Daredevil - Staff Daredevil
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Focused on: Direct damage and Utility
Designed for: WvW Zerg
Difficulty:
TBD
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
Specializations
Template Code
[&DQUjGywXBzWUEgAAWAAAADMBAABXAQAAnwEAAAAAAAAAAAAAAAAAAAAAAAA=]
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
Variants
- Sigils
- Alternative sigil setup:
- One staff with +
- One staff with +
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
Active defense priority
- / - for stunbreaking
- Immobilize - for
- Immobilize - for
- Dodge
- - general use
- - for endurance
- - general 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
Skill priority
- Dodge ( ) - when missing buff
- - single target only
- Dodge ( ) - general use
Ratings
A potent build to generate downstates with, however some drawbacks apply. While it has become better with the most recent patch, Daredevil is still at risk of random damage thrown around. Also the primary damage requires melee range, preferably within sight of your supporting core. If that is not possible due to the com playing the range, hammer revs, power guards and staff Eles run off while the thief is left with downed clearing and low impact. Good build, but needs a fitting driver. - Also, Anet gib back old Steal.
This is an interesting build, providing Mettabattles only Thievies zerg build. The main issue is the very high skill cap and need for plenty of group support. So in addition I figured out a more user friendly varient, in the hope of seeing more Thieves fighting on the WvW zerg frontlines, as we get a bit left out in this regard. So the main change to increase surviablity is switch bound for dash. Yes I know it's a big damage loss but the increase in sustain is so huge it's worth it (you can't dps when your dead) and that said when dpsing down a tower or keep boss with a zerg for example, I could still top the ARCdps meter no problem. So if you need or want to run with a big public zerg with an actual Thief zerg build that is viable for expirenced and less expirenced players a like, this one small change I find does the job beautifully. There are a couple of other options you can take to meet your needs and play style. If you miss your shortbow too much, then run it with energy and absorbtion, a bit of spamable aoe boon rip is not to be sniffed at and then swap quick pockets for sleight of hand and run celerity on your staff, as it's too much fun to swipe onto a target and beat them to death at 100mph (plus the short range of swipe stops you getting to easily seperated from your zerg). Lastly if you still feel a bit glassy swap scholars runes for divinity and you should be good to go. But remember the main change here is swapping bound for dash.
Good at smaller numbers, falls apart at large numbers or with range heavy commanders. Best melee spike in the game when it gets to do its thing and almost unhittable when played well and supported with stability.
Comments
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