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TR Whisperknife INT/Perma-Stealth Build (Sangre)

guidogoombaguidogoomba Member, Neverwinter Beta Users Posts: 26 Arc User
edited October 2014 in The Thieves' Den
Good day fellow TR's, and all those who crossed the threshold in to the Thieves’ Den,

I am posting the Trickster Rogue Whgisperknife build I use for mostly for PvP. The foundation of this build is Intelligence (INT) and recovery to build an almost "permanent" or "perma" stealth character.

I can’t take full credit for creating this build; it was adapted from other sources that I will give full credit to: X3lade, who provided one of, if not the original perma-stealth builds for TR Master Infiltrators centered around INT and recovery. Todesfaelle, Xyntrynz1a and kweassa were also great influences influences on my build, and kweassa’s build was one of the main reasons why I switched from Master Infiltrator to Whisperknife. Kweassa, I copied one of your posts and used this as the framework in which I will submit my build. Thank you!

Character Traits:
Race: Tiefling, for +2 INT for increased recharge speed and +2 CHA for added deflection and combat advantage damage bonus.

Final Trait Scores @ Level 60 (without campfire buff):
STR: 15
DEX: 21
CON: 13
INT: 24 - I have an Owlbear Belt of Intelligence at Legendary which added 4 INT. My baseline recharge speed increase is 14%
WIS: 12
CHA: 19 - +9% deflection and combat advantage damage bonus

My selection of feats:

[Heroic]
■ Toughness (3/3) – Extra hit-points is always good in my book; especially when using Greater Tenebrous Enchantments for the extra burst damage every 7 seconds (seems to be the global cooldown rate for those enchants).
■ Weapon Mastery (3/3)
■ Swift Footwork (4/5)
■ Twilight Adept (5/5)
■ Improved Cunning Sneak (5/5)

[Executioner]
■ Dazzling Blades (5/5)
■ Determined Pursuit (5/5)
■ Critical Teamwork (5/5)
■ Brutal Backstab (5/5)
■ Overrun Critical

[Scoundrel]
■ Underhanded Tactics (5/5)
■ Nimble Blade (5/5)


[At-wills]
■ Disheartening Strike (left mouse button).
■ Cloud of Steel (right mouse button)
I don’t normally use Sly Flourish or Duelist's Flurry in PvP, since I really don’t like to get up close and personal with any of the enemy. But those two are really nice powers to switch in to if you want to “get in to the mosh pit” with other players, so to speak.

[Encounters]
■ Shadow Strike (on Q)
■ Baint and Switch (on E)
These two encounters are the bread and butter for your perma-stealth rotation.
■ Another encounter on R as you feel necessary. I like to use one of either Lashing Blade, Impact Shot or Smoke Bomb. Smoke Bomb is a great “Get me outta here” emergency encounter. Impact Shot generates a lot of action points, and when used from stealth, you get a 4th shot instead of 3. Lashing Blade is still a great high-damage encounter; even though it has been nerfed. I can still get 20K + crits from that encounter, which makes killing some characters less time consuming.

[Dailies]
■ Lurker's Assault. This can be used as a stealth gap-closer if you are knocked out of your main encounter (SS/BnS) rotation, and gives you a 25% damage bonus which Lurker’s Assault is active.
■ Bloodbath. Really nice daily that is great for those particularly annoying, and hard to kill, enemies if you use it as a solo kill daily. Also a great daily for just causing absolute havoc on a node with several enemy players there.
Or
■ Courage Breaker; the 90% damage reduction for a brief period of time is really great.

[Passives]
■ Sneak Attack
■ Tenacious Concealment; for saving your stealth bar from damage.
Or
■ Dagger Threat; to replace Tenacious Concealment

Equipment/Gear
I use the Battlefield Skulker 4-set (Armor, Head, Arms and Feet), which provides around +1800 HP, +450 Life Steal, +25% stealth and +5% damage, in addition to other bonuses. This really is a nice set for PvP, even though it does not have Tenacity. You can buy this set from the AH using ADs or from Gaultlgrym using Grym Coins.

I am working on the Profound Scoundrel 4-set (have 3 of 4 pieces), as well as just trying to figure out how to get Purified Black Ice gear.

Offensive Slots: Greater Tenebrous Enchantments, which provides a damage bonus (as necrotic damage) equivalent to 3% of your current hitpoints for each enchantment. Having 5 in my current offensive slots means +15% damage bonus. At my current HP (30K), that means an additional 4500 HP damage if the enchants all proc at once.
The cooldown of these enchants is about 7 seconds; therefore I have a chance to proc +4500 damage every 7 sec. If current HP increases (from any bonuses), so does the damage. If current HP falls, the damage output from the Greater Tenebrous Enchantments also falls.

Defensive Slots: Radiant Enchantments for the extra HP

Utility Slots: Dark Enchantments for the movement speed.

[Weapon Enchants]
■ Perfect Vorpal; since, with the gear and equipment I have, my CRIT Chance is around 40-42%, I will usually break play with a weapon that has this enchantment.
■ Greater Plaguefire; I really enjoy using this to cut through those tough mudders with high defense.
■ Perfect Bilethorn is really nice too. I would put Perfect Flaming and Perfect Terror Enchantments up here as well as viable options.
I agree with kweassa’s sentiments about having two, or more, main-hand weapons below. It’s great to have the flexibility to change weapons in combat that have the enchantment you need in a pinch, and is far cheaper than spending 2.5 gold on switching out enchants from your main weapon all the time.
※ Notes(from kweassa): Basically, carry two or more weapons. Switch them around according to situation. Against most classes + "Combat TRs", P.Vorpal, against perm/semi-perm TRs, Bilethorn or Flaming.

[Armor Enchantment]
■ Perfect Soulforged
Or
Perfect Barkshield

[Artifacts]
■ Bloodcrystal Raven Skull; for the recovery and it’s nice to use in an emergency (in case you get beaten down and your Soulforged procs, you can get those additional HP and Temporary HP immediately.
■ Waters of Elah-Zad
■ Vanguard’s Banner

I am refining my Sigil of the Trickster so I can use that in place of the Vanguard’s Banner. A legendary Sigil of the Trickster grants +350 crit, +350 deflect and +450 combat advantage bonus. All good things for a TR here.


Here’s a summary of the potential damage output from this particular build, as is:
+5% damage to targets below half-health. This is a Tiefling racial trait.
+6% damage increase from STR.
+9% combat advantage damage from CHA.
+15% damage to foes within 20 feet of you if using the Dagger Threat passive
+25% crit severity while in stealth from the Brutal Backstab feat, and +50% crit severity from using a Perfect Vorpal Enchantment. For my character, this makes the crit severity in stealth 150%.
35% chance to deal +20% damage on a non-critical strike from the Nimble Blade feat.
+20% effectiveness of Combat Advantage from Underhanded Tactics. This may give me +1-2% more damage, which may not seem like much, but every bit counts. I may be wrong in my calculations here, though. Someone please give me a hand here.
With Overrun Critical, after a critical strike, one of my next attacks will strike with 30% of my crit severity (which would be an additional 45% damage, based on 150% crit severity). I may be wrong in my calculations here, though.
15% from Combat Advantage from stealth
Potential +4500 HP (based on full health at 30K HP for my character) every 7 sec from Greater Tenebrous Enchants proc.


I will have to post, separately of course, the pictures of my gear, full powers, full feats and what I have and what I will likely choose, as my boons at a later time.

Please, provide constructive feedback on this build because I would like to hear the thoughts on this from my peers and those who wish to use it in the battlegrounds.
16K Whisperknife TR - Sangre
16K Master Infiltrator TR - Shadowshiv
15K Iron Vanguard Sentinel GWF - Viktor Kurgan
13K Control Wizard - Selene

See you all on the battlegrounds! :cool:
Post edited by guidogoomba on

Comments

  • notsheriffsrsnotsheriffsrs Banned Users Posts: 396 Bounty Hunter
    edited October 2014
    This is basically the same build as that other WK minus the INT requirement.
  • guidogoombaguidogoomba Member, Neverwinter Beta Users Posts: 26 Arc User
    edited October 2014
    This is basically the same build as that other WK minus the INT requirement.

    It may be, but I still wanted to share this with the community.
    16K Whisperknife TR - Sangre
    16K Master Infiltrator TR - Shadowshiv
    15K Iron Vanguard Sentinel GWF - Viktor Kurgan
    13K Control Wizard - Selene

    See you all on the battlegrounds! :cool:
  • crusherbeastcrusherbeast Member Posts: 426 Arc User
    edited October 2014
    This is basically the same build as that other WK minus the INT requirement.

    And that build you mentioned was just same as other perma builds except that it was WK which is not useful in premades.
    Tairev-TR(All kind of killing tools)
    Asha-DC(Faithful-Anointed Champion)
    Vilgefortz-CW(Thaumaturge-balance)
  • notsheriffsrsnotsheriffsrs Banned Users Posts: 396 Bounty Hunter
    edited October 2014
    And that build you mentioned was just same as other perma builds except that it was WK which is not useful in premades.

    Who cares about pre-mades? They are 0.5% of the population.

    Tired of you elitist jerks with your premade BS !
  • tankinatorfrtankinatorfr Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 107 Bounty Hunter
    edited October 2014
    CHA: 19 - +9% deflection and combat advantage damage bonus
    Remember that combat advantage is actually bugged, you do not have +9% of it.
  • dakburdakbur Member Posts: 152 Bounty Hunter
    edited October 2014
    Good day fellow TR's, and all those who crossed the threshold in to the Thieves’ Den,

    I am posting the Trickster Rogue Whgisperknife build I use for mostly for PvP. The foundation of this build is Intelligence (INT) and recovery to build an almost "permanent" or "perma" stealth character.

    I can’t take full credit for creating this build; it was adapted from other sources that I will give full credit to: X3lade, who provided one of, if not the original perma-stealth builds for TR Master Infiltrators centered around INT and recovery. Todesfaelle, Xyntrynz1a and kweassa were also great influences influences on my build, and kweassa’s build was one of the main reasons why I switched from Master Infiltrator to Whisperknife. Kweassa, I copied one of your posts and used this as the framework in which I will submit my build. Thank you!

    Character Traits:
    Race: Tiefling, for +2 INT for increased recharge speed and +2 CHA for added deflection and combat advantage damage bonus.

    Final Trait Scores @ Level 60 (without campfire buff):
    STR: 15
    DEX: 21
    CON: 13
    INT: 24 - I have an Owlbear Belt of Intelligence at Legendary which added 4 INT. My baseline recharge speed increase is 14%
    WIS: 12
    CHA: 19 - +9% deflection and combat advantage damage bonus

    My selection of feats:

    [Heroic]
    ■ Toughness (3/3) – Extra hit-points is always good in my book; especially when using Greater Tenebrous Enchantments for the extra burst damage every 7 seconds (seems to be the global cooldown rate for those enchants).
    ■ Weapon Mastery (3/3)
    ■ Swift Footwork (4/5)
    ■ Twilight Adept (5/5)
    ■ Improved Cunning Sneak (5/5)

    [Executioner]
    ■ Dazzling Blades (5/5)
    ■ Determined Pursuit (5/5)
    ■ Critical Teamwork (5/5)
    ■ Brutal Backstab (5/5)
    ■ Overrun Critical

    [Scoundrel]
    ■ Underhanded Tactics (5/5)
    ■ Nimble Blade (5/5)


    [At-wills]
    ■ Disheartening Strike (left mouse button).
    ■ Cloud of Steel (right mouse button)
    I don’t normally use Sly Flourish or Duelist's Flurry in PvP, since I really don’t like to get up close and personal with any of the enemy. But those two are really nice powers to switch in to if you want to “get in to the mosh pit” with other players, so to speak.

    [Encounters]
    ■ Shadow Strike (on Q)
    ■ Baint and Switch (on E)
    These two encounters are the bread and butter for your perma-stealth rotation.
    ■ Another encounter on R as you feel necessary. I like to use one of either Lashing Blade, Impact Shot or Smoke Bomb. Smoke Bomb is a great “Get me outta here” emergency encounter. Impact Shot generates a lot of action points, and when used from stealth, you get a 4th shot instead of 3. Lashing Blade is still a great high-damage encounter; even though it has been nerfed. I can still get 20K + crits from that encounter, which makes killing some characters less time consuming.

    [Dailies]
    ■ Lurker's Assault. This can be used as a stealth gap-closer if you are knocked out of your main encounter (SS/BnS) rotation, and gives you a 25% damage bonus which Lurker’s Assault is active.
    ■ Bloodbath. Really nice daily that is great for those particularly annoying, and hard to kill, enemies if you use it as a solo kill daily. Also a great daily for just causing absolute havoc on a node with several enemy players there.
    Or
    ■ Courage Breaker; the 90% damage reduction for a brief period of time is really great.

    [Passives]
    ■ Sneak Attack
    ■ Tenacious Concealment; for saving your stealth bar from damage.
    Or
    ■ Dagger Threat; to replace Tenacious Concealment

    Equipment/Gear
    I use the Battlefield Skulker 4-set (Armor, Head, Arms and Feet), which provides around +1800 HP, +450 Life Steal, +25% stealth and +5% damage, in addition to other bonuses. This really is a nice set for PvP, even though it does not have Tenacity. You can buy this set from the AH using ADs or from Gaultlgrym using Grym Coins.

    I am working on the Profound Scoundrel 4-set (have 3 of 4 pieces), as well as just trying to figure out how to get Purified Black Ice gear.

    Offensive Slots: Greater Tenebrous Enchantments, which provides a damage bonus (as necrotic damage) equivalent to 3% of your current hitpoints for each enchantment. Having 5 in my current offensive slots means +15% damage bonus. At my current HP (30K), that means an additional 4500 HP damage if the enchants all proc at once.
    The cooldown of these enchants is about 7 seconds; therefore I have a chance to proc +4500 damage every 7 sec. If current HP increases (from any bonuses), so does the damage. If current HP falls, the damage output from the Greater Tenebrous Enchantments also falls.

    Defensive Slots: Radiant Enchantments for the extra HP

    Utility Slots: Dark Enchantments for the movement speed.

    [Weapon Enchants]
    ■ Perfect Vorpal; since, with the gear and equipment I have, my CRIT Chance is around 40-42%, I will usually break play with a weapon that has this enchantment.
    ■ Greater Plaguefire; I really enjoy using this to cut through those tough mudders with high defense.
    ■ Perfect Bilethorn is really nice too. I would put Perfect Flaming and Perfect Terror Enchantments up here as well as viable options.
    I agree with kweassa’s sentiments about having two, or more, main-hand weapons below. It’s great to have the flexibility to change weapons in combat that have the enchantment you need in a pinch, and is far cheaper than spending 2.5 gold on switching out enchants from your main weapon all the time.
    ※ Notes(from kweassa): Basically, carry two or more weapons. Switch them around according to situation. Against most classes + "Combat TRs", P.Vorpal, against perm/semi-perm TRs, Bilethorn or Flaming.

    [Armor Enchantment]
    ■ Perfect Soulforged
    Or
    Perfect Barkshield

    [Artifacts]
    ■ Bloodcrystal Raven Skull; for the recovery and it’s nice to use in an emergency (in case you get beaten down and your Soulforged procs, you can get those additional HP and Temporary HP immediately.
    ■ Waters of Elah-Zad
    ■ Vanguard’s Banner

    I am refining my Sigil of the Trickster so I can use that in place of the Vanguard’s Banner. A legendary Sigil of the Trickster grants +350 crit, +350 deflect and +450 combat advantage bonus. All good things for a TR here.


    Here’s a summary of the potential damage output from this particular build, as is:
    +5% damage to targets below half-health. This is a Tiefling racial trait.
    +6% damage increase from STR.
    +9% combat advantage damage from CHA.
    +15% damage to foes within 20 feet of you if using the Dagger Threat passive
    +25% crit severity while in stealth from the Brutal Backstab feat, and +50% crit severity from using a Perfect Vorpal Enchantment. For my character, this makes the crit severity in stealth 150%.
    35% chance to deal +20% damage on a non-critical strike from the Nimble Blade feat.
    +20% effectiveness of Combat Advantage from Underhanded Tactics. This may give me +1-2% more damage, which may not seem like much, but every bit counts. I may be wrong in my calculations here, though. Someone please give me a hand here.
    With Overrun Critical, after a critical strike, one of my next attacks will strike with 30% of my crit severity (which would be an additional 45% damage, based on 150% crit severity). I may be wrong in my calculations here, though.
    15% from Combat Advantage from stealth
    Potential +4500 HP (based on full health at 30K HP for my character) every 7 sec from Greater Tenebrous Enchants proc.


    I will have to post, separately of course, the pictures of my gear, full powers, full feats and what I have and what I will likely choose, as my boons at a later time.

    Please, provide constructive feedback on this build because I would like to hear the thoughts on this from my peers and those who wish to use it in the battlegrounds.

    Thanks for taking the time to post your build and please don't take it personal, but I have to be critical of the racial choice.

    Human is the best race for perma WK, period.

    With +2 to any ability score, it washes with +2 int for Tiefling.

    So its 5% bonus damage when target <50% health & +2 cha for Tiefling VS. +9% damage (3/3 scoundrel training) for human. Even if cha wasn't bugged and you only fought opponents <50% health you are looking at max +7% damage vs +9%.

    I agree with the points in Scoundral tree.

    The choice of the executioner tree vs saboteur tree is a matter of preference...
    Saboteur = +20% action points, +sta conservation, 10% increased run speed, 5% debuff on enemy & +10 damage on all attacks.
    Executioner: possible 1 sec reduction of CD timers, +5% crit, +25% crit severity, +30% damage after crits (total ~15-25% damage increase depending on crit %)

    If you continue to boil down...
    Saboteur = +10% run speed, +20% action points, 5% enemy debuff
    Executioner = +10% damage

    So in summary, I think that if you have top gear you should go executioner, but if you are more marginal (lower crit/damage/hp), you should go with saboteur.
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