What’s not to love about soloing with a DW rogue?
I mean, single target dps? Low hp? How could you go wrong?!
Videos:
Shadow (levels 7-14)
Deep Roads Dragon
Ancient Rock Wraith
Shadow Duelist
Nexus Gauntlet
Brekker
Xebenkeck
Arishok
Shadow Assassin
Nexus Gauntlet
Malvernis (demonstration)
On the Loose
General Principles: (updated for post patch/item packs etc.)
Attributes:
Put all your points into dexterity for the early to mid-game. Constitution and willpower are unnecessary if you kill enemies fast enough.
Pumping dexterity until you reach at least 80-100% crit chance is a must (every non-critical hit is wasting heaps of extra damage). Unforgiving chain can give some leeway but a hundred percent critical chance is always nice.
Because dexterity also dictates base damage you’ll find that optimised setups can call for more than 100% critical chance.
This is often the case for shadow duelists who miss out on the devious harm of their assassin counterparts.
After reaching a satisfactory critical chance, pumping cunning will start to become useful.
While any mixture of dexterity and cunning which has ~100% critical chance will be sufficient for face-rolling, the ‘most optimal’ will change with weapons/abilities/etc.
For those eager to squeeze the most out of their dual wielding death dealers here’s the basics to some nerd maths:
1. Grab your base damage from your weapons and any base damage from item properties (i.e. +dex modifiers/2)
2. Grab your critical damage(%) from your equipment including any critical damage from +attribute (i.e. +cun modifiers); It may also help to include the bonus from disorienting criticals
3. Look at how many attribute points you have to spend- creating a list of all the possible combinations of dex/cun distributions (excel helps here)
4. Multiply the base damage with the critical damage% to get ‘actual critical damage’; The dex/cun distribution with the highest actual critical damage (and ~100% critical chance) will be the optimum
Equipment:
Item DLC is pretty much all you need if you have it.
Using the elemental weapons (especially against elemental weaknesses) will be the most effective combination.
Later game (act 3) you gain access to more elemental weapons and can complete the set. Using a spirit and nature set (shadow's claw + bard's honour/the lowblade + beraht's revenge)
Armour-wise, use the item DLC and whatever vanilla armour set piece before you reach the level requirement. What you're looking for is the highest +crit damage% and +crit chance% modifiers. There isn't as much point going for the Robes of Unblemished Cleanliness although you still can if you wish to focus more on nature (i.e. maybe if you weren't playing on nightmare and didn't have annoying immunities to deal with).
For your accessories, aim at getting the puzzle ring of the black fox (act 2), four fingered eddie's lucky talisman (act 3) and the seven deadly cinch (act 3). Smite (legacy) is also a good amulet for spirit setups.
The etched ring of the twins (act 2) or the graven circle (legacy) are viable options for the second ring spot; The belt of promise (act 3) can add a fair amount of durability.
The poisonwood locket (act 2) is good for earlier game nature setups. Also, pick up the enchanted silverite chain belt (act1) for a good belt to last out the first few acts.
Abilities:
Shadow Duelist: Abilities in approx. order
1. Miasmic Flask – Useful early game for redirecting threat, stunning pesky archers or angry mobs. Respec out of it once at ~level 7 or so or whenever there are better things available. (Note that the talent order assumes this).
2. Backstab – Decent early game spike damage. Reasonably good for repositioning (e.g. dodging dragons/getting flanking bonuses) and a necessary prerequisite for bigger better things.
3. Precision – Early game your attack ratings suck, causing your dps to suffer. You can’t really afford that, so precision will give that useful boost to attack and critical chance to get you through. Respec into speed when you have adequate critical chance/attack.
4. Unforgiving Chain – This provides a large boost to critical chance, which is especially helpful considering the extent you rely on auto-attacks early game.
5. Explosive strike – To get some spike damage in the mix. Make sure it’s fully charged to get the most out of it.
6. Stealth – Threat redirection (to get enemies to attack the dog)
7. Lacerate – Effectively a 10% increase in dps (and a small chance to double spike damage). Not quite as amazing without staggers.
8. Twin Fangs – Your second bit of spike damage.
9. SHADOW: Pinpoint Precision – Never say no to +50% critical damage.
10. Inconspicuous – Semi-useful threat redirection when stealth isn’t available
11. Decoy – The ability that allows solo DW builds. You don’t get much better than this.
12. Disorientating Criticals – Another extra +50% critical damage? Yes please.
13. Shadow Veil – Gets your disorienting criticals into action. Allows obscuring from decoy and stealth.
14. Blindside – Extra 10% damage against the enemies trying to chop up your decoy or dog.
15. Sturdy Decoy – Every second of unopposed damage counts.
16. DUELIST: Parry – Defence can be useful I suppose.
17. Throw the Gauntlet – Potentially helpful against bosses; Otherwise you can safely ignore it. Attracting attention isn’t exactly ideal.
18. Vendetta – Third and final spike damage. This one is also handy for repositioning/moving around fast.
19. En Garde – Assuming you haven’t reached 100% critical chance, the 10% critical chance can hasten the switch from precision to speed. Mostly, you just need to grab something as a prerequisite to upgrade vendetta.
20. Blood Feud – In a world without CCCs, the inbuilt ignore armour/damage resistance helps you deal that extra bit of spike damage.
The build is mostly complete at this point. With the additional ability points it can be worth to work towards an upgraded speed + harmony as well as the duelist passives. Otherwise you can muck around with sabotage or subterfuge trees if you want.
For the alternate ending, here’s the Shadow Assassin: Abilities in approx. order
16. ASSASSIN: Mark of Death – One of the best debuffs in the game.
17. Blood Lust – Sorts out any stamina problems you might be having
18. Pinpoint Strikes – Useless at this stage; One of the unfortunate wastages due to prerequisites.
19. Assassinate – Third and final spike damage. Although it’s not as fancy as vendetta, when you hit it hits hard.
20. Devious Harm – Adds heaps of extra critical damage% (read: Damage). It does enough to alter the attribute distribution considerably.
21. Overkill – Makes assassinate more deadly/hit the cap harder.
22. Mark of Doom – Although most things won’t warrant a mark of death, it can’t hurt to make them die faster.
23. Enduring Mark – Same sort of deal. Potentially you can switch the order around a little and take this later.
The build is mostly complete at this point. While you don’t have as many points left to burn (as assassin offers more useful abilities than duelist) you should have enough to get an upgraded speed + harmony.
(Note: The order for disorienting criticals/shadow veil are reversed in the talent builder and I can’t be bothered fixing it).
Generalised Tactics:
I may have referred to them in passing above, but here's a more detailed explanation for how to solo DW.
There are Three Main Things that need to be considered when soloing DW rogues.
1) Threat Management
2) Elimination of Specific Enemies Via Spike Damage
3) Runes
Threat Management
This basically consists of using decoy, the dog, and stealth.
While rogues only have single target dps, when all the enemies aren't attacking you it really doesn't matter. You aren't getting interrupted and the enemies die so fast that it's almost as if you have aoe attacks.
So what you want to do is dump a decoy when you're surrounded/getting attacked which will automatically direct their attention to the decoy. From there simply slice them up one at a time.
Alternatively, when you stealth all the threat will be coming from your dog (or decoy if it's still there). This means that you can use the dog as a decoy.
The emphasis here should be on attacking them one at a time.
After directing their attention to the dog/decoy, slicing them up still will attract some attention- so they'll start to realise you're the cause for their multiple stab wounds and defend themselves. Some are more stupid then others and will take longer to realise. Some die before ever realising.
However, even those which realise shouldn't be much of a problem as your attacks should provide a quasi-crowd control effect on the enemy you're targeting. This means that they attack slower/get disrupted and die fast without dealing much damage.
By following a similar you can deal with crowds of enemies, whether they be skeletons, shades, or raiders.
Elimination of Specific Enemies Via Spike Damage
This refers to the standard process of dealing with the enemies which actually pose a threat to you first. E.g. Assassins, Rage Demons and sometimes even commanders. Killing archers early on is a priority as they can sometimes see through your decoy and hardly ever miss.
Personally, this is my favourite part. It can become like an assassin duel, a 'which assassin will reign supreme!' moment. Been able to beat assassins at their own game is very very satisfying.
Basically all this consists of is the standard threat management strategies paired with your spike damage talents (explosive strike, twin fangs, vendetta). E.g. Dropping a decoy for the assassin to stab then stabbing that assassin and completely owning him when he pops up.
Otherwise there is an element of the strike-first principle where you vendetta yourself across (or simply twin fangs them) elites from the very start. This should knock them down and allow you the vital seconds to finish them off.
I almost forgot to mention. Revenants are evil. Their attacks are ridiculously powerful (kills me in two) and automatically stun you (so you can't escape). One method to use it to trick it into attacking a decoy and/or the dog while slicing away at it. Otherwise just switching to bow while they’re distracted works wonders.
Runes
Equipping warding runes can make fights a lot easier. Equipping fire and spirit warding runes against abominations and rage demons works wonders.
Using the primeval lyrium rune is guaranteed to turn you into a face-wiping blur. Additionally, runes of devastation will help.
Early game runes of striking will help to reach 100% critical chance faster.
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Hope this was useful/interesting.
Any questions or comments are welcome.
p.s. I hate bbcoding
Modifié par mr_afk, 29 octobre 2011 - 01:46 .





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