Aller au contenu

Photo

Dual Wield Tempest Builds


  • Veuillez vous connecter pour répondre
11 réponses à ce sujet

#1
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 768 messages

So I am curious to see if anyone has any good Tempest builds for dual weapon rogues. 

 

The problem is, well, the 8 ability skill restriction. The Tempest's abilities are all too outstandingly good to not take. 

 

Which means we are left with this frustrating scenario :- 

 

  1. Flask of Fire
  2. Flask of Frost
  3. Flask of Lightning
  4. Stealth
  5. Hook & Tackle
  6.  
  7.  
  8. Thousand Cuts

See the problem yet ? Stealth and Hook & Tackle are a must have for dual weapon rogue builds. Add this to the three flask and the focus ability and all I have left to work with is 2 free skill slots which is immensely annoying  :angry:

 

So any ideas on how to make a decent Dual Weapon Tempest build, taking into account of the extremely annoying 8 skill slot lock ? 

 

Cheers.



#2
lastpawn

lastpawn
  • Members
  • 746 messages

I ran into the same problem with 8 ability restriction.

 

I've only done low-level tests but I prefer Evade to Hook & Tackle, perhaps just a personal preference. At least on Hard I absolutely did not feel like Hook & Tackle is a must-have. I also have a hard time not using sleep powder which (especially upgraded) gives so much control.

 

Another thing is, how do you value which is better, Thousand Cuts or Mark of the Rift? I dunno.



#3
finc.loki

finc.loki
  • Members
  • 689 messages

This game likes restriction, anything to remove fun.



#4
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 768 messages

I ran into the same problem with 8 ability restriction.

 

I've only done low-level tests but I prefer Evade to Hook & Tackle, perhaps just a personal preference. At least on Hard I absolutely did not feel like Hook & Tackle is a must-have. I also have a hard time not using sleep powder which (especially upgraded) gives so much control.

 

Another thing is, how do you value which is better, Thousand Cuts or Mark of the Rift? I dunno.

 

Evade is good as well ? Okay, let me revise it

 

  1. Flask of Fire
  2. Flask of Frost
  3. Flask of Lightning
  4. Stealth
  5. Evade
  6. Knockout Powder
  7.  
  8. Thousand Cuts

and now I am left with only 1 slot.  :crying:



#5
Sevitan7

Sevitan7
  • Members
  • 240 messages

Why do you feel Hook and Tackle is key?

 

And on topic, I found upgraded Flank Attack amazing. Going into stealth right afterwards sure makes life easier for melee rogues and sets up a twin fang nicely.

 

Though I used this on Cole. It just meshes perfectly with the assassin passive of instant crit and stealth cooldown. You end up with 2 ways to go into stealth, and deliver huge crits whenever you are in stealth. It's so good in fact, that it's akin to permanent stealth if you can finish off the target (and hidden blades auto crit out of stealth is enough to kill many regular enemies) and it lets Cole solo groups of regular enemies on his own. Works even better with archery spec using Full Draw and Hidden Blades as those are pretty much guaranteed to kill with auto stealth crits.

 

I know most of that was off topic but it's super fun to try.



#6
Cavemandiary

Cavemandiary
  • Members
  • 114 messages
You dont need hook and tackle or stealth, upgraded flanking attack can do both almost just as well. You dont get 0 cd on it, but its low, does solid dmg and positions you better.

that leaves room for twin fangs and throwing blades, which should be spammed during fireflask.Spinning blades is great to proc hidden blades from fadetouched masterwork material, but has too long an animation to be spammed. Probably your best bet still.

Also mark of the rift > thousand cuts, but thats just my preference based on my party comp.

#7
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 768 messages

You dont need hook and tackle or stealth, upgraded flanking attack can do both almost just as well. You dont get 0 cd on it, but its low, does solid dmg and positions you better.

that leaves room for twin fangs and throwing blades, which should be spammed during fireflask.Spinning blades is great to proc hidden blades from fadetouched masterwork material, but has too long an animation to be spammed. Probably your best bet still.

Also mark of the rift > thousand cuts, but thats just my preference based on my party comp.

 

So something like this ?

 

  1. Flask of Fire
  2. Flask of Frost
  3. Flask of Lightning
  4. Flank Attack
  5. Twin Fangs
  6. Spinning Blades
  7. Throwing Blades
  8. Mark of the Rift / Thousand Cuts

But stealth is incredibly useful though. 



#8
Cavemandiary

Cavemandiary
  • Members
  • 114 messages
Twin blades no doubt. Spinning blades would take too many skillpoints( just get stealth instead then) Alternatively you could skip flask of lightning and all the mediocre passives the tree offers.

either way the two stamina passives, the threat reduction on flank and the crit on flank passives are imo mandatory. So consider if u have enough skillpoints.

#9
lastpawn

lastpawn
  • Members
  • 746 messages

Why do you feel Hook and Tackle is key?

 

And on topic, I found upgraded Flank Attack amazing.

 

Actually I'd like to echo this. With upgraded Flank Attack I don't even need Evade... as much...

 

First, it does reasonable damage. Second, it puts you in stealth. Third, it allows you to close distance quickly. The ability go close distance isn't as great as Hook & Tackle, but it's reasonable. Finally, it seems to make you invincible during the animation, allowing one to bypass big AoE cleaves if used at the right moment. Not 100% sure on that last one, though.

 

So right now I'm considering Flank Attack > Evade = Hook & Tackle.

 

One ability I've yet to try out is Throwing Blades.



#10
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 768 messages

Okay. I thought I would approach this with synchronization in mind.

 

What do I mean by this ? Well, Tempest has 3 ability and each one works best with a specific ability. 

 

Flask of Fire allows you to spam abilities like nobody's business. The problem here is that it only lasts for 5 seconds. Which means you want to use an ability that has a short animation and does reasonable damage. To me, Twin Fangs and Throwing Blades are the best ability to go with Flask of Fire.

 

Flask of Lightning allows you to move insanely quickly. It is essentially Haste in alchemical form and it lasts for 7 seconds. In my opinion the best ability that works with Flask of Lightning is upgraded Knockout Powder. With it, you can put groups of enemies to sleep, drink Flask of Lightning and if you have the passive Mercy Killing you can destroy large groups of enemies in no time. 

 

Flask of Frost gives you 85% damage reduction and it draws aggro on to you. Theoretically, the best skills that would work with Flask of Frost is an AOE skill that does damage. The problem here is that the only AOEs for rogues in this game are Caltrops and Toxic Cloud. However, none of them seem to do impressive damage at all. It seems the best way to make Flask of Frost work is to drink it and throw grenades on enemies. 

 

To summarize...

 

Flask of Fire - Twin Fangs / Throwing Blades.

 

Flask of Lightning - Knockout Powder

 

Flask of Frost - ???

 

Which would give us this

 

  1. Flask of Fire
  2. Flask of Lightning
  3. Stealth
  4. Knockout Powder
  5. Flank Attack
  6. Twin Fangs / Throwing Blades
  7. Thousand Cuts 

I left Flask of Frost out because I do not see what other ability it has a synergy with. 

 

Would love to see what people think has a good synergy with Flask of Frost. 

 

 



#11
Blackstork

Blackstork
  • Members
  • 629 messages

After my tryouts i think that evade is best as mobility spell. You are not linked to target and you can position yourself regardless enemy location, that means it is also great aoe escape tool if your loc and destination are both predictably not safe places.

 

Also, about Spinning Blades. It may be less good for Tempest Fire Flask, because animation time, but is great for crit generation builds where you need heat-per-seconds most in order to generate stacked debuffs on enemy. It is personal choice, where you could favor bit highter effectivity of fire flask time, or your chance to process critical strikes and need for those depending on your skillset and party synergies.

 

Toxic cloud is good, because it makes your target to explode in new toxic cloud if it dies. This is good thing to use with frost flask, but there is serious need for escape mechanism. And, in that case you have or stealth or evade. Other movement spells (Shadow Strike, Flank Attack, Hook) cant be used as escape mechanisms if things become too bad. Normally it is possible to plan party barrier on the moment when your frost flask ends, but again, you better have escape mechanisms in order to reposition yourself our of aggro.

 

I think that either Evade or Stealth, or both are must have for tempest, because it gives you ability to reposition yourself while on CD for flasks. 



#12
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 768 messages

After my tryouts i think that evade is best as mobility spell. You are not linked to target and you can position yourself regardless enemy location, that means it is also great aoe escape tool if your loc and destination are both predictably not safe places.

 

Also, about Spinning Blades. It may be less good for Tempest Fire Flask, because animation time, but is great for crit generation builds where you need heat-per-seconds most in order to generate stacked debuffs on enemy. It is personal choice, where you could favor bit highter effectivity of fire flask time, or your chance to process critical strikes and need for those depending on your skillset and party synergies.

 

Toxic cloud is good, because it makes your target to explode in new toxic cloud if it dies. This is good thing to use with frost flask, but there is serious need for escape mechanism. And, in that case you have or stealth or evade. Other movement spells (Shadow Strike, Flank Attack, Hook) cant be used as escape mechanisms if things become too bad. Normally it is possible to plan party barrier on the moment when your frost flask ends, but again, you better have escape mechanisms in order to reposition yourself our of aggro.

 

I think that either Evade or Stealth, or both are must have for tempest, because it gives you ability to reposition yourself while on CD for flasks. 

 

Toxic Cloud is good ? Yay ! I heard from some people it was bad but then I forgot about the explosions proc. In that case, here is the revised final build. 

 

Dual Weapon Tempest. 

  1. Flask of Fire
  2. Flask of Lightning
  3. Stealth
  4. Knockout Powder
  5. Flank Attack
  6. Twin Fangs 
  7. Poisoned Weapons
  8. Toxic Cloud

*use Thousand Cuts for tough boss battles.*

 

Flask of Fire has a great synergy with Twin Fangs. Twin Fangs damage is good and it has a short animation meaning it can be spammed over and over in a 5 second time period, which is the duration of Flask of Fire. 

 

Flask of Frost has great synergy with Toxic Cloud. Toxic Cloud does DOT and AOE. Combined with the passive that essentially turns Toxic Cloud into a mini-walking bomb of sorts and Flask of Frost's massive damage reduction, free frost cloak and taunt...Well, you will have a good time.

 

Flask of Lightning has a great synergy with Knockout Powder. Upgraded Knockout Powder with Mercy Killing passive and a Haste, which is what Flask of Lightning is, allows you to disable and crit attack mobs easily. 

 

Flank Attack, especially when upgraded, makes it one of the best combat initiation tool in the game. You can use Flank Attack from range, it does decent damage and when you execute it, you go into Stealth with the upgrade. Also, because of that, you can use it as an escape mechanism as well. 

 

Stealth is the best tool in the rogue's arsenal to drop aggro and debuffs against them. This is the first skill rogues should get. It works sort of like Tactical Cloak from Mass Effect 3 where you can deactivate it early and it will have low cooldown. 

 

Poisoned Weapons is there for fun. You can replace it with a Focus Ability. Early in game however, for a melee rogue, Poisoned Weapons is a lot better than Caltrops. Caltrops is primarily designed for Artificer Archer since Caltrops will get the trap bonuses from Artificer. 

 

Cheers.  B)


  • Merchant2006 aime ceci