Daredevil - D/P Condition

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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: CCGroup SupportSingle Target Damage Condition Burst.

Designed for:


Overview

This build utilizes the new changes to trickshot and primarily choking gas to proc with the on-interrupt sigils and traits the thief has to: shut down revives and revive-ees and apply on point pressure through the constant pressure or to apply single target spikes. This build can also be focused on decapping enemy points, outnumbering thus quickly deciding skirmishes, and ganking low health/squishy targets in teamfights.

Skill Bar

 
 
Short bowHealingUtilityElite
Dagger/Pistol

Slot Changes

For the optional slot:

  • - Stunbreak, Condition cleanse and terrain traversal
  • - Instant AoE Endurance gain and removes 3 conditions from you and 4 allies.
  • - Short CD stunbreaker, block, and CC.
  • - Extra poison spread, useful in group fights or pre-fight preparations to help reach choking gas interrupts faster.
  • - Extra poison spread(not as much as , useful in group fights or pre-fight preparations to help reach choking gas interrupts faster and to help land hits.
  • - Combined with This combo can shut down block spammers like guardians, mesmers & Revanents. Try to save for skills like & &

Healing

  • - instant heal and evasion.

Elite:

  • - a unique way to finish opponents with extra interrupts, try to use this during 30% or lower. If using this on a low target and you interrupt a skill you should be able to finish them off quicker with .

Weapons:

  • Consider Sword/Dagger for more immobilization+poison with boon pressure and easier disengages

Specializations

  • better sustain if using a dagger main weapon or D/D.


  • trades slight condition damage and condition cover for boon-rips such as Stability Stability.
  • - More Condi Cover and single target pressure.



Variant

instead of trickery line for extra survivability but instead losing access to lead Attacks and extra initiatve

Equipment

Shortbow.png
I.png
Superior Sigil of Venom
Superior Sigil of Venom.pngSuperior Sigil of Venom
Increase Inflicted Poison Duration: 20%
Superior Sigil of Purging
10Recharge.png
Superior Sigil of Purging.pngSuperior Sigil of Purging
On hit: remove a condition. (Cooldown: 10s)
I.png
Dagger.png
Pistol.png
II.png
Superior Sigil of Venom
Superior Sigil of Venom.pngSuperior Sigil of Venom
Increase Inflicted Poison Duration: 20%
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)
II.png
Superior Rune of Thorns
Superior Rune of Thorns.pngSuperior Rune of Thorns
(1): +25 Condition Damage (2): +10% Poison Duration (3): +50 Condition Damage (4): +15% Poison Duration (5): +100 Condition Damage (6): +20% Poison Duration; gain 50 condition damage for 60 seconds when you're hit by a poisoned foe. (Cooldown: 10s)
Carrion Amulet
Carrion Amulet.pngCarrion Amulet
+900 Power +900 Vitality +1200 Condition Damage

Variants

Rune

  • 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)
  • Superior Rune of the Lynx Superior Rune of the Lynx
    Superior Rune of the Lynx.pngSuperior Rune of the Lynx
    (1): +25 Power (2): +35 Condition Damage (3): +50 Power (4): +65 Condition Damage (5): +100 Power (6): +25% Movement Speed
  • Superior Rune of the Traveler Superior Rune of the Traveler
    Superior Rune of the Traveler.pngSuperior Rune of the Traveler
    (1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Condition Duration; +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed
  • Superior Rune of the Berserker Superior Rune of the Berserker
    Superior Rune of the Berserker.pngSuperior Rune of the Berserker
    (1): +25 Condition Damage (2): +35 Power (3): +50 Condition Damage (4): +65 Power (5): +100 Condition Damage (6): +5% Damage and +5% Condition Damage.

Weapon

  • D/D
  • P/D
  • P/P


Amulet

  • Sage's Amulet Sage's Amulet
    Sage's Amulet.pngSage's Amulet
    +1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage
    - More balanced towards dealing physical damage and condition damage with Pulmonary Impact and still good pressure with poisons, though lacking in vitality.
  • Amulet/Viper's - Take this to makeup for the condition duration loss if taking
    Superior Rune of the Berserker Superior Rune of the Berserker
    Superior Rune of the Berserker.pngSuperior Rune of the Berserker
    (1): +25 Condition Damage (2): +35 Power (3): +50 Condition Damage (4): +65 Power (5): +100 Condition Damage (6): +5% Damage and +5% Condition Damage.

Usage

  • Before group fights try to use your venoms near your allies to spread a heavier condition burst. Pick your target and try to apply ranged pressure with shortbow while autoattacking with the new added bounce from , when your burst is ready do the following: , , [*While they are flying at your target*], then dodge and disengage while auto-ing form range and occasionally blanketing the skirmish area with
  • Try to pick your fights when you feel comfortable. If you are focusing a single target during burst down-time then switch to your chosen secondary weapon set and resume single target pressure.

Notes

  • when landing for the first initial hit does interrupt and cause minor damage thus also triggers your venoms. Use this to your advantage
  • is also a poison combo field, use your finishers to keep poison pressure and try to use the burst listed above during the field up-time.
  • Resistance Resistance Will only nullify the damage from your conditions, as long as they meet 's Threshold, they will still be interrupted unless they have Stability Stability.
  • If using Steal to remove Stability Stability before attempting to shutdown. If the target is blocking before you steal, then combo it with

Counters

  • Heavy CC
  • Extreme Condition Removal
Build rating - 0 stars
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1 Ratings
0 stars
Hanz gave this build 0 stars June 2017

Let me start by saying there's nothing wrong with this build - everything makes sense from skills to traits and it's well written. However the only real buff this build got since HoT was the Choking Gas one, which was completely broken and significantly increased the build's viability.

Now that CG got nerfed this is back to where it was before: being a less effective version of the Marauder DP build with no reason to play it instead of that one (other than for fun). IMO Sword and Pistol builds got the most out of the condi buffs overall (2 stacks of poison on immob), but Pistol builds are too one-dimensional to work properly in sPvP so if you're looking for a hybrid build I'd suggest trying S/D.