Deadeye - SA Rifle Roamer

The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage and Mobility

Designed for: WvW Roaming

Difficulty:
TBD
This build was last updated on August 22, 2022 and is up to date for the March 19, 2024 patch.

Overview

A Shadow Arts take on Rifle Power Deadeye, this WvW roaming build relies heavily on stealth to survive between frequent but small burst chains.


Skill Bar

Rifle
Dagger/Pistol
Utility


Skill Bar Variants

Heal

  • Hide in Shadows - more focus on stealth, but you sacrifice an on demand evade frame on Withdraw for a skill that has a cast time, which means it generally performs worse under pressure unless you are already stealthed or built proper distance.


Utility

For the optional slot:

  • Binding Shadow - CC and damage boost through Vulnerability Vulnerability stacking. Because of the delay, with proper timing BS can be used to set up burst such as Death's Judgment while you're still in stealth.
  • Assassin's Signet - passive damage increase and an active that can greatly enhance your burst damage.
  • Signet of Agility - cleanses several conditions, has a useful passive, and refills just enough endurance for a dodge roll which means it has great synergy with Silent Scope.
  • Blinding Powder - stun break and instant Stealth Stealth access.


Elite

  • Dagger Storm - a panic button that can save your from enemy burst.


Template Code

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Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Rifle
Marauder
Sigil
Sigil
Dagger
Marauder
Pistol
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Stats

  • Replacing some Marauder Marauder pieces with Berserker for a higher risk/reward playstyle is also a viable option.


Runes

  • Rune of Superior Rune of Divinity - better sustain without sacrificing too much damage.
  • Rune of Superior Rune of Strength - lower opening burst, but more consistent damage modifier and better Might Might uptime.


Sigils

  • Sigil of Superior Sigil of Air over Sigil of Superior Sigil of Energy - better burst on your main set, but less Silent Scope synergy.
  • Sigil of Superior Sigil of Air over Sigil of Superior Sigil of Bloodlust - in case you don't want to bother with a stacking sigil.
  • Sigil of Superior Sigil of Blood over Sigil of Superior Sigil of Cleansing - more damage, less defense against conditions. Air is better if you don't already have it on D/P, but if you've already replaced Bloodlust with Air then go with Blood.


Consumables

Food

  • - great synergy with Silent Scope, this food provides not just more evasion but also higher Stealth Stealth uptime.
    • Budget version:
  • - better burst damage and some extra life steal.


Utility

  • or

Usage

Elite specialization basics

  • Steal is replaced by Deadeye's Mark, 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).
  • 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 Death's Judgment consume Malice and are further empowered based on the number of Malice stacks.
  • At the 5 Malice threshold stolen skills such as Steal Health grant Stealth 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.


General

  • Start fights with Deadeye's Mark to begin passively building Malice.
  • Silent Scope provides easy stealth access on rifle, the only limiting factor will be endurance.
  • Mercy recharges Deadeye's Mark. Use it when you either run out of initiative, have to switch targets, or need to interrupt via Sleight of Hand.
  • Shadowstep is easily the most versatile skill in the build. Couple of applications include:
    • Extending the reach of rifle by 1200 range instantly.
    • Escaping from melee, and then doing it again with Shadow Return when they get close.
    • Stomping downed opponents with Shadowstep Shadow Return.
    • Breaking stun and cleansing conditions.
  • Signet of Agility is good for more than just cleansing conditions or boosting your precision, its active effect restores an entire dodge roll's worth of endurance which can be turned into stealth.
  • D/P is the set you use if Rifle's either getting countered by projectile denial for an extended period of time but you want to go for the kill, or if you need to stack stealth and resustain.


Rifle

Main weapon set. Burst, mobility, easy stealth access.

  • Rifle technically has 10 skills, but most of them won't be used much if at all.
  • The basic game plan is the following: spam Skirmisher's Shot until you reach the Malice cap, then enter stealth and follow up with a Death's Judgment.
  • Kneel 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 Withdraw 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 Skirmisher's Shot spam. If you do get the chance to use it, build Malice with either of the following skills:
    • Three Round Burst (TRB) will be the main skill to spam on the weapon, this is where most of your damage comes from, not to mention Might Might and Malice stacking.
    • Spotter's Shot can be used either to set up burst with the Immobilize 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.
  • Death's Retreat is basically the Infiltrator's Arrow 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.
    • 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 Death's Retreat about face.
  • At maximum (5 stacks) of Malice you should enter stealth and do a Death's Judgment. Exceptions include targets at very low health, in that canse it may be quicker to just spam them down with other skills.
    • At maximum Malice prioritize using stolen skills for stealth access, don't waste dodges if you don't have to!
  • Sniper's Cover 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 Death's Retreat to combo stealth (the two skills are also tied to the same button).


Rifle burst rotation example:

  1. Deadeye's Mark, which already puts you at 1/5 Malice with Malicious Intent
  2. Skirmisher's Shot x2
  3. Stealth using either a stolen skill or a dodge
  4. Death's Judgment


Stealth

  • Entering and exiting Stealth Stealth removes conditions and grants some Initiative.
  • Rifle's Silent Scope is the cheapest way for you to enter stealth, endurance being the only limiting factor.
  • Shadow Meld is a last resort options in case the circumstances don't allow for other methods, or you need to heal. Shadow Meld is extremely valuable as it counters Revealed Revealed which would prevent you from gaining stealth.
  • Stacking longer duration of stealth on rifle is rather expensive but doable, you can do this with the Sniper's Cover Death's Retreat while also mixing in a dodge or two.

D/P stealth stacking rotation

  1. Black Powder
  2. Heartseeker x4 in Black Powder
  3. Swap to rifle, dodge


Related Builds


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • January 2024
Extremely obnoxious burst build with tons of Stealth access that continues to be quite popular in WvW.
5 stars
ThaTach gave this build 5 stars • February 2023
easily a five star build, incredible kiting potential, frequent stealth application, high sustained dps and amazing burst damage, you can flip a camp quickly, sentries are down in a second, and i would rarely find a 1v1 matchup difficult while playing this build or almost any variation of it. You can hit high damage numbers as a raw power burst build much much easier than builds in a similar vein, bladesworn for example, has about nothing but it's burst damage(like deadeye), it requires way more effort, and is more easily countered than the burst of a deadeye. It provides a very active and engaging version of kiting and ranging gameplay that I personally feel as though not a lot of other range focused builds offer, and it is relatively simple to start, dont get me wrong the build boasts a pretty high skill ceiling, but for the basics of oneshotting some poor soul off the face of the mists, simply skill 2 three times, roll, and blast em(repeat as many times as necessary)
5 stars
Spharion gave this build 5 stars • November 2022
I use shortbow instead of dagger and pistol. You have the ability to hit multiple targets, as well as a skill to disengage.
5 stars
Varg gave this build 5 stars • May 2022
I love this build so much! Very versatile with good DPS.

Comments

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