Difference between revisions of "Daredevil - Staff Daredevil"

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{{SEO|description=A strike-based Zerg build for Daredevil in WvW. Staff Daredevil brings huge direct damage and cleave from Vault while being a difficult target due to its evade frames. Excels in highly coordinated group play group due to smoke access, venomshare and burst.}}
 
 
{{Build
 
{{Build
 
| profession = thief
 
| profession = thief
Line 5: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = direct damage, utility
 
| focus = direct damage, utility
| rating = good
+
| rating = archived
 
| xpac = hot
 
| xpac = hot
 
}}
 
}}
 +
  
 
==Overview==
 
==Overview==
Staff Daredevil brings huge direct damage and cleave from {{Skill|Vault}} while being a difficult target due to its evade frames. Excels in highly coordinated group play group due to smoke access, venomshare and burst.
+
Staff Daredevil brings huge direct damage and cleave from {{Skill|Vault}} while being a difficult target due to its evade frames. Excels in highly coordinated group play group with strong support enabling it.
  
  
Line 56: Line 56:
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
| infusion1-qt = 18
+
| infusion1-qt = 17
| weapon1-stats = Dragon
+
| infusion2 = Precise WvW Infusion
| weapon3-stats = Dragon
+
| infusion2-qt = 1
 
| accessory1 = Dragon
 
| accessory1 = Dragon
 
| accessory2 = Dragon
 
| accessory2 = Dragon
| amulet = Dragon
 
 
| ring1 = Dragon
 
| ring1 = Dragon
| ring2 = Dragon
 
 
}}
 
}}
 +
 +
 +
===Variants===
 +
;Sigils
 +
* Alternative sigil setup:
 +
** One staff with {{Sigil|Superior Sigil of Stamina}}+{{Sigil|Superior Sigil of Force}}
 +
** One staff with {{Sigil|Superior Sigil of Bloodlust}}+{{Sigil|Superior Sigil of Energy}}
  
  
Line 73: Line 78:
  
  
==Usage==
+
==Usage==
 
===General===
 
===General===
*Thief is a medium armor with low HP pool class which means that naturally it's very squishy.
+
* When using {{Skill|Swipe}} prioritize, in order:
* 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.
+
** Warriors - {{Skill|Whirling Axe}}  
** If you happen to down, figure out if its worth using {{skill|Shadow Escape}} 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.
+
** Revenants - {{Skill|Essence Sap}}  
* The build revolves a lot around evade frames from dodges and skills. Therefore, any sort of ground CC, like {{Skill|Line of Warding}} or {{Skill|Shocking Aura}} will CC you if you touch then without {{Tooltip|Stability}}. Be ready to stunbreak.
+
** Mesmers - {{Skill|Consume Plasma}}  
** {{skill|Signet of Agility}} 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 {{Tooltip|Immobilize}} or reactively for self sustain.
+
** Necromancers - {{Skill|Skull Fear}}
* 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 {{Skill|Vault}} 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 {{Skill|Shadowstep}}
+
===Priorities===
* Constantly switch weapons to proc {{ trait|Quick Pockets}}. This will allow you to use {{skill|Vault}} more often with less downtime from initiative. Also gives you emdurance thanks to energy sigil.
+
;High
* Hit harder, look at your modifiers and boons, play around then.
+
* Spike damage
** Dodge ({{skill|Bound}}) and activate {{skill|Assassin's Signet}} mid dodge. This will grant a massive power boost from signet plus 15% modifier from {{Tooltip|Bounding Dodger}}.
+
 
** Having {{Tooltip|Fury}} provides massive ferocity thanks to {{trait|No Quarter}}
+
;Moderate
** Constantly pacing and using your initiative increases the amount of {{trait|Lead Attacks}} stacks, another modifier.
+
* Sustained damage
** Hitting enemies with {{Tooltip|Weakness}} increases your damage thanks to {{trait|Weakening Strikes}}.
+
 
** Being above 90% HP when going for your burst is a must, more crit chance and crit damage from {{trait|Keen Observer}} and {{trait|Twin Fangs}}.
+
 
** Be on stack, having {{Tooltip|Weakness}} or {{Tooltip|Blind}} on you can be a killer to your damage.
+
====Surviving====
 +
* This build has low passive defense
 +
* This build has high mobility skill access
 +
** An '''About Face''' keybind can be useful for {{Skill|Debilitating Arc}}
 +
** Beware of CCs like ({{Skill|Line of Warding}}) and {{Skill|Shocking Aura}} that will interrupt '''Dodge''' and {{Skill|Vault}}
 +
* This builds has high active defenses
 +
** If you die inside ground pressure, immediately use {{skill|Shadow Escape}} towards your group
 +
*** If you are unlikely to be cleaved quickly, don't use {{Skill|Shadow Escape}} as it can make allied {{Skill|Signet of Mercy}} fail
 +
** Use {{Skill|Channeled Vigor}} between engages while positioned safely to restore endurance
 +
** {{Skill|Shadowstep}} is your most powerful defensive skill and only stunbreak, try to be very conservative with it
 +
*** Hold onto {{Skill|Shadow Return}} for as long as possible for the same reasons
  
 +
{{Collapse start|Active defense priority}}
 +
* {{Skill|Shadowstep}}/{{Skill|Shadow Return}} - for stunbreaking
 +
* {{Skill|Debilitating Arc}} - for {{Tooltip|Immobilize}}
 +
* {{Skill|Signet of Agility}} - for {{Tooltip|Immobilize}}
 +
* '''Dodge'''
 +
* {{Skill|Debilitating Arc}} - general use
 +
* {{Skill|Signet of Agility}} - for endurance
 +
* {{Skill|Dagger Storm}}
 +
* {{Skill|Channeled Vigor}}
 +
* {{Skill|Shadowstep}} - general use
 +
{{Collapse end}}
  
===Steal, stolen skills and related traits===
 
* {{Skill|Swipe}} will be used as a gap closer.
 
** 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.
 
** {{Skill|Swipe}} is a insta cast gap closer, so you can queue another skill, like {{Skill|Weakening Charge}} and steal midway through its animation. Does NOT work with {{Skill|Vault}} anymore.
 
** Stealing to get some initiative/endurance back can be very handy for reposition purposes.
 
* {{Skill|Whirling Axe}} is the best stolen skill you can get. Use it offensively to melee cleave or defensively during regroups, into light fields, to cleanse allies. {{Skill|Essence Sap}} deals massive single target damage, but is a projectile, {{Skill|Consume Plasma}} for boons, {{Skill|Skull Fear}} for CC pressure, etc.
 
** All the other skills aren't as strong as the listed ones, yet situational. Read the tooltip and use then accordingly.
 
  
 +
===Detailed Explanations===
 +
====Spike damage====
 +
* {{Skill|Bound}} {{to}} {{Skill|Vault}} {{to}} {{Skill|Vault}} {{to}} {{Tooltip|Weapon Swap}} ({{Sigil|Superior Sigil of Hydromancy}}) {{to}} {{Skill|Vault}}
 +
* Use {{Skill|Swipe}} at the end of the cast of {{Skill|Weakening Charge}} or {{Skill|Bound}} to port yourself onto the target as an alternative opener
 +
** {{Skill|Weakening Charge}} hits harder than {{Skill|Vault}}, but only if all three hits connect, which is unreliable without {{Skill|Swipe}}
 +
* Use your spike when:
 +
** Your group calls a spike:
 +
*** Winds - {{Skill|Winds of Disenchantment}}
 +
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
 +
*** Shades - {{Skill|Desert Shroud}}
 +
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 +
** On top of enemy downs (while alive players are on top of them)
 +
** Enemy groups moving defensively while your group is pushing
  
===Venoms, Shadowstep and Dagger Storm===
 
*{{skill|Devourer Venom}} and {{skill|Basilisk Venom}} are the ones you will get in touch more often.
 
* Venoms are effects shareable to allies that inflict specific debuffs into enemies, here {{Tooltip|Immobilize}} and {{Tooltip|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
 
* {{Skill|Shadowstep}} is the best stunbreak/mobility skill you can have.
 
** Despite having a big cooldown it behaves as a double stunbreak, since your {{Skill|Shadow Return}} also stunbreaks and cleanses you.
 
* 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 {{Skill|Shadowstep}} away.
 
#{{Skill|Shadow Return}} when stomp channel is about to end.
 
*{{Skill|Dagger Storm}} 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.
 
  
 +
====Sustained damage====
 +
* Switch weapons as often as possible to proc {{Trait|Quick Pockets}} and {{Sigil|Superior Sigil of Energy}}
 +
** Try not to swap if either proc would get less than full value, though {{Trait|Quick Pockets}} is more important
 +
** Swap as you finish {{Skill|Vault}} to increase your spike with {{Sigil|Superior Sigil of Hydromancy}}
 +
* Try to position yourself on the edge of the enemy group, away from the direction they push into
 +
** This also applies for targetting {{Skill|Vault}}, 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 {{Skill|Vault}} or {{Skill|Bound}} to keep dealing damage
  
===Staff===
+
{{Collapse start|Skill priority}}
*Staff is where all your hard hitting skills are. You range from burst damage with {{Skill|Vault}} to sustained damage with Staff autos, with {{skill|Weakening Charge}} somewhere in between.
+
* '''Dodge''' ({{Skill|Bound}}) - when missing {{Trait|Bounding Dodger}} buff
* {{Skill|Vault}} is your bread and butter damage in this build. Landing successful hits at the right times without compromising yourself is the goal here.
+
* {{Skill|Vault}}
** You no longer can precast {{Skill|Vault}} and land a port skill like steal or shadowstep.
+
* {{Skill|Whirling Axe}}
*Due to its 600-range, Vault can still do damage and be used as a gap closer or reposition tool.
+
* {{Skill|Essence Sap}} - single target only
* Since the skill has a slow animation, NOT affected by {{Tooltip|Quickness}} either, you need to predict where the enemy is moving to.
+
* '''Dodge''' ({{Skill|Bound}}) - general use
* 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.
+
* {{Skill|Staff Strike}}
* That doesn't apply to situations where your enemy is caught with {{Tooltip|Immobilize}} or CC, or you are already cleaving downstates. Landing Vaults in sequence is fine there.
+
{{Collapse end}}
** 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.
 
* {{Skill|Dust Strike}} is irrelevant, but make sure you read the tooltip, might be situational at some point.
 
* {{Skill|Debilitating Arc}} is the strongest defensive tool in the Staff kit and will see a lot of use. It removes {{Tooltip|Immobilize}} and grants a brief evade frame.
 
* If you aren't planning to do a coordinate spike/burst anytime soon, and have room to replenish your initiative, PRIORITIZE {{skill|Debilitating Arc}} over a {{skill|Bound}} or {{skill|Vault}} for survivability/evasion. Its initiative cost pays itself really quick.
 
* {{skill|Weakening Charge}} deals higher damage than Vault if the 3 hits connect, yet it's more single target heavy, fitting perfectly into steal/shadowstep combos.
 
* Precast {{skill|Weakening Charge}} and follow up with {{skill|Swipe}}. Adds venoms on the mix for an even stronger lockdown.
 
** You get the spent initiative back due to {{trait|Kleptomaniac}}.
 
** 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.
 
* For general cleave, {{skill|Staff Strike}} autos will be very handy. A full chain provides great damage and inflicts {{Tooltip|Vulnerability}} into enemies.
 

Latest revision as of 12:39, 28 March 2023

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Focused on: Direct damage and Utility

Designed for: WvW Zerg

Expansions required: Heart of Thorns builds

Difficulty:
TBD


Overview

Staff Daredevil brings huge direct damage and cleave from Vault 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=]
Copy Template Code


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Dragon
Amulet
Marauder
Ring
Dragon
Ring
Marauder
Staff
Marauder
Sigil
Sigil
Staff
Marauder
Sigil
Sigil
Rune
x6
Infusion
x17
Infusion
x1


Variants

Sigils
  • Alternative sigil setup:
    • One staff with Sigil of Superior Sigil of Stamina+Sigil of Superior Sigil of Force
    • One staff with Sigil of Superior Sigil of Bloodlust+Sigil of Superior Sigil of Energy


Consumables

    • personal option


Usage

General

  • When using Swipe prioritize, in order:
    • Warriors - Whirling Axe
    • Revenants - Essence Sap
    • Mesmers - Consume Plasma
    • Necromancers - Skull Fear


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 Debilitating Arc
    • Beware of CCs like (Line of Warding) and Shocking Aura that will interrupt Dodge and Vault
  • This builds has high active defenses
    • If you die inside ground pressure, immediately use Shadow Escape towards your group
      • If you are unlikely to be cleaved quickly, don't use Shadow Escape as it can make allied Signet of Mercy fail
    • Use Channeled Vigor between engages while positioned safely to restore endurance
    • Shadowstep is your most powerful defensive skill and only stunbreak, try to be very conservative with it
      • Hold onto Shadow Return for as long as possible for the same reasons
Active defense priority Toggle
  • Shadowstep/Shadow Return - for stunbreaking
  • Debilitating Arc - for Immobilize Immobilize
  • Signet of Agility - for Immobilize Immobilize
  • Dodge
  • Debilitating Arc - general use
  • Signet of Agility - for endurance
  • Dagger Storm
  • Channeled Vigor
  • Shadowstep - general use


Detailed Explanations

Spike damage

  • Bound Vault Vault Weapon Swap Weapon Swap (Sigil of Superior Sigil of Hydromancy) Vault
  • Use Swipe at the end of the cast of Weakening Charge or Bound to port yourself onto the target as an alternative opener
    • Weakening Charge hits harder than Vault, but only if all three hits connect, which is unreliable without Swipe
  • Use your spike when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing


Sustained damage

  • Switch weapons as often as possible to proc Quick Pockets and Sigil of Superior Sigil of Energy
    • Try not to swap if either proc would get less than full value, though Quick Pockets is more important
    • Swap as you finish Vault to increase your spike with Sigil of Superior Sigil of Hydromancy
  • Try to position yourself on the edge of the enemy group, away from the direction they push into
    • This also applies for targetting Vault, 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 Vault or Bound to keep dealing damage
Skill priority Toggle
  • Dodge (Bound) - when missing Bounding Dodger buff
  • Vault
  • Whirling Axe
  • Essence Sap - single target only
  • Dodge (Bound) - general use
  • Staff Strike


Ratings

This build has a rating of 4 stars based on 3 votes.
Log in or register to rate this build.
4 stars
Tyroxin gave this build 4 stars • June 2022
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.
5 stars
Tao1013 gave this build 5 stars • June 2022
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.
4 stars
Arete gave this build 4 stars • May 2022
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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