. Assassin's Signet (if available)
  7. Malicious Backstab


Assassin's Signet burst

After using Assassin's Signet, your next loop is slightly different:

  1. Heartseeker x3
  2. Double Strike Wild Strike Lotus Strike
  3. Stolen skill
  4. Malicious Backstab


Video example


Be Quick or Be Killed Rotation

Maleficent Seven needs you to consistently crit in order to trigger. This can be thwarted by Blind Blind, Weakness Weakness, or falling below 90% health (via Keen Observer). As these may not be entirely within your control, Be Quick or Be Killed offers a much safer rotation:


Opener

  1. Deadeye's Mark
  2. Assassin's Signet
  3. Shadow Flare Shadow Swap
  4. Cloak and Dagger
  5. Malicious Backstab
  6. Double Strike Wild Strike Lotus Strike x2
  7. Double Strike
  8. Cloak and Dagger
  9. Malicious Backstab


Loop

The basic loop is to do two auto chains and a single Double Strike in between each Cloak and Dagger Malicious Backstab. When Deadeye's Mark is available, you can replace Double Strike with it.

  1. Double Strike Wild Strike Lotus Strike x2
  2. Double Strike, or Deadeye's Mark (if available)
  3. Cloak and Dagger
  4. Malicious Backstab


Assassin's Signet burst

When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener):

  1. Shadow Flare Shadow Swap
  2. Assassin's Signet during the cast of Shadow Flare
  3. Dancing Dagger (above 50%) or Heartseeker (below 50%) - this generates the one extra initiative required for your stolen skill to grant Stealth Stealth
  4. Stolen Skill
  5. Malicious Backstab


Video example


General Tips

  • Use Mercy during the rotation to prevent yourself losing the buff from Relic of the Deadeye. Your rotation is otherwise unaffected.
  • It doesn't matter if you use Dancing Dagger/Heartseeker before or after the auto chain in each loop, so go with whatever feels most comfortable.
  • Deadeye's Mark, Shadow Flare and Assassin's Signet all have different cooldowns, so each loop may be slightly different depending on which are available.
  • Deadeye's Mark has a slightly longer cooldown than Assassin's Signet so eventually you will have no stolen skill available for the burst. In this case, just do the normal loop.
  • Shadow Flare has a long cast time and it will be interrupted by Cloak and Dagger if you use it too early, so make sure to finish the cast.
  • Below 50%, if the boss is about to phase, you can use up any excess initiative by spamming Heartseeker - Just make sure to leave yourself enough initiative for Cloak and Dagger if you will also have time for another Malicious Backstab! Above 50%, Heartseeker is lower DPS than the auto chain.
  • This rotation is susceptible to lag. If this is likely to be a problem, bring Shadow Meld as your elite, and quickly use it to re-enter stealth in the event that you are revealed before before you can use Malicious Backstab.
  • Activating Assassin's Signet is a minor DPS increase, so if you are struggling with the burst you can leave it passive.


Break bars

  • Basilisk Venom should be cast while you are standing in melee range of 5 allied units (mesmer illusions, ranger pets and necromancer minions all count towards this).


Encounter Specific Tips

Spirit Vale

Ghost events Toggle

The ghost events are mostly movement based.

  • Consider equipping a Short bow, and/or using Shadowstep.

For more information, see our Spirit Woods Guide.

Gorseval the Multifarious Toggle
  • During the split phases, you can use Dancing Dagger to cripple spirits from 900 range.

For more information, see our Gorseval Guide.


Salvation Pass

Slothasor Toggle
  • You have no way of blocking Slothasor's fear so either rely on others to break/cleanse it for you or equip Mercy. This can also be used to recover from disruption caused by the Slublings.
  • Bringing one of the CC options will be very helpful.
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Slothasor Guide.

Matthias Gabrel Toggle
  • Use Heartseeker for mobility around the room.
  • Bringing one of the CC options will be very helpful.
  • A Rifle can be useful for moments where you cannot melee the boss.
  • Basilisk Venom is somewhat unreliable as your allies may still be targeting Matthias instead of the sacrifice, so it can be replaced with Shadow Meld.

For more information, see our Matthias Guide.


Stronghold of the Faithful

Keep Construct Toggle
  • Unless you really need the CC, you can greed for damage with Thieves Guild.

For more information, see our Keep Construct Guide.

Twisted Castle Toggle
  • Consider equipping a Short bow, and/or using Shadowstep.
  • Consider equipping a Mercy as a stunbreak.

For more information, see our Twisted Castle Guide.


Bastion of the Penitent

Cairn the Indomitable Toggle
  • This fight has no breakbar, bring Thieves Guild.

For more information, see our Cairn Guide.

Mursaat Overseer Toggle
  • This fight has no breakbar, bring Thieves Guild.

For more information, see our Mursaat Overseer Guide.

Samarog Toggle
  • Bringing one of the CC options will be very helpful.

For more information, see our Samarog Guide.

Deimos Toggle
  • The breakbar in this fight is too fast and too small for Basilisk Venom, so you can bring Thieves Guild instead.
  • Bringing one of the CC options will be very helpful (not Prepare Pitfall).
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Deimos Guide.


Hall of Chains

Dhuum Toggle
  • This fight has no breakbar, bring Thieves Guild.
  • If bringing Signet of Agility, you can use it to clear Torment Torment from yourself after the Greater Death Mark if the supports aren't doing it for you. It can also save you in case you are Fear Feared.
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Dhuum Guide.


Mythwright Gambit

Conjured Amalgamate Toggle
  • Basilisk Venom is overkill for breaking shields, so you can bring Thieves Guild.
  • Given the speed at which the arms slam down, Mercy can be used to ensure you can mark them.

For more information, see our Conjured Amalgamate Guide.

Twin Largos Toggle
  • Bringing one of the CC options will be very helpful (not Prepare Pitfall).
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Largos Assassins Guide.


The Key of Ahdashim

Cardinal Adina Toggle
  • A Rifle can be useful if you're being made to do pillars.

For more information, see our Adina Guide.

Qadim the Peerless Toggle
  • As a deadeye, you're an ideal candidate to kite on the rifle build.

For more information, see our Qadim the Peerless Guide.


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
4 stars
OfficerAndyGentleman gave this build 4 stars • November 2022
Very high DPS if you can pull off the rotation, but basically 0 cleave and easily disrupted by lag or missing a crit. Fortunately the damage is high enough that you work around this and still do respectably.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
The highest single-target DPS in the game. Best in slot on a number of bosses.
5 stars
Night Owl gave this build 5 stars • January 2018
I like This One. It Provides A great DPS.
5 stars
Troupe gave this build 5 stars • January 2018
Now provides excellent DPS that matches or exceeds the potential of other top tier DPS builds. Also provides excellent breakbar contributions thanks to Basilisk Venom

Comments

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