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Thread: Nightblade Guide (Beta7)

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    Default Nightblade Guide (Beta7)

    Table Of Contents:
    I ............................... Introduction
    II .............................. Skill Summary
    III ............................. Talent Summary
    IV ..............................Secondary Soul Choices
    V ............................... Rotations
    VI .............................. Stats
    VII .............................Gearing
    VIII ............................Specs
    IX …...........................Credits


    I. Intro
    First things first, the soul summary. Nightblade is a melee Pure dps soul in the Rogue calling. We use Fire, Death, and Physical attacks. We also have several ranged attacks we can use as we run into melee range, as well as the ability to use stealth. The only real downside is we are kind of lacking in the crowd control department, but that can be somewhat fixed by spending talents. Also from what I have seen we generate a massive amount of threat, but that also could have been the tank I run with slacking. Also this will only be covering PvE for now. Please note this only covers beta.

    II. Skill Summary
    Combo point generating abilities
    Primal Strike: No cooldown 30 Energy- This is your filler skill. Spam it when your other combo point generating abilities are on cooldown.

    Dusk Strike: 10 sec cooldown (8 sec talented) 40 Energy- Hard hitting melee ability, Grants 2 combo points. Use it on cooldown. 14 point root ability.

    Twilight Force: 10 sec cooldown (8 sec talented) 30 Energy- Ranged attack hits decently hard. Can also be used in melee range. Use it on cooldown. Requires a talent point to get.

    Fiery Spike: No cooldown 30 Energy- Ranged attack that puts a 10 second dot on the target. Can be used in melee range. Needs to be kept up at all times.

    Finishers

    Blazing Strike: Generic finisher deals weapon plus fire damage. Use when Scourge of Darkness is on cooldown

    Scourge of Darkness: 30 second cooldown - A Finisher that causes the Rogue's next 10 attacks to deal additional Death damage. Use it on cooldown Requires a talent point to get.

    Flame Thrust: Ranged finisher deals weapon plus fire damage. Requires a talent point to get.

    Stealth abilities
    Conceal: puts you into stealth for 30 seconds, allows you to use abilities that require stealth. pretty straight forward . 4 point root ability.

    Dark Malady: 50 Energy – Deals weapon damage and increases the Rogue's damage by 20% for 8 seconds. Grants 2 combo points. 12 point root ability.

    Ebon Terror: 30 Energy - Deals weapon damage and disorients the target for 2 seconds. Grants 1 combo point. 4 point root ability.

    Lost Hope: 20 Energy - Incapacitates the enemy for 45 seconds. Enemy must not be in combat. 20 meter range. 8 point root ability.

    Smother: 40 Energy – Deals death damage and silences the target for 5 seconds. Grants 1 combo point. 26 point root ability.

    Cooldowns
    Ebon Fury: 2 Minute cooldown - Causes Twilight Force and Dusk Strike to have no cooldown and reduces their Energy Cost by 50%. Lasts 15 seconds.

    Dusk to Dawn: 60 Second cooldown - Roots the enemy and deals weapon plus death damage over 4 seconds. Awards 1 Combo Point. While channeling this ability, the Rogue gains an additional Combo Point per second. Grants 5 combo points in total.

    Living Flame: 60 Second cooldown- 51 point root ability. Deals weapon plus fire damage over 5 seconds to up to 10 enemies. 51 point root ability.

    Blackout: 2 Minute cooldown - Causes all damaging attacks against the Rogue to miss. Lasts 6 seconds. 44 Point root ability.

    Twilight Shelter: 2 Minute cooldown – Reduces damage taken by 80%, but reduces damage dealt by 40%. Lasts 8 seconds. 18 point root ability.

    Twilight Transcendence: Removes all existing harmful effects and causes the Rogue to become immune to all damage effects for 4 seconds. 42 point root ability.

    Dark Containment: 30 second cooldown 20 Energy - 15 second incapacitate. Breaks on damage. Must spend a talent point to get.

    Weapon Enchantments
    Hellfire Blades: Each weapon attack has a 20% chance to deal fire damage on hit. Can be talented to increase your damage by 5%. 6 point root ability.

    Smoldering Blades: Each weapon attack has a 20% to deal Fire damage over 12 seconds. Can be applied up to 5 times. At the 5th stack, the next application of this effect consumes the stack on the enemy and deals a large amount of Fire damage. 20 point root ability.

    Fell Blades: Each weapon attack has a 20% chance to deal Death damage and adds a curse on the enemy that lasts for 15 seconds, reducing healing taken by 50% . Great in PvP and for bosses that heal. 32 point root ability.

    AOE
    Weapon Flare: 30 Energy – Deals weapon plus fire damage to the enemy and up to 8 other enemies. Procs weapon enchants. Spam this on AoE pulls. 10 point root ability.

    Fiery Chains: 30 Energy 6 second cooldown - Deals weapon plus fire damage to the enemy and up to 3 other enemies. Procs weapon enchants. Barely does more damage than Weapon Flare. Only worth using on 4 or less enemies. 16 point root ability.

    III. Talents Summary


    Tier 1
    Blazing Fury: 5 Points. Increases the damage of your combo point generating abilities by 3/6/9/12/15%. Required

    Improved Blazing Strike: 2 Points. Increases the critical hit chance of blazing strike by 5/10%. Required

    Primal Death: 3 Points. Your Primal Strike has a 10/20/30% chance to deal an additional 50% death damage. Required.

    Tier 2
    Unstable State: 3 Points. Increases the damage of your non-physical abilities by 3/6/9%. Required. It basically affects 90% of your damage.

    Twilight Force: 1 Point. Grants you the Twilight force ability. See above for Description. Required.

    Coup De Grace: 5 Points. Increases the damage of your Finishers by 3/6/9/12/15%. Required.

    Tier 3
    Fire and Death Attunement: 3 Points. Reduces the damage you take for Fire and Death attacks by 5/10/15% and increases the damage of your attacks by 1/2/3%. Required.

    Improved Twilight Force: 2 points. Your Twilight Force snares the target, reducing movement speed by 30/50%. for 6 seconds. Optional, mostly used for PvP.

    Flame Thrust: 1 Point. Grants you the Flame thrust Finisher. See above for description.

    Melted Skin: 2 points. Your Hellfire Blades have a 50/100% chance to increase your damage by 5% for the next 10 seconds when they proc. Required. This talent is what makes hellfire blades better than the Assassin poisons for you.

    Tier 4
    Lingering Flame: 5 Points. If the enemy is suffering from the effect of your Fiery Spike, Your Blazing Strike or Flame Thrust have a 20/40/60/80/100% chance to cast a free Fiery Spike on them. Required.

    Ebon Fury: 1 Point. Grants you the Ebon Fury Ability. See above for description.

    Eventide: 2 Points. Reduces the cooldown for your Dusk Strike and Twilight force by 1/ 2 seconds, and increases their damage by 5/10%. Required.
    Tier 5

    Dark Containment: 1 point. Grants you the Dark Containment ability. See above for description. Optional.

    Enhanced Weapon Enchantments: 2 Points. Increases the damage of your weapon enchantments by 15/30%. Optional.

    Heat Retention: 5 Points. You have a 20/40/60/80/100% chance to retain heat for 30 seconds each time a damaging combo point generating ability is used, Increasing the damage of your non-physical attacks by 2%. When this effect is applied 5 times, your next finisher deal 30% more damage and removes this effect. Required.

    Tier 6
    Enkindle: 3 Points. Your Weapon Flare and Fiery Chains burns your enemies for an additional 33/66/100% of their total damage over 6 seconds. Not recommended.

    Scourge of Darkness: 1 point. Grants you the Scourge of Darkness Finisher. See above for description. Required

    Nightstalker: 3 Points. Your Blazing Strike, Flame Thrust, Dusk Strike, and Twilight Force deal 10/20/30% more damage if the enemy's health is lower than 30%. Required.

    Tier 7
    Dusk to Dawn: 1 Point. Grants you the Dusk to Dawn Skill. See above for description. On beta this skill only worked about half of the time the rest of the times this skill just fizzled. If it is fixed on live it would be useful.

    IV.Secondary Souls for Nightblades

    All of the souls are ranked on how much extra dps potential they have. Survivability isn't taken into account.


    Assassin: 5/5. This is so far the best soul I have seen for a secondary. You gain +5% crit, +4% Physical damage, Dot on crit, +10% damage for 10 seconds on crit, +20% crit damage.

    Bard: 0/5. I can't really see anything use other than the +10% max health and Fanfare of Vigor

    Bladedancer: 4/5.
    A decent soul with 19 points you can gain +5% hit, +50% Auto attack damage, +15% Dexterity, a +30% physical damage cooldown, and 3 energy for every combo point after a finisher, and a Dexterity self buff

    Infiltrator: 0/5. The Rogue PvP tree. really nothing of use here.

    Marksman: 0/5. Nothing of use to a melee soul here at all

    Ranger: 3/5. Not terrible you end up getting +5% crit, Attack power self buff, 6% damage reduction, up to 5% max health and a Dire Wolf pet. If you are willing to spend a bit more points you can get a buff for your pet when you have a bleed on it's target (you HAVE to spec into Assassin for the bleed though).

    Riftstalker: 2/5. I cant really see much benefit out of this tree other than the +15% Attack power and the Plane shift abilities.

    Saboteur: 2/5. You can grab another +15% Dex in this tree and a decent AoE slow not much else here other than bombs, and we don't have much energy to spare for them.

    V. Rotations

    Note: I will not be including cooldowns as they should be used at the player discretion.

    Single Target, starting at range: Twilight force, Fiery Spike, Fiery Spike, (you should be at the boss by now, if not keep spamming Fiery Spike) Dusk Strike, Finish with Scourge of Darkness. Now I start a Priority List.
    -Scourge of Darkness
    -Fiery Spike if it falls off for some reason
    -Dusk Strike
    -Twilight Force
    -Primal Strike

    Single Target, starting in Stealth: Dark Malady, Twilight Force, Fiery Spike, Fiery Spike, Finish with Scourge of Darkness the use the priority list above.

    AoE: Spam Weapon flare if more than 4 mobs, if not use Fiery Chains on cooldown and then spam Weapon Flare.

    VI. Stats

    Main Stats
    Endurance- gives you more health, no reason to stack it.
    Wisdom- Useless
    Intelligence- again Useless
    Strength- gives Attack power at a 2 Str:1AP ratio and Bock(Useless), and Parry at a 1:1
    Dexterity- probably the best stat for us gives Attack power at the same 2:1 ratio as Strength and also gives dodge and Physical crit rating at a 1:1 ratio as well. By all means stack this stat.
    Toughness- Tanking stat that reduces damage taken form crits. No real need for this stat.
    Valor- PvP stat. No use in PvE
    Combat Stats
    Crit Rating- Increases Critical hit chance. Always useful. At level 42 it looks like 21.83 crit rating = 1% crit.
    Attack power- Makes our abilities hit harder. You want this on your gear. At level 42 10 AP = 1 Dps
    Hit Rating- You want this. Bad. Missed skill = no damage. At level 42 10 Hit rating = 1% Hit.

    VII. Gearing

    We wear Leather only(have yet to see a piece of melee cloth). You usually want some mix of Dex, Crit rating, AP, and Hit rating. Str isn't terrible but I wouldn't purposefully go for it. Also Endurance shouldn't be ignored.

    As for weapons we use two 1 handed weapons. So far I haven't seen much difference between sword, mace, axe dagger. Just get the best one handers you can. In the end daggers may end up being the best for us due to the slightly faster speed(more attacks=more enchantment procs).

    VIII. Specs

    42 Nightblade/ 17 Assassin/ 7 Bladedancer
    http://rift.zam.com/en/stc.html?t=0M...0os.0VMcx0b.VM

    42 Nightblade/ 19 Bladedancer/ 5 Assassin
    http://rift.zam.com/en/stc.html?t=1M...g0os.0V.VV0V0s

    42 Nightblade/ 16 Assassin/ 8 Riftstalker
    http://rift.zam.com/en/stc.html?t=0M....iIt0hqgMos.Vc

    IX. Credits

    Unforgiven/Intoxicating,Zephris(for making me realize that Improved weapon enchants isn't mandatory.), Drizzet(build using riftstalker)
    Remember this is purely for PvE. will be updated as more info arrives.
    Last edited by Intoxicating; 02-22-2011 at 04:03 PM.

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    Telaran drizzet's Avatar
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    really good guide the spec im using now is http://rift.zam.com/en/stc.html?t=0M....iIt0hqgMos.Vc the 8 points in stalker for Annihilate that will gives us a buff of 57 ap for a minute i'll have to test the build at 50 to see its viability but it looks good on paper
    http://blackwolf.biz/

    Quote Originally Posted by Vyric View Post
    The highlighted word here means you don't really know. In essence you are in no way qualified to assume it is garbage. Looks like you will be about as useful as a screen door on a submarine so I may as well add you to forum ignore since your advice is highly flawed. Good-bye.

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    RIFT Guide Writer Hokonoso's Avatar
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    just a note, if you take bladedancer at all, the lvl 1 finisher does more dmg than the nb finisher so use it instead.

    assassinate does a lot of dmg as well from the assassin tree if you spare the time to get in melee range before you open up, may or may not be useful depending on fight/situation.

    and tho it is obvious, i recommend taking assassin and bd as your 2 souls :P

    edit: the bd ability only does more physical dmg, dont use it against plate or bosses unless they are cloth lol.
    Last edited by Hokonoso; 02-20-2011 at 08:14 PM.

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    Rift Disciple Malok's Avatar
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    Quote Originally Posted by Hokonoso View Post
    just a note, if you take bladedancer at all, the lvl 1 finisher does more dmg than the nb finisher so use it instead.

    assassinate does a lot of dmg as well from the assassin tree if you spare the time to get in melee range before you open up, may or may not be useful depending on fight/situation.

    and tho it is obvious, i recommend taking assassin and bd as your 2 souls :P
    Looks like even with Unstable State giving 9% more damage to non-physical the finisher in bladedancer still does more damage.

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    I'm glad someone took the time to post a well organized, well thought out guide to Nightblades, as opposed to the current attitude.."Dont talk about Nightblades"

    I've played a nightblade spec for 2 betas now, and while I like your post, I'd like to point this out..


    Enhanced Weapon Enchantments: 2 Points. Increases the damage of your weapon enchantments by 15/30%. Required.


    This talent is not worth the points. Your weapon enchants do piddly amounts of damage, and 30% additional "crap" is still crap. Its not worth it for Assassins, and its not worth it for Nightblades.

    Poisons/WE's are only there for their secondary effects (5% damage, 50% heal reduc, 5% crit, small heal on proc, ect), the "damage" they do is just a little icing on the cake.

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    Quote Originally Posted by Hokonoso View Post
    just a note, if you take bladedancer at all, the lvl 1 finisher does more dmg than the nb finisher so use it instead.

    assassinate does a lot of dmg as well from the assassin tree if you spare the time to get in melee range before you open up, may or may not be useful depending on fight/situation.

    and tho it is obvious, i recommend taking assassin and bd as your 2 souls :P
    I tested (75 of each finisher i plan on doing more during the head start.) using Deadly Strike vs Blazing Strike and while on average Deadly Strike did 37 more damage than Blazing Strike. But when you take into account that Blazing Strike refreshes the Fiery Spike dot, Blazing Strike comes out on top.
    Last edited by Intoxicating; 02-20-2011 at 08:40 PM.

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    Bump -

    If for no other reason than to annoy the dumb "fight club" fans.

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    Champion Cinerus's Avatar
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    Riftstalker: 2/5. I cant really see much benefit out of this tree other than the +15% Attack power and the Plane shift abilities.
    I disagree here. Planeshift abilities give you some decent survivabilty (there's also 15% endurance for 5 points and a 6% damage reduction talent for 3 points) and increase crit chance by 15%! For PVP, this soul is definitely a 4/5

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    Quote Originally Posted by Zephris View Post
    Bump -

    If for no other reason than to annoy the dumb "fight club" fans.
    100% agree bump, this class NEEDS to be talked about. it's a great class main or support, not really a reason NOT to take it in some form its so good.

  10. #10
    Telaran
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    Awesome guide! Well done.
    Quote Originally Posted by Lyria View Post
    So basically this comes down to "paper is fine, please nerf rock. love, scissors."

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    Telaran Truyth's Avatar
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    I like it!

  12. #12
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    I would just like to question a few things.

    1. I think with how often Hellfire blades hits, you would only need 1/2 melted skin instead of 2/2. 50% chance to proc should be that it would be refreshed every 4 - 5 or so seconds.

    2. Were your Deadly Strike tests vs a Dummy or mob? and do we know if Dummies have armor? I would think that on Cloth / Leather Deadly Strike wound be better, but Blazing Strike would do more on Mail / Plate as it's all fire damage.

    3. I don't think Lingering Flame is as useful. Here's why.

    Fiery Spike lasts 10 seconds.
    Scourge of Darkness lasts for the next 10 hits, no way it's lasting longer then 10 seconds. If we are trying to keep it up as much as possible, our Finisher rotation will probably bounce back and forth between Blazing Strike and Scourge of Darkness.


    So, the timing done on this is assuming we have infinite energy and is counting down the fiery spike timer, also starting with blazing strike assuming we have the talent.

    10s - Blazing Strike
    9s - Dusk Strike
    8s - Twilight Force
    7s - Primal Strike
    6s - Primal Strike
    5s - Scourge of Darkness
    4s - Primal Strike
    3s - Primal Strike
    2s - Primal Strike
    1s - Dusk Strike
    0s - Blazing Strike

    Ok, so if we can't do 2 Dusk Strikes, or if for any reason we need to be away from the boss for 1 second even, we would have to do a 4p Blazing Strike or less, which would probably be a loss or at least equal in DPS vs getting another primal strike in. I think the talent is would be worth 2 points, but not 5.

    Edit: Wanted to put in a suggested build: 15 Assassin / 33 Nightblade / 16 Bladedancer. 2 Free points between Magnify Pain, Improved Blazing Strike, and Enhanced Weapon Enchantments. You could also do Combat Efficiency which comes with Dauntless Strike.
    http://rift.zam.com/en/stc.html?t=1M...zhog0os.VV0V0o
    Last edited by Collins Draken; 02-21-2011 at 10:37 PM.

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    Shadowlander Nagotoo's Avatar
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    OP spoke of the NB! Death! DEATH!
    *Pitchforks and torches*

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    Shadowlander
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    Just from looking over the nighblade skills I do not see any skill besides primal strike that is physical damage. Does that not make a few of the blade dancer and assassin skills useless? Unless you are purely trying to boost auto attacks.

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    Quote Originally Posted by Nervosa View Post
    Just from looking over the nighblade skills I do not see any skill besides primal strike that is physical damage. Does that not make a few of the blade dancer and assassin skills useless? Unless you are purely trying to boost auto attacks.
    The primal strike is physical.. Till you talent it.. I avoid Void Knights since everything we do seems to have some magical properties.. But then again I also disagree w/ the op regarding the usefullness of the Infiltrator soul and Rift stalker as I use both in my build. Also from a pure PvP perspective im RARELY in melee range when I get my kills.. Fiery spike, with a twilight.force and a fiery thrust to finish.

    Edit: Gg my reading comprehension is lacking this night
    Last edited by Teriza; 02-21-2011 at 11:46 PM.

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