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Rogue Class/Spec Guide and Advice


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#1
HeroxMatt

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ROGUE CLASS/SPEC GUIDE

 

This is by no means comprehensive and criticism is welcome. Feel free to contribute and post your own builds and they can be added to the links below.

 

On how to get started on these quests visit this thread with information gathered by thrones6.

 

For a list of bugged skills in the Rogue Tree (and others) visit lastpawn's thread, here.

 

Following, will act as a glossary for the posts that have optimal builds in them. 

 

LINKS TO USEFUL SKILL TREE COMBOS

 

"No-Spec" Rogue: Click here.

 

Archer builds

ARCHER + SUBTERFUGE + ASSASSIN: Click here.

ARCHER + POISON w/ Stealth + ASSASSIN: Click here.

ARCHER + SUBTERFUGE + TEMPEST: Click here.

ARCHER + POISON + ARTIFICER: Click here.

xelander's ARCHER ARTIFICER: Click here and here.

 

DW builds

DW + SUBTERFUGE + POISON + TEMPEST: Click here.

Ishten's DW TEMPEST: Click here.

Flasho81's DW TEMPEST: Click here.

Sriep's DW ASSASSIN: Cilck here.

Ordis15's DW ARTIFICER: Click here.

 

TIPS AND CRAFTING:

 

MIN-MAXING ARTIFICER by xelander: Click here.

 

blackstork's ROGUE PARTY COMBOS: Click here.

 

ROGUE TIER ONE CRAFTING LEATHER: Click here.

ROGUE TIER TWO AND THREE CRAFTING LEATHER: Click here.

 

ASSASSIN STAMINA REGEN: Click here.

DW ARTIFICER COMBAT: Click here.

ARCHER ARTIFICER COMBAT: Click here.

MORE ARCHER ARTIFICER COMBAT (VIDEO) : Click here.

 

FAQ:

For general questions, answers and additional info about Subterfuge, Archery and Artificer Skills, click here.
Do DW Passives Work on Archers? Click here.


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#2
Bayonet Hipshot

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DW Tempest ? 

 

Build

  • Tempest - 11 (Upgraded Flask of Fire, Upgraded Flask of Frost, Upgraded Flask of Lightning, Thousand Cuts, Flaskmaster, Fury of the Storm, Ride the Storm, Killer's Alchemy)
  • Double Daggers - 8 (Upgraded Flank Attack, Upgraded Twin Fangs, Bloodied Prey, Unforgiving Chain, Dance of Death, Sneak Attack)
  • Sabotage - 4 (Upgraded Caltrops, Looked Like It Hurt, Cheap Shot)
  • Subterfuge - 6 (Upgraded Stealth, Upgraded Knockout Powder, Mercy Killing, Easy to Miss)

Skills

  1. Flask of Fire
  2. Flask of Frost
  3. Flask of Lightning
  4. Stealth
  5. Knockout Powder
  6. Flank Attack
  7. Twin Fangs
  8. Caltrops

*Thousand Cuts for powerful bosses*

 

Flask of Fire needs to be coupled with an ability that does good damage and has a short animation. Twin Fangs serve that purpose. You can obviously use something like Throwing Blades or Shadow Strike but their animations are a tad long I think.

 

Flask of Frost needs to be coupled with an AOE to make full use of the aggro and damage reduction. Caltrops is a decent enough AOE that can debuff your enemies and do some damage. The two passives below Caltrops is useful as well. Though maybe Toxic Cloud could be better

 

Flask of Lightning coupled with Knockout Powder and Mercy Killing passive is simply insane on a Dual Weapon rogue.

 

Flank Attack with its upgrade which makes you enter stealth is a good all round initiator. You could argue that Hook & Tackle is better but it does not damage and you cannot stealth immediately. 

 

Stealth is for you to get in and out of situations. Get that threat reduction passive. 

 

On and by the way, if you use Flask of Fire and the use Thousand Cuts, the Tempest's focus ability, you do not use up any of the Focus resource or trigger its cooldown...Yeah... :devil:

 

Thoughts on this ? 



#3
HeroxMatt

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DW Tempest ? 

 

Build

  • Tempest - 11 (Upgraded Flask of Fire, Upgraded Flask of Frost, Upgraded Flask of Lightning, Thousand Cuts, Flaskmaster, Fury of the Storm, Ride the Storm, Killer's Alchemy)
  • Double Daggers - 8 (Upgraded Flank Attack, Upgraded Twin Fangs, Bloodied Prey, Unforgiving Chain, Dance of Death, Sneak Attack)
  • Sabotage - 4 (Upgraded Caltrops, Looked Like It Hurt, Cheap Shot)
  • Subterfuge - 6 (Upgraded Stealth, Upgraded Knockout Powder, Mercy Killing, Easy to Miss)

Skills

  1. Flask of Fire
  2. Flask of Frost
  3. Flask of Lightning
  4. Stealth
  5. Knockout Powder
  6. Flank Attack
  7. Twin Fangs
  8. Caltrops

*Thousand Cuts for powerful bosses*

 

Thanks for posting, I was hoping you would - i've seen your posts around here on Rogues and they've all been insightful!

 

I will update this again later (I need to stop playing Inquisition haha) with some of the info from yours. Is that alright? I'll credit you on your parts, while I add some of my own.

 

I agree with most of what you post. I pick Caltrops primarily because of the Passives that are underneath it. It also makes for a good retreat option, though, as Rogues are still glass cannons. Toxic Cloud requires more focus on Poisons, which I don't think is as beneficial for DW Tempest, mainly because you'll be spamming Activated Skills with Flask of Fire and then using Knockout Gas and Crit Damage with Flask of Lighnting. This is the only time Activated Poison Abilities would be useful.

 

I like Twin Fangs for its Shatter Bonus and I generally start with that. I avoid Flank Attack generally because I think Twin Fangs does better damage and the passives on the left hand side aren't as good as the ones on the right. It frees up more options to start going into the Poison Passives sooner, as I think those are more useful in the early-mid game than the ones in DW.

What are your thoughts on DW Unforgiving Chain?



#4
Blackstork

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I could say that i like combination of Shadow Strike and Fire Flasked Flank Attack. 

Poison weapons  > Fire Flask > Flank attack each present target, finish on one you want to peel of your team mates with Shadow Strike, Do another shadow strike right after Fire Flask ended.

Shadow strike provides knockdown and coundown decrease on flasks. It is also precision detonator and Shatter/Rupture maker. It is quick detonator disable which also decrease vital countdowns. Flank Attack allow you to zoom on bf and maintain stealth while dealing damage.  this means if you fight 4-5 enemies with poison, you can flank attack each one of them under fire flask and poison them, while maintain stealth.

Thats why i think its good drop Twin Fangs at some point. At least for style i playing with.



#5
HeroxMatt

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Yeah Shadow Strike is great with Flank Attack. The potential 600%+ damage along with Stealth is good. I would use it mostly on Assassin Builds, as the Auto-Crit from Stealth becomes even more effective.

 

What you suggest would be an awesome build for higher levels and late game.Although I definitely see the use with Fire Flask, as it lets you spam Shadow Strike or, alternatively, move to another enemy really quickly and Poison Blade both of them. I may have to try this out, but I'm not a fan of having more than 3+ Class/Specs, at least at the early game.



#6
PervyPerv

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Does artificer work well with daggers. From what I'm seeing its like the game wants archers to use traps.



#7
HeroxMatt

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Does artificer work well with daggers. From what I'm seeing its like the game wants archers to use traps.

Artificer is BEST with Archers, IMO, primarily because you can set traps and then find elevation. If you draw Aggro, your enemies walk through it. However, it CAN work well with daggers.

 

I'd do this by DW + Poison + Artificer w/ Stealth. Drawing Aggro is fine, as you can get them to walk through your traps. Also, go down the (upgraded) Caltrops route, as that gets a bonus from Artificer Passive Bonuses, Looked Like It Hurt and Cheap Shot. This, in addition to the Artificer Passives, And Take Them Down and Tricks of the Trade, make the most of Crit Damages.

ALTERNATIVELY, you can go down the Mercy Killing/Knockout Gas Route in Subterfuge. This will make you able to constantly Crit your enemies and makes the most of the Artificer Crit Passives.

 

I'd probably still go for Poison, though as I'm pretty sure Poison Weapons works on your Activated Traps. May have to check that, though.

 

DW + Poison + Artificer seems like it would be a very SUPPORT/DEBILITATE kind of class, which supports Crit Damage, while debilitating enemies through Poison and Trap Activated Abilities. Could be fun.


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#8
PervyPerv

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I just don't understand why an archer would have traps if they are attacking far away from enemies.

And I guess Assassin is best for flanking?



#9
HeroxMatt

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Well, you set the traps as you back away looking for a good spot. Then, attack and melee attackers chase after you and your party, but they get caught in the traps on the way! :P I don't go with DW + Artificer, because you'll be too busy flanking and if you're doing that close-range, without constant Stealth, your target will be attacking before you can set up your Trap.

 

And yeah, Assassin works best w/ Flank. If you're flanking with the builds and talent trees mentioned above, you're dealing insane Crit Damage.


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#10
PervyPerv

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Thanks for the help. I'll mess around with Varric to get a feel for artificer.



#11
HeroxMatt

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Yeah thats what i do too! Haha let us know it goes and post up some of your ideas.

#12
Bayonet Hipshot

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I could say that i like combination of Shadow Strike and Fire Flasked Flank Attack. 

Poison weapons  > Fire Flask > Flank attack each present target, finish on one you want to peel of your team mates with Shadow Strike, Do another shadow strike right after Fire Flask ended.

Shadow strike provides knockdown and coundown decrease on flasks. It is also precision detonator and Shatter/Rupture maker. It is quick detonator disable which also decrease vital countdowns. Flank Attack allow you to zoom on bf and maintain stealth while dealing damage.  this means if you fight 4-5 enemies with poison, you can flank attack each one of them under fire flask and poison them, while maintain stealth.

Thats why i think its good drop Twin Fangs at some point. At least for style i playing with.

 

But Twin Fangs has short animation and it leads to some very lovely passives....

 

The only thing stopping me from taking Shadow Strike is that it takes a lot of skill points to get to, unlike Twin Fangs which is right up there. 



#13
Bayonet Hipshot

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Thanks for posting, I was hoping you would - i've seen your posts around here on Rogues and they've all been insightful!

 

I will update this again later (I need to stop playing Inquisition haha) with some of the info from yours. Is that alright? I'll credit you on your parts, while I add some of my own.

 

I agree with most of what you post. I pick Caltrops primarily because of the Passives that are underneath it. It also makes for a good retreat option, though, as Rogues are still glass cannons. Toxic Cloud requires more focus on Poisons, which I don't think is as beneficial for DW Tempest, mainly because you'll be spamming Activated Skills with Flask of Fire and then using Knockout Gas and Crit Damage with Flask of Lighnting. This is the only time Activated Poison Abilities would be useful.

 

I like Twin Fangs for its Shatter Bonus and I generally start with that. I avoid Flank Attack generally because I think Twin Fangs does better damage and the passives on the left hand side aren't as good as the ones on the right. It frees up more options to start going into the Poison Passives sooner, as I think those are more useful in the early-mid game than the ones in DW.

What are your thoughts on DW Unforgiving Chain?

 

Sure, no problem.

 

Unforgiving Chain is good only if you have a low critical chance. The passive becomes powerful only if it stacks. A rogue who can crit every few seconds or every few strikes is not going to find much need for it. I personally like Bloodied Prey more. I mean it is a flat 10% extra bonus damage on everything. 

 

Both passives are good but they are not great must haves. 

 

The reason why I do not want to drop Flank Attack is that it is an all round good initiation ability. 

 

Hook & Tackle is nice and upgraded, it does not cost stamina but it does not put you in a flanking or a backstabbing position and it does not grant you free stealth. Also, getting this means I won't have to spend two more points in passives, which I will do if I grab Flank Attack. 

 

Shadow Strike is good as well. It does more damage, can be spammed with the upgrade somewhat and its stamina requirement, with upgrade, is not much different from Flank Attack. Also, getting this means I won't have to spend two more points in passives.

 

So the question now is to find a good initiation ability. We already have Stealth as the "Oh shite ! I am screwed ! Time to go !" ability but what about an initiator ?

 

Rogues without an initiator will suck....

 

So the thing now is this :- Hook & Tackle vs Flank Attack vs Shadow Strike..Assume all of them are upgraded...Which makes for the best all-round initiation ability for rogues and why ? 



#14
HeroxMatt

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Without in depth testing, my initial idea is for Flank Attack early to mid game as it is the quickest option with the most damage output that will benefit 2/3 Specs. Then, from there, Shadow Strike as it initiates Stealth and deals great DMG. Will look into it further though.

#15
Blackstork

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Without in depth testing, my initial idea is for Flank Attack early to mid game as it is the quickest option with the most damage output that will benefit 2/3 Specs. Then, from there, Shadow Strike as it initiates Stealth and deals great DMG. Will look into it further though.

i agree, also, assuming flank attack provides stealth, and shadow strike provide cd reduction, the cd on next flank attack could be even less. Also poisoning enemies with fire flasked flank attack is awesome thing to do. So my latest build is shadow strike/flank attack/poison st/whole tempest tree.



#16
Bayonet Hipshot

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i agree, also, assuming flank attack provides stealth, and shadow strike provide cd reduction, the cd on next flank attack could be even less. Also poisoning enemies with fire flasked flank attack is awesome thing to do. So my latest build is shadow strike/flank attack/poison st/whole tempest tree.

 

Flank Attack's upgrade is called Skirmisher and its description is as follow :- "Before your target turns to face your blow, you move into stealth, impossible to find"

 

So that means the moment you do a successful flank attack / backstab, you become invisible...

 

Your build is like this then ?

 

  1. Flask of Fire
  2. Flask of Frost
  3. Flask of Lightning
  4. Shadow Strike
  5. Flank Attack
  6. Poisoned Weapons
  7. Thousand Cuts 

I am just curious how you intend to use Flask of Frost and Flask of Lightning ? There does not seem to be any ability that work well with them here...



#17
Pizzalover

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Quick Question in regards to Artifice, how long do traps last before despawning?



#18
Blackstork

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Flank Attack's upgrade is called Skirmisher and its description is as follow :- "Before your target turns to face your blow, you move into stealth, impossible to find"

 

So that means the moment you do a successful flank attack / backstab, you become invisible...

 

Your build is like this then ?

 

  1. Flask of Fire
  2. Flask of Frost
  3. Flask of Lightning
  4. Shadow Strike
  5. Flank Attack
  6. Poisoned Weapons
  7. Thousand Cuts 

I am just curious how you intend to use Flask of Frost and Flask of Lightning ? There does not seem to be any ability that work well with them here...

1st its done for Flask circulation, 2nd i play on Nightmare with FF on. This means if i take some attention with my Frost Flask, or have Increase in my speed to move/Autoattack this makes big advantage, providing me with Killer bonus all the time. With damage bonus, duration increase and tactical pros both those flask provide they make really must.

I didnt got in My nightmare FF sp to point where i own (soon ) lightning flask skill, but i do enjoy from damage bonus, fire flask length increase and tactical advtanage frost flask provides.

Needless to say that you can shatter some folks that just attacked you under frosty, once you switch to fire, with your shadow strike spam.

Ah, and eigths spell is knockout powder.



#19
HeroxMatt

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That looks like a great build. I've started building DW Tempest at the moment and will try that one out. And you're having lots of success on Nightmare?

 

Quick Question in regards to Artifice, how long do traps last before despawning?

Good question. I think they remain until stepped on, or until the battle is over. May need to double check this as I've generally trigged them quickly, using Cassandra (aggro'd warrior) to run through them after Varric has set them.



#20
Blackstork

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I do having sucess, and its fun. It is working nicely, i use tactical mode often, and i do try to build combos, so my party is packed with detonator skills. 



#21
HeroxMatt

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Do you know what the range is for backstab re: DW Rogues? How much room do you have before the Flank option becomes a basic attack? is there an indicator like in past games? How do you manage the skills in the early game before getting Tempest and after?



#22
cn3wton

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Im having troubles finding a place to really test out builds. I've picked tempest because I thought it would be an interesting change to how I usually play. In both Origins and 2 I played a 2h warrior.

 

I have tried out a few different things, all with varying degrees of success.

 

I have tried using Flask of Fire with throwing daggers. It seemed to do pretty good damage, and the upgrade so it does more damage when hitting a single enemy seems nice. I really felt I was taking a good chunk out of the dragon when I was using it. Its nice that you can poision them too.

 

EDIT: After reviewing this skill tree I think this is a viable option for clearing multiple smaller enemies. If you take explosive toxin as well the enemies will explode, further damaging those around them.

 

I have also tried using Flask of Fire with Deathblow. Found little success there except for larger enemies. And that was still rather minimal.

 

I have been focusing on finding good combos with the fire flask since I am still only level 14. 

 

I also noticed that you have said nothing about utilizing the ambush passive with flank attack with skirmisher.  I don't know if this is a viable combo or not however. This would give you access to the evade skill, that upgraded to hidden step could provide a good damage bonus dont you think? Combo could go as follows.

 

Flank attack, Twin Fangs, Evade to safety. This seems to provide a pretty good jump in jump out strategy. Flank attack provides you with stealth, popping the ambush bonus that ignores armor with the twin fangs attack, which has been proven to be an extremely good source of damage. On top of the fact that you will be flanking thanks to flank attack. Then upgraded evade will do 300% weapon damage when you arent even there. You could even use an upgraded flask of fire as an opener, allowing you to repeat the combo on another enemy. 

 

I was thinking this could be expanded with the knockout powder used before twin fangs. With the mercy killing passive it will crit, and if you have looked like it hurt and cheap shot theres added bonuses. Just need the stamina for it...

 

I am going to try that out now as a clear some side quests. Look forward to thoughts and opinions.

 

Edit: Tested out evade, the upgrade seems to be a wasted point if you have a warrior such as blackwall holding aggro. However the increase to damage from the ambush bonus seemed noticeable.

 

After trying out a bunch of different combos I have settled on the following at lvl 14.

 

Double Daggers

twin fangs

Ripping fangs

 

Tempest

Flask of fire

Unquenchable flames

 

Subterfuge

stealth

easy to miss

knockout powder

deep sleep

mercy killing

 

sabatoge

poisoned weapons

caltrops

looked like it hurt

cheap shot

throwing blades

precision targeting

 

I find it has a good mix of single unit damage potential as well as group. The throwing blades help spread out the poison. I plan on upgrading that, and getting the skill that increases damage after using flasks by 15%. The knockout powder and twin fangs are the bread and butter while waiting for fire flask to cool down. Stealth is good for getting away, may upgrade that as well.

 

But in the end fire flask with mark of the rift x 2 is just intense.



#23
HeroxMatt

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Credit also goes to Ishten and Blackstork: DW + SUBTERFUGE + POISON+ TEMPEST

 

RECOMMENDED PARTY: 1 Aggro Warrior (Cass) + 2 Barrier-Build Mages. These are essential to keeping you alive.

 

SKILLS:

 

1.              Stealth

2.             Flask of Fire

3.             Flask of Frost

4.             Flask of Lightning

5.             Shadow Strike

6.             Flank Attack

7.             Twin Fangs/Knockout Powder in Subterfuge for CC  (Blackstork)

8.              Poisoned Weapons

 

This build is focused primarily on the Subterfuge aspects, incorporating Poison based skills for additional damage over time. The reason for the continuous poison damage is because, on Nightmare, without proper Aggro and Barrier, DW Rogues can be very squishy and are susceptible to AoE activations from enemy attacks as well as swings from 2H Enemies. The Poison abilities are used to damage opponents as you reposition in Stealth.

 

To start, get upgraded Flank Attack and Twin Fangs. Skirmisher is essential to place you in Stealth after using Flank Attack. Follow the Twin Fangs side of the Passive Upgrades, getting Dance of Death to restore your Stamina and use your quick-cooldown Abilities. Most importantly, however, these abilities lead to Deathblow, which grants ~300% DMG and removes cooldown on it to use it again.

 

In Subterfuge, you will need upgraded Stealth and Mercy Killing in the early game. This helps pull attention away from DW Rogue. From there, follow the Evasion and Hidden Step passives. Follow this by getting Upgraded Shadow Strike – using this will place you in immediate Stealth, allowing for another attack or to reposition. The Ambush passive is not necessary at the early game but will be very valuable in the late game, as it helps with Armour Penetration.

 

Blackstork also suggested this. In essence, choosing Knockout Powder in the Subterfuge tree, instead of Twin Fangs. Already having Shadow Strike works better than Twin Fangs and will allow you to combo with nightmare/rupture with the proper teammates. Definitely something to consider.

 

Poison tree is exclusively upgraded Poison Weapons. While Looked Like It Hurt and Cheap Shot are great skills to have, it requires too much investment into your points. Blackstork suggests this strategy. Basically: Flask of Fire + Poisoned Weapons + Flank Attack = ~4 enemies Poisoned. Be aware of the time it takes to Activate each ability to get precise numbers.

 

Tempest requires every Flask upgraded. Follow the Fury of the Storm and Killer’s Alchemy passives. Killer’s Alchemy grants 15% DMG Bonus, which is a massive boost on all attacks. Ride the Storm is the other necessary skill, which will allow you to spend more time in your Flask’s to maximise the damage done through Activated Skills and Stealth. Flaskmaster is a useful general ability.

 

Tactics-wise, going for an immediate backstab is not the most optimal choice when playing Nightmare. Because of this, once you inflict Poison to do damage over 8 Seconds (which is also the amount of time it takes nearly all of your Activated DW Skills to cooldown) you can reposition in Stealth to avoid getting killed in one hit.

 

A basic strategy is as follows: Poison (50% of Weapon DPS) + Flask of Fire + Stealth (50% + DMG Bonus) + Flank Attack (200% DMG). This will Poison your target and put you back in Stealth. In addition, your target is poisoned. Follow this up by either activating Flank Attack again. Flask of Fire will expire but you will still be in Stealth. Activate Shadow Strike (~600% DMG w/ Stealth’s added 50% DMG Bonus) and no cooldown. Cast Flask of Lightning and use Twin Fangs.

 

The Passive Dance of Death makes this a viable strategy, as you can one-shot kill low-armour enemies if Poisoned Weapons was successful.  

 

NOTE: Flask of Fire gives Focus Abilities no cooldown.



#24
HeroxMatt

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  • The “No-Spec Rogue”: DW/Archer + Poison + Subterfuge

Recommended Party: Blackwall or Vivienne w/ Fire (to abuse Panic and BW’s Aggro Champion skills) and Solas w/ Ice for Shatter Combos.

 

This is a build that does not utilise Artificer, Assassin or Tempest. Instead, it abuses the Poison skills to deal greater damage over time and to get constant Crits via/ Stealth + Sleep Bonuses. Starting with the Poisoned Weapons side and upgrading it, then follow with Fighting Dirty.

 

 If you are DW, from here, move down the Caltrops line and finish with the two passives, Looked Like It Hurt andCheap Shot. This will increase your Critical hit chance as it offers +6 Cunning, granting roughly 4% bonus to Crit Chance. Sneak Attack makes the most of this by giving 2% x Base Crit Chance, as well as offering +3 Cunning. So from these, you should have at least 6% bonus to Crit Chance.

 

With DW, move down the Twin Fangs side to Shatter Bonus with Solas. Dance of Death and Sneak Attack finish. This will allow for greater abuse of Critical Damage/Chance and with the Poison Passives, Looked Like It Hurt and Cheap Shot, you will be regaining lots of stamina and have an increased amount of Crit Damage.

 

If you are Archer, go down the Poison Weapons side of the Skill Tree, finishing with Explosive Toxin.

With Archer, move down the First Blood side of the Skill Tree, finishing on an upgraded Full Draw. No upgrades toLong Shot or Explosive Arrow. The reason for this, is because Pincushion leads to increased damage over time andPoisoned Weapons does continuous damage.

 

In Subterfuge, for both DW and Archer, stick with Stealth and move down the Easy to Miss side, picking up Sleep with upgrade and the Passive Mercy Killing. This grants auto crit hits against Panicked or Sleeping enemies, which can be abused with the mentioned Party members above. In addition, with an upgraded Sleep, you can get ~4 hits before they wake up. With Dance of Death DW Passive, you’ll have regained most of your Stamina to use Activated Abilities.

 



#25
HeroxMatt

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1.            Archer + Subterfuge + Assassin (ASA)

Recommended Party: Aggro Warrior (Cass and/or Blackwall) + Mage w/ Ice for Shatter.

 

This build is used to maximise Stealth, Flanking and Critical Chance capabilities. Archers start off with Stealth and Long Shot. Neither need the upgrade, although for mobs Long Shot can be upgraded to pierce through and deal additional damage to enemies it passes through. You may prefer Explosive Shot, as that has more chance of hitting mobs thanLong Shot’s Upgrade, Archer’s LanceExplosive Shot does less damage( maximum potential 200% DMG).

 

In Archer, to get the most out of Subterfuge, go for the first two Passive Upgrades. Death From Above grants +3 Cunning (which comes to roughly 1.5% Critical Chance boost) as well as +25% Elevation Damage. As Archer is not meant to be in close battle, anyway, this is useful.

 

Also, First Blood makes the most of Stealth Long Shot/Full Draw combos by granting 15% DMG bonus. Stealth gives +50% damage bonus.

 

 A basic ASA tactic is: Stealth (50%) + Find Elevation (25%) + Long Shot (200-600% DMG based on distance)/Full Draw(800%) + First Blood Passive(15%).

 

NOTE: With Assassin Specs, the Stealth becomes an Auto Crit, with potential 25%+ chance of Armour Penetration. With Tempest, Fury of the Storm (10% DMG Bonus) and Killer’s Alchemy (15% DMG Bonus) stacks. Regarding these Spec Passives, both deal 25% DMG, however, Fire Flask allows for a second use of Long Shot/Full Draw, as it removes cooldown. Once First Blood and Full Draw’s effect of Health is taken into account, the second attack w/ Fire Flask can do roughly half the amount of damage dealt from the first.

 

Subterfuge only requires two ability updates: Stealth and Easy to Miss. Sleep is not required, as you can get Knockout Bomb from the Assassin Skill tree. Stealth upgrade is unnecessary, as you will be fighting from elevation and haveStealth with zero cooldown, thanks to the Assassin passive, I Was Never Here. This gives Stealth zero cooldown after killing an enemy. Full Draw can outright kill low-armour enemies (such as Mages or Wraiths) and bring Stealth back orFull Draw plus basic attacks can kill general enemies. Mark of Assassin is used to destroy high-armour enemies or bosses.

 

The strategy for ASA thus revolves around the use of Stealth and more “Rogue-like” gameplay. The way it is played is through: Stealth + Full Draw for maximum damage. If the enemy is not killed, basic attacks (and ally attacks) can finish it off. Once Stealth is back, use Hidden Blades, which can hit for a maximum of 6 times for 300% DMG with 28 Second cooldown, as well as the bonuses mentioned above. Use Stealth again and finish with Long Shot. By this time, Full Draw should be available again.