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General Gameplay Tips

General Daredevil Tips

Start your Dodge on the outside of the boss's hitbox and then Dodge through the hitbox. This will ensure that hits and any additional hits, due to adds, will also only hit the boss.

The aim of the game is to keep up and from the Daredevil Trait Line and Trickery trait line, respectively.

Always try to finish your auto attack chain, as does the most damage and is the final skill in the chain.

Only use and when you have allies in range. Clones, phantasms, pets and minions all count!

You can precast your venoms before you start an encounter.

Daredevil Specific Mechanics

Stolen Skills

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:

Unstable Artifact is a shadowstep that will Immobilize up to 10 targets for four seconds. If you use this Stolen Skill on a Downed squad member it will Pull them to you instead. It will also Revive them by 15%. You can gain Unstable Artifact from the following encounters:

Soul Stone Venom clears all conditions from your entire squad when you use it. For each condition cleansed each ally will gain one stack of Soul Stone Venom 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 on using Soul Stone Venom to cleanse conditions, you can use it for a moderate DPS increase. You can gain Soul Stone Venom from the following encounters:

Throw Magnetic Bomb is a Ground-Targeted AoE that Pulls up to 10 targets over three pulses and deals significant damage. You can gain Throw Magnetic Bomb from the following encounters:

Utility Skills & Variations

Utility Skills

will causes you to gain 25 Endurance per pulse for a maximum of three pulses. So you, that means one and a half Dodges. Use this when you are beginning a new phase or if you had to run away to deal wit a mechanic to ensure that you begin your rotation with full Endurance.

leaves an AoE on the ground under where you use it. This AoE will persist for 10 seconds and will pulse Bleeding and Cripple on five targets within it. This skill has a 20% reduced cooldown due to .

causes you and four allies to apply Poison for the next six attacks. Make sure you have four other people inside the relatively small AoE before using this skill.

causes you and four allies to apply Immobilize for the next two attacks. This, in turn, will apply Poison due to . Make sure you have four other people inside the relatively small AoE before using this skill.

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

Utility Skill Variations

should be taken over if there are any Breakbars 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. If you have another Power Daredevil, Condition Daredevil or Power Deadeye in your subgroup you will need to coordinate your . You don't want to waste it by overwriting each other's.

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

Traits

Traits in the Deadly Arts Trait Line

causes your to apply Poison.

causes you to gain + 160 Power on this build. It also has a 33% chance to cause Poison when you hit with a dagger skill.

causes you to apply Immobilize to a target if you strike them when their health is below 50%. This part of the trait has a 20 second Cooldown. This trait also causes your Immobilize to apply Poison with an internal Cooldown. This works in great synergy with .

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 33% modifier for your Poison damage and 33% for your Poison duration. It also causes your other traits in Deadly Arts to apply one more stack of Poison. This applies to , and .

Traits in the Trickery Trait Line

causes you to gain two Initiative whenever you . The more you , the more you can use and the more you apply Poison with .

will cause you to leave from the position in which you Dodged from. has significantly low effects than .

increases your Initiative by three. This allows you to use more than you usually would.

causes your to have a reduced Recharge by 20%. It will also cause to remove a condition when used.

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 . This will allow you to keep up the constant Dodging.

causes your Dodges to hurl daggers at surrounding mobs. can affect up to three enemies and you can hit one target multiple times if the other targets are standing behind. The daggers are not all thrown simultaneously; Torment is thrown first followed by Bleeding and Cripple.

Breakbars

  • = 150 Breakbar damage per person, up to five people. These squad members must be in range when you use .
  • = 432 Breakbar damage.
  • = 100 Breakbar damage due to . This is a major grandmaster trait in Trickery.

Spirit Vale

Vale Guardian 22,021,440 687 140 2,000

Power based DPS classes are a lot stronger at this encounter. Check out our Power Deadeye Guide to see what we recommend.

Gorseval the Multifarious 21,628,200 1,374 250 4,500

General Daredevil Tips

The skill you get from Gorseval is Unstable Artifact. You can use this to Immobilize the Charged Souls during the split phase. Unstable Artifact will also trigger , a major master trait in Deadly Arts.

Try to Dodge inside of his hitbox, particularly if the adds have been pulled close enough to get off more hits.

Save and use it during the Breakbar Phase to help CC. Make sure to use it when allies are within range.

Sabetha the Saboteur 34,015,256 1,374 48

Condition Daredevil is not super strong at Sabetha. Check out our Power Deadeye Guide to see what we recommend.

Salvation Pass

Slothasor 18,973,828 1,374 360 4,000

Power based DPS classes are a lot stronger at this encounter. Check out our Power Daredevil Guide to see what we recommend.

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

General Daredevil Tips

The skill you get from Matthias is Detonate Plasma. This will cover Protection so your Druid doesn't need as well as get your squad an average of 45% Resistance uptime. This Resistance uptime will help combat the effects of Chill and other conditions. It will also help with Stability during the storm phase and overall Quickness uptime.

You can use as a gap closer if you have to drop mechanics.

Take for the sacrifice to help CC, as might be wasted on adds.

Make sure you don’t waste your venoms when Matthias goes Invulnerable at 40%.

Be careful not to have your skills interrupted in the phase when your Unbalanced stacks reach their threshold of 10 stacks. The Stability you gain from Detonate Plasma can be used to counteract this mechanic.


Stronghold of the Faithful

Escort

General Daredevil Tips

As condition Daredevil you can easily leech this encounter and do Back Warg.

You can take to Immobilize the Wargs.

Take or whatever elite you fancy.

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

Power based DPS classes are a lot stronger at this encounter. Check out our Power Deadeye Guide to see what we recommend.

Xera 22,611,300 1,374 48 2,000

Condition Daredevil is not super strong at Xera. Check out our Power Deadeye Guide to see what we recommend.

Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200

General Daredevil Tips

The skill you get from Cairn is Unstable Artifact. This is useful if you happen to get ported away by a circle. Unstable Artifact is actually a DPS increase and you should use it.

Take as your elite, as you have no need for CC.

Avoid getting hit by the circles and stay close to him to avoid getting . Otherwise you can pretty much use it as a rotation practice encounter.

Mursaat Overseer 22,021,440 1,374 160

General Daredevil Tips

The skill you get from Mursaat Overseer is Detonate Plasma. This will cover Protection and Fury as well as help with Might uptime. It will also mean that your support classes can go more aggressive.

Be careful when using while there are spikes up or unclaimed tiles. You can easily into one of them and kill yourself.

You can use the Jade Scouts to trigger more daggers from . Make sure you Dodge from the outside of the hitbox towards the center of Mursaat Overseer.

Apart from that, just use it as rotation practice as there are pretty much no mechanics here.

Samarog 29,493,000 1,374 420 4,500

Power based DPS classes are a lot stronger at this encounter. Check out our Power Daredevil Guide to see what we recommend.

Deimos 35,981,456 1,374 140

Power based DPS classes are a lot stronger at this encounter. Check out our Power Deadeye Guide to see what we recommend.

Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000

General Daredevil Tips

The skill you get from Soulless Horror is Soul Stone Venom. This is a 10 person condition cleanse and can be used in emergencies if people step into the AoE left by the Tormented Dead.

You need to be careful when using if you are approaching a wall of death. The best option is to just manually aim it, instead of targeting Soulless Horror.

Save so you can help CC Soulless Horror.

Dhuum 32,000,000 1,374 400

General Daredevil Tips

Condition Daredevil is nice to play here as you can evade all of Dhuum's auto attacks due to and Dodging. If you do your rotation well, you shouldn't have to worry about passing through Dhuum with .

The skill you get from Dhuum is Unstable Artifact. This can be used as a shadowstep away if you get any mechanics, or to get you green ports. This is also useful if your kiter goes down and you need to pull him out of a messenger.

We recommend using , as there is no requirement to CC which makes taking pointless.


Mythwright Gambit

Conjured Amalgamate

Power based DPS classes are a lot stronger at this encounter. Check out our Power Daredevil Guide to see what we recommend.

Twin Largos

Condition Daredevil is not super strong at Twin Largos. Check out our Team Composition Page to see what we recommend.

Qadim 19,268,760 1,374 240

Power based DPS classes are a lot stronger at this encounter. Check out our Power Daredevil Guide to see what we recommend.

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