Daredevil - Staff Daredevil

The community gave this build a rating, making it second-tier: Good

Focused on: Direct damage and Utility

Designed for: WvW Zerg

Expansions required: Heart of Thorns builds

Overview

Staff Daredevil brings huge direct damage and cleave from while being a difficult target due to its evade frames. Excels in highly coordinated group play group with strong support enabling it.


Skill Bar

Staff
Staff
Utility


Specializations


Template Code

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Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Dragon
Amulet
Dragon
Ring
Dragon
Ring
Dragon
Staff
Dragon
Sigil
Sigil
Staff
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18


Variants

Sigils
  • Alternative sigil setup:
    • One staff with +
    • One staff with +


Consumables

    • personal option


Usage

General

  • When using prioritize, in order:
    • Warriors -
    • Revenants -
    • Mesmers -
    • Necromancers -


Priorities

High
  • Spike damage
Moderate
  • Sustained damage


Surviving

  • This build has low passive defense
  • This build has high mobility skill access
    • An About Face keybind can be useful for
    • Beware of CCs like () and that will interrupt Dodge and
  • This builds has high active defenses
    • If you die inside ground pressure, immediately use towards your group
      • If you are unlikely to be cleaved quickly, don't use as it can make allied fail
    • Use between engages while positioned safely to restore endurance
    • is your most powerful defensive skill and only stunbreak, try to be very conservative with it
      • Hold onto for as long as possible for the same reasons
Active defense priority
  • / - for stunbreaking
  • - for Immobilize Immobilize
  • - for Immobilize Immobilize
  • Dodge
  • - general use
  • - for endurance
  • - general use


Detailed Explanations

Spike damage

  • Weapon Swap Weapon Swap ()
  • Use at the end of the cast of or to port yourself onto the target as an alternative opener
    • hits harder than , but only if all three hits connect, which is unreliable without
  • Use your spike when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing


Sustained damage

  • Switch weapons as often as possible to proc and
    • Try not to swap if either proc would get less than full value, though is more important
    • Swap as you finish to increase your spike with
  • Try to position yourself on the edge of the enemy group, away from the direction they push into
    • This also applies for targetting , don't cast it into the middle of the enemy stack
  • In general, it is better to pool initiative for spikes instead of spending it on sustained damage
    • This does not mean you should spend long at the initiative cap
  • Finish your auto chains before using another damage skill, unless you need the evade frames from or to keep dealing damage
Skill priority
  • Dodge () - when missing buff
  • - single target only
  • Dodge () - general use


Ratings

This build has a rating of 4 stars based on 1 votes.
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4 stars
Arete gave this build 4 stars • May 2022
Good at smaller numbers, falls apart at large numbers or with range heavy commanders. Best melee spike in the game when it gets to do its thing and almost unhittable when played well and supported with stability.

Comments

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