I don’t main this class, I’ve just grown bored of the regular D/P Bounding Dodger DD build and have been having a lot of fun with this one for back-capping side points.
I’ve been running a Sage Acrobatics D/D Daredevil with Daredevil Rune for crits. Compared to Staff, it’s trading one trait line for condition application, condition cleansing and slightly clunkier weapon set with a cheaper evade.
http://en.gw2skills.net/editor/?vZAQNAoYVn8lCFOhlOBOmCkmiFqiy7CGySornCgDYO77+wH-TpBEQB1b/BC8AAiwRAABnAACWGAAHCAA
^Distracting Daggers can be switched to whatever 3rd utility you prefer
^Bountiful Theft is also a viable option, especially if NOT using Distracting Daggers
Precision is completely unnecessary due to the rune and extreme access to dodges, but Ferocity could work better than the Condition/Healing Power on Sage. It’s up to preference. That said,
The following traits activate off of one dodge/Dagger 3:
-apply Bleeding/Torment, from Lotus Training
-guarantee your next crit, from Rune of the Daredevil
-Caltrops, from Uncatchable
-Vigor, from Feline Grace
-Swiftness, from Expeditious Dodger
-Regeneration and 1 initiative, from Upper Hand
-heal for 540, from Driven Fortitude
-cleanse 1 condition, from Escapist’s Absolution
The following refill endurance or initiative for additional dodges:
-all aforementioned Vigor
-Hard to Catch (100% Endurance refill and a free stun break)
-Channeled Vigor (plus 85 Endurance every 16 seconds)
-Signet of Agility (plus 100 Endurance every 30 seconds)
-Steal (plus 50 Endurance & 2 initiative every cast)
-Distracting Daggers and Impact Strike (plus 10 Endurance on activation)
Other points to notice:
-Every Steal, Distracting Dagger and Impact Strike will also apply Torment.
-Dodge and Dagger 3 can whirl inside Choking Gas for easy Poison application (after AA3).
-Upper Hand and Pain Response both apply Regeneration, slightly justifying Sage over Mercenary Amulet.
-Immobilize can be mitigated with Shadowstep, Dag3 and SB3 for its duration.
Overall, this build trades some damage from loss of easy Backstab access for a non-negligible amount of evasion, condition application/cleansing and interrupt access. It feels very much inline with the old “get every trait that buffs Steal” mindset, except now it’s along the lines of “get every trait that buffs dodge” instead.
My question is: what makes this build bad, or at least worse than what I typically see D/P and Staff DDs running? This feels pretty good, and while it won’t beat the best players doing NOTHING but spamming dodges as often as possible (don’t do this), access to this amount of evasion has felt more useful to me than the regular meta setup. What’s the trade-off here?
Thanks a ton for any responses.