Daredevil - Carrion Venomshare

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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: Condition damage.

Designed for:


Overview

This sPvP-build focusses on survivability through dodging, while whittling down opponents with conditions and sharing venoms for team support. Opposing to the current meta power-thieves, a thief with this build can perform decent at small skirmishes (2-3 players on each side), defend points and 1on1 various other classes.

Skill Bar

 
 
Dagger/DaggerHealingUtilityElite
Short bow

Alternative choices

Instead of

Withdraw Withdraw
18Recharge.png
Withdraw
Trick. Roll backward while healing and evade attacks. Cures immobilization, chill, and crippling.
Heal.pngHealing: 4,344
Book.pngEvade: 0.75 seconds
  • - stronger heal, shorter cooldown, bonus endurance gain, but no condition remove and no long distance dodge to build up distance. Take .

Instead of

Signet of Agility Signet of Agility
30Recharge.png
Signet of Agility
Signet Passive: Grants increased precision.
Signet Active: Refills endurance and cure a condition for each nearby allies.
Signet of Agility.pngPassive Effect: 180 Precision
Book.pngConditions Removed: 1
Book.pngEndurance Gain: 100
Book.pngNumber of Targets: 5
Radius.pngRadius: 360

or

Shadowstep Shadowstep
50Recharge.png
Shadowstep
Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
Stun-Break.pngBreaks stun
Range.pngRange: 1,200
  • - ultra short CD stunbreaker (especially with ), block, knockback. Combine with Brawler's Tenacity for additional endurance.
  • Blinding Powder Blinding Powder
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    - instant stealth, both for offense and defense.

Specializations




Explanation

  • : Poison on autoattack? Hell yeah!
  • : Only viable choice in this build.
  • : Stronger poison? Hell yeah!
  • : Backup stealth if things get ugly. Somehow only viable choice, because we don't use enough stealth for to be useful.
  • : Might and lifedrain for us and all allies in range. Better than , as we don't backstab.
  • Can't find such trait "Venomous Aura"! Please refer to our trait index: Core trait, venom share. Enables stun stacking when +1-ing a fight and enables team support through venoms.
  • Can't find such trait "Havoc Mastery"! Please refer to our trait index: Only viable choice. We don't crit (no prec) and we don't use physicals.
  • Can't find such trait "Escapist's Absolution"! Please refer to our trait index: One of our few condition removes. Must-have in current meta. Bonus in skirmishes: Removes 1 condition per dodge, as you always dodge one random hit in the heat of the battle.
  • : Increases the distance of dodges and removes movement-impairing conditions. Necessary for effective kiting, and removes one damage source from reapers (chill).

Alternative choices

  • - if you choose
    Channeled Vigor Channeled Vigor
    ¾Activation.png
    20Recharge.png
    Channeled Vigor
    Physical. Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
    Heal.pngHeal if Endurance is Full: 7,320
    Heal.pngHealing: 5,520
    Book.pngEndurance Gained: 25
    Book.pngPulses: 3
    and/or for shorter cooldowns and more endurance. Without at least one of these skills, Can't find such trait "Havoc Mastery"! Please refer to our trait index is the only useful option
  • Take if you have trouble with conditions. If you need this, consider , too.

Equipment

Dagger.png
Dagger.png
I.png
Superior Sigil of Venom
Superior Sigil of Venom.pngSuperior Sigil of Venom
Increase Inflicted Poison Duration: 20%
Superior Sigil of Stamina
Superior Sigil of Stamina.pngSuperior Sigil of Stamina
Your endurance is refilled each time you kill a foe.
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 Purity
10Recharge.png
Superior Sigil of Purity.pngSuperior Sigil of Purity
60% Chance on Hit: Remove a Condition. (Cooldown: 10s)
II.png
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)
Carrion Amulet
Carrion Amulet.pngCarrion Amulet
+900 Power +900 Vitality +1200 Condition Damage

Explanation

  • Superior Sigil of Venom Superior Sigil of Venom
    Superior Sigil of Venom.pngSuperior Sigil of Venom
    Increase Inflicted Poison Duration: 20%
    Increases the damage of your short-term poison from . Furthermore boosts
    Spider Venom Spider Venom
    40Recharge.png
    Spider Venom
    Venom. Poison foes with your next few attacks.
    Spider Venom.png6Spider Venom (30s): Your attacks poison foes.
    Poison.pngPoison (6s): 201 Damage, -33% Heal Effectiveness
    Book.pngNumber of Attacks: 6
    Duration.pngVenom Duration: 30 seconds
    , if it remains uncleansed.
  • Superior Sigil of Stamina Superior Sigil of Stamina
    Superior Sigil of Stamina.pngSuperior Sigil of Stamina
    Your endurance is refilled each time you kill a foe.
    Bonus endurance, when something dies in teamfights. Helps you to stay alive longer.
  • Superior Sigil of Energy 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)
    When you swap to shortbow in fight, you'll mostly flee or kite. Thus, the endurance is a nice addition (Note: It's not 25%, it's 25 endurance points, which is not 25% of the daredevil's bar!).
  • Superior Sigil of Purity Superior Sigil of Purity
    10Recharge.png
    Superior Sigil of Purity.pngSuperior Sigil of Purity
    60% Chance on Hit: Remove a Condition. (Cooldown: 10s)
    Gives you a chance to cleanse conditions with your shortbow. Try
    Disabling Shot Disabling Shot
    4Initiative.png
    ¼Activation.png
    Disabling Shot
    Do an evasive leap away from your foe while firing a crippling shot.
    Damage.pngDamage: 122
    Cripple.pngCripple (2s): -50% Movement Speed
    Book.pngEvade: 0.5 seconds
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    while kiting.
  • 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)
    Mostly taken for the 6th bonus. Grants bonus endurance on every heal.

Alternative choices

Superior Rune of the Nightmare Superior Rune of the Nightmare
Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
(1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)

if you chose

Channeled Vigor Channeled Vigor
¾Activation.png
20Recharge.png
Channeled Vigor
Physical. Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
Heal.pngHeal if Endurance is Full: 7,320
Heal.pngHealing: 5,520
Book.pngEndurance Gained: 25
Book.pngPulses: 3

and , as the bonus endurance from the

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)

would often be an overkill.


Usage

Tactics

  • You are still a thief. Keep moving, roam the map, +1 fights and pressure empty caps.
  • Use your shortbow outfight, but beware of using up all your initiative. Try to have in mind, how much time you have to recover before using
    Infiltrator's Arrow Infiltrator's Arrow
    6Initiative.png
    Infiltrator's Arrow
    Fire an arrow and shadowstep to the target area, blinding nearby foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 3
    Radius.pngRadius: 120
    Range.pngRange: 900
    .
    • You can climb with
      Infiltrator's Arrow Infiltrator's Arrow
      6Initiative.png
      Infiltrator's Arrow
      Fire an arrow and shadowstep to the target area, blinding nearby foes.
      Blind.pngBlindness (5s): Next outgoing attack misses.
      Book.pngNumber of Targets: 3
      Radius.pngRadius: 120
      Range.pngRange: 900
      . Use it to teleport to the upper floor of the clock tower in Kyhlo, the walls at the mid point in Foefire or the ledges at the mid point in Forest. Check for YouTube videos if you want to know more of these spots.
  • You can +1 very well with shared
    Basilisk Venom Basilisk Venom
    1Activation.png
    40Recharge.png
    Basilisk Venom
    Venom. Your attacks turn foes to stone.
    Basilisk Venom.png2Basilisk Venom (30s): Your attacks turn foes to stone.
    Stun.pngStone Duration: 1 second
    Duration.pngVenom Duration: 30 seconds
    .
  • You are able to 1on1 most classes (provided you dodge well) and to survive long enough to decide, whether you can get the kill or have to retreat. However, some enemies may have a very good condition cleanse, which makes it close to impossible for you to kill them, so just leave or call for help.
    • Hint: At the current condi meta, many people carry tons of condi cleanse, so don't get too picky, if you can't 1on1 most enemies. If everyone is too tanky, focus on decapping empty points and stick to your team afterwards.
  • Evade being present at the start of big teamfights. If you get focussed from the beginning, you will die quickly.
    • However, joining a big fight and instantly sharing your venoms may turn the tides.
  • Keep an eye on objectives. You can solo kill Utahein/Svanir in the Forest or the guild lord in Foefire (clean melee soldiers first and reg inbetween). This takes much time, so watch out for enemies!

In fight

  • Your main damage comes from poisonous autoattacks (especially with
    Spider Venom Spider Venom
    40Recharge.png
    Spider Venom
    Venom. Poison foes with your next few attacks.
    Spider Venom.png6Spider Venom (30s): Your attacks poison foes.
    Poison.pngPoison (6s): 201 Damage, -33% Heal Effectiveness
    Book.pngNumber of Attacks: 6
    Duration.pngVenom Duration: 30 seconds
    up) and
    Death Blossom Death Blossom
    4Initiative.png
    ½Activation.png
    Death Blossom
    Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
    Damage.png3Damage: 147
    Bleed.png3Bleeding (10s): 1,275 Damage
    Book.pngEvade: 0.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    . You don't do burst damage, although poison and bleed can wear down enemies with a smaller health pool pretty quickly.
    • For god's sake, DO NOT BLINDLY SPAM
      Death Blossom Death Blossom
      4Initiative.png
      ½Activation.png
      Death Blossom
      Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
      Damage.png3Damage: 147
      Bleed.png3Bleeding (10s): 1,275 Damage
      Book.pngEvade: 0.25 seconds
      Combo.pngCombo Finisher: Whirl
      Range.pngRange: 130
      . This is a certain way to waste your initiative, kill potential and dodges.
  • I recommend autoattacking foes at the beginning, dodging their central skills and then retailliating with Death Blossom when they have no more means to evade and condi cleanse.
  • Your efficiency increases with focus, as your venoms stack on the opponent. Try to always call out a target (Ctrl + Click or Ctrl + T).
  • Your survivability comes from dodges: You have 3 dodges, 3
    Death Blossom Death Blossom
    4Initiative.png
    ½Activation.png
    Death Blossom
    Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
    Damage.png3Damage: 147
    Bleed.png3Bleeding (10s): 1,275 Damage
    Book.pngEvade: 0.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    s plus the following means of endurance regain:
    • Signet of Agility Signet of Agility
      30Recharge.png
      Signet of Agility
      Signet Passive: Grants increased precision.
      Signet Active: Refills endurance and cure a condition for each nearby allies.
      Signet of Agility.pngPassive Effect: 180 Precision
      Book.pngConditions Removed: 1
      Book.pngEndurance Gain: 100
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 360
      - 2 dodges
    • Withdraw Withdraw
      18Recharge.png
      Withdraw
      Trick. Roll backward while healing and evade attacks. Cures immobilization, chill, and crippling.
      Heal.pngHealing: 4,344
      Book.pngEvade: 0.75 seconds
      (with
      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)
      ) - 1 dodge
    • Steal Steal
      30Recharge.png
      Steal
      Shadowstep to your foe and steal from them.
      Range.pngRange: 1,200
      (with ) - 1 dodge
    • Kill a foe (with
      Superior Sigil of Stamina Superior Sigil of Stamina
      Superior Sigil of Stamina.pngSuperior Sigil of Stamina
      Your endurance is refilled each time you kill a foe.
      ) - 2 dodges
    • (if taken:
      Channeled Vigor Channeled Vigor
      ¾Activation.png
      20Recharge.png
      Channeled Vigor
      Physical. Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
      Heal.pngHeal if Endurance is Full: 7,320
      Heal.pngHealing: 5,520
      Book.pngEndurance Gained: 25
      Book.pngPulses: 3
      1,5 dodges, 3 dodges with Adventurer rune)
    • (if taken:
      Bandit's Defense Bandit's Defense
      Activation.png
      15Recharge.png
      Bandit's Defense
      Physical. Briefly block incoming attacks. Blocking an attack grants access to a retaliatory attack.
      Duration.pngDuration: 1½ seconds
      Stun-Break.pngBreaks Stun
      <1 dodge)
  • Kiting is your best friend. makes it easy to create distance between you and your foes and/or dodge their AoEs.
  • Try to actively dodge melee attacks with
    Death Blossom Death Blossom
    4Initiative.png
    ½Activation.png
    Death Blossom
    Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
    Damage.png3Damage: 147
    Bleed.png3Bleeding (10s): 1,275 Damage
    Book.pngEvade: 0.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    to get 3 hits easily.
  • Do not necessarily engage with
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    , as this wastes the endurance gain from

Special tricks

  • I strongly recommend using the option Lock Ground Target At Maximum Skill Range. This greatly accelerates the usage of
    Infiltrator's Arrow Infiltrator's Arrow
    6Initiative.png
    Infiltrator's Arrow
    Fire an arrow and shadowstep to the target area, blinding nearby foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 3
    Radius.pngRadius: 120
    Range.pngRange: 900
    and
    Shadowstep Shadowstep
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    .
    • Try binding your utility skills, especially
      Shadowstep Shadowstep
      50Recharge.png
      Shadowstep
      Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
      Stun-Break.pngBreaks stun
      Range.pngRange: 1,200
      to some keys near WASD or your mouse buttons. Having an instant teleport stunbreaker ready without stretching your fingers or even moving the mouse to the skill bar can make the difference between a close escape and a ton of flame.
  • You can cast
    Basilisk Venom Basilisk Venom
    1Activation.png
    40Recharge.png
    Basilisk Venom
    Venom. Your attacks turn foes to stone.
    Basilisk Venom.png2Basilisk Venom (30s): Your attacks turn foes to stone.
    Stun.pngStone Duration: 1 second
    Duration.pngVenom Duration: 30 seconds
    from a distance and then teleport into the middle of a battle with
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    , to share the venom with allies without risking to be interrupted.
  • If things go bad, don't hesitate to disengage and flee. There is rarely a use in dying (exception: keeping enemies from (de-)capping an important point).
    • Nearly nothing can catch use when using
      Shadowstep Shadowstep
      50Recharge.png
      Shadowstep
      Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
      Stun-Break.pngBreaks stun
      Range.pngRange: 1,200
      and
      Infiltrator's Arrow Infiltrator's Arrow
      6Initiative.png
      Infiltrator's Arrow
      Fire an arrow and shadowstep to the target area, blinding nearby foes.
      Blind.pngBlindness (5s): Next outgoing attack misses.
      Book.pngNumber of Targets: 3
      Radius.pngRadius: 120
      Range.pngRange: 900
      directly after another. This takes a split second and has an impressive range.
  • You can stealth downed allies with . If you quickly
    Shadowstep Shadowstep
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    to an ally, you may bait enemies into thinking, the downed ally has been teleported away by a necro or a ranger.


Why should I choose this build over a classical DPS build?

Pros:

  • greater survivability
    • combines the mobility of the thief with the possibility survive prolonged battles and skirmishes
    • much more forgiving than DPS builds
    • Can't find such trait "Escapist's Absolution"! Please refer to our trait index as a low-cooldown condition cleanse
    • less vulnearable to conditions due to higher health pool
  • team support
    • while regular DPS builds require enormous skill to not just die from random AoE during teamfights, this build can actually contribute to such a fight


Cons:

  • greatly less direct damage.

In my opinion, that's all. By going DPS, you trade survivability and team support for tons of raw damage. With this build, you don't miss out any kind of utility, nor any defining skills.

Counters

  • Every build with enough condition cleanse. This doesn't necessarily mean that they will steamroll you, but it means you won't kill them and after some time run out of endurance and tricks to pull off. Possibly dangerous classes include:
    • Elementalist/Tempest
    • Druid
    • Berserkers with
  • Getting caught. Whenevery someone manages to root you to your position and you cannot do anything against it, you're most likely dead. Be careful with your stunbreakers, especially against stun-heavy classes like Guardians/Dragonhunters or Warriors.
Build rating - 0 stars
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1 Ratings
0 stars
CGSN gave this build 0 stars August 2016

I appreciate the effort put into the page, but this build runs into serious problems in the current meta and on top of that offers very low offensive pressure. Builds like this, P/D Thief, and PU Mesmer have been around since the beginning of the game and have never been popular* (small temporary PU mesmer exception). The appeal of these builds are obvious-- with a fairly low skill floor, they can live forever. However, they offer incredibly low offensive pressure when they're left alone as they're overboard on survivability. Builds only need to survive long enough to kill an opponent. This one can survive forever, but has few ways to actually win a fight. You can essentially be ignored, and when the enemy team figures that out, the rest of the match becomes 5 v 4.5. All the more so when the current meta has some incredible powerhouse builds that all run several ways to deal with conditions.

What support are you really getting from taking all these venom traits? You note it yourself several times in your trait explanations. "We take X because there's nothing better. Y trait isn't that great but we can't even use the other two." You lose out on so many excellent traits and trait lines for this poison gimmick, and the tradeoff is getting a 6-7k damage poison buff spread out among a few team members that completely relies on your opponents not cleansing them off.

The bottom line is you can't run a build that can be ignored.