Difference between revisions of "Daredevil - Dual Staff Bunker"

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==Usage==
 
==Usage==
*The 'tech' of this build is jumping while using {{Skill|Debilitating Arc}} which allows you to chain evades together to avoid damage.  Your sustain comes from evading attacks, which gives you {{gw2skill|Vigor}}, {{gw2skill|Regeneration}}, {{gw2skill|Swiftness}}, flat healing, and condition clearing.
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<!--*The 'tech' of this build is jumping while using {{Skill|Debilitating Arc}} which allows you to chain evades together to avoid damage.  Your sustain comes from evading attacks, which gives you {{gw2skill|Vigor}}, {{gw2skill|Regeneration}}, {{gw2skill|Swiftness}}, flat healing, and condition clearing.
 
*Generally, you want to keep your weapon swap and {{gw2skill|Swipe}} on cooldown to ensure maximum endurance gain.
 
*Generally, you want to keep your weapon swap and {{gw2skill|Swipe}} on cooldown to ensure maximum endurance gain.
*Watch out for ward/cc skills that can prevent or interrupt evade skills such as: {{gw2skill|Line of Warding}}, {{gw2skill|Ring of Warding}}, {{gw2skill|Sanctuary}}, {{gw2skill|Hunter's Ward}}, {{gw2skill|Seal Area}}, {{gw2skill|Unsteady Ground}}, {{gw2skill|Spectral Wall}}, {{gw2skill|Shocking Aura}}, and {{gw2skill|Static Shield}}.
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*Watch out for ward/cc skills that can prevent or interrupt evade skills such as: {{gw2skill|Line of Warding}}, {{gw2skill|Ring of Warding}}, {{gw2skill|Sanctuary}}, {{gw2skill|Hunter's Ward}}, {{gw2skill|Seal Area}}, {{gw2skill|Unsteady Ground}}, {{gw2skill|Spectral Wall}}, {{gw2skill|Shocking Aura}}, and {{gw2skill|Static Shield}}.-->

Revision as of 12:52, 10 October 2019

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This is a test build. You may Comment, Discuss, and Rate it.

Focused on: Direct damageSustain.

Designed for:


Overview

A bunker build with a very high minimum-kill-time, making it useful in 1vx situations and node holding.

Skill bar

 
 
StaffHealingUtilityElite
Staff

Slot Changes

Utility

Viable choices for the optional slot:

  • - Semi-low cooldown block, useful for frequent stunbreaks.
  • - Panic condition clearing + extra dodge.
  • - A blind field for sustain and to combo stealth for disengaging and/or masking group movement. If using Bounding Dodger, beware as stealth may lead to your node being capped/decapped.

Specializations




Equipment

Staff.png
I.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Staff.png
II.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
II.png
Superior Rune of the Flock
Superior Rune of the Flock.pngSuperior Rune of the Flock
(1): +25 Healing Power (2): +35 Vitality (3): +50 Healing Power (4): +65 Vitality (5): +100 Healing Power (6): +10% Increased Maximum Health; you and nearby allies are healed for an additional amount after you use a healing skill. (Cooldown: 10s)
Paladin's Amulet
Paladin's Amulet.pngPaladin's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Vitality

Variants

Amulets

  • Knight Amulet Knight Amulet
    Knight Amulet.pngKnight Amulet
    +900 Power +900 Precision +1200 Toughness
    - Much higher flat damage reduction at the cost of vitality. Useful if you are versus an enemy team with very little condition pressure.

Runes

  • Superior Rune of the Dolyak Superior Rune of the Dolyak
    Superior Rune of the Dolyak.pngSuperior Rune of the Dolyak
    (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): +65 Vitality (5): +100 Toughness (6): Regenerate health every second.
    - Minimal flat healing per second. Usually is a downgrade from Flock.

Usage

Build rating - 3 stars
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3 Ratings
2 stars
Etre gave this build 2 stars 3 weeks ago

30-10-19 Hotfix: Ruined the gimmick of the build's 1vx potential. It is still possible to use this in 1v1s vs mirages and spellbreakers but there are better side noders to choose from.

4 stars
Baescons gave this build 4 stars 3 weeks ago

This build can honestly be a 5 star if played to full potential, but if rotations arent perfect it becomes useless mostly. Also it would seem condi thief is a huge counter. eg against an mAT winning team i just play condi thief and win 3 1v1s in a row and rotate way faster- it is literally useless against condi thief and this means alot since Im a thief main who wants the best thief build. So pretty much its actually really good but only against certain AT comps and can quickly become bad and is complete garbo in ranked all the other times. Definetely good at it's thing but overall its no-where close to optimal- For overall play I would give it 3 stars but since its a meta in transition 4 stars for now

Edit: after exploit that was completely broken was fixed this build is where It belongs. Main upside is that damage is naturally high and it has a lot of dodges and initiative to spend

4 stars
Hanz gave this build 4 stars 4 weeks ago

Since it's broken with proper teamplay but way less useful solo I tagged it as meta but won't give it a 5. It does one thing and does it best: not dying on a node. Past that it's useless. It depends on your team how well they utilize you.