Just a suggestion: make a separate section for enemy weaknesses and resistances. Cutting down on the wall of text on each build would make your guide easier on the eyes IMO.
Yallegro's Big MP Build Thread
#126
Posté 05 juillet 2015 - 05:14
#127
Posté 05 juillet 2015 - 06:33
Wall of Fire
- Acts as a kind of fly catcher for enemies by halting and confusing them with panic
-Deals significant fire dmg, but its burn is weaker than that of Immolate
-Immolate replaces the burning damage with its own, but not vice verca
-When possible, cast inside Static Cage, Blizzard, Pull of the Abyss etc
-Extremely effective against all dragonlings and animals in general
-Does not uncloak assassins, but the burn does make them more visible
-Try and place on natural choke points
-You can frustrate melee enemies by going back and forth through Wall of Fire
Bold part:
I'm not in 100% sure what you meant by this but general info, pretty much proven by tests and done not that long ago tells us that DoT damage in any form just plain not stack at all.
So if target has burn status for whatever damage really, casting immolate on it does not replace/refresh/stack burn. It just do nothing.
So in general if you want to use Immolate and Fire wall you should avoid using Immolate on burning targets, if don't want to waste this very hard hitting burn.
General idea of DoT damage in DAIMP (every type) is damage per two seconds, starting at 0 (so at application of DoT).
There aren't any gear related advises in post (or I'm blind), still in general it isn't that important. But I think you should add something about offhand for rogues.
1) Firstly for duelist and alchemist you use only mainhand skills, so you can use some effect based dagger in offhand, it's good to point that out.
2) Your alchemist use build made around mines and for this type of approach daggers with masterwork effect (hidden blades, chain light, explosions, walking bomb etc) works very very well.
- Brewskin aime ceci
#128
Posté 05 juillet 2015 - 07:40
#129
Posté 05 juillet 2015 - 08:34
- Courtnehh et Texasmotiv aiment ceci
#130
Posté 05 juillet 2015 - 08:50
At Mortiel:
Yes I was quoting from a position of authority, but that can be easily confused with "quoting from a position of infallibility"
My point was not whether or not you are an authority on the subject. You aren't. The only real technical "authority" is BioWare.
All I was getting at is that the way you positioned your product (builds) to your audience (BSN) was bound to draw the reaction it did. You seem intelligent, so it should not be hard for you to understand what I am saying here.
#131
Posté 06 juillet 2015 - 12:09
My point was not whether or not you are an authority on the subject. You aren't. The only real technical "authority" is BioWare.
All I was getting at is that the way you positioned your product (builds) to your audience (BSN) was bound to draw the reaction it did. You seem intelligent, so it should not be hard for you to understand what I am saying here.
This
is
BSN

- Kalas Magnus aime ceci
#132
Posté 06 juillet 2015 - 07:48
LOL not always easily effective. See ranged enemies previously. Also Horror spikes when they track. Additionally, you said you were basic attacking, not combat rolling, so that inherently locks you down in the basic attack animation and the mental state / trained pattern of attack cancels. It definitely takes more than two swings to get MB off cooldown, even if you're hitting three enemies at once each time (which is unlikely) -- even with 100% critical chance & FOB since MB is a 12s cooldown, and roughly 10 with SCD amulet.
I already said I use Combat Roll in an earlier reply to you. Ranged are mostly neutralized due to the corner pull forcing them into clusters that can be knocked down with Charging Bull and Mighty Blow. Auto-attacking can easily be cancelled by Combat Roll, let alone just sprinting. If you don't understand that Combat Roll should be used just about constantly to:
- dodge swings
- avoid knockdown
- recover from knockdown
- maneuver to flanking positions
then my previous advice stands.
L2CombatRoll
Other than Mighty Blow, you have Charging Bull with an even shorter cooldown (8 seconds) which you can use just after Combat Rolling for flanking hits for higher crit chance or to better line up targets. You presumably have other abilities, such as Pommel Strike to add to the mix. If you are having trouble cycling through these, having large swaths of time where you can only auto-attack, then something is wrong.
As for your challenge to "put up or shut up", I have been down that road with you before and I don't feel like walking down it again any time soon.
- Kalas Magnus et Kenny Bania aiment ceci
#133
Posté 06 juillet 2015 - 08:05
Charging Bull + Sulevin Blade + Opportunist + Flow of Battle says otherwise. I never have wait for Mighty Blow cooldown.
If you can find a place to "take cover", you have found a spot to corner pull. You can just hit everything multiple times with each swing as they come
I already said I use Combat Roll in an earlier reply to you.
You didn't mention CR usage until after I refuted the first statement.
You said you were using basic attacks in order to reduce CD, not using CR. You cannot be doing both at the same time. If you're using CR, that means fewer basic attacks and higher cooldowns on MB, and thus no 'always MB'.
The rest is general CR / 2H warrior advice, but the point is you were claiming no CD on MB and you weren't advocating the rest of this previously, and both no cd on MB and nothing but basic attacks + CB MB combo is not the case.
If you're doing other things, you're still waiting for MB cd, otherwise you'd be using MB repeatedly.
MB cd exists, the need for CR exists, and an opening for WH to be useful exists.
#134
Posté 06 juillet 2015 - 08:20
I have to disagree with "not to get power chord" on the Zither.
I think that it is a must, unless you are looking at a purely defensive build. I have great fun thrashing through threatening simply using that ability alone.
Zan the Man has a Plan
- Drasca aime ceci
#135
Posté 06 juillet 2015 - 08:27
I have to disagree with "not to get power chord" on the Zither.
I think that it is a must, unless you are looking at a purely defensive build. I have great fun thrashing through threatening simply using that ability alone.
Zan the Man has a Plan
If you solo there is not going to be much lag.
I have seen horrible things trying to Power Chord while hugging enemies, while spamming barrier etc.
Second: You have Cool Beats with which I've gotten some epic kill streaks on perilous.
#136
Posté 06 juillet 2015 - 08:28
Gee look at all the trolls posting in my thread
If you think your builds are that much better than mine, I will gladly go into a lobby with you, then get the highscore every time. The end
Second: My builds are not designed to be new for the sake of being new, it is a list of good builds that I use.
Third: I know there are other build threads but I felt the need for an update as you can't tell which builds are outdated and you can't tell if the build makes sense on a difficulty higher than threatening
Fourth: The difficulty increases are a real thing, but I do not know the mechanics. If you've never seen a difference with a game full of assassins or full of arcanes, that is your problem. If you don't believe me on the promotions, play a game with silence 85, you WILL NOTICE.
To Nibyl: Hey you're the guy who has more points than me but can't ever seem to play as good as me. Also the "Yallegro's" bit means it is a build that I use, that I composed it on my own time and THAT I YALLEGRO recommend it.
Now I hope there's not another ton of people ready to defend a skill they just like.
I've stepped into a couple games having players high on the leader board.
I don't know about the difficulty change (not aware of it at all) but their promotions really out weights all else. Can you imagine someone just solo perilous maps with lv1 characters (like that avvar i saw), taking hardly noticeable and kills most mobs in two auto attacks? ![]()
I say high promotions just simply out rules all other aspects of the game mechanic, even if there really is difficulty rise.
#137
Posté 06 juillet 2015 - 08:33
If you solo there is not going to be much lag.
I have seen horrible things trying to Power Chord while hugging enemies, while spamming barrier etc.
Second: You have Cool Beats with which I've gotten some epic kill streaks on perilous.
I'm not that good with builds. But when I have more than 2 AW in the party I use mark of the rift. All the enemies are weakened then 1 hit killed by the chain lightning from AW. If in reverse order, the mob just go to sleep. Plus a little extra dps as well. And in my experience, if you PuG FC perilous you find a lot of players playing AW assuming everyone is scared of leeches or newbies getting them wiped. So in that sense I quit liked taking Mark of the Rift with my virtuoso.
Btw mark of the rift and battle of the band really shines when the whole party agrees to go with virtuoso for xp farming on FC perilous. Doesn't matter if they are lv1. Just keep spam barrier and auto attack. Tons of xp from barrier and medals. It's the most brainless activity in game but yet effective. And that extra bit of dps from mark of rift and battle band genuinely does make everyone happier. ![]()
#138
Posté 06 juillet 2015 - 08:35
No need to worry about knockdown or stagger if you have Combat Roll.
Charging Bull + Sulevin Blade + Opportunist + Flow of Battle says otherwise. I never have wait for Mighty Blow cooldown.
If you can find a place to "take cover", you have found a spot to corner pull. You can just hit everything multiple times with each swing as they come around the corner. I can only see the War Horn method you propose being better if you are having issues not killing things very quickly due to gear constraints (which is likely the case with what I would imagine is a rather large portion of Yallergo's target audience).
You didn't mention CR usage until after I refuted the first statement.
The first post #89. The second is post #99.
You even quoted that first one before I posted the second one, so you can't claim you didn't see it.
- Kalas Magnus et Kenny Bania aiment ceci
#139
Posté 06 juillet 2015 - 08:46
You said you were using basic attacks in order to reduce CD, not using CR. You cannot be doing both at the same time. If you're using CR, that means fewer basic attacks and higher cooldowns on MB, and thus no 'always MB'.
The rest is general CR / 2H warrior advice, but the point is you were claiming no CD on MB and you weren't advocating the rest of this previously, and both no cd on MB and nothing but basic attacks + CB MB combo is not the case.
If you're doing other things, you're still waiting for MB cd, otherwise you'd be using MB repeatedly.
MB cd exists, the need for CR exists, and an opening for WH to be useful exists.
Do you really assume that just because I didn't specifically say that I use other abilities when they come off cooldown that I don't use them? Do you think I am in the middle of an engagement and I think to myself:
"Boy, I sure wish Mighty Blow was off cooldown. I know I can use Charging Bull and get some guard back and knock things down, or use Combat Roll and avoid being hit, but I just really want to use Mighty Blow instead. Woe is me!"
#140
Posté 06 juillet 2015 - 02:32
LOLz
Demonstration of Katari by Snakebite during April Fool's event:
Demonstration of Katari by Drasca during April Fool's event:
#141
Posté 06 juillet 2015 - 06:20
Update:
-Added notes mentioning major changes to the reaver and assassin
-Scrapped Power Ratings until further notice, though they're still there with the classes individually
-Acknowledged Spike Trap as equal to Elemental Mines, added tips on how to use Spike Trap
-Improved various numbers, critical damage is now 40%, front is 180°,...
-Added a how to use section to the ele, I forgot to put one in
-Added that Stonefist now triggers the Rupture combo
Just a suggestion: make a separate section for enemy weaknesses and resistances. Cutting down on the wall of text on each build would make your guide easier on the eyes IMO.
Idk, easier on the eyes if you don't have to spot links and jump pages
Those are the last parts you'd read anyway
- Snakebite aime ceci
#142
Posté 06 juillet 2015 - 09:20
Update:
-Improved build sections in light of updated passives and new knowledge on passives for: Keeper, Hunter, Assassin
-Static Cage does not trap the Venatori Commander and always applies shocked
-Updated Earthshaking Strike for Katari and Reaver, on the bad skill list because of the dmg decrease on burning and the fact this burn has no heal on hit or guard on hit
-Mentioned that War Horn does not deal 1200% wpn dmg to guard, more like 500-600ish, found no record of War Horn
-Stated that knockout bomb can't be upgraded
-Moved Strafing Tips for hunter to General Tips
-Added Rune Mechanics to the general tips
-Added healing potion tip and a jump tip
#143
Posté 23 juillet 2015 - 11:42
Bump
Now has several small updates though I cannot remember all of them
#144
Posté 23 juillet 2015 - 01:05
Update:
-Acknowledged Spike Trap as equal to Elemental Mines, added tips on how to use Spike Trap
It still lacks or has a completely different take on my favourite feature: AoE damage. Contrary to what some believe, the Spike Trap is easily capable of hurting multiple foes, each for the 500% WD, potenitally critically as well.
It is best used in combination with Watch Your Step and Stealth+ (move through enemies), since in most situations versus Venatori and Red Templars, rangers will gang up & stay in the background of any larger encounter. I usually Stealth through the battlefield and drop the trap in the middle of them - depending on how gratefully they've piled up, you can remove a group of very serious threats, without even breaking stealth.
The beauty of it is, if the Spike Trap does not crit on Perilous and higher, you can always follow it up with Throwing Blades or anything else to make sure, or stay in Stealth and retreat if you deem your chances too low.
Not to mention that the CD for ST is lower than Stealth's total duration, if you ever were to be the last survivor. Lastly, a Spike Trap planted on a downed ally's body is a good back ensurance against charging foes - I can guarantee that at least basic troopers will get blasted by the trap before touching you, despite what your character's relative position may suggest.
Yesterday again, I managed to kill a group of 4 Archers surrounding a Venatori Spellweaver instantly, leaving the mage knocked to the ground long enough to finish him off with a basic attack before he even got up.
Just mentioning that, because if I were to sell you Spike Trap over Elemental Mines, it would be this. ST & Stealth is the most powerful- make that resourceful combination the Hunter has to offer IMO.
- Da_Noobinator aime ceci
#145
Posté 23 juillet 2015 - 02:39
It still lacks or has a completely different take on my favourite feature: AoE damage. Contrary to what some believe, the Spike Trap is easily capable of hurting multiple foes, each for the 500% WD, potenitally critically as well.
It is best used in combination with Watch Your Step and Stealth+ (move through enemies), since in most situations versus Venatori and Red Templars, rangers will gang up & stay in the background of any larger encounter. I usually Stealth through the battlefield and drop the trap in the middle of them - depending on how gratefully they've piled up, you can remove a group of very serious threats, without even breaking stealth.
The beauty of it is, if the Spike Trap does not crit on Perilous and higher, you can always follow it up with Throwing Blades or anything else to make sure, or stay in Stealth and retreat if you deem your chances too low.
Not to mention that the CD for ST is lower than Stealth's total duration, if you ever were to be the last survivor. Lastly, a Spike Trap planted on a downed ally's body is a good back ensurance against charging foes - I can guarantee that at least basic troopers will get blasted by the trap before touching you, despite what your character's relative position may suggest.
Yesterday again, I managed to kill a group of 4 Archers surrounding a Venatori Spellweaver instantly, leaving the mage knocked to the ground long enough to finish him off with a basic attack before he even got up.
Just mentioning that, because if I were to sell you Spike Trap over Elemental Mines, it would be this. ST & Stealth is the most
powerful- make that resourceful combination the Hunter has to offer IMO.
Got some good ideas but in the same situation where you would use Spike Trap I would (also) use Toxic Cloud, uncloaking me. Especially for Nightmare the hunter needs all the ability points it can get so I don't get the stealth option and save the point
#146
Posté 23 juillet 2015 - 02:49
Gee look at all the trolls posting in my thread
If you think your builds are that much better than mine, I will gladly go into a lobby with you, then get the highscore every time. The end
Second: My builds are not designed to be new for the sake of being new, it is a list of good builds that I use.
Third: I know there are other build threads but I felt the need for an update as you can't tell which builds are outdated and you can't tell if the build makes sense on a difficulty higher than threatening
Fourth: The difficulty increases are a real thing, but I do not know the mechanics. If you've never seen a difference with a game full of assassins or full of arcanes, that is your problem. If you don't believe me on the promotions, play a game with silence 85, you WILL NOTICE.
To Nibyl: Hey you're the guy who has more points than me but can't ever seem to play as good as me. Also the "Yallegro's" bit means it is a build that I use, that I composed it on my own time and THAT I YALLEGRO recommend it.
Now I hope there's not another ton of people ready to defend a skill they just like.
No I am ignoring you based on your demeaning tone and thoughtless criticism
I only just discovered this thread. Given unrelated threads in recent days, I confess that it hasn't exactly shocked me, but even still, I am a touch surprised. The leaderboards are an even thicker jungle than I had realized.
Mostly I just wanted to juxtapose these two posts from the first couple of pages, because a spectacular lack of self-awareness is an impressive sight.
#147
Posté 30 septembre 2015 - 07:07
I am playing the Hunter but I don't have the Griffion or Hakkon bow. Can I still use your hunter build? I don't really know how to stay alive as a rogue. Do I use stealth and run away all the time?
#148
Posté 30 septembre 2015 - 07:33
I am playing the Hunter but I don't have the Griffion or Hakkon bow. Can I still use your hunter build? I don't really know how to stay alive as a rogue. Do I use stealth and run away all the time?
Sorry but I would not turn to Yallegro for advice on hunter. He is on record for counseling against the use of stealth. Stealth is your friend especially early on. It lets you pick your targets/positioning, lets you maximize your offensive skills. There are many lower level bows that can be effective. Bow of cruel redemption is a good one too for staying alive and doing good damage.
#149
Posté 30 septembre 2015 - 08:59
Sorry but I would not turn to Yallegro for advice on hunter. He is on record for counseling against the use of stealth. Stealth is your friend especially early on. It lets you pick your targets/positioning, lets you maximize your offensive skills. There are many lower level bows that can be effective. Bow of cruel redemption is a good one too for staying alive and doing good damage.
This is just one of many bsners I have vanquished in verbal argument before.
He/she is just posting out of spite, spectacularly ignoring the presence of Stealth in most builds when the character has it.
The skill has also been buffed several times.
I am playing the Hunter but I don't have the Griffion or Hakkon bow. Can I still use your hunter build? I don't really know how to stay alive as a rogue. Do I use stealth and run away all the time?
Yes it should work even if you don't have the griffon bow, especially with the cooldown reduction on Spike Trap.
Recent buffs have made the following combo attractive
-Elemental Mines
-Spike Trap
-Stealth
-Full Draw or maybe Leaping Shot
I wish I could effectively test it, but I've grown simply too powerful to further test builds at this stage.
On surviving as a rogue
In general rogues have less survivability than the warriors and mages.
Their value depends greatly on the quality of your weapon and the amount of Heal on Kill you've acquired.
Surviving depends on how quickly you can take an enemy down but Fallback plan is also a pretty good ability now.
If you find yourself needing to run too often consider changing strategy, playing other characters until your gear improves or simply leveling on a lower difficulty.
- PorcelynDoll aime ceci
#150
Posté 30 septembre 2015 - 09:05
Here are some (low quality) vids of me playing rogues
fullscreen advised
Archer
Assassin
Hunter
Alchemist
- PorcelynDoll aime ceci





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