If you read my posts, you might know that I am a PVE daredevil (Wtf, right?) and I try to contribute with factually based theory crafting (I’m wrong a lot). In that context, I’ve adovcated a lot for Acrobratics. I think it’s utterly insane when it comes to going solo and really demonstrates the raw power that a daredevil has when it comes to soloing.
But before I can make that case, I have to talk a little bit about why I am making this distinction here between Group PVE and Solo PVE.
When you theory craft a build for group PVE, your goal is to create a build with the highest DPS possible with the minimum amount of sustain. Why is this? Well, because in group PVE, there is a number of elements that allow builds like this to work.
- In high level fractals, the bosses life total scales much higher than their damage does. (At least, it seems to)
- Intelligent players can manipulate the boss’s AI to shift agro from group member to group member, dispersing that damage among all five party members.
- If you go into downed state, you have another player to revive you.
- While the other player is reviving, you still have three other players, engaging the boss and keeping the encounter from reseting.
Now, on the flip side, none of these elements exist when theory crafting a solo build with the intention of hunting big game (elites, champions). Down state is game over when you are solo. If you build for all damage and you burst hard on an elite or champion and take him down to 50% before you run out of defensive resources and die, then you accomplished nothing. The boss resets back to full life, you have to waypoint and start over.
So with that in mind, you have to approach theory crafting a solo build with different priorities than a group build…
- You have to create some kind of composition that gives you a defensive rotation that can out cycle the champion or elite’s offensive rotation.
- Once you have achieved that, then you start layering on more damage.
This is a key distinction and why I think people new to thiefs and daredevil get so frustrated in open world and solo PvE. They go to metabattle, copy a meta build designed for group play and then get wrecked solo. There isn’t a lot of published information on how to make solo builds, because…well…to be honest…not many people have a masochistic streak like me that drives them single-handedly to slay champions; group builds are perfectly fine for killing trash and participating in group open world.
Okay, so with that in mind, what is the best way for us as thieves to achieve that kind of defensive rotation, so we don’t have to run away when we encounter an elite or champion alone? In my opinion, I believe, hands down, it’s Acrobatics. Acrobatics combined with the minor traits in Daredevil, a certain food buff and a couple of utility skills gives you everything you need to out cycle any mob’s offensive rotation. The minimum investment required allows you to devote all your other traits, sigils, runes and utility skills to increasing your damage.
How does it do this?
- Perma vigor that maxes out your endurance regen at the 100% increase cap.
- Hard To Catch in combination with Channelled Vigor and Signet of Agility
Perma Vigor with Max Endurance Regen
Okay, so we’ll start with vigor. We’ll need to talk a little bit about endurance and endurance regen and why endurance regen is stronger for daredevils than any other class.
Endurance regen works by restoring 5% of your total endurance per second. Therefore, other classes have a base endurance regen of 5 energy per second (5% of 100), while daredevils have a base endurance regen of 7.5 energy per second (5% of 150).
What is the significance of this? Dodges cost a flat 50 energy for all classes, so daredevils not only have a larger endurance bar, but can dodge more frequently.
(Source: https://wiki.guildwars2.com/wiki/Endurance)
This 5% can be increased by up to 100%, resulting in an energy rate of 10% per second. At this rate, we regen 15 endurance per second.
(Source: https://wiki.guildwars2.com/wiki/Vigor)
Daredevils can achieve this capped out endurance rate by using the following
Vigor (50%) + Endless Stamina (25%) + Bowl of Orrian Truffle and Meat Stew (40%) = 115%
Okay, well, that’s cool, we can can out our endurance regen, but how do we get perma vigor?
Via the trait Feline Grace combined with the maxed out endurance regen rate.
Feline Grace grants us 5 seconds of Vigor on evade with a 1 second ICD
Our maxed out endurance regen rate grants us 15 energy per second (60 energy every 4 seconds)
This means if you consistently and frequently dodge and evade a champion or elite’s mechanics, you will gain vigor duration at rate faster than it declines.
The Acrobatics minor traits combined with the food buff creates an engine that fuels itself with it’s own dodges.
Hard To Catch
Why is this skill so great? It’s just a training wheels stun breaker for daredevils who can’t dodge correctly, right?
Well, yeah, kind of, but it can be much more than that. It’s a stun breaker on a 30 second that instantly restores 100 energy.
What is the significance of that? Well, there is a general rule in PvE that if a mob’s mechanic applies hard CC, it most likely will not deal enough damage to one shot you, provided you have some vitality from gear. There is exceptions to this rule, but typically, if a mechanic can one shot most characters, well….it doesn’t really need to hard CC, does it?
So with that in mind, you can intentionally eat a champion or elite’s hard CC mechanic as a substitute for dodging and in the process, regain enough energy for 2 subsequent dodges.
This nets you the following manually triggered endurance refills…
- Hard To Catch (100 energy on a 30 second CD, situationally dependent on the mob having a hard CC mechanic)
- Channeled Vigor (85 energy on a 16 second CD with Brawler’s Tenacity)
- Signet of Agility (100 energy on a 30 second CD)
All of this combined with your maxed our endurance regen means you have an insane amount of potential endurance. It’s only in extreme cases where I have ever had to pop Signet of Agility, so it’s existence on the bar is mostly an increase to your DPS while serving as an emergency defensive tool.
What did you have to invest to get all this? One trait line for Acrobratics, one specific healing skill and one utility skill that is a passive DPS increase. This leaves you free to take Critical Strikes and the passive damage multipliers in Daredevil and invest your elite slot and two remaining utility slots into damage boosting abilities.
And Acrobatics has other cool stuff…
The Other Cool Stuff
Expeditious Dodger is just great with any dodge choice in Daredevil and even better with Unhindered Combatant, because both swiftness applications on dodge stack. With all your endurance sources, you apply swiftness duration at a much greater rate than it expires.
Instant Reflexes is situationally awesome. If you are fighting multiple mobs or a champ/elite with a flurry mechanic, it’s crazy good. If you aren’t, it’s not good at all.
Upper Hand grants one second of intiative and 6 seconds of regen per evade on a 2 second ICD. This means you can maintain perma regen (remember we regen energy in this setup at rate of 60 per 4 seconds) while giving yourself more initiative to fuel into offensive attacks or defensive blinds.
Conclusion
So should you take Acrobatics in a group build?
No, not really; only as a training phase until you learn to manipulate the agro tables. Deadly Arts and Critical Strikes all have substantial damage multipliers and damage increasing traits. Dropping either one for Acrobatics is a DPS loss.
But for an open world build, it gives you the potential (You still have to know the mechanics and when to dodge) to stand toe to toe with anything and pretty much never die, even in chaotic content like Dragon Stand.
(edited by MadRabbit.3179)