Deadeye - SA Rifle Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage and Mobility
Designed for: WvW Roaming
Overview
A Shadow Arts take on Rifle Power Deadeye, this WvW roaming build relies heavily on
Stealth to survive between frequent but small burst chains while utilizing its ranged attacks to stay out of harm's way.
Skill Bar
Skill Variants
Weapons
- Dagger/Pistol over Sword/Dagger - another great backup set. Focuses more on stalling in stealth and ambushing enemies with burst damage, while S/D offers more of a bruiser playstyle that allows you to go toe-to-toe with enemies.
Utility
For the optional slot:
- - CC and easy
Stealth access. Could be used defensively to create a breathing room and escape in stealth, or offensively to set up a Death's Judgment on Rifle.
- - CC and damage boost through
Vulnerability stacking. Greedy option with very little defensive value.
- - passive damage increase and an active that can greatly enhance your burst damage.
- - cleanses several conditions, has a useful passive, and refills just enough endurance for a dodge roll which means it has great synergy with .
- - stunbreak and instant
Stealth access.
Heal
- - more focus on stealth, but you sacrifice an on-demand evade frame on for a skill that has a cast time, which means it generally performs worse under pressure unless you are already stealthed or built proper distance.
Elite
- - adds more stealth to the build and a way to get rid of
Revealed, but the loss of evasion from not taking Dagger Storm can make you more vulnerable when focused.
Template Code
Specializations
Variants
- could be a solid defensive choice in melee range, blinding nearby enemies after stealthing and making it harder for them to hit your while you're still next to them.
Variants
- makes you slightly worse at building Malice in exchange for better access to stolen skills (which could translate to more stealth).
Equipment
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Dragon
Dragon
Dragon
Marauder
Marauder
Marauder
x6
x18
Equipment Variants
Relics
- - a fine substitute if you can't get , but you'll have lower uptime on the damage boost.
- - much better mobility in combat, which also improves your survivability.
Runes
- - lower burst damage but much better boon duration. This is especially relevant for your
Quickness sources, creating longer burst windows for you with .
Sigils
Rifle
- over - better burst on your main set, but less synergy. Good option if you find yourself camping Rifle a lot.
- could replace either sigils on Rifle, creating longer burst windows for you.
Sword/Dagger
- or Energy over - in case you don't want to bother with a stacking sigil you could get rid of Bloodlust for another type of damage boost like Air, or add some extra sustain with Energy.
Consumables
Food
- - better burst damage and some extra life steal.
- - better endurance regen.
- Budget version:
Utility
- or , whichever is cheaper (note that the sharpening stone lasts twice as long).
Usage
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 through using attack skills with an initiative cost on your marked target and you can have up to 5 stacks of Malice. 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.
General
- Start fights with to begin passively building Malice.
- provides an alternative method of accessing stealth attacks, enabling their use if you dodge while at or above 3 Malice.
- recharges . Use it when you either run out of initiative, have to switch targets, or need to interrupt via .
- is another highly versatily utility skill that can find value in almost any situation. You can use it in melee to disrupt enemy bursts or to interrupt key skills, in range to gain
Stealth so you can burst, or simply for cleansing/Initiative regen via trait synergy.
- 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.
- S/D is the set you use if Rifle's either getting countered by projectile denial for an extended period of time but you want to go for the kill, or if you need to play defensively in a way that doesn't rely on stealth.
- procs the damage bonus of (or Relic of Fireworks, depending on your relic choice), creating a burst window for you.
- and offer a steady stream of cleansing and Initiative in combat.
Rifle
Main weapon set. Burst, mobility, easy stealth access.
- Rifle technically has 10 skills, but most of them won't be used much if at all.
- The basic game plan is the following: mark your target with , spam (skill #2) 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 scenario where you'd use Kneel skills for damage is if you're in a safe spot somewhere up on the highground from where you can snipe targets passing below, quickly taking them out with while having proper line of sight. In that case:
- (TRB) will be the main skill to spam on the weapon if you do get to Kneel. This is where most of your damage comes from, not to mention
Might and Malice stacking. - can be used either to set up burst with the
Immobilize, or as a cheaper way to reach the Malice cap (Spotter costs 3 Initiative and gives the same amount of Malice as the 6 initiative TRB). The boons provided are also quite good.
- (TRB) will be the main skill to spam on the weapon if you do get to Kneel. This is where most of your damage comes from, not to mention
- The only real reason most people ever use Kneel is for
Stealth access - using skill #4 twice while kneeling gives you stealth + some mobility. The first time you press skill #4 you also create a Smoke field, which others allies can use for stealth stacking too.
- 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 sometimes be useful against other ranged specs as the field destroys projectiles.
Rifle burst rotation example:
- , which already puts you at 1/5 Malice with
- x2 (or x3 when you're not playing with Malicious Intent)
- Stealth using either a stolen skill or a dodge
Sword/Dagger
This is the secondary set. Good for cleaving downed targets, defending yourself vs melee, or finishing off targets who use projectile denial.
- Much 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 become higher.
S/D chain example:
- preferably from range to leave an escape route, meanwhile the Immob should set up the next skill.
- for damage and stealth.
- from behind (if possible).
- Autoattack a bit while the Daze lasts.
- to avoid incoming attacks and open up Larcenous Strike.
- to leave melee range. You should have 5 Malice by now.
- Weapon swap and stealth into . Note: this can double as a sort of defensive chain too, if you cut out steps 4-6. This way you'll cleanse several conditions and recover health quickly while preventing your target from pressuring you. Once the revealed effect runs out you can repeat the chain, jumping in and out of melee, slowly chipping away at your target's HP with minimal risk to you.
Related Builds
- Marauder Rifle (sPvP) - the Conquest PvP version of this Deadeye WvW Roaming build.
Ratings
Comments
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