Rifle Deadeye

is an extremely high single target DPS build with no cleaving capabilities.

It has a simple to gear build but with a punishing rotation due to its reliance on and your and handling.

It is reliant on the number of conditions on the boss for and the number of boons for .

Its CC capabilities are quite low with 232 damage on marked target from .

This build is not very beginner friendly due to the rotation requiring extreme precision. If you mess up this rotation it will be very hard to get back on track. In addition, this build gets punished by moving while fighting.

This build requires , if your subgroup does not have access to you will need to take and 2 x . Remember to swap the rest of your gear all back to Berserkers.


Build Updated
May 25, 2021
Skill Floor
3 / 5
Skill Ceiling
4 / 5
Boon Reliance
5 / 5
Added
May 2021 Balance
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
Secondary Weapon Set
Main Hand
Berserker's
Offhand
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
Rotation Log
Build Template
x 3 x 3 x 2 x 2 x 3 / / x 3 / / / x 2 x 5

Prevent getting while casting by not auto attacking until the cast is finished.

Delay casting until the very last moment before to ensure the follow up hits under as well.

Cast after the first 50% of to ensure the five granted by this skill don't get overcaped.

Aside from the opener, should be the first utility skill you use each time after you use and your . This is because recharges , and you get the maximum value out of it when it still has a long .

After 100 or so seconds you will run out of . This means you will need to swap to Dagger / Dagger to finish the fight.

Introduction to Deadeye

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 once per second.

With the build you will be spending all of your on .

The you get in raids is randomized from a group of nine: grants you and applies to your target. grants you and applies to your target. grants you and applies to your target. grants you and applies to your target. grants you and applies to your target. grants you and applies to your target. grants you and applies to your target. grants you and applies to your target. will heal you and apply to your target.

For this build are an important resource for obtaining . Some also provide boons or conditions which will help boost your damage gain from and respectively.

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 insane amounts of damage and consumes all of your , if used on a target marked with . deals increased damage per consumed.

You can gain from: . . . Using a with five or more .

Cantrips are unique to and . uses Cantrips to gain , and to refresh your .

You will come into contact with three different cantrips with the build: is only used to gain . , your elite skill, is only used for . It also removes the buff. is used to gain and can be used to refresh your if you need to reset your rotation.

is a stacking bonus that is unique to . It increases the damage of your by 25% per stack. actually increases the effects of all "Stealth Attacks" but your only one with this build is .

Normally, you can have five stacks but as you have you can have seven stacks.

is generated in a few ways: means that you will gain one stack of when you use . You will also gain an additional stack when you hit with . One stack of will be generated for each skill that hits a target marked with . For example, you will gain one stack of for a full channel of . An additional stack of will be granted if that skill does a critical hit on a target marked with . This will only trigger once per skill channel.

must be spent in order for you to gain from a skill.

is a grand master trait in the that increases your available from five to seven.

Increased will allow for more damage from !

Due to , when you reach maximum stacks of , you will gain seven and a bunch of boons: . . . . . .

Playing is the epitome of selfish gameplay. While deals 232 damage, it should only be used for your rotation. You bring nothing whatsoever to support your team, except for DPS.

Getting access to is very important for this build. You will get an additional + 200 due to and you will be able to use .

You cycle through four difference sources of during this rotation: . . . .

Your will only grant if you have five or more .

After having used your , is very hurtful, since you will not be able to gain any until you can use again. Killing an enemy resets your due to , use this to your advantage by resetting your on random enemies.

Prevent getting while casting by not auto attacking until the cast has finsished.

Delay casting until the very last moment before , to ensure the follow up hits under as well.

Cast once the cast of is 50% completed to ensure the five granted by this skill don't get overcapped.

As a finisher, use to get rid of for one last additional .

Positioning is very important with this build. Try to position yourself in a way that allows for very minimal movement or, ideally, none at all.

If you have issues with pulling off , try disabling your auto attack, this allows you to queue up without interrupting yourself.

Enemies can block your projectiles and prevent you from gaining , hence interrupting your rotation. For most bosses it's advised to be as close inside of the boss's hitbox as possible while still flanking.

Breakbars

= 232 damage, if the target has .

Spirit Vale

Since you can not walk out of , make sure that you manage your properly.

have an advantage in terms of phase one and two damage especially if the team is doing the "Side Tanking Strategy".

In phase three, you need to save one to go from the red field to the green field. Swap to Dagger / Dagger if the team can not kill the boss within two fields.

If you have your at the start of the split phase, stay on rifle. If you do not, swap to Dagger / Dagger.

You can always use your , for free , on each . Ideally your rotation for each would be: . x 3. . . x 3.

We recommend playing at this encounter.

Salvation Pass

We recommend playing at this encounter. We recommend playing , or at this encounter.

Stronghold of the Faithful

Optimal gear setup for without when doing at least one orb: Assassin's Helm and Chest, rest Berserker's Armor. Full Berserker Trinkets. , and . and .

If you have , use to remove .

When doing more than one Orb, swap to Dagger / Dagger while the Orb is being pushed.

Always take a button during the pre-event. As the name suggests, you lose nothing through ranged DPS.

During the first phase, make sure to be inside 's hitbox. This will ensure that your projectiles don't get blocked by the adds.

brings absolutely no cleave, none whatsoever. If you aren't getting top DPS in phase one, consider swapping to something else.

During phase two, you will be required to avoid the orbs that come from the centre of the platform. If your current positioning does not allow that, swap to Dagger / Dagger until it's safe.

Bastion of the Penitent

We recommend playing or at this encounter.

This boss is literally a golem. Try to move as little as possible whilst always flanking.

Take this time to practise your rotation and get into the swing of things.

We recommend playing at this encounter. We recommend playing at this encounter.

Hall of Chains

We recommend playing or at this encounter. We recommend playing at this encounter.

Mythwright Gambit

We recommend playing at this encounter. We recommend playing or at this encounter.

The following guide assumes that you will be kiting .

The first, and most important thing you need to do, is drop and take . This will help you sustain yourself while kiting. Just use off on the .

always has the same attack pattern, just learn it and you'll find kiting a walk in the park. His attack pattern goes like this: . . .

After , will move to the next platform. Take care as will you. The AoE will spawn and you will have ~ two seconds to move before you get .

You can easily avoid 's auto attack, , and while kneeling on the blue fields at one of the corners. You are required to the from by sidewards to the other blue field.

You can do your normal rotation on the boss during the main phases. In phase two and three, you can still flank by standing slightly sidewards. Make sure that you do not get by or by .

Key of Adhashim

Be selfish and stand right inside 's hitbox. Getting the Pillar mechanic is basically game over for you.

In fast groups, you should run instead of . This will boost your burst by a significant amount. The rotation looks like this: x 3. . . during . x 3. .

During the split phase in fast groups, you may not have time to use three times. So instead, and use three times. If the hand is still not dead, you an use your and then .

We recommend playing at this encounter.

The following guide assumes that you will be on Pylon duty.

You need to swap out for . You should also drop and take . Even though you will lack and uptime, the excess precision from means that you can swap your Chest armor back to Berserker's. If your Pylon gets blessed by , you can swap your Helmet back to Berserker's as well.

To CC your Pylon, swap to Sword / Pistol and the Pylon. If your team is helping with CC, cast once then use to yourself to CC with . Help finish the remainder by appling and by doing sword auto chains on the pylon.

If your team is not helping with the CC as much as they should, you can solo the breakbar without losing any of your resources for the boss phase. For this, your Sword / Pistol set should be Assassin's stats with and . You will also need to flank the Pylon; though it is not readily visible, it turns to face the closest player when it becomes hostile then does not turn again until it is CC'd.

the Pylon and cast three times. If you did not reach max due to a missed critical hit, use to get your back. yourself using a and use on the pylon. If any breakbar is remaining, either cast once more or use the soft CC from your auto chain to finish off the breakbar.

Outside of and , you are required to in order to gain for .

Try to line up with and use when the boss is about to phase (80%,60%,40%).

Use to quickly catch your orbs and go back to the Pylon afterwards, should always be off . Your openers on at the 100%, 80% and 60% phases should look like this: . . x 3 . to avoid the shockwave. .

If you have trouble fitting this all in, you can: . . x 2 . to avoid the shockwave. . . .

After 40%, you do not require anymore, thus you can use to gain mobility. This will come in handy if you get targeted by the lightning attack or charges at your Pylon.

If your Pylon is destroyed, make sure to tether yourself to a different pylon, so you have good boon uptime while benefiting from banners and spirits.

Utility Skills & Variations

is just used to generate and therefore get access to .

grants you + 180 . The active of this skill will grant you + 540 for five seconds. Make sure to use this utility right at the end of the cast of to ensure that you get two casts in under it's active status.

will grant you for more . It also does 232 damage if your target is marked with .

will cause you to lose all , gain and refresh . You will always gain three , regardless of your stacks, and gain an additional per stack lost.

removes and applies . Again, more results in more spam.

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 an additional + 80 . You are frequently during this rotation so you will greatly benefit from the total + 200 .

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.

causes you to gain 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 your to grant one stack of when used. It also causes your to grant one stack of .

causes you to do 1% more damage per unique boon that you have on yourself. This works well with and the which grant you boons.

is a flat 10% damage modifier on marked targets. If you have a target marked with you will do 10% more damage to that target.

boosts your cap to seven stacks from five. It will also causes you to gain seven and a load of boons when you hit seven stacks of .

Take over if you are struggling to survive when acting as kiter on .

When kiting at , you should drop for . You should also drop and take .

This build requires , if your subgroup does not have access to you will need to take and 2 x . Remember to swap the rest of your gear all back to Berserkers.