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General Gameplay Tips

Introduction to Daredevil
Initiative

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

All weapon skills cost Initiative except for your auto attacks. You have 15 Initiative and it recharges at one per second. You have an additional three Initiative than other builds due to .

You also gain Initiative whenever you due to .

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

Stolen Skills
Detonate Plasma

Detonate Plasma is an amazing Stolen Skill that provides all boons to your entire squad except for Alacrity. You gain 10 seconds of each boon except for:

You can gain Detonate Plasma from the following encounters:

The durations of these boons are subject to Boon Duration.

Venoms

Venoms are one of the core skill types for Thieves. 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 Blinded, or an enemy blocks, evades or Dodges you attack.

With the Boon Daredevil build, you will only come into contact with one venoms:

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

Stealth Attacks

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

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

deals 200 Breakbar damage and can be used to help out at encounters like Matthias and Keep Construct.

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

Preparations

Preparations are unique to Thieves 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 Boon Daredevil build, you will only come into contact with one preparation:

pulses damage over three seconds, applies Vulnerability and causes 300 Breakbar damage.

Dodges!

The Daredevil Trait Line grants you access to an extra Dodge or an additional 50 Endurance.

Dodging is part of your rotation in two ways:

  • Firstly, it increases your damage by 10% for four seconds due to .
  • Secondly, depleting your Endurance grants you increased damage due to .

General Daredevil Tips

This build is used exclusively at Matthias, Keep Construct, Mursaat Overseer and Adina due to the Stolen Skill; Detonate Plasma. Outside of these encounters, this build will not see the light of day.

will grant you two Detonate Plasmas when you and will reset a random utility skill when you . This trait comes with a 20 second Cooldown. This Cooldown is only associated with the skill Recharge part and not the double . If resets , leave it on passive for free extra Power until your next signet burst. If it resets your , look at the Cooldown of your and determine if you should use it right away or save it for your next burst.

is taken to help your Condition Mirages apply more Confusion. is a Smoke field that will inflict Blind when Whirl finishers are used e.g. . Due to the trait , Blind will inflict Confusion.

Utility Skills & Variations
Utility Skills

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

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

grants you + 180 Power. The active of this skill will grant you + 540 Power for five seconds.

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

provides you with some DPS but you should only take this utility when there are no Breakbars in the encounter. This is only useful at Keep Construct, Mursaat Overseer and Cardinal Adina, you should never take this at Matthias.

Utility Skill Variations

is a Smoke field that will benefit your Condition Mirages. You will need to take care when you use this at Matthias and Adina as it also blocks projectiles.

pulses damage over three seconds, applies Vulnerability and causes 300 Breakbar damage.

causes you and four allies to deal 150 Breakbar damage on your next attack. Make sure you have four other people inside the relatively small AoE before using this skill.

can be taken to help CC if you know that adds might cause to be wasted. You can also take if your phase times are slow.

Traits & Variations
Traits in the Deadly Arts Trait Line

causes your to apply Poison.

causes you to gain + 160 Power on this build.

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

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.

will grant you two Detonate Plasmas when you and will reset a random utility skill when you . This trait comes with a 20 second Cooldown. This Cooldown is only associated with the skill Recharge part and not the double .

Traits in the Trickery Trait Line

causes you to gain two Initiative whenever you .

will cause you to leave from the position in which you Dodged from.

increases your Initiative by three.

causes you to apply Torment when you interupt at enemy. Your will cause Daze due to .

causes you to gain one stack after each skill that uses Initiative is completed. You will not gain a stack of if the skill is not completed. Each stack of increases your phyiscal damage and Condition Damage by 1% with each stack lasting 10 seconds. This trait also reduces the Recharge of your by 15%.

causes your to have a reduced Recharge of 20%. This synergizes well with , and .

Traits in the Daredevil Trait Line

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

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

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

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

Breakbars

Salvation Pass

Matthias Gabrel 25,953,840 1,374 140 2,500

Utility Skills
Weapon Sets
General Daredevil Tips

If you can, ask your squad to let you use and then reset the encounter. This will allow you to immediately pop boons at the start of the encounter and again.

Don't at the 40% phase change. Matthias is Invulnerable and your will not work!

Use to help provide your Condition Mirages with a Smoke field for additional Blinds. Don't use it when Matthias uses or you will block the projectiles.

During Blood Shield, make sure to drain your Endurance, prime a , and time a Dodge 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 Matthias'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 Matthias uses . Even if your Heal Druid placed or your Boon Thief placed , will take priority if you are in his hitbox and reflect all 15 stacks back to Matthias. 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 Blood Fueled to increase your damage by 10% for a short duration.

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

Breakbar Phase

Use to provide an additional 200 Breakbar damage.

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

Don't forget trigger !

You can swap to Pistol as a very last resort and spam .


Stronghold of the Faithful

Keep Construct 55,053,600 687 200 3,500

Utility Skills
Weapon Sets
General Daredevil Tips

If you can, ask your squad to let you use and then reset the encounter. This will allow you to immediately pop boons at the start of the encounter and again. You need to from the Phantasms which is why you should and then reset the encounter.

Always hold onto one Detonate Plasma after the initial two. This is so you can instantly pop it for the burn phases.

Drain all your Initiative before you break Keep Construct, 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 Keep Construct due to . You can use to move away quickly if you need it. You can use to get back in quickly.


Bastion of the Penitent

Mursaat Overseer 22,021,440 1,374 160

Utility Skills
Weapon Sets
General Daredevil Tips

If you can, ask your squad to let you use and then reset the encounter. This will allow you to immediately pop boons at the start of the encounter and again.

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

Use the first Detonate Plasma instantly and then always save one Detonate Plasma until the Jade Knights come in. This ensures Resistance and Protection for when they explode.


The Key of Ahdashim

Cardinal Adina 22,611,300 1,374 160

Utility Skills
Weapon Sets
General Daredevil Tips

Ask your team to let you at the beginning of the encounter and then reset the fight so you can start with two Detonate Plasmas.

Always keep an eye on Adina's health. This is for two reasons:

Use during the split phase to block , the Knockback attack from the Hands.

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


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