Difference between revisions of "Deadeye - Power DPS D/D"
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A power DPS build for Deadeye in raids. | A power DPS build for Deadeye in raids. | ||
− | Deadeye's weakness is that it | + | Deadeye's weakness is that it lacks cleave damage and struggles to bring utility without losing a lot of damage. It is also reliant on allies providing conditions {{Trait|Exposed Weakness}}. This means it works best when surrounded by other DPS classes that can cover its shortcomings. |
For variants using other weapons see [[Build:Deadeye - Power DPS Rifle|Deadeye - Power DPS Rifle]] and [[Build:Deadeye - Power DPS P/P|Deadeye - Power DPS P/P]]. | For variants using other weapons see [[Build:Deadeye - Power DPS Rifle|Deadeye - Power DPS Rifle]] and [[Build:Deadeye - Power DPS P/P|Deadeye - Power DPS P/P]]. | ||
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| utility2 = Shadow Flare | | utility2 = Shadow Flare | ||
| utility3 = Mercy | | utility3 = Mercy | ||
− | | elite = | + | | elite = Shadow Meld |
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'''Utility''' | '''Utility''' | ||
− | + | {{skill|Assassin's Signet}} can be swapped out if necessary | |
− | |||
* {{Skill|Prepare Pitfall}}, {{skill|Binding Shadow}} and {{Skill|Shadow Gust}} can all be taken as a strong CC option | * {{Skill|Prepare Pitfall}}, {{skill|Binding Shadow}} and {{Skill|Shadow Gust}} can all be taken as a strong CC option | ||
** {{Skill|Prepare Pitfall}} does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm. | ** {{Skill|Prepare Pitfall}} does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm. | ||
** {{skill|Binding Shadow}} has 1200 range and also removes 2 boons, but only affects your marked target. | ** {{skill|Binding Shadow}} has 1200 range and also removes 2 boons, but only affects your marked target. | ||
** {{skill|Shadow Gust}} is lower CC and has short range, but will also stealth you if used at the right point in your rotation. | ** {{skill|Shadow Gust}} is lower CC and has short range, but will also stealth you if used at the right point in your rotation. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQUcPSMbOi/xFYUArBYzASAXVwEzAVgBPRYOAQAAAAAAAAAAAAAAAAAAAAACLwBVAAA=] |
}} | }} | ||
Revision as of 21:58, 9 August 2025
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage
Designed for: Raids
Overview
A power DPS build for Deadeye in raids.
Deadeye's weakness is that it lacks cleave damage and struggles to bring utility without losing a lot of damage. It is also reliant on allies providing conditions
. 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
can be swapped out if necessary
- 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
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.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
Consumables
Food
- or ascended versions
Utility
- /
Usage
Rotation
Opener
- Stolen Skill
- ⇒
- Stolen Skill
- and during the cast - you want to cast Mercy after the initiative has been spent to refill it, but before the attack hits so you end up with Malice stacks
- Stolen Skill
- x2
- Stolen Skill - assuming you're at 5 stacks of Malice, this will stealth you
- and during the cast
- Stolen Skill
- x2
Loop
The basic loop is to do an auto chain followed by either a stolen skill, cantrip, or a stealth skill into a
.- ⇒ ⇒
- Filler skill with following priority
In practise, if the opener is performed correctly these cooldowns don't conflict very often.
Mark & Mercy burst
Cast
when it comes off cooldown, but make sure to use any active stolen skill first. Then, do the following burst:- ⇒ ⇒ - only do this chain if you're currently
Revealed
- Stolen Skill
- ⇒ ⇒
- Stolen Skill
- Return to Loop
Below 25% health
gains significant bonus damage below 25% health, which means you modify the rotation in the following ways:
- Replace ⇒ with two s
- The Mark & Mercy burst becomes:
- Stolen Skill - you want to start with at least four initiative for this burst, which may require an auto chain or two around this skill
- ⇒
- Stolen Skill
- and during the cast
- Stolen Skill
- x2
- Before your target dies, try to spam heartseeker as much as you can.
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.
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.
The Key of Ahdashim

- 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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