Difference between revisions of "Deadeye - SA Rifle Roamer"
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* {{Relic|Relic of the Adventurer}} - defensive relic with {{Trait|Silent Scope}} synergy, restoring 1 dodge roll's worth of endurance after using {{Skill|Withdraw}}. | * {{Relic|Relic of the Adventurer}} - defensive relic with {{Trait|Silent Scope}} synergy, restoring 1 dodge roll's worth of endurance after using {{Skill|Withdraw}}. | ||
+ | |||
+ | * {{Relic|Relic of the Unseen Invasion}} - much better mobility in combat, which also improves your survivability. | ||
Revision as of 21:49, 10 June 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage and Mobility
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on June 10, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Shadow Arts take on Rifle Power Deadeye, this WvW roaming build relies heavily on Stealth to survive between frequent but small burst chains while utilizing its ranged attacks to stay out of harm's way.
Skill Bar
Rifle
Dagger/Pistol
Utility
Skill Variants
Weapons
- Sword/Dagger over Dagger/Pistol - another great backup set. Focuses more on avoiding damage through evasion and teleports rather than stealth. Also has great chase potential and some minor condi cleansing.
Heal
- - more focus on stealth, but you sacrifice an on demand evade frame on for a skill that has a cast time, which means it generally performs worse under pressure unless you are already stealthed or built proper distance.
Utility
For the optional slot:
- Stealth access. Could be used defensively to create a breathing room and escape in stealth, or offensively to set up a Death's Judgment on Rifle. - CC and easy
- Vulnerability stacking. Because of the delay, with proper timing BS can be used to set up burst such as while you're still in stealth. - CC and damage boost through
- - passive damage increase and an active that can greatly enhance your burst damage.
- - cleanses several conditions, has a useful passive, and refills just enough endurance for a dodge roll which means it has great synergy with .
- Stealth access. - stun break and instant
Elite
- - a panic button that can save your from enemy burst.
Template Code
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Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Dragon
Dragon
Ring
Dragon
Dragon
Ring
Dragon
Dragon
Rifle
Marauder
Marauder
Sigil
Sigil
Dagger
Marauder
Marauder
Pistol
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Relics
- - worth considering when playing with at least 2 utility Cantrips.
- - a damage boost that can be maintained somewhat passively, but might not be active for stealth bursts or when you're trying to catch enemies offguard. Works well in prolonged 1v1s however.
- - defensive relic with synergy, restoring 1 dodge roll's worth of endurance after using .
- - much better mobility in combat, which also improves your survivability.
Runes
- Quickness sources, creating longer burst windows for you with . - lower burst damage but much better boon duration. This is especially relevant for your
Sigils
- over - better burst on your main set, but less synergy. Good option if you find yourself camping Rifle a lot.
- over - in case you don't want to bother with a stacking sigil.
- over - more damage, less defense against conditions. Air is better if you don't already have it on D/P, but if you've already replaced Bloodlust with Air then go with Blood.
Consumables
Food
- - great synergy with Stealth uptime.
- Budget version:
, this food provides not just more evasion but also higher
- - better burst damage and some extra life steal.
Utility
- or
Usage
Elite specialization basics
- is replaced by , which has greater range but also a cast time. We're still going to refer to this as steal.
- Stolen skills are also replaced by new ones for each profession, although these are much less situational and can be used more freely. One thing to note is that you cannot pick the target freely for the new stolen skills, they will always be used on your marked target (even if they are in stealth, which can be useful for finishing off low HP stealthed targets).
- If you want to know more about these skills, here's a list of them from the official wiki.
- Your specialization resource is called Malice. It's built through using attack skills with an initiative cost on your marked target and you can have up to 5 stacks of Malice. Stealth attacks such as consume Malice and are further empowered based on the number of Malice stacks.
- At the 5 Malice threshold stolen skills such as Stealth on activation, which is going to be their primary purpose - but be wary that they also do damage, so if you were already in stealth these will reveal you instead. There is a workaround for this however: stolen skills need line of sight (LoS) to deliver damage, if you intentionally break LoS then you can use them for the stealth without drawbacks. grant
General
- Start fights with to begin passively building Malice.
- provides easy stealth access on rifle, the only limiting factor will be endurance.
- recharges . Use it when you either run out of initiative, have to switch targets, or need to interrupt via .
- Extending the reach of rifle by 1200 range instantly.
- Escaping from melee, and then doing it again with when they get close.
- Stomping downed opponents with Shadowstep ⇒ Shadow Return.
- Breaking stun and cleansing conditions.
is easily the most versatile skill in the build. Couple of applications include:
- is good for more than just cleansing conditions or boosting your precision, its active effect restores an entire dodge roll's worth of endurance which can be turned into stealth.
- D/P is the set you use if Rifle's either getting countered by projectile denial for an extended period of time but you want to go for the kill, or if you need to stack stealth and resustain.
- procs the damage bonus of , creating a burst window for you.
Rifle
Main weapon set. Burst, mobility, easy stealth access.
- Rifle technically has 10 skills, but most of them won't be used much if at all.
- The basic game plan is the following: spam until you reach the Malice cap, then enter stealth and follow up with a .
- Might and Malice stacking. (TRB) will be the main skill to spam on the weapon if you do get to Kneel. This is where most of your damage comes from, not to mention
- Immobilize, or as a cheaper way to reach the Malice cap (Spotter costs 3 Initiative and gives the same amount of Malice as the 6 initiative TRB). The boons provided are also quite good. can be used either to set up burst with the
swaps your rifle skills for more powerful ones but limits your mobility. The cost usually doesn't justify the payoff, so stick to your spam. The only real scenario where you'd use Kneel skills for damage is if you're in a safe spot somewhere up on the highground from where you can snipe targets passing below, quickly taking them out with while having proper line of sight. In that case:
- The only reason most people ever use Kneel is to drop Stealth stacking methods in the build, use it whenever you're pressured. (skill #4) - Kneeling inside flips your 4th skill over to which you can then use for stealth access and some mobility. This is one of the best
- We recommend that you set up a bind for "about face" (Options ⇒ Control Options ⇒ Movement). This makes it easier to teleport forward with this skill using the following sequence: about face ⇒ ⇒ about face.
is basically the of this build when it comes to mobility, but that's just one aspect of it. In combat this serves as a spammable condition cleanse or even combo tool for stealth access when used in a smoke field.
- At maximum (5 stacks) of Malice you should enter stealth and do a
- At maximum Malice prioritize using stolen skills for stealth access, don't waste dodges if you don't have to!
. Exceptions include targets at very low health, in that canse it may be quicker to just spam them down with other skills.
- could be useful against other ranged specs, but a more common application of it is stealth stacking. It's a combo field which can be utilized by you or your team. After dropping SC at your feet, either cancel kneeling and use to combo stealth (the two skills are also tied to the same button), or use its chain skill which is cheaper but doesn't cleanse conditions (and teleports you in the opposite direction).
Rifle burst rotation example:
- , which already puts you at 1/5 Malice with
- x2
- Stealth using either a stolen skill or a dodge
Stealth
- Entering and exiting Stealth removes conditions and grants some Initiative.
- Rifle's is the cheapest way for you to enter stealth, endurance being the only limiting factor.
- provides easy stealth access when no other method is available or you want to extend the duration of stealth.
- Stacking longer duration of stealth on rifle is rather expensive but doable, you can do this with the ⇒ while also mixing in a dodge or two.
D/P stealth stacking rotation
- x4 in Black Powder
- Swap to rifle, dodge
Related Builds
- Marauder Rifle (sPvP) - the Conquest PvP version of this Deadeye WvW Roaming build.
Ratings
Still the king of roaming, you'll never kill a deadeye who's playing it safe. Everything here is top tier from mobility to damage. The only real counter is the terrain, I've had so many shots get blocked by random "obstructed" bs on FLAT terrain it's insane, but that's not he build's fault. I use S/D for the second set instead of D/P for better chase and melee.
Extremely obnoxious burst build with tons of Stealth access that continues to be quite popular in WvW.
easily a five star build, incredible kiting potential, frequent stealth application, high sustained dps and amazing burst damage, you can flip a camp quickly, sentries are down in a second, and i would rarely find a 1v1 matchup difficult while playing this build or almost any variation of it. You can hit high damage numbers as a raw power burst build much much easier than builds in a similar vein, bladesworn for example, has about nothing but it's burst damage(like deadeye), it requires way more effort, and is more easily countered than the burst of a deadeye. It provides a very active and engaging version of kiting and ranging gameplay that I personally feel as though not a lot of other range focused builds offer, and it is relatively simple to start, dont get me wrong the build boasts a pretty high skill ceiling, but for the basics of oneshotting some poor soul off the face of the mists, simply skill 2 three times, roll, and blast em(repeat as many times as necessary)
I use shortbow instead of dagger and pistol. You have the ability to hit multiple targets, as well as a skill to disengage.
Comments
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