Difference between revisions of "Deadeye - Power DPS D/D"

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===Weapon Variants===
 
===Weapon Variants===
* Your DPS rotation only involves Dagger/Dagger so your 2nd weapon set can be based on personal preference - Shortbow for mobility from {{Skill|Infiltrator's Arrow}} or an offhand pistol for additional emergency CC from {{Skill|Headshot}} are both common options.
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* Your DPS rotation only involves '''Dagger/Dagger''' so your 2nd weapon set can be based on personal preference - '''Shortbow''' for mobility from {{Skill|Infiltrator's Arrow}} or an offhand '''Pistol''' for additional emergency CC from {{Skill|Headshot}} are both common options. '''Rifle''' is also a useful option to maintain damage should you be unable to melee the boss.gw2s
  
  
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The empty utility slot can be changed depending on preference:
 
The empty utility slot can be changed depending on preference:
* {{Skill|Prepare Pitfall}} offers good CC, and does good damage if you are able to "precast" it during downtime in fights.
 
 
* {{skill|Signet of Agility}} allows you to run full {{tooltip|Berserker stats}} and Mighty Infusions.
 
* {{skill|Signet of Agility}} allows you to run full {{tooltip|Berserker stats}} and Mighty Infusions.
 +
* {{Skill|Prepare Pitfall}}, {{skill|Binding Shadow}} and {{Skill|Shadow Gust}} can all be taken as a strong CC option
 +
** {{Skill|Prepare Pitfall}} does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm.
 +
** {{skill|Binding Shadow}} has 1200 range and also removes 2 boons, but only affects your marked target.
 +
** {{skill|Shadow Gust}} is lower CC and has short range, but will also stealth you if used at the right point in your rotation.
 
* {{skill|Infiltrator's Signet}} makes initiative recovery easier, and should be used if running {{trait|Be Quick or Be Killed}}.
 
* {{skill|Infiltrator's Signet}} makes initiative recovery easier, and should be used if running {{trait|Be Quick or Be Killed}}.
* {{skill|Mercy}} could be used as a reset button in case you completely bungle the rotation and end up without initiative.
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* {{skill|Mercy}} could be used as a reset button in case you completely bungle the rotation and end up without initiative. It could also be used on fights where you need to mark targets more frequently than you normally could.
  
  
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===Break bars===
 
===Break bars===
 
* {{Skill|Basilisk Venom}} should be cast while you are standing in melee range of 5 allied units (mesmer illusions, ranger pets and necromancer minions all count towards this).
 
* {{Skill|Basilisk Venom}} should be cast while you are standing in melee range of 5 allied units (mesmer illusions, ranger pets and necromancer minions all count towards this).
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 +
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==Encounter Specific Tips==
 +
 +
===Spirit Vale===
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{{Collapse start|Ghost events}}
 +
The ghost events are mostly movement based.
 +
* Consider equipping a Short bow, and/or using {{Skill|Shadowstep}}.
 +
 +
For more information, see our [[Guide:Raid_Wing_1_-_Spirit_Vale#Spirit_Woods|Spirit Woods Guide]].
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{{Collapse end}}
 +
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{{Collapse start|Gorseval the Multifarious}}
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* During the split phases, you can use {{skill|Dancing Dagger}} to cripple spirits from 900 range.
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For more information, see our [[Guide:Raid_Wing_1_-_Spirit_Vale#Gorseval_the_Multifarious|Gorseval Guide]].
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{{Collapse end}}
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 +
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===Salvation Pass===
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{{Collapse start|Slothasor}}
 +
* When fixated try not to jump over the boss with {{skill|Death Blossom}} or {{skill|Impaling Lotus}}.
 +
* You have no way of blocking Slothasor's fear so either rely on others to break/cleanse it for you or equip {{skill|Mercy}}. This can also be used to recover from disruption caused by the Slublings.
 +
* Bringing one of the CC options will be very helpful.
 +
* A '''Rifle''' can be useful for moments where you cannot melee the boss.
 +
 +
For more information, see our [[Guide:Raid_Wing_2_-_Salvation_Pass#Slothasor|Slothasor Guide]].
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{{Collapse end}}
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{{Collapse start|Matthias Gabrel}}
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* Use {{skill|Heartseeker}} for mobility around the room.
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* Bringing one of the CC options will be very helpful.
 +
* A '''Rifle''' can be useful for moments where you cannot melee the boss.
 +
* {{skill|Basilisk Venom}} is somewhat unreliable as your allies may still be targeting Matthias instead of the sacrifice, so it can be replaced with {{skill|Shadow Meld}}.
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For more information, see our [[Guide:Raid_Wing_2_-_Salvation_Pass#Matthias_Gabrel|Matthias Guide]].
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{{Collapse end}}
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===Stronghold of the Faithful===
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{{Collapse start|Keep Construct}}
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* Unless you really need the CC, you can greed for damage with {{skill|Thieves Guild}}.
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For more information, see our [[Guide:Raid_Wing_3_-_Stronghold_of_the_Faithful#Keep_Construct|Keep Construct Guide]].
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{{Collapse end}}
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{{Collapse start|Twisted Castle}}
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* Consider equipping a Short bow, and/or using {{skill|Shadowstep}}.
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* Consider equipping a {{skill|Mercy}} as a stunbreak.
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 +
For more information, see our [[Guide:Raid_Wing_3_-_Stronghold_of_the_Faithful#Twisted_Castle|Twisted Castle Guide]].
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{{Collapse end}}
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===Bastion of the Penitent===
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{{Collapse start|Cairn the Indomitable}}
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* This fight has no breakbar, bring {{skill|Thieves Guild}}.
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For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Cairn_the_Indomitable|Cairn Guide]].
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{{Collapse end}}
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{{Collapse start|Mursaat Overseer}}
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* This fight has no breakbar, bring {{skill|Thieves Guild}}.
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For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Mursaat_Overseer|Mursaat Overseer Guide]].
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{{Collapse end}}
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{{Collapse start|Samarog}}
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* Bringing one of the CC options will be very helpful.
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 +
For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Samarog|Samarog Guide]].
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{{Collapse end}}
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{{Collapse start|Deimos}}
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* The breakbar in this fight is too fast and too small for {{skill|Basilisk Venom}}, so you can bring {{skill|Thieves Guild}} instead.
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* Bringing one of the CC options will be very helpful (not {{skill|Prepare Pitfall}}).
 +
* A '''Rifle''' can be useful for moments where you cannot melee the boss.
 +
 +
For more information, see our [[Guide:Raid_Wing_4_-_Bastion_of_the_Penitent#Deimos|Deimos Guide]].
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{{Collapse end}}
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===Hall of Chains===
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{{Collapse start|Dhuum}}
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* This fight has no breakbar, bring {{skill|Thieves Guild}}.
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* A '''Rifle''' can be useful for moments where you cannot melee the boss.
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For more information, see our [[Guide:Raid_Wing_5_-_Hall_of_Chains#Dhuum|Dhuum Guide]].
 +
{{Collapse end}}

Revision as of 18:44, 21 March 2023

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 damage

Designed for: Raids

Expansions required: Path of Fire Builds

Difficulty:
TBD
This build was last updated on March 21, 2023 and is up to date for the March 19, 2024 patch.

Overview

A power DPS build for Deadeye in raids.

Deadeye's weakness is that it is lacks cleave damage or any utility other than Basilisk Venom. It is also heavily reliant on allies providing boons and conditions for Premeditation and Exposed Weakness respectively. This means it works best when surrounded by other DPS classes that can cover its shortcomings.

For variants using other weapons see Deadeye - Power DPS Rifle and Deadeye - Power DPS P/P.


Skill Bar

Dagger/Dagger
Utility


Weapon Variants

  • Your DPS rotation only involves Dagger/Dagger so your 2nd weapon set can be based on personal preference - Shortbow for mobility from Infiltrator's Arrow or an offhand Pistol for additional emergency CC from Headshot are both common options. Rifle is also a useful option to maintain damage should you be unable to melee the boss.gw2s


Skill Variants

Utility

The empty utility slot can be changed depending on preference:

  • Signet of Agility allows you to run full Berserker stats Berserker stats and Mighty Infusions.
  • Prepare Pitfall, Binding Shadow and Shadow Gust can all be taken as a strong CC option
    • Prepare Pitfall does good damage if you are able to "precast" it during downtime in fights, but takes a short time for the trap to arm.
    • Binding Shadow has 1200 range and also removes 2 boons, but only affects your marked target.
    • Shadow Gust is lower CC and has short range, but will also stealth you if used at the right point in your rotation.
  • Infiltrator's Signet makes initiative recovery easier, and should be used if running Be Quick or Be Killed.
  • Mercy could be used as a reset button in case you completely bungle the rotation and end up without initiative. It could also be used on fights where you need to mark targets more frequently than you normally could.


Elite

  • Thieves Guild if you don't need CC from Basilisk Venom.
  • Shadow Meld is recommended if you have doubts about yourself, your lag, or your Quickness Quickness provider.


Template Code

[&DQUcPSMbOh2FAIUArBYzAVQBVwEzAVgBDgEOAQAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Trait Variants

  • Invigorating Precision if you're having trouble surviving. This is a ~10% DPS loss.
  • Be Quick or Be Killed is a fairly big DPS loss, but makes the rotation much more reliable and so may be better in actual encounters.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Assassin
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Dagger
Berserker
Dagger
Berserker
Sigil
Sigil
Rune
x6
Infusion
x14
Infusion
x4
  • If you do not have stat infusions, switch the headpiece to Assassin stats Assassin stats.


Consumables

Food

  • or ascended versions


Utility

  • /


Usage

Rotation

Opener

  1. Deadeye's Mark
  2. Dancing Dagger x2
  3. Shadow Flare
  4. Cloak and Dagger
  5. Assassin's Signet
  6. Malicious Backstab
  7. Dancing Dagger x3
  8. Double Strike Wild Strike Lotus Strike
  9. Stolen skill
  10. Malicious Backstab


Loop

After the opener, the basic loop is:

  1. Dancing Dagger x2
  2. Double Strike Wild Strike Lotus Strike
  3. Deadeye's Mark or Shadow Flare (if available), otherwise use Double Strike
  4. Cloak and Dagger
  5. Assassin's Signet (if available)
  6. Malicious Backstab


Assassin's Signet burst

After using Assassin's Signet, your next loop is slightly different (as seen in the opener):

  1. Dancing Dagger x3
  2. Double Strike Wild Strike Lotus Strike
  3. Stolen skill
  4. Malicious Backstab

This deals more damage than your regular loop, but requires a stolen skill. Thus you only do this burst while under the effects of Assassin's Signet.


Below 50% Rotation

On targets below 50% health Heartseeker is a better DPS skill than Dancing Dagger, so it replaces it in the loop and as the animation is slightly longer, the extra Double Strike is dropped. If you struggle with the Dancing Dagger part of the rotation you could use this rotation the whole way through.


Loop

  1. Heartseeker x2
  2. Deadeye's Mark (if available)
  3. Double Strike Wild Strike Lotus Strike
  4. Shadow Flare (if available)
  5. Cloak and Dagger
  6. Assassin's Signet (if available)
  7. Malicious Backstab


Assassin's Signet burst

After using Assassin's Signet, your next loop is slightly different:

  1. Heartseeker x3
  2. Double Strike Wild Strike Lotus Strike
  3. Stolen skill
  4. Malicious Backstab


Video example(s)


Be Quick or Be Killed Rotation

Maleficent Seven needs you to consistently crit in order to trigger. This can be thwarted by Blind Blind, Weakness Weakness, not flanking (via Twin Fangs), or falling below 90% health (via Keen Observer). As these may not be entirely within your control, Be Quick or Be Killed offers a much safer rotation:


Opener

  1. Deadeye's Mark
  2. Shadow Flare
  3. Cloak and Dagger
  4. Assassin's Signet
  5. Malicious Backstab
  6. Double Strike Wild Strike Lotus Strike
  7. Stolen Skill
  8. Double Strike Wild Strike Lotus Strike
  9. Cloak and Dagger
  10. Malicious Backstab


Loop

The basic loop is to do three auto chains in between each Cloak and Dagger Malicious Backstab. When Deadeye's Mark is available, you can replace an auto chain with it.

  1. Double Strike Wild Strike Lotus Strike
  2. Deadeye's Mark (if available), otherwise Double Strike Wild Strike Lotus Strike
  3. Double Strike Wild Strike Lotus Strike
  4. Cloak and Dagger
  5. Malicious Backstab


Assassin's Signet burst

When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener):

  1. Double Strike Wild Strike Lotus Strike x2
  2. Shadow Flare
  3. Cloak and Dagger
  4. Assassin's Signet
  5. Malicious Backstab
  6. Double Strike Wild Strike Lotus Strike
  7. Stolen Skill
  8. Double Strike Wild Strike Lotus Strike
  9. Cloak and Dagger
  10. Malicious Backstab


Video example


General Tips

  • It doesn't matter if you use Dancing Dagger/Heartseeker before or after the auto chain in each loop, so go with whatever feels most comfortable.
  • Deadeye's Mark, Shadow Flare and Assassin's Signet all have different cooldowns, so each loop may be slightly different depending on which are available.
  • Deadeye's Mark has a slightly longer cooldown than Assassin's Signet so eventually you will have no stolen skill available for the burst. In this case, just do the normal loop.
  • Shadow Flare has a long cast time and it will be interrupted by Cloak and Dagger if you use it too early, so make sure to finish the cast.
  • Below 50%, if the boss is about to phase, you can use up any excess initiative by spamming Heartseeker - Just make sure to leave yourself enough initiative for Cloak and Dagger if you will also have time for another Malicious Backstab! Above 50%, Heartseeker is lower DPS than the auto chain.
  • This rotation is highly susceptible to lag, as you need to be fitting Cloak and Dagger and Malicious Backstab in between the pulses of Shadow Flare. If this is likely to be a problem, bring Shadow Meld as your elite, and quickly use it to re-enter stealth in the event that Shadow Flare reveals you before you can use Malicious Backstab.
  • Make sure you're always flanking (attacking from behind or the sides) the boss to maximize the damage dealt with backstab. If you cannot consistently flank the boss consider swapping to another DPS build.
  • Activating Assassin's Signet is a minor DPS increase, so if you are struggling with the burst you can leave it passive.


Break bars

  • Basilisk Venom should be cast while you are standing in melee range of 5 allied units (mesmer illusions, ranger pets and necromancer minions all count towards this).


Encounter Specific Tips

Spirit Vale

Ghost events Toggle

The ghost events are mostly movement based.

  • Consider equipping a Short bow, and/or using Shadowstep.

For more information, see our Spirit Woods Guide.

Gorseval the Multifarious Toggle
  • During the split phases, you can use Dancing Dagger to cripple spirits from 900 range.

For more information, see our Gorseval Guide.


Salvation Pass

Slothasor Toggle
  • When fixated try not to jump over the boss with Death Blossom or Impaling Lotus.
  • You have no way of blocking Slothasor's fear so either rely on others to break/cleanse it for you or equip Mercy. This can also be used to recover from disruption caused by the Slublings.
  • Bringing one of the CC options will be very helpful.
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Slothasor Guide.

Matthias Gabrel Toggle
  • Use Heartseeker for mobility around the room.
  • Bringing one of the CC options will be very helpful.
  • A Rifle can be useful for moments where you cannot melee the boss.
  • Basilisk Venom is somewhat unreliable as your allies may still be targeting Matthias instead of the sacrifice, so it can be replaced with Shadow Meld.

For more information, see our Matthias Guide.


Stronghold of the Faithful

Keep Construct Toggle
  • Unless you really need the CC, you can greed for damage with Thieves Guild.

For more information, see our Keep Construct Guide.

Twisted Castle Toggle
  • Consider equipping a Short bow, and/or using Shadowstep.
  • Consider equipping a Mercy as a stunbreak.

For more information, see our Twisted Castle Guide.


Bastion of the Penitent

Cairn the Indomitable Toggle
  • This fight has no breakbar, bring Thieves Guild.

For more information, see our Cairn Guide.

Mursaat Overseer Toggle
  • This fight has no breakbar, bring Thieves Guild.

For more information, see our Mursaat Overseer Guide.

Samarog Toggle
  • Bringing one of the CC options will be very helpful.

For more information, see our Samarog Guide.

Deimos Toggle
  • The breakbar in this fight is too fast and too small for Basilisk Venom, so you can bring Thieves Guild instead.
  • Bringing one of the CC options will be very helpful (not Prepare Pitfall).
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Deimos Guide.


Hall of Chains

Dhuum Toggle
  • This fight has no breakbar, bring Thieves Guild.
  • A Rifle can be useful for moments where you cannot melee the boss.

For more information, see our Dhuum Guide.


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
4 stars
OfficerAndyGentleman gave this build 4 stars • November 2022
Very high DPS if you can pull off the rotation, but basically 0 cleave and easily disrupted by lag or missing a crit. Fortunately the damage is high enough that you work around this and still do respectably.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
The highest single-target DPS in the game. Best in slot on a number of bosses.
5 stars
Night Owl gave this build 5 stars • January 2018
I like This One. It Provides A great DPS.
5 stars
Troupe gave this build 5 stars • January 2018
Now provides excellent DPS that matches or exceeds the potential of other top tier DPS builds. Also provides excellent breakbar contributions thanks to Basilisk Venom

Comments

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