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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 Bountiful Theft on Steal and Shattering Assault (Spear 3.3).


Skillbar

Spear
Shortbow
Utility


Skill Variants

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

Swap Bandit's Defense with:

  • Blinding Powder for better stealth access but less block and CC.
  • Roll for Initiative for evasion and initiative regen.
  • Seal Area for a funny surprise option and better lockdown for Spear's combos. Requires proper planning and baiting opponents.
  • Haste for a different stun break option. Loses 2s block, but the instant quickness synergizes with Impact Strike for quick executes that catches many off-guard.
Elite
  • Dagger Storm Impact Strike for better kill securing in engagements. Sacrifices the immunity and escape functionality of Dagger Storm, though.


Template Code

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Specializations

Variants
  • Bounding Dodger for slightly higher damage while sacrificing some of the utility of Unhindered Combatant for condition cleanses (especially immobilize). Can take Don't Stop instead of Upper Hand to regain that cleansing, but that sacrifices access to Regeneration Regeneration and initiative recovery.


Specialization Variants

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

  • Invigorating Precision instead of No Quarter - gives more sustain, especially when paired with Relic of Atrocity and precision infusions to get close to 100% crit chance.


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.
  • Try to aim for around 70-80% Crit Chance when not running Critical Strikes Critical Strikes, filling in the rest of the damage stats with Power and/or Ferocity.
    • When running Critical Strikes Critical Strikes with Invigorating Precision, the goal is to have 100% Crit Chance (or close to it) while under the effects of Fury Fury.


Relics

  • Relic of Antitoxin for better condition cleansing if fighting a lot of condi builds. Sacrifices the damage boost of Relic of Fireworks.
  • Relic of the Daredevil when paired with high Ferocity for high burst and guaranteed triggering of Sigil of Superior Sigil of Blood and Sigil of Superior Sigil of Air.
  • Relic of the Sunless for extra surprise burst when using Impact Strike.
  • Relic of Atrocity for extra healing, especially if run in combination with Invigorating Precision from Critical Strikes Critical Strikes.


Sigils

  • Sigil of Superior Sigil of Celerity over Sigil of Superior Sigil of Air for a burst of quickness when using Steal, Distracting Throw, and Impact Strike (if taken).


Runes

  • Rune of Superior Rune of the Dragonhunter for a bit higher Ferocity over Power.


Consumables

Food

  • - good stats and passive damage mitigation; standard power food.
  • - same stats as the above except with life steal instead of damage mitigation.
  • - non-ascended version of the food above, without the sustain.
  • - more dodging.


Utility

  • or


Usage

General

  • This build leverages the more acrobatics and dodging / evasion playstyle of Thief instead of leveraging stealth access - though Shattering Assault (Spear 3.3) offers stealth access if successfully landed.
  • Generally, this build is focused on mobility and dueling, as well as being able to escape when needed. Infiltrator's Arrow and Unsuspecting Strike (Spear 3.1) are good disengage tools.


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. Mantis Sting (Spear 2.1)
  2. Vampiric Slash (Spear 3.2)
  3. Falling Spider (Spear 2.3)
  4. Distracting Throw (Spear 4)
  5. Vampiric Slash (Spear 3.2)
  6. Falling Spider (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. Mantis Sting (Spear 2.1)
  2. Vampiric Slash (Spear 3.2)
  3. Falling Spider (Spear 2.3)
  4. Distracting Throw (Spear 4)
  5. Vampiric Slash (Spear 3.2)
  6. Shattering Assault (Spear 3.3)
  7. Ashen Assault (Stealth Attack)


General Spear Notes

  • Barbed Spear (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.
    • Barbed Spear (Spear 1, ranged) and Distracting Throw (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.
  • Ashen Assault (Stealth Attack) regenerates initiative when the final stab hits, so make sure to hit at least that final poke.
  • Mantis Sting (Spear 2.1) and Falling Spider (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.
  • Unsuspecting Strike (Spear 3.1) is the main gap closer for the build, other than Steal. Really should only be used to stick to a target, otherwise prioritize Mantis Sting.
  • Vampiric Slash (Spear 3.2) is the main sustain for this build and should almost always be prioritized over Entangling Asp (Spear 2.2). The lifesteal is significant at baseline without even factoring in Power, Healing Power, or taking Relic of Atrocity.
  • Shattering Assault (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.
    • Steal + Shattering Assault (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 Vampiric Slash (Spear 3.2). Useful in duels and poking at zergs.
  • Distracting Throw (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.
  • Shadow Veil (Spear 5) is a 2s block that only blocks a singular attack before ending, unlike Bandit's Defense 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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