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#26
AreleX

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1. invincible enemy glitch, another wonderful addition to the game with patch 1.02/1.03. you have to stop attacking them before they (enemies that spawn like the corpses and profanes) die.

2. at the end of any given act, the strongest PHYSICAL damage daggers you will have access to are the randomly generated masterwork dwarven daggers sold at korval's blades in hightown. reload the area until you find a good pair.

3. stealth boots for sure, puzzle ring of the black fox maybe, seven deadly cinch, *i* am partial to the shadow's claw/maker's kiss combo, and think it's very powerful, others (read: mr afk) disagree. see if you can get ahold of thendcomes, i remember him breaking down what the best rogue accessory purchases are somewhere, but the one thing i will tell you for sure is stealth boots. non-negotiable! they are awesome.

i'm glad you're having fun, let me know if you need any help.

and yes, sometimes we must suffer the anders to live. a necessary evil, sadly.

:(

#27
swk3000

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AreleX wrote...

1. invincible enemy glitch, another wonderful addition to the game with patch 1.02/1.03. you have to stop attacking them before they (enemies that spawn like the corpses and profanes) die.


So I have to kill the undead, then wait for them to die. Fun.

2. at the end of any given act, the strongest PHYSICAL damage daggers you will have access to are the randomly generated masterwork dwarven daggers sold at korval's blades in hightown. reload the area until you find a good pair.


By 'reload the area', can I just leave (for example, to Hawke's Manor), then come back, or do I have to save and reload?

3. stealth boots for sure, puzzle ring of the black fox maybe, seven deadly cinch, *i* am partial to the shadow's claw/maker's kiss combo, and think it's very powerful, others (read: mr afk) disagree. see if you can get ahold of thendcomes, i remember him breaking down what the best rogue accessory purchases are somewhere, but the one thing i will tell you for sure is stealth boots. non-negotiable! they are awesome.


I'm inclined to agree with you on the Shadow's Claw/Maker's Kiss combo. Primarily because I keep seeing information on the loading screen that says that magical and physical resistance to Spirit damage is always halved. Unfortunately, the fact that there are enemies immune to Spirit damage kills the setup for me. I'm too lazy to switch weapon sets in the middle of battle. I'll probably just end up sticking with physical damage dagggers through the entire game.

i'm glad you're having fun, let me know if you need any help.

and yes, sometimes we must suffer the anders to live. a necessary evil, sadly.

:(


Glad someone agrees. He's not just annoying, he's stupid. Blood Mage's? Well, they're Mages, so the fact that they just raised the entire Kirkwall Graveyard with intent to kill you can be blamed on the Templars.

#28
SuicidalBaby

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1. I've been having times where an enemy who should have died takes another 10-20 hits before they actually go down, wasting valuable time. What's going on? This never happened before.


If there are other active targets, change targets. The immortal will die shortly or immediately after you change targets with the character you are controlling.

If there is only 1 target left, control everyone, force move them all at the same time so they drop target.

Modifié par SuicidialBaby, 22 août 2011 - 11:24 .


#29
SuicidalBaby

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By 'reload the area', can I just leave (for example, to Hawke's Manor), then come back, or do I have to save and reload?


You can do this 1 of 2 ways.
1st way is to enter a zone with a shop you need items from. Save. go shopping, if the merchant doesn't have what you want. reload that save. If they do have what you want and you still need to shop, buy the item, go to another zone and then return. Repeat the first half of this process till you have what you need.

2nd way is if you have multiple shops in different zones you want to shop at fast, like hightown, gallows, lowtown. Just run the loop of all 3 in order.

If you want to shop fast in lowtown, do the save trick at ferelden imports door.
If you want to shop fast in hightown, do the save trick at the blooming rose or docks entrance.

#30
Darchon_

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Hey guys, I'm giving an archer rogue another shot, This time I'm going elemental. (used absolution and Heaven's Answer last time)

What gear is best for the fire bows (Jackals/Hoods)? I will get the stealth boots. I only really have enough gold for 2 other major purchases. My choices are Eddie's Lucky Talisman, Ring of the Black Fox, Ring of the Ferryman, and Etched Ring of the Twins. I'm not that interested in getting the RoUB because I don't want to waste my points on Magic.

I expect to have 100% crit chance some time in act 2 so really the crit damage boosting items seems better. On the other hand... if I get the assassin talent that boosts crit damage, I can use the crit chance items to allow me to transfer more points into cunning... which leaves me with less dexterity so a lower base damage which is bad.
It's not an easy problem to solve since there are so many variables. Mage and Warrior are so much easier to understand.

#31
SuicidalBaby

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Neophyte gear in act 1 is cheap, has low magic requirements, and only has an overall difference of +7% fire damage between endgame totals for the whole suit. Lowtown, Apparel shop.
If you want another stat, Mage Adapt starts showing up around lvl 9 in bunches at the same shop.

you can start shopping for any of that gear right away, but it will have a low spawn rate before lvl 9.

Modifié par SuicidialBaby, 23 août 2011 - 02:28 .


#32
ripstrawberry

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"you don't need a tank, you (and your companions) run the risk of getting destroyed if you try to use sns CCCs, you don't need the extra damage that staggers will give you, and her dps is atrocious."

While this may be true on nightmare, you can freely use her CCCs on hard and lower. That's my point of reference because I won't assume everybody plays on nightmare. The extra dmg she can give you for staggers is quite useful though again I'm speaking from a vantage point wherein my rogue and 2 mages can take advantage of those staggers via chain lightning, crushing prison, explosive strike and lacerate. While her personal dps compared to varric is indeed atrocious, I'm taking into account how she contributes more to the party dps than varric. While the most varric can contribute is his own dps and brand (useless to me and as mentioned I'm on perma-obscure w/o another rogue already), aveline contributes the stagger CCC dmg, upgraded might for everybody via rally, the rally mana regen bonus (no need to waste time to down pots and my mages can focus on being crit builds w/o needing to waste gear/will for mana + tack on more sustains that add to party dmg like elemental weapons) but yes I agree you don't need a tank though it's a nice bonus if it's there. If their focusing on aveline,my mages can get flanking bonuses.

"post a vid of you doing a run with aveline instead of varric, and i guarantee that i will do the same run twice as fast with varric."

I sadly can't post vids so let's just say I'm giving my 2 cents on the matter. I think I've made enough valid points for aveline to be considered over varric, especially once bethany is available.

"my build has decoy, and is centered around getting obscured, dropping decoy, and rocking faces. stealth and shadow veil aren't needed"

My build is too. Though I do have shadow veil, stealth and invisible friend as well. Just ask if you need me to post it so you can compare and tell me how it can be improved or where we differ.

"the way you 'spec varric for dps' is give him his insane speed buffs, high dex, and let him go to work with autoattacks. that's what my varric build does"

Yup that's what I do too. Though I do let him use rhyming triplet as well. I suspect we have no difference here. What I'm just saying aveline brings more to the table party-wise than varric.

"2. I've been using other weapons, but I keep coming back to Beraht's Revenge and Jarvia's Shank. Legacy put me at Level 14 or so before entering the Deep Roads (I wanted to see what the Dagger version of Hawke's Key looked like. The only version I haven't seen is the Longsword). Anyway, the question is: what are good weapons to have near the end of each Act? Or should I just plan on having those equipped throughout the entire game? I plan on restarting to take on the Deep Roads at a more respectable level, but I'd like to know if I can expect to be using those throughout the game."

While I won't give you the best weapons for each act, I will name some of the best daggers: beraht's revenge, the low blade, the hawke's key, jarvia's shank, the maker's kiss and shadow claw.

"3. Are there any items I want to make sure to pick up, gear-wise? So far, the only purchases I know for sure are the Etched Ring of the Twins and Dull Brass Amulet. And possibly the Champion Armor Set, for it's large boosts to Crit Chance and Crit Damage. However, I'm not sure how any of that would benefit a DW Rogue."

As mentioned, stealth boots. Robes of unblemished cleanliness and poisonwood locket (?) as well if you're going the nature route. It really depends on whether you're focusing on physical, spirit or nature. Like if you're focusing on spirit then generic mage robes w/ +17% spirit dmg from the gallows are excellent. Smite from legacy is also an excellent addition to that. I hope that's clear.

#33
AreleX

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oh lord...where to begin?

1. the 'best' party (best meaning fastest clears consistently) has been proven, time and time again, by myself and others, to be anders, merrill, and varric. for ANY hawke. for instance, check the old jack nader vs arelex vs mr afk speed run thread. what party was used in every single video made by each player, no matter the class of the hawke? anders, merrill, and varric.

2. you do *not* need staggers as another source of damage, nor is it going to speed up your runs any. you aren't going to be getting cleave staggers to stick nearly as much post-patch, and your only 100% reliable means of doing so is shield bash. shield bash is only guaranteed on one enemy, which is probably going to be an elite +. an elite + you could kill even faster by simply going brittle -> assassinate, since you don't have to wait for aveline to waddle over and paint the target with the skill.

staggers as a WHOLE were absolutely ruined in the patch. from decreased proc rate to the decreased damage on stagger CCCs. lacerate, you say? again, why not just brittle -> assassinate the thing? or, brittle -> twin fangs -> assassinate? additionally, aveline does not have the wide arc of a 2h warrior, so even if she DOES proc a stagger, and your mage CAN hit the chain lightning, it's only going to be on one or two targets, and for half the damage of pre-patch.

3. if you are needing stamina draughts on pc rogue hawke, you are doing it wrong. rally sharing muscle you can maaaaybe make a case for, but you must take into account that it isn't going to let you do anything you couldn't before. lieutenants and bosses still have damage caps. your party does get a momentary boost across the board from rally, but when it runs out, you're back to having aveline contributing next to nothing, instead of varric's consistently high personal dps.

you can make a case for her being pretty good, that's fine. i might even agree with you. to make declarative statements like 'the best party for rogue hawke is such and such and aveline' and 'aveline is better than varric' is just flat-out wrong, though. i get where you're coming from, but this is something that's been discussed and tested over and over and over since the game came out. the only thing you really have a case for is rally, and that's one ability, over an entire character.

#34
Tainan7509

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Yeah i'm going to try another rogue archer style and currently the team in my mind there are two types.
1. Aveline, Varric, Hawke(archer), Bethany (for end game), Merrill
2. Anders, Varric, Hawke(archer), Bethany (for end game) , Merrill

Any suggestion? please let me know.

Modifié par Tainan7509, 23 août 2011 - 08:34 .


#35
mr_afk

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I think it depends on the fight and on what you're looking for in a party.

In the standard rogue hawke, anders, merrill and varric setup you don't have a designed threat magnet besides your decoy and your dog. This means that threat management will be a bit of an issue (there's not much you can do even with armistice and goad as you can't really afford to have enemies targeting any of your companions) and that the hordes of enemies drawn towards hawke (due to massive dps threat generation) which will kill the blindside bonus.
Aveline is good in that hawke can simply drop into stealth to drop threat (and become obscured) and redirect enemies towards her. Killing enemies while they're distracted is a lot easier to do and you receive a lot less damage - helpful for a relatively fragile rogue.

However, it is also true that even a dps Aveline build won't be quite as powerful as Varric (unless you can safely trigger disorient CCCs). This means that the glassier and more 'powerful' setup will generally be Varric (unless elemental weaknesses are factored in). As the issue of threat management is very rarely a problem I would agree that the standard Varric setup will be more effective in general.
I normally spec my Varric to be more about branding, setting up disorients, dps and brittle CCCs rather than trying to obscure hawke. By skipping chameleon's breath you can get Varric sorted faster (e.g. more 'powerful' for his level) without much loss in terms of hawke's ability points (only need shadow veil and stealth - and i like to think that stealth is well worth investing in simply for threat management). But that isn't what we're discussing.

The time where Aveline becomes superior is when there are heaps of archers. Namely the malvernis fight, a completely glassy (no con) Anders, Bethany and Varric setup dies in a couple of seconds. Even with some con i would assume they would be arrowed down pretty fast unless they're particularly lucky. I've done several speed runs of it (testing out late-game builds) and I can safely say that using an Aveline party increases survivability a hundred-fold.
Aveline allows the rest of your party to be completely glassy (pure damage) and for hawke to shrug off the occasional arrow (due to bodyguard and friendship and occasionally battle synergy). Your mages also won't run out of mana as fast due to rally while the extra +25% helps your basic autoattacks (all crits) to kill enemies faster (via normal dps)/hit the cap harder (spike damage). More importantly perhaps is that Aveline allows you to get additional damage from CCCs. While it's true that hawke might not always be there to vendetta+lacerate a staggered enemy (and thus deal the highest possible spike damage in the game) your mages can get crushing prison and chainlightning CCCs happening. Disorients aren't a problem with disorienting criticals which means that your mages overall damage output (excluding extra damage from brand) will be increased (they can deal more CCCs). Staggers aren't so uncommon with shield bash and pommel strike. A staggered elite/boss every few seconds = a stagger CCC every few seconds; Which adds up to equal dead boss. Also, if you were an assassin there's nothing stopping you assassinating brittle targets still. You still have two mages.


But yes, I wouldn't say that Aveline makes the best party. Her melee friendly fire makes her semi-hazardous for a DW rogue (with an archer it'll be a different story) and the nature of melee attacks has reduced damage due to travel time. But situationally I would say that Aveline would make the 'better' party in that you won't die in a couple seconds.


If you wish to do a speed run to prove me wrong, try doing malvernis with our standard setup and see how much faster it is. I think that it has the potential to be faster (i.e. if you survive the archer phase Varric will contribute more towards killing malvernis) but has too many issues with dying for me to consider it the better setup.

#36
mr_afk

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@Tainan - are you playing on nightmare?
unless your haste is bugged, keeping anders and bethany in your party is a must for the most powerful setup. Nothing beats dual haste.

For non-dlc party setups you could drop Varric or Merrill for Aveline. (Hawke, Anders, Varric/Merrill/Aveline) and for the dlc drop Varric or Aveline for Bethany (Hawke, Bethany, Anders, Aveline/Varric).

Since you're an archer Aveline can be safely specced for full dps. This means that she will be very useful at holding off threat and performing disorient CCCs.
Enemies will get clustered around her allowing Varric to fatiguing fog the enemies and then allowing her to scatter or assault the whole group. You'll probably want brittles for your assassinate (and archer's lance if you get it) so you'll have to weigh up either having Varric for extra disorients etc or another mage for extra brittles.

It's possible to do a full-ranged party, so Aveline isn't completely necessary. I would say that it would be very useful to have her though.

Modifié par mr_afk, 23 août 2011 - 10:16 .


#37
AreleX

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mr afk.

why do you continue to challenge me. when has that ever worked out for you.

moreover, what you speak of is an isolated case. there are maybe...two points in the entire game where you're up against a firing squad, and nothing else in the game comes close to the Malvernis fight. so in this instance, you might (might) be right, so if that's your case, i agree. if it's trying to prove the worth of aveline on a scale larger than that, i disagree.

#38
mr_afk

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haha because it's fun!

Anyway, all I'm saying is that an Aveline setup is viable (more than just for 'roleplaying' or whatever) if you value a measure of durability over a little bit of extra damage. This can be seen particularly in fights where damage is more unavoidable. So for people who aren't quite as practiced at avoiding damage (by killing, crowd-controlling and manually moving around) they may find an Aveline setup to be actually more effective.

I'm a bit more of a risk taker so I usually prefer the Varric setup with a fully glassy party when I'm not going solo. So just to clarify, I've never advocated that Aveline is superior, I was just pointing out that self-obscuring allows you to be a little more flexible with your party selection and setup - and one of those options includes Aveline for the reasons I listed :)

Modifié par mr_afk, 23 août 2011 - 10:31 .


#39
AreleX

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what was your malvernis time?

and i never said she wasn't viable, i said that calling her better than varric is just flat-out wrong

#40
mr_afk

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um the one i've got recorded is ~2:50
but i could probably knock off quite a bit. all the other times I was more just experimenting so didn't record it.

haha have fun, i hate that fight. Only the dragon part is fun

#41
Tainan7509

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mr_afk wrote...

@Tainan - are you playing on nightmare?
unless your haste is bugged, keeping anders and bethany in your party is a must for the most powerful setup. Nothing beats dual haste.

For non-dlc party setups you could drop Varric or Merrill for Aveline. (Hawke, Anders, Varric/Merrill/Aveline) and for the dlc drop Varric or Aveline for Bethany (Hawke, Bethany, Anders, Aveline/Varric).

Since you're an archer Aveline can be safely specced for full dps. This means that she will be very useful at holding off threat and performing disorient CCCs.
Enemies will get clustered around her allowing Varric to fatiguing fog the enemies and then allowing her to scatter or assault the whole group. You'll probably want brittles for your assassinate (and archer's lance if you get it) so you'll have to weigh up either having Varric for extra disorients etc or another mage for extra brittles.

It's possible to do a full-ranged party, so Aveline isn't completely necessary. I would say that it would be very useful to have her though.

Yes i am going to play on nightmare level. i have done this for my blood mage playthrough, so i wonder about my next archer playthrough. :) Thanks for advice. i will try this now

#42
thendcomes

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Darchon_ wrote...
What gear is best for the fire bows (Jackals/Hoods)? I will get the stealth boots. I only really have enough gold for 2 other major purchases. My choices are Eddie's Lucky Talisman, Ring of the Black Fox, Ring of the Ferryman, and Etched Ring of the Twins. I'm not that interested in getting the RoUB because I don't want to waste my points on Magic.


If you have Legacy then Eye of Blue is the best amulet by far - it's available from the very first battle and has fire damage equal to 13+round((LVL-1)*37/125) and caps at 20%. If you don't, Dura's Blue Flame still beats Lucky Eddie's. Puzzle ring is better than Etched Ring unless you need the knockback protection. If you have Legacy, Graven Circle has the same formula as Eye of Blue but for crit damage, and is better than both.

For the Robes, don't see it as "wasting" points on magic, but rather "wasting" damage potential by not wearing it. However, I was curious exactly how much better they are than the Arms of the Champion and if it would warrant the 140g purchase. Actually it's more than 140g since you need to purchase some items for exclusively for pre-buffing, so the total cost could rise to almost 200g.

Edit: LOL I did all this work, and they just released an item pack with a new Rogue Armor. Turns out the robes are still better, but the gap is closed.


I'm assuming Shadow/Assassin with end game gear and Hood's Message at level 26. Your attribute goal is to get 100% crit chance then dump the rest into cunning for crit damage.

With pre-buffing, I might be wrong but I think you can get +14 magic* so you'd only need to place 8 points in magic for the Robes. The Arms of the Champion has 14 points worth of attributes on it (6 crit chance and 16 crit damage). The Robes has 4 (+2 to all stats). So there's a net gain of 14 - 4 + 8 = 18 points should you choose ot wear the Arms. At end-game, this will translate to 36 crit damage. This will be on top of about 350 crit damage**. The Arms of Mac Tir have 21 points worth of attributes (13 crit chance and 16 crit damage) for a net of 21-4+8 = 25 points, which translates to 50 crit damage.

The Robes give you +24% fire damage. This will be on top of +24% (RotF) +20% (Eye of Blue) at the very least. So all that's left is to compare how much damage you gain from getting the extra +24% fire damage versus +36% crit damage.

Damage modifier = (1 + crit chance * crit damage) * (1+ fire damage) = (1 + 100% * 350%) * (1+48%) = 6.66
Wearing Arms of the Champion will be 7.19
Wearing Arms of Mac Tir will be 7.4
Wearing Robes will be 7.74


Wearing the Robes over the Arms of the Champion is only a 8% increase in damage! Wearing them over Arms of Mac Tir is only a 4.6% increase. I was shocked by this. Plus the more your fire damage goes up by wearing other fire gear, the less the increase will be.


* +2 (Black Fox's Jerkin) +2 (Rune of Valiance 50s) +2 (Stealth Boots) +3 (Circlet of the Dreamer 30g, requires 30 magic so you'd need another +1 hat like Cap of the Antivan King 6g) +1 (Enchanted Silverite Belt 6g) +1 (Urzara's Tooth) +2 (Ring of the Ferryman) +1 (Ring of Resilience or Ring of No Wishes 27g)

** End game you have about 100 stat points. To get to 100 crit chance, you need to spend about 50 on dex in end game gear. That leaves 50 points for cunning (100% crit damage) plus 100% from Shadow talents plus 100% from gear.

Modifié par thendcomes, 23 août 2011 - 08:14 .


#43
thendcomes

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I think I'm gonna fix up my mage spreadsheet to work for Archers. Should be very simple since they can only use two elements (including physical).

Modifié par thendcomes, 23 août 2011 - 04:36 .


#44
PsychicHammer

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I decided to try something else on DW Hawke (note that I have never played DW before): started with Stealth, Unforgiving Chain and Specialist sustains on lvl 5 respec. Harmony on lvl 6, then Shadow spec. No more points in DW tree. Yeah, I know it's weird, but DLC items and pumping dexterity all along (not a SINGLE point anywhere else, really, I meant ALL dex) is a solid combo. 

Party: Varric (lockpick/disarm bot, which means 30 cun asap, then all dex), Bethany (Horror and Hex of Torment, then Creation tree, but without Valiant Aura, cuz this sustain doesn't stack as far as I know), Aveline (until I got Anders, but she had high strength and Cleave), Anders (Creation with Valiant Aura, Vengance, so I can spam Haste with Martyr)

Result? Double Haste + Speed + attack speed bonuses from gear + high dex = crits and crits and more crits of auto attacks, so fast that assasins were going down within seconds (unless they managed to stealth, that's when the Dog comes in), elite warriors took a little longer, but still, they were usually dead quickly. This party (Hawke, Varric, Bethany, Anders) gave me my fastest speed run on ARW ever - after first phase (to 90% health) he was on cooldown all the time. I didn't look at the time, but I think it was about 2:30 mins. I'll try it again to be sure. Anyways, even though I only had the Chain from DW tree, I never felt like I was missing out on dps.  

This build is still being tested. I dunno if anyone tried sth like this before, if so, then I'm sorry for accidentally stealing your ideas, but I never knew. Anyways, so far I'm level 17 in the middle of Act 2. Xebenkeck is still alive, but I think I'll need a tank for this fight, so Aveline will be back for a while. If anyone would be intrested, I could do a whole guide, but I'll need some more time.

A random shoutout: Arelexx, you're awesome (obvious one, that), Elemental Blood/Force Mage is ungodly powerful.

Modifié par Scott_Press, 24 août 2011 - 09:39 .


#45
Darchon_

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thendcomes wrote...

If you have Legacy then Eye of Blue is the best amulet by far - it's available from the very first battle and has fire damage equal to 13+round((LVL-1)*37/125) and caps at 20%. If you don't, Dura's Blue Flame still beats Lucky Eddie's. Puzzle ring is better than Etched Ring unless you need the knockback protection. If you have Legacy, Graven Circle has the same formula as Eye of Blue but for crit damage, and is better than both.

For the Robes, don't see it as "wasting" points on magic, but rather "wasting" damage potential by not wearing it. However, I was curious exactly how much better they are than the Arms of the Champion and if it would warrant the 140g purchase. Actually it's more than 140g since you need to purchase some items for exclusively for pre-buffing, so the total cost could rise to almost 200g.

*snip*

Wearing the Robes over the Arms of the Champion is only a 8% increase in damage! Wearing them over Arms of Mac Tir is only a 4.6% increase. I was shocked by this. Plus the more your fire damage goes up by wearing other fire gear, the less the increase will be.


I didn't actually get Legacy, so those are out. As for the robes, I don't want to go through all that hassle and coin to buy something that is only 8% better.

You have however, convinced me to get the Ring of the Ferryman. The question is what else shall I get? I may not worry about either of the other rings. I can always buy a couple small purchases instead.

#46
thendcomes

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That pretty much covers your big purchases. Your final gear looks like

Arms of the Champion
Jasmine's Cutty Wrap
Stealth Boots
Dura's Blue Flame
Ring of the Ferryman
Puzzle Ring (or Etched Ring if you need knockback immunity)
Gauntlets or generic +4% fire damage gloves
Generic +5% fire damage belt

Feel free to sub out the gloves or belt for whatever.

#47
playaplayer

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thendcomes what should final gear look like if you don't have dlc? What daggers is the best in act 3? Also if you do the money glitch, and money not a problem. What should you buy?

Modifié par playaplayer, 24 août 2011 - 10:00 .


#48
thendcomes

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The dagger situation is not as easy to pin down as an archer. An archer only cares about Fire. Since elemental weapons are just plain better than physical weapons, you're stuck with either nature or spirit as a DW. But you have to be more specific about what DLC you have or don't have. The basic game has only the spirit-damage Shadow's Claw.

#49
swk3000

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So what should I be looking at in terms of end-game gear? I ask because I want to tailor my stats to match. For example, I don't intend to boost my Crit chance beyond 80%, including gear. Why? Because Unforgiving Chain gives up to +20%. Anyone I need the guaranteed crits against will survive long enough for me to build the chain to full, and anyone who dies before it's full obviously doesn't need it. However, I can't pin down the exact number without an idea of what I'm going to be equipping. Here's the gear setup I'm looking at:

Weapon 1: Finesse
Weapon 2: Carta's Right Hand
Head: Helm of the Champion
Hands: Gloves of the Champion
Body: The Black Fox's Jerkin
Feet: Stealth Boots
Belt: Seven Deadly Cinch
Amulet: Four-Fingered Eddie's Lucky Talisman
Ring 1: Puzzle Ring of the Black Fox
Ring 2: Ring of No Wishes

This setup gives +38% Crit Chance and +9 Dexterity. Add in a Rune of Valiance, and we get +11 Dexterity, which translates to +49% Crit Chance. That should mean that I only need to boost my Crit Chance to 31%, and gear can make up the rest. Of course, this is extremely gear-dependent, so I'd be working with drastically reduced Crit Chance until I get that gear, but it's something to consider. What do you guys think?

#50
AreleX

AreleX
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you should get 96% crit chance at the minimum

i have to go so i'll try to get back to you later, but you should consult thendcomes for this, he'll probably give you a better answer than i can, as far as gear goes