Deadeye - Marauder Rifle
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Mobility
Designed for: PvP Conquest
Difficulty:
TBD
This build was last updated on July 12, 2022 and is up to date for the October 8, 2024 patch.
Overview
This PvP Deadeye Rifle build takes Thief's role of outnumbering to the extreme, potentially bursting targets down in mere seconds.
Skill Bar
Rifle
Dagger/Pistol
Utility
Slot Changes
Utility:
For the optional slot:
- - better burst setup. In the burst combo use it before .
- Stealth access and an AoE CC. - another
- - better cleansing and more synergy.
Template Code
[&DQUUKiwnOiUKAYUAIBcAAFgAAADkFgAAPRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Rifle
Sigil
Sigil
Dagger
Pistol
Sigil
Sigil
Rune
Amulet
Equipment Variants
Rune
- - versatile rune which also provides better sustain making it a bit more beginner friendly.
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 using attack skills with initiative cost on your marked target and you can have up to 5 stacks of Malice, each increasing your damage by 3%. 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:
- Stealth. and offer a steady stream of cleansing and Initiative in combat, having great synergy with and other sources of
- Revealed which would otherwise prevent you from stealthing. In general this is just a free stealth access to be used whenever you see fit. is great at countering
Rifle
Main weapon set. Burst, mobility, easy stealth access.
- Rifle technically has 10 skills, but most of them won't be used much or 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, 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 makes you stationary (this can be cancelled with the same button). You can still dodge roll, teleport, and without breaking kneel. Kneeling is a very greedy playstyle and most of the time you won't have the luxury to use these skills, so stick to your spam. If you do get the chance to use it, build Malice with either of the following skills:
- 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, cancel kneeling and use to combo stealth (the two skills are also tied to the same button).
- is taken for synergy.
Rifle burst rotation example:
- , which already puts you at 1/5 Malice with
- x2
- Stealth up using either a stolen skill or a dodge if you can, or any of your stealth CDs if you can't
Dagger/Pistol
Secondary set, melee, great stealth access and a spammable interrupt
- You generally swap to D/P when you're forced out of Rifle for reasons such as projectile denial or the need to interrupt/cleave/stealth up.
- is a quick and relatively cheap ranged interrupt.
- While dagger autoattacks only cleave 2 targets it's still better than the single target Rifle shots in case you'd need to cleave a downed enemy who's being rez'd. The end of the auto chain also applies Poison for healing reduction which helps even more with denying rez attempts.
- Stealth when used in . is a great finishing move but don't waste your Initiative spamming it while the target isn't already low on HP. It's also your best combo tool to build up
- Blind. When the target isn't low enough for HS this is your primary damaging attack on the D/P set.
- The skill has 2 parts - an unblockable teleport which Blinds but does no damage and a melee hit which deals damage. If you stow your weapon at the right moment just after the teleport the damage won't go off. This could be useful in Stealth as you can teleport to the target withut being revealed and then follow up with a for burst damage.
is a gapcloser with good damage and an unblockable
- is a defensive/utility skill. Provides some sustain against melee and a combo field for Stealthing yourself or your team.
Top Streamers
Related Builds
- SA Rifle Roamer - the WvW Roaming version of this Deadeye PvP build.
Ratings
This build refuses to die. I'm not even sure if it's meta anymore but it sure is annoying af when played to its maximum. A good deadeye simply never dies and will always force someone off a node.
Still not dead, unfortunately. Good players with this are unkillable while they tear your team to shreds. Top tier damage in both melee and range and the mobility is insane too. CMC pls
Right as DE gets its nerfs, sword comes in clutch with some tweaks to keep it in the meta and in favor. Still has excellent mobility and the damage is too much. It's a mosquito that you can't get rid of and it actually kills you.
The most broken thief build I've ever played. Even after several nerfs it's going strong, shadow arts makes rifle broken. The damage is way too high for such a defensive build but ironically stealth isn't the real source of its sustain, the mobility is. Stealth is just an enabler which refills initiative so the magic can happen.
It's so slow and clunky, and they have to be asleep for you to be able to burst them. Daredevil with axes is currently doing everything this tries to do but better.
Saw a surge in popularity recently, enough to get it receive nerfs later his month. The initiative increase on Rifle 4 is well deserved, right now it can virtually be spammed for free with the help of SA. High damage, low downtime, very hard to catch when played right.
It’s a good build with good damage/escape/sustain but gets absolutely wrecked by projectile denial, and with tempest being meta support right now with focus 4 and magnetic aura…it isn’t very fun, also an issue when playing against an untamed.
Updating this, my point about it performing only well with a good team still stands mostly, and against pros you'd probably get easily dispatched. However, for gold and lower this build is actually pretty phenomenal if you learn not to spam skirm shot when you shouldn't spam it.
Obviously great single target burst, but in my view the window of opportunity is too narrow and easy to counter, especially where LoS can easily be broken. I find it too inflexible compared to D/P daredevil which provides far more options of play.
Deadeye is definitely a hard carry in ranked but it’s not super fun or effective in tournament/organized play since you have to use all your cds to be effective and are counter able with reveal and projectile block that’s stacked in those premade teams
So while doing damage is great it loses some use without a proper steal. This build adds huge damage at the cost of functionality such as losing mobility with rifle. With the meta as it is- lots of revs and condi thieves this build seems to need new rating since it’s powery burst may stand out. The thing is most thieves can put plus1 but if they are much less experienced they might just be farmed. Hence why it may seem good- for now rating 4 (or maybe 4.5)stars since I don’t think it’s quiet ranked meta yet.
This build is very easy to learn but also very easy to die with if you don't know how to use the mobility and weapon swaps
This build has great Mobility hard to deal with in the right hands has more than one style letting you use s/d d/p if you like and can do everything a theif can and sometimes more
Proper usage of evade from pwhip and daggerstorm on top of good mobility won't let you be farmed. 1500 distance on rifle and in and out on s/p in general will keep opponents moving places in attempts to catch you. https://www.twitch.tv/videos/421283054
Will get farmed if people close the gap but it can be very annoying, critting someone for their full health bar may be a bit busted though.
On the rise since last season, this is something of a solo ranked meta now. Most matches have a deadeye and it's kinda busted. Only way to die is to overextend, if someone's patient enough and gets a feel for the build this is an immortal roamer with crazy spikes from maximum range. Fun to play, nightmare to play against.
Traditionally considered to be a meme build, but in the right hands, this build is stupid OP.
If you know your rotations, time your bursts and couple it with Assassin's Signet, you would be the most annoying piece of work the opponent has to deal with. Knowing the map to kite and deploy your stealth skills (which never runs out tbh) makes you harder to catch and focus target.
Use it wisely.
Kind of a cheese build, but with the damage output it has and lack of focus in soloq, it can be really effective. However, it gets pressured out pretty easily if focused. In more coordinated play it doesn't offer enough outside of it's insane burst damage to really see much use.
4 star soloq
2 star at
Great finishing abilities in teamfights, s/p completely removes any issues it had against melee pressure and the unblockable deaths judgement is godly.
Comments
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