Daredevil - Staff Daredevil (GvG)
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Focused on: Direct damage and Utility
Designed for: WvW GvG
Difficulty:
Hard
Overview
Staff Daredevil brings huge direct damage and cleave from Vault while being a difficult target due to its evade frames. Excels in highly coordinated group play group with strong support enabling it.
Skill Bar
Weapon 1:
Staff
Weapon 2:
Weapon 3:
Staff
Weapon 4:
Healing skill: Channeled Vigor
Utility skill 1: Shadowstep
Utility skill 2: Assassin's Signet
Utility skill 3: Signet of Agility
Elite skill: Dagger Storm
Template Code
[&DQUjGywXBzWUEgAAWAAAADMBAABXAQAAnwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Critical Strikes: Bot, Mid, Top
Trickery: Bot, Top, Top
Daredevil: Top, Top, Bot
Equipment
Rune: 6 Superior Rune of the Scholar
Infusion 1: 17 Mighty WvW Infusion
Infusion 2: 1 Precise WvW Infusion
Relic: Relic of Isgarren
Weapon 1:
Staff
Weapon 2:
Sigil 1: Superior Sigil of Hydromancy
Sigil 2: Superior Sigil of Energy
Weapon 3:
Staff
Weapon 4:
Sigil 3: Superior Sigil of Hydromancy
Sigil 4: Superior Sigil of Energy
Main stats: Marauder
Accessory 1 stats: Dragon
Accessory 2 stats: Dragon
Ring 1 stats: Dragon
Consumables
- Peppercorn-Crusted Sous-Vide Steak
- Fried Oyster Sandwich personal option
- Writ of Masterful Strength
Usage
General
- When using Steal prioritize, in order:
- Warriors - Whirling Axe
- Revenants - Essence Sap
- Mesmers - Consume Plasma
- Necromancers - Skull Fear
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 Debilitating Arc
- Beware of CCs like (Line of Warding) and Shocking Aura that will interrupt Dodge and Vault
- This builds has high active defenses
- If you die inside ground pressure, immediately use Shadow Escape towards your group
- If you are unlikely to be cleaved quickly, don't use Shadow Escape as it can make allied Signet of Mercy fail
- Use Channeled Vigor between engages while positioned safely to restore endurance
- Shadowstep is your most powerful defensive skill and only stunbreak, try to be very conservative with it
- Hold onto Shadow Return for as long as possible for the same reasons
- If you die inside ground pressure, immediately use Shadow Escape towards your group
Active defense priority 
- Shadowstep/Shadow Return - for stunbreaking
- Debilitating Arc - for
Immobilize - Signet of Agility - for
Immobilize - Dodge
- Debilitating Arc - general use
- Signet of Agility - for endurance
- Dagger Storm
- Channeled Vigor
- Shadowstep - general use
Detailed Explanations
Spike damage
- Bound ⇒ Vault ⇒ Vault ⇒
Weapon Swap (Superior Sigil of Hydromancy) ⇒ Vault - Use Steal at the end of the cast of Weakening Charge or Bound to port yourself onto the target as an alternative opener
- Weakening Charge hits harder than Vault, but only if all three hits connect, which is unreliable without Steal
- Use your spike when:
- Your group calls a spike:
- Winds - Winds of Disenchantment
- Wells - Well of Corruption+Well of Suffering
- Shades - Desert Shroud
- Traps - Procession of Blades+Test of Faith
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
Sustained damage
- Switch weapons as often as possible to proc Quick Pockets and Superior Sigil of Energy
- Try not to swap if either proc would get less than full value, though Quick Pockets is more important
- Swap as you finish Vault to increase your spike with Superior Sigil of Hydromancy
- Try to position yourself on the edge of the enemy group, away from the direction they push into
- This also applies for targetting Vault, 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 Vault or Bound to keep dealing damage
Skill priority 
- Dodge (Bound) - when missing Bounding Dodger buff
- Vault
- Whirling Axe
- Essence Sap - single target only
- Dodge (Bound) - general use
- Staff Strike
Ratings
Comments
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