Power Daredevil

is a good single target and melee cleave power DPS build. The cleave comes in the form of the Staff auto attack chain, and .

Currently it’s one of the better options for small hitbox power DPS that can also provide support and great CC.

Support wise it can help with stolen skills, such as on which can cleanse the conditions of all allies, and which can give 11 boons to your .

has a small learning curve due to the easily noticeable auto attack chains and simple rotation.

This build does not require to reach 100% when playing with , but does require when substituting for another utility skill.


Build Updated
Jun 17, 2021
Skill Floor
3 / 5
Skill Ceiling
5 / 5
Boon Reliance
4 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18

When the encounter does not require you to take any CC, take for increased Scholar uptime and for increased DPS.
Rotation Log
Build Template
Drain your by . during x 3 during x 2 during x 2

The "First Burst Option" is to be used when you have one bar of and don't have off .

The "Second Burst Option" is to be used when you have less than one bar of and have ready.

While you are waiting for to come off , your two main priorities are to whenever you have enough available and to reach full just as you are ready to start your next burst, without ever letting overcap.

For a perfect golem rotation, this will mean that you will use either once or twice between bursts. In a real raid with variable uptime, you will need to improvise bit - don't be afraid to delay your burst by a bit by using extra 's until you have a ready.

Item Stat Sigil / Rune
Helm
Assassin's
Shoulders
Berserker's
Coat
Assassin's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18

When the encounter does not require you to take any CC, take for increased Scholar uptime and for increased DPS.

Your third utility skill will vary based on the encounter; usually, you will want to take either for the mobility or for the CC. For groups with poor uptime, consider taking .

Rotation Log
Build Template
Drain your by . during x 3 during x 2 during x 2

The "First Burst Option" is to be used when you have one bar of and don't have off .

The "Second Burst Option" is to be used when you have less than one bar of and have ready.

While you are waiting for to come off , your two main priorities are to whenever you have enough available and to reach full just as you are ready to start your next burst, without ever letting overcap.

For a perfect golem rotation, this will mean that you will use either once or twice between bursts. In a real raid with variable uptime, you will need to improvise bit - don't be afraid to delay your burst by a bit by using extra 's until you have a ready.

Introduction to Daredevil

is unique to the class and is an energy system that is spent when using weapon skills.

All weapon skills cost except for your auto attacks. You have 12 and it recharges at a rate of one per second.

With the build you will be spending all of your on when your is off . This can be considered your main burst.

is an amazing that provides all boons to your subgroup except for . You gain 10 seconds of each boon except for: = five seconds. = eight seconds. = three seconds. = four seconds.

You can gain from the following encounters: . The end boss at Escort. The phantasms at . . , Eater of Souls and the two Eyes. . , and Pyres at . .

The durations of these boons are subject to .

is a shadowstep that will up to 10 targets for four seconds. If you use this on a squad member it will them to you and them by 15%. is also a DPS increase if used under the effects of . You can gain from the following encounters: and all mini Guardians. . . . . Rigom at . . , the Enforcers and Messengers. Conjured Greatswords at Conjured Amalgamate. .

clears all conditions from your entire squad when you use it. For each condition cleansed each ally will gain one stack of on top of a single base stack. I.e. if you have four conditions and they are cleansed, you will gain five stacks. These stacks will then do damage when the ally attacks that is attributed to your DPS. If you don't plan using to cleanse conditions, you can use it for a moderate DPS increase that roughly equals an extra 3% DPS. You can gain from the following encounters: . . . .

is a AoE that up to 10 targets over three pulses and deals significant damage. You can gain from the following encounters: , and at . , and at Trio. and Guldhem. Saul at . Conjured Shields and Conjured Warriors at Conjured Amalgamate. , the and .

Venoms are one of the core skill types for . When you use a venom, they will apply a certain number of stacks to you and your subgroup.

These stacks, or charges, will be used when you strike an enemy. Please note that these can be wasted on trash mobs and not the raid boss. The other thing to note is that venoms can be wasted if you are , or an enemy blocks, evades or you attack.

With the build, you will only come into contact with one venom:

deals 150 damage once consumed. When you use , you and everyone in your subgroup will gain one charge of .

Stealth attacks vary depending on the weapon you have equipped when you .

For this build, you will only come into contact with one stealth attack:

deals 200 damage and can be used to help out at encounters like and .

For these encounters, you will need to take to grant yourself .

Preparations are unique to and can be considered very similar to traps.

All preparations are two part skills that have a placement, or charging part, and then a detonation or activation part.

With the build, you will come into contact with two preparations:

places down the exit of your . This is contrary to . When you want to open your , you simply press the skill again and open it. Please be aware the only five people may pass through your .

is taken for extra CC and damage, if you have . Since you can prepare it in advance, it is best to place it when you cannot damage the boss in order to maximize your DPS uptime.

The grants you access to an extra or an additional 50 .

is part of your rotation in two ways: Firstly, it increases your damage by 10% for four seconds due to . Secondly, depleting your grants you increased damage due to .

Deplete your at the start of the fight to be able to without losing the bonus. You gain when you due to , the minor grandmaster trait in the .

Due to the trait , it is important to constantly be in a flanking position to avoid losing 7% .

Breakbars

= 200 damage.

= 200 damage.

= 150 damage per person, up to five people. These squad members must be in range when you use .

= 432 damage.

= 300 damage.

Utility Skills & Variations

is used to grant you so you can CC with your Staff auto attack; .

grants you + 180 . You can also use the active of to cleanse three conditions, only do this if you know you will die.

grants you + 180 . The active of this skill will grant you + 540 for five seconds. This is when you use your burst rotation, you should also try to use when under the active effects of .

causes you to strike your target five times. If all five attacks hit you will gain access to which does damage and 200 damage.

provides you with some DPS but you should only take this utility when there are no in the encounter.

can be used if you are kiting at the encounter. This will help you gain some extra to allow you to more.

can be used at to quickly get to the Pyres. Please be aware that only works for five allies. Drop for . Check the "Gear Variations" section below for information about the gear you will need to change.

should be taken over if there are any in the encounter. Faster breaks will lead to better kill times. Make sure you have four other allies close to you before you use to ensure that all five charges are applied.

can be taken to help CC if you know that adds might cause to be wasted.

Traits & Variations

causes you to gain + 80 on this build.

will cause you to gain + 120 when you are and it will always grant you + 80 .

causes you to do 2% more damage per unique condition on your target. Typically, you will have between 10 - 11 conditions on a target. This only applies to physical damage.

is a flat 20% damage modifier against foes with less than 50% health.

gives you an additional 10% when your health is above 90%.

gives you an additional 7% when you hit your target from the side or behind. Despite the tooltip, this trait does not cause you to gain 7% when your health is above 90%. Instead, it is a 7% damage modifier that only applies to your critical hits, which makes the trait much stronger in practice.

grants you based on 10% of your .

is the reverse of and half the value. Despite the tooltip, this does not cause you to gain 10% when your target is above 50% health. Instead, it is a 10% damage modifier that only applies to your critical hits, which makes the trait much stronger in practice.

causes to give you + 250 on top of the native 20% .

causes you to inflict after . You take 10% less damaged from foes with and you deal 7% more damage to them.

causes you to deal 5% more damage per bar that is missing. This only applies to physical damage.

causes you to gain an 50 whenever you use your . Take care that this trait doesn't force you to gain full which will nullify the bonus damage from .

causes your to become . This new and improved will do damage at the site where you land and cause you to gain a 10% damage increase for four seconds after a . This is why your rotation has so many in it!

On Qadim, you can swap out for . This will allow you to get two when you use .

You can also take on to help with the due to double .

If you decide to drop for another, more useful, utility skill, you will need to take the following gear; . .

Spirit Vale

The skill you get from is . This can be used as a shadowstep if you get ported by or to someone in who has been .

Save for , or on the if CC on it is slow. Normally, everyone wastes their CC on the which is why you should save yours for the .

If the Blue AoEs appear when you are about to use , you can use instead to it.

The skill you get from is . This can be used as a shadowstep between the during the split phase.

When attacking the during the split phases you should try to stand in light fields. You have a lot of whirl finishers, from and , and this can be used to clear the from your subgroup. Clearing this will mean that you kill the faster.

If you are dying during the , you should prioritize and using . These are slow hitting skills that will cause you to take less damage from the retaliation but still maintain your DPS.

Don't forget to use to help CC.

The skill you get from is . You can use this to shadowstep to the Launch Pads. The skill you get from the Champions is and is a personal DPS increase when used.

Save for when returns and use it when you activate .

Drain your while you are waiting for the Champions to spawn, because this will give you the damage bonus from . You can also prime by attacking when they are still .

CC on this boss is not as important so you can use instead of .

Be especially mindful of your positioning here while she is doing her Flamewall, as her hitbox is anchored to the position where she started it. This is to ensure you maintain the 7% from .

If you are doing cannons, two auto attack chains and should be enough to destroy it. You should also consider taking in order to return to the boss more quickly after destroying the cannon.

Salvation Pass

Start on Pistol / Pistol and precast one . once becomes hostile and use twice and then swap back to Staff and into your normal opener.

Your is and once activated will cleanse all conditions on your entire squad. It will also give you a small amount of personal DPS for each condition cleansed.

has no cast time and can be used off . The downside of this is that it will cleanse only one condition as the venom stack lasts for 30 seconds and will cleanse the next incoming condition. Only do this if you don't have to worry about , or corruption from the .

is roughly a in terms of personal DPS gain.

Make sure that you deplete your before the by spamming .

Remember that you can use to get back to if you had to move away from a mechanic.

You can also use for 200 damage to help with CC.

Use to provide an additional 200 damage.

Drain your during the so you will start the next phase with the damage bonus from . You can also prime by attacking while he is still .

The skill you get from is , which is helpful for maintaining boons. Generally, you should try to use this during , as he is . You can also use it to give everyone to block the damage from . To do so, use it just before detonate, and make sure to be somewhere in the middle of where the group spreads out. This will ensure that everyone gets the boons and it will take a significant amount of pressure off your healer.

During , make sure to drain your , prime a , and time a to land just as the last stack goes away to maximize your DPS.

In the case of a partially failed reflect, you can stand inside 's hitbox and use to reflect a few stacks at a time. This is a last ditch effort for when your team does not have any other reflects available.

Be careful when uses . Even if your placed , will take priority if you are in his hitbox and reflect all 15 stacks back to . In the case that you do not have someone consistently negating , you can instead stand at max melee range and do any attack other than to intentionally eat some of the damage to gain to increase your damage by 10% for a short duration.

Use to move away when you get mechanics and use to come back to .

Since you're probably the only weirdo playing power on , remind your that they can take for you if you have a since they will cover the uptime, rendering useless.

Use on the , since will most likely get wasted on .

You can also use .

Use on the boss then use on the sacrifice to provide an additional 200 damage without hurting your personal DPS by much.

Stronghold of the Faithful

The skill you get from the is , however from the Phantasms you can get . Try to steal from the Phantasms and not from .

Hold onto one and use it before the burn phase. This will ensure instant and .

Drain all your before you break , you will have plenty of time to regernate it before the burn phase.

You can swap to Pistol / Pistol if you are forced to move away from due to . You can use to move away quickly if you need it. You can use to get back in quickly.

The skill you get from is . This is a 10 person condition cleanse and can be used at times when your party is suffering from a condition overload. During the first phase, focus on using it instantly when the phantasms give everyone three conditions before your healers cleanse them for a nice DPS increase. During the second phase, you should instead save for when the orbs give everyone .

Use your Pistol / Pistol set during the pre-event on the second island. This allows you to range DPS the shard down while standing on a button. You can use this at 20% if you are ported as well.

Take here unless add management is a problem, in which case use instead. We recommend if you have lots of adds as may not actually hit during the and could be wasted on the adds.

If your party is struggling with shard clearing you can onto the shards to help out.

If you are ported at 40% or 20%, you can use to get back to quickly once you've killed the shard.

Bastion of the Penitent

We recommend playing or at this encounter.

This boss is literally a DPS golem. Just practise a good rotation and be happy.

The skill you get from is . Use the first instantly and then delay your second one until the come in. This ensures and for when they explode.

Take Pistol / Pistol on your second set. You can use this during the start of the third phase as will be stationary while he uses . Use and while is stuck in its animation.

The you get from is . Don't be greedy, use this for the .

You will need to take instead of , in high DPS groups to hard carry the .

Make sure that you deplete your before the by spamming .

Hey! On the off chance you didn't read it earlier, DON'T GREED WITH unless you are absolutely certain your group has enough CC to instantly break every bar, which you definitely wont in a pug group.

Use to provide an additional 200 damage.

Drain your during the so you will start the next phase with the damage bonus from . You can also prime by attacking while he is still . Save one dodge to avoid as will net you more DPS than jumping them.

Use twice. Don't be a greedy bitch.

The skill you get from is . This can be used as a shadowstep if you get by the pizza attack or to in the hand kiter if they get .

Since you usually do not have any dodges available, you are very reliant on your supports to give you for each pizza attack. If you notice that you are not getting it, consider saving some to dodge it with .

The skill you get from Saul is . This can be used to help CC the first and third Saul.

You can swap out for to help with CC.

Try to line up and with the buff from .

Hall of Chains

We recommend playing or at this encounter.

The skill you get from is . This can be used as a shadowstep for mobility when you need to drop a bomb, do a green or break a . You can then back in to .

Always have one stored and then continue your rotation as usual. can also be used for in players to easily ressurect them.

You can use as an emergency group cleanse to remove the from after the .

You can run Pistol - Pistol as your second weapon set. This can be used for ranged DPS during the and also to provide a smoke field if you the Reapers.

During the final 10% phase, is pretty weird. You need to cast it from the edge of the circle, towards , and then backpedal while auto attacking.

Try to face the throne for the buff from .

Mythwright Gambit

Use your only while Conjured Amalgamate's main body is vulnerable. Using it on Arms is a waste.

Your DPS on the Arms doesn't matter since you won't one phase it and it will definitely die in the second burn as people use their Swords.

Stealing from Conjured Shields gives you . The Conjured Greatswords provide you with as a which is fairly useless for this encounter.

Start your burst on Arm before it goes up and don't do it a second time. Save it for after, when Conjured Amalgamate's main body is vulnerable.

Once Conjured Amalgamate is vulnerable don't activate your burst yet. Use the standard rotation of: . . .

Once the orb collection has finished and Swords have been used then you can begin your burst rotation. Wait until Conjured Amalgamate has at least five stacks before you begin.

During the second burn remember that it phases at 25% so adapt your burst timing. You will most likely have to start it during your teammates Sword casts so pay attention to it.

For the last burn phase remember that you can hit both Conjured Amalgamate and the second Arm if you’re close enough.

We recommend playing or at this encounter.

You can take a second Staff with and . Swap to this when you need to kill the . If you are kiting, your second Staff should be Assassin's stats with and . If you are clearing the lamp, you should take an Assassin's Shortbow with and .

Swap for . This will let you double the amount of and uses which makes the Creatures considerably faster at almost no loss to boss DPS. gives you absolutely nothing at the , or . Double provides a lot of DPS and CC. Double provides a lot of boons which can sustain you throughout the split phases.

The from , the and is . You get from the , and Pyres.

During the last phase you will have to straight through the boss in order to flank . This is quite risky as the safespot behind him is very small and you might off the platform so be careful.

You can get an initial from right at the start of the encounter and then quickly return back to your squad at the .

Your usage should look like this: Precast before the fight from and use it on the . from the and save the . Use the first on the Pyre and the second one when you get back to . Instantly from and start your rotation. If your squad DPS is low then you will be able to from again. You can either save this for the or use it on . from the and use twice. from the again and save them this time for . Use twice on and then after. Make sure to use all four bombs under the effects of . If your squad DPS is low then you will be able to again from . twice from the and use four times. a final time and save the for . Use on and then again. Make sure to use all four bombs under the effects of .

rotation with : . . . . x 2. . . . .

Key of Ahdashim

You should take a second staff here with and . Swap to this staff whenever you use the special action or .

The skill you get from is . This can be used as a shadowstep between platforms, for DPS or to apply soft CC via .

Constantly pay attention to the number of stacks of . Until you have five stacks, it is better to disregard flanking and focus on standing in front of to reach five stacks.

Once you have maxed it out, move to the side of to activate . As a reminder, only the front 90° is considered to not be flanking, so standing on the side is still fine. Standing on the backside of will likely result in you missing out on boons, since your team will always be in front of the boss.

To avoid , instead of using the Tornados to jump over it, you can instead use or to teleport through the wave as it approaches you. You can take a few steps back away from the boss to make timing this easier. Teleporting over the wave is key to having good DPS on this fight as it increases you DPS uptime and maintains the stacks of .

If you're using , be cautious of the cast time and teammates. If you someone that to the wave, you won't teleport over the wave, resulting in you , and possibly getting the other person hit again, resulting in instant death for your teammate.

For the coordinated , instead of using the Special Action Key, you can use instead so you can keep for more DPS. Just keep the cast time in mind, and begin casting it slightly before the group uses all their Special Action Keys.

You can also use .

The skill you get from is . This helps with boon uptime and can be very useful for quick split phases.

After the first Pillar is destroyed, you can instantly to and start your rotation.

As , you should avoid getting Pillars as you have no ranged damage in the build.

is a great tool to traverse the platform and can get you out of sticky situations.

You should always keep a for the split phases. The instant boons help you kill the Hands quicker and the can prevent you from getting knocked off the platform.

The skill you get from is . This can be used to in party members or to grab an Orb if someone forgets!

Use to help CC the Pylons at the start. You can also use and .

Save one so you can through .

When rushes to destroy Pylons at 40%, 30% and 20%, you can swap to your Pistol / Pistol set and use to upkeep DPS.

You can also swap to Pistol / Pistol and use on the . Do this as a last resort as it'll hurt your DPS a lot.