Daredevil - Marauder S/P

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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: Direct damageControl.

Designed for:

Overview

A PvP Power Daredevil build revolving around stunlocking and bursting down targets using .

Skillbar

 
 
Sword/PistolHealingUtilityElite
Shortbow

Specializations




Equipment

Sword.png
Pistol.png
I.png
Superior Sigil of Savagery
Superior Sigil of Savagery.pngSuperior Sigil of Savagery
+30% Stun Duration, +3% Damage against Stunned Foes.
Superior Sigil of Absorption
Superior Sigil of Absorption.pngSuperior Sigil of Absorption
Steal a boon when interrupting an enemy.
I.png
Shortbow.png
II.png
Superior Sigil of Escape
18Recharge.png
Superior Sigil of Escape.pngSuperior Sigil of Escape
Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
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 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)
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Usage

General

"Ideal usage is to set-up opportunities to perform a stun-lock with aided by Quickness Quickness and

Superior Sigil of Savagery Superior Sigil of Savagery
Superior Sigil of Savagery.pngSuperior Sigil of Savagery
+30% Stun Duration, +3% Damage against Stunned Foes.

"

  • Go mid or far at the beginning of the match, spend more time in team-fights than a standard Thief build
  • Enter fights using or (The latter of which is best used from a safe location for a quick escape with )
  • Focus on downing targets as fast as possible, moving from target to target, and periodically returning to Cleave (reduce health of downed targets to 0). Use Evades from , and liberally to both avoid and deal damage while baiting out stun-breaks and healing skills; follow-up with stun-locks and burst damage.
    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)
    will fuel more uses of while also being an evade/heal on a lowered cool-down from
  • Use stealth stealth to leave losing fights, along with

Dealing Damage The bulk of your damage will come from combined with or Can't find such trait "Flanking Strikes"! Please refer to our trait index which are both on shortened cool-downs from

"Stuns"

  • Superior Sigil of Savagery Superior Sigil of Savagery
    Superior Sigil of Savagery.pngSuperior Sigil of Savagery
    +30% Stun Duration, +3% Damage against Stunned Foes.
    affects all Stun Stun and daze daze effects; Allowing to be used consecutively with the added action-speed of Quickness Quickness (which is received from and Can't find such trait "Flanking Strikes"! Please refer to our trait index
    • use while pre-casting from far away to land the stun directly on the target without interruption.
      • use after initially stunning to burst the rest of the damage from and chain a second and third stun using multiple times
      • 2-3 uses of are usually enough to finish a target, it is important not to waste more initiative than is necessary, as commits a lot of initiative, and it locks the player into performing the attack. (the attacks after the initial hit can be cancelled by stowing the weapon, the pre-cast duration and the initial hit cannot). It's also important to always have extra initiative for as this build lacks mobility compared to other thief builds
      • Keep track of how many interrupts (if any) an opponent receives while being stun-locked, as it is ideal to disengage if will proc multiple times on a low-health target
    • Alternatively, use , and to deal damage with and receive increased damage from . Use (if Can't find such trait "Flanking Strikes"! Please refer to our trait index has not proc'd) to decrease the cast time of

Additional Combos and mechanics

  • Use smoke-field combos liberally, as this is part of what sets S/P apart from S/D
    • is a leap-finisher which is your main source of stealth stealth; use in a smoke field multiple times to stack stealth. Do not be afraid to burn afterwards for more endurance from
      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)
      .
      • Receiving stealth from on a non-D/P build has an advantage over the dagger skill in that it uses no initiative. Take advantage of this by switching to shortbow while under stealth stealth and using to move around quickly under extended stealth stealth effects
    • Always save the stolen-skill, (from warrior); in a teamfight, or while cleaving a downed target, use , and then use while in the smoke-field to deal a significant amount of damage while also providing AoE blinds from the smoke-field-whirl-finisher's blinding bolts
  • When waiting for an ideal opportunity to use , opponent's important skills, and use Auto-attacks to deal tempo-damage, and gain momentum; time bursts to procs of
  • while under Quickness Quickness,
    Superior Sigil of Savagery Superior Sigil of Savagery
    Superior Sigil of Savagery.pngSuperior Sigil of Savagery
    +30% Stun Duration, +3% Damage against Stunned Foes.
    allows for a (albeit inefficient) Daze Dazelock with consecutive uses of . This is important to remember for guaranteeing downs on near-downed targets
  • make sure to use and to set-up stun-locks, or to deal additional damage before-hand

Counters

  • access to many stun breaks
  • immunes/evades timed to high-commitment bursts
  • burst-damage and stuns interrupting stunlocks and bursts
Build rating - 3 stars
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6 Ratings
0 stars
Forgotmypasswordlulz gave this build 0 stars December 2017

Absolute fucking trash. Pistol whip won't even connect to people on half the maps because of terrain glitches not like it's possible to burst more than twice a minute because everyone walks out of it coz all the stab and stunbreaks.

5 stars
Saint Germain gave this build 5 stars December 2017

been trying this out (rank plat) since it was posted; I lost a lot of matches at first with it because I focused too much on the lock, after I really figured out the ins and outs of the build, I realized that it’s equipped to handle just as many, if not more scenarios than DP and SD. Really is a fun build, and I’ve climbed back to where I peaked last season with DP using it. I’d rate it as meta, but I think it’s not quite accurate to say that the build focuses on the stunlock. I get off stunlocks against some classes, but most of the time, a single pistol whip combined with wearing down a foe and some well-placed headshots results in a kill.

Also, swapping out DD for acro is viable. Not quite as fun without the pulms tho.

5 stars
Nagash gave this build 5 stars December 2017

this build is stunning.

3 More Ratings
0 stars
Prizeeking gave this build 0 stars December 2017

While I do think this build is fun to play and viable at lower ratings, it definitely loses WAY too much mobility and +1 potential compared to the D/P thief metabuild. You will be a priority target in teamfights, and you will have a hard time against good players that won't just die instantly to your stun lock/burst combo.

5 stars
Pwadigy gave this build 5 stars November 2017

Solid build, the idea of using haste on the lowered cooldown from earlier this year makes the stunlock abusable. Definitely a lot of utility, and surprisingly isn't that gimmicky. I'd say it's a solid alternative to the sword/dagger builds, but it is overall definitely a lot more distinct than people think. The skill ceiling definitely comes in with the timing, as messing up pistolwhip is HEAVILY punishing. Also, what you do when you're not pistol-whip/stunlocking matters, which is the main thing I've learned testing this shit out.

I'd say it has as much top-tier potential as the currently popular sword-dagger builds, and definitely brings more to team-fights (which is sorely needed in this meta) than DP.

5 stars
Baescons gave this build 5 stars November 2017

The stunlock gimic may have been convincing for beginners, but the fact of the matter is this build is probably a better version of s/p deadeye, which i would honestly recommend for advance players. This builds strengths are definetely 1v1s and burst, which the build is correct in saying that this build is helpful for "teamfights" ie. basically where condi thief was when it was actually playable; except more diffucult because its harder to hit auto-attacks than the double dodge condi thief meta. Overall this build is cheesy and not something i would call meta, but in the hands of a superior thief you could carry pretty hard in ranked q with this build(like crit strikes deadeye was to actually good deadeyes). That is y i am rating this good, because this build is usable for the superior thief but not something i would take into a tournament just yet.

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