Daredevil - Staff Daredevil
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage and Utility
Designed for: WvW Zerg
Difficulty:
TBD
This build was last updated on February 19, 2022 and is up to date for the October 8, 2024 patch.
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 due to smoke access, venomshare and burst.
Template Code
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Skill Bar
Staff
Staff
Utility
Weapon Variants
- Dagger/Pistol - Access to smoke field thanks to
Skill Variants
Utility
Keep
on the bar, as it adds flat power for your bursts from both the passive and active.- another stunbreak plus brief block. Don’t forget you can reactivate for melee CC.
- very versatile pick, its initiative refreshment can be specially useful to extend your burst frame if used offensively.
- Immobilize with allies, enhancing coordinated spikes. Bear in mind it has no cast time. allows you to share
- situational utility, worse than the previous listed stunbreaks, but clutch in GvGs where you can stealth a downed ally about to be stomped, giving more room for hand rez/usage of rez utilities.
Elite
- Switch between and the first brings more group utility and shines the more organized your group is, the second adds survivability and cleave, must have when playing open field against blobs.
- situational elite, useful when your group’s target is low and you can get him down fast enough eliminate with the 3rd hit.
Specializations
- Increase in sustain but huge damage loss.
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
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Staff
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Consumables
- feast option with additional power and ferocity.
Variants
Stats
- If you want to theorycraft your gear setup to, for example, not rely on traits/fury uptime or add more damage, feel free to mix your setup with Marauder and Berserker, remove for , add , etc.
- Keep in mind that Valkyrie (or any stat that lacks Precision), for min'maxing purposes, is a worse choice, because you're losing ferocity from .
- Use Tooltips.net as a tool, to ensure you are being as efficient as possible stats wise.
Sigils
- if you are a tryhard.
Food
- increases active defense and uptime.
- if you don't have access to feast option.
- Defensive option vs condi pressure.
Utility
- Best option with a competent group and a high time above 90% life.
Usage
General
- Thief is a medium armor with low HP pool class which means that naturally it's very squishy.
- To play this build we assume you have proper party support, are well positioned, and are able to anticipate enemies spikes/pressure. Understanding that you are a melee glass cannon and how to deal with that without being a burden to your group, is the groundwork.
- If you happen to down, figure out if its worth using towards your group or not, as your supports might have already started casting rez utilities on your body, but the enemy pressure might be so big you will get cleaved out before it lands. Communicate with your group and decide fast.
- The build revolves a lot around evade frames from dodges and skills. Therefore, any sort of ground CC, like Stability. Be ready to stunbreak.
- Immobilize or reactively for self sustain. passively grants flat precision, and its activation condi cleanses and gives an extra dodge to yourself and allies. Use it proactively when allies are caught due to
or will cuck you if you touch then without - Good awareness, skill timing and sync'ing your burst with your group spike are essential to master this build. Don't mindlessly spam all your skills, deplete your initiative, to look good on the meter. Staggered damage will just be outhealed by the enemy group.
- Initially, you want to play this build with Fast cast with range activation and Lock ground target at maximum skill range, this will help you get used to range/radius boundaries, and give some room to aim the AoE before releasing the hotkey.
- Optimally, switch to Instant cast activation, this will skip the AoE preview on the ground and land the skill as soon as you press the hotkey, avoiding downtime. It also affects
- Constantly switch weapons to proc . This will allow you to use more often with less downtime from initiative. Also gives you emdurance thanks to energy sigil.
- Hit harder, look at your modifiers and boons, play around then.
- Dodge (24px Bounding Dodger. ) and activate mid dodge. This will grant a massive power boost from signet plus 15% modifier from
- Having Fury provides massive ferocity thanks to
- Constantly pacing and using your initiative increases the amount of stacks, another modifier.
- Hitting enemies with Weakness increases your damage thanks to .
- Being above 90% HP when going for your burst is a must, more crit chance and crit damage from and .
- Be on stack, having Weakness or Blind on you can be a killer to your damage.
Steal, stolen skills and related traits
- Make sure you are within 600 range from your current target, if you happen to cast Swipe and he moves out of range, it will cancel the skill and put it on a short CD.
- is a insta cast gap closer, so you can queue another skill, like and steal midway through its animation. Does NOT work with anymore.
- Stealing to get some initiative/endurance back can be very handy for reposition purposes.
will be used as a gap closer.
- All the other skills aren't as strong as the listed ones, yet situational. Read the tooltip and use then accordingly.
is the best stolen skill you can get. Use it offensively to melee cleave or defensively during regroups, into light fields, to cleanse allies. deals massive single target damage, but is a projectile, for boons, for CC pressure, etc.
Venoms, Shadowstep and Dagger Storm
- and are the ones you will get in touch more often.
- Venoms are effects shareable to allies that inflict specific debuffs into enemies, here Immobilize and Stun respectively.
- If both are taken, try to use then together, so their cooldown gets sync'ed and the CC share is stronger.
- The effects lasts for 30s and the skill cooldowns are around 40s, that means you can precast venoms and swap off for another skill for example
- Despite having a big cooldown it behaves as a double stunbreak, since your also stunbreaks and cleanses you.
is the best stunbreak/mobility skill you can have.
- It can be used as an enabler, closing the distance between you and the enemy to land your burst.
- Defensively to reposition yourself away from any pressure.
- To land safe stomps.
- Start Stomp channel
- Max range away.
- when stomp channel is about to end.
- is your last resource to survive. Evade frame and movement speed increase. Can be used offensively as the daggers deal a good amount of damage, but it will often get nullified by projectile hate. Use for self sustain mostly.
Sword/Dagger + Pistol
- In open field fights, you should be camping Staff; but go into your off weapon set to
- Provide 2 smoke fields with , so your group can blast and stealth.
- Get your stacking sigil procs.
- Extra dodge from sigil if needed.
- In regards to sword/dagger, both have very strong single target skills in openers, which can be very clutch into GvGs and RvRs due to its play making potential.
- Immobilize on hit. Paired with and followed up by , for example, you can down someone even before the groups collide. adds a 1,200 range shadowstep that
- can CC lock and deal considerable damage to a target. Be mindful it roots you in place, despite the evade frame.
- Dagger will be picked if you are confident into landing a good plus spam.
Staff
- Staff is where all your hard hitting skills are. You range from burst damage with to sustained damage with Staff autos, with somewhere in between.
- You no longer can precast and land a port skill like steal or shadowstep.
is your bread and butter damage in this build. Landing successful hits at the right times without compromising yourself is the goal here.
- Due to its 600-range, Vault can still do damage and be used as a gap closer or reposition tool.
- Since the skill has a slow animation, NOT affected by Quickness either, you need to predict where the enemy is moving to.
- In that scenario, using multiple vaults in sequence, to generate downstates, is often a bad choice, because your enemies are mobile, and the moment you vault into an area with enemies, the next second they are no longer there.
- That doesn't apply to situations where your enemy is caught with Immobilize or CC, or you are already cleaving downstates. Landing Vaults in sequence is fine there.
- Be mindful that if you down enemies with a 1st Vault and land your 2nd Vault immediately, you will likely hit the invulnerable frame and deal no damage.
- is irrelevant, but make sure you read the tooltip, might be situational at some point.
- Immobilize and grants a brief evade frame. is the strongest defensive tool in the Staff kit and will see a lot of use. It removes
- If you aren't planning to do a coordinate spike/burst anytime soon, and have room to replenish your initiative, PRIORITIZE over a or for survivability/evasion. Its initiative cost pays itself really quick.
- deals higher damage than Vault if the 3 hits connect, yet it's more single target heavy, fitting perfectly into steal/shadowstep combos.
- Precast
- You get the spent initiative back due to .
- Keep in mind you are stuck into animation during its channel. If you are not close to your target's hitbox, or don't have a target, it will move you.
and follow up with . Adds venoms on the mix for an even stronger lockdown.
- For general cleave, Vulnerability into enemies. autos will be very handy. A full chain provides great damage and inflicts
Videos
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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