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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

Expansions required: Path of Fire BuildsJanthir Wilds builds

Difficulty:
Normal
This build was last updated on March 09, 2025 and is up to date for the February 11, 2025 patch.

Overview

A fast-paced Deadeye build that provides Quickness Quickness by alternating between cantrips and the stolen skill. This provides permanent Fury Fury and ~22 stacks of Might Might, but nothing else. This makes the build a rather niche pick and mostly for existing Deadeye fans.


Skill Bar

Dagger/Dagger
Spear
Utility


Weapon Variants

  • Staff can replace Spear for players who own Secrets of the Obscure, but not Janthir Wilds. This weapon is also simpler in concept to use than Spear.
  • If pairing Spear and Dagger, then the offhand slot on Dagger is not used in the rotation. Therefore Pistol is a good option to offer some extra CC.
  • Spear and Daggers are used in combination for maximum DPS, but if preferred you could only use one of these, leaving the second set free for utility:
  • Spear is the higher damage, but more complicated option.
    • 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

Elite


Template Code

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Copy Template Code


Specializations


Trait Variants


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
Spear
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.


Consumables

Food


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, have to leave on cooldown for too long, or drop the buff from .


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:

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:


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


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.


Video example


Staff Rotation

Click to view Toggle

Staff Opener

  1. to quickly provide Quickness
  2. - use whenever convenient
  3. x3
  4. , and during the cast
  5. x3
  6. x3
  7. Weapon Swap Weapon Swap


Dagger loop

On dagger, repeat the basic loop below three times:

  1. x2
  2. Cantrip, or
  3. (if available)
  4. (optional)


Staff loop

  • As staff doesn't utilitse stealth, the basic structure is to use all initiative on , using and cantrips as they come off cooldown (make sure not to overwrite existing stolen skills).
  • Fill the rest of the time with autoattacks - make sure to finish the auto chains.
  • Make sure to have as your last skill before swapping back to Daggers so you can immediately use .


Below 25%

Against targets below 25% health, dagger deals too much damage to swap away from.


Video example


Dagger-only Rotation

Click to view Toggle

Opener

  1. to quickly provide Quickness
  2. - be aware that if you cast this too quickly, it can interrupt the cast of Shadow Flare or the activation of
  3. x2
  4. x2


Basic loop
The duration of Revealed 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 Revealed expire.

  1. - if you have Shadow Meld, use it instead of Cloak and Dagger on loops where no Cantrips are available
  2. , otherwise a Cantrip
  3. , otherwise a Cantrip



Video example


Staff-only rotation

Video example


Rifle-only rotation

Video example


Pistol-only rotations

Video example

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

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 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.

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.

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 .
  • You can use as a stunbreak.

For more information, see our Twisted Castle Guide.


Bastion of the Penitent

Cairn the Indomitable Toggle

For more information, see our Cairn Guide.

Mursaat Overseer Toggle

For more information, see our Mursaat Overseer Guide.

Samarog Toggle
  • Bringing CC option 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 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

Dhuum Toggle
  • 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

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 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

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

For more information, see our Adina Guide.


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
OfficerAndyGentleman gave this build 4 stars • April 2024
A conceptually simple, if fast-paced rotation. The might generation gives this build some value, and the damage is decent, but it offers almost no utility outside of its basic boons.

Comments

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