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Solo Shadow DW Build (Nightmare) (Updated)


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#1
mr_afk

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Introduction:
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.


---------------------------------
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 .


#2
mr_afk

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Added the bounty hunter compilation to the OP. Also, this still needs to be moved to the characters, classes and builds forum so can someone please magic it across (I don't like creating new topics). :)

Modifié par mr_afk, 12 juin 2011 - 08:54 .


#3
andraip

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nice build

mr_afk wrote...

Subterfuge 
 - Stealth: After decoy this is the best ability for threat-management. Any enemy attacking you will seek out your dog or decoy instead. Paired with Shadow Veil it also obscures you, giving you that +50% critical chance.


DAMAGE:P

Modifié par andraip, 12 juin 2011 - 12:45 .


#4
mr_afk

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hahaa whoops! that's what I get for writing guides at like 2am :pinched:
I'm not sure how many people do solo runs and how applicable this build will be in a party setup.

I might go about modifying the build a little for an ideal party setup. Because it should have pretty good synergy with certain disorient party setups. E.g. Aveline for tank (act as a secondary decoy), scatters and assaults + Shield bash for vendetta+lacerate or even any spike damage+lacerate; Anders for haste, heals, aoe firestorm and spirit bolt/walking bomb CCCs; Merrill for hex of torments, Lightning CCC, aoe tempest, stone fist CCC....

Only problem is that I've can only hit the 95% fire/spirit cap, and given my low health I'll just need to make sure enemies die fast enough/I avoid getting walking bombed when injured (I can safely detonate walking bombs at full health though which should be interesting).


If I find the time/when I take a break I'll see about doing an xebenkeck run- both solo and party, and I'll figure out an optimised party setup for this build :)

#5
SirSponge

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I've been interested in doing a playthrough with this kind of style of playing. I do think that the Assassin spec might be better because of that sexy skill Devious Harm, but Vendetta is just as nice, and you get some nice add ons from the sustained and passives. Do you fully upgrade Stealth? Would you consider Chameleon's Breath as an option so you can basically be Obscured 100% of the time? Are you going to add a list of viable equipment? Other than that nice build :-).

#6
frustratemyself

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Well that doesn't look like masochism at all :P
Very nice nexus gauntlet run.

In my experience Anders is more inclined to blow up himself and Varric with WB than Hawke except in very sneaky moments. Post patch I have noticed Fenris sometimes seems to take a bit of a knockback from it, the animation looks the same as when they get belted by an abomination.

#7
Xalen

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Huh, that's a nice gauntlet run indeed

I came up with almost the same build for your Qunari challenge, but have tried it only a little on other encounters. (I gotta say, for me archers are just the worst). Well, it's time to do a full playthrough then. I didn't think I'd get back to this game until DLC, but you inspired me, thanks!

#8
mr_afk

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Awww thanks for the warm fuzzy feelings everyone ^_^

Haha anyway,
@SirSponge - I didn't upgrade stealth or get chameleon's breath because there's simply too many other abilities that are almost necessary/more useful. Pre-level 17 you have to make sacrifices, e.g. skimp out on useful upgrades. At higher levels there should be more leeway to personalise your build, whether it be by maintaining permanent obscure. I wouldn't mind upgrading stealth as I hate the massive penalty to movement speed but I don't think it's worth wasting a point on evade. Also, I mainly use stealth for dropping aggro and getting obscured, so increasing duration/stamina cost/movement speed isn't that necessary.

I personally think that going into the sabotage tree for miasmic flask, confusion/upgraded rush and fatiguing fog would be more useful- though that's a pretty hefty five point investment minimum.
The main advantage in fatiguing fog over chameleon's breath is that it slows enemy movement and attack speed- and receiving less damage for its duration will probably be preferable to dealing extra damage for those five extra seconds (if you upgrade chameleon's breath) as you will undoubtably be picking up heaps of threat/damage and need to use stealth/decoy (which will render your obscure redundant).

And also, the prerequisite abilities for fatiguing fog are a lot nicer- miasmic flask is actually really useful (esp. act one and early act two) as it gives you a few vital seconds to kill off a few enemies unimpeded as well as dropping aggro (all stuns are good for this reason). On that note, an upgraded evade could be useful for this reason but if I remember correctly, you have to do some really counter intuitive thing and flip backwards over their heads in order to stun. Confusion/Rush are also pretty handy. I haven't had that much luck with rush (though it feels great to send groups of enemies flying) but confusion has huge potential- you can get all the enemies distracted and fighting amongst themselves while you sneakily pick them off one at a time.

As you can probably tell, I was playing with the idea of using that tree (so am slightly biased towards it) but currently the other trees are just too good in comparison for it to be worth the investment. I'm thinking that when I get around to updating the guide I'll go through late-game alternate builds (which focus more on all these flasks etc).

As for the assassin spec, I'm tempted to respec my rogue to compare it. I'm thinking that assassins could be good against revenants (the one enemy I can't kill with daggers) as -50% damage resistance paired with a higher spike damage should lay down a considerable amount of hurt. That said, vendetta has a built in -damage resistance as it drops it to 0%. This probably won't be quite as much as 50% though.

I'll update it with late-game optimised equipment once I get to act 3. So far i've just been using dlc daggers/random drops depending on elemental weaknesses, dlc armour and the stealth boots, and am planning to hopefully get the etched ring after I save up some money.
-------------------------------
@frustratemyself - Hahaa yeah, I suppose it does. Though imo, speed running really easy fights in ~20seconds like what Arelex is doing is even more masochistic. The level of tedium involved is hard to imagine. I struggled to use a party through act 1 and tended to run around solo when possible (though pre-decoy soloing with a DW rogue is a true challenge. e.g. relying solely on miasmic flasks, stealth, (and I suppose evade) and your dog for threat management isn't very fun.)

Walking bomb-wise I've been similarly unlucky. When anders wasn't blowing himself up he was blowing up me and my companions. I haven't really used a walking bomb setup post-patch yet. I've only used it in my post-patch mage run which only got up to tranquility (for a speed run) before I got too bored. The cap on the ff damage does seem to work though- I had a no spirit resist aveline trigger a walking bomb and walk away not dead.

So the plan was more to get Anders to walking bomb an elite in the middle of a cluster and use my DW hawke's spike damage to trigger it- but you're right in that the force effects would leave my almost dead hawke in a very vulnerable position. Hmmmm.. I'll have to think about it.
--------------------------------

@Xalen - That's what i'm here for! Writing verbose spiels to try and get people to find new ways to enjoy this game. Hopefully it lasts :lol:


Wow. I've outdone myself in terms of constructing a pretty solid wall of text. Seems like last minute cramming for exams puts me into an even more spielly mood than usual haha

On another note, the better quality version of my bounty hunting days is up now:
http://www.youtube.c...h?v=UE6g1pItZRI

It isn't quite as good as my gauntlet run because I hadn't completely optimised my build or put on warding runes (and abominations dish out some pretty heavy damage)

Modifié par mr_afk, 12 juin 2011 - 07:47 .


#9
thendcomes

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I think the first act would be very difficult with a solo DW rogue. You'd probably have to start as an archer until at least level 10 or 11, once you get Decoy and a good pair of weapons. I think you could do either Vendetta or Assassinate with success, not sure which would be easier.

I might try this after I'm done with my mage, but that's a big maybe.

#10
frustratemyself

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mr_afk wrote...

So the plan was more to get Anders to walking bomb an elite in the middle of a cluster and use my DW hawke's spike damage to trigger it- but you're right in that the force effects would leave my almost dead hawke in a very vulnerable position. Hmmmm.. I'll have to think about it.


I had a thought on this. If this is counted as a knockback would some of the items that provide immunity (etched ring of the twins etc) help? Certainly wouldn't help with the loss of hp but might avoid that couple of seconds of Hawke being completely vulnerable.

#11
Jack-Nader

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It is a knockback effect.

#12
mr_afk

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I'm not too sure that would work even with the changes from the patch. You would hope that losing 75% of your health (with a x2 force multiplier) should be enough to trigger 'knockdown'.

As it's spirit damage it should trigger a horror effect rather than actually knocking them down, but the same principle applies and knockback immunity shouldn't be enough.

On that note, what could be interesting to see is how they actually changed the knockback mechanics. I've lost a lot of health (proportionately speaking around 30%) from a single abomination attack and didn't get much knockback/force effects so maybe they've practically removed knockdown (aside from certain boss abilities) and detonating walking bombs may only count as knockback, in which case the etched ring will be useful. I'll probably get the etched ring in any case but I have my doubts about it protecting against walking bombs..

I'm not even sure how viable a walking bomb strategy is now. The huge damage nerf means that it may be more practical to just use area CC and auto-attack dps..

Modifié par mr_afk, 13 juin 2011 - 04:45 .


#13
Jack-Nader

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Walking bomb strategy isn't viable. The spell is usefull for one encounter - Xebenkeck. It was always a knockback effect. Remember my dissent speed run? I blew myself to bits for the sake of increase damage. I wore the etched ring of twins to prevent the horror effect.

#14
mr_afk

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Yeah, i'm a little over blowing myself up. It was fun while blood frenzy wasn't nerfed but for rogues its just....unpleasant. It'll be nice if we could be 100% immune, but even with 95% spirit immunity I'm pretty sure that a walking bomb will hit the 75% of max health ff damage cap.

So what are you doing nowadays? Still speedrunning all three classes through the new patch or has it grown too tedious?
I think i've decided that I'm going to do an assassin's creed marathon post-exams; I haven't played ACII or brotherhood and they look pretty awesome (from the trailers anyway) haha


btw, are you sure it's a knockback effect? I suppose it says 200% physical force on the wikia, but if you watch this clip here: http://www.youtube.c...h?v=FDC5utWTrcY you should see that Aveline gets horrored rather than knocked back..

Modifié par mr_afk, 13 juin 2011 - 06:51 .


#15
Jack-Nader

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Nope... I haven't touched DA in a week and don't plan on playing it again until its creators decide to fix what they broke. I am currently hunting down new games to play. I ordered assassin's creed 1 and 3. I am still looking for the 2nd one. I also ordered hunted demon's forge which I am going to play first. I spent a good number of hours watching someone play it on the playstation and it looked alright.

#16
mr_afk

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Ah fair enough. Assassin's Creed 1 wasn't that great. It was the reason I wasn't really that interested in the rest of the series, but I've heard good things about how they fixed what was wrong etc so I think it's time to get into some assassination action. :)

--------------------------
On that note, it seems it is even easier to solo with a shadow assassin:
http://www.youtube.c...h?v=BwbB1gG6Pt4

I did the gauntlet with exactly the same equipment but respecced to an optimised assassin build. If anyone is interested I can go through the build in the OP;
The extra damage and defence from cunning means that an assassin build is probably superior in all ways besides having to run around everywhere on foot. Also, that damage cap is quite annoying isn't it?

p.s. tell me if it's blocked for you. I can easily reupload it with a different song.

Modifié par mr_afk, 13 juin 2011 - 09:28 .


#17
Jack-Nader

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Shadow/assassin is and always has been the best rogue combo. Assassin is for boss killing, shadow is for mob killing. You probably don't even need most of the shadow talents. I'd probably just max armor and run high con if I was going to solo.

P.S I'm playing assassins creed for the story.  From what i've seen and heard it has a lot of deep symbology written into it.

Modifié par Jack-Nader, 13 juin 2011 - 09:43 .


#18
mr_afk

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Yeah I knew that, I was more just hoping that the difference between assassin and duelist wouldn't be so huge. But it plainly is- and the "balancing" from the patch didn't do anything to fix it haha.

I think getting most of the tree for shadow veil would be useful still for a solo build. I didn't demonstrate it very well there (mostly because I wasn't trying for speed and only did it twice) but stealthing or casting decoy before assassinating/spike damaging an elite could potentially be useful (for hitting the damage cap <_<) and useful in killing mobs faster.

Also, I would probs go spirit warding runes mixed with armour because abominations deal boat loads of damage - I also had fire resistance but that isn't necessary. I don't think pumping con is very fun either as you're reducing your potential to neutralise more enemies while they are distracted by a decoy, and no matter how high your armour/con is you're going to have issues trying to tank a large mob with single target dps.

Oh well, I might consider changing this to a solo-dw rogue guide and have two optimised builds - for those who don't mind exchanging a little pure power for the ability to warp around the map (I personally still prefer vendetta, I just like devious harm and mark of death too!)


edit: Really? Well I'll look out for that when I do my marathon. I never got very far in AC1 because I forgot what my quest was and the game degenerated into randomly killing guards hahah

Modifié par mr_afk, 13 juin 2011 - 09:54 .


#19
SirSponge

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I wouldn't change the build just because the other spec might be better. Even though I kinda was the one to bring that to light :-/. But you chose something different and went with it, and it worked. The whole point in this game is to have fun, and see what you can do different with each playthrough. If we built ours characters the same way everytime because there is an "Optimal" way of doing it, the game would become boring very very quickly. Keep doing different yo, and I'll keep reading :-).

#20
mr_afk

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I wasn't intending on changing any builds. I was just suggesting that if people were interested I could lay out two builds; one for assassins and one for duelists. Strategy-wise, the two builds will be fundamentally the same so I could quite easily just create an optimised solo shadow assassin build to sit alongside my shadow duelist.

And I somewhat disagree with you on your point about optimising. Beyond the perverse satisfaction from waving what is considered to be a 'crappy build' in front of people's faces, there isn't a whole lot of point in not min-maxing your current build. In fact, min-maxing is the one reason why I enjoy rpgs like this. And who wants to read a guide to a build that isn't optimised and won't grant you the best possible damage/ease of play if you try it?

This doesn't mean that you have to play a certain way with certain classes/strategies, it just means that for the chosen method you do it in the best way possible. E.g. the shadow duelist build I wrote about was 'optimised' attribute-wise and ability-wise for the best solo dps and threat management possible (for a shadow duelist). My crit-mage build I once worked on was optimised for non-elemental spirit and physical damage.

If you add other elements or 'rules' to your build it adds a more interesting aspect to optimising, but you're still optimising. In fact, the intrinsic nature of a solo run means that it's not the 'optimal' way to do things and more of a thing for fun.


Well there's my spiel for the night, I'm off to sleep haha :lol:

Modifié par mr_afk, 13 juin 2011 - 06:03 .


#21
lionalio87

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Have you tried this build for the combat with the assassins or hunter? I'm curious to know the fight between assassins or hunter vs your assassin Hawke :)

#22
mr_afk

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Hmmm.. I've done plenty of random encounters and companion quests like dissent. It's a lot of fun but can be quite easily won simply by using decoys and the dog (since there's only you and the dog, stealthing means they automatically move away from you towards the dog).

The most exciting thing I've done would probably be a fight against those two antivan assassins in sketchy on the details. I wasn't expecting them and messed up my decoy/had my dog on cooldown (due to a glitch only I seem to be experiencing). I had to try and out-wait one of the assassins in stealth- and had a few pretty intense moments when the game thought I was out of combat and dropped me out of stealth... haha but when you add the decoy/dog into the equation assassins really aren't a problem. Especially given how nerfed they are.

I'll see if I can upload a Brekker fight later. That has lots of assassins right? Not sure how well I'll do once all my abilities are on cooldown which could be interesting. :)

Modifié par mr_afk, 13 juin 2011 - 11:42 .


#23
mr_afk

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Okay, did the brekker fight. It's a lot easier than I remember.
http://www.youtube.c...h?v=sCdP_5ioCOY

Interestingly it's a lot easier to do with a duelist rather than an assassin- Simply because trying to run up and assassinate him from the outset seems to result in hitting an invincible mid-flip more often than not. Also, not sure why, but assassins seem to get a lot more hate. I couldn't seem to not get stabbed while using an assassin. Although it seems like they did try to stab my duelist twice but missed. Weird.

haha maybe it's having a defence over 100%? I would have thought abilities aren't affected by defence but who knows..

Modifié par mr_afk, 14 juin 2011 - 09:32 .


#24
andraip

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@mr_afk

hmm, maybe they changed it in 1.03? It also happened to me that sometimes an assassin/rage demon pops up behind me/companion but they don't lose much hp (not enought for me to realise a loss). Maybe it just happens with normal rankes assassins, brekker has a lot of them in fact.

Hint: You could ask the worst player, he made a guide about assassins, maybe he knows something about it.:D

#25
mr_afk

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Hm it's doubtful that their damage is simply gimped. When I respecced to assassin those 'normal rank' assassins one-shotted me.

I'm pretty sure it's something to do with defence as I was obscured in addition to all my defence sustains etc - and 52%+50% means I had 100% defence against normals. So maybe at 100% defence you can dodge their abilities and it becomes a glancing blow?

I'm also pretty sure that the worst player wouldn't know- he is the worst player after all haha