Difference between revisions of "Deadeye - Quickness Support Power DPS"
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| weapon1 = Dagger | | weapon1 = Dagger | ||
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− | | weapon3 = | + | | weapon3 = Spear |
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact |
Revision as of 18:42, 11 September 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Support
Designed for: Raids
Overview
A fast-paced Deadeye build that provides Quickness by alternating between cantrips and the stolen skill. This provides permanent Fury and ~22 stacks of Might, but nothing else. This makes the build a rather niche pick and mostly for existing Deadeye fans.
Skill Bar
Weapon Variants
- Staff can replace Spear for players who own Secrets of the Obscure, but not Janthir Wilds. This weapon is also simpler in concept to use than Spear.
- If pairing Spear and Dagger, then the offhand slot on Dagger is not used in the rotation. Therefore Pistol is a good option to offer some extra CC.
- Spear and Daggers are used in combination for maximum DPS, but if preferred you could only use one of these, leaving the second set free for utility:
- Spear is the higher damage, but more complicated option.
- 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
Elite
- is recommended if you have doubts about yourself or your lag.
- if you need CC
- for maximum damage.
Template Code
Specializations
Trait Variants
- if you're having trouble surviving. This is a ~10% DPS loss.
Equipment
Berserker
Berserker
Berserker
Berserker
Assassin
Berserker
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
All your cantrips give you a stolen skill, and you always gain
! The trick is to space out your cantrips and such that you don't overwrite your stolen skill, have to leave on cooldown for too long, or drop the buff from .
Spear Rotation
Spear is more complicated than other thief weapons as it employed a combo system where skills 2 and 3 each have three sub-skills that are classified as Lead Attacks, Follow Ups or Finishers. These flow together in order, with the active skills changing depending on where you are in the chain, and you can switch between two and three for different effects. For this build the standard combo is ⇒ ⇒ (2 ⇒ 3 ⇒ 2).
Additional complexity is added by your stealth attack, and skills 4 and 5, all gaining bonuses if they are used after a Finisher:
- regenerates 4 initiative
- grants a 10-second damage buff
- blocks additional attacks
If this isn't enough,
will also count as a Lead Attack in this case, which means the next combo will skip .
The general structure will be:
- Cycle through your basic combo, replacing it with ⇒ ⇒ every 10 seconds (every three or four combos).
- Every two or three combos, you use a stolen skill to stealth yourself and regain initiative from
- If you don't have a stolen skill available, use .
(the damage is fairly low so don't use it more than necessary).
- After
- When you use ⇒ . , immediately follow up with
- If is on low cooldown
With many competing demands, there isn't a consistent loop that can be defined, so the opener below is long enough to show off a few of the points above in action. Be aware that Dagger can be used to finish a phase (if the target is below 50%), so there is a separate section for that.
Opener
- ⇒ ⇒
- ⇒ ⇒
- ⇒ ⇒
- ⇒ ⇒
Dagger Finisher
Against targets below 50% health, Dagger can be used to finish a phase. This is very strong when your target is below 25% health, but only just worth it below 50% health. The target should be close enough to phasing/dying that you won't have to use any autoattacks, and it's a good idea to get one final use of
before you switch.- Spam Stealth and access .
- If you have an excess of stolen skills, just use them without worrying about stealth as they are very damaging.
and use to - is still worth using.
- You can also activate .
Staff Rotation
Staff Opener
- to quickly provide Quickness
- - use whenever convenient
- x3
- , and during the cast
- x3
- ⇒ ⇒
- ⇒ ⇒
- x3
- Weapon Swap
Dagger loop
On dagger, repeat the basic loop below three times:
- ⇒ ⇒ x2
- Cantrip, or ⇒ ⇒
- (if available)
- ⇒ (optional)
- After the third repeat, Weapon swap
Staff loop
- As staff doesn't utilitse stealth, the basic structure is to use all initiative on ⇒ as they come off cooldown (make sure not to overwrite existing stolen skills). , using and cantrips
- Fill the rest of the time with autoattacks - make sure to finish the auto chains.
- Make sure to have as your last skill before swapping back to Daggers so you can immediately use .
Below 25%
Against targets below 25% health, dagger deals too much damage to swap away from.
- Play dagger similarly to the Staff loop, but spend all your initative on Stealth and access . and use to
Dagger-only Rotation
Opener
- to quickly provide Quickness
Basic loop
- - if you have Shadow Meld, use it instead of Cloak and Dagger on loops where no Cantrips are available
- , otherwise a Cantrip
- ⇒ ⇒
- ⇒ ⇒ if neither are available , otherwise a Cantrip, or
- ⇒ ⇒
Staff-only rotation
Rifle-only rotation
General Tips
- 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, can be used to re-enter stealth in the event that you are revealed before before you can use .
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 use . This can also be used to recover from disruption caused by the Slublings.
- Bringing CC 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.
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 .
- You can use as a stunbreak.
For more information, see our Twisted Castle Guide.
Bastion of the Penitent
- This fight has no breakbar, bring or .
For more information, see our Cairn Guide.
- This fight has no breakbar, bring or .
For more information, see our Mursaat Overseer Guide.
- Bringing CC option 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 or instead.
- 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 or .
- 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 CC will be very helpful.
- 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.
Ratings
Comments
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