Daredevil - Power Axedevil Roamer
This is a test build. You may comment and rate it.
Focused on: Strike damage and Mobility
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on April 08, 2024.
Overview
A burst focused Power WvW Daredevil build designed for roaming using the most recent addition to Thief's arsenal, the Axe.
Skill Bar
Axe/Pistol
Sword/Dagger
Utility
Template Code
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Specializations
Variants
- Stealth stacking method via dodge + while providing extra damage. With this you could also consider replacing Critical Strikes with Shadow Arts for better initiative regen and sustain, but at that point you might as well just play the Celestial version of the build. sacrifices mobility and survivability for obtaining a new
Equipment
Head
Dragon
Dragon
Shoulders
Dragon
Dragon
Chest
Dragon
Dragon
Hands
Dragon
Dragon
Legs
Dragon
Dragon
Feet
Dragon
Dragon
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Dragon
Dragon
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Axe
Marauder
Marauder
Pistol
Marauder
Marauder
Sigil
Sigil
Sword
Marauder
Marauder
Dagger
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Stats
- Other combinations of Marauder/Dragon/Berserker stats are also perfectly fine (in case you don't want to invest into a new set of gear), just try to aim for 17k+ HP and 90-95% crit chance with Fury and 's passive.
Runes
Consumables
Food
- - extra burst damage and some passive damage mitigation.
- - cheap crit chance boost and armor ignoring damage procs that also heal you. Might want to trade another piece of Marauder gear for Dragon if you go with this, as we don't really need more crit.
- - defensive option with endurance regen.
Utility
Usage
General
- Axe/Pistol is your main set, most of the time you'll be camping this.
- Sword/Dagger is more of a defensive/backup set. It has decent damage and even survival tools of its own, plus it provides an alternative when facing builds with projectile-denial against which Axe simply doesn't work.
Steal
- is the most powerful tool in a thief's kit and should not be wasted! Do not start fights with steal, keep it for the right moment (mainly to interupt important skills such as heals or elites).
- Stealing grants initiative, boons, dazes enemies and refills a portion of your endurance among other things. Its most important function however is the instant boonstrip that prioritizes Stability which goes off before the Daze does, resulting in an instant interrupt.
- Steal procs the damage bonus of , creating a burst window for you.
Axe/Pistol
Main set
- Axe has its own weapon-specific mechanic. Autoattacks and leave behind spinning axes on the ground. You can stack these up to 6 and check your active axe count above your utility bar.
- Spamming the auto is going to leave behind axes even if they hit nothing. This allows you to stack axes for free while your target is in stealth or out of range.
- is a cone-shaped attack and therefore needs to be used in melee range for maximum effectiveness. ing at the end of the animation can help with that.
- This skill also evades attacks when used, allowing you to use Initiative defensively in desperate situations.
is your finishing move, pulling all of your axes into your target. Try to use it with 5-6 axes whenever possible.
- is a quick interrupt. It's a very situational skill with no real pressure of its own.
- Stealth other than . Some niche uses include blinding downed enemies you're about to stomp, or dropping a BP under yourself when you expect a stealth opener from an enemy. It's also quite handy for taking camps if you can manage to ball up all the NPCs, heavily mitigating their damage. doesn't play a big role in this build since you hardly have any combo tools for
- Try to weave in casts frequently while using your 3 dodge bars to avoid counterpressure. The hyper aggressive playstyle of and spam could leave you Initiative starved in no time. Autoattacks deal decent damage and stack axes for free while allowing your Initiative to regen.
- The stealth attack on Axe restores Initiative if it hits. Sometimes you could sacrifice or when you're going for the kill and need some extra fuel for Axe skills.
Burst combo example:
- right before you finish casting VV, ensuring that all projectiles hit the target
- x0-3 depending on how many axes can you afford to stack
- to pull in the axes
Utilities
- Fear. instantly cleanses conditions, this could even be used to break CC like
- The first half is a stun break and teleport, which already has countless uses. A few applications include teleporting to safety while pressured or extending your reach in combat.
- The second half is called . This skill becomes available for 10 seconds after using Shadowstep, and cures 3 conditions in addition to breaking stun again before returning you to your starting location.
- These can also be combined to safe stomp targets: begin stomping, away to safety, and then follow up with at the end of the animation in order to finish the target.
is easily the most versatile and one of the strongest skills in the build. It has 2 parts:
- is fairly simple. This is your second stun breaker, and another source of stealth. As a Blast finisher you can combo it with for AoE stealth. Just like Signet of Agility, this is a skill you can use to your allies' benefit by sharing its effect with them.
- Note: skills like or are able to interrupt Dagger Storm, so don't be completely careless.
is both a defensive and offensive elite. The rather lengthy evade frame with increased movement speed makes it an excellent panic button when you're being focused by the enemy team. On the other hand the skill deals heavy AoE damage whilst evading, which makes it great for pressuring melee targets in general with next to no risk.
Ratings
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