Power Daredevil
Armor
Weapons & Sigils
Trinkets
Food
Rotation
First combo:
Dodge when at 1+ endurance.Weakening Whirl +Assassin's Signet Fist Flurry Palm Strike - 4x
Weakening Whirl
Second combo:
Dodge when at 1+ endurance.Weakening Whirl +Assassin's Signet Fist Flurry - 2x
Weakening Whirl Palm Strike Dodge - 2x
Weakening Whirl
Target Stats
Power Daredevil is a burst-centric DPS class that not only offers good single targets DPS but also a significant amount of cleave/AoE damage.
In addition, the stolen skills gained from
Detonate Plasma for more boon uptime in your subgroup.Unstable Artifact for increased mobility or providing a clutch mid-combat resurrection.Soul Stone Venom for condition cleanse for your subgroup.Throw Magnetic Bomb for breaking very large defiance bars on bosses.
Finally, the build can provide amazing CC via
Build fundamentals
Your DPS comes in repeated bursts. After you perform one, you will enter a rest period where you will refill your resources with the staff
If your endurance bar fills to one dodge while in your rest period, you will want to
If you cannot use your staff skills safely, swap to your double pistol set. Fill with your auto-attacks and occasionally use
Crowd Control
Basilisk Venom Palm Strike Head Shot Hook Strike while in.
Alternatives
Skills
Hide in Shadows for on demandto gain access to extra CC with Hook Strike and some self condition cleansePrepare Shadow Portal if your group needs it for specific fights and doesn’t have a Mesmer.Prepare Pitfall if you need more CC.
Armor
Weapons & Sigils
Trinkets
Food
Infusions
Rotation
When entering the lamp, make sure you are fully buffed and you have at least one charge of
Inside the lamp use
Out of lamp play as you normally would as Power DD:
Dodge when at 1+ endurance.Weakening Whirl +Assassin's Signet Weakening Whirl Fist Flurry Weakening Whirl Palm Strike Weakening Whirl until out of initiative
Videos
Target Stats
With only minor traits changes, Power Daredevil can have very good self-sustain without losing much damage. By pairing
Build fundamentals
Before each Legendary Enemy phase, a Lamp will spawn in the middle of the arena. One or more players will have to enter the Lamp, fight through mobs, and retrieve a friendly legendary creature who helps defeat enemy adds.
You will have to complete the Lamp three times: at the beginning of the fight, at 66% of Qadim’s HP, and at 33%. Typically more players will join you for the final 33% lamp, as enemies are much harder and it’s easier to fail.
Magnetic Bomb
Always aim to have at least one charge of stolen
Note: The most convenient source of
Throw Magnetic Bomb is from the Elemental you fight before entering Qadim’s arena. Most groups will leave one alive to give the Solo Lamp Daredevil a ready source to stealThrow Magnetic Bomb from between pulls.
If you don’t have
Make sure to steal
Entering fully buffed
It is crucial to enter the lamp fully buffed. Every group will be aware that they need to stack boons just as the fight starts so you will be able to enter the Lamp with the core offensive buffs:
Navigating the lamp
In the Lamp, you will traverse square rooms. Each room will have enemy mobs that will allow you to progress once a room has been cleared. The community has determined optimal routes to avoid the more dangerous enemies. Each Lamp has a different optimal route, highlighted in orange.
You might want to use
- In the first Lamp, those are Hylek (second room) and Devourers (last room).
- During the second Lamp, Polar Bears (4th room) and Moas (5th room).
- When in the third Lamp, Dredge (4th room) and Giants (5th room).
Once you reach the friendly legendary creature, you must communicate that to squad members on top. This can be done in voice or, as is commonly done in pick-up groups, by spamming your mount skill. A player in the main squad will “let you out” by killing the Lamp object in the center of the main arena.