Build:Gas Chamber

Full Build Details
Using the Pressure Plate Trap in active combat may seem like a redundant condition, but it actually makes combat a lot convenient and easier. The key skill of this build is the Opportunist Stab. Ability with very high multipliers and a fairly low CD, but with conditions that are normally difficult to meet. You can use any weapon with proc, or Probe for stack Pain and Confusion, but as a rule it is one-time and difficult to practice.

Pressure Plate Expertise provides a solution for these complicated conditions. With this key passive ability your Nerve Gas Trap inflict Pain and Confusion with 100% chance. And it does not just inflict, but AoE and inflict 8 times within 4 seconds. This means that if you cast Opportunist Stab while the trap is running, Pain and Confusion will refresh and you can re-cast Opportunist Stab again. And it's much easier to use it than any other ability. The hardest part is install the Pressure Plate Trap itself. Run away, try install, possibly take damage in this time (If you take Unerring Read in The Speedster skilltree, then use for prevent this damage). Then run to the trap and quickly press F. This will set the charge, and it almost instantaneous and has no stuck time. '''WARNING! To avoid problems with this process, do not carry items in your inventory that can be loaded into Pressure Plate Trap, except Charge – Nerve Gas. In this case, you will always charge Nerve Gas when spam F.'''

Since now we have ability to almost passively inflict Pain and Confusion, then now makes sense to optimize Opportunist Stab to be able cast it continuously. In general, you should be wary of invent builds around Daredevil for. If build involve melee combat, then you will rather just get -% resistance from Alert, but we protected ourselves from direct combat with a trap, Opportunist Stab and Backstab deal a lot of impact damage, and we have Serpent's Parry just in case. Shadow Kazite Set except give us +20%  and  with Assassin enchantment. You can also try combining the armor with the Virgin Set and Arcane Unison enchantment (if want involved in mage skill tree) or Tenebrous Boots and Speed and Efficiency enchantment (just for ). Unerring Read is good option for prevent damage while you set the Pressure Plate Trap. Blitz just for.

The build is not tied to a weapon at all, only to the fact that you must have a dagger (And you get bonuses from the Shadow Kazite Set). If the enemy has little fire resistance then switch to Red Lady's Dagger, if little decay resistance then switch to Manticore Dagger. I prefer Rondel Dagger with Unsuspected Strength enchantment or Vampiric Dagger. First deal colossal damage for dagger (But lesser impact). Second unlike other vampiric weapons in the game has almost the top-tier damage among common daggers and has a huge benefit from the damage number. Both deal damage. Main weapon of your choice. I prefer Tuanosaur Axe, Sunfall Axe and any one-handed weapon from Horror Set situational for DoTs. You may prefer debuff like slow down, weaken or sapped, and you won't be wrong.

I will not list all the buffs. If the enemy hits with something, take a resistance against it. Enrage and Focus are always used.

Third skilltree
This build is already quite independent, so you can take the third skilltree for utility. I prefer this three. 1) Mercenary. Just for (Movement speed is king of stats). 2) Cabal Hermit. It just gives us +15% and +25%  from Discipline and Enrage. 3) Hex Mage. This is a risky option as it requires mana, but very interesting. Since daggers are more solo-target, Rupture is a great AoE answer. Since traps update statuses, Rupture will not remove them, so this is a great combination.

Video
Example. Purposely picked a rather uncomfortable boss.