Aller au contenu

Photo

Silent Sister build suggestions


  • Veuillez vous connecter pour répondre
39 réponses à ce sujet

#1
DcIhNaGv3z

DcIhNaGv3z
  • Members
  • 1 166 messages

Hello All

 

I am fairly new to this particular forum, but I used to actively frequent the Mass Effect 3 mp forum, and I have been playing Dragon Age Inquisition since launch.  99% of my games have been private games with my brothers, with only a few public games.  So... I am not a total noob with DAI, but I am completely ignorant to community shared views on this or that. 

 

Knowing how predictable gaming forums are, I am going to assume Pala is considered over powered, for noobs, an easy win character, etc.?  Am I right?  I wont be effecting public games, so lets just side step those judgements and get down to the brass tax.

 

What do you consider the best build for Pala? 

 

This is primarily for perilous in mind, with occasionally nightmare runs.  I have mid 30s for each class rolled, I have the guard generation dagger, and bloodied bargain dagger, dragon armor.

 

Some of the core ability setups I have done so far:

 

Throwing blades, Spinning blades, hidden blades, charging bull

Throwing blades, spinning blades, flashing steel, charging bull

Throwing blades, spinning blades, hidden blades, combat roll

 

I am currently considering

Spinning blades - This is a no brainer right?

combat roll - I hate getting knocked down or stunned, it turns out I enjoy applying input to produce output aka playing.  Combat roll's ability to recover from just about anything is really nice.  Besides, Pala's guard generation seems good enough to do without charging bull. 

Shadow Strike - I always hated this ability on other rouges because it whiffed so much from behind, but from the front, its got great stagger potential and decent damage.

Throwing blades / hidden blades - not sure which one to take, but I like having a some ranged attacks.  I am leaning toward throwing blades.

 

Any thoughts on death blow?

 

Appreciate any insight. 


  • Proto aime ceci

#2
Proto

Proto
  • Members
  • 1 775 messages
Upgraded Throwing Blades is a must.

Upgraded Combat Roll is a must, if no Physical Immunity amulet.

Spinning Blades is good.

Charging Bull is good.

Warcry is good.

Hidden Blades is good.

All the "goods" come down to promotions(critical chance and defense) and preference.

Yes, pala is overpowered. For you, best build is probably the following:

Throwing Blades
Hidden Blades
Charging Bull
Combat Roll

Or

Throwing Blades
Spinning Blades
Charging Bull
Combat Roll

Or (once high level))

Throwing Blades
Hidden Blades
Spinning Blades
Combat Roll
  • DcIhNaGv3z et JiaJM98 aiment ceci

#3
TeamLexana

TeamLexana
  • Members
  • 2 932 messages
I personally like throwing blades, hidden blades, charging bull, and war horn. You could replace war horn with spinning blades if you can't live without it, but war horn is a good way to turn shield guys around on a dime.

The CC is good for your whole party and if/when you take it into Heartbreaker, the upgraded war horn is nice for all those enemies with guard.

That's just what I like though, feel free to use whatever makes her fun to use for you.
  • DcIhNaGv3z aime ceci

#4
DcIhNaGv3z

DcIhNaGv3z
  • Members
  • 1 166 messages

but war horn is a good way to turn shield guys around on a dime.

 

Enemies with shields are definitely a hurdle for me.  Kind of why I am considering Shadow Strike, which, please correct me if I am wrong, will pierce the shield and still knock them on their back.  I never even considered war horn for Pala, thanks for the suggestion.   

 

I always considered spinning blades a must.  The fast multi-hit = lot of guard gain + good DPS.  Always seemed like a great win win. 


  • vicioussss450 aime ceci

#5
WattEinSpaas

WattEinSpaas
  • Members
  • 137 messages

Hello All

 

I am fairly new to this particular forum, but I used to actively frequent the Mass Effect 3 mp forum, and I have been playing Dragon Age Inquisition since launch.  99% of my games have been private games with my brothers, with only a few public games.  So... I am not a total noob with DAI, but I am completely ignorant to community shared views on this or that. 

 

Knowing how predictable gaming forums are, I am going to assume Pala is considered over powered, for noobs, an easy win character, etc.?  Am I right?  I wont be effecting public games, so lets just side step those judgements and get down to the brass tax.

 

What do you consider the best build for Pala? 

 

This is primarily for perilous in mind, with occasionally nightmare runs.  I have mid 30s for each class rolled, I have the guard generation dagger, and bloodied bargain dagger, dragon armor.

 

Some of the core ability setups I have done so far:

 

Throwing blades, Spinning blades, hidden blades, charging bull

Throwing blades, spinning blades, flashing steel, charging bull

Throwing blades, spinning blades, hidden blades, combat roll

 

I am currently considering

Spinning blades - This is a no brainer right?

combat roll - I hate getting knocked down or stunned, it turns out I enjoy applying input to produce output aka playing.  Combat roll's ability to recover from just about anything is really nice.  Besides, Pala's guard generation seems good enough to do without charging bull. 

Shadow Strike - I always hated this ability on other rouges because it whiffed so much from behind, but from the front, its got great stagger potential and decent damage.

Throwing blades / hidden blades - not sure which one to take, but I like having a some ranged attacks.  I am leaning toward throwing blades.

 

Any thoughts on death blow?

 

Appreciate any insight. 

 

In the Unofficial DAIMP Resource Library you will find a Build.

Well, I think it depends on your promotions.

For example players with high promotions always says Flow of Battle is a Must.

But in my experience it only make sense up to 60-70 promtions of cunning.

 

Around 30 promotions I skilled the silent-sister for defense.

Maximum guard, War Cry and Untouchable Defense for example.

With higher promotions, I switch to damage.

Throwing Blades

Spinning Blades

Hidden Blades

Flow of Battle

and the first four defense abilities on Deep Roads Survivor

With this build perilious and NM is a very releaxed job.

 

Combat Roll, mmmhh.

This depends on your luck. ;)

If you have the amulet of physical immunity you don't need it.

This amulet protect you against knocking down.

So if you have it, you don't need Combat Roll.

If you don't have it, it could be an option.

I didn't use it.

 

Edit: when I started to quote there were no quotes on this thread. I should translate quicker (English is not my primary language). So I think @Proto just wrote the main points (and I could go to bed much earlier :))



#6
DcIhNaGv3z

DcIhNaGv3z
  • Members
  • 1 166 messages

I unfortunetly do not have the physical immunity amulet, didnt even know that existed until now.  I am definitely sticking with combat roll then.  The quantity of enemies that can knock you down in perilous and nightmare is annoyingly high.

 

Despite only being in the mid 30s, flow of battle is a passive I have taken each time.  So, no argument there from me.  Criticals happen frequently enough that it seems worth it.  If anything, stamina is a bigger barrier for me at preventing abilities from occurring, and that is while using the amulet of renewal. 

 

To be honest, I never even considered building Pala for high defense.  She virtually breezes though perilous, but admittedly, I don't have much nightmare experience with her and I could see the value in going defense.    



#7
LearnedHand

LearnedHand
  • Members
  • 371 messages

Upgraded Throwing Blades/Hidden blades are too good to pass up.

 

I've come to feel flashing steel is far superior to spinning blades. Reasons:

 

-Flashing steel has super fast animation and hits a large aoe around you whereas spinning blades commits you to a long animation that hits a narrow cone in front of you.

 

-Flashing steel upgraded builds guard so easily you can drop some of your other guard generation options for more dps.

 

-Flashing steel cuts through all blocks allowing ss the ability to deal with her one vulnerability.

 

-If you have decent crit chance, nothing cools down abilities faster than one instant cast flashing steel. Often flashing steel can be up right after you just used it.

 

-300% weapon damage to everything around you is nothing to sneer at. Especially if it cuts through block and allows you to use your other abilities on demand.


  • lcneed aime ceci

#8
VeryDark Omega

VeryDark Omega
  • Members
  • 68 messages

Upgraded Throwing Blades/Hidden blades are too good to pass up.

I've come to feel flashing steel is far superior to spinning blades. Reasons:

-Flashing steel has super fast animation and hits a large aoe around you whereas spinning blades commits you to a long animation that hits a narrow cone in front of you.

-Flashing steel upgraded builds guard so easily you can drop some of your other guard generation options for more dps.

-Flashing steel cuts through all blocks allowing ss the ability to deal with her one vulnerability.

-If you have decent crit chance, nothing cools down abilities faster than one instant cast flashing steel. Often flashing steel can be up right after you just used it.

-300% weapon damage to everything around you is nothing to sneer at. Especially if it cuts through block and allows you to use your other abilities on demand.


I only ever found flashing steel to be better than spinning blades if you have 8+ enemies in range of it. Otherwise, spinning blades hits 12 times I believe? So it's better for flow of battle. Also, when used with bloody bargain, it hits very fast. It is also great for closing gaps to the enemy. It has a knockup too. It's far better. Also, I never use combat roll, and I get along just fine.
  • Snakebite et lcneed aiment ceci

#9
FMP2013

FMP2013
  • Members
  • 157 messages
Upgraded throwing blades, flow of battle, spinning blades, charging bull, guard passives and war horn.

And I always try to chain another ability just after throwing blades. They make more damage because of the stagger, a bug or something like it.

Savage torn dagger is awesome for nightmare. A single spinning blades on a single mob can generate full guard or close to it. Charging into a group of mobs either.

I use a single HoK ring and upgrade my daggers with cunning and crit chance. With flow of battle, I can spam abilities and also increase damage of the Hakkon dagger, my main hand dagger.

With more promotions and/or PI ammulet, I'll drop savage torn and use my two Hakkons.

#10
DcIhNaGv3z

DcIhNaGv3z
  • Members
  • 1 166 messages
I tend to agree with VeryDark Omega, I don't see the payoff of flashing steel like I do with spinning blades. On Isabelle, its a different story, but maybe I am doing something wrong with Pala. From my experience spinning blades has always given me better production, both in damage and guard generation. But i do want to acknowlage I can see the advantage of cutting through blocks with flashing steel, soild point taken.

Throwing blades seems like a definitive yes.

But I am not totally sold on hidden blades. I mean, yes, the damage is great. But, there are some real downsides. Its easily blocked by many characters. Its a stamina hog on a high action character. And it's cool down, although can be worked around, is not exactly ideal.

Is no one in favor of shadow strike? Guard generation, knock down, cuts through shield. Decent damage and cool down. I have yet to try it, but conceptually I see the value.

#11
ThatBruhYouDK

ThatBruhYouDK
  • Members
  • 1 526 messages
Shadow Strike is fantastic on Pala. If used when not having been hit for a brief time you won't just give guard to yourself but to the whole team ;)

#12
Snakebite

Snakebite
  • Members
  • 783 messages

I tend to use Charging Bull, Throwing Blades, Hidden Blades, and Combat Roll.  I feel like you shouldn't need more than one guard generating weapon/ability at a time, at least on Perilous.  It might be necessary on Nightmare.  Either Savage Thorn, Charging Bull, or Flashing Steel; no need to double up if you feel like using other weapons or abilities.

 

 

Any thoughts on death blow?

 

Deathblow could be use effectively if you are in the middle of a large group.  If you are trying a tank build with War Cry, you might as well use Deathblow as well.  It hits multiple enemies, knocks down multiple enemies, and if you happen to kill one of them (which is very likely), you can spam it between War Cries.

 

 

I personally like throwing blades, hidden blades, charging bull, and war horn. You could replace war horn with spinning blades if you can't live without it, but war horn is a good way to turn shield guys around on a dime.

The CC is good for your whole party and if/when you take it into Heartbreaker, the upgraded war horn is nice for all those enemies with guard.

That's just what I like though, feel free to use whatever makes her fun to use for you.

 

War Horn can be very useful for people with lower crit chance, but do you actually use it with 100% crit chance?  Just attack something, and voila, everything is panicked!

 

 

Throwing blades seems like a definitive yes.

But I am not totally sold on hidden blades. I mean, yes, the damage is great. But, there are some real downsides. Its easily blocked by many characters. Its a stamina hog on a high action character. And it's cool down, although can be worked around, is not exactly ideal.

 

It's all about the crit chance.  If I were you, I would assume that most people posting here have pretty good crit chance, and so Hidden Blades and other abilities with long cooldowns or high stamina costs are considered just as viable as skills with short cooldowns and low stamina costs.  First thing I would do is equip weapon and armor upgrades that increase cunning or crit chance.

 

 

Shadow Strike is fantastic on Pala. If used when not having been hit for a brief time you won't just give guard to yourself but to the whole team ;)

 

Lets be real now... how often are you not being hit when playing Pala?  I don't think I ever go through a game with here not being hit at least every 5 seconds.  :lol:


  • TheThirdRace, DcIhNaGv3z et ThatBruhYouDK aiment ceci

#13
Zorinho20_CRO

Zorinho20_CRO
  • Members
  • 3 252 messages

TB,HB,WH or CR for shield guys (someone recommends Parry ,but I don't particularly like it) and 4.skill whatever floats your boat.

If you get PIA replace sgms with something else.



#14
JiaJM98

JiaJM98
  • Members
  • 1 278 messages

Throwing Blades
Hidden Blades
Charging Bull
Combat Roll

Or

Throwing Blades
Spinning Blades
Charging Bull
Combat Roll

Or (once high level))

Throwing Blades
Hidden Blades
Spinning Blades
Combat Roll

These are the "typical" builds. Pala's damage goes up exponentially once you have high enough cunning to keep your attack chain going forever and abuse that throwing blade upgrade to the full. When you get used to insta kill NM dragons you realise how squishy all those normal bosses are, especially quanri commander... 

 

Throwing blade + Hidden blades + Spinning blades + flow of battle = ultimate carnage. 



#15
Caldyrvan

Caldyrvan
  • Members
  • 685 messages

As long as you are not totally undergeared and -promoted can you built her wrong ? Better question should be "how to make Pala not being like a hamster on coffee?"

 

Sorry I tried to be constructive :D


  • Proto et JiaJM98 aiment ceci

#16
TheThirdRace

TheThirdRace
  • Members
  • 1 511 messages

I tend to use Charging Bull, Throwing Blades, Hidden Blades, and Combat Roll.  I feel like you shouldn't need more than one guard generating weapon/ability at a time, at least on Perilous.  It might be necessary on Nightmare.  Either Savage Thorn, Charging Bull, or Flashing Steel; no need to double up if you feel like using other weapons or abilities.
 
... 
 
Deathblow could be use effectively if you are in the middle of a large group.  If you are trying a tank build with War Cry, you might as well use Deathblow as well.  It hits multiple enemies, knocks down multiple enemies, and if you happen to kill one of them (which is very likely), you can spam it between War Cries.
 
...
 
War Horn can be very useful for people with lower crit chance, but do you actually use it with 100% crit chance?  Just attack something, and voila, everything is panicked!
 
...
 
It's all about the crit chance.  If I were you, I would assume that most people posting here have pretty good crit chance, and so Hidden Blades and other abilities with long cooldowns or high stamina costs are considered just as viable as skills with short cooldowns and low stamina costs.  First thing I would do is equip weapon and armor upgrades that increase cunning or crit chance.
 
...
 
Lets be real now... how often are you not being hit when playing Pala?  I don't think I ever go through a game with here not being hit at least every 5 seconds.  :lol:


I agree completely. And you're the only one to ever mention Deathblow, which is in my opinion one of her best abilities, I prefer it over Hidden Blades.

If you want to dominate with Pala (like I've rarely seen even with top 50 leaderboard), just build her for speed. What does that mean? It means you want everything with low cooldown, fast animation and "AOE".

Equipment

Bloody Bargain and Savage Thorn. Be sure to have as much Critical Chance as possible.

 

Bloody Bargain is gonna make you hit faster which means faster cooldown, faster Stamina regeneration, faster Guard generation from Savage Thorn and faster killing. You really can't go wrong.

 

Savage Thorn should generate enough Guard to sustain yourself without ever needing Heal on Kill. If not, then get some Heal on Kill, but I doubt it's gonna be necessary.


Skills

Charging Bull, Combat Roll, Throwing Blades, Deathblow (all upgraded).

 

Passives

Flow of Battle, Looks Like It Hurts.

 

Only take Dance of Death if you're not generating enough Stamina with Opportunity Knocks.

 

Strategy

  • Spot the largest group of enemy
  • Charging Bull in to knock them down and build Guard
  • Throwing Blades to soften of kill everything around you
  • If there's something still standing, Deathblow on an enemy with less than 50% Health which will not trigger a cooldown if you kill it so you can chain Deathblow a couple times in a row without any cost
  • Rinse and Repeat

This is the fastest and most effective way to kill with her. On Nightmare, even the toughest mobs don't last more than 3 seconds, except the Saarebas which takes around 5.

 

Never underestimate how good Deathblow is. It's spammable (no cooldown if you kill with it), very fast animation, AOE and amazing damage. You just need to learn when to use it, meaning on enemies with less than 50% health. The bigger the group around you, the better Deathblow becomes.

 

At some point, you should be able to chain Charging Bull and Throwing Blades non stop, meaning your cooldowns should be low enough so that those 2 abilities can always be used whenever you feel like it. If not, get more Critical Chance, it will make her fly.

 

You shouldn't need Combat Roll all that much, but when needed you do have the option to get out of trouble easily.

 

Why no Spinning Blades? Because Guard shouldn't be an issue and it has a "slow" animation. Yes, Spinning Blades is slow and not that good at targeting. I understand that when you push the button, you just relax while the whole thing happens, but that's wasted time. You can do more damage and gain more Guard by doing something else. The more you use your abilities, the easier it gets for your teammates.

 

I'm gonna put emphasis on this, even though I'm talking about speed, everything I've been advocating is built around you generating as much Guard as possible. Savage Thorn is paramount here, but combined with the speed of Bloody Bargain and the AOE from Charging Bull, Throwing Blades and Deathblow, there's a lot more Guard generated than most people realize. On top of that, you'll be flying on the battlefield and killing faster than almost everybody. So you'll have an extremely good tank that's also a powerhouse damage dealer. Faster is always better.


  • DcIhNaGv3z et Brewskin aiment ceci

#17
coldwetn0se

coldwetn0se
  • Members
  • 5 611 messages

Skills


Charging Bull, Combat Roll, Throwing Blades, Deathblow (all upgraded).


Passives

Flow of Battle, Opportunity Knocks.


Only take Dance of Death if you're not generating enough Stamina with Opportunity Knocks.


Strategy
  • Spot the largest group of enemy
  • Charging Bull in to knock them down and build Guard
  • Throwing Blades to soften of kill everything around you
  • If there's something still standing, Deathblow on an enemy with less than 50% Health which will not trigger a cooldown if you kill it so you can chain Deathblow a couple times in a row without any cost
  • Rinse and Repeat

Pala has "Looks Like it Hurts", not "Opportunity Knocks".

Sorry, didn't want to be nitpicky, but due to how different they work, I thought it worth mentioning (LLiH = Stamina regen, OK = Cooldown).

Continue at will.....Good stuff. ;)
  • Brewskin aime ceci

#18
lcneed

lcneed
  • Members
  • 1 225 messages

I only ever found flashing steel to be better than spinning blades if you have 8+ enemies in range of it. Otherwise, spinning blades hits 12 times I believe? So it's better for flow of battle. Also, when used with bloody bargain, it hits very fast. It is also great for closing gaps to the enemy. It has a knockup too. It's far better. Also, I never use combat roll, and I get along just fine.

 

That!   Also flashing steel help SS get into perilous a lot sooner.   With just charging bull, if you just have like 15 or 20 con, it is hard to generate enough guard to offset damage taken.   It is so much easier with the flashing steel upgrade.   Once I have enough con, I did ditch flashing steel for spinning blade, but flashing steel was a life saver.



#19
Beerfish

Beerfish
  • Members
  • 23 868 messages

When you get good daggers and the imm amulet it is:

 

Anything, anything anything and anything.


  • Proto et Snakebite aiment ceci

#20
DcIhNaGv3z

DcIhNaGv3z
  • Members
  • 1 166 messages

Thanks for the feedback everyone, I really do appreciate it, and I have a lot to consider.  But really, like Caldyrvan and Beerfish have said, and even as I somewhat articulated in my opening post, Pala is hard to build wrong.

 

At this point, I am considering

Throwing Blades

Death Blow

Shadow Strike

Combat roll

 

If I ever receive the physical immunity amulet, I would probably swap combat roll for Charging Bull.  But at this point, having Savage Thorn and Bloodied Bargain as my daggers, I feel I have enough speed and guard gain to drop charging bull for another offensive ability.  I did not even realize Death Blow had area of effect damage.  Was this changed in one of the updates?  I never noticed AoE damage in the past with Death Blow.  Beyond that, I really want to put someone with a shield on their ass... just for my own well being and happiness, so I want to see how well Shadow Strike folds into the mix.


  • Caldyrvan aime ceci

#21
lcneed

lcneed
  • Members
  • 1 225 messages

 

Why no Spinning Blades? Because Guard shouldn't be an issue and it has a "slow" animation. Yes, Spinning Blades is slow and not that good at targeting. I understand that when you push the button, you just relax while the whole thing happens, but that's wasted time. You can do more damage and gain more Guard by doing something else. The more you use your abilities, the easier it gets for your teammates.

 

 

When I tried Spinning Blades a long time ago, I didn't like it because of the slow animation and it didn't seem to hit everyone.  But now with higher cunnings and flow of battle, bloody bargain, it is amazing.   With spinning blades, it pretty much immediately refreshed throwing blades.   TB, SB, TB, SB.. continuously without stops.. and every 3 to 5 sec.... hidden blades will also refreshed.   And charging bull is almost always up now.  And the damage goes higher and higher.  With Bloody Bargain, the animation is so fast that I can't even keep up on the screen.  I just watch the red dots on the mini map.

 

It is at the point that I kind of feel bad playing SS in perilous.  Things die too fast that I don't really get to enjoy it... it is more fun with duelist and assassin where you slowly kill them one by one.


  • Beerfish et coldwetn0se aiment ceci

#22
coldwetn0se

coldwetn0se
  • Members
  • 5 611 messages
^Besides, there is something oddly satisfying about giving the near-equivalent of Shadow Strike, as a finisher on the Upgraded Spinning Blades. B) Baddies with bits up.

As for my preferred build:

-Throwing Blades
-Hidden Blades
-Charging Bull
-Spinning Blades
(all upgraded)

Equipment:

-Bloody Bargain and "Shhhhh" (aka Silencer). Seeing all those HB's proc makes me giddy. (besides, I don't have Bosun's or Mercy :P ). I love Savage Thorn, but since I have other ways to gain guard, I now use Shhhhh in place of it.
-I don't have a PI (*wibble*), so I swap between Superb Cooldown, Stamina, Renewal amulet.
-Suberb belt of Health
-Usually enhanced ability rings are favored, but I swap around at times depending on level Pala is currently at, and difficulty level.

Current Promo's
-Con = 67
-Wil = 72
-Cun = 73

BTW, as much as I love not getting kicked around by shield guys as much as the next person, I admit I don't usually take Combat Roll. I am a tad stubborn on that. :lol: If only we had 8 ability slots......*dreamy sigh*
  • lcneed aime ceci

#23
TheThirdRace

TheThirdRace
  • Members
  • 1 511 messages

Pala has "Looks Like it Hurts", not "Opportunity Knocks".

Sorry, didn't want to be nitpicky, but due to how different they work, I thought it worth mentioning (LLiH = Stamina regen, OK = Cooldown).

Continue at will.....Good stuff. ;)


You're absolutely right, corrected my post. I guess being off from the game for a month now is making me forget things :)
  • coldwetn0se aime ceci

#24
TheThirdRace

TheThirdRace
  • Members
  • 1 511 messages

When I tried Spinning Blades a long time ago, I didn't like it because of the slow animation and it didn't seem to hit everyone.  But now with higher cunnings and flow of battle, bloody bargain, it is amazing.   With spinning blades, it pretty much immediately refreshed throwing blades.   TB, SB, TB, SB.. continuously without stops.. and every 3 to 5 sec.... hidden blades will also refreshed.   And charging bull is almost always up now.  And the damage goes higher and higher.  With Bloody Bargain, the animation is so fast that I can't even keep up on the screen.  I just watch the red dots on the mini map.
 
It is at the point that I kind of feel bad playing SS in perilous.  Things die too fast that I don't really get to enjoy it... it is more fun with duelist and assassin where you slowly kill them one by one.


Never tried it with Bloody Bargain though. If I had the game installed, I would certainly try it as this would probably solve the slow animation.

Nevertheless, Charging Bull, Throwing Blades and Deathblow have such a good synergy, it's hard to imagine myself take something else. I also picked my skills considering their roles, meaning Charging Bull is to go in, Throwing Blade is for a bit of range, Deathblow is for taking out whole groups. Whenever you get the Physical Immunity amulet, you replace Combat Roll by whatever, but I go for Hidden Blades since it's pretty killer and most importantly: hits at range. I don't see Spinning Blades synergize well with those roles, you need to be point blank and it will sometime miss while Deathblow will completely and utterly destroy groups in less than 3 seconds, even on Nightmare.

As for checking only the red dots on the mini-map, I know what you mean. I had to take pauses on Nightmare because I couldn't keep up just by checking them to orient myself toward the next target. Bloody Bargain is making a lot of Rogues complete beasts.

#25
lcneed

lcneed
  • Members
  • 1 225 messages


Nevertheless, Charging Bull, Throwing Blades and Deathblow have such a good synergy, it's hard to imagine myself take something else. I also picked my skills considering their roles, meaning Charging Bull is to go in, Throwing Blade is for a bit of range, Deathblow is for taking out whole groups.

 

I tried this build this weekend, but my deathblow can't take out a whole group unless it is a group of archers.  If there is one higher hp guy in there.. then everything is on cool down. :(  I probably need higher crit chance and higher attack for this to work.