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Sub Rogue Do Shadow Blades Do Extra Dmg

Posted on 10/5/2019by admin
  • Sub Rogue Do Shadow Blades Do Extra Dmg Cost
  • Sub Rogue Do Shadow Blades Do Extra Dmg Mean
  • Sub Rogue Do Shadow Blades Do Extra Dmg Drive

PvP & PvE rankings, players rankings, best guilds, classes & race rankings, gear, gems, enchants, talents & builds stats. Symbols of Death: generating 40 energy and increasing dmg by 15% for 10sec, usually used with DFA to maximize its dmg - 30sec CD - Shadow Blades: makes your auto attacks deal shadow dmg and every CP generator to generate 1 additional CP - 3min CD - Shadow Dance (SD): our main burst cd with 2 charges, its cds gets reduced by 2sec/CP spent.

PoeCurrencyBuyDate: Aug/31/19 02:02:10Views: 18668

Fast, deadly, some AoE, increasing dmg while channelling. And the green wave when you release at max stage. So amazing. Kill every nearby mobs.

Quick Jump

Pros & Cons

  • + Fast, versatile and fun build
  • + Beginner friendly Can be done on a budget
  • + Boss killer
  • + All contents viable
  • - Cannot do phys reflect maps
  • - Clearspeed is nice but not super-fast. We are no Winter-Orb MF farmer.
  • - Quite Expensive for endgame (25ex and more)
  • - Quite glass-cannon
  • - Struggles in Delve 300+

Skill Tree

Ascendancy

Unstable Infusion -> Noxious Strike -> Toxic Delivery -> Deadly Infusion

Pantheon: No mandatory choice for this build.

Bandit: Help Alira

Passive Tree & PoB

Path of Building Link: https://pastebin.com/QFN23YaY

Gems Setup

L = link S = socket + = linked , = not linked

Body Armour, 6L : Blade Flurry + Impale + Vile Toxins + Infused Channelling + Rage + Energy Leech

Unset Ring, 1S: Berserk

Helmet, 4L: Whirling Blades + Faster Attacks + Fortify + Blood Magic

Gloves, 4L: Enlighten lvl 3 + Pride + Flesh and Stone + Maim

Boots, 4L: Ancestral Protector + Vaal Ancestral Warchief + Multiple Totems support + Lesser Poison

Dagger 1, 3L: CwdT lvl 3 + Cold Snap lvl 7 + Phase Run lvl 5.

Dagger 2 or Shield, 3S: Blood and Sand, Precision lvl 1, Dread Banner

Auras options show
You can switch between Sand and Blood stances using any of the two skills, Blood Stance or Flesh & Stone.
In PoB, go to Pride skill. You can swap between 'initial effect' and 'maximum effect'.
You can get lot of accuracy and crit bonuses from the new Precision aura. While levelling, you can get Precision lvl 22 with the Hyrri's Truth amulet. Or without the amulet, take it and keep it at level 1 : it reserves 22 flat mana and gives 40% inc crit chance.
You can add Maim support to F&S. In Blood stance, maimed enemies will take 16+14=30% inc phys dmg, ~6% more dmg. Mana reserved *1.15. Totally worth it IMO, if you have enough mana and slots.

Blade Flurry variants show
Base setup is always : Blade Flurry + Impale + Vile Toxins + Infused Channelling
Max DPS for bossing : Rage or Melee phys dmg + Energy Leech. Blood Stance.
Max AoE for farming : + Pulverise + Increased Area of Effect
You can also swap Vile Toxins for Faster Attacks, and prefer Fortify to Pulverise.Sand Stance.

Gear Setup

Weapon

For the daggers, you want : inc phys dmg adds phys dmg attack speed 1.8+ crit chance / crit multi.

Shield

Life, elem resis, attributes, ailment avoir chance, stun avoid chance + inc global phys dmg.

Using a shield makes the build much less expensive, since we don't need to get a second dagger for 10ex or more.

A very good and often underlooked unique : The Unshattered Will. It has life, elem res, inc channelling skill dmg and the Harbinger of Focus : stun and ailment immunities for 4sec every 8sec. Precisely all we need.

Other unique to be considered : the lesser-known Great Old One's Ward : attack speed, phys dmg, life, spell block, but no elem resis.

A good rare one:

Brimstone Badge Golden Buckler

6% increased Movement Speed
+50 to Evasion Rating
+99 to maximum Life
+12% to all Elemental Resistances
+40% to Cold Resistance
+42% to Lightning Resistance
40% increased Armour, Evasion and Energy Shield
+24 to maximum Life

Armageddon Span Battle Buckler

9% increased Movement Speed
56% increased Evasion Rating
+96 to maximum Life
13% increased Stun and Block Recovery
4% chance to Dodge Spell Hits
Recover 5% of your Maximum Life when you Block
27% chance to Chill Attackers for 4 seconds on Block

Body Armour

Loreweave 80% max elem resis. The BiS. Note : Since the release of 3.6, Loreweave has been nerfed, with only 78% max elem resis. Still an amazing body armour.

Cheaper options include:

Belly of the Beast: lot more life.

Carcass Jack: more AoE and AoE dmg + life, elem res

More expensive : a rare body armour with:

  • +max life and +% max life
  • socketed gems are supported by level 1 maim, for extra DPS
  • And the icing on the cake :
  • socketed attacks have -15 to total mana cost. And then, you can channel BF all day ! And more importantly, you can stack it before the enemies rush on you.
  • 10ex and more

Helmet

Starkonja with « 40% inc BF dmg » enchant is BIS. Life, DEX, crit chance, Evasion, attack speed, are all what we need.

Of course, if you want to go full YOLO DPS, you can equip a good old Abyssus. Expect 20% more dmg.

Gloves

Shaper's Touch are a core item for this build. DEX now gives us life and phys dmg. Enchantment is optional and you don't even need a good roll, since it just a matters of some more/less ES and armour.

Boots

Atziri's Steps for life, spell dodge, lot of EVA +30% movespeed.

Amulet

Life, res, crit multi, added phys dmg

Rings

Life, phys dmg, crit, DEX, elem resis

Poacher's Mark on Hit for : frenzy charges, flask charges, accuracy, life gain on hit. A very good all around curse. We don't need Assassin's mark since we already generate power charges on hit with Ascendancy.

Belt

Best in Slot is Ryslatha's Coil. Life, life gain on stun and 10-20% more phys dmg.

Jewel

Base items : Murderous Eye Jewels, Crimson or Viridian Jewels.

Mods you are looking for, by decreasing order of importance :

  • Crit multi
  • Attack speed
  • Phys dmg = phys dmg with 1h-weapons / daggers, aoe dmg
  • Life
  • Any elem resis and attributes stats you lack

For crit and APS, look for : while dual-wielding / with one-handed weapons / with daggers / if you've killed recently + life, res, attributes..

Enchantments

Helmet : 40% increased Blade Flurry Damage.

Gloves : Commandment of Blades

Boots : 16% attack and cast speed if you've killed recently OR Regenerate 2% life and mana per second if you've been hit recently. Quicken for mac download error 2000. Not that in PoB I got a lesser enchantment, still need to re-do Uber lab to get one of the best.

Leveling

Example PoB links

  • Level 28, when you get BF.
  • Level 55: up to 90k DPS with Belly 4-link.
  • Level 72: up to 500k DPS with Belly 5-link.
  • Level 84, up to 1.2M DPS with Bino, Unshattered Will shield and Tabula Rasa.
  • Level 91, two 320k daggers, 2.7M DPS, up to 4.6M with flasks.
  • Level 91, Hardcore, 6,3k life, 1M DPS, 1.5M with flasks.

Mana sustain

To sustain mana without Poacher's mark or Warlord's Mark, get

  • '#% phys dmg leeched as mana' somewhere on your stuff. 0.4% should be enough.
  • or
  • '-x total mana cost of skills' on ring or amulet.
  • x% reduced mana cost of skills' on a jewel

Uniques : Wurm's Molt belt and Slitherpinch gloves are dirt cheap (1 alch), Praxis ring is 1c.

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Sub Rogue Do Shadow Blades Do Extra Dmg Cost

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Sub Rogue Do Shadow Blades Do Extra Dmg Mean

Comments

Sub Rogue Do Shadow Blades Do Extra Dmg Drive

  • edited February 2016
    Just some friendly input, take it for what you will:
    - class features of First Strike and Skillful Infiltrator are nice and all, but if you're MI, do consider Invisible Infiltrator and Infiltrator's Action. You'll get more bang for your buck with those. Stealth -> encounter power -> Daily -> re-stealth -> encounter power is just plain silly dps when you need it.
    And if you're WK, I'd instead suggest the Adv Pos + Op Dark route, given that you can re-stealth usually within 6 sec as an Exe that gives you perma CA which is just plain fun. Not to mention the artifact offhand powers can give you either -20% damage taken (Adv Pos) or slow a target by 50% (OpDark). Both have value in both PvE and PvP.
    - stealth -> Dazing Strike is all fine and dandy if the mobs are densely packed. In my experience, they seldom are - or if they are, the second you stealth one or two tend to run after the next target (your companion, a teammate, etc.), which again messes things up. Throw in CWs blasting things across the room, Paladins doing similar, and so on, and it can get frustrating pretty quick at times. This can also mess up your SoD, as the game will randomly apply it to one of your targets and not necessarily the one you want. Consider stealth -> Smoke Bomb -> Blade Flurry for AoE trash, and for single-targets..well, it gets a bit trickier. Have a look at my 'SoD help' post on page 1 for some further tips for maximizing SoD damage.
    - dailies -> again, you'll probably get more out of Lurker's + one other of your choice.
    - don't discount the value of Wicked Reminder for single target fights. It rocks, especially from stealth. If you enter stealth at the end of a Flurry, you'll get auto-crit on the bleed and still have enough stealth to throw out a WR, starting your SoD. You can then Lurker's to re-fill your stealth bar (thanks to Invisible Infil), and then throw out another encounter (Lashing blade for crazy dmg, but only available every other SoD; Dazing otherwise). Great SoD damage that way.
    - Sly Flourish vs. Cloud of Steel is debatable. I prefer CoS, as it gives me a range dps option when there's a long-standing AoE red circle around the boss that I had to tumble out of.

  • - class features of First Strike and Skillful Infiltrator are nice and all, but if you're MI, do consider Invisible Infiltrator and Infiltrator's Action. You'll get more bang for your buck with those. Stealth -> encounter power -> Daily -> re-stealth -> encounter power is just plain silly dps when you need it.
    And if you're WK, I'd instead suggest the Adv Pos + Op Dark route, given that you can re-stealth usually within 6 sec as an Exe that gives you perma CA which is just plain fun. Not to mention the artifact offhand powers can give you either -20% damage taken (Adv Pos) or slow a target by 50% (OpDark). Both have value in both PvE and PvP.


    So, a number of things. I'm not OP, but I found some of your Class Feature recommendations a little strange. While I do agree that every PvE MI should run Invisible Infiltrator, I'm curious as to why you'd recommend Combat Advantage over a straight-up percentage increase of +4% Critical chance, which equates to 1600 crit that you don't have to stack (which gives you flexibility if you want to stack something else or stack Crit even higher). To put that into perspective, that's more than two Rank 12 Azures (+1400) combined, and slightly lower than 4 Rank 12 Brutals (+1680 crit) combined. So even at the highest level, that's a lot of points.
    In PvE group play, a rogue will always have combat advantage because of party members positioning. And if a TR is not positioning itself for combat advantage, then the TR is at fault for being a bad TR (in the same vein that a TR who does not use WR on bosses is a bad TR). Wouldn't that make InfilAction redundant? Especially when you consider that it means unslotting First Strike, Tactics, or Skillful Infiltrator. Skillful Infiltrator is not only superior for solo play (movement speed, deflect bonus), but CA isn't that necessary for campaign areas anyway since everything dies quickly.
    On Oppressive Darkness: since this is a PvE build, I also find it strange that you recommend Oppressive Darkness. Sounds great on paper, but it adds literally HUNDREDS to your overall damage output. That's not great. OD does not reap the benefits of buffs/debuffs, it's not affected by your power, and it accounts for a very small percentage of your overall damage. You can test it yourself if you'd like. I think it's based on weapon damage, which for rogues is pretty terrible in PvE.
  • Two quick comments before I run off to work:
    1 - you won't always have CA. At least I don't. Solo, skirmishes, or even dungeons where there's plenty of mobs / spawns, even assuming there's a tank that'll mark stuff, they might be busy holding off that big ugly monster in the corner and expecting the rest of you to clean up the 30 little guys on the other side of the room. And keep in mind, CA = +15% damage. That outweighs a potential +4% crit (and let's be honest here, it's probably +3% - most don't have plenty of extra power points to take this to R4).
    2 - OpDark shines with AoE. Throwing out blade flurry x 8 or so (if using Lurker's) = several hundred damage x number of targets hit x number of hits (in this example, 8).
    So yes, OpDark could use a boost, but the damage still adds up, especially with certain builds.
  • Okay. You seem to love the idea of Oppressive Darkness, which is fine because it sounds great on paper, so I don't think I'll be able to convince you that it can't 'shine' in PvE. Maybe I can convince OP, if OP needs convincing, to not use Oppressive Darkness even in conjunction with Advantageous Position.
    http://www.arcgames.com/en/forums/neverwinter/#/discussion/1209115/oppressive-darkness-in-pve
    There's a thread on Oppressive Darkness. Let's assume you hit the maxed observed hit EVERY TIME (unlikely, but I want to show that even in optimal conditions, it sucks) for Rank 4 OD: 756. You hit the maximum amount of targets with Blade Flurry: 5. You use Blade Flurry x8. Taking your formula:
    756 x 5 x 8= 30,240 extra damage from Oppressive Darkness.
    OD is not boosted by Lurker's Assault, Crit Severity, Crit chance, Power rating, buffs, debuffs. It will not hit higher than the amount observed, and if it does (someone in that thread mentioned it may be based on weapon damage, and a new Legendary set may raise the damage ceiling), it will be less than 100 extra damage.
    30,240 damage spread across 5 enemies. That's a little over 6k extra damage per enemy, assuming you are hitting the maximum amount of targets with the maximum amount of damage with the maximum amount of attacks possible. Toward SoD, that adds 3k to ONE enemy.
    One enemy takes 9k damage, 4 others take 6k damage, total added damage from OD: 33k.
    That's LESS than the amount of added damage than OP's First Strike (with offhand feature) stealthed lashing blade, a gap that gets bigger with the more crit severity OP has. I just tested this: Rank 4 First Strike + offhand feature + specced exactly as described above + a greater vorpal (38% severity) nearly doubled the damage of the first hit: for LB, I hit 50-60k sans FS, 90-100k with FS. On top of that, SoD adds 25-30k and 45-50k at the very least, respectively. For Dazing Strike, 30kish sans FS and 50-60k with it, plus 50% of those totals from SoD
    So one could add a collective 30k damage using up a daily and a class feature spot, or one could add that damage to the first strike of combat and have 3/4% extra crit to take advantage of buffs/debuffs for the rest of the fight, extra deflect for defense, and extra movement speed for CA positioning.
    (I'm admittedly a bit lost on your first point of CA--how you don't always have it. If you're not attacking the target everyone else is attacking, why not just use dazing strike, smoke bomb, or both to automatically grant yourself combat advantage in your one on one battle with the add? Why does one need to dedicate a feat to something they can easily obtain by moving a bit more? Also, do you have a specific example/fight where a tank would pull a tough enemy and leave you to attack an enemy that you can't get combat advantage on and have to fight one on one despite being in a party with four other people? A common one is the scorpion pull in elol, but 3 others attack the non-pulled one with you.)
  • edited February 2016
    @kurtb88:
    Sorry for not addressing your original post! Question:
    You took some Deflect feats rather than other feats that could potentially increase your damage output. Am I right in assuming that rather than building to maximize damage, you're aiming to achieve a good damage output and some semblance of survivability at the same time?
    Edit: Oh whoops. You said that. That being said, how do you compare to people who run bonding runestones? I see you use an augment, and in my experience any GWF, SW, and CW running Rank 10, 11, and 12 bonding stones leave me in the dust in terms of damage when I use my augment (it's a lot easier to keep up when I run bonding stones and get Companion Gift stacks). Do you have the same experience or do you manage to keep up with properly specced players who run the bonding strategy?
  • edited February 2016

    @kurtb88:
    Sorry for not addressing your original post! Question:
    You took some Deflect feats rather than other feats that could potentially increase your damage output. Am I right in assuming that rather than building to maximize damage, you're aiming to achieve a good damage output and some semblance of survivability at the same time?
    Edit: Oh whoops. You said that. That being said, how do you compare to people who run bonding runestones? I see you use an augment, and in my experience any GWF, SW, and CW running Rank 10, 11, and 12 bonding stones leave me in the dust in terms of damage when I use my augment (it's a lot easier to keep up when I run bonding stones and get Companion Gift stacks). Do you have the same experience or do you manage to keep up with properly specced players who run the bonding strategy?


    Hi, thanks for your question. Yes I favor balancing some survivability with damage output, which is why a chose to take a few deflect boons and a feat. I have not seen that it handicapped my dps in any significant way, but it really made my character able to survive because my deflect is 40% atm.
    As for your question about Bonding Stones. I actually have never tried it. I have seen how powerful they can be and will try it in the future unless it gets nerfed or something. Right now I am satisfied with the Augment, but yeah, when i get more AD and can afford the high level Bonding Stones I will set it up.
  • Just some friendly input, take it for what you will:
    - class features of First Strike and Skillful Infiltrator are nice and all, but if you're MI, do consider Invisible Infiltrator and Infiltrator's Action. You'll get more bang for your buck with those. Stealth -> encounter power -> Daily -> re-stealth -> encounter power is just plain silly dps when you need it.
    And if you're WK, I'd instead suggest the Adv Pos + Op Dark route, given that you can re-stealth usually within 6 sec as an Exe that gives you perma CA which is just plain fun. Not to mention the artifact offhand powers can give you either -20% damage taken (Adv Pos) or slow a target by 50% (OpDark). Both have value in both PvE and PvP.
    - stealth -> Dazing Strike is all fine and dandy if the mobs are densely packed. In my experience, they seldom are - or if they are, the second you stealth one or two tend to run after the next target (your companion, a teammate, etc.), which again messes things up. Throw in CWs blasting things across the room, Paladins doing similar, and so on, and it can get frustrating pretty quick at times. This can also mess up your SoD, as the game will randomly apply it to one of your targets and not necessarily the one you want. Consider stealth -> Smoke Bomb -> Blade Flurry for AoE trash, and for single-targets..well, it gets a bit trickier. Have a look at my 'SoD help' post on page 1 for some further tips for maximizing SoD damage.
    - dailies -> again, you'll probably get more out of Lurker's + one other of your choice.
    - don't discount the value of Wicked Reminder for single target fights. It rocks, especially from stealth. If you enter stealth at the end of a Flurry, you'll get auto-crit on the bleed and still have enough stealth to throw out a WR, starting your SoD. You can then Lurker's to re-fill your stealth bar (thanks to Invisible Infil), and then throw out another encounter (Lashing blade for crazy dmg, but only available every other SoD; Dazing otherwise). Great SoD damage that way.
    - Sly Flourish vs. Cloud of Steel is debatable. I prefer CoS, as it gives me a range dps option when there's a long-standing AoE red circle around the boss that I had to tumble out of.

    Thanks for the input. In short, I hate lashing blade. I don't like that style of play. It may indeed deal more aoe dmg but I just don't like doing it. As for using OPDarkness setup, I don't agree that it is better. Maybe it PvP? But in PvE I don't think so.
  • Just some friendly input, take it for what you will:
    - class features of First Strike and Skillful Infiltrator are nice and all, but if you're MI, do consider Invisible Infiltrator and Infiltrator's Action. You'll get more bang for your buck with those. Stealth -> encounter power -> Daily -> re-stealth -> encounter power is just plain silly dps when you need it.
    And if you're WK, I'd instead suggest the Adv Pos + Op Dark route, given that you can re-stealth usually within 6 sec as an Exe that gives you perma CA which is just plain fun. Not to mention the artifact offhand powers can give you either -20% damage taken (Adv Pos) or slow a target by 50% (OpDark). Both have value in both PvE and PvP.
    - stealth -> Dazing Strike is all fine and dandy if the mobs are densely packed. In my experience, they seldom are - or if they are, the second you stealth one or two tend to run after the next target (your companion, a teammate, etc.), which again messes things up. Throw in CWs blasting things across the room, Paladins doing similar, and so on, and it can get frustrating pretty quick at times. This can also mess up your SoD, as the game will randomly apply it to one of your targets and not necessarily the one you want. Consider stealth -> Smoke Bomb -> Blade Flurry for AoE trash, and for single-targets..well, it gets a bit trickier. Have a look at my 'SoD help' post on page 1 for some further tips for maximizing SoD damage.
    - dailies -> again, you'll probably get more out of Lurker's + one other of your choice.
    - don't discount the value of Wicked Reminder for single target fights. It rocks, especially from stealth. If you enter stealth at the end of a Flurry, you'll get auto-crit on the bleed and still have enough stealth to throw out a WR, starting your SoD. You can then Lurker's to re-fill your stealth bar (thanks to Invisible Infil), and then throw out another encounter (Lashing blade for crazy dmg, but only available every other SoD; Dazing otherwise). Great SoD damage that way.
    - Sly Flourish vs. Cloud of Steel is debatable. I prefer CoS, as it gives me a range dps option when there's a long-standing AoE red circle around the boss that I had to tumble out of.


    Sorry I was tired and didnt mean to type i hate lashing blade (lol), i meant to say i hate using lurkers assault + blade flurry. it feels like a very boring, robotic way to play hitting the key 8 times in a row: swoosh, swoosh, swoosh, etc. it's fine for others, but just not my play style.
  • ^^ lol, I can't disagree with that, but it is effective nonetheless.
  • edited March 2016
    ill give a build out but this build isn't for lazy people if u want to play it u gota put effort into it ive been told ive tripled ppl's dps from what they had b4
    https://account.xbox.com/en-us/screenshot/8813cdce-a0b9-4200-91e6-d1df9e87fb6f?gamertag=Respectpays&scid=8dd60100-6cc0-42f2-bb3e-c47b184a79f5
    ps: if u think you want to be serous send me a msg on xbox
  • Posts: 729Member, NW M9 PlaytestArc User

    ill give a build out but this build isn't for lazy people if u want to play it u gota put effort into it ive been told ive tripled ppl's dps from what they had b4
    https://account.xbox.com/en-us/screenshot/8813cdce-a0b9-4200-91e6-d1df9e87fb6f?gamertag=Respectpays&scid=8dd60100-6cc0-42f2-bb3e-c47b184a79f5
    ps: if u think you want to be serous send me a msg on xbox

    @respectpays thats a standard MI Exe build with Shadowborn taken instead of Dying Breath. You made it seem like you are going to release some kind of a secret.
  • I have high recovery how many of you have over 10k recovery? lol theirs more to build then you think u can't just build crit like a gwf if u do your homework a lot tr's in future build recovery question is why
  • Posts: 729Member, NW M9 PlaytestArc User
    @respectpays
    Mostly PvP rogues go for high recovery so they can have their Shocking Execution up as quickly as possible. PvE rogues do not need that much recovery in the current state of the game because power is simply superior in every way up to a certain point when it comes to playing an end-game PvE MI Exe. While I agree that recovery is a really strong stat for the Master Infiltrator rogue's overall damage increase, the dungeon layouts and the difficulty of the trash mobs do not require you to have your dailies up at every group of monsters to be able to cut through them. The scenario where you'd need your daily up is first and foremost in high HP pool single target fights(boss fights). But even then, running with a heavy buffer/debuffer group allows you to basically finish the fight before you can get your 2nd daily cast off.
    Recovery (especiall AP gain) is a really strong stat for the purposes of outscaling challenging content. But right now, Exe TRs can't even fully utilize their existing feat bonuses, because fights just don't take that long and there aren't mechanics that would require you to finish off low-health opponents quickly. It all comes down to Paingiver in the end.
  • Posts: 2,878Member, NW M9 PlaytestArc User
    Recovery is an extremely bad stat.
    Here, wrote something similar, and to lazy to write agian:
    https://www.reddit.com/r/Neverwinter/comments/49t9ky/recovery_question/
    There are places where recovery can work great, Sabo for example, or if you use lurker->BF (tc4) but even there to much of it and it's a significant loss.
    Especially for mi-exe, nothing lives 6 seconds for SoD to proc. You need a boss to even get to the second rotation. So recovery is not the stat I would take.
    https://www.reddit.com/r/Neverwinter/comments/46kr1i/help_with_tr_stat_distribution/
    (I'm not using/talking about the build in the thread, this is in general)
    Guild: The Imaginary Friends
    If you disagree with me: My opinions are my own and do not reflect on my guild and friends.
    If you agree with me: My opinions are totally the guild official policy !
  • if it would work the way its supposed to it be amazeing lol but everything in games like this is pretty much broken
  • Posts: 729Member, NW M9 PlaytestArc User

    if it would work the way its supposed to it be amazeing lol but everything in games like this is pretty much broken

    @respectpays what are you talking about?
  • edited March 2016
    if u put 400 into any other stat in the game u get 1% more damage /crit dr defelect chance towards you where recovery because how they made it work or how they thought it was correct your only getting about 40% of what u actualy stack into recovery=busted stat lol that's y no one uses it. in other words when it tells you you get 1% recharge speed it should be off the original cd not from what you already have example with 4k recovery your lb is 15secs at 13k rec its at 10.8secs it should be at 7-8secs if it would cut the original cd in half
  • Posts: 4,897Member, NW M9 PlaytestArc User

    if u put 400 into any other stat in the game u get 1% more damage /crit dr defelect chance towards you where recovery because how they made it work or how they thought it was correct your only getting about 40% of what u actualy stack into recovery=busted stat lol that's y no one uses it. in other words when it tells you you get 1% recharge speed it should be off the original cd not from what you already have example with 4k recovery your lb is 15secs at 13k rec its at 10.8secs it should be at 7-8secs if it would cut the original cd in half

    @respectpays
    Recovery reduces your cooldowns and boosts your action point gain. Although the stat itself is linear and works by providing 1% recharge speed increase for every 200 points and 400:1% AP gain, the way it reduces your cooldowns is not. The way it works is as follows:
    New CD = Old CD/(1+Recharge Speed Increase)
    Which means that at low levels of recharge speed increase, it reduces your cooldowns quite quickly but the higher you get, the less it reduces your cooldowns. It also means that if you have 100% recharge speed increase, it halves your cooldowns. Here is a nice picture for you of how recovery works:
    Here is a graph as an example, with an ability with a 20 second base cooldown and looking at 0% recharge speed increase to a 400% recharge speed increase:
    https://www.wolframalpha.com/input/?i=plot+20/(1+B),+B+=+0+to+4
    and here is a graph showing the return on investment:
    https://www.wolframalpha.com/input/?i=derive+20/(1+B),+B+=+0+to+4
    You should be able to see that at very low recovery levels, it gives much better return on investment then at higher recovery levels. This is very easy to test yourself, just put points into recovery, look at how much it increases your recharge speed increase, then look at your cooldowns. Then take the base CD of your ability and divide it by 1+recharge speed increase. You should find the tooltip CD matches the CD given by the formula.
    0
  • just urks me that they punish dps classes so hard on that stat when a cleric /pally benefit massively from it in future a pally can build 40k recovery having 180% recharge speed and well over 100% ap gain because they have a way to double their recovery/ imo they should be diminished differently for each class gd example of this is a tr armp is scalled differently then every other class in the game it diminishes at a much lower rate then others for a tr to get 60% armor pen they need 7150 armor pen where other classes only need 6470 for 60% armor pen I guess the scaleing system is ticking me off that's all
  • gd example of this is a tr armp is scalled differently then every other class in the game it diminishes at a much lower rate then others for a tr to get 60% armor pen they need 7150 armor pen where other classes only need 6470 for 60% armor pen I guess the scaleing system is ticking me off that's all

    There is a boon available that gives 3% RI that you are likely missing (third tier Dread Ring boon 'Forbidden Piercing'). This is how others (and myself) get 60% RI at 6470 ArPen.
    Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
    • A Mere Expedition! (NW-DIAAPG3S4)
    • Work In Progress on Part 2
  • Posts: 2,878Member, NW M9 PlaytestArc User

    just urks me that they punish dps classes so hard on that stat when a cleric /pally benefit massively from it in future a pally can build 40k recovery having 180% recharge speed and well over 100% ap gain because they have a way to double their recovery/ imo they should be diminished differently for each class gd example of this is a tr armp is scalled differently then every other class in the game it diminishes at a much lower rate then others for a tr to get 60% armor pen they need 7150 armor pen where other classes only need 6470 for 60% armor pen I guess the scaleing system is ticking me off that's all

    All stats scale the same, 400:1 for most (Power, Crit, Defense, Deflect, LS), 100:1 for ArP, 200:1 for recovery (400:1 AP gain from recovery) . ArP has slight DR and goes 110:1 towards 8k.
    Those are main and secondary stats, CA,AP gain, are all the same for all classes but are not linear.
    Your gripe is completely unfounded, and Incorrect. And especially the claim about recovery.
    Guild: The Imaginary Friends
    If you disagree with me: My opinions are my own and do not reflect on my guild and friends.
    If you agree with me: My opinions are totally the guild official policy !
  • I have all the boons/im a xbox player some reasons when I googled something it came up on pc forum -_- even tho I put xbox in 's
  • Greetings Rogues of Neverwinter,
    So I have not played neverwinter in over 2 years and was just wondering about the following, When I stopped playing my character had some awesome gear, I just want to find out what can I get now that is better? This is what I have.
    Armor
    Murderous Jester's Helmet
    Battlefield Scavenger's Armor
    Battlefield Scavenger's Bracers
    Elusive Agent's Boots
    Demonweb Wrap
    Minor Grand Fugitive's Belt of Revolt
    Trickster's Embroidered Shirt
    Fancy Leather Pants
    Weapons
    Battlefield Scavenger's Long Dagger ( Plague Fire Enchantment )
    Cruel Dagger of Parrying
    Equipment
    House Xorlarren Signet
    Temperred Evader's Ring
    Any advise would be appreciated
    Kind Regards
    Farmboy102
  • Posts: 729Member, NW M9 PlaytestArc User
    0
  • Save the skins if they are good, but, for stats, actual in-game gear is far better.
  • Thank you for this write up. I was a founder and beta tester when Neverwinter came out and I got my TR and CW up to the level 60 cap and was a bad dude at the time, but I lost interest and left for a few years. When I came back I was still a bad dude.. Fighting lvl 40-50 mobs, once I went to a lvl appropriate zone, I became very sub-par.
    After reading this and making the changes, I am back to being a bad dude again, so just wanted to say I appreciate the write up.

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