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Difference between revisions of "Deadeye - SA Rifle Roamer"

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| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
| relic = Relic of Isgarren
+
| relic = Relic of the Deadeye
 
}}
 
}}
  
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'''Relics'''
 
'''Relics'''
 
* {{Relic|Relic of Antitoxin}} - less damage, more cleansing.
 
* {{Relic|Relic of Antitoxin}} - less damage, more cleansing.
 +
 +
* {{Relic|Relic of Isgarren}} - a damage boost that can be maintained somewhat passively, but might not be active for stealth bursts or when you're trying to catch enemies offguard. Works well in prolonged 1v1s however.
  
  

Revision as of 17:41, 27 August 2023

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Mobility

Designed for: WvW Roaming

Difficulty:
Easy
This build was last updated on August 27, 2023 and is up to date for the March 11, 2025 patch.

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

Rifle
Dagger/Pistol
Utility


Skill Bar Variants

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.


Utility

For the optional slot:

  • - 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 .


Elite

  • - a panic button that can save your from enemy burst.


Template Code

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Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Rifle
Marauder
Sigil
Sigil
Dagger
Marauder
Pistol
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics

  • - a damage boost that can be maintained somewhat passively, but might not be active for stealth bursts or when you're trying to catch enemies offguard. Works well in prolonged 1v1s however.


Stats

  • Replacing some Marauder Marauder pieces with Berserker for a higher risk/reward playstyle is also a viable option.


Sigils


Consumables

Food


Utility


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).
  • Your specialization resource is called Malice. It's built using attack skills with initiative cost on your marked target and you can have up to 5 stacks of Malice, each increasing your damage by 3%. 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 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

  • provides easy stealth access on rifle, the only limiting factor will be endurance.
  • 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.
  • is good for more than just cleansing conditions or boosting your precision, its active effect restores an entire dodge roll's worth of endurance which can be turned into stealth.
  • D/P 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 stack stealth and resustain.


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.
  • 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. This is where most of your damage comes from, not to mention Might Might and Malice stacking.
    • can be used either to set up burst with the Immobilize 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.
  • The only reason most people ever use Kneel is to drop a smoke field with skill #4 which is a combo field your team can use for stealth stacking and grants access to for instant stealth access and some mobility.
  • 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 be useful against other ranged specs, but a more common application of it is stealth stacking. It's a combo field which can be utilized by you or your team. After dropping SC at your feet, either cancel kneeling and use to combo stealth (the two skills are also tied to the same button), or use its chain skill which is cheaper but doesn't cleanse conditions (and teleports you in the opposite direction).


Rifle burst rotation example:

  1. , which already puts you at 1/5 Malice with
  2. x2
  3. Stealth using either a stolen skill or a dodge


Stealth

  • Entering and exiting Stealth Stealth removes conditions and grants some Initiative.
  • Rifle's is the cheapest way for you to enter stealth, endurance being the only limiting factor.
  • provides easy stealth access when no other method is available or you want to extend the duration of stealth.
  • Stacking longer duration of stealth on rifle is rather expensive but doable, you can do this with the while also mixing in a dodge or two.

D/P stealth stacking rotation

  1. x4 in Black Powder
  2. Swap to rifle, dodge


Related Builds


Ratings

This build has a rating of 5 stars based on 5 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • February 2025
One of the best ranged builds even after the nerfs. It's getting slightly harder to play due to longer reveal windows and initiative nerfs, but the burst is still there are stealth on dodge is still amazing.
5 stars
Zenn gave this build 5 stars • April 2024
Still the king of roaming, you'll never kill a deadeye who's playing it safe. Everything here is top tier from mobility to damage. The only real counter is the terrain, I've had so many shots get blocked by random "obstructed" bs on FLAT terrain it's insane, but that's not he build's fault. I use S/D for the second set instead of D/P for better chase and melee.
5 stars
ThaTach gave this build 5 stars • February 2023
easily a five star build, incredible kiting potential, frequent stealth application, high sustained dps and amazing burst damage, you can flip a camp quickly, sentries are down in a second, and i would rarely find a 1v1 matchup difficult while playing this build or almost any variation of it. You can hit high damage numbers as a raw power burst build much much easier than builds in a similar vein, bladesworn for example, has about nothing but it's burst damage(like deadeye), it requires way more effort, and is more easily countered than the burst of a deadeye. It provides a very active and engaging version of kiting and ranging gameplay that I personally feel as though not a lot of other range focused builds offer, and it is relatively simple to start, dont get me wrong the build boasts a pretty high skill ceiling, but for the basics of oneshotting some poor soul off the face of the mists, simply skill 2 three times, roll, and blast em(repeat as many times as necessary)
5 stars
Spharion gave this build 5 stars • November 2022
I use shortbow instead of dagger and pistol. You have the ability to hit multiple targets, as well as a skill to disengage.
5 stars
Varg gave this build 5 stars • May 2022
I love this build so much! Very versatile with good DPS.

Comments

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