Difference between revisions of "Deadeye - Power DPS D/D"
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# {{Skill|Deadeye's Mark}} | # {{Skill|Deadeye's Mark}} | ||
# {{Skill|Dancing Dagger}} x2 | # {{Skill|Dancing Dagger}} x2 | ||
− | # {{Skill|Shadow Flare}} | + | # {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} |
# {{Skill|Cloak and Dagger}} | # {{Skill|Cloak and Dagger}} | ||
# {{Skill|Assassin's Signet}} | # {{Skill|Assassin's Signet}} | ||
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# {{Skill|Dancing Dagger}} x2 | # {{Skill|Dancing Dagger}} x2 | ||
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | # {{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}} {{to}} {{skill|Shadow Swap}} (if available), otherwise use {{skill|Double Strike}} |
# {{Skill|Cloak and Dagger}} | # {{Skill|Cloak and Dagger}} | ||
# {{Skill|Assassin's Signet}} (if available) | # {{Skill|Assassin's Signet}} (if available) | ||
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# {{Skill|Deadeye's Mark}} (if available) | # {{Skill|Deadeye's Mark}} (if available) | ||
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | # {{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) | ||
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<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
# {{skill|Deadeye's Mark}} | # {{skill|Deadeye's Mark}} | ||
− | # {{skill|Shadow | + | # {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} |
# {{skill|Cloak and Dagger}} | # {{skill|Cloak and Dagger}} | ||
# {{Skill|Assassin's Signet}} | # {{Skill|Assassin's Signet}} | ||
# {{skill|Malicious Backstab}} | # {{skill|Malicious Backstab}} | ||
− | # {{ | + | # {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} |
− | + | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2 | |
− | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} | ||
# {{skill|Cloak and Dagger}} | # {{skill|Cloak and Dagger}} | ||
# {{skill|Malicious Backstab}} | # {{skill|Malicious Backstab}} | ||
+ | # '''Stolen Skill''' | ||
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When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener): | When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener): | ||
+ | # {{Skill|Assassin's Signet}} during the cast of {{skill|Malicious Backstab}} (step 5 in the loop) | ||
+ | # {{Skill|Shadow Flare}} {{to}} {{skill|Shadow Swap}} | ||
+ | # {{skill|Malicious Backstab}} | ||
# {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2 | # {{skill|Double Strike}} {{to}} {{skill|Wild Strike}} {{to}} {{skill|Lotus Strike}} x2 | ||
− | |||
# {{skill|Cloak and Dagger}} | # {{skill|Cloak and Dagger}} | ||
− | |||
# {{skill|Malicious Backstab}} | # {{skill|Malicious Backstab}} | ||
− | |||
# '''Stolen Skill''' | # '''Stolen Skill''' | ||
− | |||
− | |||
− | |||
Revision as of 01:41, 8 July 2023
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
- 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. 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.
- If you regularly swap between using Berserker stats gear (and full Mighty infusions) and an Assassin stats Amulet. Swap it to Berserker stats if taking .
- Otherwise, you want to aim for ~2008 precision if not using .
or not, a much simpler gear setup involves using full
Consumables
Food
- or ascended versions
Utility
- /
Usage
Rotation
Opener
- x2
- ⇒
- 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 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
- ⇒
- ⇒
- ⇒ ⇒ x2
- 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):
- during the cast of (step 5 in the loop)
- ⇒
- ⇒ ⇒ 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 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.
- Given the difficulty in backstabbing Qadim, the rifle build is likely to fare better.
For more information, see our Qadim Guide.
The Key of Ahdashim
- Given the difficulty in backstabbing Sabir, the rifle build is likely to fare better.
For more information, see our Sabir Guide.
- 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
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