Thursday, December 15, 2011
at
10:48 AM
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So any good dominator can trash ye olde NB/RS spec. But can they beat Sin? Turns out nope. This spec isn't quite as versatile as NB/RS but it has the advantage of being strong in the current mage-heavy metagame.
BlinkBlood
32 Sin / 18 RS / 16 NB
The main advantage to this spec is that its not really expected. With permastealth and vanish, you'll have the opener when you want it, and between Fell Blades and Leeching Poison, you get a good amount of healing. I've been experimenting using this with the Hammerknell 2-pc Assassin crystal instead of the PvP crystal and it does seem very powerful in some situations.
This spec is really a 1v1 spec and should be used for world PvP and in Warfronts like Whitefall and Codex where 1v1 and small group situations are more common. Its a lot less useful in Libarary or Scion.
Here's the builder macro I use:
#show Puncture
cast Backstab
cast Puncture
cast Dusk Strike
cast Twilight Force
cast Primal Strike
cast Fiery Spike
For finishers, keep Impale up and use Final Blow the rest of the time. Don't forget about Foul Play.
On a caster, usually I open with Jagged Strike, do an immediate Shadow Assault, then Foul Play, Impale, Backstab, Puncture, before they are even able to get out of Foul Play or CC me. Then I'll Shadow Stalk out of their CC and finish them with a Final Blow or use an offensive Slip Away to re-open with Assassinate to finish.
I'm still not a huge fan of the Assassin soul, but who wants to play FOTM specs all the time? A little variety never hurt anyone.
Posted by
Dunsparrow
Labels:
1.6,
PvP Specs
Wednesday, November 16, 2011
at
6:04 PM
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Trion thought they nerfed Nightstalker in 1.6. They thought wrong. The new Nightstalker has more survivability than ever, and only slightly reduced damage. Feel the power.
Nightstalker 1.6
38 Nightblade / 28 Riftstalker / 0 Infilitrator
This build has it all. Defensive cooldowns, offensive cooldowns. CC breaks. Solid offensive power, Fell Blades. Nom nom. From 1.5 version, you gain about 10% physical mitigation from the new Shadow Armor, Rift Prison and some other stuff. Its highly versatile. The talents on Zam don't exactly match live, but the points are in the right place.
Macro
#show Dusk Strike
cast Dusk Strike
cast Twilight Force
cast Phantom Blow
cast Fiery Chains
cast Primal Strike
cast Fiery Spike
Play it basically the same as originally Nightstalker. You have slightly less offensive punch, because of the changes to cooldowns, but your defenses are rock solid and mobility is even better than 1.5. Enjoy.
Posted by
Dunsparrow
Labels:
1.6,
PvP Specs
Saturday, October 1, 2011
at
6:00 AM
|
I've found that my theorized top MM spec (51 MM and 15 Inf) didn't pan out nearly as well as I hoped. Nightstalker is doing awesome though. The problem with it is that on BG and PS, you really need a ranged DPS spec and try as I might, I can't find a bursty-enough Gunblade spec for the new patch, although some variants are decent.
Reluctantly I gave up NB for Sin and I'm relatively pleased at the results.
Cut and Shoot
44 MM / 22 Sin / 0 x
This utilized MM ranged abilities with Assassin openers. You can do enormous damage on a single target with your openers and it has a good amount of utility. You should be running Vamp and Elec munitions and Baneful Touch works great with Elec. I find rending a bit lacking.
Macros
Finisher 1
cast Expose Weakness
cast Rapid Fire Shot
cast Deadeye Shot
cast Hasted Shot
Finisher 2
cast Expose Weakness
cast Bull's Eye
cast Deadeye Shot
Gameplay
This spec has a ton of viability now. With Baneful, your munitions damage is very nice, and then adding in Cut and Run really de-emphasizes the need for Infiltrator. If you want you can run 0 Inf for a 2nd Break Free, but I prefer Side Steps or Shadow Shift, making this the first PvP spec I've ever run that doesn't have Infiltrator. You also have Foul Play if a warrior or 51sin-type closes to melee on you and if they break it, you can immediately hit them with Static Shot which is on a different DR.
I tend to open on tough targets in melee if I can, to get the Cloak and Dagger bonus. Ideally, things go thusly:
EW > Assassinate > Barbed > Swift x2 > RFS
This combo will kill the crap out of anyone 2+ ranks below you. If its a mage, I might use Paralyzing Strike instead. A good burst rotation:
Having 5 CPs > Finisher 2 Macro > Strafe > RFS
This combo frequently clears 7k damage for me with a string of crits. It does very well in the open field as well because of the crit bonuses in assassin and it isn't bogged down with stacking debuffs that 51 mm/15 inf suffers from. The problem with Silver Tip in PvP is that by the time you get the bonus up, its often time to change targets. This one frees you to choose targets of opportunity and that flexibility is very nice.
Posted by
Dunsparrow
Labels:
1.5,
PvP Specs
Wednesday, September 28, 2011
at
8:00 AM
|
1.5 is here. I have a brief wrap up of what you can expect, what you should do and what works and doesn't in PvE and PvP. First, the obvious:
Planar Attunement
AKA "So you thought you were done leveling" this basically requires you to earn tons of experience to get marginal upgrades that are nonetheless necessary for min/maxers. I'm not thrilled with the system and before you ask, no one has seen the 2nd/3rd tiers. There are 6 elements and you have to max the first tier in an element before you can unlock the 2nd tier. My guess is the 2nd tier isn't even implemented yet. Its a very long grind.
Chronicles
You got that chronic-what? -cles of hammerknell! Hooray for 2 player instances. They're easy and although I hated the idea of them, they're actually pretty entertaining and give Attunement points, yeah! Good for running with a noob friend that you just forced to level to 50. Gogo casual content.
Sourcestones
All your Crystal Sourcestones were just converted to Inscribed. Grats. Prices were tweaked and so were rewards for Rift dailies. Experts give 6 inscribed, Raids give 10 and there's a new weekly for 25. Costs were increased as well and you can now buy gear and synergy crystals with Inscribed (60 each) which work with your Raid 1 gear.
PvE Specs
Whet your whistle, your DPS just went up. Here are the parses I made. All parses were 5 min with fervor and the same gear (no greater essences or synergy crystals) unless otherwise noted. No other buffs or stones, etc. Bear in mind that some talents have changed, but the points are in the correct location. Just waitin on Zam to update. Thanks to Geriatrix and Bloatality for theorycrafting and Woetoyou for bardbotting it up after he went to bed.
Deep Nightblade - 1550 DPS
38 NB / 18 Sin / 10 MM
This is a relatively fun spec, and the synergy crystal is pretty good for it. Run the macro and Scourge every CD. Make sure to use Dusk to Dawn right after a finisher. You need the time to regen energy while it channels.
cast Dusk Strike
cast Puncture
cast Twilight Force
cast Primal Strike
cast Fiery Spike
Full Marksman - 1650 DPS
51 MM / 15 Rang / 0 whatever
Finally, a viable ranged spec. The Shadow Fire greater essence (100 AP) is amazing for this and so is the synergy crystal. This is more than likely what I will be raiding as. The reason for no Head Shot is you basically have to choose between 2/2 Head Shot and 3/3 Exposure, and if you don't max Exposure, you will overwrite the warrior's armor debuff with your inferior one. With 3/3 yours is better. This also simplifies the rotation, as you no longer have to mess with Head Shots for the 5% damage. Use Bull's Eye with Deadeye Shot.
cast Empowered Shot
cast Shadow Fire
cast Crippling Shot
cast Piercing Shot
cast Quick Shot
cast Rapid Fire Shot
cast Deadeye Shot
Blinkblade - 1650 DPS
25 Sin / 21 BD / 20 RS
This is a fairly complex spec and with skill, patience and practice it may be tops. However its simply too complex to run successfully in raids, especially since I am raid leader. It likely won't be used on much progression by anyone but will top meters on Murdantix, so people will claim its good. If you're interested, check out the thread by the spec's creator.
Dundancer - 1600 DPS
26 Sab / 20 BD / 20 Sin
If you fear change, fear not. Dundancer still rocks the house and is solidly competitive. You need to make a few changes though, to grab improved blast charge. You'll also need another macro or two, since Expose Weakness is now off the GCD. Otherwise, your rotation and skills are largely unchanged. Swap in Shrapnel for AOE (and prepare to be disappointed).
cast Blast Charge
cast Expose Weakness
start attack
cast Precision Strike
cast Keen Strike
cast Expose Weakness
PvP Specs
Marksman may not prove viable in its new form, but that's not stopping me from rockin' out. We'll see how NB does too. Gunblade variants could be promising as well. Followup posts are a certainty.
Full Marksman
51 MM / 15 Inf / 0 whatever
The spec hasn't changed, but the play style has. Gone is Improved Hit and Run. We'll see how bursty the spec can be without the go-to burst ability. Damage is up overall and Silver Tip Munitions go nicely with Focused Intent. New strafe aint bad either. *Not responsible for deaths by warrior when mashing Hit and Run fails to produce results.*
Nightstalker
38 NB / 18 RS / 10 Inf
Nightblade is back. I think this spec will kick ass, but I haven't been able to test it. I also think every damn person in the universe is going to have RS in their builds. Joy.
cast Dusk Strike
cast Twilight Force
cast Primal Strike
cast Fiery Spike
Teleporting Sniper
38 MM / 18 RS / 10 Inf
I almost wish I was joking. This build could annoy the crap out of people, and has better survivability than 51 MM. Not sure if the burst will be there, but you have a lot of tools at your disposal. Didn't I see this in the Rogue preview for Rift like 5 months ago?
Posted by
Dunsparrow
Labels:
1.5,
PvE Specs,
PvP Specs
Wednesday, September 21, 2011
at
4:25 AM
|
With the changes to souls still in flux and more probably still to come, a few specs are beginning to emerge.
Blinkblade
25 Sin / 21 BD / 20 Rift
This is one getting a lot of attention and it is definitely going to be one of the strongest contenders for top DPS. The talents are changing with the patch, but these are where the points will go.
This spec is strong because it takes advantage of the buffs to Stalker Phase in RS to rotate teleports and keep 25% additional damage and 15% additional crit active 100% of the time. The spec is a mess and the teleports don't fit well in any rotation, but you can't argue with results. Unfortunately, this is probably the top melee spec.
Deep Marksman
51 MM / 15 Rng
Variant 38 MM / 28 Rng
Marksman is getting a whole lot of love. With the new Silver Tip Munitions (15% extra damage), and less reliance on burst cooldowns, this spec is going to provide some extremely competitive ranged damage.
Also check out the new 4-pc synergy crystal (HK crystal has the same bonus as 2-pc)
Nightstalker
38 NB / 18 RS / 10 Inf
Variant: 44 NB / 22 RS / 0 Inf
For PvP, I'm working on some variant of NB and RS. It may or may not be what you see above, and it will likely take some warfronts to sift out what works and what doesn't. I don't think the 4th port is necessary in PvP like it is in raids.
This spec will have incredible mobility and damage output, plus the reflective shield in RS. I expect it to shred a lot of things.
More to come as D-Day approaches.
Posted by
Dunsparrow
Labels:
1.5,
PvE Specs,
PvP Specs
Tuesday, August 9, 2011
at
8:44 AM
|
With the changes to Nightblade in 1.4, many players are coming into the NB fold from other specs. Since this spec was already on the ascendancy due to its burst cooldown and defenses, NB is definitely the most common spec to see a rogue in WFs at this point.
However, the new buffs to NB are weighed down by the nerf it received through the changes to Anathema. No more 75% reduction in healing. Since Anathema + Fell Blades was really required to kill healers most of the time, NB really lost its edge in a key area, although all-around it is still very strong.
With the predominance of the spec but the loss of surefire healer killing, I have decided to venture into the Marksman tree. MM is very powerful and while I rarely had Marksman rogues kill me as NB, it always felt vulnerable to them. And vulnerable it is. Here is my group PvP and NB-slaying spec I've embraced after various MM build tests:
While many MM like to go 38 + x and spend points in Ranger or Assassin, I feel the final 13 points in MM are just too good to make up anywhere else. Adding Retreat, Eradicate and Sniper Pedestal is well worth the additional points.
Key abilities: Swift Shot, Barbed Shot, Rapid Fire Shot, Empowered Shot, Deadeye Shot
Macros
#show Improved Hit and Run cast Improved Hit and Run cast Empowered Shot use Words of War
#show Deadeye Shot cast Deadeye Shot cast Bull's Eye
Playstyle
Like Nightblade, Marksman is cooldown-dependent to a degree. However, the major MM cooldown, Improved Hit and Run has a shorter cooldown (86 seconds) and adds an incredible amount of damage, especially if you remember to put down Sniper Pedestal (naysayers be damned, its awesome).
MM is very powerful in group situations with its ability to assist melee and add huge amounts of damage, or pick off wounded targets without putting you at great risk. The biggest downside is that it is very squishy, so you need to rely on your speed and maneuverability to stay out of trouble. If you get pinned down, you're done.
This spec massacres Nightblades. Eradicate will remove nearly any cooldown they pop (Ebon Fury, Nightrage, Blackout, Twilight Shelter, etc.). Without Ebon Fury, a NB has no chance of killing you, as you can keep him at range all day. If needed, Cleanse Soul can get you out of a sticky situation, as 90% of NB damage is magic, but you really shouldn't need it. A NB can protect another buff for 6-9 seconds by popping Cleanse Soul or Twilight Transcendence himself, which makes him immune to eradicate, but this is fairly uncommon and with Getaway, you should be able to still get to range and remove his CD as soon as this ends. Plus, you just made him waste 3-4 cooldowns and not even survive.
I'm not giving up on Nightblade. I still love the soul and the play style. I am currently toying with a spec that abandons all reason and drops Infiltrator entirely, but its not ready for prime time yet (if ever). For now, I think the sustained damage of NB is not quite there, and its damage is too easily mitigated by kiting.
I still have Gunblade, but the current metagame makes killing Nightblades a priority and this spec does that just fine. There are a few Gunblade variants that are now more viable since the patch, including a MM-heavy Gunblade. I think the synergy between NB and MM still exists and that you can weight these 2 souls to your liking. I'll post a few of them soon.
Oh, and Deadeye crits for 2000 on 900 valor targets. Weee.
Posted by
Dunsparrow
Labels:
1.4,
PvP Specs
Wednesday, August 3, 2011
at
3:27 AM
|
Looks like 1.4 is tomorrow which means new raid-quality crafted items, new Unseen PvP quests and items (including PvP Rifts) and a new 10-man instance - Drowned Halls. We cleared this instance on the test shard and I'll post those videos up later today. I'll also be posting my new Nightblade PvE spec in a bit. I doubt it will beat Sabdancer, but it will be fun and interesting to play NB in raids for a change. I'll be giving it a shot.
With Fell Blades and Anathema no longer stacking, a few things will shift with rogue PvP specs. My only new spec is a variation of Gunblade that is more defensive, if you're lower rank or feel a bit too squishy in standard Gunblade spec. I'm not sure which I'll use yet. Gunblade 2.0
Because Anathema no longer stacks with Fell Blades, this spec drops 5 points from Infiltrator to pick up Blackout in Nightblade. You lose a bit of damage from Focused Intent and Murderous Thoughts, but make up for it with defense:
Original Gunblade will still be viable as well. Either way, you probably don't want to use Hasted Shot anymore, because you'll be better off waiting to get in range to Flame Thrust with the Nightrage buff.
Living Flame This spec will remain relatively unchanged. While Anathema no longer stacks with Fell Blades (and is inferior to Fell), it will still be worth getting 15 Inf, because you need at least 10 for Cleanse Soul and there is really nothing else you would get with 5 points. This leaves you with the standard Living Flame spec: 51 NB / 15 Inf / 0 BD. Since I haven't gone over macros and play with this spec, I'll go over it here. Although most things are the same as with the Deep Nightblade spec. Macros #show Dusk Strike cast Dusk Strike cast Primal Strike cast Fiery Spike
#show Twilight Force cast Twilight Force cast Fiery Spike
#show Scourge of Darkness cast Scourge of Darkness cast Blazing Strike cast Flame Thrust
Gameplay Unlike the Deep Nightblade spec, this spec relies heavily on being in melee range. You can do reasonable damage at medium range but your damage output is much lower than melee. This spec has a wide array of defensive and offensive cooldowns. Offensive CDs Living Flame The namesake of the spec is also a great ability. This creates a physical damage AOE around you that pulses for about 400 per tick for 5 seconds. Its not channeled so you can continue doing your DPS rotation, which is what makes this spell worth getting.
Ebon Fury Know it, use it, love. This is your greatest damage CD and allows you to spam Dusk Strike and Twilight Force, so it allows you to deal good damage even at range if needed.
Dusk to Dawn It's barely a cooldown, but with the new Nightrage buff it grants, you'll want to pop this puppy ASAP when its off cooldown. Nightrage gives your Blazing Strikes and Flame Thrusts an additional 40% damage. Should be badass, but its purgable so its not reliable against dispel classes.
Defensive CDs Twilight Shelter Reduces incoming damage by 80% and outgoing by 40%. You generally want to use this one against assassins to deal with their dots while you kill them. Also useful to time with a mage popping their own damage shield.
Blackout This one is awesome against any non-dispel class, though marginal against Assassin. Best used against warriors and Marksman who pop Hit n' Run (cover it with Cleanse Soul). Twilight Transcendence Makes you immune to all damage for 3 seconds. Also removes magic-based stuns/cc. I tend to use this right when an Assassin jumps me to prevent him from applying Impale. I also use it against casters if I get a huge number of debuffs.
Cleanse Soul Makes you immune to magic for 6 seconds. Its awesome against Duracell-type clerics and any mage. Also very good when fighting another Nightblade.
Sidesteps Most useful against any other rogue. I generally pop this any time a rogue opens on me, if its up.
This spec is vulnerable against talented Marksman (not many of those) because of their long range and dispels, and against Riftblade warriors. Anyone with a mana bar is a target.
Posted by
Dunsparrow
Labels:
1.4,
PvP Specs
Monday, June 27, 2011
at
4:17 AM
|
1.3 World PvP has been... interesting. It's good that Trion has moved PvP away from Zareph camping all day (though I do feel bad for the unwitting level 40s in Mage's Mark), but populations being what they are, its a bit zerg-or-be-zerged out there. With Condemned gone, its not so one-sided in favor of Guardians, even though they outnumber us by a good bit now.
After messing with various Assassin specs this week, I threw up a little in my mouth and decided NB is just more my style. I wish there was a viable NB spec for PvE, but Deadly Dance is just too good and has basically 0 synergy with NB, plus NB lacks the AP modifiers in BD and Asssassin. It's too much of a handicap. Maybe some day.
I've finally settled on Living Flame for PvP. I resisted it for a long time with my Nightblade Beast and Gunblade specs, but I love Nightblade and I think that despite how much I hate 51-pointers, it doesn't make much sense to go 44NB 16 Inf 6rng when I can go 51 NB 15 Inf 0 MM and only lose a snare and some AP, while gaining Living Flame.
I like 0 MM over 0 Ranger with NB because you already have a ranged finisher with Flame Thrust and Swift Shot is helpful in getting you back into range (or staying out of it).
The problem with this spec is it doesn't do too well against Assassins (at all) and struggles against Parry-gons and shield warriors as well. It is strong against mana bars and it will bring down a cleric solo. However, if a good 51sin opens on you, you are 50/50 at best, even with every cooldown up. With 600 valor, I have sins take me to 40% in 5 seconds then vanish and let me bleed.
Parry-gons you basically need to avoid DoTs and Dark Contain them when you see them start parrying every attack. If they have Break Free up, you'll need another CD, like Twilight Shelter. You can still sneak attacks in from behind, but Rift is not so good at detecting where you are in relation to the other player's orientation, so you can try, but they are mostly invincible.
I still keep Gunblade around also, because its the best overall. The kiting capability from Marksman gives you a strong chance to beat anyone. It's not as strong against bluebars but can still win, and Swift Shot/Hasty Departure/On the Double let you kite Assassins and warriors and win that battle.
Posted by
Dunsparrow
Labels:
PvP Specs
Monday, June 20, 2011
at
9:37 PM
|
 I've been working on a variant of my Nightblade PvP spec that is still a work in progress but I wanted to go ahead and post about it.
This spec generally works on the same principles as Nightblade, but makes a few key substitutions. Namely, you're dropping Blackout and Ranger for Marksman. Losing Blackout hurts, but the build is not viable without it.
Key concept: Gunblade works by using ranged attacks from melee range. A side effect is a nearly-permanent increase in movement speed (from MM skills), so you'll never be kited again. Your goal is to open on an opponent, apply Scourge of Darkness quickly and then go for a point-blank Rapid Fire Shot finish. Meanwhile you are ripping out damage with Dusk Strike and talented-Swift Shot.
Advantages: Compared to my Nightblade beast spec, Gunblade has far greater speed and maneuverability, and is able to deal considerably more damage from range. In close, the Gunblade damage is higher when utilizing Ebon Fury due to adding Rapid Fire Shot.
Disadvantages: Compared to my other Nightblade spec, Gunblade has less survivability when being focus fired, due to not having Blackout. Furthermore, unless you have Ebon Fury up, this build deals slightly less damage in melee range, due to losing a few key Assassin talents.
Macros
Builder cast Dusk Strike cast Twilight Force cast Swift Shot
Finisher cast Scourge of Darkness cast Rapid Fire Shot cast Hasted Shot cast Blazing Strike
Notes: The only melee attacks utilized in this build are Dusk Strike and Blazing Strike, so damage is not considerably lower if you have to stay at range, however you want to melee for Hellfire/Fell Blades procs at the very least. Your ranged shots proc Increased Fire Power, which is important for keeping your damage up. This is another reason to never use Primal Strike.
This build can be more effective against Riftblade or Paragon warriors as you can outrange them and kite using the speed bonuses. It also works very well against mages. It's important to remember that you want to try to be in melee range whenever you can, despite having a wide arsenal of ranged attacks.
This build still bears some refinement, and right now I struggle most against 51Sins who get an opener on me (luckily there's not many of those right :x). Pretty much anyone else I can put away with little effort. Enjoy!
Posted by
Dunsparrow
Labels:
PvP Specs
Sunday, June 19, 2011
at
10:33 PM
|
 I've had tremendous success in PvP using a Nightblade PvP build. With this spec, I've been able to kill healers and even R6 clerics in WFs and 1v1. It offers strong survivability, especially as valor increases and though it is reliant on 2 min cooldowns, it has a lot of them.
This spec offers what I consider to be the best combination of damage, utility/versatility and survivability. The combination of Fell Blades and Anathema is enough to kill a healer when timed well, and cooldowns allow you to take out your target and survive against heavy odds. It can deal good ranged damage and Crippling Shot allows you to slow. I skip Improved Twilight Force because I feel those points are better spent elsewhere, since you have a ranged snare already.
Macros Used:
Kill Macro cast Dusk Strike cast Twilight Force cast Primal Strike cast Fiery Spike cast Quick Shot
Snare Macro cast Crippling Shot cast Twilight Force cast Fiery Sike cast Quick Shot
Finisher Macro #show Scourge of Darkness cast Scourge of Darkness cast Blazing Strike cast Flame Thrust cast Head Shot
Finisher Macro 2 cast Blazing Strike cast Flame Thrust cast Head Shot
Cooldowns #show Ebon Fury cast Words of War cast Ebon Fury
The 2nd finisher macro is for targets that are nearly dead and you don't want to cast a SoD that won't get used. This spec revolves around pounding people down from melee range while still being able to deal reasonable damage out to 30m.
The points in Ranger not only give you a 30m CP-generator and finisher, but also 5% crit, 46 attack power, and a ranged snare.
The macros are designed to prioritize your abilities based on distance, so you'll use the most powerful ability you have at a given range. Flame Thrust is worth it (imo) because of Lingering Flame, even though you could use Head Shot. I try to throw a Fiery Spike on people right at the start.
For fighting mages and caster clerics, you have Cleanse Soul, which absolutely wrecks casters. You can use it to immune the most powerful abilities like Incinerate, Stream of Reclamation, Degeneration, Mortality etc. If you need another magic immunity, you have Twilight Transcendence. Of course, Blackout will work too on incoming spells.
For fighting melee, you have fewer options. If a rogue gets the jump on you, you can pop Twilight Transcendence to go immune to his Impale, and then dip into Twilight Shelter to reduce his DoT damage while you beat him up. Against Warriors you're screwed against tanks (just ignore them) but you can usually pop Blackout and Ebon Fury and just win a head to head match against any 2h user.
Against healer clerics, you have Fell Blades and Anathema. When used in combination, they reduce a cleric's healing on himself by 75%. Typically you want to jump a cleric, get 5 CPs, then pop SoD and go to town. Once you get the cleric to 50%, pop Anathema and your Ebon Fury macro and go for the finish. If a big heal is going to get off when he's low and Anathema is gone or almost gone, use Dark Containment as an interrupt. Watch for Fell Blades getting purged and re-apply it.
I find this spec to be highly effective in group and solo situations and ran with it almost exclusively from Rank 4 to 6. I'm working on a variation of it right now and have not yet decided if its worth it. My PvP video is going to showcase this build primarily.
Posted by
Dunsparrow
Labels:
PvP Specs
Tuesday, June 14, 2011
at
11:58 PM
|
So yes, the world is ending in 1.3 (Test server runs confirm it) but for now, I'm having fun running flags in Whitefall Steppes. Won't be much else for Rogues to do in 1.3.
I've seen several variations of capper specs for Whitefall (and Scion, I guess) and most center around Bard combat speed and Riftstalker. I went in a little different direction and have been having great success with a spec involving Marskman.
This build goes deep enough in Rift for all the blinks and decent mitigation with Improved Rift Guard. It goes deep into Inf - all the way to improved movement speed if you're R5 or higher. The linchpin though, is the 1 7 points in Marks that give great escape potential, with On the Double / Getaway, Hasty Departure, Improved Swift Shot and Hasted Shot all boosting movement speed. Then you have Repelling Shot and Static Shot to help get some distance.
With this spec, you don't have the guaranteed full-time 20% speed like you do with bard, but with all the run speed buffs, you'll have at least one up any time enemies are around, which is key. All the additional tools at your disposal are great, plus you have some points free if you want to go deeper into Rift for a bit more survivability.
This is not a great spec for surviving a flag standoff, but for getting their fang to your base, this is a fun little spec to tinker with.
Posted by
Dunsparrow
Labels:
PvP Specs
Wednesday, June 8, 2011
at
12:17 PM
|
Never much for cookie cutter specs, I worked out an Assassin/Bladedancer hybrid that is a blast to play in Warfronts. The spec is 32 Assassin / 21 Bladedancer / 13 Infiltrator.
What it offers (compared to 51 assassin, its closest relative):
Blade Tempo - Offensive Cooldown Side Steps - Defensive Cooldown Weapon Barrage - Spell Interrupt Flash of Steel - Gap Closer Sprint - Gap Closer Group 40 Dex buff Better energy efficiency
What it lacks (compared to 51 sin):
Serpent Strike Anathema
I'm not counting things like Poison Gas and Hidden Veil because (to me) those are gimmicky at best.
This spec offers far more versatility than full Assassin and is much hardier when caught out of stealth (something 51 Assassin fails at horribly). It also has significantly more cooldowns and has the potential to beat any class, though like most builds it struggles against high-rank clerics.
Macros Used
2 CP cast Puncture cast Precision Strike cast Quick Strike cast Keen Strike
1 CP cast Backstab cast Quick Strike cast Keen Strike
Generally speaking, the goal is to get Jagged Strike and Impale ticking, then start pumping out Deadly Strikes for bigger hits. Never use Final Blow. Sindancer lends itself to various playstyles and strategies, and because of that I'll describe some of my common matchups here, and what I do in various situations.
Maximum Damage Combo If you're trying to kill a necro/lock or cleric, your best bet is to pump out the most damage possible, using all your cooldowns. Your biggest advantage here is that they won't take you seriously because you're a rogue, so you can usually get all your DoTs up before they freak out.
Open with Jagged Strike > Puncture > Blade Tempo/Trinket > Impale and then get 5 combo points as quickly as possible, interrupting any heal being cast during this time and they should be hurting a bit by now. As soon as you get 5 Combo points: Deadly Strike > Slip Away > Assassinate This should hit almost anyone for well over 2k damage and if they are below 500 valor it can go upwards of 2500 with Blade Tempo and trinket active. If they're still alive, follow with Foul Play/Backstab and dump down to 0 energy. If they manage to heal through that, you gave it your best shot, but now you're dead. :)
DoT-Cheesing Non-Healers You can do this as 51 Sin also.
Open with Jagged Strike > Puncture > Impale then Slip Away and immediately start spamming them with Expose Weakness. This will add damage to your DoTs, but more importantly, it will force them to stay in combat so they can't drink. Once your DoTs expire, reopen and even an 800 valor warrior will be below 50%.
You can also use this Expose-spam technique to prevent rogues from stealthing if you're not ready to engage them yet (like if his friends are hanging around at Vault). He'll stay unstealthed and when the time is right, you get the opener.
vs. Marksman This is actually fairly challenging if they have high valor.
Open with Jagged Strike and immediately Foul Play to give yourself time to Puncture and Impale. Don't snare. You'll need it later and he's about to break it with On The Double.
If he pops Improved Hit and Run, you need to either Side Steps or Slip Away.
If he gets to range on you, you need to use Flash of Steel or Sprint, but don't use FoS while his OTD is up or you'll waste it on his immunity.
Posted by
Dunsparrow
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