Pros +
- Excellent evasion
- Fast cleave and mobility
- Strong breakbar access
- Berserker equipment profile
- Raids ready
Cons −
- Initiative is easy to overspend
- Damage falls when unable to stay in melee
- Timing still affects performance

Raids · Thief build dossier
Daredevil power dps variation for Raids, reviewed against current community recommendations and tuned for the mode's equipment, utility, and encounter priorities.
Maintained and reviewed by House of Dragonz against current mode guidance and community references. How we review builds →
The displayed weapon plan was checked against the current Snow Crows raid directory. Gear, traits, utility choices, and rotation notes remain House of Dragonz editorial guidance and should be reviewed encounter by encounter.
Build context
Loadout
Berserker equipment · Scholar runes · Force and Impact sigils. This loadout is arranged by equipment group so every stat, upgrade, and weapon set is easy to scan.
Berserker's Backpiece+63 Power+40 Precision+40 FerocityAd InfinitumAccount BoundAscended · BackpieceBerserker's Backpiece
Berserker's Accessory+110 Power+74 Precision+74 FerocityBlack Ice EarringAccount BoundAscended · AccessoryBerserker's Accessory
Berserker's Accessory+110 Power+74 Precision+74 FerocitySparking Petrified WoodAccount BoundAscended · AccessoryBerserker's Accessory
Berserker's Amulet+157 Power+108 Precision+108 FerocityBlood Ruby PendantAccount BoundAscended · AmuletBerserker's Amulet
Berserker's Ring+126 Power+85 Precision+85 FerocityBlack Ice BandAccount BoundAscended · RingBerserker's Ring
Berserker's Ring+126 Power+85 Precision+85 FerocityBlood Ruby BandAccount BoundAscended · RingBerserker's Ring


Combat configuration
Skill notes
Place Fist Flurry inside the main burst window and follow with Impacting Disruption when the target is stable. Keep Signet of Agility available if incoming pressure would interrupt the sequence.
Hover the skill icons for complete Guild Wars 2 effect details.Combat execution
Use initiative for the weapon sequence only when the target will stay in range long enough to finish it.
Time dodges for pressure, evasion, or a planned breakbar instead of spending all endurance as movement.
Keep one evade or initiative reserve for forced movement and encounter damage.