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Thread: Saboteur specs

  1. #1
    Telaran Feliz's Avatar
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    Default Saboteur specs

    I've been going through the last 15 pages of posts here, but haven't found much discussion about Saboteur specs (either main or mostly) and rotations for leveling. Anyone got a link or two or some general advice?

  2. #2
    Telaran
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    Default .

    Post is assuming soloing.

    Generally, you dont need a build for leveling - its just play and get familiar with your abilities and try to maximize the damage of the abilities you use the most. At level 22 and above, your build should look something like this: http://rift.zam.com/en/stc.html?t=0MTi_.VcR0E00o.V0b but play around with what you like and dislike. Once you reach higher levels, you should put points into asn to get the poison mastery because it is higher up another tree.


    Main utility skills you should have that would make leveling easier: You should have at least one, but having multiple compounds the benefits.

    Lost Hope "Sap" - 8 points into NB gives you this, and this will make you be able to single pull 90+% of the time. A trick with sap is you can sap an enemy, then plant charges on them without causing aggro to it or any mobs around it, essentially working like silent setup. Also there is no aggro once sap wears off.

    Silent setup - Throws charges without causing aggro; works in conjunction with sap as with a double pull, one can sap one and silent setup the other if sap cannot be used then. One problem with this is this does NOT give contribution in rift fights and invasions, if one does not have initial aggro to begin with (once you get initial aggro, contribution will be counted). Generally, lost hope > silent setup in most situations.

    Entangling trap - 8 second root on a 20 second CD. Since charges do not cause damage, these will not break root, and can be placed before detonating. Entangling allows one to kite melee elites with ease. With trap master, this ability becomes even more useful.

    Charge boosters - Once you get this ability, you should throw one of each charge you have (minus spike and shrapnel, if there are points in residual shrapnel, if using entangling trap), otherwise 5x blast charge instead.

    Verse of captivation - Also known as "ghetto stun lock" by my friends, 34 points in the bard tree makes most not want to get this unless they are a bard, but probably the best soloing tool for sabo's. Instant cast, 0 CD mez that can be spammed to lock even mobs with a DOT on them. If there are no dots, 5x charge, detonate, mez, repeat makes soloing even elite casters a breeze.


    Abilities to avoid for soloing:

    Bombs - with the rare exception of Annihilation bomb for the stun, there is no reason for one to use bombs for soloing, not even when facing multiple mobs. If faced with multiple mobs, I would rather use entangling trap + Shrapnel to "quad kite".

    Any DoT (barbed trap, shrapnel + residual, spike). Breaks root, breaks mez, and mobs generally do not last long enough to take the full duration of the DoT.

    Land mines - while fun, it has more uses in PVP than PVE.

    Booby trap - if you ever face a situation where booby trap will do more overall damage than charges, you are probably dead.




    What to do when soloing:
    (optional: silently) Plant charges, detonate, repeat. It's pretty boring; I personally prefer dungeons as a method of leveling up.

  3. #3
    Shadowlander Ajaxx's Avatar
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    Default

    Quote Originally Posted by Gustuf View Post
    Bombs - with the rare exception of Annihilation bomb for the stun, there is no reason for one to use bombs for soloing, not even when facing multiple mobs. If faced with multiple mobs, I would rather use entangling trap + Shrapnel to "quad kite".

    Land mines - while fun, it has more uses in PVP than PVE.

    Booby trap - if you ever face a situation where booby trap will do more overall damage than charges, you are probably dead.
    This may just be a different play style than what Iím doing with Sab at the moment.

    I disagree with what was posted about soloing mobs and Rifts.

    I always use land mines when the potential for more than one mob is going to come at me. Booby trap the center of your mine field as well.

    I always use bombs, especially Annihilation bomb directly after time bomb, which is about the same time I use detonate after placing 5 charges. This leaves the mob (at equal level or up to two levels higher than me) at about 20% health. The stun from annihilation gives me the time to finish the mob off before he gets within melee range. The mines give me extra time to react if a second mob is pulled from all that ruckus.

    Although play styles may differ, I recommend that you explore all the tools in the shed. Its one of the things that make Sabo so friggin fun to play, use those tools and learn to kite things around your mine field.

  4. #4
    Rift Disciple
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    I also solo pretty much exactly the opposite from Gustuf. I skip Entangling Trap in favor of heavy dotting. Spike Charge is our biggest damage dealer and a full stack of it is my opener for named, rift bosses, anything with enough HP to not be dead-on-pull. Shrapnel is less essential, but worth the single point it costs.

    Given multiple non-elites in a tight cluster, like invasions, I'll charge everything up with Silent Setup and then start popping with Anni Bomb, Demo Specialist and Carpet Bombing. I will rain down a terrible fire upon them.

    Land Mines I could live without, but I put them down for big pulls. They are appreciable damage, and they slow down the mobs. Also hilarious if you can get multiple sabs together. Bouncy bouncy!

    There is certainly more than one way to blow up the cat.

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