Twin Dagger/SB Condi Daredevil Build + Video

Twin Dagger/SB Condi Daredevil Build + Video

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Posted by: Rain.9213

Rain.9213

Hey guys. While my favorite set on Daredevil so far is still Staff/SB, I had been planning to test out a condition build for the past 2 weeks now that Potent Poison has been buffed.

The result? It’s pretty kitten fun and good Keep in mind, it might not be perfected yet but so far, I have had really good results.

Here ya go.

http://gw2skills.net/editor/?vZAQNAoYVl0MhSnYvTwwJQ/ELtEm3b4OkimLhrwXoWA4AsAA-TZxFwAv3fwZZgBnBAAPAAEHCAA

This build has tons of evade potential, aoe condition application, and condition removal while still maintaining enough power to make your heartseeker and backstabs still threatening to players. The only thing it really lacks is group support but you still get Thrill of the Crime so at least that’s something.

The idea is of course to dodge and auto attack your enemy to death. You can also backstab and heartseeker under the right circumstances(mainly when fury is up) to deal some decent physical damage while your conditions tick, therefore applying even more pressure to your target. Though I’d recommend not to spam your death blossom too much as you want to alternate between Deathblossom and regular dodge to apply a wider variety of conditions with torment from Lotus Training and Poison from Dagger Training. Should you want to burst someone, a steal+CND+backstab+dodge+deathblossom+dodge will do quite a bit then you can proceed to auto attack and/or heartseeker as well as use signet of agility to regain your endurance or your two evade utilities should the fight be prolonged. Dodging and Deathblossom are your main source of damage but if things get intense you really want to time them a lot better as not only will enemies struggle to kill you while you’re being focused, but you will also be damaging them quite a bit while your team attempts to kill them. If things should get hot, Shadowstep is there to provide a quick escape which is definitely necessary sometimes. It’s also good for shadowstep stomping and of course condition removal.

Withdraw and Roll for Initiative are great with Daredevil as they allow you to still dodge while in stealth if it is necessary not to mention running trickster, also bolster your condition removal even more. Seeing as this is a condition spec and I am running Trickster, I chose to use Dagger Storm as well as this will allow you to kite more effectively and counter everything from Longbow Rangers to Hammer Revenants who can give this build a tough time. Not to mention that it also removes a condition and just offers more than the other elites for this build.

The Runes of the Traveler are optional but I chose these as I like having increased movement speed and they also buff your boons and conditions a fair amount in terms of boon and condition duration. The sigils are also optional but seeing as you can mainly only crit when fury is up, I felt that on HIT sigils would work much better. Ice and Frailty will help you apply more cover conditions as well as assist you in staying on a target with chill and increasing your physical and condition damage with vulnerability. Energy on Shortbow is mainly for defensive purposes.

Anyway, give it a shot, make changes if you want. Personally this has been a really fun build to use. It’s frustratingly annoying for enemies and entertaining for you as you watch your enemies melt before your graceful ballerina twirling and prancing.

(edited by Rain.9213)

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Posted by: Rain.9213

Rain.9213

Saving this spot for upcoming montage of it

-10/06 Update/Edit-

Video is finally out! Let me know what you guys think!

https://youtu.be/paKG6nfxK0k

(edited by Rain.9213)

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Posted by: babazhook.6805

babazhook.6805

Pretty well the build I use except I took away Shadowstep and put in Spider venom and changed up the Runes. I intend to use adventurer in time as coupled with witdraw you will get some more dodge.

D/D has the advantage over most thief condition builds in that one has decent base durations on the main conditions and the potent poison changes really help to make that skill usable.

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Posted by: Vagrant.7206

Vagrant.7206

Don’t forget caltrops for serious bleeds!

The great god Lagki demands sacrifice.

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Posted by: Rain.9213

Rain.9213

Pretty well the build I use except I took away Shadowstep and put in Spider venom and changed up the Runes. I intend to use adventurer in time as coupled with witdraw you will get some more dodge.

D/D has the advantage over most thief condition builds in that one has decent base durations on the main conditions and the potent poison changes really help to make that skill usable.

Adventurer has fantastic synergy with this build. I was considering those or maybe scavenger but as I said, I like movement speed haha.

The change to potent poison really brought this build up. I’m probably gonna try Impairing Daggers in place of Signet of Agility today to see how that works with this build. The endurance regen loss could hurt but having some good ranged condition offense would allow me to disengage better.

Don’t forget caltrops for serious bleeds!

I tried caltrops but I didnt like them very much. However, swapping out Thrill of the Crime for Uncatchable is an option!

(edited by Rain.9213)

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Posted by: Cyhann.2609

Cyhann.2609

With a 14% crit rate, isn’t Weakening Strike basically useless?
I’d use Brawlers Tenacity with Imparing Dagger instead of the Signet and Impact Strike.
Sure you loose a little bit of evasion, but the utility is imo way better, and it gives you
a stronger reason to use the Adventurer Rune.

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Posted by: Rain.9213

Rain.9213

With a 14% crit rate, isn’t Weakening Strike basically useless?
I’d use Brawlers Tenacity with Imparing Dagger instead of the Signet and Impact Strike.
Sure you loose a little bit of evasion, but the utility is imo way better, and it gives you
a stronger reason to use the Adventurer Rune.

Yeah it basically is but its the only condition option in the adept line and I wasn’t running physicals so no reason to pick anything else. I will be trying out Impairing daggers with Brawler’s Tenacity later today though. I don’t think Impact Strike functions very well for this build but I suppose it could be good to keep your enemy cc’d while your condies tick. We’ll see how it turns out.

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Posted by: babazhook.6805

babazhook.6805

With a 14% crit rate, isn’t Weakening Strike basically useless?
I’d use Brawlers Tenacity with Imparing Dagger instead of the Signet and Impact Strike.
Sure you loose a little bit of evasion, but the utility is imo way better, and it gives you
a stronger reason to use the Adventurer Rune.

I do not think it useless here due to the nature of a d/d build.

14 percent is closer to 42 percent as when one DBS there three attacks against a single target with each of those attacks having a chance to crit.

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Posted by: Cyhann.2609

Cyhann.2609

With a 14% crit rate, isn’t Weakening Strike basically useless?
I’d use Brawlers Tenacity with Imparing Dagger instead of the Signet and Impact Strike.
Sure you loose a little bit of evasion, but the utility is imo way better, and it gives you
a stronger reason to use the Adventurer Rune.

I do not think it useless here due to the nature of a d/d build.

14 percent is closer to 42 percent as when one DBS there three attacks against a single target with each of those attacks having a chance to crit.

While I didn’t consider that, 42% would still be quite low imo, also afaik you can’t add the percentages up like that.

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Posted by: Valarius.9437

Valarius.9437

I did something like this, only using Pistol/Dagger. Gives more ability to apply torment and bleeds in big bursts, at the expense of poison. Didn’t think to try D/D.

But yeah, just grab everything that either causes or buffs conditions and dodges, using Lotus combined with Caltrops to dish out some serious bleed stacks. It was really amusing in PvE to take 0 damage and destroy things in seconds.

(edited by Valarius.9437)

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Posted by: babazhook.6805

babazhook.6805

With a 14% crit rate, isn’t Weakening Strike basically useless?
I’d use Brawlers Tenacity with Imparing Dagger instead of the Signet and Impact Strike.
Sure you loose a little bit of evasion, but the utility is imo way better, and it gives you
a stronger reason to use the Adventurer Rune.

I do not think it useless here due to the nature of a d/d build.

14 percent is closer to 42 percent as when one DBS there three attacks against a single target with each of those attacks having a chance to crit.

While I didn’t consider that, 42% would still be quite low imo, also afaik you can’t add the percentages up like that.

Consider a lottery where there ten tickets sold. If you buy one ticket your chances to win is one in ten. If you buy three tickets your overall chances to win are now three in ten even though each individual ticket has a one in ten chance,

Now a lottery is not based on an rng so you can not compare directly as an rng can give multiple bad rolls in a row but over a given period of time (say one hundred deatblossoms) 42 percent of those deatblossoms will generate a crit.

It like rolling a die to get a 1 rolled once as opposed to rolling it three times.

This is how Db with a 33 percent chance of getting a poison stack using dagger mastery will get them at 3 times the rate of trying to get poison off heartseeker using that same trait.

You can use these types of attacks in game ( unload is another) to increase chances of crit procs in low crit chance builds.

(edited by babazhook.6805)

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Posted by: angior.4216

angior.4216

To be precise:
The true probability is calculated as follow according to the Probability Theorems:
Chances of not having a critical in one attack is 0.86 (86%).
Chances of not having any critical in three attacks in 0.86^3 = 0.636 (63.6%)
Chance of having at least one critical in three attacks = 1-0.636 = 0.364(36.4%)

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Posted by: babazhook.6805

babazhook.6805

To be precise:
The true probability is calculated as follow according to the Probability Theorems:
Chances of not having a critical in one attack is 0.86 (86%).
Chances of not having any critical in three attacks in 0.86^3 = 0.636 (63.6%)
Chance of having at least one critical in three attacks = 1-0.636 = 0.364(36.4%)

I stand corrected. Its been a long time since I was doing that math.

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Posted by: Rain.9213

Rain.9213

https://youtu.be/paKG6nfxK0k

Bump!

Video is finally out guys! Let me know what you guys think of the build.

I thought it was very powerful and fun to play. Sadly, not much team support but at least the AOE condi DPS was quite nasty in group fights

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Posted by: rennlc.7346

rennlc.7346

Really looking forward to trying something very similar to this as a solo queue far point Rambo and/or small team-fight-carrying build. Thanks for sharing your version. With the potent poison buff, it looks very viable and with a lot of potential to gear the build more towards sustain (agility signet, RFI, adventurer runes, etc) or condi bombs (precast caltrops + steal and basi venom, precast impairing daggers + steal, etc.). What’s your thinking on using Bandit’s Defense and Brawler’s Tenacity vs Weakening Strikes? They both seem so good.

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Posted by: Rain.9213

Rain.9213

Personally, I prefer using Shadowstep, RFI, and Signet of Agility because it offers amazing condi removal and survivability. However, using Brawler’s Tenacity alongside Impact Strike would be pretty good too as you can get back a bit of endurance and have reduced recharge on your elite. I feel like Bandit’s Defense would be better in an interrupt or just regular power build. With the changes after BWE3 though, you can run Havoc Master instead of Weakening Strikes to get 7% damage boost when an enemy is close to you. Either way, I think both Weakening Strikes and Brawler’s Tenacity would do fine. For me personally though, I just like having more condition output even if it is minimal chance to be applied.