Difference between revisions of "Deadeye - Quickness Support Power DPS"
Line 21: | Line 21: | ||
| weapon1 = Dagger | | weapon1 = Dagger | ||
| weapon2 = Dagger | | weapon2 = Dagger | ||
+ | | weapon3 = Staff | ||
| healing = Malicious Restoration | | healing = Malicious Restoration | ||
| utility1 = Assassin's Signet | | utility1 = Assassin's Signet | ||
Line 30: | Line 31: | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | + | '''Staff''' 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: | |
− | + | * Your 2nd weapon set can be based on personal preference - '''Shortbow''' for mobility from {{Skill|Infiltrator's Arrow}} or an offhand '''Pistol''' for additional emergency CC from {{Skill|Headshot}} are both common options. | |
+ | * '''Rifle''' is also a useful option to maintain damage should you be unable to melee the boss. | ||
Line 69: | Line 71: | ||
| weapon1 = Dagger | | weapon1 = Dagger | ||
| weapon2 = Dagger | | weapon2 = Dagger | ||
+ | | weapon3 = Staff | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact | ||
+ | | sigil3 = Superior Sigil of Force | ||
+ | | sigil4 = Superior Sigil of Impact | ||
| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
| infusion1-qt = 14 | | infusion1-qt = 14 | ||
Line 112: | Line 117: | ||
The Revealed effect lasts slightly longer than two auto chains, so you always need to throw in at least one other skill. | The Revealed effect lasts slightly longer than two auto chains, so you always need to throw in at least one other skill. | ||
+ | ===Rotation=== | ||
+ | <big>'''Staff Opener'''</big> | ||
+ | # {{skill|Deadeye's Mark}} | ||
+ | # {{skill|Steal Time}} to quickly provide Quickness | ||
+ | # {{skill|Shadow Flare}} - use {{skill|Shadow Swap}} whenever convenient | ||
+ | # {{skill|Weakening Charge}} x3 | ||
+ | # {{skill|Steal Time}} | ||
+ | # {{skill|Weakening Charge}}, and {{skill|Mercy}} during the cast | ||
+ | # {{skill|Steal Time}} | ||
+ | # {{skill|Deadeye's Mark}} | ||
+ | # {{skill|Weakening Charge}} x3 | ||
+ | # {{skill|Steal Time}} | ||
+ | # {{skill|Weakening Charge}} | ||
+ | # {{skill|Staff Strike}} {{to}} {{skill|Staff Bash}} {{to}} {{skill|Punishing Strikes}} | ||
+ | # {{skill|Weakening Charge}} | ||
+ | # {{skill|Staff Strike}} {{to}} {{skill|Staff Bash}} {{to}} {{skill|Punishing Strikes}} | ||
+ | # {{skill|Mercy}} | ||
+ | # {{skill|Steal Time}} | ||
+ | # {{skill|Deadeye's Mark}} | ||
+ | # {{skill|Weakening Charge}} x3 | ||
+ | # {{skill|Steal Time}} | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | |||
+ | |||
+ | <big>'''Dagger loop'''</big> | ||
+ | |||
+ | On dagger, repeat the basic loop below three times: | ||
+ | # {{skill|Malicious Backstab}} | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2 | ||
+ | # '''Cantrip''', or {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # {{skill|Cloak and Dagger}} | ||
+ | # {{skill|Malicious Backstab}} | ||
+ | # {{skill|Steal Time}} (if available) | ||
+ | # {{skill|Shadow Meld}} {{to}} {{skill|Malicious Backstab}} (optional) | ||
+ | |||
+ | * After the third repeat, {{tooltip|Weapon swap}} | ||
+ | |||
+ | |||
+ | <big>'''Staff loop'''</big> | ||
+ | * As staff doesn't utilitse stealth, the basic structure is to use all initiative on {{skill|Weakening Charge}}, using {{skill|Deadeye's Mark}} and '''cantrips''' {{to}} {{skill|Steal Time}} 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 {{skill|Steal Time}} as your last skill before swapping back to '''Daggers''' so you can immediately use {{skill|Malicious Backstab}}. | ||
+ | |||
+ | |||
+ | <big>'''Below 25%'''</big> | ||
− | ===Rotation=== | + | Against targets below 25% health, dagger deals too much damage to swap away from. |
+ | * Play dagger similarly to the '''Staff loop''', but spend all your initative on {{skill|Heartseeker}} and use {{skill|Steal Time}} to {{tooltip|Stealth}} and access {{skill|Malicious Backstab}}. | ||
+ | |||
+ | |||
+ | [https://youtu.be/k_a1bJDekPI Video example] | ||
+ | |||
+ | |||
+ | ===Dagger-only Rotation=== | ||
<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
Line 132: | Line 189: | ||
− | ===Staff | + | ===Staff-only rotation=== |
[https://youtu.be/3RMqlrX4EHU Video example] | [https://youtu.be/3RMqlrX4EHU Video example] | ||
+ | |||
+ | |||
+ | ===Rifle-only rotation=== | ||
+ | [https://youtu.be/Qd7JOT10ATQ Video example] | ||
Revision as of 15:11, 8 April 2024
The community gave this build a rating, making it second-tier: Good
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
Staff 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:
- 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
- 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.
Consumables
Food
- or ascended versions
Utility
- /
Usage
All your cantrips give you a stolen skill, and you always gain
! You want to alternate between a cantrip (or ) and to ensure you aren't wasting any skills.The Revealed effect lasts slightly longer than two auto chains, so you always need to throw in at least one other skill.
Rotation
Staff Opener
- to quickly provide Quickness
- - use whenever convenient
- x3
- , and during the cast
- x3
- ⇒ ⇒
- ⇒ ⇒
- x3
- Weapon Swap
Dagger loop
On dagger, repeat the basic loop below three times:
- ⇒ ⇒ x2
- Cantrip, or ⇒ ⇒
- (if available)
- ⇒ (optional)
- After the third repeat, Weapon swap
Staff loop
- As staff doesn't utilitse stealth, the basic structure is to use all initiative on ⇒ as they come off cooldown (make sure not to overwrite existing stolen skills). , using and cantrips
- 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.
- Play dagger similarly to the Staff loop, but spend all your initative on Stealth and access . and use to
Dagger-only Rotation
Opener
- to quickly provide Quickness
Basic loop
- - if you have Shadow Meld, use it instead of Cloak and Dagger on loops where no Cantrips are available
- , otherwise a Cantrip
- ⇒ ⇒
- ⇒ ⇒ if neither are available , otherwise a Cantrip, or
- ⇒ ⇒
Staff-only rotation
Rifle-only rotation
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
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium