Deadeye - Quickness Support Power DPS
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage and Support
Designed for: Raids
Overview
A fast-paced Deadeye build that provides
Quickness by alternating between cantrips and the stolen skill. This provides permanent
Fury and ~22 stacks of
Might, but nothing else. This makes the build a rather niche pick and mostly for existing Deadeye fans.
Skill Bar
Weapon Variants
The Axe build is very vulnerable to mistakes and CC is a significant DPS loss. The dagger on the second set can be used a "finisher", so it could be replaced with Spear to provide some CC as the stealth skill allows for the recovery of initiative.
- For a much more forgiving rotation, you can use Dagger/Dagger. This set is fully melee and has no CC, so your second set can be Axe/Pistol to have a ranged option, or Spear for CC. Some less common options are:
- Shortbow for mobility from .
- Rifle or Pistol/Pistol for simpler ranged options.
Skill Variants
Elite
- is recommended if you have doubts about yourself or your lag.
- if you need CC
- for maximum damage.
Template Code
Specializations
Trait Variants
- if you're having trouble surviving. This is a ~10% DPS loss.
Equipment
Berserker
Berserker
Berserker
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x14
x4
- If you do not have stat infusions, switch the headpiece to
Assassin stats. - The difference between and is negligible.
Consumables
Food
- or ascended versions
Utility
- /
Usage
All your cantrips give you a stolen skill, and you always gain ! The trick is to space out your cantrips and such that you don't overwrite your stolen skill or drop the buff from .
As none of the options utilise weapon swapping for damage, when you swap for other reasons (ranged damage or CC), switch to the corresponding rotation below. Ideally you would swap at a point where your initiative is high and your malice is low - this can be manually achieved through the use of .
Axe Rotation
, and all leave spinning axes on the ground. recalls these axes to the thief, reapplying their effects and increasing the strike damage. As such, you want to ensure that the axes pass through your target when they return to you.
Although the complete loop is long, it is divided into six "sub-loops". Within each of these sub-loops, you generally will use , , , and once each, plus either a cantrip or . The initiative mechanic means that you don't gain access to your skills at the same point in each sub-loop, and you need to space out your stealth attacks to allow
Revealed to expire, so each is a little different.
flips to when used. As the skill is instant-cast, use it whenever you can, just ensure the flare's position is safe.
Opener
- to quickly provide Quickness
- x2
Loop
- ⇒ x2
-
- x2
-
- x2
-
- - this will drift slowly backwards in the rotation, so just cast it as soon as possible to provide the next Steal Time
- x2
-
- x2
-
- ⇒
- x5
- Repeat
Dagger Rotation
flips to when used. As the skill is instant-cast, use it whenever you can, just ensure the flare's position is safe.
Opener
- to quickly provide Quickness
- - be aware that if you cast this too quickly, it can interrupt the cast of Shadow Flare or the activation of
- x2
- ⇒ ⇒
- x2
- ⇒ ⇒
Basic loop
The duration of
Revealed is slightly longer than this loop if no Cantrips or are available. In this case you want to use one extra to let the
Revealed expire.
- - if you have Shadow Meld, use it instead of Cloak and Dagger on loops where no Cantrips are available
- , otherwise a Cantrip
- ⇒ ⇒
- , otherwise a Cantrip
- ⇒ ⇒
- Below 25% health, replace ⇒ with three uses of .
Spear Rotation
Spear is more complicated than other thief weapons as it employed a combo system where skills 2 and 3 each have three sub-skills that are classified as Lead Attacks, Follow Ups or Finishers. These flow together in order, with the active skills changing depending on where you are in the chain, and you can switch between 2 and 3 for different effects. For this build the standard combo is ⇒ ⇒ (2 ⇒ 3 ⇒ 2).
Additional complexity is added by your stealth attack, and skills 4 and 5, all gaining bonuses if they are used after a Finisher:
- regenerates 4 initiative
- grants a 10-second damage buff
- blocks additional attacks
If this isn't enough, will also count as a Lead Attack in this case, which means the next combo will skip .
The general structure will be:
- Cycle through your basic combo, replacing it with ⇒ ⇒ every 10 seconds (every three or four combos).
- Every two or three combos, you use a stolen skill to stealth yourself and regain initiative from (the damage is fairly low so don't use it more than necessary).
- If you don't have a stolen skill available, use .
- After , use a cantrip if available, with the priority:
- When you use , immediately follow up with ⇒ .
With many competing demands, there isn't a consistent loop that can be defined, so the opener below is long enough to show off a few of the points above in action. Be aware that Dagger can be used to finish a phase (if the target is below 50%), so there is a separate section for that.
Opener
- ⇒ - the flip skill has no cast time, do you can use it during other skills
- ⇒ ⇒
- ⇒ ⇒
- ⇒ ⇒
- ⇒ ⇒
Dagger Finisher
Against targets below 50% health, Dagger can be used to finish a phase. This is very strong when your target is below 25% health, but only just worth it below 50% health. The target should be close enough to phasing/dying that you won't have to use any autoattacks, and it's a good idea to get one final use of before you switch.
- Spam and use to
Stealth and access .
- If you have an excess of stolen skills, just use them without worrying about stealth as they are very damaging.
- is still worth using.
- You can also activate .
Staff-only rotation
Rifle-only rotation
Pistol-only rotations
Video example (with animation cancels)
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.
- This rotation is susceptible to lag. If this is likely to be a problem, can be used to re-enter stealth in the event that you are revealed before before you can use .
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 use . This can also be used to recover from disruption caused by the Slublings.
- Bringing CC 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.
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 .
- You can use as a stunbreak.
For more information, see our Twisted Castle Guide.
Bastion of the Penitent
- This fight has no breakbar, bring or .
For more information, see our Cairn Guide.
- This fight has no breakbar, bring or .
For more information, see our Mursaat Overseer Guide.
- Bringing CC option 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 or instead.
- 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 or .
- 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 CC will be very helpful.
- 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.
Ratings
Comments
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