Difference between revisions of "Daredevil - Staff Daredevil (GvG)"
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==Usage== | ==Usage== | ||
===General=== | ===General=== | ||
− | * When using {{Skill| | + | * When using {{Skill|Steal}} prioritize, in order: |
** Warriors - {{Skill|Whirling Axe}} | ** Warriors - {{Skill|Whirling Axe}} | ||
** Revenants - {{Skill|Essence Sap}} | ** Revenants - {{Skill|Essence Sap}} | ||
Line 119: | Line 119: | ||
====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| | + | * 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| | + | ** {{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: |
Revision as of 22:46, 15 February 2023
This build was last updated on February 15, 2023 and is up to date for the October 8, 2024 patch.
Overview
Staff Daredevil brings huge direct damage and cleave from
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=]
Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Dragon
Dragon
Amulet
Marauder
Marauder
Ring
Dragon
Dragon
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Staff
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x17
x17
Infusion
x1
x1
Consumables
-
- personal option
Usage
General
- When using
- Warriors -
- Revenants -
- Mesmers -
- Necromancers -
prioritize, in order:
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
- Beware of CCs like ( ) and that will interrupt Dodge and
- This builds has high active defenses
- If you die inside ground pressure, immediately use
- If you are unlikely to be cleaved quickly, don't use as it can make allied fail
towards your group
- Use between engages while positioned safely to restore endurance
- Hold onto for as long as possible for the same reasons
is your most powerful defensive skill and only stunbreak, try to be very conservative with it
- If you die inside ground pressure, immediately use
|
Detailed Explanations
Spike damage
- ⇒ ⇒ ⇒ Weapon Swap ( ) ⇒
- Use
- hits harder than , but only if all three hits connect, which is unreliable without
at the end of the cast of or to port yourself onto the target as an alternative opener
- Use your spike when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
Sustained damage
- Switch weapons as often as possible to proc
- Try not to swap if either proc would get less than full value, though is more important
- Swap as you finish to increase your spike with
and
- Try to position yourself on the edge of the enemy group, away from the direction they push into
- This also applies for targetting , 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 or to keep dealing damage
|
Ratings
Comments
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