The community gave this build a rating, making it top-tier: Great
Focused on: Directdamage
Designed for: Raids
Expansions required:
Difficulty:
Normal
This build was last updated on December 15, 2023 and is up to date for the March 19, 2024 patch.
Contents
- 1 Overview
- 2 Skill Bar
- 2.1 Weapon Variants
- 2.2 Skill Variants
- 3 Template Code
- 4 Specializations
- 4.1 Trait Variants
- 5 Equipment
- 6 Consumables
- 7 Usage
- 7.1 Rotation
- 7.2 Below 50% Rotation
- 7.3 Be Quick or Be Killed Rotation
- 7.4 General Tips
- 7.5 Break bars
- 8 Encounter Specific Tips
- 8.1 Spirit Vale
- 8.2 Salvation Pass
- 8.3 Stronghold of the Faithful
- 8.4 Bastion of the Penitent
- 8.5 Hall of Chains
- 8.6 Mythwright Gambit
- 8.7 The Key of Ahdashim
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.
Skill Variants
Utility
The empty utility slot can be changed depending on preference:
Signet of Agility allows you to run full
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.
Mercy should be used if running
Be Quick or Be Killed, and 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 provider.
Template Code
[&DQUcPSMbOh2FAIUArBYzASAXVwEzAVgBDgEOAQAAAAAAAAAAAAAAAAAAAAA=]
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
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
Relic
- If you do not have stat infusions, switch the headpiece to
Assassin stats.
- You want to aim for ~2008 precision.
- If using
Be Quick or Be Killed, the extra precision allows you to run full
Berserker stats with Mighty Infusions.
Consumables
Food
- or ascended versions
Utility
- /
Usage
Rotation
Opener
Deadeye's Mark
Dancing Dagger x2
Shadow Flare ⇒
Shadow Swap
Assassin's Signet during the cast of
Shadow Flare
Cloak and Dagger
Malicious Backstab
Dancing Dagger x3
Double Strike ⇒
Wild Strike ⇒
Lotus Strike
- Stolen skill
Malicious Backstab
Loop
After the opener, the basic loop is:
Dancing Dagger x2
Double Strike ⇒
Wild Strike ⇒
Lotus Strike
Deadeye's Mark or
Shadow Flare ⇒
Shadow Swap (if available), otherwise use
Double Strike
Cloak and Dagger
Assassin's Signet (if available)
Malicious Backstab
Assassin's Signet burst
After using Assassin's Signet, your next loop is slightly different (as seen in the opener):
Dancing Dagger x3
Double Strike ⇒
Wild Strike ⇒
Lotus Strike
- Stolen skill
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
Heartseeker x2
Deadeye's Mark (if available)
Double Strike ⇒
Wild Strike ⇒
Lotus Strike
Shadow Flare ⇒
Shadow Swap (if available)
Cloak and Dagger
Assassin's Signet (if available)
Malicious Backstab
Assassin's Signet burst
After using Assassin's Signet, your next loop is slightly different:
Heartseeker x3
Double Strike ⇒
Wild Strike ⇒
Lotus Strike
- Stolen skill
Malicious Backstab
Be Quick or Be Killed Rotation
Maleficent Seven needs you to consistently crit in order to trigger. This can be thwarted by
Blind,
Weakness, 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
Deadeye's Mark
Assassin's Signet
Shadow Flare ⇒
Shadow Swap
Cloak and Dagger
Malicious Backstab
Double Strike ⇒
Wild Strike ⇒
Lotus Strike x2
Double Strike
Cloak and Dagger
Malicious Backstab
Loop
The basic loop is to do two auto chains and a single Double Strike in between each
Cloak and Dagger ⇒
Malicious Backstab. When
Deadeye's Mark is available, you can replace
Double Strike with it.
Double Strike ⇒
Wild Strike ⇒
Lotus Strike x2
Double Strike, or
Deadeye's Mark (if available)
Cloak and Dagger
Malicious Backstab
Assassin's Signet burst
When Assassin's Signet comes off cooldown, do the following loop instead (similar to the opener):
Shadow Flare ⇒
Shadow Swap
Assassin's Signet during the cast of
Shadow Flare
Dancing Dagger (above 50%) or
Heartseeker (below 50%) - this generates the one extra initiative required for your stolen skill to grant
Stealth
- Stolen Skill
Malicious Backstab
General Tips
- Use
Mercy during the rotation to prevent yourself losing the buff from
Relic of the Deadeye. Your rotation is otherwise unaffected.
- 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 susceptible to lag. 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 you are revealed before before you can use
Malicious Backstab.
- 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
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
- 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
- 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
- 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
- Unless you really need the CC, you can greed for damage with
Thieves Guild.
For more information, see our Keep Construct Guide.
Twisted Castle
- 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
- This fight has no breakbar, bring
Thieves Guild.
For more information, see our Cairn Guide.
Mursaat Overseer
- This fight has no breakbar, bring
Thieves Guild.
For more information, see our Mursaat Overseer Guide.
Samarog
- Bringing one of the CC options will be very helpful.
For more information, see our Samarog Guide.
Deimos
- 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
- This fight has no breakbar, bring
Thieves Guild.
- If bringing
Signet of Agility, you can use it to clear
Torment from yourself after the Greater Death Mark if the supports aren't doing it for you. It can also save you in case you are
Feared.
- A Rifle can be useful for moments where you cannot melee the boss.
For more information, see our Dhuum Guide.
Mythwright Gambit
Conjured Amalgamate
Basilisk Venom is overkill for breaking shields, so you can bring
Thieves Guild.
- Given the speed at which the arms slam down,
Mercy can be used to ensure you can mark them.
For more information, see our Conjured Amalgamate Guide.
Twin Largos
- 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 Largos Assassins Guide.
The Key of Ahdashim
Cardinal Adina
- A Rifle can be useful if you're being made to do pillars.
For more information, see our Adina Guide.
Qadim the Peerless
- As a deadeye, you're an ideal candidate to kite on the rifle build.
For more information, see our Qadim the Peerless Guide.