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Thread: Bladedancer / Nightblade / Assassin Pve DPS build

  1. #1
    Soulwalker
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    Default Bladedancer / Nightblade / Assassin Pve DPS build

    http://rift.zam.com/en/stc.html?t=0M...zA0soohbz.VhxM
    Theres the link to the build. Tell me what you guys think!

  2. #2
    Soulwalker
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    perhaps move a point from silent footsteps to backstab? Or even better, magnify pain? reprisal? blade and fury?

    Or to take full advantage of rhythms wouldnt you have to fully spec into bladedancer?
    Last edited by Xdoctor; 02-09-2011 at 08:59 PM.

  3. #3
    Rift Disciple
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    Quote Originally Posted by Furon View Post
    http://rift.zam.com/en/stc.html?t=0M...zA0soohbz.VhxM
    Theres the link to the build. Tell me what you guys think!
    Decent, I would trade melted skin and unstable state (non-physical dmg? BD is mostly physical dmg) for magnify pain and then blinding/poison potency/foul play in the Sin tree or turn the tide/improved false blade/disengage in BD tree.
    If you spend them (5pts) in the Sin tree you will pick up leaching poison (magnify pain 2pts and you get it). If you spend them in the BD tree you get AoE Mez (7secs).

  4. #4
    Telaran
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    My idea of a slight revision http://rift.zam.com/en/stc.html?t=0M...Azsooh0z.V0xzb

    TBH though bladedancer is not a good PvE DPS build (in groups at least) because it depends on you getting dodges in which will not happen if your tank. Better off going more heavy assassin and just pickup a few basics in bladedancer.

    My idea of major shift in focus: http://rift.zam.com/en/stc.html?t=0M...xz.GVRcxsfc0bM

    However I probably wasted points in this spec because I am not positive how it will work out with energy (example final blow may not be used at all depending on what happens, and I am not sure if backstab is spammable or even spamworthy or if jagged strike will be the bread and butter combo point generator instead).
    Last edited by Boduar; 02-09-2011 at 09:49 PM.

  5. #5
    Soulwalker
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    I suggest a different approach from what you currently have. Going along the path of Boduar, using the http://rift.zam.com/en/stc.html?t=0M...xz.GVRcxsfc0bM build appears to be the closest to a good pve build. As previously stated, blade dancer is good, but isn't all that reliable in a raid setting other than for buffing the group. It's main focus seems to be more along the lines of semi-dps but a main off-spec for tanking since they can just as easily rely on dodge as armor.

    Instead, I went off my experience with rogues from back when I played WoW. I can personally guarantee that one of the absolute best sources of dps a rogue can deal is through Bleed effects and poisons. The average pve rogue's damage output is, as an estimate, roughly 60% auto-attacks/poisons/bleeds. The remaining 40% is from actual skills.

    Keeping that in mind I went with this build: http://rift.zam.com/en/stc.html?t=0M...0L.MARcxsfVb0M
    First off, I dropped the Melted Skin talent, as it is in one word, useless. It relies on the proc effect of the Hellfire Blades ability which is only 20% and at a 10% damage increase. Instead, one can guarantee 15% more damage with 100% proc rate via Cloak and Dagger. Furthermore, having the 3 points in Improved Final Blow is nice, but it concentrates on only one ability. By removing those, one can get a better outcome on their poisons and make use of the synergy by maxing out Poison Mastery.

    Finally, the additional combo points from Subterfuge outweighs the effect gained from Advanced Flanking by a landslide. Most pve bosses have a relatively crappy armor anyhow, so in the end a percentage is usually less effective than a solid value. Instead, the extra combo points can be put towards better finals and putting higher point bleeds on enemies.


    As a second option which still concentrates on bleed effects, one can go this build: http://rift.zam.com/en/stc.html?t=1M...ekskqz.E0x000V
    an Assassin/Ranger/Marksman build which centers around lots of bleeds, auto-attacks and standing still for a very high damage output.

    Just keep in mind that these skills are all still subject to change and we can only speculate as to what the endgame pve will be like.

  6. #6
    Rift Disciple
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    Quote Originally Posted by Boduar View Post
    My idea of a slight revision http://rift.zam.com/en/stc.html?t=0M...Azsooh0z.V0xzb
    However I probably wasted points in this spec because I am not positive how it will work out with energy (example final blow may not be used at all depending on what happens, and I am not sure if backstab is spammable or even spamworthy or if jagged strike will be the bread and butter combo point generator instead).
    Final Blow is nice to finish people off, jagged strike/impale might be better in PvE. Backstab is fully spammable as long as you are behind the target, i never ran out of power doing this (at least wasnt a problem). In a PvE fight you will likely open in stealth with jagged strike, puncture, backstab, 5pt Impale, backstabX3, puncture, 5pt impale, backstab etc. If you spend points buffing Final Blow it might be better than Impale, havent tested it. If you keep bladedancer as a spec though you will have more AoE skills and better defense.

  7. #7
    Telaran
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    Personally, I would go with a build similar to the following: http://rift.zam.com/en/stc.html?t=0M...zA0soohbz.VhxM

    The main CP generator for this build will be Backstab, so maximizing its damage output is crucial. Jagged Strike, though it doesn't say in the tooltip, can only be used as an opener from stealth. It is the hardest hitting CP generator available to an assassin, and generates 3 CP thanks to the Subterfuge talent.

    Like was previously mentioned, a large source of a melee rogue's damage is likely to come from auto attacks, poisons, and bleeds. For this reason, the build picks up 2/2 Physical Trauma, because it increases the duration of 3 of your bleeds by 8 seconds (a considerable damage boost!). Because Backstab will be your primary CP generator, Improved Savage Strike is not picked up.

    This build's primary finisher is Impale, as it does the most damage per energy spent, and ignores armor (since it's a bleed). Its damage is also enhanced by the Physical Trauma and Coupe De Grace talents. If Impale is currently on the target, and will not fall off soon, Final Strike will be used as the finisher. Additionally, if no other class / soul is available to provide the buff, you will need to use Dauntless Strike once a minute to keep the 5% crit buff rolling (not likely to need to do this, but you never know!).

    You'll notice I picked up Improved Stealth and Slip Away. This is because Slip Away allows you to apply Jagged Strike again every 2 minutes (which is a lot of damage over 18 seconds, as well as 3 CP). It's entirely possible, however, for Improved Final Blow and/or Blade and Fury to provide more DPS per talent. If that's the case, you'll simply take those two points and shift them elsewhere.

    A mock rotation would look similar to this:

    Expose Weakness* -> Jagged Strike -> Puncture -> Impale -> Backstab x5 -> Final Blow

    At this point you would simply reapply Puncture as it fades, and make sure Impale has as high of an uptime as possible. Slip Away should not be used until Jagged Strike fades and with less than 3 CP, so that no CPs are wasted with the reapplication of Jagged Strike. Blade Tempo would likely be used just before your first Impale, assuming Cruel Vengance has proc'd. Poison Malice will just be used on cooldown.

    * - Expose Weakness in its current incarnation is extremely annoying, as it will fall off very quickly even with just your own full set of bleeds and auto attacks going. You want to keep it up as much as possible. As of now, I'm not sure if another soul / class provides the same debuff, but it definitely needs to be changed or have its charges vastly increased.

    The two poisons used would be, of course, Virulent and Lethal Poison.
    Last edited by Valadar; 02-09-2011 at 11:37 PM.

  8. #8
    Telaran
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    I would use the NB/Sin souls to enhance the dammage from the BD spec - BD is all about building combo points quickly and free dammage from the parry/ dodge abilities which do not activate gcd.

    I was looking this for a build check it out and see what you think http://rift.zam.com/en/stc.html?t=0M...dN0oRRhdz.V0xM

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