PURPOSE
1). This build is meant for, and designed for, the casual PvE player who desires simplicity of play, and general usefulness.
2). This build is not designed for, or recommended for, PvP.
RECOMMENDED RACES
1). Half-Orc: The Half-Orc is the best choice for this build for several reasons: First off, you can get a bonus to both Dexterity and Strength, which are paramount for this build. Secondly, they get a 5% bonus to critical severity, which increases your severity from 75% to 80%, a huge increase.
2). Halfling: The Halfling gets a boost to Dexterity and Charisma, a 3% increase to deflection, and a 10% increase in your resistance to crowd control affects.
3). Drow: The Drow gets the same Dexterity and Charisma boosts as the Halfling, and gets a 5% chance to apply Darkfire, which reduces your targets defense by 10%.
(Of these three races, only my Half-Orc hasn't had to do Foundry missions to maintain their level to do the normal quests.)
These are guidelines, and are what I've found to work the best with this build.
Having said that, any race can be used, each with it's own benefits.
ABILITY SCORES
1). Strength: a TR's secondary ability-affects the amount of damage you will do-Recommend a 16 before racials.
2). Constitution: affects the amount of Hit points you have-Recommend a 10 before racials.
3). Dexterity: a TR's primary ability-affects your critical hit chance, your AoE resistance, and your deflection chances-Recommend a 16 before racials.
4). Intelligence: affects the recharge rate of your powers-Recommend a 10 before racials.
5). Wisdom: affects your resistance to crowd control-Recommend 10 before racials.
6). Charisma: a TR's secondary ability-affects your critical hits chance, combat advantage, and companion stat bonus'-Recommend a 12 before racials.
As you level, increase Strength and Dexterity every time.
These are guidelines, and are what I've found to work the best with this build.
POWERS For simplicity sake, this build makes use of the skills that you have access to early on, and simply makes them more effective.
1). Sly Flourish- Your first skill-by level 60 it does 1,585-1864 damage.
2). Cloud of Steel- Your second, and only ranged skill-by level 60 it does 739-869 damage.
3). Dazing Strike- Your third skill-dazes an enemy, especially those creating red areas, and can kill groups of lesser bad guys in a single hit-by level 60 it does 5,194-6,107 damage.
4). Bloodbath- Your fourth skill-attacks all targets in your vicinity, keeping you from taking damage while it's in affect, and gives you time to get potions and other skills to recharge-by level 60 it does 1,441-1694 damage.
5). Deft Strike-Should be your fifth skill-it allows you to jump behind an enemy, usually killing most bad guys in one hit, and helps you to avoid red areas-by level 60 it does 1,441-1694 damage.
6). Lashing Blade-Should be your sixth skill-provides one massive strike, and can hit multiple bunched up targets-by level 60 it does 7,333-8,622 damage.
7). Whirlwind of Blades-Should be your seventh skill-it throws out daggers in all directions and is useful in destroying most lesser mobs and adds-by level 60 it does 5,764-6,896 damage.
(Damage figures are based on my level 60 Drow TR with a 10k gear score.)
For your Master Infiltrator ParagonClass powers I recommend First Strike which increases the damage your first attack does, and Tactics which increases your action points gained, which increases how often you can use your Bloodbath and Whirlwind of Blades daily powers.
For your Whisperknife ParagonClass powers you can use the same Class powers as the Master Infiltrator Paragon, or use Tactics which increases your action points gained, and Razor Damage which flings daggers into nearby targets after using a daily power.
As to any other powers, select the ones that you feel might be useful.
HEROIC FEATS - Max all of these feats, except Toughness and Scoundrel Training.
1). Action Advantage - increases the action points gained for dealing combat advantage damage, increasing your chance to use your Bloodbath and Whirlwind of Blades daily powers.
2). Weapon Mastery - Increases your chance of getting a critical hit.
3). Toughness - 1 point - Increases your maximum hit points.
4). Cunning Ambusher - Increases your damage output for 6 seconds after leaving Stealth.
5). Endless Assault - Increases the damage of your Dazing Strike, Deft Strike, and Lashing Blade Encounter powers.
6). Disciple of Strength - Increases the bonus damage from your Strength ability.
7). Scoundrel Training - 2 points - At-Wills increased vs foes not targeting you.
If you choose the Human race, I recommend placing your 3 extra feat points into Scoundrel Training (At-Wills increased vs foes not targeting you), Toughness (Increases your hit points), or Lucky Skirmisher (deflection), or Improved Cunning Sneak (longer Stealth mode).
PARAGON Select the one who's powers you feel might be useful.
PARAGON FEATS - MAX all of these Scoundrel feats.
1). Underhanded Tactics - Increases the effectiveness of combat advantage damage.
2). Nimble Blade - 35% chance to deal additional damage on a non critical strike.
3). Mocking Knave - Increases the damage from Sly Flourish and Dazing Strike.
4). Catspaw Style - Dazing strike reduces the target's defenses.
5). Action Rush - 35% chance of your Dazing Strike, Deft Strike, and Lashing Blade Encounter powers generating more action points.
6). Brutal Wound - Whirlwind of Blades also deals 50-250% of your weapon damage over 5 seconds.
7). Whirlwind Sneak Attack - For 10 seconds after stealth ends, the first hit with Dazing Strike, Deft Strike, or Lashing Blade deals 15% more damage.
These PARAGON FEAT recommendations work well with both the Master Infiltrator Paragon, and the Whisperknife Paragon.
GEAR BONUS'
1). CRITICAL STRIKES - You can NEVER have to much of this! (Most of your damage comes from critical hits.)
2). Power and Armor Penetration - Power determines how hard you hit. Armor Penetration determines how well you get past their defenses-especially useful against boss'.
4). Defense - Not as important as the other three, but the more you have, the less damage you take, and the fewer potions you'll use.
While leveling up, Lethal Evader gear, Lethal Evader or Smiting Evader armor, and Smiting Evader Daggers will pretty much cover your gear bonus'. (Enchantments will fill in the gaps, or improve the bonus' you prefer.) In the event that you can't get the above items, or they don't have enchantment slots, Piercing Evader gear will work too.
ENCHANTMENTS
1). Utility slots: Dark enchantments (movement) preferred, but Azure enchantments can help you as you level up.
2). Defense slots: Azure enchantments (defense) preferred, but the others can be useful.
3). Offense slots: Azure (criticals), Dark (armor penetration), and Radiant (power) can be used to balance your build.
If you can afford it, rank 5's should be the bare minimum.
COMPANIONS
1). Choose a companion with a ranged attack. (They last longer, and help you to get combat advantage more often.)
2). Use 2xProfane (defense) and 1xArcane (deflection) Runestones (in any order). If you can afford it, rank 5's should be the bare minimum.
3). Choose gear, and gear enchantments, to balance out the rest of your companion's skills.
Of the free companions, the Cleric (which can heal and do ranged damage), and the Wayward Wizard (which does ranged damage) are your best bets for this build.
If you use the Cleric I recommend using a Lethal Blessed Icon & Lethal Blessed AmuletwithDark enchantments to balance it's stats.
Your companion's gear should be level 60 as soon as you can afford to do so. And, yes, it will work no matter what level you or your companion is. (And... They can use ANY class' gear, as long as it matches the slot you're putting it into.) And... For those who don't know it, You CAN get a companion at level 4, if you, an alt, or a friend, buys/gets one for you, or your account has a pack which gives an account-wide companion.
COMBAT
Most combat starts with entering stealth, attack with Cloud of Steel, use Deft Strike to attack them from behind, followed by Dazing Strike, and Lashing Blade, then finishing with Sly Flourish.
Against tougher opponents, when they get ready to strike with their red zone attacks, use Dazing Strike if it's recharged, or use Deft Strike to get behind them again, or dodge them if it hasn't recharged, then attack with Cloud of Steel if you dodged, or with whichever powers have recharged.
A note on Combat Advantage: combat advantage occurs when:
1). The target is targeting no one, or someone other than you. (normally occurs with your first strike, or when mobs or boss' are targeting someone else, like your companion.)
2). You are in Stealth. (They can't see you.)
3). The target is between you and an ally or companion. (most often occurs after using Deft Strike).
NOTES
1). I'm not an expert, by any means, but, my Drow TR is the 9th TR I've gotten to level 60, and this build is the one that works best, for me. (I kept deleting my oldest TR's after getting a new build to level 60.)
2). I welcome any constructive criticism from those more knowledgable then me, but please remember the purpose of this build before doing so.
3). And lastly, please remember that these are guidelines, and are what I've found to work the best with this build.
Go for the eyes, Boo!GO FOR THE EYES!!! (Where's a Miniature Giant Space Hamster when you need one?)
I am actually testing out a scoundrel build right now, but my take is a bit different. Im focusing in getting high int and high recovery paired with master duelist set for very low encounter cds, because scoundrel path benefits alot from encounter spamming with its feats.
I basically Use wicked reminder every 2 secs, dazing every 6 and impossible to catch (around 10 sec) for very high ap generation, a full ap bar every 20-25 secs. I like to use courage breaker as a daily with that and play it as a debuffer (wicked reminder+dazing+courage breaker) but that is mostly for a change u could perfectly just use it to keep spamming that lurkers.
I completely understand your choices. The high Intelligence and Recovery both speed up the recharging of your powers. Which of course, increases the amount of damage done in any given period.
Your other choices, of course, probably benefit more from those two stats than they would from those in my build.
Thank you for the input!
Go for the eyes, Boo!GO FOR THE EYES!!! (Where's a Miniature Giant Space Hamster when you need one?)
Scoundrel tree is not bad. I was going for it when they decided to make our At-wills deplete stealth meter, but since that was cancelled i sticked with the executioner.
However, i'm interested to see how that build actually work in PvE damage wise . Nice read.
I've tried the various Executioner builds, and they are to fiddley for me, and most of the skills needed for it aren't available until you're almost level 60.
My goal, with this build, was to allow one to settle into a playstyle early on, and to simply make it more powerful as you level up. The last skill in this build, the class skill Tactics, becomes available at level 20. By level 60, one should be very proficient in combat, with this build.
Edit:
Just read your Executioner build, nice.
One of the things I find so fiddley about the Executioner builds is the Perma-Stealth that many of them require, and that I have such a hard time maintaining.
Go for the eyes, Boo!GO FOR THE EYES!!! (Where's a Miniature Giant Space Hamster when you need one?)
Edit:
Just read your Executioner build, nice.
One of the things I find so fiddley about the Executioner builds is the Perma-Stealth that many of them require, and that I have such a hard time maintaining.
That's not exactly true, my build is far from being perma stealthed. It just focuses on enhancing your Duelist Furry damage's by increasing the amount of damage you get when you activate stealth,when you exit stealth and also from deadly momentum stacks.
It is a crit severity dependent build and since TRs got huge crit chance, achieving a decent DPS isn't hard if you depend on crit.
However you build focuses on increasing damage without stealth nor crit, which is interesting and i may try it out one day.
Sorry, i didn't mean to hijack your thread or anything i was just correcting some misunderstanding .
Edit:
Just read your Executioner build, nice.
One of the things I find so fiddley about the Executioner builds is the Perma-Stealth that many of them require, and that I have such a hard time maintaining.
That's not exactly true, my build is far from being perma stealthed.
It is a crit severity dependent build and since TRs got huge crit chance, achieving a decent DPS isn't hard if you depend on crit.
Three things:
1). I was referring to Executioner build(S) in general when I stated "Perma-Stealth that many of them require." (I apologize for not noticing that yours doesn't require it too.)
Nice build. You may wish to change the description of the Half-Orc abilities, as it doesn't get +5% to critical chance, but instead gets +5% to critical severity.
Nice build. You may wish to change the description of the Half-Orc abilities, as it doesn't get +5% to critical chance, but instead gets +5% to critical severity.
Thank you for the correction! I've updated it.
Go for the eyes, Boo!GO FOR THE EYES!!! (Where's a Miniature Giant Space Hamster when you need one?)
I just started playing recently and this is exactly the type of build i was looking for Simple yet effective. Oddly enough, I prefer most of the abilities we get early on as a TR so far. The heavy stealth-centric of the other builds i've looked into were too complex for my taste. Thanks for sharing your build, I really appreciate it and I'm looking forward to leveling up with it.
I'm curious as to how you have those points spent in heroic feats as listed. I'm unable to even place any points in disciple of strength and scoundrel training unless I place a single point in a feat other than the first four you have listed.
A few suggestions for the WK version of the build:
1. I would like to propose, to switch Deft Strike to Vengeance's Pursuit, for the WK version of your suggested build.
The reasons are obvious:
(1) Action Rush
(2) VP = Encounter power with no recharge time.
With this setup, a WK build with 0 investment into any AP related feat/boon reaches full AP faster than a build that takes every AP related feat/boon and does not use VP and/or Action Rush.
2. Switch Cloud of Steel to Disheartening Strike.
(1) Disheartening Strike has no ammunition restrictions, and can be applied to all enemies targeted. While it is essentially a DoT, the damage is actually very hefty, as well as ALL of the ticks feed your life steal. When you have five targets and apply DS to all of them, with a 10% life steal each of the hits give you around 100~120 HP with a single tick. For 5 ticks against 5 enemies, it heals you for 3,000. That's actually a LOT of HP regained, as well as damage done.
3. Switch Dazing Strike to Wicked Reminder
(1) Wicked Reminder is among the fastest recharging of Encounters = synergy with Action Rush.
(2) Wicked Reminder is a non-target activated power = it actually procs Action Rush even if you don't hit anything.
(3) Wicked Reminder at full stacks, gives you a damage boost about equivalent to Brutal Backstab in the Executioner path. But not only that, it applies to everyone hitting the target. With WR stack management, not only is your damage boosted significantly, it increases the damage of the WHOLE party by quite a hefty sum.
(4) WR recharges faster than Dazing Strike. You can use about two WRs at the same time you can use one DS -- and the combined damage of 2xWR is roughly the same with 1xDS. But since each WR increases the damage due to the defense debuff, your actual damage done over given time, is higher with DR.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
I'm curious as to how you have those points spent in heroic feats as listed. I'm unable to even place any points in disciple of strength and scoundrel training unless I place a single point in a feat other than the first four you have listed.
At the time, there was a bug that allowed it-I'll correct it.
Comments
I basically Use wicked reminder every 2 secs, dazing every 6 and impossible to catch (around 10 sec) for very high ap generation, a full ap bar every 20-25 secs. I like to use courage breaker as a daily with that and play it as a debuffer (wicked reminder+dazing+courage breaker) but that is mostly for a change u could perfectly just use it to keep spamming that lurkers.
http://youtu.be/hzlsrzvKR8Q
Your other choices, of course, probably benefit more from those two stats than they would from those in my build.
Thank you for the input!
(Where's a Miniature Giant Space Hamster when you need one?)
However, i'm interested to see how that build actually work in PvE damage wise . Nice read.
I've tried the various Executioner builds, and they are to fiddley for me, and most of the skills needed for it aren't available until you're almost level 60.
My goal, with this build, was to allow one to settle into a playstyle early on, and to simply make it more powerful as you level up. The last skill in this build, the class skill Tactics, becomes available at level 20. By level 60, one should be very proficient in combat, with this build.
Edit:
Just read your Executioner build, nice.
One of the things I find so fiddley about the Executioner builds is the Perma-Stealth that many of them require, and that I have such a hard time maintaining.
(Where's a Miniature Giant Space Hamster when you need one?)
That's not exactly true, my build is far from being perma stealthed. It just focuses on enhancing your Duelist Furry damage's by increasing the amount of damage you get when you activate stealth,when you exit stealth and also from deadly momentum stacks.
It is a crit severity dependent build and since TRs got huge crit chance, achieving a decent DPS isn't hard if you depend on crit.
However you build focuses on increasing damage without stealth nor crit, which is interesting and i may try it out one day.
Sorry, i didn't mean to hijack your thread or anything i was just correcting some misunderstanding .
Three things:
1). I was referring to Executioner build(S) in general when I stated "Perma-Stealth that many of them require." (I apologize for not noticing that yours doesn't require it too.)
2). As I stated:
3). I requested constructive criticism, so Think nothing of it. I appreciate the input, and the ability to clarify a few things in the process.
(Where's a Miniature Giant Space Hamster when you need one?)
I realy liked your post so i want to ask you if you allow me to share it in the mmominds.com ?
Linkingirl
(Where's a Miniature Giant Space Hamster when you need one?)
Thank you for the correction! I've updated it.
(Where's a Miniature Giant Space Hamster when you need one?)
(Where's a Miniature Giant Space Hamster when you need one?)
I hope you enjoy it.
(Where's a Miniature Giant Space Hamster when you need one?)
1. I would like to propose, to switch Deft Strike to Vengeance's Pursuit, for the WK version of your suggested build.
The reasons are obvious:
(1) Action Rush
(2) VP = Encounter power with no recharge time.
With this setup, a WK build with 0 investment into any AP related feat/boon reaches full AP faster than a build that takes every AP related feat/boon and does not use VP and/or Action Rush.
2. Switch Cloud of Steel to Disheartening Strike.
(1) Disheartening Strike has no ammunition restrictions, and can be applied to all enemies targeted. While it is essentially a DoT, the damage is actually very hefty, as well as ALL of the ticks feed your life steal. When you have five targets and apply DS to all of them, with a 10% life steal each of the hits give you around 100~120 HP with a single tick. For 5 ticks against 5 enemies, it heals you for 3,000. That's actually a LOT of HP regained, as well as damage done.
3. Switch Dazing Strike to Wicked Reminder
(1) Wicked Reminder is among the fastest recharging of Encounters = synergy with Action Rush.
(2) Wicked Reminder is a non-target activated power = it actually procs Action Rush even if you don't hit anything.
(3) Wicked Reminder at full stacks, gives you a damage boost about equivalent to Brutal Backstab in the Executioner path. But not only that, it applies to everyone hitting the target. With WR stack management, not only is your damage boosted significantly, it increases the damage of the WHOLE party by quite a hefty sum.
(4) WR recharges faster than Dazing Strike. You can use about two WRs at the same time you can use one DS -- and the combined damage of 2xWR is roughly the same with 1xDS. But since each WR increases the damage due to the defense debuff, your actual damage done over given time, is higher with DR.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
At the time, there was a bug that allowed it-I'll correct it.
Your suggestions are noted, but as stated, "Select the powers that you may find useful."
The given powers are a basic starting point.
(Where's a Miniature Giant Space Hamster when you need one?)
I already updated you post at mmominds.com
(Where's a Miniature Giant Space Hamster when you need one?)