Difference between revisions of "Deadeye - Power DPS D/D"
(20 intermediate revisions by the same user not shown) | |||
Line 6: | Line 6: | ||
| focus = Direct Damage | | focus = Direct Damage | ||
| xpac = pof | | xpac = pof | ||
− | | meta = | + | | meta = |
+ | | difficulty = 2 | ||
}} | }} | ||
Line 27: | Line 28: | ||
| utility1 = Assassin's Signet | | utility1 = Assassin's Signet | ||
| utility2 = Shadow Flare | | utility2 = Shadow Flare | ||
− | | utility3 = | + | | utility3 = Mercy |
| elite = Basilisk Venom | | elite = Basilisk Venom | ||
}} | }} | ||
Line 33: | Line 34: | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | * Your DPS rotation only involves Dagger/Dagger so your 2nd weapon set can be based on personal preference - Shortbow for mobility from {{Skill|Infiltrator's Arrow}} or an offhand | + | * Your DPS rotation only involves '''Dagger/Dagger''' so 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 41: | Line 42: | ||
The empty utility slot can be changed depending on preference: | The empty utility slot can be changed depending on preference: | ||
− | |||
* {{skill|Signet of Agility}} allows you to run full {{tooltip|Berserker stats}} and Mighty Infusions. | * {{skill|Signet of Agility}} allows you to run full {{tooltip|Berserker stats}} and Mighty Infusions. | ||
− | * {{skill| | + | * {{Skill|Prepare Pitfall}}, {{skill|Binding Shadow}} and {{Skill|Shadow Gust}} can all be taken as a strong CC option |
+ | ** {{Skill|Prepare Pitfall}} does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm. | ||
+ | ** {{skill|Binding Shadow}} has 1200 range and also removes 2 boons, but only affects your marked target. | ||
+ | ** {{skill|Shadow Gust}} is lower CC and has short range, but will also stealth you if used at the right point in your rotation. | ||
+ | * {{skill|Mercy}} should be used if running {{trait|Be Quick or Be Killed}}, and could be used as a reset button in case you completely bungle the rotation and end up without initiative. It could also be used on fights where you need to mark targets more frequently than you normally could. | ||
Line 54: | Line 58: | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQUcPSMbOh2FAIUArBYzASAXVwEzAVgBDgEOAQAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 75: | Line 79: | ||
| stats = Berserker | | stats = Berserker | ||
| weight = Medium | | weight = Medium | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Dragonhunter |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Dagger | | weapon1 = Dagger | ||
Line 85: | Line 89: | ||
| infusion2 = Precise +9 Agony Infusion | | infusion2 = Precise +9 Agony Infusion | ||
| infusion2-qt = 4 | | infusion2-qt = 4 | ||
+ | | relic = Relic of the Deadeye | ||
| variant = | | variant = | ||
<!-- Custom stats --> | <!-- Custom stats --> | ||
Line 102: | Line 107: | ||
* If you do not have stat infusions, switch the headpiece to {{tooltip|Assassin stats}}. | * If you do not have stat infusions, switch the headpiece to {{tooltip|Assassin stats}}. | ||
+ | * You want to aim for ~2008 precision. | ||
+ | * If using {{trait|Be Quick or Be Killed}}, the extra precision allows you to run full {{tooltip|Berserker stats}} with '''Mighty Infusions'''. | ||
Line 122: | Line 129: | ||
<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
# {{Skill|Deadeye's Mark}} | # {{Skill|Deadeye's Mark}} | ||
− | # {{Skill| | + | # {{Skill|Dancing Dagger}} x2 |
− | # {{Skill|Shadow Flare}} | + | # {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} |
+ | # {{Skill|Assassin's Signet}} during the cast of {{Skill|Shadow Flare}} | ||
# {{Skill|Cloak and Dagger}} | # {{Skill|Cloak and Dagger}} | ||
− | |||
# {{Skill|Malicious Backstab}} | # {{Skill|Malicious Backstab}} | ||
− | # {{Skill| | + | # {{Skill|Dancing Dagger}} x3 |
− | # | + | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} |
− | # Stolen skill | + | # '''Stolen skill''' |
# {{Skill|Malicious Backstab}} | # {{Skill|Malicious Backstab}} | ||
Line 136: | Line 143: | ||
After the opener, the basic loop is: | After the opener, the basic loop is: | ||
+ | # {{Skill|Dancing Dagger}} x2 | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # {{Skill|Deadeye's Mark}} or {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} (if available), otherwise use {{skill|Double Strike}} | ||
+ | # {{Skill|Cloak and Dagger}} | ||
+ | # {{Skill|Assassin's Signet}} (if available) | ||
+ | # {{Skill|Malicious Backstab}} | ||
+ | |||
+ | |||
+ | <big>'''Assassin's Signet burst'''</big> | ||
+ | |||
+ | After using {{Skill|Assassin's Signet}}, your next loop is slightly different (as seen in the opener): | ||
+ | # {{Skill|Dancing Dagger}} x3 | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # '''Stolen skill''' | ||
+ | # {{Skill|Malicious Backstab}} | ||
+ | |||
+ | This deals more damage than your regular loop, but requires a stolen skill. Thus you only do this burst while under the effects of {{Skill|Assassin's Signet}}. | ||
+ | |||
+ | |||
+ | ===Below 50% Rotation=== | ||
+ | On targets below 50% health {{skill|Heartseeker}} is a better DPS skill than {{Skill|Dancing Dagger}}, so it replaces it in the loop and as the animation is slightly longer, the extra {{skill|Double Strike}} is dropped. If you struggle with the Dancing Dagger part of the rotation you could use this rotation the whole way through. | ||
+ | |||
+ | |||
+ | <big>'''Loop'''</big> | ||
+ | |||
# {{Skill|Heartseeker}} x2 | # {{Skill|Heartseeker}} x2 | ||
# {{Skill|Deadeye's Mark}} (if available) | # {{Skill|Deadeye's Mark}} (if available) | ||
− | # | + | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} |
− | # {{Skill|Shadow Flare}} (if available) | + | # {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} (if available) |
# {{Skill|Cloak and Dagger}} | # {{Skill|Cloak and Dagger}} | ||
# {{Skill|Assassin's Signet}} (if available) | # {{Skill|Assassin's Signet}} (if available) | ||
Line 149: | Line 181: | ||
After using {{Skill|Assassin's Signet}}, your next loop is slightly different: | After using {{Skill|Assassin's Signet}}, your next loop is slightly different: | ||
# {{Skill|Heartseeker}} x3 | # {{Skill|Heartseeker}} x3 | ||
− | # | + | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} |
# Stolen skill | # Stolen skill | ||
# {{Skill|Malicious Backstab}} | # {{Skill|Malicious Backstab}} | ||
− | This | + | |
+ | [https://youtu.be/2JLAtcxBdCc Video example] | ||
+ | |||
+ | |||
+ | ===Be Quick or Be Killed Rotation=== | ||
+ | {{trait|Maleficent Seven}} needs you to consistently crit in order to trigger. This can be thwarted by {{tooltip|Blind}}, {{tooltip|Weakness}}, or falling below 50% health (via {{trait|Keen Observer}}). As these may not be entirely within your control, {{trait|Be Quick or Be Killed}} offers a much safer rotation: | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{skill|Deadeye's Mark}} | ||
+ | # {{Skill|Assassin's Signet}} | ||
+ | # {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} | ||
+ | # {{skill|Cloak and Dagger}} | ||
+ | # {{skill|Malicious Backstab}} | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2 | ||
+ | # {{skill|Double Strike}} | ||
+ | # {{skill|Cloak and Dagger}} | ||
+ | # {{skill|Malicious Backstab}} | ||
+ | |||
+ | |||
+ | <big>'''Loop'''</big> | ||
+ | |||
+ | The basic loop is to do two auto chains and a single {{skill|Double Strike}} in between each {{skill|Cloak and Dagger}} {{to}} {{skill|Malicious Backstab}}. When {{skill|Deadeye's Mark}} is available, you can replace {{skill|Double Strike}} with it. | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2 | ||
+ | # {{skill|Double Strike}}, or {{skill|Deadeye's Mark}} (if available) | ||
+ | # {{skill|Cloak and Dagger}} | ||
+ | # {{skill|Malicious Backstab}} | ||
+ | |||
+ | |||
+ | <big>'''Assassin's Signet burst'''</big> | ||
+ | |||
+ | When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener): | ||
+ | # {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} | ||
+ | # {{Skill|Assassin's Signet}} during the cast of {{Skill|Shadow Flare}} | ||
+ | # {{skill|Dancing Dagger}} (above 50%) or {{skill|Heartseeker}} (below 50%) - this generates the one extra initiative required for your stolen skill to grant {{tooltip|Stealth}} | ||
+ | # '''Stolen Skill''' | ||
+ | # {{skill|Malicious Backstab}} | ||
− | [https://youtu.be/ | + | [https://youtu.be/LBIQ6V27ld0 Video example] |
− | === | + | ===General Tips=== |
− | * It doesn't matter if you use {{Skill|Heartseeker}} before or after the auto chain in each loop, so go with whatever feels most comfortable. | + | * Use {{skill|Mercy}} during the rotation to prevent yourself losing the buff from {{relic|Relic of the Deadeye}}. Your rotation is otherwise unaffected. |
+ | * It doesn't matter if you use {{skill|Dancing Dagger}}/{{Skill|Heartseeker}} before or after the auto chain in each loop, so go with whatever feels most comfortable. | ||
* {{Skill|Deadeye's Mark}}, {{Skill|Shadow Flare}} and {{Skill|Assassin's Signet}} all have different cooldowns, so each loop may be slightly different depending on which are available. | * {{Skill|Deadeye's Mark}}, {{Skill|Shadow Flare}} and {{Skill|Assassin's Signet}} all have different cooldowns, so each loop may be slightly different depending on which are available. | ||
* {{Skill|Deadeye's Mark}} has a slightly longer cooldown than {{Skill|Assassin's Signet}} so eventually you will have no stolen skill available for the burst. In this case, just do the normal loop. | * {{Skill|Deadeye's Mark}} has a slightly longer cooldown than {{Skill|Assassin's Signet}} so eventually you will have no stolen skill available for the burst. In this case, just do the normal loop. | ||
* {{Skill|Shadow Flare}} has a long cast time and it will be interrupted by {{Skill|Cloak and Dagger}} if you use it too early, so make sure to finish the cast. | * {{Skill|Shadow Flare}} has a long cast time and it will be interrupted by {{Skill|Cloak and Dagger}} 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 {{Skill|Heartseeker}} - Just make sure to leave yourself enough initiative for {{Skill|Cloak and Dagger}} if you will also have time for another {{Skill|Malicious Backstab}}! Above 50%, {{Skill|Heartseeker}} is lower DPS than the auto chain. | * Below 50%, if the boss is about to phase, you can use up any excess initiative by spamming {{Skill|Heartseeker}} - Just make sure to leave yourself enough initiative for {{Skill|Cloak and Dagger}} if you will also have time for another {{Skill|Malicious Backstab}}! Above 50%, {{Skill|Heartseeker}} is lower DPS than the auto chain. | ||
− | * This rotation is | + | * This rotation is susceptible to lag. If this is likely to be a problem, bring {{Skill|Shadow Meld}} as your elite, and quickly use it to re-enter stealth in the event that you are revealed before before you can use {{Skill|Malicious Backstab}}. |
− | * {{ | + | * Activating {{skill|Assassin's Signet}} is a minor DPS increase, so if you are struggling with the burst you can leave it passive. |
− | |||
===Break bars=== | ===Break bars=== | ||
* {{Skill|Basilisk Venom}} 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). | * {{Skill|Basilisk Venom}} 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=== | ||
+ | {{Collapse start|Ghost events}} | ||
+ | The ghost events are mostly movement based. | ||
+ | * Consider equipping a Short bow, and/or using {{Skill|Shadowstep}}. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_1_-_Spirit_Vale#Spirit_Woods|Spirit Woods Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | {{Collapse start|Gorseval the Multifarious}} | ||
+ | * During the split phases, you can use {{skill|Dancing Dagger}} to cripple spirits from 900 range. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_1_-_Spirit_Vale#Gorseval_the_Multifarious|Gorseval Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Salvation Pass=== | ||
+ | {{Collapse start|Slothasor}} | ||
+ | * You have no way of blocking Slothasor's fear so either rely on others to break/cleanse it for you or equip {{skill|Mercy}}. This can also be used to recover from disruption caused by the Slublings. | ||
+ | * Bringing one of the CC options will be very helpful. | ||
+ | * A '''Rifle''' can be useful for moments where you cannot melee the boss. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_2_-_Salvation_Pass#Slothasor|Slothasor Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | {{Collapse start|Matthias Gabrel}} | ||
+ | * Use {{skill|Heartseeker}} 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. | ||
+ | * {{skill|Basilisk Venom}} is somewhat unreliable as your allies may still be targeting Matthias instead of the sacrifice, so it can be replaced with {{skill|Shadow Meld}}. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_2_-_Salvation_Pass#Matthias_Gabrel|Matthias Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Stronghold of the Faithful=== | ||
+ | {{Collapse start|Keep Construct}} | ||
+ | * Unless you really need the CC, you can greed for damage with {{skill|Thieves Guild}}. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_3_-_Stronghold_of_the_Faithful#Keep_Construct|Keep Construct Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | {{Collapse start|Twisted Castle}} | ||
+ | * Consider equipping a Short bow, and/or using {{skill|Shadowstep}}. | ||
+ | * Consider equipping a {{skill|Mercy}} as a stunbreak. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_3_-_Stronghold_of_the_Faithful#Twisted_Castle|Twisted Castle Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Bastion of the Penitent=== | ||
+ | {{Collapse start|Cairn the Indomitable}} | ||
+ | * This fight has no breakbar, bring {{skill|Thieves Guild}}. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Cairn_the_Indomitable|Cairn Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | {{Collapse start|Mursaat Overseer}} | ||
+ | * This fight has no breakbar, bring {{skill|Thieves Guild}}. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Mursaat_Overseer|Mursaat Overseer Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | {{Collapse start|Samarog}} | ||
+ | * Bringing one of the CC options will be very helpful. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Samarog|Samarog Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | {{Collapse start|Deimos}} | ||
+ | * The breakbar in this fight is too fast and too small for {{skill|Basilisk Venom}}, so you can bring {{skill|Thieves Guild}} instead. | ||
+ | * Bringing one of the CC options will be very helpful (not {{skill|Prepare Pitfall}}). | ||
+ | * A '''Rifle''' can be useful for moments where you cannot melee the boss. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Deimos|Deimos Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Hall of Chains=== | ||
+ | {{Collapse start|Dhuum}} | ||
+ | * This fight has no breakbar, bring {{skill|Thieves Guild}}. | ||
+ | * If bringing {{skill|Signet of Agility}}, you can use it to clear {{tooltip|Torment}} from yourself after the Greater Death Mark if the supports aren't doing it for you. It can also save you in case you are {{tooltip|Fear}}ed. | ||
+ | * A '''Rifle''' can be useful for moments where you cannot melee the boss. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_5_-_Hall_of_Chains#Dhuum|Dhuum Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Mythwright Gambit=== | ||
+ | {{Collapse start|Conjured Amalgamate}} | ||
+ | * {{skill|Basilisk Venom}} is overkill for breaking shields, so you can bring {{skill|Thieves Guild}}. | ||
+ | * Given the speed at which the arms slam down, {{skill|Mercy}} can be used to ensure you can mark them. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_6_-_Mythwright_Gambit#Conjured_Amalgamate|Conjured Amalgamate Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | {{Collapse start|Twin Largos}} | ||
+ | * Bringing one of the CC options will be very helpful (not {{skill|Prepare Pitfall}}). | ||
+ | * A '''Rifle''' can be useful for moments where you cannot melee the boss. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_6_-_Mythwright_Gambit#Largos_Assassins|Largos Assassins Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===The Key of Ahdashim=== | ||
+ | |||
+ | {{Collapse start|Cardinal Adina}} | ||
+ | * A '''Rifle''' can be useful if you're being made to do pillars. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_7_-_The_Key_of_Ahdashim#Cardinal_Adina|Adina Guide]]. | ||
+ | {{Collapse end}} | ||
+ | |||
+ | {{Collapse start|Qadim the Peerless}} | ||
+ | * As a deadeye, you're an ideal candidate to kite on the [[Build:Deadeye_-_Power_DPS_Rifle|rifle]] build. | ||
+ | |||
+ | For more information, see our [[Guide:Raid_Wing_7_-_The_Key_of_Ahdashim#Qadim_the_Peerless|Qadim the Peerless Guide]]. | ||
+ | {{Collapse end}} |
Latest revision as of 13:17, 7 July 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage
Designed for: Raids
Overview
A power DPS build for Deadeye in raids.
Deadeye's weakness is that it is lacks cleave damage or any utility other than
. It is also heavily reliant on allies providing boons and conditions for and respectively. This means it works best when surrounded by other DPS classes that can cover its shortcomings.For variants using other weapons see Deadeye - Power DPS Rifle and Deadeye - Power DPS P/P.
Skill Bar
Weapon Variants
- Your DPS rotation only involves Dagger/Dagger so 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
Utility
The empty utility slot can be changed depending on preference:
- Berserker stats and Mighty Infusions. allows you to run full
- does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm.
- has 1200 range and also removes 2 boons, but only affects your marked target.
- is lower CC and has short range, but will also stealth you if used at the right point in your rotation.
, and can all be taken as a strong CC option
- should be used if running , and could be used as a reset button in case you completely bungle the rotation and end up without initiative. It could also be used on fights where you need to mark targets more frequently than you normally could.
Elite
- if you don't need CC from .
- Quickness provider. is recommended if you have doubts about yourself, your lag, or your
Template Code
Specializations
Trait Variants
- if you're having trouble surviving. This is a ~10% DPS loss.
- is a fairly big DPS loss, but makes the rotation much more reliable and so may be better in actual encounters.
Equipment
Berserker
Berserker
Berserker
Berserker
Assassin
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.
- You want to aim for ~2008 precision.
- If using Berserker stats with Mighty Infusions. , the extra precision allows you to run full
Consumables
Food
- or ascended versions
Utility
- /
Usage
Rotation
Opener
- x2
- ⇒
- during the cast of
- x3
- ⇒ ⇒
- Stolen skill
Loop
After the opener, the basic loop is:
- x2
- ⇒ ⇒
- ⇒ (if available), otherwise use or
- (if available)
Assassin's Signet burst
After using
, your next loop is slightly different (as seen in the opener):- x3
- ⇒ ⇒
- Stolen skill
This deals more damage than your regular loop, but requires a stolen skill. Thus you only do this burst while under the effects of
.
Below 50% Rotation
On targets below 50% health
is a better DPS skill than , so it replaces it in the loop and as the animation is slightly longer, the extra is dropped. If you struggle with the Dancing Dagger part of the rotation you could use this rotation the whole way through.
Loop
- x2
- (if available)
- ⇒ ⇒
- ⇒ (if available)
- (if available)
Assassin's Signet burst
After using
, your next loop is slightly different:- x3
- ⇒ ⇒
- Stolen skill
Be Quick or Be Killed Rotation
Blind, Weakness, or falling below 50% health (via ). As these may not be entirely within your control, offers a much safer rotation:
needs you to consistently crit in order to trigger. This can be thwarted by
Opener
- ⇒
- ⇒ ⇒ x2
Loop
The basic loop is to do two auto chains and a single ⇒ . When is available, you can replace with it.
in between each- ⇒ ⇒ x2
- , or (if available)
Assassin's Signet burst
When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener):
- ⇒
- during the cast of
- Stealth (above 50%) or (below 50%) - this generates the one extra initiative required for your stolen skill to grant
- Stolen Skill
General Tips
- Use during the rotation to prevent yourself losing the buff from . Your rotation is otherwise unaffected.
- It doesn't matter if you use / before or after the auto chain in each loop, so go with whatever feels most comfortable.
- , and all have different cooldowns, so each loop may be slightly different depending on which are available.
- has a slightly longer cooldown than so eventually you will have no stolen skill available for the burst. In this case, just do the normal loop.
- 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, bring as your elite, and quickly use it to re-enter stealth in the event that you are revealed before before you can use .
- Activating is a minor DPS increase, so if you are struggling with the burst you can leave it passive.
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 equip . This can also be used to recover from disruption caused by the Slublings.
- Bringing one of the CC options 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, so it can be replaced with .
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 .
- Consider equipping a as a stunbreak.
For more information, see our Twisted Castle Guide.
Bastion of the Penitent
- This fight has no breakbar, bring .
For more information, see our Cairn Guide.
- This fight has no breakbar, bring .
For more information, see our Mursaat Overseer Guide.
- Bringing one of the CC options 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 instead.
- Bringing one of the CC options will be very helpful (not ).
- 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 .
- If bringing Torment from yourself after the Greater Death Mark if the supports aren't doing it for you. It can also save you in case you are Feared. , you can use it to clear
- 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 one of the CC options will be very helpful (not ).
- 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.
- As a deadeye, you're an ideal candidate to kite on the rifle build.
For more information, see our Qadim the Peerless Guide.
Ratings
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium