Difference between revisions of "Deadeye - Power DPS D/D"
(Updated M7 rotation) |
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* {{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|Infiltrator's Signet}} makes initiative recovery easier, and should be used if running {{trait|Be Quick or Be Killed}}. | * {{skill|Infiltrator's Signet}} makes initiative recovery easier, and should be used if running {{trait|Be Quick or Be Killed}}. | ||
+ | * {{skill|Mercy}} could be used as a reset button in case you completely bungle the rotation and end up without initiative. | ||
Line 128: | Line 129: | ||
# {{Skill|Malicious Backstab}} | # {{Skill|Malicious Backstab}} | ||
# {{Skill|Dancing Dagger}} x3 | # {{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 137: | Line 138: | ||
After the opener, the basic loop is: | After the opener, the basic loop is: | ||
# {{Skill|Dancing Dagger}} x2 | # {{Skill|Dancing Dagger}} x2 | ||
− | # | + | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} |
# {{Skill|Deadeye's Mark}} or {{Skill|Shadow Flare}} (if available), otherwise use {{skill|Double Strike}} | # {{Skill|Deadeye's Mark}} or {{Skill|Shadow Flare}} (if available), otherwise use {{skill|Double Strike}} | ||
# {{Skill|Cloak and Dagger}} | # {{Skill|Cloak and Dagger}} | ||
Line 148: | Line 149: | ||
After using {{Skill|Assassin's Signet}}, your next loop is slightly different (as seen in the opener): | After using {{Skill|Assassin's Signet}}, your next loop is slightly different (as seen in the opener): | ||
# {{Skill|Dancing Dagger}} x3 | # {{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 163: | Line 164: | ||
# {{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}} (if available) | ||
# {{Skill|Cloak and Dagger}} | # {{Skill|Cloak and Dagger}} | ||
Line 174: | Line 175: | ||
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}} | ||
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[https://youtu.be/-9XWPLBP1e0 Video example] | [https://youtu.be/-9XWPLBP1e0 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}}, not flanking (via {{trait|Twin Fangs}}), or falling below 90% 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|Shadow Flare}} | ||
+ | # {{skill|Cloak and Dagger}} | ||
+ | # {{Skill|Assassin's Signet}} | ||
+ | # {{skill|Malicious Backstab}} | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # '''Stolen Skill''' | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # {{skill|Cloak and Dagger}} | ||
+ | # {{skill|Malicious Backstab}} | ||
+ | |||
+ | |||
+ | <big>'''Loop'''</big> | ||
+ | |||
+ | The basic loop is to do three auto chains in between each {{skill|Cloak and Dagger}} {{to}} {{skill|Malicious Backstab}}. When {{skill|Deadeye's Mark}} is available, you can replace an auto chain with it. | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # {{skill|Deadeye's Mark}} (if available), otherwise {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # {{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|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2 | ||
+ | # {{skill|Shadow Flare}} | ||
+ | # {{skill|Cloak and Dagger}} | ||
+ | # {{Skill|Assassin's Signet}} | ||
+ | # {{skill|Malicious Backstab}} | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # '''Stolen Skill''' | ||
+ | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
+ | # {{skill|Cloak and Dagger}} | ||
+ | # {{skill|Malicious Backstab}} | ||
Line 190: | Line 233: | ||
* This rotation is ''highly'' susceptible to lag, as you need to be fitting {{Skill|Cloak and Dagger}} and {{Skill|Malicious Backstab}} in between the pulses of {{Skill|Shadow Flare}}. 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 {{Skill|Shadow Flare}} reveals you before you can use {{Skill|Malicious Backstab}}. | * This rotation is ''highly'' susceptible to lag, as you need to be fitting {{Skill|Cloak and Dagger}} and {{Skill|Malicious Backstab}} in between the pulses of {{Skill|Shadow Flare}}. 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 {{Skill|Shadow Flare}} reveals you before you can use {{Skill|Malicious Backstab}}. | ||
* Make sure you're always flanking (attacking from behind or the sides) the boss to maximize the damage dealt with backstab. If you cannot consistently flank the boss consider swapping to another DPS build. | * Make sure you're always flanking (attacking from behind or the sides) the boss to maximize the damage dealt with backstab. If you cannot consistently flank the boss consider swapping to another DPS build. | ||
+ | * 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). |
Revision as of 16:11, 6 December 2022
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.
Skill Variants
Utility
The empty utility slot can be changed depending on preference:
- offers good CC, and does good damage if you are able to "precast" it during downtime in fights.
- Berserker stats and Mighty Infusions. allows you to run full
- makes initiative recovery easier, and should be used if running .
- could be used as a reset button in case you completely bungle the rotation and end up without initiative.
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.
Consumables
Food
- or ascended versions
Utility
- /
Usage
Rotation
Opener
- x2
- x3
- ⇒ ⇒
- Stolen skill
Loop
After the opener, the basic loop is:
- x2
- ⇒ ⇒
- or (if available), otherwise use
- (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, not flanking (via ), or falling below 90% 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
- ⇒ ⇒
- Stolen Skill
- ⇒ ⇒
Loop
The basic loop is to do three auto chains in between each ⇒ . When is available, you can replace an auto chain with it.
- ⇒ ⇒
- ⇒ ⇒ (if available), otherwise
- ⇒ ⇒
Assassin's Signet burst
When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener):
- ⇒ ⇒ x2
- ⇒ ⇒
- Stolen Skill
- ⇒ ⇒
General Tips
- 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 highly susceptible to lag, as you need to be fitting and in between the pulses of . If this is likely to be a problem, bring as your elite, and quickly use it to re-enter stealth in the event that reveals you before you can use .
- Make sure you're always flanking (attacking from behind or the sides) the boss to maximize the damage dealt with backstab. If you cannot consistently flank the boss consider swapping to another DPS build.
- 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).
Ratings
Comments
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