View Full Version : A Legendary Elite Int-Based Assassin Build
slarden
01-04-2016, 02:37 AM
My basic goal of this build was to find the optimal assassin build for legendary elite. Since "optimal" is very subjective in this game I will qualify it by saying it's optimal in my opinion.
This was a follow-up to the thread in this link where I was theory crafting:
https://www.ddo.com/forums/showthread.php/469829-U29-Return-of-the-Int-Assassin-An-End-Game-Int-Assassin-Build
Since I now have my assassin at level 30 and ran through LE quests/raids I feel even more confident about this build.
The basic goal of this build is to kill enemies without giving them a chance to hit back. With a 96 assassinate and proper enemy selection this is very reliable. In cases where assassinate fails dire charge is your get out of jail free button It has a 6 second duration and 12 second cooldown so it can be used often. Secondary backup option is 100% dodge (no cap) for 15 seconds with meld into the darkness. This has a cooldown of 2 minutes. Another option is daunting roar which would paralyze enemies with a 73 DC for 15 seconds going against a will save, but to take this I would have to give up my int twist and attack boost so for now I am comfortable with my backup and backup to the backup. Daunting Roar isn't no-fail but is close to it with no spell pen check.
There have been many discussions comparing dex and int assassins and for the most part dex always ends up on top. Int is more compelling starting with U29 for a few reasons:
- With stat inflation the value of KTA is rising while most other enhancement damage boosts (halfing sneak attack for example) remain relatively the same. Maxing dex and int is much harder with U29 than it was prior to U29.
- Most of the new epic feats are geared to casters. One feat that is useful for many melee is dire charge which is boosted by KTA in addition to the Int Modifier. While dex builds can certainly get a decent dire charge DC - int builds will be able to achieve a higher #. Dire charge doesn't break sneak and can be used to get an assassinate in if you were noticed.
- Availability of int boosting items (+2 spooky bonus from augment and +3 quality bonus from cloak) which means dex and int will have fairly close max stat #s.
If you aren't focusing on LE dex is still the way to go. The same is true with a TR build. I think the 2 builds that would float to the top for LE content in my mind is (1) a dex assassin with max sneak damage from scion of the ethereal plane or (2) an int assassin with max assassinate DC, KTA and dire charge likely taking scion of the astral plane.
A few key features
- 96 sustainable assassinate / 95 without remnant potions. This will work on most enemies in LE.
- 118 Dire Charge DC which works on most LE enemies.
- 100 PRR (50% Damage reduction vs. 60% from 150 PRR - 100 is sweet spot for assassin)
- 30% dodge
- 25% ghostly
- 50% displacement from heroic greensteel clickies
- 73.75% total miss chance before "to hit roll" (from displacement, dodge and ghostly only)
- 95 reflex save with epic reflexes and improved evasion
- 138 hide / 140 move silently
- 140+ search/disable device with swap items
- 1189 standing hp
- ability to freeze kited or running mobs with dire charge
Racial Choice: Drow or Sun Elf. I think Sun Elf is optimal since 2 accuracy cores are better than 2 spell resistance cores. There is also easy access to 2 big heal clickies which can alternatively be used to remove death penalties. That could be useful in LE Shroud.
Starting Stats
Str: 8
Dx: 16
Int: 20
W: 8
Con: 14
Cha: 8
Enhancements
Morninglord or Drow (6 AP)
Core
- Precision x2 (morninglord) or Spell Resistance x2 (drow)
- Int x2
Assassin (41 pts)
Core
- Knife in the Darkness
- Dagger in the Back
- Assassin's Trick
- Nimbleness
- Lethality
- Deadly Shadow
Tier 1
- Sneak attack Training
- Stealthy x3
Tier 2
- Venomed Blades x2
- Sneak Attack Training
- Melee Power Boost x3
Tier 3
- Critical Mastery x3
- Sneak Attack Training
- Intelligence
Tier 4
- Killer x3
- Sneak Attack Training
- Intelligence
Tier 5
- Assassinate
- Measure the Foe x 3
- Knife Specialization
- Light Armor Mastery x 1
Harper (24 pts)
Core
- Agent of Good
- Intelligence
- Agent of Good II
- Intelligence
Tier 1
- Harper Enchantment
- Strategic Combat I
Tier 2
- Versatile Adept x 2
- Know the Angles
Tier 3
- Versatile Adept x 3
- Strategic Combat II
- Intelligence
Tier 4
- Intelligence
Thief Acrobat (9 pts )
Core
- Staff Control
Tier 1
- Fast movement
- Sly Flourish x2
Tier 2
- Subtelty x1
- Haste Boost x3
Intelligence
Starting Int: 20
Level Ups: 7
Tome: 7
Shadowdancer: 4
Completionist: 2
Epic Destiny Twist: 1
Assassin Enhancements: 2
Harper Tree Enhancements: 4
Sun Elf / Drow Enhancements: 2
Deadly Shadow Capstone: 2
Item: 14 (helm of int +14 stunning +16)
Insightful Item: 7 (tier 2 of radiance greensteel weapon)
Exceptional Item: 1 (True globe of imperial blood)
Quality Item (Cloak): 3
Spooky bonus from augment: 2
Profane bonus from Littany: 2
Ship Buffs: 2
Yugo Pot: 2
Remnant Turn-in potions (available in store very cheaply): 2
Total Int for LE Raids: 86 (84 without remnant potions)
Assassinate DC
Base: 10
Rogue Levels: 20
Intelligence: 38 (a little more is possible with +1 from item, twists, feats, etc)
Deadly Shadow Capstone: 2
Shadowdancer Stealthy: 6
Measure the Foe: 5
Item: 7
Ins Item: 4 (insightful assassinate +3 is giving me a benefit of +4)
Scion of the Astral Plane Feat: 4 (debatable feat but again for end game LE assassinate>sneak damage except against bosses)
Total Assassinate DC: 96
100 sustainable assassinate is now theoretically possible if you max int and assassinate, but I think 94-96 is the sweet spot as of U29.
Dire Charge
Base: 25
Intelligence Modifier: 38
KTA: 19
Stunning Item: 16
Insightful Combat Mastery: 7 (from insightful combat mastery +6 item)
Ship Buffs: 1
Past Life Fighter: 1 (up to 3 if you have more)
Total Dire Charge DC: 107 (but actually getting 118 for reasons I don't understand yet)
Feats
Two Weapon Fighting
Precision
Insightful Reflexes
Completionist
Improved Two Weapon Fighting
Improved Critical Piercing
Greater Two Weapon Fighting
Epic Feats
Improved Sneak Attack
Overwhelming Critical
Perfect Two Weapon Fighting (26 destiny feat)
Epic Reflexes
Pierce Silver (28 destiny feat)
Dire Charge (29 destiny feat)
Blinding Speed (30 regular feat)
Scion of the Astral Plane (legendary feat)
Twists
Sense Weakness
Balanced Attacks
Cocoon
Attack Boost +25 clickie
Intelligence
Shadowdancer
Tier 1
- Stealthy x3
- Intelligence
Tier 2
- Lithe x1
- Intelligence
Tier 3
- Meld into Darkness x 3
- Shrouding Stirke x 3
- Intelligence
Tier 4
- Improved Invisibility x 1
- Intelligence
Tier 5
- Untouchable x1
- Sealed Soul
Tier 6
- Shadow Form
A quick note about gear: I have several alts and getting the optimal gear will be a very time-consuming process. This is what I have now, but I don't consider it optimal. It's simply optimal for what's available to me now.
Gear
Helm: Intelligence +14 Stunning +16 (also use Intelligence +14 Accuracy +22 at times)
Necklace: Shroud of Ardent (Strength +8 and Resistance +8 slotted)
Trinket: Epic Littany of the Dead with Hide +13 and Draconic Soul Gem slotted
Cloak: Legendary Construct Mantle with spooky intelligence +2 slotted (can swap for healing amp and mrr for LH raiding since you won't need that extra 3 DC)
Belt: Constitution +14, Balance +20, Ins Con +6
Ring 1: Seal of House Avithoul with ins wis +2 (might change to strange tidings now that it's fixed - need to test if strange tidings stacks with improved deception).
Gloves: Doublestrike +15, insightful assassinate +3 (actually gives 4 rather than 3), insightful stunning +6
Boots: Blur Displacement Boots x6 (Boots of the Blessed Traveller when I need FOM). Also seeker +12, sheltering 31, ins seeker +5 boots as swap item for boss fights. Also a tier 2 legendary greensteel int skills swap item for search/disable.
Ring 2: Wizardry 277 assassinate +7 with globe of true imperial blood slotted
Bracers: Cleansed Tier 2 Air Bracers with Dex skills for tier 1 and 2
Armor: Leathers of the Celestial Sage with good luck +2 and armored agility +2 slotted
Goggles: Seeker +13 / Deadly +11 and Accuracy +22 as a swap item
Quiver: Epic Quiver of Alacrity
Weapon 1: Tier 3 legendary greensteel radiance weapon (12d6 holy + 7 insightful int + 12d120 good blast) - with a chance to blind targets and do radiance damage.
Weapon 2: Thunderforged dagger with First Degree Burns, Dragon's Edge and Draconic Reinvigoration added. (Devotion 138 slotted). I also have a second weapon with first degree burns (devotion 138 and good slotted) if I need a dr breaker. I ultimately decided the 35% armor piercing>improved deception for now.
Other: Elite Spider Cult Mask
Screen shots of some of the items are here:
https://www.ddo.com/forums/showthread.php/469829-U29-Return-of-the-Int-Assassin-An-End-Game-Int-Assassin-Build
Total Action Boosts:
- 30 MP Damage Boost from Assassin x 7 (recharges from draconic reinvigoration)
- 30% Haste Boost from Thief/Acrobat x 7 (recharges from draconic reinvigoration)
- +25 attack boost twist from LD x7 (recharges from draconic reinvigoration)
Stances
- Shadar Kai x3 (iconic)
- Brace x 3 (Divine)
- Enchant Weapon x3 (Arcane)
- Fast Healing x3 (Primal)
- Doublestrike x3 (Martial)
- Venomed Blades x2 (Assassin Tree)
- Precision
Other Race Considerations
Human: Always worth consideration due to the action boosts + bonus feat but human is down 3 int vs drow/sun elf.
Shadar-Kai: Another great race for assassin. The racial tree is packed with goodness including 2d6 sneak attack dice and gloom stalker. This racial tree has great utility.
Assassination
01-06-2016, 01:36 PM
This looks like a great build. Almost went back to int base on my latest ETR, but ended up dex base again. I may go this route on my next ETR.
How is your radiance dagger performing? Does it go off quite often? On crit? 5% of the time?
Gathering fire phlogs now to upgrade my tf dagger to tier 3, but am nervous about dropping the 20Melee Power from my TOEE set....
Your thoughts on dropping the TOEE set? is it not a big deal.... Thanks
nokowi
01-06-2016, 03:47 PM
Looks like a fun build.
With additional intelligence (2 spooky & 3 Quality), and the choice of dire charge and 2 legendary feats (+4 DC & 4% dodge) or (Hide/3 to SA), we have some real choices now.
Most of my experience is in LE Tempest Spine, which doesn't really compare with my lesser LE Shroud experience.
Here are my comments:
LE Tempest Spine:
85-90 DC seems to be plenty in LE Tempest Spine. Because non red-named bosses can be assassinate or you can control agro (attack a mob already having agro on someone else), with good play it's really only the red-named for which your build will determine if you live or die. I would guess your build gets one-shot when fighting the Marut or the red-named casters, but also survives some hits. If you die, and somebody has to stop attacking to rez you, none of your dps matters. I believe a rogue can build to survive most hits (outside of the end-fight). I am only sitting at 120 PRR (no insightful item in gear set-up yet), so I believe you could get your PRR up high enough to be more survivable vs red names (where dps matters).
LE Shroud:
Right now there are bugs that players are using to complete LE shroud that invalidate anything a rogue can really do. Let's pretend these don't exist.
If you are on kill duty, scouting around part 1, your build seems like a great choice. I wasn't aware dire charge didn't break stealth. I am a little curious why you are using dire charge as an escape option, when it would seem that stunning 2 mobs first would make your double assassinate a breeze, and avoid any issues caused by lag (which tend to be common in shroud). My experience in LE shroud is that rogues will be one-shot regardless of build, so toughness is not really a concern here.
Other comments:
The amount of damage in the new raids also made defensive roll a much less useful ability.
I am currently playing a Dex rogue successfully without defensive roll, so this ability is in no way a requirement to be viable on current content.
Web is another great option that I find gives me complete control of many fights (as long as there is no fire aoe). Int rogues should be able to get to DC 140. I'm using it on a Dex rogue with DC 120. Multiple web traps can hold large group of mobs for a long time and may be more helpful to the party than dire charge in shroud. I would ask you to respec your AP temporarily and give it a try on LE and let us know what you think.
Kadrios
01-06-2016, 07:32 PM
Out of interest, how are you getting your skill totals (particularly dd and search) so high?
Going over everything you've listed in your post, and making assumptions such as the use of GH, ship buffs, tomes etc., the best I can get to is around 119/120. Where does the extra 20 or so come from?
Saekee
01-06-2016, 10:19 PM
Looks like a fun build.
With additional intelligence (2 spooky & 3 Quality), and the choice of dire charge and 2 legendary feats (+4 DC & 4% dodge) or (Hide/3 to SA), we have some real choices now.
Most of my experience is in LE Tempest Spine, which doesn't really compare with my lesser LE Shroud experience.
Here are my comments:
LE Tempest Spine:
85-90 DC seems to be plenty in LE Tempest Spine. Because non red-named bosses can be assassinate or you can control agro (attack a mob already having agro on someone else), with good play it's really only the red-named for which your build will determine if you live or die. I would guess your build gets one-shot when fighting the Marut or the red-named casters, but also survives some hits. If you die, and somebody has to stop attacking to rez you, none of your dps matters. I believe a rogue can build to survive most hits (outside of the end-fight). I am only sitting at 120 PRR (no insightful item in gear set-up yet), so I believe you could get your PRR up high enough to be more survivable vs red names (where dps matters).
LE Shroud:
Right now there are bugs that players are using to complete LE shroud that invalidate anything a rogue can really do. Let's pretend these don't exist.
If you are on kill duty, scouting around part 1, your build seems like a great choice. I wasn't aware dire charge didn't break stealth. I am a little curious why you are using dire charge as an escape option, when it would seem that stunning 2 mobs first would make your double assassinate a breeze, and avoid any issues caused by lag (which tend to be common in shroud). My experience in LE shroud is that rogues will be one-shot regardless of build, so toughness is not really a concern here.
Other comments:
The amount of damage in the new raids also made defensive roll a much less useful ability.
I am currently playing a Dex rogue successfully without defensive roll, so this ability is in no way a requirement to be viable on current content.
Web is another great option that I find gives me complete control of many fights (as long as there is no fire aoe). Int rogues should be able to get to DC 140. I'm using it on a Dex rogue with DC 120. Multiple web traps can hold large group of mobs for a long time and may be more helpful to the party than dire charge in shroud. I would ask you to respec your AP temporarily and give it a try on LE and let us know what you think.
An INT rogue with web traps also gets proficiency with great crossbows and, thx to Harper, Int to hit and damage. So perhaps it might be worth adding a feat or two to build up a ranged attack--rapid reload, possibly either blinding speed or IC: ranged--just for red names. You already have all the specs for sneak damage & kta, just missing ranged power.
My INT rogue has had a hellish time with the air elementals in ToEE and so I am going to add some ranged option. Basically, assassinate if possible; web trap otherwise; range red-nameds.
SableShadow
01-06-2016, 11:12 PM
So perhaps it might be worth adding a feat or two to build up a ranged attack--rapid reload,
I did that on Brenna, dex assassin build, was dipping into mech 8 points for scrolls anyway, so 5 more points for 100% traps (tier 2 lgs item gets dd to 124 ... haven't had a chance to play with web traps in LE yet tho) and gxb/lt repeaters.
Pull it out for "meh ... I'm not going near that thing".
Just something I'm mucking about with.
possibly either blinding speed
I'd rather sort that on an item.
Qezuzu
01-07-2016, 04:36 AM
Out of interest, how are you getting your skill totals (particularly dd and search) so high?
Going over everything you've listed in your post, and making assumptions such as the use of GH, ship buffs, tomes etc., the best I can get to is around 119/120. Where does the extra 20 or so come from?
Legendary Greensteel has +22 Enhancement (stacks with everything but Ventilated Armbands, whose bonus is greatly exceeded) and +11 Insight. Combined with ranks/epic level (+33) and Manual of Stealthy Pilfering (+29), it's effortless to get super high search/disable skills.
Kadrios
01-07-2016, 07:16 AM
See I thought that might be the case (although I'd point out that the Manual is only +28), but I'm pretty certain that the enhancement bonus doesn't stack with the old competence bonuses which almost all pre-U29 skill bonuses were. I'm certain that the enhancement bonus on new lootgen doesn't stack with old competence bonuses - I equipped a +22 DD item along with my manual, and only saw an increase of +2, and the wiki suggests the same may be the case with LGS.
slarden
01-07-2016, 07:45 AM
See I thought that might be the case (although I'd point out that the Manual is only +28), but I'm pretty certain that the enhancement bonus doesn't stack with the old competence bonuses which almost all pre-U29 skill bonuses were. I'm certain that the enhancement bonus on new lootgen doesn't stack with old competence bonuses - I equipped a +22 DD item along with my manual, and only saw an increase of +2, and the wiki suggests the same may be the case with LGS.
This is true with random loot, but greensteel does stack. The hp bonus doesn't stack with a +40 hp augment though.
slarden
01-07-2016, 07:45 AM
How is your radiance dagger performing? Does it go off quite often? On crit? 5% of the time?
Gathering fire phlogs now to upgrade my tf dagger to tier 3, but am nervous about dropping the 20Melee Power from my TOEE set....
Your thoughts on dropping the TOEE set? is it not a big deal.... Thanks
I am happy with the radiance dagger. It seems to be proc'ing about 5% of the time so definitely not as good as the old greensteel, but still solid.
I am not too worried about the TOEE set bonus for LE raids. It's still important for dex-based builds maxing sneak damage with scion of the ethereal plane.
Even without the sneak damage and 20 melee power single target dps is really strong for an assassin.
Qezuzu
01-07-2016, 07:46 AM
See I thought that might be the case (although I'd point out that the Manual is only +28), but I'm pretty certain that the enhancement bonus doesn't stack with the old competence bonuses which almost all pre-U29 skill bonuses were. I'm certain that the enhancement bonus on new lootgen doesn't stack with old competence bonuses - I equipped a +22 DD item along with my manual, and only saw an increase of +2, and the wiki suggests the same may be the case with LGS.
Manual is 20+6+3.
And having personally crafted a LGS INT Skill item, yes it does stack, it is an enhancement bonus, same as Ventilated Armbands. New lootgen says it is an enhancement bonus but it appears to actually be a competence bonus.
Kadrios
01-07-2016, 08:36 AM
Manual is 20+6+3.
You're absolutely right, I'd forgotten the Good luck gets upgraded as well.
And having personally crafted a LGS INT Skill item, yes it does stack, it is an enhancement bonus, same as Ventilated Armbands. New lootgen says it is an enhancement bonus but it appears to actually be a competence bonus.
That's really good to know (although in some ways in concerns me that with the higher potential skill bonuses, that future quests may have DCS in the 130-150 range)
slarden
01-07-2016, 08:37 AM
LE Tempest Spine:
85-90 DC seems to be plenty in LE Tempest Spine. Because non red-named bosses can be assassinate or you can control agro (attack a mob already having agro on someone else), with good play it's really only the red-named for which your build will determine if you live or die. I would guess your build gets one-shot when fighting the Marut or the red-named casters, but also survives some hits. If you die, and somebody has to stop attacking to rez you, none of your dps matters. I believe a rogue can build to survive most hits (outside of the end-fight). I am only sitting at 120 PRR (no insightful item in gear set-up yet), so I believe you could get your PRR up high enough to be more survivable vs red names (where dps matters).
LE Shroud:
Right now there are bugs that players are using to complete LE shroud that invalidate anything a rogue can really do. Let's pretend these don't exist.
If you are on kill duty, scouting around part 1, your build seems like a great choice. I wasn't aware dire charge didn't break stealth. I am a little curious why you are using dire charge as an escape option, when it would seem that stunning 2 mobs first would make your double assassinate a breeze, and avoid any issues caused by lag (which tend to be common in shroud). My experience in LE shroud is that rogues will be one-shot regardless of build, so toughness is not really a concern here.
Other comments:
The amount of damage in the new raids also made defensive roll a much less useful ability.
I am currently playing a Dex rogue successfully without defensive roll, so this ability is in no way a requirement to be viable on current content.
Web is another great option that I find gives me complete control of many fights (as long as there is no fire aoe). Int rogues should be able to get to DC 140. I'm using it on a Dex rogue with DC 120. Multiple web traps can hold large group of mobs for a long time and may be more helpful to the party than dire charge in shroud. I would ask you to respec your AP temporarily and give it a try on LE and let us know what you think.
I will try spending 8 AP for web rather than int in sun elf - 1 DC assassinate might be a solid trade off for the utility of web traps. I've used web traps quite a bit in the past, but I've generally found them more useful for soloing rather than raiding. It might be a good compliment to dire charge - I haven't explored that.
More PRR is always good and over time I might raise my PRR, but at the moment 20 more prr means going form 50% DR to 54.55% dr. That is a very narrow window where that extra DR will matter. The problem is what do I drop for PRR that is less important than 4.55% more DR? I can't find anything. The boots with insightful and quality PRR also come with an incite bonus which I don't want. I have 6 alts I am raiding with so gearing up with u29 is extremely slow relative to other updates.
My experience with DCs is a bit different. 90 definitely isn't no-fail so those additional assassinate ranks between 90 and 96 do matter at least for some enemies. As with everything else it's a matter of priority. For the current environment I am making a high assassinate a higher priority and since I am maxing int this means maxing my KTA as well for base and crit damage. I think a dex based assassin in legendary dreadnought with scion of the ethereal plane will have the absolute best assassin boss damage.
Ignoring the short cut points you raised on shroud - for shroud I would think my role would be using assassin's trick on the current party portal - beating the portal and assassinating enemies that spawn by the portal since I can clear the spawns faster than most builds while pms and burst dps might be at the other portals. I definitely could be assigned to the other portals though and work on beating down those portals while keeping the mobs under control. I would think in general an assassin is a very useful party member in LE shroud.
nokowi
01-09-2016, 12:22 PM
I will try spending 8 AP for web rather than int in sun elf - 1 DC assassinate might be a solid trade off for the utility of web traps. I've used web traps quite a bit in the past, but I've generally found them more useful for soloing rather than raiding. It might be a good compliment to dire charge - I haven't explored that.
More PRR is always good and over time I might raise my PRR, but at the moment 20 more prr means going form 50% DR to 54.55% dr. That is a very narrow window where that extra DR will matter. The problem is what do I drop for PRR that is less important than 4.55% more DR? I can't find anything. The boots with insightful and quality PRR also come with an incite bonus which I don't want. I have 6 alts I am raiding with so gearing up with u29 is extremely slow relative to other updates.
My experience with DCs is a bit different. 90 definitely isn't no-fail so those additional assassinate ranks between 90 and 96 do matter at least for some enemies. As with everything else it's a matter of priority. For the current environment I am making a high assassinate a higher priority and since I am maxing int this means maxing my KTA as well for base and crit damage. I think a dex based assassin in legendary dreadnought with scion of the ethereal plane will have the absolute best assassin boss damage.
Ignoring the short cut points you raised on shroud - for shroud I would think my role would be using assassin's trick on the current party portal - beating the portal and assassinating enemies that spawn by the portal since I can clear the spawns faster than most builds while pms and burst dps might be at the other portals. I definitely could be assigned to the other portals though and work on beating down those portals while keeping the mobs under control. I would think in general an assassin is a very useful party member in LE shroud.
Thanks for your reply. On portal keeper duty, simply dropping a web by the portal cc's all of the mobs, and nobody has to worry about getting one-shot (well, mostly). There are a few portals where the web trap won't work properly, in that the trap won't place or its location is wonky. Web traps placed on certain surfaces won't go off. I suspect the web trap can end up under the surface in DDO calculations (this is common is some outdoor areas).
I was speaking strictly for LH shroud and LE tempest spine DC's (I believe your experiences are accurate). ToEE needs around 100 for no-fail, although some mobs are no fail at 90. I would guess LE shroud is 100 based on your observations. Players should design for where they play (LE shroud in your case)
I have a design goal to add the 16% HP synergy from LGS items, about 140 PRR (I have 120 PRR without insightful PRR item right now), with the 1000 HP proc. I want to see what rogues can survive with over 1400 HP, 200 HP unconscious range, and with the 1000 HP proc. If you accept the idea that players are getting hit for 3000 damage with around 100 PRR, that means LE can hit for 6000 base damage.
100 PRR = 6000*(100/(100+100) = 3000 damage (1200 HP) = dead
140 PRR = 6000*(100/(100+140) = 2500 damage (1400 HP + 200 unconscious range + 1000 temp HP) = unconscious
If anyone knows what combo of items is needed for the 16% HP, please let me know. I have a leg radiance and leg pos III crafted.
I don't yet have the gear set-up yet to do well in LE shroud, but i am close, so your observations are really helpful to my plans.
Saekee
01-09-2016, 12:58 PM
for shroud I would think my role would be using assassin's trick on the current party portal and equip a Blasting chime while you are at it (on melee hit proc, -20% Fortification (http://ddowiki.com/page/Fortification) for 20 seconds, Constructs only, 100% proc rate on melee weapon attacks only.)
Augon
01-09-2016, 03:28 PM
I also have a INT based assassin that Ive been working on to increase his Assassination DC. Great tips in this post to help. thanks.
One note though: your Weapon 1 says it has a +14 INT. Isn't that supposed to say +7?
I assume this is so since you say in your INT section that it gives you +7 and the +14 LGS bonus is enhancement thus wouldn't stack with your hat.
Augon
01-09-2016, 03:43 PM
and equip a Blasting chime while you are at it (on melee hit proc, -20% Fortification (http://ddowiki.com/page/Fortification) for 20 seconds, Constructs only, 100% proc rate on melee weapon attacks only.)
Does weaken construct and wrack construct (from mech tree) stack?
Saekee
01-09-2016, 04:29 PM
Does weaken construct and wrack construct (from mech tree) stack?
they should
slarden
01-09-2016, 05:25 PM
I have a design goal to add the 16% HP synergy from LGS items, about 140 PRR (I have 120 PRR without insightful PRR item right now), with the 1000 HP proc. I want to see what rogues can survive with over 1400 HP, 200 HP unconscious range, and with the 1000 HP proc. If you accept the idea that players are getting hit for 3000 damage with around 100 PRR, that means LE can hit for 6000 base damage.
100 PRR = 6000*(100/(100+100) = 3000 damage (1200 HP) = dead
140 PRR = 6000*(100/(100+140) = 2500 damage (1400 HP + 200 unconscious range + 1000 temp HP) = unconscious
If anyone knows what combo of items is needed for the 16% HP, please let me know. I have a leg radiance and leg pos III crafted.
This looks like a really solid plan. To get the hp bonus you need 2 greensteel opposition items (jewelry or clothing). Here is a link to the wiki to see what is available in tier 3 - the same site has tier 1 and 2 as well.
http://ddowiki.com/page/Legendary_Green_Steel_items/Tier_3
As I understand it if you have 2 opposition items and no escalation/dominion items you will get a hp bonus equal to 8% plus 2% for each additional tier - so 18% for 2 tier 3 opposition items and 24% bonus for 3 tier 3 opposition items. I crafted the shards for a different alt but haven't made the item yet.
The person on Sarlona that made the most items reported when adding a 3rd greensteel of a different type he lost his bonus for the 2 items. That is problematic for rogues especially unless there is more to the story than we know yet.
slarden
01-09-2016, 05:27 PM
One note though: your Weapon 1 says it has a +14 INT. Isn't that supposed to say +7?
I assume this is so since you say in your INT section that it gives you +7 and the +14 LGS bonus is enhancement thus wouldn't stack with your hat.
Yep it's a typo which I corrected. Thank you for catching that!
slarden
01-09-2016, 05:29 PM
and equip a Blasting chime while you are at it (on melee hit proc, -20% Fortification (http://ddowiki.com/page/Fortification) for 20 seconds, Constructs only, 100% proc rate on melee weapon attacks only.)
thank you for the blasting chime tip. ICU was kind enough to give me a deconstructer augment also which will help, but lately portal dps hasn't been important on Sarlona.
nokowi
01-10-2016, 01:50 PM
thank you for the blasting chime tip. ICU was kind enough to give me a deconstructer augment also which will help, but lately portal dps hasn't been important on Sarlona.
I was told deconstructor was not working on portals. Haven't tested myself.
nokowi
01-10-2016, 02:33 PM
This looks like a really solid plan. To get the hp bonus you need 2 greensteel opposition items (jewelry or clothing). Here is a link to the wiki to see what is available in tier 3 - the same site has tier 1 and 2 as well.
http://ddowiki.com/page/Legendary_Green_Steel_items/Tier_3
As I understand it if you have 2 opposition items and no escalation/dominion items you will get a hp bonus equal to 8% plus 2% for each additional tier - so 18% for 2 tier 3 opposition items and 24% bonus for 3 tier 3 opposition items. I crafted the shards for a different alt but haven't made the item yet.
The person on Sarlona that made the most items reported when adding a 3rd greensteel of a different type he lost his bonus for the 2 items. That is problematic for rogues especially unless there is more to the story than we know yet.
Thanks for the help! Do weapons count here, or just equipment?
Assassination
01-10-2016, 03:46 PM
Thanks for the help! Do weapons count here, or just equipment?
Believe it is just equipment, but not sure that this has been verified. I've got a belt to tier 2 with unconscious range and healing. I'm getting 62 pts of healing every 10 s, believe my healing amp is 170. The 2nd piece of equipment will be more difficult to pick, because none of them seem very beneficial. Mostly bonuses to saves that are already covered with other equipment.... Any ideas?
According to wiki looks like you just need one augment slot of opposition to match up with one of the augments on your original item to get bonus..... so maybe a tier 3 quality reflex save bonus on 2nd item.... Will be a long time before i get the mats for the cleansing item.
Just finished my radiance dagger, the blinding proc seems to happen quite a bit. A little underwhelming though.
nokowi
01-10-2016, 06:46 PM
Believe it is just equipment, but not sure that this has been verified. I've got a belt to tier 2 with unconscious range and healing. I'm getting 62 pts of healing every 10 s, believe my healing amp is 170. The 2nd piece of equipment will be more difficult to pick, because none of them seem very beneficial. Mostly bonuses to saves that are already covered with other equipment.... Any ideas?
According to wiki looks like you just need one augment slot of opposition to match up with one of the augments on your original item to get bonus..... so maybe a tier 3 quality reflex save bonus on 2nd item.... Will be a long time before i get the mats for the cleansing item.
Just finished my radiance dagger, the blinding proc seems to happen quite a bit. A little underwhelming though.
For the second item besides healing over time, you may as well craft a resistance item towards one of the hellball effects (fire, acid, cold). Stop at tier 2 if this gives the HP bonus. Small, med are cheap enough to make a set for each resistance.
I believe I will be testing tonight. I didn't see any effect from a Tier (1+3) opp item with a Tier 1 opp item, although neither was cleansed (tough to do when nobody is completing the quest). I suspect it is tier 2 or above for each, but I should know later tonight.
The best thing about LGS weapons is you can slot in +7 insightful con on the pos III and +7 insightful dex on the radiance. If you get lucky with triple stat items, you will eventually be able to remove these tier 2 augments and add some more damage. I'm calculating about a 20% damage increase with U29 and +7 stat on the weaps, but that doesn't account for less fort bypass (bad) or the fact that we have a blinding weapon(good). I read that TF blinded but didn't give sneak attack on blind, which is what many of us were using.
Someone told me that HP, SP, and dodge were all possible bonuses. If this is true, we should have more options once we know how this works.
Qezuzu
01-10-2016, 08:26 PM
If you accept the idea that players are getting hit for 3000 damage with around 100 PRR, that means LE can hit for 6000 base damage.
I have never seen that sort of damage in LE, except from Sor'jek. 2.5k to 3k base is more typical for trash and the rednames in pt2 (though I have not been struck by most of them yet). At 196 PRR and 1.1k HP I have not been oneshot by anything except Sor'jek and a Scorrow (who did 1,221 damage, which I would have survived if I had the LGS HP set bonus, or if I had reset my Unconscious range item...).
Also, it appears that there's more bonuses (https://www.ddo.com/forums/showthread.php/469390-Legendary-greensteel-wep-bonus-effects-seems-same-formula-as-heroic-ones?p=5758454&viewfull=1#post5758454), so may want to hold off on crafting anything.
Believe it is just equipment, but not sure that this has been verified. I've got a belt to tier 2 with unconscious range and healing. I'm getting 62 pts of healing every 10 s, believe my healing amp is 170. The 2nd piece of equipment will be more difficult to pick, because none of them seem very beneficial. Mostly bonuses to saves that are already covered with other equipment.... Any ideas?
If the reflex saves stack, you can easily get beyond 100 reflex, guaranteeing Defensive Roll to proc. That's what I plan to do, Unconscious Range Item + Reflex Save item. And you can always swap to an energy resistance item if you're in a situation where it's valuable.
For the second item besides healing over time, you may as well craft a resistance item towards one of the hellball effects (fire, acid, cold). Stop at tier 2 if this gives the HP bonus. Small, med are cheap enough to make a set for each resistance.
If you're trying to just tank through the Hellball, are you using something like this (http://ddowiki.com/page/Item:Epic_Elemental_Victory)? I just use spell absorb items, have every source in the game, but with resistances+absorbtion it could be possible to tank through it.
redoubt
01-11-2016, 12:26 PM
When we started converting to dex last summer there was a lot of talk about the synergy with thief acrobat.
Part of that, I believe, was the extra dodge you could get.
Tumbler +2
Kip up +2 (and immunity to knockdown and slippery)
cart wheel charge +2
shadow dodge +3
So +9 max dodge (and 3 actual dodge from shadow dodge.)
I see you are at 30 dodge anyway. Are you max'd out and thus could not go higher even if you raised your dodge cap?
What at the passive +20% doublestrike in cartwheel charge? (The wiki doesn't say this, but did it get changed to staff only?)
Qezuzu
01-11-2016, 12:48 PM
What at the passive +20% doublestrike in cartwheel charge? (The wiki doesn't say this, but did it get changed to staff only?)
Cartwheel Charge is staff only.
nokowi
01-12-2016, 12:54 PM
When we started converting to dex last summer there was a lot of talk about the synergy with thief acrobat.
Part of that, I believe, was the extra dodge you could get.
Tumbler +2
Kip up +2 (and immunity to knockdown and slippery)
cart wheel charge +2
shadow dodge +3
So +9 max dodge (and 3 actual dodge from shadow dodge.)
(The wiki doesn't say this, but did it get changed to staff only?)
There is also the racial halfling bonuses for Dex builds. With insightful dodge 6% and dodge from SA's, most people should be capping their dodge bonus (limited by maxdex).
At endgame, I have found that pos III and the return of healers generally eliminates my need for scroll healing. I am also missing a devotion augment by using two Tier 3 LGS weapons. The LGS unconscious range and healing equipment item heals about 60 HP every 10 seconds (could be quite a bit more with devotion augment).
Dex: Better dodge. Defensive Roll is still a great bonus while leveling, but not so much at end game.
Int: 2-3 Higher DC, better trap making (web, etc), easier to reach search DC (no LGS skill item swap needed)
I would give Int the slight edge as of U29, although I expect spooky dex and (non-shield) quality dex bonus to appear in future loot. I plan on staying dex with this expectation.
slarden
01-14-2016, 09:14 AM
There is also the racial halfling bonuses for Dex builds. With insightful dodge 6% and dodge from SA's, most people should be capping their dodge bonus (limited by maxdex).
At endgame, I have found that pos III and the return of healers generally eliminates my need for scroll healing. I am also missing a devotion augment by using two Tier 3 LGS weapons. The LGS unconscious range and healing equipment item heals about 60 HP every 10 seconds (could be quite a bit more with devotion augment).
Dex: Better dodge. Defensive Roll is still a great bonus while leveling, but not so much at end game.
Int: 2-3 Higher DC, better trap making (web, etc), easier to reach search DC (no LGS skill item swap needed)
I would give Int the slight edge as of U29, although I expect spooky dex and (non-shield) quality dex bonus to appear in future loot. I plan on staying dex with this expectation.
You are right that triple positive and material/opposition items for more hp could end up being standard assassin gear. For an assassin skulking in the shadows and avoiding getting hit as much as possible - this gives the typically low hp/low prr assassin the opportunity to avoid that one big hit which is arguably the best defense an assassin can get. At the moment I am gearing up my warlock and my assassin will be next on the list.
I also agree that dex vs. int DC is going to go back and forth from release to release and dex will always have the better defense, intangibles and trash dps (no mercy).
The main advantage int has right now besides the slightly higher assassinate DC is the better dire charge DC. Int will have slightly better boss dps (kta). An int 14 accuracy +22 helm dropped for me and I think I can drop the stunning 16 item and replace it with 6 twist from LD and that solves alot of gearing issues for me. Of course the real question is whether 22 accuracy and the sun elf precision make much of a difference on LE. I think it's helping, but getting precise #s from the combat log while actively playing is not easy for me.
nokowi
01-14-2016, 08:58 PM
You are right that triple positive and material/opposition items for more hp could end up being standard assassin gear. For an assassin skulking in the shadows and avoiding getting hit as much as possible - this gives the typically low hp/low prr assassin the opportunity to avoid that one big hit which is arguably the best defense an assassin can get. At the moment I am gearing up my warlock and my assassin will be next on the list.
I also agree that dex vs. int DC is going to go back and forth from release to release and dex will always have the better defense, intangibles and trash dps (no mercy).
The main advantage int has right now besides the slightly higher assassinate DC is the better dire charge DC. Int will have slightly better boss dps (kta). An int 14 accuracy +22 helm dropped for me and I think I can drop the stunning 16 item and replace it with 6 twist from LD and that solves alot of gearing issues for me. Of course the real question is whether 22 accuracy and the sun elf precision make much of a difference on LE. I think it's helping, but getting precise #s from the combat log while actively playing is not easy for me.
Players are seeing grazing hits at around 9 on LE, and 7 with +20 accuracy.
If you look at the to hit curve, both of these put MOB AC at around 110-130.
To Hit Chance = (Att Bonus +10.5)/(2*AC) + 0.20 rounded to nearest 5%
At MOB AC=120
Attack Bonus 80:
To Hit Chance = (80+10.5)/(2*120) + 0.20 = 58% (round to 60% hit which is 9 or better)
Hit on a 9 or better
Grazing Hit on a 2-8
Miss on a 1
At MOB AC=120
Attack Bonus 100:
To Hit Chance = (100+10.5)/(2*120) + 0.20 = 66% (round to 65% hit which is 8 or better)
Hit on a 8 or better
Grazing Hit on a 2-7
Miss on a 1
So Accuracy 20 will really only give you around +2 to hit (on a d20) on LE.
Sun Elf will give you and extra +1 to hit (on a d20) on LE.
Things like past life fighter or +1 to hit vs evil generally do nothing, as they are only adding 1 to your attack bonus.
slarden
01-15-2016, 12:12 AM
Players are seeing grazing hits at around 9 on LE, and 7 with +20 accuracy.
If you look at the to hit curve, both of these put MOB AC at around 110-130.
To Hit Chance = (Att Bonus +10.5)/(2*AC) + 0.20 rounded to nearest 5%
At MOB AC=120
Attack Bonus 80:
To Hit Chance = (80+10.5)/(2*120) + 0.20 = 58% (round to 60% hit which is 9 or better)
Hit on a 9 or better
Grazing Hit on a 2-8
Miss on a 1
At MOB AC=120
Attack Bonus 100:
To Hit Chance = (100+10.5)/(2*120) + 0.20 = 66% (round to 65% hit which is 8 or better)
Hit on a 8 or better
Grazing Hit on a 2-7
Miss on a 1
So Accuracy 20 will really only give you around +2 to hit (on a d20) on LE.
Sun Elf will give you and extra +1 to hit (on a d20) on LE.
Things like past life fighter or +1 to hit vs evil generally do nothing, as they are only adding 1 to your attack bonus.
Very helpful thank you. I think +15% chance to hit is worth it, but in LE raids I probably won't get too greedy and go only for a single-target assassinate instead of a double-target assassinate. That way I have 2 attempts at each enemy.
So I guess with +25 to hit twisted in from LD, +22 accuracy and sun elf precision I would be improving my odds by about 5 #s (25%) if I am understanding the math correctly? The accuracy clicky is usable often since I have draconic reinvigoration in my off hand.
nokowi
01-15-2016, 08:21 PM
Very helpful thank you. I think +15% chance to hit is worth it, but in LE raids I probably won't get too greedy and go only for a single-target assassinate instead of a double-target assassinate. That way I have 2 attempts at each enemy.
So I guess with +25 to hit twisted in from LD, +22 accuracy and sun elf precision I would be improving my odds by about 5 #s (25%) if I am understanding the math correctly? The accuracy clicky is usable often since I have draconic reinvigoration in my off hand.
The to-hit bonus is linear for a constant AC, so every +20 on your attack bonus adds exactly the same on your to-hit percentage for a given AC.
I'm guessing your attack bonus is 120 or better (with the +47).
You also get +5% from precision and +5% from sun elf. (value in parenthesis with these included below)
+47 to hit should be (+18% to +21%) in the mob AC (110-130 range), or +3 to +4 on a d20.
Mob AC 110: every +20 to attack bonus adds +9.1% to hit, 120 att bonus hits on 5/20 (3/20 with precision and sun elf, grazing hit on a 2)
Mob AC 120: every +20 to attack bonus adds +8.3% to hit, 120 att bonus hits on 6/20 (4/20 with precision and sun elf, grazing hit on 2-3)
Mob AC 130: every +20 to attack bonus adds +7.7% to hit, 120 att bonus hits on 7/20 (5/20 with precision and sun elf, grazing hit on 2-4)
If you are not seeing that kind of benefit, then mob AC is higher than 130:
Mob AC 140: every +20 to attack bonus adds +7.1% to hit, 120 att bonus hits on 8/20 (6/20 with precision and sun elf, grazing hit on 2-5)
Mob AC 150: every +20 to attack bonus adds +6.7% to hit
Mob AC 160: every +20 to attack bonus adds +6.3% to hit, 120 att bonus hits on 9/20 (7/20 with precision and sun elf, grazing hit on 2-6)
Mob AC 170: every +20 to attack bonus adds +5.9% to hit
Mob AC 180: every +20 to attack bonus adds +5.6% to hit, 120 att bonus hits on 10/20 (8/20 with precision and sun elf, grazing hit on 2-7)
Mob AC 190: every +20 to attack bonus adds +5.3% to hit
Mob AC 200: every +20 to attack bonus adds +5.0% to hit, 120 att bonus hits on 11/20 (9/20 with precision and sun elf, grazing hit on 2-8)
It's also possible precision and sun elf don't actually give +5% to hit. (Has anyone tested this?)
cmecu
01-16-2016, 07:42 PM
Hey guys, nokowi... i talked to you on YouTube comment the other week. I don't want to derail thread but could one of you guys who know much about rogues help get me going in the right direction? I will be starting my third life and want to get three rogue lives.. I love to assassinate things and would like to have some idea of what to create that I can run solo from 1 to 20 effectively.
Can rogues who focus on assassinate still do traps well?
I would like to have some optimal rogue gear for leveling 1 to 20.
Any input? We can talk on private messages or perhaps another thread. I know you said something about a king a video or posting a thread about beginning rogues nokowi. I look forward to that.
Sorry again about the off topic. I love rogues and want to get some play time in with one.
slarden
01-17-2016, 11:54 AM
Hey guys, nokowi... i talked to you on YouTube comment the other week. I don't want to derail thread but could one of you guys who know much about rogues help get me going in the right direction? I will be starting my third life and want to get three rogue lives.. I love to assassinate things and would like to have some idea of what to create that I can run solo from 1 to 20 effectively.
Can rogues who focus on assassinate still do traps well?
I would like to have some optimal rogue gear for leveling 1 to 20.
Any input? We can talk on private messages or perhaps another thread. I know you said something about a king a video or posting a thread about beginning rogues nokowi. I look forward to that.
Sorry again about the off topic. I love rogues and want to get some play time in with one.
I would think for leveling 1 to 20 as an assassin you would want to go with a dex build over int. I favor halfling due to the higher dex and the racial tree has many good options - sneak damage, dodge, dodge cap and healing depending on what you value the most.
I've always just used random gear for heroic leveling with a few bta crafted items. A toee heroic dagger and set would be really nice. I used mostly random loot weapons with festival icy burst. I would think the new random loot will beat anything I never had so you should be ok just finding items in the AH within a few levels.
nokowi
01-18-2016, 01:24 AM
Hey guys, nokowi... i talked to you on YouTube comment the other week. I don't want to derail thread but could one of you guys who know much about rogues help get me going in the right direction? I will be starting my third life and want to get three rogue lives.. I love to assassinate things and would like to have some idea of what to create that I can run solo from 1 to 20 effectively.
Can rogues who focus on assassinate still do traps well?
I would like to have some optimal rogue gear for leveling 1 to 20.
Any input? We can talk on private messages or perhaps another thread. I know you said something about a king a video or posting a thread about beginning rogues nokowi. I look forward to that.
Sorry again about the off topic. I love rogues and want to get some play time in with one.
CThruTheEgo has a great breakdown of a dex build in his link, including feat by level.
You may be looking for even more breakdown, such as what enhancement points to spend at each level.
You should make sure you spend at least 30 AP in assassin (before level 12) so that you can take assassinate at level 12.
I have 3 goals
1. Get SA quickly
2. Get 4 attack buttons (extra attacks beyond holding the mouse button)
3. Get stealth movement speed
I use web traps and scroll healing, but these can be replaced by more goodies in the acrobat tree.
Level 1
Knife in the Darkness (Assassin Core 1)
SA Training (Assassin Tier 1)
Shiv x1 (Assassin Tier 1)
Level 2
Poison Strikes --> Heartseeker Poison (Assassin Tier 1)
SA Training (Assassin Tier 2)
If you are like me, you don't have a great lvl 1-2 dagger/kukri so feel free to use a short sword/rapier for now.
Level 3
Bleed Them Out x1 (Assassin Tier 2) (you now have 3 extra attacks to cycle through Shiv --> Bleed --> Heartseeker)
Dagger in the Back (Assassin Core 2)
Stealthy x1 (Assassin Tier 1)
Venomed Blades x1 (Assassin Tier 2)
By level 4 you should switch to dagger/kukri unless you have Tiefling Assassin's Blade, and you should be sneaking some of the time.
Level 4
Stealthy x3 (Assassin Tier 1)
Sneak Attack Training (Assassin Tier 3)
Level 5
Bleed Them Out x3 (Assassin Tier 2)
Shiv x3 (Assassin Tier 1)
Level 6
Execute (Assassin Tier 4)
Sneak Attack Training (Tier 4)
Level 7
Assassins Trick (Assassin Core 3)
Nimbleness (Assassin Core 4)
Staff Control (Acrobat Core 1)
Sly Flourish (Acrobat Tier 1) (I don't use this yet as I don't like 5 attack buttons)
Level 8
Fast Movement (Acrobat Tier 1)
Sly Flourish x3 (Acrobat Tier 1)
Add Sly Flourish to your toolbar in place of Bleed Them Out.
Reallocate your assassin tree. Get rid of bleed them out and add +1 Dex (Tier 3 Assassin)
Level 9
Haste Boost x3 (Acrobat Tier 2)
Killer x1 (assassin Tier 4)
Level 10
Killer x3 (Assassin Tier 4)
Weakening Strikes (Assassin Tier 4)
Level 11
Lethality (Assassin Core 5)
Abalaster (Mechanic Core 1)
Awareness x1 (Mechanic Tier 1)
Mechanic x1 (Mechanic Tier 1)
Level 12
Assassinate (Assassin Tier 5)
Measure The Foe x2 (Assassin Tier 5)
Level 13
Deadly Strikes (Assassin Tier 5)
Knife Specialization (Assassin Tier 5)
Level 14
Measure The Foe x3 (Assassin Tier 5)
Mechanic x3 (Mechanic Tier 1)
Wand and Scroll Mastery x1 (Mechanic Tier 2)
Level 15 (you should be totally self sufficient with heal scrolls and web traps)
Improved Traps x3 (Mechanic Tier 2)
Wand and Scroll Mastery x2
Level 16
Wand and Scroll Mastery x3 (Mechanic Tier 2)
Subtlety x3 (Acrobat Tier 3)
Level 17
Light Armor Mastery x3 (Assassin Tier 5)
Shadow Dodge x1 (Acrobat Tier 3)
Level 18
Shadow Dodge x3 (Acrobat Tier 3)
Dexterity (Acrobat Tier 3)
Level 19
Halfling Luck (Halfling Core 1)
Dexterity (Halfling Core 2)
Halfling Luck (Halfling Core 3)
Level 20
Deadly Shadow (Assassin Core 6)
Cunning (Halfling Tier 1)
Guile (Halfling Tier 2)
If you don't find yourself needing scroll heals, drop all 3 points in Wand and Scroll Mastery and pick any of these from the Acrobat tree
1. Improved Defensive Roll x3
2. Core 2,3,4 Acrobat
3. No Mercy x3 (+30% damage to helpless)
If you don't use web traps, feel free to drop all 8 points in mechanic and spend them in acrobat
1. Improved Defensive Roll x3
2. Core 2,3,4 (knockdown immunity is nice)
3. No mercy x3 (drop shiv to x2)
Grab the Envenomed Blade at level 16 if you are not using web and if don't have a radiance weapon from shroud.
Feats:
1 two weapon fighting (dex 15 required)
3 two weapon defense (dex 15 and twf required)
6 precision (dex 13 required)
9 imp twf (requires Base Attack of 6 and 17 dex)
12 imp crit pierce (requires Base Attack bonus of 8)
15 gr twf (requires Base Attack bonus of 11 and dex 17)
18 toughness
Special Abilities
10. Improved Evasion
13. Opportunist
16. Slippery Mind (Take Defensive Roll before Slippery Mind if you are getting Improved Defensive Roll from Tier 4 Acrobat Tree)
19. Defensive Roll
For stats, here are two possible 36 point builds:
Str: 12 (6 points)
Dex: 20 (16 points)
Con: 14 (6 points)
Int: 14 (6 points)
Wis: 10 (2 points)
Cha: 8 (0 points)
or
Str: 12 (6 points)
Dex: 18 (10 points)
Con: 16 (10 points)
Int: 14 (6 points)
Wis: 12 (4 points)
Cha: 8 (0 points)
28 point build:
Str: 12 (6 points)
Dex: 18 (10 points)
Con: 14 (6 points)
Int: 14 (6 points)
Wis: 8 (0 points)
Cha: 8 (0 points)
Halflings have 3/4 carrying capacity so Strength Damage is a real pain (once you get heavy encumbrance you lose evasion). Don't skimp on strength in heroics.
If you ever build to play epics, you can drop the initial strength a few points and raise your wisdom a few points.
slarden
01-19-2016, 10:59 AM
CThruTheEgo has a great breakdown of a dex build in his link, including feat by level.
You may be looking for even more breakdown, such as what enhancement points to spend at each level.
You should make sure you spend at least 30 AP in assassin (before level 12) so that you can take assassinate at level 12.
I have 3 goals
1. Get SA quickly
2. Get 4 attack buttons (extra attacks beyond holding the mouse button)
3. Get stealth movement speed
I use web traps and scroll healing, but these can be replaced by more goodies in the acrobat tree.
Level 1
Knife in the Darkness (Assassin Core 1)
SA Training (Assassin Tier 1)
Shiv x1 (Assassin Tier 1)
Level 2
Poison Strikes --> Heartseeker Poison (Assassin Tier 1)
SA Training (Assassin Tier 2)
If you are like me, you don't have a great lvl 1-2 dagger/kukri so feel free to use a short sword/rapier for now.
Level 3
Bleed Them Out x1 (Assassin Tier 2) (you now have 3 extra attacks to cycle through Shiv --> Bleed --> Heartseeker)
Dagger in the Back (Assassin Core 2)
Stealthy x1 (Assassin Tier 1)
Venomed Blades x1 (Assassin Tier 2)
By level 4 you should switch to dagger/kukri unless you have Tiefling Assassin's Blade, and you should be sneaking some of the time.
Level 4
Stealthy x3 (Assassin Tier 1)
Sneak Attack Training (Assassin Tier 3)
Level 5
Bleed Them Out x3 (Assassin Tier 2)
Shiv x3 (Assassin Tier 1)
Level 6
Execute (Assassin Tier 4)
Sneak Attack Training (Tier 4)
Level 7
Assassins Trick (Assassin Core 3)
Nimbleness (Assassin Core 4)
Staff Control (Acrobat Core 1)
Sly Flourish (Acrobat Tier 1) (I don't use this yet as I don't like 5 attack buttons)
Level 8
Fast Movement (Acrobat Tier 1)
Sly Flourish x3 (Acrobat Tier 1)
Add Sly Flourish to your toolbar in place of Bleed Them Out.
Reallocate your assassin tree. Get rid of bleed them out and add +1 Dex (Tier 3 Assassin)
Level 9
Haste Boost x3 (Acrobat Tier 2)
Killer x1 (assassin Tier 4)
Level 10
Killer x3 (Assassin Tier 4)
Weakening Strikes (Assassin Tier 4)
Level 11
Lethality (Assassin Core 5)
Abalaster (Mechanic Core 1)
Awareness x1 (Mechanic Tier 1)
Mechanic x1 (Mechanic Tier 1)
Level 12
Assassinate (Assassin Tier 5)
Measure The Foe x2 (Assassin Tier 5)
Level 13
Deadly Strikes (Assassin Tier 5)
Knife Specialization (Assassin Tier 5)
Level 14
Measure The Foe x3 (Assassin Tier 5)
Mechanic x3 (Mechanic Tier 1)
Wand and Scroll Mastery x1 (Mechanic Tier 2)
Level 15 (you should be totally self sufficient with heal scrolls and web traps)
Improved Traps x3 (Mechanic Tier 2)
Wand and Scroll Mastery x2
Level 16
Wand and Scroll Mastery x3 (Mechanic Tier 2)
Subtlety x3 (Acrobat Tier 3)
Level 17
Light Armor Mastery x3 (Assassin Tier 5)
Shadow Dodge x1 (Acrobat Tier 3)
Level 18
Shadow Dodge x3 (Acrobat Tier 3)
Dexterity (Acrobat Tier 3)
Level 19
Halfling Luck (Halfling Core 1)
Dexterity (Halfling Core 2)
Halfling Luck (Halfling Core 3)
Level 20
Deadly Shadow (Assassin Core 6)
Cunning (Halfling Tier 1)
Guile (Halfling Tier 2)
If you don't find yourself needing scroll heals, drop all 3 points in Wand and Scroll Mastery and pick any of these from the Acrobat tree
1. Improved Defensive Roll x3
2. Core 2,3,4 Acrobat
3. No Mercy x3 (+30% damage to helpless)
If you don't use web traps, feel free to drop all 8 points in mechanic and spend them in acrobat
1. Improved Defensive Roll x3
2. Core 2,3,4 (knockdown immunity is nice)
3. No mercy x3 (drop shiv to x2)
Grab the Envenomed Blade at level 16 if you are not using web and if don't have a radiance weapon from shroud.
Feats:
1 two weapon fighting (dex 15 required)
3 two weapon defense (dex 15 and twf required)
6 precision (dex 13 required)
9 imp twf (requires Base Attack of 6 and 17 dex)
12 imp crit pierce (requires Base Attack bonus of 8)
15 gr twf (requires Base Attack bonus of 11 and dex 17)
18 toughness
Special Abilities
10. Improved Evasion
13. Opportunist
16. Slippery Mind (Take Defensive Roll before Slippery Mind if you are getting Improved Defensive Roll from Tier 4 Acrobat Tree)
19. Defensive Roll
For stats, here are two possible 36 point builds:
Str: 12 (6 points)
Dex: 20 (16 points)
Con: 14 (6 points)
Int: 14 (6 points)
Wis: 10 (2 points)
Cha: 8 (0 points)
or
Str: 12 (6 points)
Dex: 18 (10 points)
Con: 16 (10 points)
Int: 14 (6 points)
Wis: 12 (4 points)
Cha: 8 (0 points)
28 point build:
Str: 12 (6 points)
Dex: 18 (10 points)
Con: 14 (6 points)
Int: 14 (6 points)
Wis: 8 (0 points)
Cha: 8 (0 points)
Halflings have 3/4 carrying capacity so Strength Damage is a real pain (once you get heavy encumbrance you lose evasion). Don't skimp on strength in heroics.
If you ever build to play epics, you can drop the initial strength a few points and raise your wisdom a few points.
Great write up!
I'll also add that if you go halfing you can consider the healing dragonmark for heroic levels. While scroll healing works well I really liked having those extra heals and break out of the leeches from the halfing dragonmark line. On the other hand learning how to rely fully on scroll healing is beneficial too.
I just think assassins are really difficult to play so giving yourself the extra healing might not be bad as you learn how to play assassin. Plus KTA is kind of pointless at heroic levels since you don't have much sp and the value of KTA isn't high enough to consider over extra sneak damage from halfing.
That's just my opinion though - mileage may vary.
nokowi
01-21-2016, 08:44 PM
Great write up!
I'll also add that if you go halfing you can consider the healing dragonmark for heroic levels. While scroll healing works well I really liked having those extra heals and break out of the leeches from the halfing dragonmark line. On the other hand learning how to rely fully on scroll healing is beneficial too.
I just think assassins are really difficult to play so giving yourself the extra healing might not be bad as you learn how to play assassin. Plus KTA is kind of pointless at heroic levels since you don't have much sp and the value of KTA isn't high enough to consider over extra sneak damage from halfing.
That's just my opinion though - mileage may vary.
A very good idea for newer players (more healing!).
I'm spoiled by epic PL healing stance and too much PL power (HP, AC, PRR) for heroics, so its hard for me to judge which healing option is best.
VinoeWhines
03-12-2016, 10:36 PM
Hey guys, with update 30, is there any closer choice on named/gear slotting, now with greensteal out for a while.
I can't seem to remember what the Heroic greensteal gear setup was when cap was 20. But I remember it covering pretty much all bases, with a few guards thrown in to help out as well. I remember the debate about wearing 2 Concordance ops with a third as weapon being able to fully heal you and get spell points back up, but back then you weren't getting one/two shott'd in Meridia's slayer areas.
nokowi
03-18-2016, 01:00 PM
Hey guys, with update 30, is there any closer choice on named/gear slotting, now with greensteal out for a while.
I can't seem to remember what the Heroic greensteal gear setup was when cap was 20. But I remember it covering pretty much all bases, with a few guards thrown in to help out as well. I remember the debate about wearing 2 Concordance ops with a third as weapon being able to fully heal you and get spell points back up, but back then you weren't getting one/two shott'd in Meridia's slayer areas.
My take on heroic items is that you don't really need heroic GS any more because of (much easier to obtain) new named loot and random loot. I continue to use my old GS items because I have them and I don't want to delete them, and I have no room in my TR bank to save more heroic gear. Conc Opp is good for tanking because of the SP regen (Torque is better), but I don't find the HP regen itself to be significant. I don't see how it would really help you if you're taking that much damage in the Meridia slayer area. The best answer would be to up your PRR and total HP's, and to make sure you can heal a good portion of your HP in a hurry. 100% fortification is a must (150% if you are drinking int yugo pots). Don't forget dodge bonus and some sort of perma-blur item. Slot an incorporeal item (cloak of invisibility, cloak of night, etc) as well. If your cloak spot is taken, the treads of the falling shadow (boots), or whisperchain (armor) are a good heroic sources of ghostly. http://ddowiki.com/page/Ghostly
For me, passive HP regen from epic past lives and the occasional bottle of rum do the trick by themselves. Its really about stacking miss chances, and having enough HP/healing to survive hits. Acrobat defensive roll may be a good option, depending on your build. Scroll use and dragonmarks can also assist with healing.
My level 30 DEX set-up is
NAMED
ToEE Armor (blur, resistance)
Seal of House Avithoul (improved deception)
Sightless (deathblock, true seeing, sheltering)
Boots of Blessed Travels (FOM, Speed, Dodge)
Epic Litany of the Dead (+2 all stats)
Legendary Pendant of Warriors Focus (+7% insightful doublestrike, armor piercing)
Epic Quiver of Alacrity
RANDOM
Gloves: Murderous 7 of Assassinate 2
Goggles: Deft 14 of Deadly 11
Belt: Hasty 15 of Parrying 6
Ring: Hardy 14 of Dexterity 14
LEGENDARY GREEN STEEL (~1400 HP with 2 resistance items and ~1500 HP with 3 resistance items)
Radiance Dagger with Tier 2 slotted for +7 insightful Dex
Legendary Affirmation Dagger with Tier 2 slotted for +7 insightful Con
Bracers: Resistance
Cloak: Resistance
Gloves: Resistance (swap in for bosses immune to assassinate)
Necklace: All Int skills (swap in for Creeping Death Traps)
I no longer use displacement clickies during level 30 game play, and I am not currently using web or defensive roll, because the level 30 content I am running is largely group based.
VinoeWhines
03-31-2016, 02:11 AM
I was wondering in regard to Heroic Greensteel, if with Legendary Greensteel, the setup would be similar in the sense of going after the same theory, such as "45HP, Blurry, Displacement item"(of course Legendary version), "Negative item"(Deathblock,...),"Elemental Earth item"(Stoneskin,...). I can't remember the 3 or 4 item set that people use to use; so that maybe they could look at that as a base for a Legendary version for gear placement. Just like the Epic Abishai set was a popular Epic set to have as well.
I don't know if the Legendary Greensteel effects would be similar if your were to take the base model Heroic Greensteel and use that as a guide to make a Legendary Greensteel version of it. Would it equate to a Legendary Elite viable setup?
nokowi
03-31-2016, 01:38 PM
I was wondering in regard to Heroic Greensteel, if with Legendary Greensteel, the setup would be similar in the sense of going after the same theory, such as "45HP, Blurry, Displacement item"(of course Legendary version), "Negative item"(Deathblock,...),"Elemental Earth item"(Stoneskin,...). I can't remember the 3 or 4 item set that people use to use; so that maybe they could look at that as a base for a Legendary version for gear placement. Just like the Epic Abishai set was a popular Epic set to have as well.
I don't know if the Legendary Greensteel effects would be similar if your were to take the base model Heroic Greensteel and use that as a guide to make a Legendary Greensteel version of it. Would it equate to a Legendary Elite viable setup?
For heroics, I still use +45 HP/Heavy Fort item and Immunity Blindness/Fear/Deathblock. I swap 45 HP/Blurry/Displacement gloves, which I continue to use through most epic levels.
You should not simply make Legendary versions of these, because random loot and augments can fill in many of these effects.
Legendary GS is about your 1 or 2 weapons, and then getting a set bonus/es. +18%/26%/34% HP set is an example. You may also find you can't give up enough slots to get enough items to make the set bonuses worthwhile.
1. Make a Pos III weapon for the 1000 HP proc
2. Decide on a 2nd weapon if you have TWF, want an ooze maker, etc
3. Decide on a set bonus and start building it.
Weapons don't need cleansing for legendary GS. Equipment does, and I belive will require cleansing for set bonus to apply.
thomhas_of_mabar
04-10-2016, 10:36 AM
Just gathering opinions on what is preferred for end game - Memorium or Epic Token of the Proven?
I'm in SD destiny most of the time so I don't know if Lesser displacement from the Epic TotP is useful.
Is it?
slarden
04-11-2016, 07:59 AM
Just gathering opinions on what is preferred for end game - Memorium or Epic Token of the Proven?
I'm in SD destiny most of the time so I don't know if Lesser displacement from the Epic TotP is useful.
Is it?
If you don't have blur lesser displacement is a priority. If you have a green steel blur item with displacement clickies lesser displacement isn't needed.
I don't like Memoriam because 60 of the 75 healing amp doesn't stack with a 60 healing amp item.
If you get a chance I would try for the epic littany. Those raids are quick and are often run in sets of 8 (I've even seen 20 once) so if you have or can buy raid bypass timers it goes fairly quick.
Other trinkets worth considering:
http://ddowiki.com/page/Item:Legendary_Planar_Compass
Is useful if running in LE instead of shadowdancer for the ghostly if you don't already have it + more defense. Finding one with a +3 mythic bonus is very nice since sneak damage scales with 150% melee power.
http://ddowiki.com/page/Item:Legendary_Subtle_Sound
Depending on gear this could be useful as a "starter trinket" although +3 insightful assassinate gloves can be found and mine is giving an actual +4 insightful assassinate bonus instead of the displayed +3 insightful assassinate bonus. Even if you use this you will eventually want to max out the insightful assassinate bonus with another item (usually gloves or goggles).
nokowi
04-29-2016, 11:51 AM
Dire Charge
Base: 25
Intelligence Modifier: 38
KTA: 19
Stunning Item: 16
Insightful Combat Mastery: 7 (from insightful combat mastery +6 item)
Ship Buffs: 1
Past Life Fighter: 1 (up to 3 if you have more)
Total Dire Charge DC: 107 (but actually getting 118 for reasons I don't understand yet)
Apparently stunning stacks with combat mastery (also insightful combat mastery). Probably not WAI, but who knows if they will fix it.
krimsonrane
05-08-2016, 08:05 PM
I haven't tried an assassin since cap was 28. Which wasn't that long ago in real world time.
I looked at that 96 and figured out where things are murky for me. It states a 38 bonus from intelligence.
How did that come to be? I have a maxed out mechanic with a 64 int without a bonus from completionist and that allows a bonus of +27. You get a +1 for ever 2 points of int. That means an int of 86 for this build.
Mind you I have a +7 tome and a +14 int item as well as a +5 insightful int, spooky int +2, +3 profane bonus and a +2 capstone bonus. I also use 2 enhancement slots for int.
To get to a bonus of +38 as described (ie: an 86 intelligence) seems way out of the realm of possibility in comparison to what I already have.
Then there's a +7 bonus to assassinate on an item. I've never seen or heard of a +7 assassinate DC boost unless it's on some raid gear I haven't heard of yet. And then there's an insightful +4 mentioned which is again out of my realm of awareness.
Is my math wrong?
Saekee
05-09-2016, 08:08 AM
I haven't tried an assassin since cap was 28. Which wasn't that long ago in real world time.
I looked at that 96 and figured out where things are murky for me. It states a 38 bonus from intelligence.
How did that come to be? I have a maxed out mechanic with a 64 int without a bonus from completionist and that allows a bonus of +27. You get a +1 for ever 2 points of int. That means an int of 86 for this build.
Mind you I have a +7 tome and a +14 int item as well as a +5 insightful int, spooky int +2, +3 profane bonus and a +2 capstone bonus. I also use 2 enhancement slots for int.
To get to a bonus of +38 as described (ie: an 86 intelligence) seems way out of the realm of possibility in comparison to what I already have.
Then there's a +7 bonus to assassinate on an item. I've never seen or heard of a +7 assassinate DC boost unless it's on some raid gear I haven't heard of yet. And then there's an insightful +4 mentioned which is again out of my realm of awareness.
Is my math wrong?
from OP:
Intelligence
Starting Int: 20
Level Ups: 7
Tome: 7
Shadowdancer: 4
Completionist: 2
Epic Destiny Twist: 1
Assassin Enhancements: 2
Harper Tree Enhancements: 4
Sun Elf / Drow Enhancements: 2
Deadly Shadow Capstone: 2
Item: 14 (helm of int +14 stunning +16)
Insightful Item: 7 (tier 2 of radiance greensteel weapon)
Exceptional Item: 1 (True globe of imperial blood)
Quality Item (Cloak): 3
Spooky bonus from augment: 2
Profane bonus from Littany: 2
Ship Buffs: 2
Yugo Pot: 2
Remnant Turn-in potions (available in store very cheaply): 2
for the item bonus, that is top tier lootgen gloves that have murderous 7 of insightful assassinate
slarden
05-09-2016, 04:53 PM
I haven't tried an assassin since cap was 28. Which wasn't that long ago in real world time.
I looked at that 96 and figured out where things are murky for me. It states a 38 bonus from intelligence.
How did that come to be? I have a maxed out mechanic with a 64 int without a bonus from completionist and that allows a bonus of +27. You get a +1 for ever 2 points of int. That means an int of 86 for this build.
Mind you I have a +7 tome and a +14 int item as well as a +5 insightful int, spooky int +2, +3 profane bonus and a +2 capstone bonus. I also use 2 enhancement slots for int.
To get to a bonus of +38 as described (ie: an 86 intelligence) seems way out of the realm of possibility in comparison to what I already have.
Then there's a +7 bonus to assassinate on an item. I've never seen or heard of a +7 assassinate DC boost unless it's on some raid gear I haven't heard of yet. And then there's an insightful +4 mentioned which is again out of my realm of awareness.
Is my math wrong?
Here is what I am wearing and the +7 ins int comes from tier 2 greensteel dagger. I give up a small amount of tier 2 dps for the extra int. The gloves are giving me ins assassinate +4 rather than the +3 displayed. I verified this by removing the item and putting it back on. These items give me max assassinate bonus and a solid boost to dire charge. Obviously if I can find int 15 helm of stunning I would switch and free up the int from somewhere else.
Gloves
http://i1281.photobucket.com/albums/a519/slarden/Dreamgloves_zpsdstideao.jpg (http://s1281.photobucket.com/user/slarden/media/Dreamgloves_zpsdstideao.jpg.html)
Ring
http://i1281.photobucket.com/albums/a519/slarden/AssassinRing_zps5bltjx9s.jpg (http://s1281.photobucket.com/user/slarden/media/AssassinRing_zps5bltjx9s.jpg.html)
Helm
http://i1281.photobucket.com/albums/a519/slarden/Int%20Stunning%20Helm_zpsik9obzud.jpg (http://s1281.photobucket.com/user/slarden/media/Int%20Stunning%20Helm_zpsik9obzud.jpg.html)
Sholvah
05-19-2016, 05:08 PM
You posted Starting Stats
Str: 8
Dx: 16
Int: 20
W: 8
Con: 16
Cha: 8
Thats to many points used to able to make as far i can see
slarden
05-27-2016, 06:53 PM
You posted Starting StatsStr: 8Dx: 16 Int: 20W: 8Con: 16Cha: 8Thats to many points used to able to make as far i can seeYes you are right. Con should be 14 for a sun elf.
Morroiel
06-05-2016, 08:38 PM
Slarden do you have kobold numbers from lamm or a bruntsmash for dps? Curious to see where this build places in comparison to dex based sneak focused 20 assassin, 10/6/4 wolf, and a traditional dex scimmy ranger.
Thank you for your data/help in advance!
VinoeWhines
06-20-2016, 04:20 PM
My take on heroic items is that you don't really need heroic GS any more because of (much easier to obtain) new named loot and random loot. I continue to use my old GS items because I have them and I don't want to delete them, and I have no room in my TR bank to save more heroic gear. Conc Opp is good for tanking because of the SP regen (Torque is better), but I don't find the HP regen itself to be significant. I don't see how it would really help you if you're taking that much damage in the Meridia slayer area. The best answer would be to up your PRR and total HP's, and to make sure you can heal a good portion of your HP in a hurry. 100% fortification is a must (150% if you are drinking int yugo pots). Don't forget dodge bonus and some sort of perma-blur item. Slot an incorporeal item (cloak of invisibility, cloak of night, etc) as well. If your cloak spot is taken, the treads of the falling shadow (boots), or whisperchain (armor) are a good heroic sources of ghostly. http://ddowiki.com/page/Ghostly
For me, passive HP regen from epic past lives and the occasional bottle of rum do the trick by themselves. Its really about stacking miss chances, and having enough HP/healing to survive hits. Acrobat defensive roll may be a good option, depending on your build. Scroll use and dragonmarks can also assist with healing.
My level 30 DEX set-up is
NAMED
ToEE Armor (blur, resistance)
Seal of House Avithoul (improved deception)
Sightless (deathblock, true seeing, sheltering)
Boots of Blessed Travels (FOM, Speed, Dodge)
Epic Litany of the Dead (+2 all stats)
Legendary Pendant of Warriors Focus (+7% insightful doublestrike, armor piercing)
Epic Quiver of Alacrity
RANDOM
Gloves: Murderous 7 of Assassinate 2
Goggles: Deft 14 of Deadly 11
Belt: Hasty 15 of Parrying 6
Ring: Hardy 14 of Dexterity 14
LEGENDARY GREEN STEEL (~1400 HP with 2 resistance items and ~1500 HP with 3 resistance items)
Radiance Dagger with Tier 2 slotted for +7 insightful Dex
Legendary Affirmation Dagger with Tier 2 slotted for +7 insightful Con
Bracers: Resistance
Cloak: Resistance
Gloves: Resistance (swap in for bosses immune to assassinate)
Necklace: All Int skills (swap in for Creeping Death Traps)
I no longer use displacement clickies during level 30 game play, and I am not currently using web or defensive roll, because the level 30 content I am running is largely group based.
:For the resistance items, are they to replace Epic Belt of Thoughtful Rememberance's +11 to saves?
Or what would increase a +11 to saves?
Another question on LGS: If to make a Radiance Weapon, can you follow the old formula to use Positive("Holy" or 15 Stat) then Fire( +7 Stat) to end up with the Radiance option at the end?
For the dagger should it be a +15 stat(that way it frees up the +14 stat gear item), as opposed to the(Good damage on hit - 12d6, makes the weapon Good-aligned)option?
slarden
06-24-2016, 02:32 AM
Slarden do you have kobold numbers from lamm or a bruntsmash for dps? Curious to see where this build places in comparison to dex based sneak focused 20 assassin, 10/6/4 wolf, and a traditional dex scimmy ranger.
Thank you for your data/help in advance!
In my opinion bruntsmash/kobold test isn't effective for complex/nuanced builds especially for an assassin that is optimized for insta-kills. How do you factor in 1-2 LE enemy kills every 12 seconds to a bruntmash test on top of the dps between insta-kills?
If you want to be good at beating up bosses it's best to build a dex based assassin with scion of the ethereal plane while getting as much as you can get out of KTA with int as a secondary or even third stat.
The narrow niche of this build is LE-capable instakills while still having good single-target dps (but less than a dex assassin in my opinion). I take out 1 to 2 targets with a single attack then stun what it left with dire charge for extra damage between insta-kills. for bosses KTA is good, but not nearly as good as scion of the ethereal plane. With that said there is alot of new gear since I created this build and I think it is probably possible to get LE-capable instakills with a dex build while taking scion of the ethereal plane instead of scion of the astral plane, but I've been very busy recently and haven't had a chance to try that out. My gut tells me with U32 I will go back to dex, but I am not sure yet.
slarden
06-24-2016, 02:44 AM
Another question on LGS: If to make a Radiance Weapon, can you follow the old formula to use Positive("Holy" or 15 Stat) then Fire( +7 Stat) to end up with the Radiance option at the end?
For the dagger should it be a +15 stat(that way it frees up the +14 stat gear item), as opposed to the(Good damage on hit - 12d6, makes the weapon Good-aligned)option?
LGS works a bit differently than heroic greensteel. One nice thing is that you are no longer boxed into a type 3 tier based on dominance. With heroic tier 3 radiance was always fire, but I was able to build a holy, ins int +7 (fire), 10d20 good damage on vorpal hits and I still get the legendary radiance bonus. I was also able to add a nightshield clickie to it via the greensteel active slot.
You can always make a secondary weapon with +15 int / +7 int /+2 exc int (or dex) for just assassinates, but at the moment assassins can get over 100 assassinate so it's almost too much hassle to do that for maybe +1 assassinate vs. a 14 item and globe augment. The hard thing to get is the insightful int because it mostly only drops on random loot as a bonus and it's not usually teamed up with something useful for an assassin. That's why I am ok giving up tier 2 dps for the +7 ins int.
nokowi
06-29-2016, 07:44 PM
:For the resistance items, are they to replace Epic Belt of Thoughtful Rememberance's +11 to saves?
Or what would increase a +11 to saves?
Another question on LGS: If to make a Radiance Weapon, can you follow the old formula to use Positive("Holy" or 15 Stat) then Fire( +7 Stat) to end up with the Radiance option at the end?
For the dagger should it be a +15 stat(that way it frees up the +14 stat gear item), as opposed to the(Good damage on hit - 12d6, makes the weapon Good-aligned)option?
The resistance items are elemental (fire/cold/acid/etc) resistance. I swap them in to survive the hellball in shroud. You can also just use an item with spell absorption to survive hellball, but there is not much else to put on your LGS HP set besides elemental resistance. I made my stuff very early on (before LGS planner), so if you find better options please feel free to use them.
http://ddowiki.com/page/Legendary_Green_Steel_items/Tier_3
Attacks and offensive spells have a [~?%] chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
Here are the choices for Legendary Radiance:
1. FPFp
2. PFFp ( This works for +7 int or dex )
3. FPPf
4. PFPf ( I chose this one for +7 int or dex from the tier 2 FIRE focus )
I chose positive focus for tier 1 (Positive - Material - Dominion ) Good damage on hit - 12d6, makes the weapon Good-aligned
I chose fire focus for tier 2 (Fire - Material - Escalation) +7 insight to dexterity
I chose positive focus for tier 3 (Positive - Material - Dominion ) Good Blast damage on vorpal hit - 11d120, makes weapon Good-aligned
You could get +15 stat if tier 1 was FIRE (choice 1. or 3.), but that would require tier 2 to be positive. +7 insightful int/dex require tier 2 to be FIRE, which means that your radiance weapon needs to have a POSITIVE focus for tier 1 if you plan to add +7 insightful int or dex on tier 2. This eliminates the choice of +15 int/dex stat on tier 1 of your radiance weapon.
If your 2nd weapon has FIRE focues on tier 1, you could indeed put +15 int/dex stat on that, although it seems a waste when you can find +13/14/15/16 stat on random gear. I also use a Legendary Affirmation (all 3 tiers are positive focus), so +15 int/dex stat is not even an option for these two weapons without sacrificing +7 insightful stat.
When in doubt, you can use this legendary greensteel crafting site: http://ddocrafting.info/lgs/-1/-1/-1/-1/-1/-1/
Someone can correct me if any of this is wrong - not everything was known when I last dealt with LGS.
VinoeWhines
07-02-2016, 03:02 AM
The resistance items are elemental (fire/cold/acid/etc) resistance. I swap them in to survive the hellball in shroud. You can also just use an item with spell absorption to survive hellball, but there is not much else to put on your LGS HP set besides elemental resistance. I made my stuff very early on (before LGS planner), so if you find better options please feel free to use them.
http://ddowiki.com/page/Legendary_Green_Steel_items/Tier_3
Attacks and offensive spells have a [~?%] chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
Here are the choices for Legendary Radiance:
1. FPFp
2. PFFp ( This works for +7 int or dex )
3. FPPf
4. PFPf ( I chose this one for +7 int or dex from the tier 2 FIRE focus )
I chose positive focus for tier 1 (Positive - Material - Dominion ) Good damage on hit - 12d6, makes the weapon Good-aligned
I chose fire focus for tier 2 (Fire - Material - Escalation) +7 insight to dexterity
I chose positive focus for tier 3 (Positive - Material - Dominion ) Good Blast damage on vorpal hit - 11d120, makes weapon Good-aligned
You could get +15 stat if tier 1 was FIRE (choice 1. or 3.), but that would require tier 2 to be positive. +7 insightful int/dex require tier 2 to be FIRE, which means that your radiance weapon needs to have a POSITIVE focus for tier 1 if you plan to add +7 insightful int or dex on tier 2. This eliminates the choice of +15 int/dex stat on tier 1 of your radiance weapon.
If your 2nd weapon has FIRE focues on tier 1, you could indeed put +15 int/dex stat on that, although it seems a waste when you can find +13/14/15/16 stat on random gear. I also use a Legendary Affirmation (all 3 tiers are positive focus), so +15 int/dex stat is not even an option for these two weapons without sacrificing +7 insightful stat.
When in doubt, you can use this legendary greensteel crafting site: http://ddocrafting.info/lgs/-1/-1/-1/-1/-1/-1/
Someone can correct me if any of this is wrong - not everything was known when I last dealt with LGS.
Thanks again for the reply, as I was wondering what resistance the LGS were.
So is there a better Saves item to wear, than the belt now a days(?), or the gear with + 14/15 stat items on it increase the Saves of Fort/Reflex/Will that you no longer need a specific +(x) to saves item.
nokowi
07-02-2016, 09:26 PM
Thanks again for the reply, as I was wondering what resistance the LGS were.
So is there a better Saves item to wear, than the belt now a days(?), or the gear with + 14/15 stat items on it increase the Saves of Fort/Reflex/Will that you no longer need a specific +(x) to saves item.
I believe the elemental resistances I chose are fire, cold, and acid for my LGS equipment. Acid and fire for DOTS, and cold for polar ray. Hellball (legendary shroud) hits all of these, so any resistance will help. You likely need a Pos III (1000 temp HP) to melee and survive a Hellball without spell absorption.
Honestly, I haven't felt saves were a problem since U28/29, so I haven't felt the need to maximize past a +11 or +12 save (resistance) item. My use of stealth (controlling aggro on me) and the greater harper pin seem to get me out of most situations.
Resistance +11 items
Epic Belt of Thoughtful Rememberance • Epic Boots of the Innocent
Resistance +12 items
Circle of Malevolence • Epic Energized Leather Armor • Epic Energized Platemail Armor • Epic Energized Scalemail Armor • Epic Energized Temple Docent • Epic Energized Temple Robe • Epic Etched Leather Armor • Epic Etched Scalemail Armor • Epic Etched Temple Docent • Epic Etched Temple Robe • Epic Quenched Leather Armor • Epic Quenched Platemail Armor • Epic Quenched Scalemail Armor • Epic Quenched Temple Docent • Epic Smoldering Leather Armor • Epic Smoldering Platemail Armor • Epic Smoldering Scalemail Armor • Epic Smoldering Temple Docent
Resistance +14 items
Legendary Drow Outrunner Armor
VinoeWhines
08-25-2016, 01:58 AM
Was wondering what gear sets were changed up so far, And whats the story on the new crafting system coming out in the next update? Is it Epic Cannith Crafting? Will that again change things up on weapon creation and gear set up?
What's the best way to go about accumulating enough Codex Runes?
I have on:
1 Head: Mythic Minos also a Int 16 and Resistance 12 swap for now.
2 Goggles: Legendary Paramnesial Lenses(Quality Int +4, True Seeing, Green Slot)
3 Neck: Legendary Hypnotic Pendant(Wizardry +371, Lesser Displacement, Stealth Strike, Green Slot)
4 Trinket: Epic Litany
5 Cloak: Open (probably a Legendary GS item)
6 Armor: Leathers of the Celestial Avenger(bl-AA+2/gs)
7 Bracers:Con 14/resistance 10 (need to swap out to another Con with other option)
8 Belt: Legendary Animated Rope(Diversion 28, Sneak Attck 14/Dmg 22, Dodge 17%, Combat Mastery 14/grn slot)
9 Ring 1: Ring of Deceit(Improve Deception ,+20 Bluff, Diplomacy, Haggle 2 slots, yellow,colorless)
10 Ring 2: Legendary Ring of Prowess(Melee Power+8, Range Power+8, Deadly 14, Accuracy 28/green slot)
11 Gloves: Murderous +6 Assassinate +2
12 Boots: BlurDisplace/FOMBoots
12b probably get Legendary Knife Toed Boots - Thorn Guard +8, Armor-Piercing - 28%, Quality Seeker 4, Quality Strength +4, Green Slot or Legendary GS here as well.
I still have to fix my slots/augments:
Aug:
1(blue-Defense16) 2(green-False Life 40/yellow -Globe of TIB), 3(gr)
4(blue-GL+2/gr), 5 xx, 6(blue-AA+2/gr)
7(yellow-), 8(gr) 9(yl/clear)
10(gr), 11(open swap), 12(open swap)
I also crafted a double positive LGS Cloak and I'm not getting any increase in HP(Tier 1:128 unconscious range. Tier 2: 64 unconscious range). My HGS Smoke II Boots are giving me the HP as it always has. Taking them off/on shows no increase in HP with LGS double positive unconscious range. Don't have the ingredients for Tier III atm.
Edit: It looks like I believe I mistook Unconscious range for Greater elemental range on Smoke II,
VinoeWhines
01-12-2017, 05:00 AM
Was wondering what Gear setup an Intelligence based Rogue would run with the Slave Lords set and Cannith Crafting gear as well.
CThruTheEgo
01-12-2017, 07:52 AM
Was wondering what Gear setup an Intelligence based Rogue would run with the Slave Lords set and Cannith Crafting gear as well.
You can check out the gear setup for my dex based assassin here (https://www.ddo.com/forums/showthread.php/424338-Hassan-s-Assassin?p=5874065&viewfull=1#post5874065). It uses primarily the Slave Lords five piece set and Cannith Crafted gear and would be easy enough adapt to int based. Just switch the dex 17 and quality dex 4 on the Slave Lords Chains in the neck slot to int 17 and quality int 4. Then drop insightful PRR 18 on the cloak for insightful int 7. I'd probably put insightful stunning on the gloves to replace the insightful dex. Then swap one of spot, heal or move silently from the neck, boots, or bracers for stunning 20.
VinoeWhines
03-03-2017, 10:18 PM
You can check out the gear setup for my dex based assassin here (https://www.ddo.com/forums/showthread.php/424338-Hassan-s-Assassin?p=5874065&viewfull=1#post5874065). It uses primarily the Slave Lords five piece set and Cannith Crafted gear and would be easy enough adapt to int based. Just switch the dex 17 and quality dex 4 on the Slave Lords Chains in the neck slot to int 17 and quality int 4. Then drop insightful PRR 18 on the cloak for insightful int 7. I'd probably put insightful stunning on the gloves to replace the insightful dex. Then swap one of spot, heal or move silently from the neck, boots, or bracers for stunning 20.
Thanks for the reply. I was trying to figure out the setup along with the restrictions of what slots on Cannith Crafting, since you can't just slot anything anywear. I will have to look at the setup you mentioned. I am also trying to get my SP high enough since, I'll be spamming the heals in LE content and have only taken one tick of Know the Angles at 45SP I believe, since I don't have enough Action Points to spare, since I'm spending more points in Mechanic, in fact I recently removed the 4th Core in Mechanic and lost the x1 extra Crit, so that I can now fit in Acrobat movement speed, it was a loss of substantial amount of DPS but being able to move faster in LE content when soloing seems to be a priority or even in group play when people are falling from massive damage and now moreso in Reeper 10 or lower"
I was planning this setup and just made my Intelligence ring so far. but will try to look at your suggestion and if I have to recraft my Intelligence item, I guess I can pass the ring to my DEX alt to use as a swap for Intelligence when need:
Helm:Legendary Executioner's Helm
Neck:Wizardry+371/positive spell power 185/Stunning22/qtyfort45/
Ring1:Int17/armor piercing28/move silently22/qualityInt4/SpookyInt2
Ring2a:sheltering45/XXXXXXXXXXXXX/Tendon Slice14/qualityfalselife16
Ring2b:Ring of Prowess deadly14/accuracy28/MP8/RP8/slotted striding30)
Bracers:con17/resistance14/Stunning22/quality con4/slotted
Boots:false life68/sneakattck14damage28/spot22/qty PRR11/slotted
Also looking at:
Cloak: LGS (50 fire resistance, +7 ins reflex save, +2 quality reflex save) 2 piece 18% hp bonus
Gloves: LGS (50 acid resistance, +7 fort save, +2 quality fort save) 2 piece 18% hp bonus
I have been looking into Tendon Slice as a way to slow down out of control mobs as Web does an OK job as well but, with the Seal of DunRubar Tendon Slice 10% ring along with Slavers Tendon Slice and Shimmering Arrow Trinket, I think it will kind of be like how Improved Deception use to be in controlling the mob from hitting you back, but in this case they will be so slow that you'll be in The Matrix getting off a few hits before they take a second or third step.
What Im looking at is:
1. Buying you enough time to heal.
2. Getting in a few more hits, before they attack you.
3. Allowing other procs to hit them in their slow down of movement.
4. If playing in a group helping them out, managing/controlling trash.
Not sure but Tendon Slice use to back then and seems to have made a revival.
I do have Epic Limb Chopper Kopeshes with the Allegiance Proficiency off hand but I haven't seen those go off in a while dual wielding them, but when they did proc, the trash was pretty much a wounded greedy fly ready to be dispatched.
Was gonna have to see also about the other Cannith Crafted Gear set. Yours looks complete for Dex based and fills in other needs also, but with my possible setup will have to look at how to incorporate what you have into my slots, minus the Spell Points, unless I'm overvaluing my number of needed Spell Points at end game.
Alot of choices but little room to fit them all.
Thanks for your thoughts much appreciated.
VinoeWhines
03-11-2017, 08:39 PM
You can check out the gear setup for my dex based assassin here (https://www.ddo.com/forums/showthread.php/424338-Hassan-s-Assassin?p=5874065&viewfull=1#post5874065). It uses primarily the Slave Lords five piece set and Cannith Crafted gear and would be easy enough adapt to int based. Just switch the dex 17 and quality dex 4 on the Slave Lords Chains in the neck slot to int 17 and quality int 4. Then drop insightful PRR 18 on the cloak for insightful int 7. I'd probably put insightful stunning on the gloves to replace the insightful dex. Then swap one of spot, heal or move silently from the neck, boots, or bracers for stunning 20.
Had a question as to what was your take on slotting INT on necklace as oppose to ring?
Now with Reeper bonus on blank Slaver base items, I'm sure quite a few people are upset about having to recraft gear.
Have you heard of Reeper +2 stat bonus on Legendary Executioners Helm?
CThruTheEgo
03-12-2017, 05:19 PM
Had a question as to what was your take on slotting INT on necklace as oppose to ring?
That could certainly work. Personally, I like con on the ring that can't be swapped because then I don't have to worry about removing or forgetting to reswap my con item.
Now with Reeper bonus on blank Slaver base items, I'm sure quite a few people are upset about having to recraft gear.
Have you heard of Reeper +2 stat bonus on Legendary Executioners Helm?
Due to real life, I haven't played since before reaper was introduced. I haven't even had time to learn about things like reaper bonuses on items. So I have no idea about this.
DoctorOfLiterature
07-05-2021, 11:59 AM
I tried this out but don’t understand how you take advantage of Know The Angles when it takes 45 SP? I have almost no Mana. How does this work?
Hobgoblin
07-05-2021, 01:11 PM
I tried this out but don’t understand how you take advantage of Know The Angles when it takes 45 SP? I have almost no Mana. How does this work?
2 things.
past lives such as sorc and fvs give you sp.
items can give up to around 500ish sp iirc
the items are plenty for most quests
slarden
07-05-2021, 06:15 PM
2 things.
past lives such as sorc and fvs give you sp.
items can give up to around 500ish sp iirc
the items are plenty for most quests
Yes past lifes and ship buffs give you some, but just a wizardry augment is enough to keep up know the angles. I also get 20 spell points from harper tree. 100 spell points are available in sun elf but I don't take those. I do have mysterious bauble from weapon shipment to refill when needed.
A quick note - this build is very out of date. I didn't bother updating it because there are some other good assassin builds on the rogue forum and it felt redundant since they are very closely spec'd. Currently I am running sun elf assassin for the precision and rejuvenation of the dawn to use on party members in raids as needed.
Since threat reduction is available in the treachery filigree set my split is 41 in assassin, 25 in Vistani knife fighter, 3 in thief-acrobat and 12 in harper with the +1 universal tree tome from an xpac. I have my racial points in sun elf.
Here is what I am currently running: https://docs.google.com/document/d/1C4izm2BFnWo49VQKJEv39AwfsCUtrkmrxcOv6NBrfNg/edit?usp=sharing
Since I haven't run assassin for a few years until recently I am primarily using gear setup 2 for more hp, although once I get more comfort I plan to swap to gear setup 1. You can get slightly higher dps gear setup but it requires the cloak from too hot too handle and the gains are too small for me to chase that as I am working on the 3-piece charisma augment set and have a long way to go still. The slightly higher dps gear also requires giving up heart of suulomades and there is 0 chance that's going to happen. I don't ever want to die again in PN because my curse pot didn't take.
Enderoc
07-05-2021, 07:08 PM
This is the Helm you need...240 taps for two augment slots isnt really hard to gather https://ddowiki.com/page/Item:Epic_Deific_Diadem
thunderforged also has this for a good assassin weapon
Blinding Fear: On Hit: Blinds and Shakens foe for 6 sec, 12 sec cool down. Its tier One...you can get paralyzing fear tier 2- 5% paralyzing no save
Not sure if that would proc AOE in a cleave....never tried
Just a reminder- ninja is both acrobat and assassin
slarden
07-05-2021, 07:20 PM
This is the Helm you need...240 taps for two augment slots isnt really hard to gather https://ddowiki.com/page/Item:Epic_Deific_Diadem
thunderforged also has this for a good assassin weapon
Blinding Fear: On Hit: Blinds and Shakens foe for 6 sec, 12 sec cool down. Its tier One...
Not sure if that would proc AOE in a cleave....never tried
Thank you, the thread hasn't been updated since 2016 but was recently revived by someone with a question. This is the current gear/build I am using: https://docs.google.com/document/d/1C4izm2BFnWo49VQKJEv39AwfsCUtrkmrxcOv6NBrfNg/edit?usp=sharing
I didn't bother updating the thread since there are some other int assassin builds with very few differences.
VinoeWhines
07-08-2021, 01:26 AM
Thank you, the thread hasn't been updated since 2016 but was recently revived by someone with a question. This is the current gear/build I am using: https://docs.google.com/document/d/1C4izm2BFnWo49VQKJEv39AwfsCUtrkmrxcOv6NBrfNg/edit?usp=sharing
I didn't bother updating the thread since there are some other int assassin builds with very few differences.
I like this build, it's OG. Feel free to update it, your time is appreciated.
What other INT builds have you seen on the forums?
Mellkor's build was cool also.
Nokowi, where you at?
Powered by vBulletin® Version 4.2.3 Copyright © 2024 vBulletin Solutions, Inc. All rights reserved.