mzoe sie komus przyda, opisywany jako "Wonderful Instance DPS = 15/26/10 " ...
Cytuj:
Well, I´ve been playing all the high level instances for many months and tried lots of talent builds to try to find (or at least approach me) to the best dps a rogue could make to help his/her group. I tested a lot the common 21/8/22 and 31/8/12 builds, pure combat builds and lots of hybrids with better and worse results.
And after all that, i think at last i have found a talent build that works REALLY well for my purposes: 15/26/10:
Assassination Talents (15 points)
Malice - 5/5 points
Increases your critical strike chance by 5%.
Ruthlessness - 3/3 points
Gives your finishing moves a 60% chance to add a combo point to your target.
Improved Slice and Dice - 2/3 points
Increases the duration of your Slice and Dice ability by 30%.
Lethality - 5/5 points
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ghostly Strike, and Hemorrhage abilities by 30%.
Combat Talents (26 points)
Improved Gouge - 3/3 points
Increases the effect duration of your Gouge ability by 1.5 seconds.
Improved Sinister Strike - 2/2 points
Reduces the Energy cost of your Sinister Strike ability by 5 Energy.
Lightning Reflexes - 2/5 points
Increases your Dodge chance by 2%.
Improved Backstab - 3/3 points
Increases the critical strike chance of your Backstab ability by 30%.
Precision - 5/5 points
Increases your chance to hit with melee weapons by 5%.
Dual Wield Specialization - 5/5 points
Increases the damage done by your offhand weapon by 50%.
Dagger Specialization - 5/5 points
Increases your chance to get a critical strike with Daggers by 5%.
Blade Flurry - 1/1 point
Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 seconds.
Subtlety Talents (10 points)
Master of Deception - 5/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 4)
Opportunity - 5/5 points
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.
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BUILD EXPLANATION
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First of all this is a dagger build. With this talent build you've got crap CP generation (15 and 10 in the talent fields that could gives boosts to this) So, if your damage isn't coming from finishers... where are you getting it? very simple, from backstabs and white damage modified by slice&dice + Blade Flurry.
This build is all about keeping SnD up, which you can do with 2 points in improved. You'll generate all your CPs on your special hittings (ambush, CS for opening and backstabs while fighting) and then use 2-3 CPs each time to support keeping SnD running the entire fight while your white damage chews people up. In addition, Blade Flurry with only 2 min of cooldown can be used almost constantly adding a HUGE amount of damage when active.
Another cool factor ot this build is the shortage of aggro made in comparison with many other builds, due to its characteristics.
But of course, not all is perfect, the bad thing is that you lose a lot of PVP effectiveness, but once you reach lvl 60 I think that is more useful to direct the characters to group play than to solo play (but of course it depends of play style of each one...).
Well, I recommend to you all to test it and see what i say with your own eyes. I consider this build a pretty heavy PvE build and probably one of, if not THE highest dps build for instances a rogue could have. Be ready to be in the top of damage metters...
GREETINGS.
1)
The weapons that I use in instances are the next:
Gutgore Ripper
Binds when picked up
One-Hand Dagger
63 - 119 Damage Speed 1.80
(50.6 damage per second)
Durability 75 / 75
Requires Level 60
Chance on hit: Sends a shadowy bolt at the enemy causing 75 Shadow damage and lowering all stats by 25.
This one in Main Hand with +5 dmg enchant on it, due to the good increase of backstab damage it adds.
Black Amnesty
Binds when picked up
One-Hand Dagger
53 - 100 Damage Speed 1.60
(47.8 damage per second)
Durability 75 / 75
Requires Level 60
Chance on hit: Reduce your threat to the current target making them less likely to attack you.
In Off-Hand with +15 agility on it.
Poisons change according to the instance.
The Ripper is a drop from Garr in MC and about the Amnesty, I crafted it after reaching revered reputation with Thorium Brotherwood (I love this dagger in Instances).
Obviusly, my build works better with high dps daggers like these but don´t trust all that comments that say this kind of talent builds ONLY works with epic daggers. Only put a High Maximum damage in Main Hand and a compensated dps-speed dagger in off-hand and see what I say... It isn´t too difficult to obtain good daggers of this kinds for Instances or for example "The Lobotomizer" and "Glacial/Electrified Blade" from Alterac Valley or even rewards of quests.
Ripper and Amnesty make a good job for me in instances, Ripper hits with hard backstabs/ambushes and Amnesty mantains a good white dmg while goes reducing the possible threat making you almost imposible to get aggro from the mobs due also to the characteristics of my build. These two are my choice for instances but I use different weapons for grinding or pvp.
The stuff depends a lot of the instance, for example for MC is a good idea to equip Volcanic Set and another Fire Res stuff. But for general rule I like to use my 4 pieces of Nightslayer set and Chance to Hit/Crit stuff for all instances.
2)
My build isn´t as good for "solo PVE" or "PVP" as for "group PVE", I haven´t used it for my leveling, because the best and fastest way to kill individual mobs or players is burst damage or stunlocking, while this build is based on high and consistent damage while tanks get the aggro. I think the way when you reach level 60 is group pve and the rogue rol there is to be "a damage dealer", and there is when this build really shine, when playing instances, fundamentally those of very high lvl like MC, Onyxia...
For example a typical battle in group pve in MC versus a non-boss bob could be like follows: When MT has get enough aggro from a mob with sunder armor, demoralising shout... (this usually means to wait 2-3 seconds since the MT pull the mob) open with ambush or backstab, and backstab again to get 2 CP, cast S&D, Blade Flurry if active and continue backstabing the mob to get CPs. Usually when Slice&Dice is gonna finish you have 2-3 CPs to cast next S&D. The only that I have to do is to keep S&D up the entire battle, which can be done with that 2 points in improved S&D. Usually I never have aggro problems, but in the strange cases it happens, "Feint" is a good friend. At last, at the end of the instance I am usually at the top of damage metter.
Greetings.
zrodlo: worldofwar