Deadeye - Power DPS D/D
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage
Designed for: Raids
Overview
A power DPS build for Deadeye in raids.
Deadeye's weakness is that it lacks cleave damage and struggles to bring utility without losing a lot of damage. It is also 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
Weapon Variants
- Your basic DPS rotation only involves Dagger/Dagger so your 2nd weapon set can be based on personal preference - Staff offers more damage, 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
can be swapped out if necessary
- 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.
, and can all be taken as a strong CC option
Elite
- if you don't need CC from .
Quickness provider.
is recommended if you have doubts about yourself, your lag, or your
Template Code
Specializations
Trait Variants
- if you're having trouble surviving. This is a ~10% DPS loss.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
Consumables
Food
- or ascended versions
Utility
- /
Usage
Rotation
Opener
- Stolen Skill
- ⇒
- Stolen Skill
- and during the cast - you want to cast Mercy after the initiative has been spent to refill it, but before the attack hits so you end up with Malice stacks
- Stolen Skill
- x2
- Stolen Skill - assuming you're at 5 stacks of Malice, this will stealth you
- and during the cast
- Stolen Skill
- x2
Loop
The basic loop is to do an auto chain followed by either a stolen skill, cantrip, or a stealth skill into a
.- ⇒ ⇒
- Filler skill with following priority
In practise, if the opener is performed correctly these cooldowns don't conflict very often.
Mark & Mercy burst
Cast
when it comes off cooldown, but make sure to use any active stolen skill first. Then, do the following burst:- ⇒ ⇒ - only do this chain if you're currently
Revealed
- Stolen Skill
- ⇒ ⇒
- Stolen Skill
- Return to Loop
Below 25% health
gains significant bonus damage below 25% health, which means you modify the rotation in the following ways:
- Replace ⇒ with three s
- The s do not need to be used together if initiative doesn't allow it.
- When at full malice, Stolen Skills will stealth you, so follow-up with .
- Before your target dies, try to spam as much as you can.
Staff Rotation
Opener
During the opener, repeatedly use
twice followed by a stolen skill- Stolen Skill
- ⇒
- x2
- Stolen Skill
- x2
- during the cast of Weakening Whirl
- Stolen Skill
- x2
- during the cast of the second Weakening Whirl
- Stolen Skill
- x2
- during the cast of Weakening Whirl
- Stolen Skill
- x2
Weapon Swap
Dagger Loop
- Stolen Skill
After this, follow the basic dagger rotation as outlined above. Upon the second time you use ⇒ , Weapon Swap to Staff.
Staff Loop
- Stolen Skill
The rest of the time on staff is spent as follows:
- Use ⇒ and Stolen Skills off cooldown ,
- Use to prevent yourself being at maximum initiative
- You don't want to use the stealth attack (the damage is poor but you can use it for CC if necessary), so use after every Stolen Skill to break stealth.
- Use to maintain the buff.
When you have ~4 seconds left on Weapon Swap, you want to use , followed by three s. You can also use a Stolen Skill if you have one, but the aim is to exit staff with a stolen skill available, so you can use it to stealth and get a in before the buff from expires.
General Tips
- 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.
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

The ghost events are mostly movement based.
- Consider equipping a Short bow, and/or using .
For more information, see our Spirit Woods Guide.

- During the split phases, you can use to cripple spirits from 900 range.
For more information, see our Gorseval Guide.
Salvation Pass

- 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.

- 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

- Unless you really need the CC, you can greed for damage with .
For more information, see our Keep Construct Guide.

- 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

- This fight has no breakbar, bring .
For more information, see our Cairn Guide.

- This fight has no breakbar, bring .
For more information, see our Mursaat Overseer Guide.

- Bringing one of the CC options will be very helpful.
For more information, see our Samarog Guide.

- 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

- This fight has no breakbar, bring .
- If bringing
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
Feared.
, you can use it to clear - A Rifle can be useful for moments where you cannot melee the boss.
For more information, see our Dhuum Guide.
Mythwright Gambit

- 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.

- 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

- A Rifle can be useful if you're being made to do pillars.
For more information, see our Adina Guide.

- As a deadeye, you're an ideal candidate to kite on the rifle build.
For more information, see our Qadim the Peerless Guide.
Ratings

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