Deadeye - Power DPS D/D

The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage

Designed for: Raids

Expansions required: Path of Fire Builds

Difficulty:
Normal
This build was last updated on December 15, 2023 and is up to date for the January 30, 2024 patch.

Overview

A power DPS build for Deadeye in raids.

Deadeye's weakness is that it is lacks cleave damage or any utility other than . It is also heavily reliant on allies providing boons and conditions for and respectively. This means it works best when surrounded by other DPS classes that can cover its shortcomings.

For variants using other weapons see Deadeye - Power DPS Rifle and Deadeye - Power DPS P/P.


Skill Bar

Dagger/Dagger
Utility


Weapon Variants

  • Your DPS rotation only involves Dagger/Dagger so your 2nd weapon set can be based on personal preference - Shortbow for mobility from or an offhand Pistol for additional emergency CC from are both common options. Rifle is also a useful option to maintain damage should you be unable to melee the boss.


Skill Variants

Utility

The empty utility slot can be changed depending on preference:

  • allows you to run full Berserker stats Berserker stats and Mighty Infusions.
  • , and can all be taken as a strong CC option
    • does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm.
    • has 1200 range and also removes 2 boons, but only affects your marked target.
    • is lower CC and has short range, but will also stealth you if used at the right point in your rotation.
  • should be used if running , and could be used as a reset button in case you completely bungle the rotation and end up without initiative. It could also be used on fights where you need to mark targets more frequently than you normally could.


Elite

  • if you don't need CC from .
  • is recommended if you have doubts about yourself, your lag, or your Quickness Quickness provider.


Template Code

[&DQUcPSMbOh2FAIUArBYzASAXVwEzAVgBDgEOAQAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Trait Variants

  • if you're having trouble surviving. This is a ~10% DPS loss.
  • is a fairly big DPS loss, but makes the rotation much more reliable and so may be better in actual encounters.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Assassin
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Dagger
Berserker
Dagger
Berserker
Sigil
Sigil
Rune
x6
Infusion
x14
Infusion
x4
Relic
  • If you do not have stat infusions, switch the headpiece to Assassin stats Assassin stats.
  • You want to aim for ~2008 precision.
  • If using , the extra precision allows you to run full Berserker stats Berserker stats with Mighty Infusions.


Consumables

Food

  • or ascended versions


Utility

  • /


Usage

Rotation

Opener

  1. x2
  2. during the cast of
  3. x3
  4. Stolen skill


Loop

After the opener, the basic loop is:

  1. x2
  2. or (if available), otherwise use
  3. (if available)


Assassin's Signet burst

After using , your next loop is slightly different (as seen in the opener):

  1. x3
  2. Stolen skill

This deals more damage than your regular loop, but requires a stolen skill. Thus you only do this burst while under the effects of .


Below 50% Rotation

On targets below 50% health is a better DPS skill than , so it replaces it in the loop and as the animation is slightly longer, the extra is dropped. If you struggle with the Dancing Dagger part of the rotation you could use this rotation the whole way through.


Loop

  1. x2
  2. (if available)
  3. (if available)
  4. (if available)


Assassin's Signet burst

After using , your next loop is slightly different:

  1. x3
  2. Stolen skill


Video example


Be Quick or Be Killed Rotation

needs you to consistently crit in order to trigger. This can be thwarted by Blind Blind, Weakness Weakness, or falling below 90% health (via ). As these may not be entirely within your control, offers a much safer rotation:


Opener

  1. x2


Loop

The basic loop is to do two auto chains and a single in between each . When is available, you can replace with it.

  1. x2
  2. , or (if available)


Assassin's Signet burst

When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener):

  1. during the cast of
  2. (above 50%) or (below 50%) - this generates the one extra initiative required for your stolen skill to grant Stealth Stealth
  3. Stolen Skill


Video example


General Tips

  • Use during the rotation to prevent yourself losing the buff from . Your rotation is otherwise unaffected.
  • It doesn't matter if you use / before or after the auto chain in each loop, so go with whatever feels most comfortable.
  • , and all have different cooldowns, so each loop may be slightly different depending on which are available.
  • has a slightly longer cooldown than so eventually you will have no stolen skill available for the burst. In this case, just do the normal loop.
  • has a long cast time and it will be interrupted by if you use it too early, so make sure to finish the cast.
  • Below 50%, if the boss is about to phase, you can use up any excess initiative by spamming - Just make sure to leave yourself enough initiative for if you will also have time for another ! Above 50%, is lower DPS than the auto chain.
  • This rotation is susceptible to lag. If this is likely to be a problem, bring as your elite, and quickly use it to re-enter stealth in the event that you are revealed before before you can use .
  • Activating is a minor DPS increase, so if you are struggling with the burst you can leave it passive.


Break bars

  • should be cast while you are standing in melee range of 5 allied units (mesmer illusions, ranger pets and necromancer minions all count towards this).


Encounter Specific Tips

Spirit Vale

Ghost events Toggle

The ghost events are mostly movement based.

  • Consider equipping a Short bow, and/or using .

For more information, see our Spirit Woods Guide.

Gorseval the Multifarious Toggle
  • During the split phases, you can use to cripple spirits from 900 range.

For more information, see our Gorseval Guide.


Salvation Pass

Slothasor Toggle
  • You have no way of blocking Slothasor's fear so either rely on others to break/cleanse it for you or equip . This can also be used to recover from disruption caused by the Slublings.
  • Bringing one of the CC options will be very helpful.
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Slothasor Guide.

Matthias Gabrel Toggle
  • Use for mobility around the room.
  • Bringing one of the CC options will be very helpful.
  • A Rifle can be useful for moments where you cannot melee the boss.
  • is somewhat unreliable as your allies may still be targeting Matthias instead of the sacrifice, so it can be replaced with .

For more information, see our Matthias Guide.


Stronghold of the Faithful

Keep Construct Toggle
  • Unless you really need the CC, you can greed for damage with .

For more information, see our Keep Construct Guide.

Twisted Castle Toggle
  • Consider equipping a Short bow, and/or using .
  • Consider equipping a as a stunbreak.

For more information, see our Twisted Castle Guide.


Bastion of the Penitent

Cairn the Indomitable Toggle
  • This fight has no breakbar, bring .

For more information, see our Cairn Guide.

Mursaat Overseer Toggle
  • This fight has no breakbar, bring .

For more information, see our Mursaat Overseer Guide.

Samarog Toggle
  • Bringing one of the CC options will be very helpful.

For more information, see our Samarog Guide.

Deimos Toggle
  • The breakbar in this fight is too fast and too small for , so you can bring instead.
  • Bringing one of the CC options will be very helpful (not ).
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Deimos Guide.


Hall of Chains

Dhuum Toggle
  • This fight has no breakbar, bring .
  • If bringing , you can use it to clear Torment Torment from yourself after the Greater Death Mark if the supports aren't doing it for you. It can also save you in case you are Fear Feared.
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Dhuum Guide.


Mythwright Gambit

Conjured Amalgamate Toggle
  • is overkill for breaking shields, so you can bring .
  • Given the speed at which the arms slam down, can be used to ensure you can mark them.

For more information, see our Conjured Amalgamate Guide.

Twin Largos Toggle
  • Bringing one of the CC options will be very helpful (not ).
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Largos Assassins Guide.


The Key of Ahdashim

Cardinal Adina Toggle
  • A Rifle can be useful if you're being made to do pillars.

For more information, see our Adina Guide.

Qadim the Peerless Toggle
  • As a deadeye, you're an ideal candidate to kite on the rifle build.

For more information, see our Qadim the Peerless Guide.


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
4 stars
OfficerAndyGentleman gave this build 4 stars • November 2022
Very high DPS if you can pull off the rotation, but basically 0 cleave and easily disrupted by lag or missing a crit. Fortunately the damage is high enough that you work around this and still do respectably.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
The highest single-target DPS in the game. Best in slot on a number of bosses.
5 stars
Night Owl gave this build 5 stars • January 2018
I like This One. It Provides A great DPS.
5 stars
Troupe gave this build 5 stars • January 2018
Now provides excellent DPS that matches or exceeds the potential of other top tier DPS builds. Also provides excellent breakbar contributions thanks to Basilisk Venom

Comments

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium