Same as on SC (snowcrows.com/builds/raids/thief/condition-daredevil ) but with sigil of agony instead of earth on one of the daggers and caltrops instead of devourer venom.
Due to the dodge and death blossom being whirl finishers, you gain a lot of value from combo fields (ethereal, poison, fire) which apply conditions when you whirl in them. Your dodge also behaves in an interesting way and shoots out extra projectiles which can all hit the boss when other enemies are nearby. Cairn, in particular, is a very good fight for cdd because he gets an extra hitbox a while into the fight which makes each dodge shoot out 6 projectiles instead of 3 as a consequence of the behaviour described above.
F2 is worth using because of the damage and immobilize. It is also very useful as a way to reposition and avoid getting ported on this boss. If I had the chance to repeat this fight under the same conditions, I would have chosen the heal signet due to my near-permanent vigor uptime, but since I didn't know how much of it I would have, taking channeled vigor was correct because using it is a DPS increase if you don't have any endurance.
@@jkerkhoven what % lets say is enough to take caltrops over venom, if the boss is usually 80% + stationary, or only 100? Would it work...say....on MO or...umm..xera? Considering you barely move?
@@randomthings5383 I wouldn't play caltrops if the boss ever moves out of them, so only if the boss never moves or if you are able to predict the movement and place them according. In the case of Xera, caltrops should be fine because you know where the boss will move, but because you can precast your venoms there without them getting stripped by status reset, I would play devourer venom there.
those burning bolts and leeching bolts hurt to see
Leeches in my squad smh
Build?
Same as on SC (snowcrows.com/builds/raids/thief/condition-daredevil ) but with sigil of agony instead of earth on one of the daggers and caltrops instead of devourer venom.
How and why does cDD go bonkers in real fights compared to its benchmark even with allies on golem?
Due to the dodge and death blossom being whirl finishers, you gain a lot of value from combo fields (ethereal, poison, fire) which apply conditions when you whirl in them. Your dodge also behaves in an interesting way and shoots out extra projectiles which can all hit the boss when other enemies are nearby. Cairn, in particular, is a very good fight for cdd because he gets an extra hitbox a while into the fight which makes each dodge shoot out 6 projectiles instead of 3 as a consequence of the behaviour described above.
What's the best field to do the whirl finishers in?
Ethereal > Poison > Fire. Everything else is bad
So it's worth using f2 cause it's an immob? Also why not run heal signet if you dont use the heal skill anyways?
F2 is worth using because of the damage and immobilize. It is also very useful as a way to reposition and avoid getting ported on this boss. If I had the chance to repeat this fight under the same conditions, I would have chosen the heal signet due to my near-permanent vigor uptime, but since I didn't know how much of it I would have, taking channeled vigor was correct because using it is a DPS increase if you don't have any endurance.
i think they were asking why didn't you use f2 because of what it does@@jkerkhoven
@@tijean8315 Nope, i got the answer i wanted.
Why caltrops?
Caltrops does more dps on stationary enemies than devourer vemom
@@jkerkhoven what % lets say is enough to take caltrops over venom, if the boss is usually 80% + stationary, or only 100? Would it work...say....on MO or...umm..xera? Considering you barely move?
@@randomthings5383 I wouldn't play caltrops if the boss ever moves out of them, so only if the boss never moves or if you are able to predict the movement and place them according. In the case of Xera, caltrops should be fine because you know where the boss will move, but because you can precast your venoms there without them getting stripped by status reset, I would play devourer venom there.
gaming
DLB !!!!!!!!
11111