Difference between revisions of "Daredevil - Power DPS"

m (Some minor wording changes)
(Dagger Rotations)
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* Try to use {{Skill tooltip|Fist Flurry}} while under the effects of {{gw2wiki|Revealed}} and {{Trait tooltip|Bounding Dodger}}
 
* Try to use {{Skill tooltip|Fist Flurry}} while under the effects of {{gw2wiki|Revealed}} and {{Trait tooltip|Bounding Dodger}}
 
* Use {{Skill tooltip|Steal}} to get back Endurance and to benefit from {{Trait tooltip|Mug}}.
 
* Use {{Skill tooltip|Steal}} to get back Endurance and to benefit from {{Trait tooltip|Mug}}.
* If you are under the effect of {{gw2wiki|Quickness}} you should not use dodge for {{Trait tooltip|Bounding Dodger}} as dagger auto attack is stronger and you wont make up for it with the modifier, but when you need to dodge you barely loose damage (as long as you hit bound) unlike other Professions.
+
* If you are under the effect of {{gw2wiki|Quickness}} you should not use dodge for {{Trait tooltip|Bounding Dodger}} as dagger auto attack is stronger and you wont make up for it with the modifier, but when you need to dodge you barely lose damage (as long as you hit bound) unlike other Professions.
  
 
===Tanking===
 
===Tanking===

Revision as of 19:29, 10 February 2016

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Legendary.png

Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Focused on: Direct damageMobilityTanking.

Designed for:

Overview

This is a high DPS Raid build for Thief that is also capable of Tanking without losing much of its personal DPS.

Skill Bar

 
 
StaffHealingUtilityElite
Dagger/Dagger

Slot Changes

Weapon

  • Dagger/Dagger can be used instead of Staff against bosses but requires you to land Backstabs reliably to be comparable DPS.
  • Sword/Pistol for events with a lot of trash mobs where the additional blinds from
    Black Powder
    ½Activation.png
    6Initiative.png
    Black Powder
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage.pngDamage: 61
    Blind.pngBlind (2s): Next outgoing attack misses.
    Targets.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 4 seconds
    Radius.pngInterval: 2 seconds
    Combo.pngCombo Field: Smoke
    Combo.pngCombo Finisher: Physical Projectile
    Radius.pngRadius: 120
    Range.pngRange: 900
    come in handy.
  • Short Bow for general movement and utility.

Healing Skills

  • Channeled Vigor
    Not usable underwater.png
    ¾Activation.png
    20Recharge.png
    Channeled Vigor
    Physical. Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
    Healing.pngHeal if Endurance is Full: 7,320
    Healing.pngHealing: 5,520
    Book.pngEndurance Regeneration Increase: 25%
    Book.pngPulses: 3
    for a high burst heal and additional Endurance.
  • Withdraw
    18Recharge.png
    Withdraw
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, crippled, and torment.
    Healing.pngHealing: 4,344
    Book.pngEvade: ¾ seconds
    when fights have a lot of movement impairing effects or you need extra evades.
  • Signet of Malice
    Activation.png
    15Recharge.png
    Signet of Malice
    Signet Passive: Heals when you attack.
    Signet Active: Gain health.
    Healing.pngHealing: 132
    Healing.pngHealing: 3,275
    for good sustain when burst healing or additional Endurance isn't needed.

Utility Skills

Always try to keep

Signet of Agility
30Recharge.png
Signet of Agility
Signet Passive: Grants increased precision.
Signet Active: Refill endurance and cure a condition for each nearby ally.
Signet of Agility.pngSignet of Agility: 180 Precision
Book.pngConditions Removed: 3
Book.pngEndurance Gained: 100
Targets.pngNumber of Targets: 5
Radius.pngRadius: 360

,

Assassin's Signet
40Recharge.png
Assassin's Signet
Signet Passive: Grants increased power.
Signet Active: Deal 15% more damage on your next five attacks.
Assassin's Signet.pngPassive Power Increase: 180 Power
Assassin's Signet.png5Assassin's Signet (20s): Deal 15% more damage on your next five attacks.

and

Fist Flurry
Not usable underwater.png
1Activation.png
20Recharge.png
Fist Flurry
Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
Damage.pngDamage (5x): 1,625
Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
Range.pngRange: 130

, if you need extra Utilities switch out Fist Flurry and if even more is needed Assassin's Signet.

Use these Skills if the Situation demands it:

  • Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    as a DPS increase as well as a good way to remove the Breakbar.
  • Smoke Screen
    Not usable underwater.png
    ½Activation.png
    30Recharge.png
    Smoke Screen
    Deception. Create a smoke screen that blocks projectiles and blinds foes.
    Blind.pngBlind (1s): Next outgoing attack misses.
    Targets.pngNumber of Targets: 5
    Duration.pngSmoke Screen Duration: 7 seconds
    Combo.pngCombo Field: Smoke
    Book.pngUnblockable
    if extra Projectile defense or blinds are needed.
  • Shadowstep
    Not usable underwater.png
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
    Breaks Stun.pngBreaks Stun
    Range.pngRange: 1,200
    for extra mobility and stun break for example to "secure" the circles at Vale Guardian or launch pads at Sabetha.
  • Bandit's Defense
    Not usable underwater.png
    Activation.png
    15Recharge.png
    Bandit's Defense
    Physical. Briefly block incoming attacks. If you block an enemy in melee range, retaliate and knock enemies down.
    Duration.pngDuration: 1½ seconds
    Breaks Stun.pngBreaks Stun
    for a low-cooldown Block that works similar to Warrior's
    Riposte
    Activation.png
    15Recharge.png
    Riposte
    Block the next incoming attack. Riposte and bleed your foe if you block a melee attack. Gain adrenaline if you are not attacked.
    Damage.pngDamage: 168
    Bleeding.png4Bleeding (12s): 1,056 Damage
    Adrenaline.pngAdrenaline If Not Attacked: 6
    Range.pngRange: 130
    and gives you access to
    Reflexive Strike
    Not usable underwater.png
    ½Activation.png
    Reflexive Strike
    Physical. Deliver a massive kick that knocks enemies down.
    Damage.pngDamage: 444
    Knockdown.pngKnockdown: 2 seconds
    Range.pngRange: 240
    , which is a strong CC.

Elite Skills

  • Impact Strike
    Not usable underwater.png
    ½Activation.png
    40Recharge.png
    Impact Strike
    Physical. Strike your enemy and daze them.
    Damage.pngDamage: 444
    Daze.pngDaze: 2 seconds
    Range.pngRange: 300
    for CC.
  • Thieves Guild
    Activation.png
    180Recharge.png
    Thieves Guild
    Deception. Call more thieves to support you in combat.
    Book.pngNumber of Thieves: 2
    Duration.pngDuration: 30 seconds
    as a increase of upfront Burst.

Specializations


Variants

  • Use
    Flawless Strike
    Flawless Strike.pngFlawless Strike
    Deal increased critical damage while your health is above the threshold.
    Radius.pngHealth Threshold: 90%
    Critical Chance Increase.pngCritical Damage Increase: 7%
    if you are partied with a
    Spotter
    Spotter.pngSpotter
    Increases precision of nearby allies.
    Spotter.pngIncreased Precision (9s): 150 Precision
    Radius.pngInterval: 3 seconds
    Radius.pngRadius: 600
    Ranger or when you are not standing behind the boss most of the time, for example when tanking.
  • Use
    Invigorating Precision
    Invigorating Precision.pngInvigorating Precision
    You are healed for a percentage of outgoing critical hit damage.
    Radius.pngPercent: 15%
    if more survivability is needed or you're tanking.


Variants

  • Use
    Unhindered Combatant
    Unhindered Combatant.pngUnhindered Combatant
    Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness when you dodge. Damage against you is reduced for a time after you dodge.
    Unhindered Combatant.pngUnhindered Combatant (4s): -10% Incoming Damage, -10% Incoming Condition Damage
    for mobility between encounters.


Equipment

Stats

  • Complete armor, weapons, and trinkets are Berserker's.

Upgrades

Staff.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
I.png
Dagger.png
Dagger.png
II.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
II.png
6x
Superior Rune of the Scholar
Superior Rune of the Scholar.pngSuperior Rune of the Scholar
(1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.

Infusions

  • Versatile Mighty Infusion Versatile Mighty Infusion
    Versatile Mighty Infusion.pngVersatile Mighty Infusion
    +5 Power +5 Agony Resistance
    for armor.
  • Mighty Infusion Mighty Infusion
    Mighty Infusion.pngMighty Infusion
    +5 Power +5 Agony Resistance
    for weapons and trinkets.

Effective Power

To further optimize and gain the maximal Effective Power you need an additional 33 precision when using

Side Strike
Side Strike.pngSide Strike
Gain bonus critical-hit chance when hitting a foe from behind or the side.
Critical Chance Increase.pngCritical Chance Increase: 7%

to get to 100% crit chance with banner and fury. You can get exactly 33 by having a Assassin's Back piece as well as 2 Precise infusions, or 1 Assassin's Trinket for 36 additional Precision bringing you slightly above 100%.

This only applies when you are using Consumables that are either Movement dependent or Power based.

Consumables

Food

Bowl of Seaweed Salad Bowl of Seaweed Salad
Bowl of Seaweed Salad.pngBowl of Seaweed Salad
Nourishment (30m):
Food.png60% chance to gain swiftness when you kill a foe+10% damage while moving+10 Experience from kills
Consumable
when using D/D or Staff
Plate of Truffle Steak Plate of Truffle Steak
Plate of Truffle Steak.pngPlate of Truffle Steak
Nourishment (30m):
Food.png+100 power+70 precision+10% Experience from kills
Consumable
when you are tanking and can not make use of Seaweed.
Bowl of Sweet and Spicy Butternut Squash Soup Bowl of Sweet and Spicy Butternut Squash Soup
Bowl of Sweet and Spicy Butternut Squash Soup.pngBowl of Sweet and Spicy Butternut Squash Soup
Nourishment (1 h):
Food.png+100 Power+70 Ferocity+10% Experience from Kills
Consumable
when you can not make use of Seaweed and are partied with a Spotter Ranger

Utility

Toxic Sharpening Stone Toxic Sharpening Stone
Toxic Sharpening Stone.pngToxic Sharpening Stone
Nourishment (30 m):
Potion.pngGain Power equal to 6% of your Condition DamageGain Power equal to 8% of your Expertise+10% Experience from Kills
Consumable
Superior Sharpening Stone Superior Sharpening Stone
Superior Sharpening Stone.pngSuperior Sharpening Stone
Nourishment (30 m):
Potion.pngGain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills
Consumable


Usage

Staff Rotations

Staff Rotations are dynamic as the main skills as well as the auto chain do about the same amount of damage and can therefore be used for utility. The 2 Hardest hitting skills

Weakening Charge
½Activation.png
3Initiative.png
Weakening Charge
Deliver multiple strikes, weakening foes.
Damage.pngDamage (3x): 822
Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Targets.pngNumber of Targets: 3
Combo.pngCombo Finisher: Whirl
Range.pngRange: 450

and

Vault
¾Activation.png
5Initiative.png
Vault
Leap toward your destination, damaging foes upon impact.
Damage.pngDamage: 879
Targets.pngNumber of Targets: 5
Combo.pngCombo Finisher: Leap
Radius.pngRadius: 180
Range.pngRange: 600

are not affected by Quickness Quickness as they are considered movement skills.


Rotation Staff with Quickness

  1. Dodge into Target to get
    Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
    and
    Staff Master
    Staff Master.pngStaff Master
    While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
    Damage.pngDamage Increase: 10%
  2. Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    or
    Staff Strike
    ½Activation.png
    Staff Strike
    Strike your enemies with your staff.
    Damage.pngDamage: 215
    Targets.pngNumber of Targets: 3
    Range.pngRange: 130
     Forward arrow.png 
    Staff Bash
    ½Activation.png
    Staff Bash
    Swing your staff a second time, striking multiple foes.
    Damage.pngDamage: 254
    Targets.pngNumber of Targets: 3
    Range.pngRange: 130
     Forward arrow.png 
    Punishing Strikes
    1Activation.png
    Punishing Strikes
    Whirl your staff around, striking nearby enemies.
    Damage.pngDamage (4x): 516
    Vulnerability.png4Vulnerability (8s): 4% Incoming Damage, 4% Incoming Condition Damage
    Targets.pngNumber of Targets: 3
    Book.pngReflects Missiles
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    • Repeat until Endurance is almost full
  3. Repeat from step 1
  • Using
    Vault
    ¾Activation.png
    5Initiative.png
    Vault
    Leap toward your destination, damaging foes upon impact.
    Damage.pngDamage: 879
    Targets.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Leap
    Radius.pngRadius: 180
    Range.pngRange: 600
    lets you evade in case you don't have Endurance and also gives you back 10 due to Staff Master. This skill is a DPS increase if not using Seaweed or similar food.


Rotation Staff without Quickness

  1. Dodge into Target to get the Modifier from
    Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
    and
    Staff Master
    Staff Master.pngStaff Master
    While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
    Damage.pngDamage Increase: 10%
  2. Weakening Charge
    ½Activation.png
    3Initiative.png
    Weakening Charge
    Deliver multiple strikes, weakening foes.
    Damage.pngDamage (3x): 822
    Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Targets.pngNumber of Targets: 3
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 450
  3. Weakening Charge
    ½Activation.png
    3Initiative.png
    Weakening Charge
    Deliver multiple strikes, weakening foes.
    Damage.pngDamage (3x): 822
    Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Targets.pngNumber of Targets: 3
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 450
  4. Staff Strike
    ½Activation.png
    Staff Strike
    Strike your enemies with your staff.
    Damage.pngDamage: 215
    Targets.pngNumber of Targets: 3
    Range.pngRange: 130
    Staff Bash
    ½Activation.png
    Staff Bash
    Swing your staff a second time, striking multiple foes.
    Damage.pngDamage: 254
    Targets.pngNumber of Targets: 3
    Range.pngRange: 130
    Punishing Strikes
    1Activation.png
    Punishing Strikes
    Whirl your staff around, striking nearby enemies.
    Damage.pngDamage (4x): 516
    Vulnerability.png4Vulnerability (8s): 4% Incoming Damage, 4% Incoming Condition Damage
    Targets.pngNumber of Targets: 3
    Book.pngReflects Missiles
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
  5. Repeat


Notes:

  • Try to engage fights with low endurance to have a high uptime on
    Staff Master
    Staff Master.pngStaff Master
    While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
    Damage.pngDamage Increase: 10%
  • Try to never have full Endurance to benefit from
    Staff Master
    Staff Master.pngStaff Master
    While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
    Damage.pngDamage Increase: 10%
  • Try to use
    Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    while under the effects of
    Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
  • You can shorten
    Weakening Charge
    ½Activation.png
    3Initiative.png
    Weakening Charge
    Deliver multiple strikes, weakening foes.
    Damage.pngDamage (3x): 822
    Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Targets.pngNumber of Targets: 3
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 450
    's distance by looking from top-down.
  • Use
    Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    to get back Endurance and to benefit from
    Mug
    Mug.pngMug
    Deal damage and gain life when stealing. This attack cannot critically hit enemies.
    Damage.pngDamage: 370
    Healing.pngHealing: 1,980
    .


Dagger Rotations

Since some skills are affected by quickness and others aren't the rotations for both scenarios are different

Rotation D/D with Quickness

  1. Dodge into Target to get the Modifier from
    Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
  2. Cloak and Dagger
    ½Activation.png
    6Initiative.png
    Cloak and Dagger
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage.pngDamage: 458
    Stealth.pngError: Invalid format. Refer the template manual.
    Vulnerability.png5Vulnerability (5s): 5% Incoming Damage, 5% Incoming Condition Damage
    Range.pngRange: 130
    then
    Backstab
    ¼Activation.png
    Backstab
    Stealth Attack. Attack your foe from the shadows, striking for double damage if you hit from behind.
    Damage.pngFront damage: 403
    Damage.pngBack damage: 806
    Range.pngRange: 130
  3. Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    or
    Double Strike
    Double Strike
    Strike your foe twice.
    Damage.pngDamage (2x): 198
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
    Wild Strike
    Wild Strike
    Strike your foe again. Gain endurance with a successful strike.
    Damage.pngDamage: 302
    Targets.pngNumber of Targets: 2
    Book.pngEndurance Gain: 10
    Range.pngRange: 130
    Lotus Strike
    ¼Activation.png
    Lotus Strike
    Strike your foe and inflict poison.
    Damage.pngDamage: 302
    Poison.pngPoison (6s): 201 Damage, -33% Healing Effectiveness
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
  4. Double Strike
    Double Strike
    Strike your foe twice.
    Damage.pngDamage (2x): 198
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
    Wild Strike
    Wild Strike
    Strike your foe again. Gain endurance with a successful strike.
    Damage.pngDamage: 302
    Targets.pngNumber of Targets: 2
    Book.pngEndurance Gain: 10
    Range.pngRange: 130
    Lotus Strike
    ¼Activation.png
    Lotus Strike
    Strike your foe and inflict poison.
    Damage.pngDamage: 302
    Poison.pngPoison (6s): 201 Damage, -33% Healing Effectiveness
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
  5. Double Strike
    Double Strike
    Strike your foe twice.
    Damage.pngDamage (2x): 198
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
    Wild Strike
    Wild Strike
    Strike your foe again. Gain endurance with a successful strike.
    Damage.pngDamage: 302
    Targets.pngNumber of Targets: 2
    Book.pngEndurance Gain: 10
    Range.pngRange: 130
    Lotus Strike
    ¼Activation.png
    Lotus Strike
    Strike your foe and inflict poison.
    Damage.pngDamage: 302
    Poison.pngPoison (6s): 201 Damage, -33% Healing Effectiveness
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
  6. Repeat from Step 2 and include additional Auto chains in case you run low on Initiative


Rotation D/D without Quickness

  1. Dodge into Target to get the Modifier from
    Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
  2. Cloak and Dagger
    ½Activation.png
    6Initiative.png
    Cloak and Dagger
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage.pngDamage: 458
    Stealth.pngError: Invalid format. Refer the template manual.
    Vulnerability.png5Vulnerability (5s): 5% Incoming Damage, 5% Incoming Condition Damage
    Range.pngRange: 130
    then
    Backstab
    ¼Activation.png
    Backstab
    Stealth Attack. Attack your foe from the shadows, striking for double damage if you hit from behind.
    Damage.pngFront damage: 403
    Damage.pngBack damage: 806
    Range.pngRange: 130
  3. Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    or
    Double Strike
    Double Strike
    Strike your foe twice.
    Damage.pngDamage (2x): 198
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
    Wild Strike
    Wild Strike
    Strike your foe again. Gain endurance with a successful strike.
    Damage.pngDamage: 302
    Targets.pngNumber of Targets: 2
    Book.pngEndurance Gain: 10
    Range.pngRange: 130
    Lotus Strike
    ¼Activation.png
    Lotus Strike
    Strike your foe and inflict poison.
    Damage.pngDamage: 302
    Poison.pngPoison (6s): 201 Damage, -33% Healing Effectiveness
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
  4. Double Strike
    Double Strike
    Strike your foe twice.
    Damage.pngDamage (2x): 198
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
    Wild Strike
    Wild Strike
    Strike your foe again. Gain endurance with a successful strike.
    Damage.pngDamage: 302
    Targets.pngNumber of Targets: 2
    Book.pngEndurance Gain: 10
    Range.pngRange: 130
    Lotus Strike
    ¼Activation.png
    Lotus Strike
    Strike your foe and inflict poison.
    Damage.pngDamage: 302
    Poison.pngPoison (6s): 201 Damage, -33% Healing Effectiveness
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
  5. Repeat the first three steps until the boss has 25% health or less health left, then start using:
  6. Dodge into Target to get the Modifier from
    Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
  7. Heartseeker
    ¾Activation.png
    3Initiative.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 336
    Damage.pngBelow 50%: 504
    Damage.pngBelow 25%: 672
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450
  8. Double Strike
    Double Strike
    Strike your foe twice.
    Damage.pngDamage (2x): 198
    Targets.pngNumber of Targets: 2
    Range.pngRange: 130
    Wild Strike
    Wild Strike
    Strike your foe again. Gain endurance with a successful strike.
    Damage.pngDamage: 302
    Targets.pngNumber of Targets: 2
    Book.pngEndurance Gain: 10
    Range.pngRange: 130
  9. Repeat these Steps until the boss is close to dying, then use
    Assassin's Signet
    40Recharge.png
    Assassin's Signet
    Signet Passive: Grants increased power.
    Signet Active: Deal 15% more damage on your next five attacks.
    Assassin's Signet.pngPassive Power Increase: 180 Power
    Assassin's Signet.png5Assassin's Signet (20s): Deal 15% more damage on your next five attacks.
    and spam
    Heartseeker
    ¾Activation.png
    3Initiative.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 336
    Damage.pngBelow 50%: 504
    Damage.pngBelow 25%: 672
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450
    five times to finish them.


Notes:

  • These rotations will maintain a good amount of Initiative to be Sustainable for longer encounters.
  • Try to use
    Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    while under the effects of Revealed Revealed and
    Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
  • Use
    Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    to get back Endurance and to benefit from
    Mug
    Mug.pngMug
    Deal damage and gain life when stealing. This attack cannot critically hit enemies.
    Damage.pngDamage: 370
    Healing.pngHealing: 1,980
    .
  • If you are under the effect of Quickness Quickness you should not use dodge for
    Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
    as dagger auto attack is stronger and you wont make up for it with the modifier, but when you need to dodge you barely lose damage (as long as you hit bound) unlike other Professions.

Tanking

  • If you're tanking use
    Invigorating Precision
    Invigorating Precision.pngInvigorating Precision
    You are healed for a percentage of outgoing critical hit damage.
    Radius.pngPercent: 15%
    due to the fact that the heal triggers before the Damage you will almost always have the 10% bonus from Scholar rune as well as the 7% bonus from
    Flawless Strike
    Flawless Strike.pngFlawless Strike
    Deal increased critical damage while your health is above the threshold.
    Radius.pngHealth Threshold: 90%
    Critical Chance Increase.pngCritical Damage Increase: 7%
    .
  • You can Tank without Invigorating Precision but small mistakes might end up fatal.
  • The recommended weapons for tanking are either Staff or Sword/Pistol for their evasion skills and damage.
  • Bandit's Defense
    Not usable underwater.png
    Activation.png
    15Recharge.png
    Bandit's Defense
    Physical. Briefly block incoming attacks. If you block an enemy in melee range, retaliate and knock enemies down.
    Duration.pngDuration: 1½ seconds
    Breaks Stun.pngBreaks Stun
    is a very powerful block that gives you access to
    Reflexive Strike
    Not usable underwater.png
    ½Activation.png
    Reflexive Strike
    Physical. Deliver a massive kick that knocks enemies down.
    Damage.pngDamage: 444
    Knockdown.pngKnockdown: 2 seconds
    Range.pngRange: 240
    that can be used against breakbars if needed.
  • If you are low on life and can't attack anything or need endurance, use
    Channeled Vigor
    Not usable underwater.png
    ¾Activation.png
    20Recharge.png
    Channeled Vigor
    Physical. Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
    Healing.pngHeal if Endurance is Full: 7,320
    Healing.pngHealing: 5,520
    Book.pngEndurance Regeneration Increase: 25%
    Book.pngPulses: 3
    .
  • Use as much Toughness as needed to get the highest in your group, this is achieved by either taking just a
    Resilient Infusion Resilient Infusion
    Resilient Infusion.pngResilient Infusion
    +5 Toughness +5 Agony Resistance
    or replacing one Berserker ring with a Knights ring, more shouldn't be needed for most cases.

Breakbar

  • Use
    Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    to gain access to the secondary skill
    Palm Strike
    ½Activation.png
    Palm Strike
    Physical. Strike your foe once to deal massive damage and stun them, marking them with a Pulmonary Impact.
    Damage.pngDamage: 739
    Damage.pngSecond Strike Damage: 1,940
    Palm Strike.pngPulmonary Impact: Explosively damaging attack.
    Stun.pngStun: 2 seconds
    Range.pngRange: 130
    preferably a second before a breakbar phase happens
  • Block something with
    Bandit's Defense
    Not usable underwater.png
    Activation.png
    15Recharge.png
    Bandit's Defense
    Physical. Briefly block incoming attacks. If you block an enemy in melee range, retaliate and knock enemies down.
    Duration.pngDuration: 1½ seconds
    Breaks Stun.pngBreaks Stun
    to gain access to
    Reflexive Strike
    Not usable underwater.png
    ½Activation.png
    Reflexive Strike
    Physical. Deliver a massive kick that knocks enemies down.
    Damage.pngDamage: 444
    Knockdown.pngKnockdown: 2 seconds
    Range.pngRange: 240
  • Use
    Impact Strike
    Not usable underwater.png
    ½Activation.png
    40Recharge.png
    Impact Strike
    Physical. Strike your enemy and daze them.
    Damage.pngDamage: 444
    Daze.pngDaze: 2 seconds
    Range.pngRange: 300
    into
    Uppercut
    Not usable underwater.png
    ¾Activation.png
    Uppercut
    Physical. Deal a heavy blow with your fist, sending enemies flying.
    Damage.pngDamage: 1,331
    Launch.pngLaunch: 0
    Range.pngRange: 130
    for strong breakbar and direct damage
  • Do not use
    Finishing Blow
    Not usable underwater.png
    Activation.png
    Finishing Blow
    Physical. Deal a downward strike on your foe. Downed enemies struck with this ability are finished.
    Damage.pngDamage: 1,183
    Range.pngRange: 130
    of your Daredevil Elite Skill since it is a dps loss.

Encounter specific Tips

Forsaken Thicket

Spirit Vale

Dark-icon-raid.png Vale Guardian

  • Daredevil's primary role is either Melee DPS or Tanking. You can also function as a fail safe for the circle group.
  • Consider taking
    Shadowstep
    Not usable underwater.png
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
    Breaks Stun.pngBreaks Stun
    Range.pngRange: 1,200
    to step into green circles when someone else can't make it in time.
  • When tanking, take either Staff or Sword/Pistol for the stationary evasion skills that don't move the boss out of AoE Damage skills.
  • Take
    Bandit's Defense
    Not usable underwater.png
    Activation.png
    15Recharge.png
    Bandit's Defense
    Physical. Briefly block incoming attacks. If you block an enemy in melee range, retaliate and knock enemies down.
    Duration.pngDuration: 1½ seconds
    Breaks Stun.pngBreaks Stun
    when you are unfamiliar with tanking and need the extra block or when your team is lacking CC.
  • Invigorating Precision
    Invigorating Precision.pngInvigorating Precision
    You are healed for a percentage of outgoing critical hit damage.
    Radius.pngPercent: 15%
    can also be taken for higher survivability.


Dark-icon-raid.png Ghost events are mostly movement based.

  • Consider equipping a Short bow,
    Shadowstep
    Not usable underwater.png
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
    Breaks Stun.pngBreaks Stun
    Range.pngRange: 1,200
    , and
    Unhindered Combatant
    Unhindered Combatant.pngUnhindered Combatant
    Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness when you dodge. Damage against you is reduced for a time after you dodge.
    Unhindered Combatant.pngUnhindered Combatant (4s): -10% Incoming Damage, -10% Incoming Condition Damage
    .


Dark-icon-raid.png Gorseval the Multifarious

  • During Gorseval you are constantly Revealed Revealed, giving you the advantage of
    Revealed Training
    Revealed Training.pngRevealed Training
    Gain extra power while you are revealed.
    Revealed.pngRevealed: You cannot stealth.
    Attribute bonus.pngPower: +200
    for 200 extra power.
  • Try to pre use
    Fist Flurry
    Not usable underwater.png
    1Activation.png
    20Recharge.png
    Fist Flurry
    Physical. Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    Damage.pngDamage (5x): 1,625
    Fist Flurry.pngPalm Strike (5s): You can use Palm Strike
    Range.pngRange: 130
    for the CC Phase to not get killed by Gorseval's Retaliation. The same thing applies to the last hit of your auto chain.


Dark-icon-raid.png Bandit event is heavily projectile based.

  • Therefore
    Smoke Screen
    Not usable underwater.png
    ½Activation.png
    30Recharge.png
    Smoke Screen
    Deception. Create a smoke screen that blocks projectiles and blinds foes.
    Blind.pngBlind (1s): Next outgoing attack misses.
    Targets.pngNumber of Targets: 5
    Duration.pngSmoke Screen Duration: 7 seconds
    Combo.pngCombo Field: Smoke
    Book.pngUnblockable
    is useful for blinds and projectile absorption.


Dark-icon-raid.png Sabetha the Saboteur is stationary, so you can easily keep up DPS rotations on her.

  • Similar to Vale Guardian, Daredevil can take the role of a fail safe, and kill cannons in case someone else cant go up or is out of range.


Text Guides

Build rating - 5 stars
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14 Ratings
5 stars
Screaming gave this build 5 stars October 2018

Very good DPS, especially on any encounter where Throw Magnetic Bomb can be acquired. On some bosses, the utility of the stolen skills cannot be understated - Throw Magnetic Bomb makes Daredevil very strong for Samarog, Conjured Amalgamate, and Qadim, even if it falls short of Holosmith on the latter two it's probably the second best DPS to bring there.

The thing to be mindful of is positioning. Moreso than Deadeye, as you have to Bound around to maintain Bounding Dodger and on encounters where you can fall off the or there are instant death mechanics, be very careful.

5 stars
Chinkeeyong gave this build 5 stars September 2018

Extremely solid DPS with an easy rotation and high raid utility through stolen skills. Incredibly broken on Mursaat Overseer and Matthias thanks to the Detonate Plasma stolen skill.

5 stars
Lkilian gave this build 5 stars May 2016

High DPS, forgiving. Simple usage.

11 More Ratings
5 stars
Dahkeus gave this build 5 stars April 2016

Definitely a solid build and probably one of the most underestimated by many. As Scootts said, this probably outperforms Tempests in many fights not simply because of how forgiving the rotation is, but also because of how quickly you can move to and from a fight.

5 stars
Scootts gave this build 5 stars April 2016

I'd wager 99% of players would actually do more total damage per fight with a Daredevil then they would with a Tempest. Theoretical DPS is lower then that of the Tempest, but the rotation/build is ridiculously forgiving. It's hard to lose DPS with a build that auto-attacks and doesn't lose much damage when it dodges.

5 stars
TristanTzara gave this build 5 stars March 2016

Oh I just want to say that this build is absolutely amazing. It offers very high DPS and simple in usage.

5 stars
Chase gave this build 5 stars February 2016

Excellent DPS, very easy to play, extra dodges and skill-evade makes surviving better, excellent mobility. A very worthy addition to any raid group.

5 stars
Octavianrb gave this build 5 stars February 2016

Very good build and a worthy addition to any Raid team. I highly recommend staff over dagger. It adds additional mobility, better range, and more consistent DPS.

5 stars
Fredor gave this build 5 stars February 2016

The dps of this build is so humongous that perry wet himself

5 stars
FrostyStar gave this build 5 stars February 2016

Attack-Speed OP

5 stars
Khazik gave this build 5 stars January 2016

While I havent used this build for Tanking (I have a Chrono in Commanders stuff for that) I have used it for DPS. With recent changes to AA damage, Initiative can be used for Utility or burst (how it should be IMO). The rotations given are spot on and simple to maintain. This build and guide is top notch.

Personally, I'd suggest Staff for raids for 2 reasons: on-demand mobility via Vault (superb on Sab), and it's potential for higher +% dmg modifier than daggers because of Staff Master.

5 stars
Imyn wulf gave this build 5 stars January 2016

Used a variation of this for tanking last night. Switched out the channelled vigor with Signet of Malice for the heals on strike, and used staff and S/P.

Overall, it worked perfectly, until things went bad and I was unable to keep myself healed without having the healer focus on me. I'm not sure that channelled vigor would have helped in that situation though.

5 stars
Ishin rikku gave this build 5 stars January 2016

The recent buffs to Dagger auto makes this build AMAZING, ease of use makes it even more reliable and since initiative isnt needed for it to succeed, it can be used for utility!

5 stars
Mushweed gave this build 5 stars January 2016

The amount of damage and mobility makes it perfect for time-limited bosses. Although it lacks of group support it provides extraordinary damage, espacially compared to other tanks. With the mobility it can ensure saving phases at Vale Guardian and provides fast movement on the way to Gorseval.

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