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Daredevil - Acro Speardevil Roamer

This is a test build. You may comment and rate it.

Focused on: Strike damageMobility and Sustain

Designed for: WvW Roaming

Expansions required: Heart of Thorns buildsSecrets of the Obscure buildsJanthir Wilds builds

Difficulty:
Hard
This build was last updated on January 27, 2025.

Overview

A Daredevil roaming build focused on evasion and solid damage pressure, featuring the new Spear weapon from Janthir Wilds. This build is focused on typical roaming activities with the perk of being able to brawl with with others more directly in solo fights. It can also assist in zerg clashes thanks to good survivability and plenty of access to boon strip with

on and (Spear 3.3).


Skillbar

Spear
Shortbow
Utility


Skill Variants

Heal
  • for better endurance upkeep and access to dodges but no condition cleansing. Longer cooldown than and can be interrupted.
  • - more stealth access and a stronger heal but losing out on the condition cleansing and dodge of
Utility

Swap

with:

  • for a funny surprise option and better lockdown for Spear's combos. Requires proper planning and baiting opponents.
  • for a different stun break option. Loses 2s block, but the instant quickness synergizes with for quick executes that catches many off-guard.
Elite


Template Code

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Specializations

Variants


Specialization Variants

Acrobatics Critical Strikes for higher damage at the cost of less survivability.


Equipment

Head
Dragon
Shoulders
Dragon
Chest
Dragon
Hands
Dragon
Legs
Dragon
Feet
Dragon
Backpiece
Demolisher
Accessory
Demolisher
Accessory
Demolisher
Amulet
Demolisher
Ring
Demolisher
Ring
Demolisher
Spear
Dragon
Sigil
Sigil
Shortbow
Dragon
Sigil
Sigil
Rune
x7
Infusion
x14
Infusion
x10
Relic


Burstier Option

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Spear
Berserker
Sigil
Sigil
Shortbow
Berserker
Sigil
Sigil
Rune
x7
Infusion
x24
Relic

Stats

  • Generally try to get at least 16k HP, then switch to Toughness to further increase survivability. Dragon stats Dragon stats can be swapped with Marauder Marauder stats based on personal preference of having higher Precision or Ferocity.
  • Demolisher is a Toughness variant of Marauder Marauder, granting overall better survivability than just running Vitality. If that isn't a concern, switch the stats of the trinkets to either Marauder Marauder or Dragon stats Dragon stats based on preference.


Relics


Sigils


Runes


Consumables

Food


Utility


Usage

General

  • This build leverages the more acrobatics and dodging / evasion playstyle of Thief instead of leveraging stealth access - though (Spear 3.3) offers stealth access if successfully landed.


Spear Combos

  • Thief spear is a complicated weapon that takes a bit more practice and trial and error to learn how to wield effectively than other weapons available for Thief to use. There are several combo strings to use, for example the most damaging string for a power build is as follows:
  1. (Spear 2.1)
  2. (Spear 3.2)
  3. (Spear 2.3)
  4. (Spear 4)
  5. (Spear 3.2)
  6. (Spear 2.3)
  • Initiative costs for spear are higher than in PvE, so the more common combo to use to not run out as quickly is:
  1. (Spear 2.1)
  2. (Spear 3.2)
  3. (Spear 2.3)
  4. (Spear 4)
  5. (Spear 3.2)
  6. (Spear 3.3)
  7. (Stealth Attack)


General Spear Notes

  • (Spear 1) is a melee and ranged auto-attack, depending on proximity to the target. The ranged option is a considerable poke option and can whittle down opponents from distance. It can easily make a difference in a fight or chasing someone down, don't forget to use it.
    • (Spear 1, ranged) and (Spear 4) both share a strange quirk - they can be thrown in any direction without needing to face the target. The auto-attack won't activate automatically when facing away from a target, but pressing the button will still throw the spear behind at the target and deal damage. Use this while running away or repositioning, for example.
  • (Stealth Attack) regenerates initiative when the final stab hits, so make sure to hit at least that final poke.
  • (Spear 2.1) and (Spear 2.3) are the main damaging skills of the spear. These should be prioritized when not needing to gap close, stealth, or rip boons from a target.
  • (Spear 3.2) is the main sustain for this build and should almost always be prioritized over (Spear 2.2). The lifesteal is significant at baseline without even factoring in Power, Healing Power, or taking .
  • (Spear 3.3) is the source of stealth for spear, as well as ripping boons from the selected target. If the target is afflicted by Weakness Weakness, rip an additional boon from them.
    • + (Spear 3.3) allows Thief to rip a max of 5 boons from a single target in an instant, assuming the target is afflicted by Weakness Weakness, which can be applied through (Spear 3.2). Useful in duels and poking at zergs.
  • (Spear 4) is a low cost, spammable interrupt if the target is crippled, while also granting the Thief a 7s buff to Damage and Condition Damage when used after a combo finisher (Spear 2.3 or Spear 3.3). Try to maintain it as much as possible, unless you are being heavily pressured and need to block or run.
  • (Spear 5) is a 2s block that only blocks a singular attack before ending, unlike that blocks every attack for its 2s duration. It can be useful in a pinch, especially when fighting higher damage pressure.
    • When used after a finishing combo (Spear 2.3 or Spear 3.3), it instead will block 3 attacks. The blocking animation can be cancelled to continue attacking while still maintaining the block - seen as a buff on the bar 24px Shadow Veil (effect).


Shortbow

  • WIP


Strengths, Weaknesses, and Counters

  • WIP


Ratings

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