A couple people in this forum asked for my complete build. I said I'd do it, but I kept putting it off. Well, no more! I give you...
Varis DarksbaneConcept:
Varis is built for PvE. I'm not a fan of PvP, but he's done alright in there the few times I've played. I built him to be a boss and heavy add nuker for group play. He does well in solo PvE play, but he really shines when he synergizes with a good group. In fact, some of the choices I made with him are based on how the features/powers/gear compliment the guildies I run with most often.
Paragon Path:
Varis is a
Master Infiltrator Executioner. Again, the design goal was to do lots of damage in short bursts, and the Executioner path makes that goal easier to achieve. The choice of MI was mainly about
Impossible to Catch for some additional survivability, but
Skillful Infiltrator and
Invisible Infiltrator are important as well.
Skillful Infiltrator gives a nice speed boost along with some critical and deflect buffs, which is always good.
Invisible Infiltrator gives me more damage when I trigger
Lurker's Assault. Combined, these MI-specific powers work well for my play style.
Race, Ability Scores, and Stats:
Varis is a Wood Elf. I chose this class primarily for the +2 DEX and +2 INT ability score bonus. The boost to Critical Chance is nice, as is the resistance to Slow effects, but the extra INT for increased recovery speeds was the main reason.
See below for his Ability Scores and Stats.
Powers and Feats:
Nothing surprising here. Take a look at
the build over at the Neverwinter Calculator.
Note: I actually have more power points than I can slot in the app.
Tactics,
Shadow Strike, and
First Strike are also maxed out.
Gear and Enchantments:
Varis is wearing/using the following:
- Head -- Swashbuckling Captain's Helmet (Transmuted to: Hood of Fate)
- Armor -- Swashbuckling Captain's Armor (Transmuted to: Infernal Leather Armor)
- Arms -- Swashbuckling Captain's Bracers
- Feet -- Swashbuckling Captain's Boots
- Main Hand -- Golden Dragon's Claw
- Off Hand -- Draconic Stiletto
- Neck -- Icy Amulet of Hrimnir (Transmuted to: Celestial Mantle)
- Right Ring -- Frozen Ring of Hrimnir
- Left Ring -- Glacial Ring of Hrimnir
- Waist -- Twined Rope of Dexterity
- Shirt -- Gemmed Embroidered Tunic
- Trousers -- Gemmed Embroidered Trousers
- Artifacts -- Waters of Elah'zad, Rod of Imperial Restraint, Aurora's Whole Realms Catalogue
I have a
Lesser Soulforged Enchantment and a
Silvery Enchantment, Rank 7 in my armor. There's a
Plague Fire Enchantment and a
Savage Enchantment, Rank 7 in my main hand weapon, and a
Savage Enchantment, Rank 7 in my off hand weapon. I have a
Lesser Dragon's Hoard Enchantment in all my utility slots, and a
Savage Enchantment, Rank 7 in the offensive slots in my neck, right ring, left ring, and shirt. Finally, I have a
Dark Enchantment, Rank 7 in the defensive slot of my trousers.
Setup and Play Style:
I will actually change up powers on Varis quite often. It really depends on who I'm running with and what content we're playing. The lists below summarize my primary setups.
At-Wills:Sly FlourishGloaming Cut or Cloud of SteelEncounters (normal):Wicked ReminderLashing BladePath of the Blade or Smoke BombEncounters (boss):Wicked ReminderLashing BladePath of the Blade or Impossible to Catch -- immune to control, take no damage
Dailies (normal):Lurker's Assault or Whirlwind of BladesShocking ExecutionDailies (boss):Lurker's Assault or Courage Breaker -- 90% damage reduction, 25% power boost
Shocking ExecutionClass:Skillful InfiltratorInvisible Infiltrator or TacticsNotes:
- Sometimes (rarely) I swap out Lurker's Assault for Whirlwind of Blades in dungeons and skirmishes so I can clear weak adds faster; other times (less rarely) I will swap in Courage Breaker for bosses if it fits the group composition better
- Impossible to Catch is fantastic for accumulating huge amounts of damage for SoD -- You can't be hurt, can't be knocked around, and can't be stunned, dazed or frozen, so you can just lay into the boss for the full six seconds
- The importance of the stealth gain from Gloaming Cut (not to mention the damage it does) cannot be understated. It might be slower than Sly Flourish, but when it does so much more damage and you can, in most cases, stay in stealth (100% crit) for an entire fight (meaning you can't be targeted and are unlikely to get hit) AND you get the bonuses from your Arterial Cut, Twisted Grin, Last Moments, and Exposed Weaknesses feats, well... let's just say the extra damage is noticeable
- People overlook Gloaming Cut, but it's a fantastic At-Will power if you're looking to maximize damage... It just has to be used correctly, and by correctly I mean while stealthed and with the right feats -- Bonus: you can dash to targeted enemies up to ~20' away
Tactics:
For tougher mobs I usually start by going into stealth and hitting with
Sly Flourish. If the mob is tough enough, I'll finish with
Wicked Reminder to reduce its defense in the first rotation, otherwise I'll end with
Lashing Blade to (usually) finish them off. If it's a boss type mob that won't go down so fast, I'll repeat the pattern alternating
Wicked Reminder and
Lashing Blade as my encounters cool down. Then once I have enough AP to use a daily, I'll go into stealth and work through a rotation ending win
Wicked Reminder, and then immediately activate
Lurker's Assault, activate stealth again, and do another (longer) rotation with
Sly Flourish and cap it with
Lashing Blade. I'll use
Path of the Blade whenever possible while all of this is going on.
For weaker mobs I usually start by walking up and dropping a
Smoke Bomb. That will practically kill a lot of mobs. I'll finish up the leftovers with
Sly Flourish. I also use
Smoke Bomb for those in-between mobs that aren't really hard or really easy, but it's more for the dazing than the damage. I throw it down so I can start beating on the group with the above rotation(s) without being interrupted.
If I'm running solo or if there are lots of tough mobs, I'll use
Gloaming Cut more often so I can stay in stealth longer. I use it quite often, but it's situational.
Cloud of Steel is for those times when I have to pull away to recover or when an enemy has huge AoEs on the ground and I have to move away. It's very mob specific.
Final Thoughts:
That's about it. At this point I'm just trying to get better gear and upgrade my artifacts. I'm not keen on spending much cash to hurry, so it's taking a while. I'll get there though...
To those who asked me here and in PMs to post this, I'm sorry it took so long. To everyone, I'm interested in comments, critiques and questions, so feel free to let me know what you think.
Comments
I am almost always at the top of the Paingiver leaderboard at the end of a dungeon/skirmish run. If not first, then a close second behind a CW or another TR (typically). The amount of damage varies, of course, but I'd say I average about 20 million. I've had as high as 50 million (Castle Never) and I get about 2 million each run of the current CTA: Storm the Keep event (which is just about double the second place guy). The amount of damage I do depends a lot on group composition, but I can say without any doubt that I am quite comfortable with the amount of damage my TR does each run.
Alts:
Saxy Healz Paladin (Oathkeeper) [Xbox and PC]
Saxon Ranger (Warden)
Yuri Wizard (Thaumaturge)
Member of the guild: Legacy (Xbox) and Strawberry Yakuza (PC)
Note - I can't see the photos, but perhaps it's an iPad issue. I can see the build details in the NW calculator link, so all is good. I would like to see a pic of Varis.
http://1drv.ms/1FOntsw
Sorry - I can see it, but it doesn't help at all. You kill him way too fast . Just kidding - can see it fine and thanks!
Would it be possible for you to type out your stats? Power, critical strike, armor pen etc. for some reason your images aren't showing on any of my devices. They are all apple devices so it may be an issue with that.
Thank you
You don't understand how Shadows of Demise works. When it is fixed, it will cut the damage by 25% at most. SoD is suppose to give 50% of the damage done in the 6 seconds after it is applied. The bug causes an extra 50% in those 6 seconds. So instead of doing 150% damage, you end up doing 200% damage. So if you did 50 damage in those 6 seconds, SoD should apply half that for a total of 75, instead it gives an extra 25 on top of what it should for 100.
That also assumes that you constantly apply SoD every 6 seconds which doesn't happen as most trash dies too fast for that to happen. The mid-level mobs may or may not be affected by it. I've done enough damage that SoD would kill them without it being bugged.
The only ones that would be getting a large damage reduction are the ones that manage to stack SoD multiple times but that isn't because of the plaguefire enchant.
Think about it bro, btw I have no doubt you are doing fine, you could just do better