Daredevil - Acro Speardevil Roamer
This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.
Designed for: WvW Roaming
Overview
A Daredevil roaming build focused on evasion and solid damage pressure, featuring the new Spear weapon from Janthir Wilds. This build is focused on typical roaming activities with the perk of being able to brawl with with others more directly in solo fights. It can also assist in zerg clashes thanks to good survivability and plenty of access to boon strip with
on and (Spear 3.3).Skillbar
Skill Variants
- Heal
- for better endurance upkeep and access to dodges but no condition cleansing. Longer cooldown than and can be interrupted.
- - more stealth access and a stronger heal but losing out on the condition cleansing and dodge of
- Utility
Swap
with:- for better stealth access but less block and CC.
- for evasion and initiative regen.
- for a funny surprise option and better lockdown for Spear's combos. Requires proper planning and baiting opponents.
- Elite
- ⇒ for better kill securing in engagements. Sacrifices the immunity and escape functionality of , though.
Template Code
Specializations
- Variants
- Regeneration and initiative recovery. for slightly higher damage while sacrificing some of the utility of for condition cleanses (especially immobilize). Can take instead of to regain that cleansing, but that sacrifices access to
Specialization Variants
Acrobatics ⇒ Critical Strikes for higher damage at the cost of less survivability.
Equipment
Dragon
Dragon
Dragon
Dragon
Dragon
Dragon
Demolisher
Demolisher
Demolisher
Demolisher
Demolisher
Demolisher
Dragon
Dragon
x6
x14
x10
Stats
- Generally try to get at least 17k HP, then switch to Toughness to further increase survivability. Dragon stats can be swapped with Marauder stats based on personal preference of having higher Precision or Ferocity.
- Demolisher is a Toughness variant of Marauder, granting overall better survivability than just running Vitality. If that isn't a concern, switch the stats of the trinkets to either Marauder or Dragon stats based on preference.
- Try to aim for around 80% Crit Chance when not running Critical Strikes, filling in the rest of the damage stats with Power and/or Ferocity.
- When running Critical Strikes, the goal is to have 100% Crit Chance while under the effects of Fury.
Relics
- for better condition cleansing if fighting a lot of condi builds. Sacrifices the damage boost of .
- when paired with high Ferocity for high burst and guaranteed triggering of and .
- for extra surprise burst when using .
- Critical Strikes. or for extra healing, especially if run in combination with from
Sigils
- over for a burst of quickness when using , , and (if taken).
Runes
- for a bit higher Ferocity over Power.
Consumables
Food
- - good stats and passive damage mitigation; standard power food.
- - same stats as the above except with life steal instead of damage mitigation.
- - non-ascended version of the food above, without the sustain.
- - more dodging.
Utility
- or
Usage
General
- WIP
Spear
- WIP
Shortbow
- WIP
Overall Priorities
High
- WIP
Moderate
- WIP
Low
- WIP
Ratings
Comments
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