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Difference between revisions of "Daredevil - Staff Daredevil (GvG)"

 
(10 intermediate revisions by 3 users not shown)
Line 4: Line 4:
 
| designed for = wvw gvg
 
| designed for = wvw gvg
 
| focus = direct damage, utility
 
| focus = direct damage, utility
| rating = great
+
| rating = archived
 
| xpac = hot
 
| xpac = hot
| meta = y
+
| difficulty = 3
 
}}
 
}}
  
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|utility3 = Signet of Agility
 
|utility3 = Signet of Agility
 
|elite = Dagger Storm
 
|elite = Dagger Storm
 +
}}
 +
 +
 +
==Template Code==
 +
{{TemplateCode|
 +
code = [&DQUjGywXBzWUEgAAWAAAADMBAABXAQAAnwEAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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{{Specialization|Trickery|bot|top|top}}
 
{{Specialization|Trickery|bot|top|top}}
 
{{Specialization|Daredevil|top|top|bot}}
 
{{Specialization|Daredevil|top|top|bot}}
 
 
===Template Code===
 
{{TemplateCode|
 
code = [&DQUjGywXBzWUEgAAWAAAADMBAABXAQAAnwEAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
  
  
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| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of Isgarren
 
| weapon1 = Staff
 
| weapon1 = Staff
 
| weapon2 =  
 
| weapon2 =  
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| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
| infusion1-qt = 18
+
| infusion1-qt = 17
| weapon1-stats = Dragon
+
| infusion2 = Precise WvW Infusion
| weapon3-stats = Dragon
+
| infusion2-qt = 1
 
| accessory1 = Dragon
 
| accessory1 = Dragon
 
| accessory2 = Dragon
 
| accessory2 = Dragon
| amulet = Dragon
 
 
| ring1 = Dragon
 
| ring1 = Dragon
| ring2 = Dragon
 
 
}}
 
}}
  
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==Usage==   
 
==Usage==   
 
===General===
 
===General===
* When using {{Skill|Swipe}} prioritize, in order:
+
* When using {{Skill|Steal}} prioritize, in order:
 
** Warriors - {{Skill|Whirling Axe}}  
 
** Warriors - {{Skill|Whirling Axe}}  
 
** Revenants - {{Skill|Essence Sap}}  
 
** Revenants - {{Skill|Essence Sap}}  
Line 102: Line 101:
 
*** Hold onto {{Skill|Shadow Return}} for as long as possible for the same reasons
 
*** Hold onto {{Skill|Shadow Return}} for as long as possible for the same reasons
  
{{Collapsible
+
{{Collapse start|Active defense priority}}
|width=85
 
|;Active defense priority
 
|
 
 
* {{Skill|Shadowstep}}/{{Skill|Shadow Return}} - for stunbreaking
 
* {{Skill|Shadowstep}}/{{Skill|Shadow Return}} - for stunbreaking
 
* {{Skill|Debilitating Arc}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Debilitating Arc}} - for {{Tooltip|Immobilize}}
Line 115: Line 111:
 
* {{Skill|Channeled Vigor}}
 
* {{Skill|Channeled Vigor}}
 
* {{Skill|Shadowstep}} - general use
 
* {{Skill|Shadowstep}} - general use
}}
+
{{Collapse end}}
  
  
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====Spike damage====
 
====Spike damage====
 
* {{Skill|Bound}} {{to}} {{Skill|Vault}} {{to}} {{Skill|Vault}} {{to}} {{Tooltip|Weapon Swap}} ({{Sigil|Superior Sigil of Hydromancy}}) {{to}} {{Skill|Vault}}
 
* {{Skill|Bound}} {{to}} {{Skill|Vault}} {{to}} {{Skill|Vault}} {{to}} {{Tooltip|Weapon Swap}} ({{Sigil|Superior Sigil of Hydromancy}}) {{to}} {{Skill|Vault}}
* Use {{Skill|Swipe}} at the end of the cast of {{Skill|Weakening Charge}} or {{Skill|Bound}} to port yourself onto the target as an alternative opener
+
* Use {{Skill|Steal}} at the end of the cast of {{Skill|Weakening Charge}} or {{Skill|Bound}} to port yourself onto the target as an alternative opener
** {{Skill|Weakening Charge}} hits harder than {{Skill|Vault}}, but only if all three hits connect, which is unreliable without {{Skill|Swipe}}
+
** {{Skill|Weakening Charge}} hits harder than {{Skill|Vault}}, but only if all three hits connect, which is unreliable without {{Skill|Steal}}
 
* Use your spike when:
 
* Use your spike when:
 
** Your group calls a spike:
 
** Your group calls a spike:
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* Finish your auto chains before using another damage skill, unless you need the evade frames from {{Skill|Vault}} or {{Skill|Bound}} to keep dealing damage
 
* Finish your auto chains before using another damage skill, unless you need the evade frames from {{Skill|Vault}} or {{Skill|Bound}} to keep dealing damage
  
{{Collapsible
+
{{Collapse start|Skill priority}}
|width=85
 
|;Skill priority
 
|
 
 
* '''Dodge''' ({{Skill|Bound}}) - when missing {{Trait|Bounding Dodger}} buff
 
* '''Dodge''' ({{Skill|Bound}}) - when missing {{Trait|Bounding Dodger}} buff
 
* {{Skill|Vault}}
 
* {{Skill|Vault}}
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* '''Dodge''' ({{Skill|Bound}}) - general use
 
* '''Dodge''' ({{Skill|Bound}}) - general use
 
* {{Skill|Staff Strike}}
 
* {{Skill|Staff Strike}}
}}
+
{{Collapse end}}

Latest revision as of 00:46, 28 August 2024

Under construction.webp Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.

Focused on: Direct damage and Utility

Designed for: WvW GvG

Expansions required: Heart of Thorns builds

Difficulty:
Hard

Overview

Staff Daredevil brings huge direct damage and cleave from Vault while being a difficult target due to its evade frames. Excels in highly coordinated group play group with strong support enabling it.


Skill Bar

Staff
Staff
Utility


Template Code

[&DQUjGywXBzWUEgAAWAAAADMBAABXAQAAnwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Dragon
Amulet
Marauder
Ring
Dragon
Ring
Marauder
Staff
Marauder
Sigil
Sigil
Staff
Marauder
Sigil
Sigil
Rune
x6
Infusion
x17
Infusion
x1
Relic


Consumables

    • personal option


Usage

General

  • When using Steal prioritize, in order:
    • Warriors - Whirling Axe
    • Revenants - Essence Sap
    • Mesmers - Consume Plasma
    • Necromancers - Skull Fear


Priorities

High
  • Spike damage
Moderate
  • Sustained damage


Surviving

  • This build has low passive defense
  • This build has high mobility skill access
    • An About Face keybind can be useful for Debilitating Arc
    • Beware of CCs like (Line of Warding) and Shocking Aura that will interrupt Dodge and Vault
  • This builds has high active defenses
    • If you die inside ground pressure, immediately use Shadow Escape towards your group
      • If you are unlikely to be cleaved quickly, don't use Shadow Escape as it can make allied Signet of Mercy fail
    • Use Channeled Vigor between engages while positioned safely to restore endurance
    • Shadowstep is your most powerful defensive skill and only stunbreak, try to be very conservative with it
      • Hold onto Shadow Return for as long as possible for the same reasons
Active defense priority Toggle
  • Shadowstep/Shadow Return - for stunbreaking
  • Debilitating Arc - for Immobilize Immobilize
  • Signet of Agility - for Immobilize Immobilize
  • Dodge
  • Debilitating Arc - general use
  • Signet of Agility - for endurance
  • Dagger Storm
  • Channeled Vigor
  • Shadowstep - general use


Detailed Explanations

Spike damage

  • Bound Vault Vault Weapon Swap Weapon Swap (Sigil of Superior Sigil of Hydromancy) Vault
  • Use Steal at the end of the cast of Weakening Charge or Bound to port yourself onto the target as an alternative opener
    • Weakening Charge hits harder than Vault, but only if all three hits connect, which is unreliable without Steal
  • Use your spike when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing


Sustained damage

  • Switch weapons as often as possible to proc Quick Pockets and Sigil of Superior Sigil of Energy
    • Try not to swap if either proc would get less than full value, though Quick Pockets is more important
    • Swap as you finish Vault to increase your spike with Sigil of Superior Sigil of Hydromancy
  • Try to position yourself on the edge of the enemy group, away from the direction they push into
    • This also applies for targetting Vault, don't cast it into the middle of the enemy stack
  • In general, it is better to pool initiative for spikes instead of spending it on sustained damage
    • This does not mean you should spend long at the initiative cap
  • Finish your auto chains before using another damage skill, unless you need the evade frames from Vault or Bound to keep dealing damage
Skill priority Toggle
  • Dodge (Bound) - when missing Bounding Dodger buff
  • Vault
  • Whirling Axe
  • Essence Sap - single target only
  • Dodge (Bound) - general use
  • Staff Strike


Ratings

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Comments

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