Condition Daredevil (Spear)

Published Apr 25, 2025 Updated Never
Raids - April 2025 Balance
Seisan meta team

The Condition Daredevil Spear build for Guild Wars 2 is a high-damage Thief specialization tailored for raids. It features excellent mobility, crowd control, and defensive options, as well as short ramp-up time. This build relies on resource management and loses damage on moving targets, making it challenging to master.

Pros +
Good mobility Plenty of CC Defensive options Simple rotation
Cons -
Relies on specific boon Requires accurate positioning Forced movement Loses damage on moving targets
Attributes
Power 2172
Toughness 1000
Vitality 1297
Precision 1633
Critical Chance 35.14%
Ferocity 0
Critical Damage 150%
Condition Damage 1926
Healing Power 0
Expertise 783
Condition Duration 67.19%
Concentration 0
Boon Duration 0%
Benchmark History
Last Benchmark Max
43582
Last Benchmark Average
43100
Gear
Item Stat

Viper'sHelm

Viper'sShoulders

Viper'sCoat

Viper'sGloves

Viper'sLeggings

Viper'sBoots

Item Stat

Viper'sBackpiece

Viper'sAccessory

Viper'sAccessory

Viper'sAmulet

Viper'sRing

Viper'sRing

Relic

Primary Weapon Set

Viper's SpearMain Hand

Secondary Weapon Set

Viper's SpearMain Hand

Other Items

Infusionx18

Food

Utility

Jade Bot Core

Traits & Skills
Skills
Skill Notes
  • Swap to for Defiance Bars.
Skill Reference Guide
Spear Default Keybind
1 (Stealth Attack)
2 Lead Attack
  ↳ 2 Follow Up
       ↳ 2 Finisher
3 Lead Attack
  ↳ 3 Follow Up
       ↳ 3 Finisher
4
Trait Notes
  • in the Deadly Arts Trait Line Poisons enemies when you Immobilize them, with no Cooldown. The trait's listed Cooldown is the automatic Immobilize against Low Health targets.
Equipment Notes
  • Not using Weapon Swap and taking instead of is around a 300 DPS loss.

  • Non-SotO Relic alternatives:

    • as a powerful alternative in encounters with long phases and incoming boss damage. The arena's pulsing damage in many encounters is attributed to the boss!
    • on fights where you can get constant Evade procs.
Rotation & Extras

Precast up to five minutes before the fight, as it Recharges while armed. You can reset its Cooldown with Mushroom King's Blessing when practicing.

Precast as combat starts, except when practicing on the golem.

  1. (+ and during this cast)
  2. Dodge (+Weapon Swap during this Dodge)
  3. Dodge
  4. Dodge
  5. Dodge
  • Spear skills 2 and 3 are each a sequence of 3 skills: Lead Attack Follow Up Finisher. Using a skill from either sequence will progress both sequences.

  • After using a Finisher:

    • grants a damage modifier
    • grants 4 Initiative (on the final, delayed strike)

You will mainly execute one Spear sequence repeatedly in this build. Dodging and other utility skills can be cast between Spear skills without interrupting the combo chain:

Above 90% enemy HP, substitute with in step 1.

Dodge approximately every 4 seconds to maintain uptime. Cast 4-5 skills between Dodges to maximize your buff uptime, as well as manage your Initiative and Endurance consumption. Certain skills count as 2 casts for the purpose of this rule:

Cast and off-Cooldown.

Cast as needed when low on Endurance.

Weapon Swap off-Cooldown for ; you can do this during a Dodge to avoid interrupting your other skills.

Cast off-Cooldown to restore 2 Initiative, restore Endurance and inflict conditions.

Example Sequences
  1. Dodging between Spear combos:

    1. Dodge
    2. Dodge
  2. Weaving utility skills between casts:

    1. Dodge
    2. Dodge
Rotation Notes
  • Cast off Cooldown with at least 4 allies nearby, but after combat starts so it doesn't get removed by the boonstrip at the start of most encounters.

  • Spear combo sequences only reset after several seconds if left incomplete, letting you input a skill or two on demand without interrupting your combo.

  • has the majority of it's damage loaded into it's final hit. It will also restore Initiative when it fully channels, therefore it is doubly important not to interrupt it!

Skill Defiance Break Source
150 Spear
150 per Stack Optional Elite Skill

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