Deadeye - Marauder Rifle
The community gave this build a rating, making it top-tier: Great
Designed for: PvP Conquest
This PvP Deadeye Rifle build takes Thief's role of outnumbering to the extreme, potentially bursting targets down in mere seconds.
For the optional slot:
- - better burst setup. In the burst combo use it before .
- - another Stealth access and an AoE CC.
- - better cleansing and more synergy.
- - great on-demand Stealth access and a stun break.
Rifle's set in stone but the secondary set can be changed based on personal preferences, there are several alternatives to Sword/Dagger:
- Dagger/Pistol, which has a great leap finisher for or synergy plus can substitute if there's some anti-projecile field in the way.
- Sword/Pistol keeps some the utility value of both mainhand Sword and offhand Pistol with a strong (albeit expensive) skill #3 that stuns enemies and does high damage whilst evading attacks.
- adds frequent Poison procs to the build for healing reduction on your target.
- can save you initiative by making you reach the Malice cap with fewer attacks, but less access to stolen skills also means less Stealth.
- over - the same damage bonus but instead of relying on the Cripple from you rely on having a big enough gap between you and the target. Which one of these sigils you use is entirely up to you.
Elite specialization basics
- is replaced by , which has greater range but also a cast time. We're still going to refer to this as steal.
- Stolen skills are also replaced by new ones for each profession, although these are much less situational and can be used more freely. One thing to note is that you cannot pick the target freely for the new stolen skills, they will always be used on your marked target (even if they are in stealth, which can be useful for finishing off low HP stealthed targets).
- If you want to know more about these skills, here's a list of them from the official wiki.
- Your specialization resource is called Malice. It's built using attack skills with initiative cost on your marked target and you can have up to 5 stacks of Malice, each increasing your damage by 3%. Stealth attacks such as consume Malice and are further empowered based on the number of Malice stacks.
- At the 5 Malice threshold stolen skills such as grant Stealth on activation, which is going to be their primary purpose - but be wary that they also do damage, so if you were already in stealth these will reveal you instead. There is a workaround for this however: stolen skills need line of sight (LoS) to deliver damage, if you intentionally break LoS then you can use them for the stealth without drawbacks.
- Start fights with to begin passively building Malice.
- provides easy stealth access on rifle, the only limiting factor will be endurance.
- recharges . Use it when you either run out of initiative, have to switch targets, or need to interrupt via .
- is easily the most versatile skill in the build. Couple of applications include:
- Extending the reach of rifle by 1200 range instantly.
- Escaping from melee, and then doing it again with when they get close.
- Stomping downed opponents with Shadowstep ⇒ Shadow Return.
- Breaking stun and cleansing conditions.
- and offer a steady stream of cleansing and Initiative in combat, having great synergy with and other sources of Stealth.
- is great at countering Revealed which would otherwise prevent you from stealthing. In general this is just a free stealth access to be used whenever you see fit.
Main weapon set. Burst, mobility, easy stealth access.
- Rifle technically has 10 skills, but most of them won't be used much or at all.
- The basic game plan is the following: spam until you reach the Malice cap, then enter stealth and follow up with a .
- swaps your rifle skills for more powerful ones but limits your mobility. The cost usually doesn't justify the payoff, so stick to your spam. The only real reason most people ever use Kneel is to drop a smoke field with skill #4 which is a combo field your team can use for stealth stacking and grants access to for instant stealth access and some mobility.
- Kneel skills have longer range, in niche situations you may end up using skills 2-3 to stack Malice but only if you're out of range with Spotter's Shot.
- is basically the of this build when it comes to mobility, but that's just one aspect of it. In combat this serves as a spammable condition cleanse or even combo tool for stealth access when used in a smoke field.
- We recommend that you set up a bind for "about face" (Options ⇒ Control Options ⇒ Movement). This makes it easier to teleport forward with this skill using the following sequence: about face ⇒ ⇒ about face.
- At maximum (5 stacks) of Malice you should enter stealth and do a . Exceptions include targets at very low health, in that canse it may be quicker to just spam them down with other skills.
- At maximum Malice prioritize using stolen skills for stealth access, don't waste dodges if you don't have to!
- could be useful against other ranged specs, but a more common application of it is stealth stacking. It's a combo field which can be utilized by you or your team. After dropping SC at your feet, either cancel kneeling and use to combo stealth (the two skills are also tied to the same button), or use its chain skill which is cheaper but doesn't cleanse conditions (and teleports you in the opposite direction).
- is taken for synergy.
Rifle burst rotation example:
- If taken Open with . This skill has a delay so timing is key! If you immediately follow up with Deadeye's Mark, BS should land a split second after the mark has been applied.
- (which already puts you at 1/5 Malice IF you're using )
- x3 (enough to do it x2 when playing with Malicious Intent)
- Stealth up using either a stolen skill or a dodge if you can, or any of your stealth CDs if you can't
This is the secondary set. Good for cleaving downed targets, defending yourself vs melee, or finishing off targets who have projectile denial.
- Most of the damage here comes from weaving together autoattacks with the + chain. Try not to spam skill 3 too many times in a row because it's very predictable and thus often a waste of initiative.
- There are exceptions of course. For example spamming without a target (and without hitting anything) could be used to buy a few extra seconds for your CDs to come back up under heavy pressure, as it evades attacks.
- Most of the time you should initiate combat with from a safe distance, preferably also behind something that breaks line of sight. This way you'll always have an escape route via .
- is sort of a filler skill, won't be used much unless you're stuck on S/D but can't afford to go into melee range.
- does good damage and the Stealth lets you follow up with a for even more damage plus a CC. At 5 Initiative this isn't cheap, but refunds much of the cost.
- This could be used on AI (clones, pets, minions) if all you need is stealth not the damage, as AI won't dodge it therefore the odds of getting a successful CnD off becomes higher.
- Twitch: Sindrener
- Twitch: Azzardome
- Twitch: Faeleth
- SA Rifle Roamer - the WvW Roaming version of this Deadeye PvP build.
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