Daredevil - Dual Staff Bunker

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Focused on: Direct damageSustain.

Designed for:

Overview

A bunker build with a very high minimum-kill-time, making it useful in 1vx situations and node holding.

Skill bar

 
 
StaffHealingUtilityElite
Staff

Slot Changes

Utility

Viable choices for the optional slot:

  • - Semi-low cooldown block, useful for frequent stunbreaks.
  • - Panic condition clearing + extra dodge.
  • - A blind field for sustain and to combo stealth for disengaging and/or masking group movement. If using Bounding Dodger, beware as stealth may lead to your node being capped/decapped.

Specializations



Variants

  • Lotus Training Lotus Training - Lotus Training offers trash condition application as well as decent synergy with
    Smoke Screen Smoke Screen
    ½Activation.png
    30Recharge.png
    Smoke Screen
    Deception. Create a smoke screen that blocks projectiles and blinds foes.
    Blind.pngBlindness (1s): Next outgoing attack misses.
    Duration.pngSmoke Screen Duration: 7 seconds
    Combo.pngCombo Field: Smoke
    Unblockable.pngUnblockable
    by spamming blinding projectiles with the whirl finisher. Bounding Dodger offers a more useful damage buff, better overall damage from the skill itself, and better overall combo field synergy because of the leap finisher.

Equipment

Staff.png
I.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
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)
I.png
Staff.png
II.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
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 the Flock
Superior Rune of the Flock.pngSuperior Rune of the Flock
(1): +25 Healing Power (2): +35 Vitality (3): +50 Healing Power (4): +65 Vitality (5): +100 Healing Power (6): +10% Increased Maximum Health; you and nearby allies are healed for an additional amount after you use a healing skill. (Cooldown: 10s)
Paladin's Amulet
Paladin's Amulet.pngPaladin's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Vitality

Variants

Amulets

  • Knight Amulet Knight Amulet
    Knight Amulet.pngKnight Amulet
    +900 Power +900 Precision +1200 Toughness
    - Much higher flat damage reduction at the cost of vitality. Useful if you are versus an enemy team with very little condition pressure.

Runes

  • Superior Rune of the Dolyak Superior Rune of the Dolyak
    Superior Rune of the Dolyak.pngSuperior Rune of the Dolyak
    (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): +65 Vitality (5): +100 Toughness (6): Regenerate health every second.
    - Minimal flat healing per second. Usually is a downgrade from Flock.

Usage

General

  • Playstyle: the goal here is to spam evasion as much as possible, chaining dodges with either or .
  • Keep weapon swapping on CD. Getting the most out of and is an important part of resource management! Just make sure to have at least 25 endurance and 3 initiative missing before swapping.
    • Do the same with - use Swipe if it's off CD and you're missing at least 2 initiative and 25 endurance in order to proc and .
  • Evading an attack heals, removes a condition, and grants Vigor Vigor.
  • is for occasionally mitigating damage from just outside melee range.
  • Watch out for ward/cc skills that can prevent or interrupt evade skills such as:
    • Guardian tango icon 200px.png Guardian's , , and
    • Thief tango icon 200px.png Thief's
    • Elementalist tango icon 200px.png Elementalist's and
      Shocking Aura Shocking Aura
      25Recharge.png
      Shocking Aura
      Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attaker can be affected by this only once every 2 seconds.
      Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
      Stun.pngStun (1s): Unable to use skills or move.
    • Necromancer tango icon 200px.png Necromancer's
      Spectral Wall Spectral Wall
      ¼Activation.png
      45Recharge.png
      Spectral Wall
      Spectral. Create a spectral wall that protects allies and fears foes.
      Protection.pngProtection (5s): -33% Incoming Damage
      Fear.pngFear (1s): Flee
      Duration.pngDuration: 5 seconds
      Combo.pngCombo Field: Ethereal
      Range.pngRange: 900
      Unblockable.pngUnblockable
    • Engineer tango icon 200px.png Engineer's
      Static Shield Static Shield
      Activation.png
      40Recharge.png
      Static Shield
      Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attackers.
      Stun.pngStun (1s): Unable to use skills or move.
      Duration.pngBlock Duration: 1.5 seconds
Build rating - 5 stars
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2 Ratings
4 stars
Baescons gave this build 4 stars 6 days ago

Ive been playing a decent bit of staff thief since its a viable power build. The point of this one is to sacrifice longbow for a second staff which when traited for increases your defense significantly. This is actually really good at stalling nodes but pretty much just this, too be viable you basically need a comp made for this. My problem is its mediocrity at most other things and that it doesnt even win alot of its 1v1s. As a thief main I would agree to being viable but honestly in my test condi thief played correctly ezily farms it in plus 1s and actually many 1v1s I have actually been more likely to win the 1v1 as condi thief. Since condi thief isnt a bunker and this is actually a bunker that can possibly stall much longer I'd said its a 4 star thief build because it can be excellent iff you have a proper comp and possibly with comms but in almost all other situations it starts to become extremely mediocre.

5 stars
Etre gave this build 5 stars 1 weeks ago

Entirely unbalanced. Bunker staff thief is not useful in every match, but in the games where it is, it is disgustingly broken. As far as I know there is no regular meta build that can plus a staff thief and actually kill it reliably (Possibly condi s/d if timed correctly). Obviously you can run some cheese build to counter it that spams ward skills or shocking aura, but that usually detracts from your own team's power. Because of the high minimum kill time of staff thief you can tank 1v3+ very easily by chaining evade frames together for 20 seconds or more, which gives it a lot of value in organized games. Staff thief also trivializes every other enemy side node pick in the meta currently (Mirage, Prot Holo, Weaver, Spellbreaker, etc.) by easily out-sustaining their damage. It's only balancing factor is that staff thief only gains it's maximum value in organized 5v5 games such as ATs and scrimmages.

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