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Best Kelsaik's Sanctuary Dungeon Guide [Tera Rising Online]

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TERA Kelsaik's Sanctuary Dungeon Guide by Nan0teck of teratoday.com

Introduction
Kelsaik's Sanctuary is TERA's first raid and comprises of 10-man and 20-man versions. This guide will only cover the 20-man version. The 10-man version is very similar except Kelsaik is slower, hurts much less and you have much more leeway for error (ex. more time to switch debuffs). This Kelsaik's Sanctuary Guide will cover the following: preparing for the raid, the three roles (tank, dps, heal)and their tasks, Kelsaik's attack patterns and phases and some video references to help make your runs a bit smoother.

Preparation

Since this is a 20-man raid, it may be much more difficult to coordinate, and in some cases you'll have more trouble even getting an organized party together. It is highly recommended to join a populated PvE-progression guild if you want to start running KN10/KN20. If said guild uses a VoIP application like Raidcall/Ventrilo/Teamspeak, this is also highly recommended to use to make calls such as crystal breaking, baton passing aggro on tanks, circles of death, etc.

Once you get a 20-man raid organized, remember to bring the following consumables (you don't have to bring ALL of them):
  • HP Potions - Healing Elixirs, Draughts, Valiant Potions, Emergency Rations, Jerky, etc.
  • Mana Potions - Mana Elixirs, Divine Infusions, etc.
  • Scrolls - Savagery (DPS and Tanks only), Warding, Dash, Carving (Healers only)
  • Nostrums - Nostrum of Energy V (Melee DPS and Tanks), Ranger's Nostrum V (Ranged DPS)
  • Other - Arunic Panacea, Combat Panacea, Panaceaic Bolster, Complete Crystalbind, Goddess' Blessing, Greater Power/Enduring/Infused Charms, Greater Keen Charms (Healers only)
Raid leaders - Remember to mark healers and tanks, and be sure to do a consumable/flame check. The flame check is to make sure everyone takes off their Kelsaik necklaces, because they CAN proc on him and it can potentially cause wipes!

The Trinity and their Tasks

Tanks:
  • You will need no less than 2 and no more than 3 tanks due to a debuff that is applied to the target who holds primary aggro. Said target will receive a stack of this debuff once every 16 seconds that lasts for 60 seconds, and will reduce your HP restoration by a certain % per stack. This is where you'll have to coordinate what I will call the "baton pass" with the other tank(s).
  • The "baton pass" is pretty self-explanatory; tanks should rotate aggro between each other once one has reached 3-4 stacks. Tip: If you have three Lancers in your party, you can have two of them rotate their Infuriate for baton passing while keeping Kelsaik enraged for the majority of the fight. The third Lancer should keep his/her Infuriate for the 15% burn.
  • Every tank should be constantly DPSing the boss to keep themselves high on the aggro table and thus will make it easier for them to take primary aggro quickly.
  • Beware of how many stacks you have; if you are at 4-5 stacks, you will receive very little healing. When you are over 6 stacks, you will receive 0% healing. That means NOTHING will heal you (except pots); Mystics' Arun's Vitae will NO LONGER work around this since they are now affected by HP restoration. However, healing pots DO work.
  • If your party has at least one Lancer, have him/her Infuriate right as the 15% burn phase begins for the extra enraged damage. If you have two Lancers, the second lancer can baton pass anywhere between 5-8% HP left with his/her Infuriate. At this point, only the Lancer who infuriated should be shouting, while the other tanks should go about their normal rotations w/o shouting.
Tanking Kelsaik
There are two ways you can go about tanking Kelsaik, which are important for positioning: Circular tanking and wall tanking.
  • Circular tanking allows for more room for DPS and healers to change debuffs, but requires quite a bit of movement/repositioning for the entire party. You can move Kelsaik in either direction (clockwise/counter-clockwise) by staying slightly to the left or right (while still being in front) of Kelsaik.
  • Wall tanking allows you to keep Kelsaik in a static position, but can make debuff swapping more difficult, especially for tank healers. Keep in mind that Kelsaik will push you back slightly on his single claw attacks, so don't move backwards unless you need to reposition him. This makes it easy to wall tank him if you choose to tank him this way. If you are circle tanking him, make sure to always stand slightly to either side of him, so you'll be pushed in a circular direction instead of up against a wall.
DPS:
Well, there isn't much that needs to be explained here. Swap debuffs, don't die, hit hard. Also, if Kelsaik flips on a DPS, please please PLEASE do not run over to his backside and just wait for him to flip back to the tanks.

Healers:
Raid healers will be separated into 2 groups:
  • Tank healers and DPS healers. Tank healers stay at the front of Kelsaik along with the tanks, slightly off to the side to avoid direct damage from single claw attacks. Mystics are good for this role due to being able to swap debuffs on the fly with Unfeeling Corruption Ring (50% damage reduction) and have great mobility with Teleport Jaunt. Only one tank healer is required, but it's good to have a backup as well in case the main tank healer dies.
  • DPS healers stay behind Kelsaik with the DPS. Priests should be upkeeping Energy Stars and Enfeebling Triple Nemesis (10% endurance debuff) at all times. The backup tank healer should stay at the back and heal DPS as well, unless the main tank healer is dead.
  • There is no need to focus on cleansing in this raid. The only debuff that can be cleansed is the bleed from Kelsaik's tail swipe and single claw attack when he retracts his claw.
Kelsaik's Attack Patterns and Phases

When the fight begins, Kelsaik will always open up with two small jumps and a tail swipe, so DPS should wait until after he does the tail swipe before going behind him. 

Tail Swipe 
Kelsaik will randomly do tail swipe any time during the fight and hit anything behind him. It does moderate damage and has a chance to inflict bleed. 

Single Claw 
Kelsaik will attack with either his fire/ice claw, then retract his claw. This has two hits: the claw slam and the retract, which has a high chance of causing excessive bleeding (which also halves hp restoration). His fire claw releases a large fiery AoE around the claw on the slam, while his ice claw leaves a large trail of ice. All of these hits do a high amount of damage and can one-shot/two-shot cloth classes. Mystic tank healers can use Unfeeling Corruption Ring (50% damage reduction) to swap debuffs from this attack. 

Double Claw 
This attack is the same as the double claw in Kelsaik's Hard Mode. This attack does little damage and has both fire and ice, so you should mainly be using this to swap debuffs. You can get hit by this attack from all sides of Kelsaik. He will do the double claw attack once every 40 seconds after the first double claw. However, at certain percentages of Kelsaik's HP, this will force his Fire Pillar attack which he always follows up with a double claw. The 40 second timer resets after every forced debuff. 

Small Jump/Big Jump 
These attacks are also the same as seen in Kelsaik's Hard Mode. Small jump doesn't do much damage, and Kelsaik will always begin the fight with two small jumps, followed by a tail swipe. Kelsaik will do the big jump at whoever has primary aggro. This attack can be used to reposition Kelsaik. There is a long startup animation (he will just stand there for a few seconds) compared to the small jump. After landing from the big jump, a large shockwave will span out 30m from where Kelsaik lands. This shockwave can be jumped; tank healers can stay near the tanks and jump it, or stand behind the tanks while they are blocking to negate the damage. If you just want to be safe, you can run past 30m from the tanks. If you are a DPS and you have aggro just before Kelsaik does the big jump, get to the tanks asap and iframe the attack. 

Fire Pillar 
Kelsaik does this attack starting at 90% HP, and again at 65%, 60%, 50%, and 15%. It is also on a timer; roughly once every 90 seconds (needs confirmation) and every 50 seconds after the 15% Fire Pillar. There are two parts to this attack: 

1. Kelsaik will cast a fiery AoE explosion which has a 12m range around him. Ranged classes can stand 13m away from him, then move a bit toward him after the explosion and be safe from both parts of this attack. Classes with a blocking skill can, well, block it. 
2. Eight Fire Pillars will land in an octagonal pattern around Kelsaik. You can move toward Kelsaik after the initial explosion or move 33m away from Kelsaik. 

Kelsaik will always follow up Fire Pillar with a double claw. 

Ice AoE 
Kelsaik casts a large hailstorm spanning 22m around him. The timer for this attack is also roughly 90 seconds. DPS and healers can run 22m away from Kelsaik and use this attack for debuff swapping, since each tick by itself doesn't do a high amount of damage. The best way is to jump toward the edge of the attack, reducing your balance to 0, thus a single tick will knock you down and minimize damage. 

Red Circle("Explode and burn your friends!") 
Kelsaik will say "Explode and burn your friends!" and target anyone except whoever has primary aggro with a large red/orange circle. A debuff will appear on your buff bar indicating when the circle will be planted on the ground (you have 10 seconds to get away from everyone else). Those who are standing in the circle when it is planted on the ground, other than the original target, will die immediately. After it is planted on the ground, it simply inflicts a bit of damage to whoever is standing in it afterward. Whoever has this circle should plant it close to a wall so it is out of the way of the fight as much as possible. 

Yellow Circle ("Bear my flame!") 
Same as red circle, Kelsaik will target anyone except whoever has primary aggro. This time, it's a smaller yellow circle with arrows pointing inward. It will blink ten times before inflicting a massive amount of damage to whoever is in the circle. If you have this circle, get away from everyone else and count the blinks. On the 10th blink, iframe or simply run out of the circle as fast as possible using a dash skill/scroll if you lost count (if you are out of combat, you can usually just run out of it). 

If you get this circle during Fire Breath (crystal phase), you can group yourself up with 8+ teammates to split the damage, but make sure everyone is topped off first. To be more safe, you can just separate yourself from everyone as much as possible and iframe toward the wall. If the fire is already coming in before the 10th blink, it may be better to just take the hit instead of risking the lives of others. Fire Breath (Crystal Phase) Starting at 50%, Kelsaik will be doing 

Fire Breath 
He will run to the middle of the room and place a crystal, then climb up to the top of the rocks. This crystal has 1 million HP and will trigger two walls on either side of the crystal to pop up for a few seconds when destroyed. Everyone should auto-attack the crystal until it's down to about 20% HP. On the raid leader's call, break the crystal using skills. Kelsaik will tilt his head back before using Fire Breath, so call for the break as soon as you see his head move back. 

Kelsaik's Adds 
Kelsaik will spawn adds if too many raid members are dead (less than 12 people alive). They hit hard and attack random targets, so it's best to kill them asap. You can also CC them and let healers rez people if too many people are down. 

Phases 

100% HP - As stated previously, Kelsaik will always begin the fight with two small jumps and a tail swipe, so DPS should wait until after he does the tail swipe before going behind him to DPS. After that, Kelsaik will only use single and double claw attacks at this time. 

90% HP - Kelsaik will cast the first Fire Pillar attack, then do double claw immediately afterward. This is also when he starts casting his ice AoE and big jump. Be aware of the timers for Fire Pillar and double claws. 

70% HP - Kelsaik will do double claw, and stop using any AoE until his next double claw attack. If you DPS him hard enough down to under 60%, you will force him to skip any AoE attacks entirely during this phase. 

60% HP - This forces another Fire Pillar and double claw. If you skipped AoEs during 70% phase, he will do double Fire Pillar, then double claw. He will then do ice AoE before the second double claw. 

50% HP - This forces yet another Fire Pillar and double claw, and an ice AoE before the second double claw. After the second double claw, Kelsaik will climb up the rocks to do Fire Breath. After coming down, he will do a double claw and big jump. He will also start casting both Fire Pillar and ice AoE after the first Fire Breath. If he does Fire Pillar before Fire Breath, he will cast ice AoE after jumping down and vice versa. If he does both Fire Pillar and ice AoE before Fire Breath, he will only do double claw without casting any AoE. 

Slow DPS at around 16% and wait for the next Fire Breath. Once he comes back down, swap debuffs and get him in position for the burn phase. 

15% HP - Burn phase. A 60 second "debuff" applies to your entire raid which applies a +50% aspd/power boost, but kills you when this debuff wears off. Kelsaik will also receive an aspd/power boost for 10 minutes during this phase. Tanks should fight for aggro at this point. If you have at least one Lancer, have him/her infuriate Kelsaik at the beginning of this phase. Only the Lancer who infuriated should be shouting at this point, while the other tanks should go about their normal rotations w/o shouting. If anyone other than the Lancer who infuriated shouts, it could ruin the aggro table and cause Kelsaik to flip on a DPS. Use shout for aggro holding, not for aggro stealing. If you have 2-3 Lancers, have a second Lancer baton pass by infuriating between 5-8% HP. 

When Kelsaik is under 15% HP, he will stop spawning circles/crystal phase entirely nor will he use ice AoE. 

If your raid is unable to burn Kelsaik in 60 seconds, make sure you have Vow of Rebirth/Divine Resurrection/Goddess' Blessing up (Sorcs can Stone Skin) and kill the adds asap. Get back into the fight and finish him off!

Video Preferences

How to avoid/survive big jump:

How to avoid Fire Pillars (or double Fire Pillars in this case):
Full Run (Mystic Tanker Healer PoV):
This was actually recorded before the class balance changes from the July 2nd patch, but still valid. It shows all Kelsaik's attacks and how to avoid/survive them, debuff swapping with Corruption Ring, and red/yellow circle on me as well.

Post July 2nd Patch- Full Run (Mystic Tank Healer PoV):

Best Neverwinter Guardian Fighter DPS Guide

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Neverwinter Guardian Fighter DPS Guide by supjeremiah

In this guide I’ll tell you what feats I like and which I dislike, which powers I use, and what gear I focus on. Playstyle, strategy, and rotations will be towards the bottom. By the end of this mini-guide you’ll be hitting numbers rogues are jealous of.

I. Race 
Pick what you like. There, done. Moving on.

II. Powers


Legend: Good / DecentBad



Cleave– Probably one of the most solid at-wills in the game. I haven’t changed it out once. Does decent damage once feated for it, and its a frontal cone AE.


Tide of Iron - Again, another at-will you will probably keep slotted for the entirety of your Guardian Fighter career. The damage is about the same as cleave, but single target. The reason this skill shines is the guard meter replenish and a 10% resistance debuff added to the target. Helps you stay alive and do more damage. 

Lunging Strike– With 3 points, you get an incredibly long range gap closer with really good damage. I know you’re tired of hearing this but, this is another skill that I’ve kept since level 1. At 60, I’m consistently critting ~5k with it, and as high as 8k. With a decent amount of recovery you can easily get a 6 second cooldown on this skill. Definitely my favorite.

Villian’s Menace - This is the first daily you get. It increases your damage and makes you immune to CC for a short duration. It’s okay. I rarely use it at 60, but would consider slotting it in a control wizard heavy PvP match.

Shield Talent – Increases your guard meter by 5% for each point you put in it. This is irrelevant for our DPS needs.

Enforced Threat- I use this skill while questing in areas with high mob density and in dungeons. It’s a good AoE with good damage. It also helps keep the mobs off your healer companion. Best used in tandem with Frontline Surge.

Griffon’s strike - WHAT?! I’m honestly surprised we get such a good skill. With 3 points you get 3 charges to this skill. It’s a high damage skill that stuns. WHAAAAAAAAAAt. The charges cooldowns are independent to each other, and if used properly in a rotation, you’ll always have a charge available. Crazy good in PvP.

Fighter’s Recovery– I’m underwhelmed by this daily. Even with 3 points, I find the heal negligible. Not worth your action points.

Terrifying Impact– This is a nice daily to have in your AoE build. It’s one of your hardest hitting skills and its a front column AE knockdown. I sometimes slot this in PvP against Clerics and Wizards for that ranged knockdown.

Knee Breaker- Another great skill for our DPS. This is a damage over time skill which is great because it means you’re always damaging your target even if they’ve managed to create distance. It also comes with a slow. I use this in PvP because the DoT is deceptively strong.

Enhanced Mark – Doesn’t help our DPS but put it at 3 points so you can keep bosses on you when you’re doing dungeons.


Guarded Assault– At 3 points reflects 3% of the damage you blocked back to the attacker. Haven’t gotten a point in this. If you find success with it, good on you.


Crushing Surge - Your basic tanking at-will. Slow and low damage. Irrelevant for our goal of out dps’ing everyone.


Knight’s Challenge- Another tanking encounter that has no business in our build!


Combat Superiority– This is one of the passives that makes a DPS tank succeed. You get 10% damage after a mob hit you. Once feated, you get 15% damage and it no longer requires the mob hit you first.


Anvil of Doom - I’m really conflicted on this skill. It’s arguably the highest damaging skill a GF has access too, under the condition that you use it on a target under 25% health for the double damage. Unfortunately, the slow animation time makes this skill not very appealing for PvP. I might try it in another power set-up later on, as the execution mechanic works well for finishing things off.


Frontline Surge– As mentioned above, this is one of your AoE bread and butter skills. It’s a faster, slightly weaker version of terrifying impact. Would be nice in PvP if the cooldown wasn’t so long.

Ferocious Reaction - I love this passive. While not majorly attributing to DPS, it does with my playstyle. I’ll touch on that later. When you reach 15% health you gain 10% of your max health and do that much damage to the target who hit you. Temporarily gain a damage resistance buff. Just… wow. So good for PvP! If you don’t slot this you’re not doing it right.

Threatening Rush– I slot this in PvP. It’s STUPID. How does this exist? A 20~ meter charge with no cooldown? I hope you weren’t trying to kite me because it’s not going to happen. Between this, lunging strike, and all your interrupts, no one is getting away from you.

Into the Fray– Decent group utility skill but without it being feated for the damage bonus (in the tactics tree), it’s mostly unwarrented for this selfish DPS build. Screw you group, I’m trying to put out big numbers not help you put out bigger numbers!


Supremacy of Steel– Reflect. Really good for big mob pulls. I slot this in between bosses and while questing.


Trample the Fallen – 5% more damage to controlled targets. While a decent boost in DPS, both our passive slots are full already. If you really just want more DPS and don’t mind sacrificing some survivability and utility, replace Ferocious Reaction.

Iron Warrior – Really good skill in conjunction to the feat that increases your damage by 15% while you have temporary hit points. I don’t currently use this in my build, but if you find success with it I would love to hear.

Knight’s Valor- Blah blah. Tanking bodyguard skill.

Bull Charge– Meh damage. Meh cooldown. Meh skill.

Indomitable Strength- Really high burst, interrupt daily. Have this in one of your daily slots. I crit in 5 digits with this often.

Enduring Warrior- Why does this exist? So bad..

III. Heroic and Conqueror Feats

Strength Focus– Increases effectiveness of strength by 15%. More strength more damage!

Toughness – 9% more hitpoints. Live longer, hit longer!

Shielded Resurgence– Gain 4% of your max hit points when affected by a control. A little bit extra of survivability goes a long way.

Armor Specialization– Increases your armor and AC by 15%. This helps pad the damage youll be taking by not blocking as much.

Powerful attack– 10% more damage to your at-wills. Cleave OP.

Weapon Mastery – 3% crit chance. This is just to help hit that crit rate sweet spot once youre geared to the teeth.

Improved Vigor– Gaining more action points while low on health can be clutch. Pick this up.

Take Measure – When you’re crit you gain temporary hit points (50 sec CD). Not only does this help you stay alive, in conjunction with Wrathful Warrior you get a huge DPS spike.

Reinforced Surge– Adds a second onto Frontline Surge KD. No DPS gain. Not worth.

Wrathful Warrior – 15% more damage while you have temporary hitpoints. Yes. Yes yes yes.

Cruel cut style– 15% more damage on cleave. Duh.

Staggering Challenge– This feat is worded confusing but I just avoided it since I don’t use the frontline surge and Griffon’s Strike in the same build.

Tactical Superiority– Combat superiority does more damage and I dont need to get hit for it? k Ill take that. Thanks.

Menacing Impact– Buffs two dailies. Dailies aren’t up often enough to warrant using paragon points on.

Reckless Attacker– This is it. This is what makes a DPS GF work. You gain power equal to how full your guard meter is. A full guard meter is a full 100% bonus in your power.

Fight on – This feat is in the bottom tree. Which you will use your 5 remaining points on. 10% CDR on your encounters. Nuff said.

IV. Gear
This makes me sad. The GF gear in Neverwinter is largely always tank stats. I haven’t seen much gear with the coveted Power/Crit/Recovery that I so desire. The PvP set is even all tank stats. It really is a shame as this is limiting out potential. Although, I still haven’t seen all the gear so fingers crossed!

V. Playstyle

Like many of the feats names, the conqueror spec encourages you to play reckless. That means don’t block unless absolutely necessary. You’ll find that you have enough passive survivability that blocking becomes largely irrelevant. Do your best to position yourself in such a way that you’ll always have combat advantage. This shouldn’t be a problem if you have a rogue in your group, as flanking provides CA.

VI. Rotation

PvE AoE– Terrifying Strike if full AC, Frontline Surge, Lunging Strike to gap close , Enforced Threat. Repeat when CDs allow (Weave Cleave combo’s when efficient)

PvE Single Target – Tide of Iron, Griffon Strike, Lunging Strike, Griffon Strike, Knee Breaker, Griffon Strike, Indomitable Strength. Repeat. (Weave Cleave combo’s when efficient)

PvP– Very Similar to the PvE single target, as PvP is all about the burst. You might want to mess around with a different build but I find my single target PvE to be successful

VII. PvP matchups

Trickster Rogue– When you see a rogue coming. Block. Just hold block. If you can, keep your back to a wall. Keep blocking until they blow their encounters, and make sure you block their disarm. Once their CDs are gone, use lunging strike and your at-will gap closer to stick to them. Knee breaker will help with this. You can use Griffon strikes for upfront damage but try to save one to stop them from running away at low health. Using the reflect daily is funny against them.

Control Wizard – Do they even do damage? I honestly stay full health when I fight them. Their blink is the same range as our at-will gap closer. I dunno what to say really, you can faceroll a CW without worrying about blocking anything in particular.

Devoted Cleric– Unless you have your daily ready, you’re going to have a tough time bursting them down through their sustain. Do-able, just use your Griffon strike stuns sparingly.

Guardian Fighter – Just walk away. It’s going to be a 5+ minute fight and nobody got time for that.

Great Weapon Fighter – Another faceroll matchup. Save your block for when they blow determination. Otherwise, you can mostly facetank their damage all while doing more than them.

Summary; Block TR initial burst and you win PvP.

VIII. Videos

Some things to point out in this video:
1. The first clip I didn’t die. There’s a bug currently where your game will sometimes crash when a Rogue uses smoke bomb.
2. The second clip is a stomp match. I tried recording an even match but there were none. My premade is OP and they carry me. ^^
3. Yes, I listen to Paramore.
4. This video took 17 hours to upload, so I’m postponing any more videos until I upgrade my internet connection. This should happen soon.
5. Last clip was put in for luls but it does a good job of showcasing how durable you are, even as a DPS spec.
6. I also don’t feel like any of this was an accurate representation to how successful this build can be so expect things soon!!

The Best Alodia Gosiengfiao Cosplays Ever!

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Today we're taking a look at some of the best Alodia Gosiengfiao cosplay I have seen. Some are cute, some are sexy and hot and some are elegantly-gorgeous but, no matter how you take a look at it, at the end of the day... I am pretty sure that you'll feast your eyes with these photos by Alodia.

So let's not delay and go proceed to seeing all the cosplay of Alodia that totally rocks and gives you that creeping feeling that you hope that she is your girl. :D

































Best Neverwinter Trickster Rogue Infiltrator Skills and Builds Guide

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Neverwinter Trickster Rogue Infiltrator Skills and Builds Guide by tgnalfen 

Hey everyone, after playing through BW3-4 and OB, clearing everything the game has to offer in PvE and trying every skill build imaginable, i figured i could give out some info on the skills/builds and my personal take on them. 

Current state of the Rogue has us as top damage on single target situations and average damage in AoE situations. Overall damage contribution in groups has us on top at the same level as Control Wizards or Great Weapon fighters: They can pull ahead if there is a ton of AoE otherwise we do if it’s a lot of single target. Other classes are further behind and do not compare in damage. 

Overall the class works but our skill tree is one of the worst around because of the many useless/redundant skills and pitfalls in it. This is probably what prompted me to write this guide. 

Everything listed here is from a Trickster Rogue – Infiltrator Paragon perspective. 

The Infiltrator is centered around Stealth and remaining in stealth as much as possible, most of the abilities given help you regain and under the right circumstances you can remain in Stealth indefinitely. 

Are we really overpowered? 
I see that one a lot and the answer is simple: Depends on your definition of “OP”. 

If OP means being able to 1 shot opposing players in PvP then yes, we are OP but so are GWF and CW. All 3 damage classes in Neverwinter can 1 shot players from full health to nothing in a single move. 

Does this make us overpowered? Not really, it just serves to illustrate that PvP using PvE mechanics does not work and that damages in neverwinter scales better than hit points. 

In PvE, we are balanced and have our role clearly defined. 

Races and Stats 
When selecting a race your stat priority should be as follow: 

The 3 Rogue stats 
  • Dexterity, we care because it gives us critical chances and deflection; a lot of our feats work off critting a lot. Strength, gives us raw damage making it a better offensive rogue stat than charisma. 
  • Charisma, gives us combat advantage damage, pet stat bonus and deflection, jack of all trades stat. 
  • NOTE: Combat Advantage is 10% base extra damage plus your charisma bonus.  

The 4 compatible races 
  • Human: start with 18 STR, add 2 points to it and try to get 16 DEX as well. Humans are good mostly because you get 3 more heroic Feats points allowing some interesting builds. 
  • Mezoberanzan Renegade: Possibly the best PvE rogue; go 18 dex, 16 cha and 13 str. The main advantage is the +2 DEX and CHA and 6% more damage debuff, great when solo but useless if in a party with more than 1 dark elf as it does not stack. 
  • Hafling: Works like the dark elf but does not gain the 6% damage debuff so as far as races choices this is the worst of the 4. 
  • Half Orc: For the STR rogue, max STR and get good dex no other race provides as much. With crit severity and the possibility for a max of 27 STR and 25 dex this is the best race for stats. 
  • Other races?: Other races can work but their stat distributions are really not as good. 

Stealth Mechanics 

You get Stealth at lvl 10. 
The first thing to understand is how Stealth works: 

Fighters have their armor, Wizards their control, clerics their healing; stealth, for us, is our defense and a Rogue that ignores stealth will end up dead quickly. Learn to use it effectively or you will end up dead rather quickly. 

When active, Stealth will make you invisible to enemies and hard to see for enemy players (they can still spot you if you are close to them). Enemies will not attack someone in stealth but AoE’s and Skills targeted at other players/companions can still hit you if you are in the way. 

Your stealth bar slowly regenerates on its own but dealing damage replenishes it faster. Taking any kind of damage lowers your stealth bar unless it is already full; when full your stealth bar stays full until activation. 

You can activate Stealth at any time and the bar will drain until you are out and reappear. Taking damage while in stealth does not break stealth but will cause your stealth meter to lose a portion proportional to the damage taken (this can break stealth if it is enough to empty your bar). 

Gear 
In gear you will look for Power > Critical > Recovery > Armour Penetration > Hit Points > Life Steal = Deflection > Defense 

Power: Gives us the raw damage we need to function, at lvl 60 this came out to ~1 damage for every 25 power. You want to hit hard and power is what you should focus on. 

Critical: It raises our chance to crit and with Executioner feats relying on crits so much its really a no brainer that we need to get a good amount. 

Recovery: This helps our cooldown and Action point gain, we can’t stack it primarily like a CW but every little bit will help you compensate the fact that our AP gain is the slowest of all classes (GWF are also slow). 

Armour Penetration: It’s a basic strait up damage increase as it lets you ignore a percentage of the target’s defenses. The value per point is a little low so it make this my 4th stat. 

Hit Points: This one is a no brainer, bigger HP pool means more survival. Sadly you really cannot gain enough +HP to really mitigate the incoming damage. 

Life Steal: Life steal will never be enough to keep you alive on it’s own but once you start getting 5-8% total lifesteal this will pad your HP nicelly when using things like Duelist’s Flurry. 

Deflection: Deflected hits do 25% of their normal damage and we get base Deflection from DEX and CHA, this makes it leagues above Defense for a mitigation stat. Just remember that you cannot rely on it to keep you alive. 

Defense: I list this as our worst item stat; the reason behind this is that our base percentage is already low because of our poor AC making deflection better most of the time. You would have to invest a lot into defense to start seeing returns on it and still be nowhere near plate wearers. 

Enchantments: 
  • For offensive slots go mostly Radiant for the power and some azure for crits 
  • For defensive slots use deflection or lifesteal depending on your preferences 
  • For utility use experience while leveling and movement at lvl 60 

Armor enhancement: 
Soulforged– There is plenty of other options but none better than being invulnerable for 2,3 or 4 secs when falling under 25% HP. 

Weapon enhancements: 
We have 2 options here 

Plaguefire: Dot damage and 15, 30 and 45% less mitigation from enemies For the Rogue on a budget or the one that prefer group utility over raw damage this is a great enchantment to have. The damage is not bad and the debuff is fantastic. It also compensates for a lack of Armour Penetration. 
Pros – Cheap; greater can be bought for ~1m AD, helps you and your group, replaces Armor pen. 
Cons – Needs to be stacked before its useful so for quick fights its not as good, PvP performance is bad. 

Vorpal: 12, 25 or 38% more Critical Damage. For PvP there are not better rogue enchants out there as for PvE an entire group running Plaguefire can support one Rogue with Vorpal but don’t overdo it with everyone Rocking Vorpals otherwise it will just plain sucks. 
Pros – Scales extremely well. Helps with PvP burst damage and it’s Always on. 
Cons – Expensive, no group synergies require a good deal of crit to take good advantage of. 

Companions 
The best companions for us are the following 3: 
  • Active Companions Cleric – While he will die a lot and his healing is not that great he will help mitigate some of the damage you take reducing your potion consumption considerably and he attacks from range so he does not get in the way when you stealth. 
  • Rock Golem – If you want something to tank for you this is the best option; he automatically taunts and can be somewhat tough to take down. He is however in melee so you will have to be careful with AoE’s and wide arc attacks as he will trigger them. 
  • Passive Companions The Cat or Ioun Stone– In the end game there isn’t many other option than those; combat pets die too quickly and do next to nothing and those 2 non combat pets cannot be targetted so they are always active and you gain the stats you put on them making them a great self buff to have around. 

Rogue and Infiltrator skills 
We get a total of 61 points to spend on abilities and class features 
(Note: the first 5 are assigned automatically) 

Grades: (Every Skill is graded form PvE and PvP) 
0 – Garbage, no use whatsoever 
1 – Situational, might work but there are better options available
2 – Good, nothing wrong here and if you like the skill then by all means use it. 
3 – Amazing, skill that i cannot find anything wrong with fall into that category 

Description: My personal oppinion on the skill 
Good – some of the good things you can expect out of the skill/feature 
Bad – some of the things that prevent this skill from shining or things to watch out for. 

At Wills 

Sly Flourish - PvE 3 PvP 3 
Your bread and butter attack, you will use this skill more than anything else. 
Good – You start with it and throughout the game this will remain on your bar at all times. 
Bad – Nothing really, damage is average but its an at will with 0 drawback. 

Cloud of Steel - PvE 1 PvP 3 
This will probably be everyone’s secondary at will at least until duelist flurry and even then it is sometimes better when you need some range. 
Good – Ranged attack with a quick execution, can be used without breaking stealth. 
Bad – Limited charges (12), adding points does not increase charges only a bit of damage. 

Duelist’s Flurry - PvE 3, PvP 0 
This skill cannot work as your main At Will due to the long animation but it makes good for secondary skill especially vs high HP targets. 
Good – Highest DPS ability we have; amazing damage when the bleed is at 10/10 stacks. 
Bad – Takes 2 sec to wind up and another 2 to execute, so you need a stationary target and usually a distraction like a tank etc. 

Gloaming Cut - PvE 0, PvP 0 
Slow attack with a little bit of forward momentum that deals average damage and gives a little stealth IF you get the killing blow with it. 
Good – I can’t say anything good about this skill, it fails to work in every possible way. 
Bad – Long windup, bad damage, low stealth bar refill on killing blow makes this a pass for anyone. 

Encounter Powers 

Dazing Strike - PvE 2, PvP 3 
Decent damage and daze is an amazing status effect, i would mark it as a 3 points for PvE but we eventually get better skills and have limited slots. TIP: ask your CW to use Arcane Singularity and you can hit 4-5 enemies with it every time 
Good – Decent damage, Daze is good CC and has a tiny AoE if you land it right 
Bad – 1 sec animation outside of stealth makes avoiding this easy 

Deft Strike - PvE 1, PvP 3 
This really has a few uses in PvE to get back into position instantly but with a limited encounter bar its hard to justify it. In PvP this lets you catch up to anyone and provides excellent mobility. 
Good – Instant teleport to your targets back, the range while stealth-ed is HUGE. Great to catch runners. Bad – Long cool down and short duration slow. 

Lashing Blade - PvE 2, PvP 3 
A good low level skill that sadly got nerfed hard due to its burst potential (used to do 50% extra dmg from stealth). This skill is our highest burst damage ability. 
Good – Instant burst damage. 
Bad – Long Cooldown means rather low DPS 

Bait and Switch - PvE 3, PvP 1 
Anytime you are soloing this skill is great, providing you with a tank that takes hits for you and giving you a full stealth bar refill if used in stealth. This skill is almost mandatory for solo play. 
Good – Free dodge or a full stealth refill from stealth and bonus AP when it gets hit. 
Bad – Long cooldown and at high level the decoy has very little HP and will not hold some enemies attention. 

Blitz - PvE 2, PvP 0 
It’s an AoE, something we lack badly. On any other class i would overlook this skill completely but since we have so very little AoE potential this one is a good buy and will serve its purpose. 
Good – It has AoE something we totally lack, the jump back can also serve as a ghetto dodge. Daggers pierces so it hits everything in a strait line. 
Bad – Average damage; if it wasn’t for our lack of AoE’s this would never be used. 

Impossible to Catch - PvE 1, PvP 3 
Great PvP skill that is otherwise useless for PvE. 
Good – Only way to break CC and used from stealth it becomes amazing. 
Bad – Long cool down limits its PvE usage but would otherwise make it OP for PvP. Takes a while getting used to it. 

Path of Blades - PvE 3, PvP 1 
While it doesn’t look like it this is our highest DPS encounter. It also helps our AP generation by a ton. Good – Decent AoE damage, Fire and forget skill that lets you do other things while it does damage. 
Bad – Damage is not counted as an attack so it cannot crit or benefit from weapon enchants. Limited number of targets it can hit at the same time. 

Impact Shot - PvE 0, PvP 2 
For PvE this is a teribble skill but in PvP you can use it to make a fully ranged Rogue (Shadow Strike + Cloud Of Steel and this). 
Good – The stun from stealth is nice and it has range. 
Bad – Average damage, limited charges not increased by adding mastery points. 

Shadow Strike - PvE 2, PvP 2 
The redeeming skill for the infiltrator Paragon Path; this is what makes everything work and should be included in almost every build. 
Good – Full stealth refill every ~12 secs from range if needed. 
Bad – Meaningless damage and adding mastery points is a waste for 10% dmg. 

Wicked Reminder - PvE 2, PvP 0 
An armour debuff armor on a sub 4 sec cool down. The duration makes it situational against anything but bosses but it remains a good skill to use in a group environment. 
Good – Short cool down, decent damage, ~25% debuff and a decent from stealth effect. 
Bad – Short duration means you have to keep applying this very often or it falls off. 

Smoke Bomb - PvE 3, PvP 3 
Our best skill; this rocks for ANY situation, can be used in a ton of ways and is possibly one of the best CC in the game. 
Good – 3 sec AoE daze! It’s a large AoE and even has a Slow effect from stealth on top of that is awesome for PvP 
Bad – Requires 3 points to be useful and takes 0.5 sec to kick in. 

Daily Powers 

Bloodbath - PvE 0, PvP 3 
This skill is the first daily power you will have access to, it looks cool, sounds cool and falls short in potential for PvE. In PvP this lets you deal some damage while being completely immune to damage. 
Good – Looks cool and you are invulnerable during this power. 
Bad – AoE damage is low as you have no way of controlling what it will hit and this may also move you to places you don’t want to go to. 

Lurker’s Assault - PvE 3, PvP 3 
This lets you keep stealth for a long time and gives you 60% damage bonus to boot, need i say more? 
Good – Great damage boost, good utility 10 secs of stealth. 
Bad – World turns black and white making AoE areas very hard to see; use with caution. 

Whirlwind of Blades - PvE 2, PvP 1 
This skill is a little bland at first because we have bad AP generation early on and it doesn’t do that much damage but in the later levels it will clear an entire room of minions for you. 
Good – Large AoE centered on you with decent damage potential 
Bad – Daggers do not pierce so limited to a few hits and the power bonus doesn’t last long at all. 

Courage Breaker - PvE 1, PvP 0 
While a 90% damage reduction sounds appealing we cannot maintain something like that to really make a difference. 
Good – Gains a ton of potential from putting points into it. 
Bad – Doesn’t last long enough to make use of a Daily Power. 

Shocking Execution - PvE 0, PvP 3 
Lets you 1 shot most classes and put a serious dent in many others, fron RANGE!!! 
Good – 1 shots most things 
Bad – Damage is low if you do not get 3 points, creates a lot of QQ on forums :P 

Class Features 

Remember: You can only have 2 of those active at any time, so no use buying them all. 

Sneak Attack - PvE 0, PvP 2 
Dunno what they were thinking when they changed this; now even the name doesn’t seem to work… 
Good – Will make you walk at half mount speed when in stealth great to catch someone, limited to solo play at best. 
Bad – Name doesn’t feel right and wtf just give us back the old version! 

First Strike - PvE 0, PvP 2 
15% damage for only the first hit in a fight doesn’t make for a useful feature. 
Good – For PvP this lets you 1 shot people with Lashing Blade. 
Bad – Very situational and completly useless in PvE. 

Tenacious Concealment - PvE 3, PvP 3 
This is something that you should pick up along the way, it helps when dealing with situations with a ton of AoE damage flying around. 
Good – 90% reduction almost removes the penalty we get from taking damage. 
Bad – Unless you are taking damage this does nothing for you 

Tactics - PvE 2, PvP 1 
We have painfully slow AP generation, 15% from this helps a little and makes for a useful class feature. Good – Helps AP, we really need more AP 
Bad – 15% is a little low considering that we already have a slow AP gen. 

Infiltrator’s Action - PvE 0, PvP 0 
This might be useful if we had a hard time gaining combat advantage but we do not; this goes to the useless pile. 
Good – at least adding points into it actually does something useful. 
Bad – We have stealth, making this redundant. 

Skillful Infiltrator - PvE 2, PvP 2 
Passive 15% speed 3% crit and 3% deflect, this prety good as a general purpose passive. 
Good – Always useful no matter what you do 
Bad – The movement speed is barely noticeable and 3% crit and 3% deflect is marginally good at best. 

Invisible Infiltrator - PvE 3, PvP 1 
This has amazing synergies with the Lurker’s Assault. It also gives you a 3rd way to refill the stealth bar (4th if you count Gloaming Cut) as well as some extra damage 
Good – Another way to regain stealth, the bonus damage with Lurkers Assault is AMAZING 
Bad – Slow daily power regeneration means limited uses. 

FEATS 

Starting at lvl 10 you get 1 feat point per level to spend on abilities. 
You get a total of 20 (23 human) Heroic feat points and 31 Paragon points 

HEROIC TIER 

Tier 1– This is the basic stuff everyone gets, some ok choices and some that are no more than point dumps. Action Advantage: Get 2,4,6,8 or 10% more AP gain, a good investment since it helps compensate our biggest problem: Action points gains. 
Weapon Mastery: 1,2 or 3% more critical chance; critting is what we do best and this is a strait up crit chance bonus. 
Toughness: This comes down to 600, 1200 or 1800 more hp at lvl 60, not a huge difference but not a bad way to spend points. 

Tier 2– Some pretty bad choices in here but you can fallback to tier 1 if needed. Swift Footwork: Faster stamina gains are not bad but at 5 points for 10% more it doesn’t make sense. 
Battlewise: We have stealth, this makes threat irrelevant. 
Cunning Ambusher: 2, 4 or 6% more damage coming out of stealth is not bad, not great but not bad at all. 

Tier 3– Once again, nothing spectacular but endless assault is ok. 
Endless Assault: 2, 4 or 6% more encounter damage, can’t go wrong with this. 
Twilight Adept: 5 points for 10% stealth recovery on dodge does not even to begin to compensate for the time it takes to run back to the target. 
Lucky Skirmisher: 3 points for 3% more chance to deflect will not make any difference in your chances to survive. 

Tier 4 – This is the best tier and all those skills would be a good purchase, sadly you will only have 5 points (8 if human) to spend in here. 
Scoundrel Training: 3, 6 and 9% more at will damage, we do most of our damage using at will so this is an excellent purchase. 
Disciple of Strength: 2, 4 and 6% more strength bonus translates literally to 2, 4 and 6% more damage on EVERYTHING. 
Improved Cunning Sneak: at 5 points this adds 1 sec of stealth (for a total of 6 sec) not bad but we have better options at that tier. 

PARAGON TIER 

Saboteur: 

The Saboteur paragon tree lends itself to PvP far better than PvE. It adds many mobility upgrades, a lot of damage from stealth and some Synergy with common PvP skills. It is more oriented towards solo PvP than group and because it adds very little for PvE it tends to get overlooked when compared to the Executionner tree. 

Tier 1 
Speed Swindle: 10% more speed and 10% less for them means better chasing potential, too bad its almost not perceptible. 
Cunning Stalker: 20% faster AP gain in stealth helps our biggest issue, slow AP gains so not a bad skill. 

Tier 2 
Nimble Dodge: If you already use other dodge feats you can always add this one but the return on investment is not that great. 
Sneaky Stabber: If you are that one rogue that use Gloaming Cut then go for it, otherwise its worthless. 

Tier 3 
Baited Action: Not bad for solo PvE but otherwise useless 
Expert Sneak: 10% more run speed and them doing 5% less damage is not bad at all. 

Tier 4 
Sneak of Shadows: 10% more damage in stealth is excellent, especially when combined with Lurker’s Assault. 
Unerring Ambush: The only good thing out of this is for Deft Strike, 20% from stealth makes that ability hit decently hard. 

Tier 5 
Ruthless Efficiency: 30% armour penetration for 6 secs after a kill can add some serious damage to your attacks but the killing something beforehand requirement limits this to solo PvP almost exclusively.  

Scoundrel 
The scoundrel tree it a little confused at first, it adds some damage, some group utility through debuffs and a lot of Action Point gains but it falls short when it comes to its Tier 5 ultimate Feat. Making it hard to justify using it over Executioner. 

Tier 1 
Berserk Vitality: If the internal cooldown was better i may like it but right now gaining a 500 HP buffer once per 20 sec is worthless. 
Underhanded Tactics: 20% more combat advantage effectiveness means 20% more combat advantage damage and 20% more AP gains, great feat. 

Tier 2 
Press the advantage: 10% more power after using your CC breaker is meh, for me that translates to 550 power so ~22 dmg more for me. 
Nimble Blade: If you do the math this is actually quite bad, at 50% crit this adds 3.5% more damage overall 

Tier 3 
Mocking Knave: not a bad thing to buy and even better for PvP for the cloud of steel bonus. 
Catspaw Style: More of a PvE thing this makes trash easier to clear adding 10% damage to everyone if you use Blitz. 

Tier 4 
Action Rush: This helps a lot when trying to refill your AP bar and whenever i am not Scoundrel spec i kinda miss it. 
Brutal Wound: Sounds good on paper until you realize its weapon damage not total damage – Worthless 

Tier 5 
Whirlwind Sneak Attack: If this was 15% more damage for 10 sec coming out of stealth it would be a good ultimate but it being 1 encounter, once makes it really terrible. 

Executioner: 
The executionner Tree focuses almost exclusively on Critical hits and making those more effective. Because those work the same for PvP and PvE it makes this tree the best choice for the rogue that wantsthe best of both worlds. 

Tier 1 
Dazzling Blades: 1 sec 5% of the time is not a bad way to spend points as it will go off quite often when using Duelist’s Flurry. 
Thrill of the kill: 1% ap per kill at 5 points ?!?!? Just horrible 

Tier 2 
Cruelty’s Reward: Once again with stealth, threat reduction is obsolete. 
Devastating Shroud: Quite useless in PvE but actually not bad in PvP 

Tier 3 
Brutal Backstab: 25% more crit damage in stealth, YES please! 
Critical Teamwork: 5% more crit to you and your team is a great way to spend 5 points. 

Tier 4 
Deadly Momentum: For bosses and PvE this is a must at 15% critical severity will pretty much stay on you the entire fight. For PvP skip this. 
Sharpened Steel: For a tier 4 skill this is just not worth it. 

Tier 5 
Overrun Critical: This is the reason you go down this tree in the first place, this goes off every time you crit helping your damage a lot. 

Common Rogue Builds 

The infinite Stealth method 

This is what i use to basically stick to stealth 90% of the time. This is great for solo play with Tough enemies or boss fighting 

At Wills: 
Sly Flourish – Trusty reliable damage you use 90% of the time 
Duelist’s Flurry – Used from stealth with lurkers assault to make bosses dead (Sometimes Cloud of Steel instead of Duelist’s Flurry if there is too many casters that love to stand in their AoE forever) 

Encounter: 
Smoke Bomb : AoE 3 sec Daze, will let you bridge the gap between your abilities. 
Bait and Switch: decoy that gives AP and refills stealth plays right into that build’s strength 
Shadow Strike: full stealth refill when i need it, lets me use wicked reminder then back to stealth 

Daily: 
Whirlwind of Blades– Our only AoE damage daily power, if there is a lot of minions and basic enemies this clears them nicelly 
Lurker’s Assault – When only the boss remains use this along with Duelist’s Flurry to make it dead 

Class Features: 
Tenacious Concealment – Ignoring 90% of the stealth loss from damage helps a ton while regaining your stealth bar. 
Invisible Infiltrator– Free full stealth bar and 15% damage after daily means more stealth goodness and things like smoke bomb from stealth, daily and stealth again. 

It goes a little bit like this, run up to an enemy, stealth, beat on it, when stealth is low use Bait and Switch, re position away from the decoy (to not get hit) keep hitting your target, when stealth is low again use smoke bomb, exit stealth, use Shadow strike or daily to refill bar and go back to stealth /repeat 

Basically you only exit stealth when Shadow strike/Daily is up to use Smoke bomb. If you screw up, kite a little and repeat. 

PvE Instance build 
While clearing trash in instances this is what i normally run. I swap to my infinite stealth build for bosses. 

At Wills: 
Sly Flourish– Trusty reliable damage, use on things that are not Elite 
Duelist’s Flurry– Elite mob only (if they move too much use Sly Flourish) 

Encounter: 
Smoke Bomb : AoE 3 sec Daze, this will help your party out a TON, pop it on the CW or Cleric as they tend to be in the middle of things. 
Blitz: Helps with the AoE damage a little and can be used as a quick dodge 
Path of Blades: Helps with the AoE and will also help you regain your action points faster. 

Daily: 
Whirlwind of Blades: Some AoE damage and a small power boost after, helps in clearing large packs of minions. 
Lurker’s Assault: 10 sec of stealth and 60% more damage, what’s not to like 

Class Features: 
Tenacious Concealment – Ignoring 90% of the stealth loss from damage helps a ton while regaining your stealth bar. 
Or 
Tactics – If the instance is light on AoE damage i run this over Tenacious Concealment 
Invisible Infiltrator – Free full stealth bar and 15% damage after daily means more stealth goodness and things like smoke bomb from stealth, daily and stealth again. 

PvP Solo Build
If i am in a PuG and will be soloing most of my PvP kills i run the following. 

At Wills: 
Sly Flourish – Trusty reliable damage 
Cloud of Steel– Ranged goodness 

Encounter: 
Lashing Blade: Good Burst damage and with first strike it can 1 shot from stealth or Path of Blades when fighting teams with many other rogues 
Impossible to catch: This one takes some getting used to but once mastered it will really screw with people. 
Deft Strike: Mobility, mobility and more mobility, i prefer using it to escape than using it offensively but it serves both purposes. 

Daily: 
Shocking Execution: 1 shots people! 
Lurker’s Assault: 10 sec of stealth and 60% more damage, what’s not to like

30 Awesome One Piece Cosplay

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Here's a collection of Awesome One Piece Cosplay done by various cosplayers.






























Out of the all the photos above, which one is your favorite? Mine is Mihawk and Zorro... What's yours?

Best Gondar The Bounty Hunter Build Guide in DOTA 2

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Gondar The Bounty Hunter Build Guide in DOTA 2 by MadMoose

Introduction to the Author

Hey guys(and girls)! My name is MadMoose and this is my first guide ever, so bear with me.

I started original DotA back in 2007 and fell in love with it. That is to say, I played it all day er'day because it was the bee's knees. I played pubs mainly with a friend or two, and some inhouses from time to time. 

Eventually, I dropped off the face of the DotAsphere around 2009, around the dawn of the "bot era". It may have had something to do w/ getting banned from DotaCa$h, but my memory is hazy when I think of those times...

Anyhow, I got into League of Legends (LoL) for about a year at the urging of my friends, but 7,000 akali kills and 500 surrenders later, I found myself starting up DOTA 2 for the first time. I haven't been able to put it down since.

Having played on-and-off for about 5 years, I've come to understand the in's and out's of DotA and games similar in nature. As I stated before, this is my first guide for any game/hero and so there are bound to be mistakes that need fixing and gaps that need filling. Be kind enough to point them out to me, and I will gladly correct the errors, wherever they may be. I learned most of the formatting as I went, and it's not exactly where I want it to be, but its passable in my opinion. With that said... let's get started

Storytime

When the hunted tell tales of Gondar the Bounty Hunter, none are sure of which are true. In whispered tones they say he was abandoned as a kit, learning his skill in tracking as a matter of simple survival. Others hear he was an orphan of war, taken in by the great Soruq the Hunter to learn the masters skill with a blade as they plumbed the dark forests for big game. Still others believe he was a lowly street urchin raised among a guild of cutpurses and thieves, trained in the arts of stealth and misdirection. Around campfires in the wild countryside his quarry speaks the rumors of Gondars work, growing ever more fearful: they say it was he who tracked down the tyrant King Goff years after the mad regent went into hiding, delivering his head and scepter as proof. That it was he who infiltrated the rebel camps at Highseat, finally bringing the legendary thief White Cape to be judged for his crimes. And that it was he who ended the career of Soruq the Hunter, condemned as a criminal for killing the Princes prized hellkite. The tales of Gondars incredible skill stretch on, with each daring feat more unbelievable than the last, each target more elusive. For the right price, the hunted know, anyone can be found. For the right price, even the mightiest may find fear in the shadows.

YA HE'S PRETTY MUCH A BOSS. A CAT BOSS. AWW YEEEEAAAA

Pros/Cons

+One of the highest agility/level gains
+Above average base movespeed
+Short frontswing +Relatively spammable spells
+Item Independent
+Rapid gold gain w/o Farming
+Solid ganker
+Invaluable escape mechanism/skill dodge potential
+Channel spell/teleport cancel
+Item build versatility
+Fear factor
+Cool voice
+Cat (I think) 

-Low strength/level gain
-Weak for first few levels
-Snowballing can be countered easily
-Small mana pool
-Outcarried late game

As you can see, the pros that Gondar brings to the table drastically outweigh the cons. One thing to keep in mind, however, is that one con in particular holds much more value than is given by its presence on the list. Gondar's biggest downfall is that he is very susceptible to countering early on, especially in higher levels of play.

Gondar: At a Glance

What is a Gondar?

Gondar is a versatile, skill-based semi-carry.

What do you mean skill-based?
This means that Gondar is very reliant on his active skills to be effective. Some heros such as Drow Ranger and Skeleton King play more around their passive abilities. Gondar is not one of those heros.

How is he versatile?
Gondar's kit, meaning his set of abilities, can be utilized to take out an array of enemy heros, not just a single demographic. Likewise, his item build and skill build can be tailored to adapt to countless situations, making him that much more of a threat.

Que es un semi-carry?
A semi-carry is something of a hybrid. It takes on the roles of both hard carries and supports. A semi-carry, by design, is meant to be outclassed by a hard carry during a late game. Whether it be through a skill set, or by stat points, a semi-carry will fall to a proper carry almost every time. What then is the purpose of a semi-carry?

Semi-carries function as catalysts. Their duty to the team is to terrorize. You may be thinking "I ain't an A-rab, I ain't never terrorized nobody damn near my whole life!" Not that kind of terrorist. That would be Goblin Techies. No, a semi-carry must strive to establish a near global presence. This does not mean that you hack the game and jump from point to point at will. Rather, it means that during the initial phase of the game, you must showcase your awesome kitty powers and get into the enemy's head.

Your goal is to get off as many successful ganks as possible. By doing so, you mess with the enemy's mindset and therefore their gameplay. What happens, in theory, is that if you have successfully ganked in other lanes, the enemy will be scared of you. Not just in one lane, but in all three lanes, and in the jungle. The moment someone calls "MIA" on you, the rest of the enemy team is indubitably on edge. This is what I mean by global presence. Enemy heros will be less likely to push, and instead opt to stay near towers or in groups. If played properly, the semi-carry will be suppressing enemy levels, map awareness and farm. This severely limits the mid/late game capability of the enemy, and gives ample time and opportunity for your own carry to farm up his core items.

That being said, semi-carries who get fed enough (get enough kills) have potential to act as carries themselves. Other heros who fit the bill include, but are not limited to:
  • Pudge,
  • Night Stalker,
  • Tiny,
  • Storm Spirit

The Bounty Hunter's Repertoire: Skill Breakdown

Shuriken Toss 
The Bounty Hunter throws a shuriken at a target unit, dealing damage.
Cast Range: 650
Damage: 100 / 200 / 250 / 325
Mana Cost: 90 / 115 / 135 / 155
Cooldown Time: 10.


This is Bounty Hunter's only burst damage skill, and what makes him a viable threat in the early stages of the game. You will notice that the mana cost increase from level 1-2 is 5 more than from 2-3 and 3-4, but the damage increase is a whopping 100, effectively doubling the output. You will level this up at level 2 and level 3, primarily because it allows you to get kills right off the bat, if your lane partner is cooperative.

This skill is maxed as soon as possible, simply because it is most effective early game. A ~300 damage nuke is powerful in smaller fights, but becomes less and less useful as the game progresses. The goal is to use this to facilitate early kills which will allow you to compensate with items and sustained damage later in the game. 

What really makes Shuriken Toss shine is the mini-stun that it applies to the target. A mini-stun seems minor, but it has a myriad of applications. Primarily, it functions in cancelling any channeling spells, including teleportation scrolls. Ally is Shackled? Shuriken. Sand King about to ultimate? Shuriken. Enigma's Black Hole wrecking your team? Shuriken. Enemy carry teleporting to base? Shuriken. I named four examples without even thinking about it. It has great team utility and makes this move impactful in a more dynamic, long-run way.

Jinada
Passively adds a critical strike and maim to Bounty Hunter's next attack.
Debbuff duration: 3
Movement Speed Slow: 25%
Critical hit: 1.5x / 1.75x / 2x / 2.25x
Cooldown Time: 12 / 10 / 8 / 6.


Jinada helps Bounty Hunter maintain his bursting/assassinating capability when the damage of Shuriken Toss begins to falter. It applies a 25% slow for 3 seconds, and critically strikes. It complements your ultimate very well, because as you are speeded up, the enemy is slowed. The critical strike also synergizes well with your ultimate, because critical strikes are amplified by reduced armor.

I get one level of this at level 4 because it will greatly impact your killing/chasing potential in the early game. The debate here is why not get more levels earlier on. I prefer to level up Jinada after Shuriken, simply because the cooldown time is a non-factor at early levels. Getting a level 2 or 3 Jinada early on is pointless in a practical sense. The extra critical percentage wont be noticeable with such low base damage, and the slow is the same at all levels. Especially before a tower has gone down, the chances of chasing someone for more than 5-6 seconds are very small. Either the target will have been killed, or both teams will have retreated.

Shadow Walk
Temporary invisibility, with a bonus for backstab damage. Improving the ability makes transitions quicker. Casting Range: N/A
Area: N/A
Duration: 15 / 20 / 25 / 30
Backstab Damage: 30 / 60 / 90 / 120
Mana Cost: 50
Cooldown Time: 15

This move is Bounty Hunter's go-to. Just as Storm Spirit has Ball Lightning, so does Bounty Hunter have Shadow Walk. This skill is immeasurably useful, and Bounty Hunter's playstyle is based around it.

I prefer to pick up 2 points of Shadow Walk instead of 1, before level 6. This is just a personal preference really. I get antsy with Shadow Walk level 1, simply because I know that I will be visible for a moment as my skill comes off cooldown. Having those extra 5 seconds of invisibility can help you slip past an enemy ward to gank, or keep you from appearing in the midst of the enemy without your invisibility off cooldown. Also, I find that the 30 extra backstab damage is more useful than the extra 25% critical strike from Jinada. Certainly this is up to the player's preference. Do what feels right for the situation.

As with most skills, there is a built-in counter. Sentry wards, Dust of Appearance and Gem of True Sight are your kryptonite. In public games, most often, there is very little synergy between teammates and it will take them a while before getting one of these revealing items, by which point you should already be dominating. In higher levels of play, though, teams are likely to have Sentries and Dust as early as the beginning of the game. Overconfidence is very common when playing with a skill like this, and a good Bounty Hunter will judge the opponents skill level and scout out his items before engaging in any skirmishes. Make sure the opponent does not have a true sight item, or make sure that you have an ally who can help you escape if you are visible.

A very important tip to remember about this move is that, like other invisibility skills, Shadow Walk allows you to dodge incoming abilities and incoming attacks with proper timing. However, the fade time for Bounty Hunter is slightly more than other invisibilities, and so requires more acute timing when attempting to dodge. Take for example a Magic Missile from Vengeful Spirit. Activating the skill just as the Missile is launched will result in a dodge. Similarly, if you just finished up a gank and the tower is hitting you, activate Shadow Walk when the orb is about .5-1 second away from hitting you. Again, this requires a good amount of in-game practice to really understand and learn, but don't be afraid to try it or you will never pick up this invaluable skill. Once you get the hang of it, Shadow Walk will annoy the hell out of opponents, simply because you can dodge a large variety of spells with the click of a button. Note: Dodging will not work if the enemy can see you while invisible (sentry wards, dust, gem, etc.)

Track
Tracks an enemy hero giving true sight of the target, reducing their armor by 1 / 3 / 5 and grants a 20% movement speed to allies near the hunted. If the target dies, Bounty Hunter and nearby heroes collect a bounty of 75 / 150 / 225 gold.
Area: 900 / 1050 / 1200
Duration: 30
Mana Cost: 70 / 60 / 50
Cooldown Time: 10 / 7 / 5

Ah. Ah. Aaah. Oh yeah. Yeah, work it. Oh yeah. Ah, aaaaaaaah. Aaaaaaaaaaaawwwww YEAAAAAAAAAAAAH BABY. That's what I'm talking about.

This is Bounty Hunter's bread-and-butter skill, as they say. It is what puts him above other semi-carries and gankers. It elevates him above other heros because it makes him the most efficient ganker. It's a basic concept of economics: the opportunity cost. What you lose by making a decision. The opportunity cost of ganking is the loss of farm, gold and exp.

With ganking, the deterrent is always that you will be losing farm time, and there is no guarantee of a kill, for that matter. Track solves all of your problems.

First, the movespeed buff. Oftentimes, enemies will get away because they bought boots, or they have just a bit more base speed than you. The 20% movespeed bonus applies to ALL of your teammates, not just yourself, so it transforms them into a gung-ho ganking mob that strikes fear in the hearts of the likes of Sniper and Crystal Maiden.

Second, the armor debuff. This will really help you rip into squishy heros who have low armor early game, greatly increasing your damage input. It also makes high armor heros like Dragon Knight more gankable early on in the game.

Third, the true sight/vision factor. This component gives you visibility of the target, EVEN WHEN THEY ARE INVISIBLE. Otherwise ungankable heros become fodder for you and your teammates. Vision is also beneficial even if the hero is not invisibile. The enhanced vision will make it nearly impossible for your enemy to juke in and out of trees and up hills, because you can see them at all times.

Fourth, the ridiculously short cooldown. At level 16, the cooldown is a tiny 5 seconds. In a teamfight scenario, you will track 1 or 2 of the enemies before the fight begins and then the other 3 or 4 during the course of the battle. This means that your team will have a slight armor advantage throughout, and also a much better picture of the enemy team and their positioning.

Last, but definitely not least, the bounty gold component. Bounty Hunter's trademark. What is a kill without a prize? This move guarantees that every gank that you successfully execute will pay off, whether you or your ally got the kill. At level 16, you get 225 gold for every hero killed while tracked. If you get a kill yourself, you are essentially doubling your gold output. Even in a situation where you and your enemy killed each other you still get more gold! The bounty component makes you the most efficient ganker because if you help your team get the same number of kills that the enemy ganker does, you win what would otherwise be a draw, because of your gold advantage.

Obviously, this skill needs to be leveled up every time it is available. If it isn't you're losing out on a hell of a lot of booty. Argh =/

The Bounty Hunter Recommended Skill Distribution

Level 1- Shadow Walk
Level 2- Shuriken Toss
Level 3- Shuriken Toss
Level 4- Jinada
Level 5- Shadow Walk
Level 6- Track
Level 7- Shuriken Toss
Level 8- Shuriken Toss
Level 9- Jinada
Level 10- Jinada 
Level 11- Track
Level 12- Jinada
Level 13- Shadow Walk
Level 14- Shadow Walk
Level 15- Stats
Level 16- Track
Level 17- Stats
Level 18- Stats
Level 19- Stats
Level 20- Stats
Level 21- Stats
Level 22- Stats
Level 23- Stats
Level 24- Stats
Level 25- Stats

The Bounty Hunter's Armory: Item Breakdown

This is by far the most versatile aspect of Bounty Hunter, in my opinion, as any set of items can yield great results. A good Bounty Hunter player, and a good DOTA 2 player in general has to understand the enemy team composition and adapt accordingly.

Note: I have THREE builds that I tend to use, and they are all outlined at the top of the page, so make sure to check them out!

Bounty Hunter Recommended Item Build

Starting




Laning




Core Items




Luxury Items




Beyond God-like Items




There are 3 roles that I find Bounty Hunter can fit into depending on the enemy and ally lineup.
  • Cookie-Cutter
  • Anti-Mage/Counter-Escape
  • Hard-Carry

Cookie-Cutter

This is the average Bounty Hunter build. You will most likely go for this if the enemy team doesn't possess anything too tricky, or too annoying.

1. Start of with 2 Slippers of Agility, 2 Iron Branches and some combination of Tangos and Healing Salves. This will give you decent early game stats to last hit more easily.

2. Build the Slippers of Agility into a Poor Man's Shield. As a melee hero you get the full effect of this, which is a 100% block of 20 damage. As most heros will have between 50-70 damage early on, you're reducing incoming damage by a hefty amount. Coupled with your Healing Salves and Tangos, you'll be able to stay in lane for quite some time without needing to back. I love Poor Man's Shield early on for Bounty Hunter, because if you're harassing the enemy heros, you're going to take almost as much damage from creeps as you dealt. This solves that problem.

3. Ring of Basilius is up next. The early armor will reduce incoming damage even more and the mana regen will make it so that you will always have mana for Shadow Walk.

4. Boots of Speed are your next priority. You're going to need this to really secure your kills, and it will help you roam much faster, instead of wasting time plodding through the river at the speed of a snail.

5.Situational You can spare the 200 gold for Sentry Wards. If the enemy team is getting these and your support hasnt already picked them up, you need them. Otherwise, you're pretty much kicked out of the lane. A ward war may be slightly expensive but its worth staying in your lane and getting levels and creep farm to compensate.

6. Power Treads are next. The strength gain is really what you're looking for here. You don't need the extra movement speed of other boots, because of your Track. You need to be able to tank more hits while you're charging after some poor lone Leshrac.

7. Vladmir's Offering is a personal favorite. I love this item because it lets you go in for a gank, come out with half to very little health, and be able to get up to full health in the jungle or in a lane and jump back into the action. You will have gold to spend because of your Track but you don't want to be spending it on countless teleport scrolls or healing salves.

8. Bottle really should be a situational item. This is very dependent on how aggressive your team is with warding. If you will almost always know where the rune is, get Bottle. It will keep you in action longer than any other item early game. However, if you don't always get the rune, or worse, rarely get it, you're just wasting 600 gold that could go to Vlad's which will really give the same effect, albeit over time. 9. At this stage, you have plenty of options to choose from. As I said before, you are a skill based hero, so the items should fit whether you use those skills aggressively or defensively.

[*] Desolator This item gives solid damage and works well with your track. Plus, it allows you to reduce armor on those people who you haven't tracked yet, and works well at towers and in jungle.

[*] Monkey King Bar The damage from this is the 2nd most in the game, and the mini-stun component will be hell for any channelers/tpers in conjunction with your Shuriken Toss. Also, it will help you assassinate carries who have picked up Butterfly.

[*] Butterfly The ultimate carry item. Everything you want, it has. However, it won't give you any real health, so you can still be nuked down. Basically, you'll want this whenever they have lots of sustained physical dps.

[*] Vanguard Really not a luxury, more of a situational item. It's not part of core because I rarely get it or need it, but if they have too much physical dps early on, this will help greatly. Also, it can replace Vlad's for sustaining hp between fights, if you so desire.

[*] Assault Cuirass Again, counter's the dps and synergizes with the armor reduction from Track.

Note: Honestly, you don't need any of the items past the core to do well as Bounty Hunter. I've had games where I ran around with 5~6k gold and only treads and Vlad's. The items will beef you up, or give you some more damage, but really none of it matters if you don't play the hero well.

Anti-Mage/Counter-Escape

This build is specialized towards dealing with teams that seem otherwise ungankable/unchaseable (i.e. the enemy comprises of Anti-Mage, Windrunner, Queen of Pain, etc. etc.) Following this build will make ganking much easier and much more effective. Also, this is the build I recommend when facing teams that have tons of stuns and burst damage.

1. The set-up is the same.

2. However, you will build those slippers up to Wraith Bands. These will help you to absorb more of the nuke damage that will be directed your way, and also compensates to some degree for your decidedly low mana pool.

3. A Magic Stick is not essential but will really help you keep up both your mana and health, especially against heros who have low cooldown spells.

4. Next up, a Medallion of Courage. This is a solid item for most gankers, and complements your Track. Also, the armor and mana regen both help you stay in the field longer. -6 armor debuf from Medallion of Courage is equivalent to the debuff from Desolator at less than 1/4 the cost. This is key, as it will help you take down those pesky heros who can jump or blink away very quickly in fewer hits.

5. Phase Boots You won't have the health from Power Treads, but that is almost entirely compensated by your Wraith Bands. Phase Boots will function rather as a means of keeping up with those escape-heros. Also, the +24 damage will help secure the kill in fewer hits. (Note: I don't really like Phase Boots in any other scenario, simply because most of your time should be spent invisible so as to keep your whereabouts a mystery. Phasing all over the map will really decrease your global presence. Which is bad.)

6. Orchid Malevolence is the true "core" item of this build. The mana regen and pool that this gives you will make you a pain in the butt for enemies, even when they know you are there. Also, you will not have to worry about running out of mana for Shadow Walk in the middle of a fight. So long as you can keep your hp up, Orchid will take care of the rest, and keep you really independent from the fountain. More important than the stats though, is the active. Orchid Malevolence's active silences an enemy for 5 seconds. Especially at lower levels, 5 seconds is more than enough to kill a hero, ESPECIALLY since they can't jump away to safety. This item really defines the anti-escape build and makes heros like Weaver, who have multiple escape mechanisms, that much more gankable. Even if they do get away, there is an additional 25% damage dealt at the end of the duration, so enemies who barely escape will still die. Because of its 18 second cooldown and 900 cast range, this item will remain effective long into the endgame.

7. Diffusal Blade I find this item to be incredibly helpful when facing an escape team. After silencing the enemy, you have 5 seconds to whack away at them. You want to get the most hits in as possible, and Diffusal Blade helps you do just that. Together with your Jinada it will almost guarantee the kill. It has various other ganking uses as well. Dark Seer Surge'ing away? Diffusal will slow him down. Sven's God's Strength too powerful to handle? Diffusal takes care of that. Also, it has retreat potential also. Want to save an ally being chased but you're at low health? Diffusal gives you a ranged slow that will ensure that both you and your ally get to safety.

8. At this point, you have solid damage and chasing potential. Now you need to make sure that you can chase as long as possible, and survive as long as possible, especially against a team of bursting heros, particularly those who can fight back while they run such as Leshrac. You have three prime options:

[*] Black King Bar All-around the best defensive item in the game. Gives you health and more importantly, Avatar. The active makes you immune to all crowd-control effects except from ultimates, and even then, damage does not apply. This means you can jump into a teamfight and not be worried about getting focused down before any of your teammates can help you. A definite must against a burst team.

[*] Linken's Sphere Not something to get at the beginning or middle of the game. It is too expensive to justify unless the enemy has some seriously powerful single-target spells like Doom or Fiend's Grip. If they do have these spells though, the health, mana, armor (from agility), regen and spell negation will go a long way in keeping you running even if you get caught with your pants down.

[*] Heart of Tarrasque Really an amazing item on Bounty Hunter. The huge hp boost lets you absorb tons of damage for your team, and in combination with Linken's Sphere or BKB will pretty much make you a juggernaut. Also, you never have to go back to base after getting this. Even if the enemy is nearby, spending 5-10 seconds in Shadow Walk will have you back and ready for action.

Note: These are all expensive items, and in the course of most games, you won't get even two of them. Determine the strengths of the enemy team and decide for yourself which of the 3 would be a better fit for your situation.

Hard-Carry

Tsk, tsk... what is your team thinking? Leaving you to carry all by yourself. Ah well, when life gives you lemons...make a Battle Fury. This build requires an explanation of how and when to use it. Every so often, when playing Bounty Hunter, you believe your team will pick wisely and instead jump for 4 support heros. Where does this leave you? It leaves you with the task of carrying your team. This is not good, for several reasons. You have no range, so you have to be upclose and personal. You have no stun or hard crowd control with which to 1-on-1 an enemy carry. You don't have built-in sustain such as lifesteal to keep you in a fight for very long. Nonetheless you are going to go valiantly where many idiots have gone before.

1. Start off with a number of Iron Branches, its really up to you, but you most definitely want 6-9 tangos. Maybe even a salve. The point is, you DO NOT want to get harassed out of your lane before you can farm up 875 gold for a Ring of Health.

2. Get the Ring of Health

3. Ignore your stupid teammates and jack every single last hit that you can reach. Build up your perseverance ASAP. Ganking will only pertain to your lane. You will rely on teammates to gank for you, instead of the other way around.

4. Boots are optional, simply because you won't be ganking, BUT it may help you survive a potential counter-gank.

5. Battle Fury time. Yes. You now have ample health and mana regen that are really unnecessary because you're not ganking. Instead you are in the enemy/ally jungle, stripping Kobolds of their dignity.

6. Repeat step 3, except now rush your Power Treads and Helm of the Dominator. Why you ask? Because it makes you jungle faster and with more sustain.

7. Get a Yasha because you can get to creep camps faster and escape counter-gankers.

8. Farm just a litttttle bit more and get your Manta Style. It's not "the best" item per se, but it gives you decent pushing power, and adds to your total damage output and survivability during a teamfight. Because you are the hard-carry, the health from Manta Style is much needed.

9. At this point, if your team hasn't rage-quitted yet, you can engage in ganks and teamfights. Depending on how fast you farmed these items up, the enemy team may or may not be able to cope. You really just have to cross your fingers and hope that your team didn't feed too hard up to this point.

10. Next build a Butterfly. The evasion will make you and your clones a huge threat in teamfights, and also will make it more difficult for teams to identify which of the images is the real deal. Also, the damage, attack speed, and armor (from agility) will help you stand your ground in any 1-on-1 situation.

11. Finish your Helm into a Satanic. The health boost, plus evasion, plus lifesteal will pretty much make your clones invincible. They can probably bd turrets by themselves. If the enemy does manage to kill your clones and target you, the Satanic active will keep you at full health for a long time.

12. Finally, build a Maelstrom and cap it off into a Mjollnir. The Unique Attack Modifier from this will allow Satanic to still work. You just will not lifesteal on the hits that Chain Lightning procs. It's worth it. You and your clones wreak havoc in any fight, and the Chain Lightning combined with Battle Fury means you can push down creep waves, towers and barracks solo, and with ridiculous speed.

Note: This last build is really a last resort build. If you are ever put in this situation, you just have to hope that the enemy team sucks, or that your team manages to hold out for 25~30 minutes. Chances are, you won't even get past step 10 most of the time; the game will have already been decided in most cases. Nonetheless, if you MUST play the hard-carry for your team, this build should hopefully grant you success in playing that role.

Buddies, B*tches and Bouncers

Buddies

These heros synergize well with the Bounty Hunter for 1 of 2 reasons:
1. Gondar's abilities improve the partner
2. The partner's abilities improve Gondar

These heroes all have long-ranged skills that require considerable precision and timing. Gondar's Track reveals the target's location and makes an ally's skill that much easier to land.


These heroes have slows which, coupled with Jinada, make for a powerful laning combo, even before getting Track.


These heroes are immensely powerful early game, but need to keep up with the enemy to do anything. A properly placed Jinada can easily gnab first blood for your ally.

Dark seer synergizes magically with Gondar, because of his Area-of-Effect skill, Ion Shell. Invisibly following enemies while Ion Shell'd will damage them continuously. While more experienced players will know what is happening, n00bs will be confounded endlessly and very often die without being any the wiser.

Omniknight's Repel is invaluable when playing with more experienced players. Sentry Ward and Gem of Truesight can stagnate a Gondar into nothingness. Repel allows you to initiate on a target or assassinate a squishy in a teamfight without being bursted/nuked to smithereens, even if they can see you.

Weaver, Shadow Fiend and Dazzle are grouped because they each reduce enemy armor significantly with their skills. Coupled with Track, the debuff causes Jinada's critical proc to skyrocket, giving him that much more burst damage and assassination ability. Oh, and the debuffs work on multiple heros simultaneously =D I admit this is not an exhaustive list by any means. Here I have only presented some of the heros who work well with the Bounty Hunter. Keep an open mind when watching your ally's picks because Gondar can create devastating combos with any number of heros. You just need a little imagination

B*tches

These heros tremble in their boots, and jump at their own shadows when they know that Gondar is lurking nearby.

This is a special group of heros that rely to some degree on invisibility as part of their gameplay strategy. Bounty Hunter's Track renders their innate escape mechanisms all but meaningless, whereas yours remains effective. This means that Bounty Hunter will have a more dominant global presence than other invisible heros in the same game.

Bounty Hunter does not directly counter these heros or their abilities, but they are known to frequent Shadow Blade so Bounty Hunter can counter one of their prospective escape items, if they are foolish enough to get it still.

What sets these 3 apart is not the Intelligence primary stat, but the fact that each has a powerful ultimate that channels. If left untended, these ultimates can demolish teams/individuals in short order. Bounty Hunter's Shuriken Toss cancels these ultimates, and can turn the tide very quickly on a team that has come in overconfident, and unprepared.

Note: You have a distinct advantage over the aforementioned heros, but more often than not, they will take measures to counter you. Overconfidence will be your downfall against these heroes.

Bouncers

Where to begin... Perhaps at level 6. At level 6, both of you get moves that give vision of the target. Because of your invisibility component, this is much more detrimental to your playstyle than to his. Even so, you're way out of reach when he's Tracked right? WRONG. His Sprint is to your measly movespeed bonus, as Usain Bolt is to a sloth. A ******ed sloth. Alright, fine, he can catch you, I'll duke it out. Tut, tut.. wrong again. He plows through your already scarce armor, whereas you have only just dented his fishy shield. On top of that, he has incredible early damage and attack speed, so he will stomp you. And just as you're getting the idea that he might be "just a little" stronger than you, he drives it home with his Bash as you try to escape his moist clutches. He will terminate you with prejudice all game long. When he gets a BKB, life only gets better. Don't do it. If you pick Bounty Hunter while Slardar is on the map, I will find you and cut you down myself you little sh*t.

This buttcrack of a hero deserves a place in every guide. His ultimate, Doom, is by far the most powerful 1-on-1 skill to date. As I said before, Bounty Hunter is severely reliant on his skills and without them, he will be crushed without remorse. Of course, Doom can be reserved for other members of your team, but you are a very valid candidate. The silence means no Track, no slow from Jinada and no tp/skill cancelling from Shuriken Toss which will make it much easier for the enemy team to mop up your allies. You may be thinking "Look dis noob, he doesn't no what is Linkens!" If you save up the 5200 gold required to buy Linken's, you've already greatly detoured from other more important items, and will be that much more behind.

Tiny possesses a sheer burst damage output that will make kids cry at the 45-minute-mark. Your 325 damage Shuriken Toss will look like a toy when you are tossed and subsequently crushed under a mountain of rocks. On top of that, a well-played Tiny commands infinitely more global presence than you. But sure, if you want to, go for it. Don't come crying to me when you can't poop because there's still a huge rock up your butt from 2 months ago.

These two are special cases. Huskar is part of it simply because he commonly will grab a lifesteal item. 1-on-1 assassination will reverse on you in a matter of seconds, as you find your whiskers on fire or your guts spilling out of your stomach while some weird doglike monster drinks the blood that coats your now detached organs. Lifestealer has the additional benefit of being able to shrug off your slow, your Track and your Toss at the touch of a button. Yes, they can be ganked as a team, but likely they will have teammates nearby as well, and your contributions to the fight will be negligent at best.

Note: In my opinion, these heros really decimate the benefits that Bounty Hunter can bring to any lineup. This isn't to say that he can't still kill noobs all over the place. However, if you're playing in a competitive environment (i.e. tournament, etc) you will find yourself meeting with alot of frustration as your kills and assists stagnate the further the game progresses.

Gameplay

This section is going to be short as the discussion is going to be abstract. Because of Bounty Hunter's versatility, I feel it would be wrong to dictate one certain playstyle over another. I personally do not consistently stick to a particular style, so I can't define the "correct" style. Adaptation is really the key.

Levels 1-5: Lane and farm up cautiously, assuring your safety over all else. Dying early will greatly stunt your level growth and put you at a huge disadvantage in your lane. Harassing is encouraged, and by level 3 you can attempt to get kills, but always try to have your invisibility off cooldown when initiating.

Levels 6-10: Level up Track and roam. If opportunities don't present themselves, get back to a lane and farm. Keep a teleport scroll on you at all times, and try to keep at least 200 mana, so that you can gank or counter-gank without being visible the whole time. Leave the main carries to farm up, and pull one or two heros with you to gank. Be especially aggressive here, as this is when farming items (i.e. Hand of Midas/Battle Fury)will be bought, and the goal is to keep enemy levels and farm down at all costs.

Levels 11-15: Start building up luxury items, and use Shadow Walk to facilitate teamfights that you will win, or escape from fights you will not win. Keep a steady eye on Roshan at all times.

Levels 16+: Depends on the relative position of your team compared to theirs. If winning, push with the team, and try to get into the enemy base. If losing, make sure the map is well warded and see if you can get some kills solo on enemy carries/supports. Otherwise, stick with the team.

Tactics, Tips and Tricks 

These are some of the things I try to remember to do when playing Bounty Hunter: 

1. Always have mana for Shadow Walk. If you're planning on ganking someone and you think it could backfire, make sure that after all your spells have been used, you still have 50 mana to burn. 

2. Track all the time. It has a really low mana cost, meaninglessly low when your mana pool increases, and your teammates are more confident about ganking when an enemy is marked. 

3. Save Shuriken Toss for the end of a fight/gank. Initiating with Shuriken may seem like a good idea, but it means breaking your invisibility to do it, which costs you the 120 backstab damage already. You'll want it up if the enemy is planning on tp'ing out. The Toss itself has a very large casting range so you will be able to snag enemies running away at very low health. 

4. Scout out. If you're not farming, you're planning ganks. The best way to do that is to scout the surrounding area with your invisibility. You will have a much higher success rate if you know where the enemy heros are prior to initiating. This will help prevent ridiculous 5-man counterganks from the enemy team. 

5. Use Track as a defensive measure. The thing I see most often, which really depresses me, is when Bounty Hunter's sit there and take it when they are found. Your Track will give you a huge speed bonus that the enemy won't have and it drastically increases your chance of survival, especially if you are not stunned or disabled. This leads into my next point.. 

6. Don't abandon your teammates. Even if you are at low health, there are a number of things you can do that will help your allies get to safety and still keep you alive in the process. Track an aggressive Ursa chasing your teammate. Go behind him and use your Jinada on him and then Shadow Walk back into safety. Drop a Diffusal Blade Purge on him if you have it. The point is, there are a lot of ways Bounty Hunter can serve his teammates in a defensive manner as well. It's just common sense to want to reduce collateral damage from ganks. 

7. Understand the enemy team. If you don't know heros, look them up. This includes keeping track of cooldown timers and the like. You also want to monitor their mana pool, health pool and possession of wards/dust before jumping into the fray. Quick calculations are really important not only for Bounty Hunter, but for becoming a better DOTA 2 player overall. 

8. Along with that, position yourself accordingly. If you need to be the initiator, initiate. If the enemy will crush you, have someone else do it. For example, if the enemy has a Sand King, you want to be out of the range of his stun so you can cancel his Epicenter before it fully channels.

9. Know when you are useful and when you are not. If the enemy team is hugging their tower and you know there's nothing you or your team can do, leave it be. Don't stand around for 4-5 minutes at a time waiting them out. Go farm somewhere. Likewise...

10. If you are doing well, keep your momentum rolling. Semi-carries have an effect called snowballing. This means, if they do well early on, they can snowball into a huge threat very quickly. If you get some early kills don't wait around for more opportunities to serve themselves on a silver platter. Go searching for opportunity. Most of the time you'll find it. 

11. Be a leader. Bounty Hunter is a mad ganker but this means nothing if your team doesn't know what you want. Standing around in a lane might just mean you're leeching exp or sitting by Roshan might mean you're trolling. Lead without dictating and your team is more apt to follow you. Making sure that you and your mates are on the same page will determine whether or not they are ready to tango when you initiate. 

12. Enjoy yourself. I honestly find Bounty Hunter to be one of the most fun heros in the game to date, and playing him multiple times doesn't have to feel repetitive. If you let yourself get too engrossed in the finer details, you're likely to miss the big picture, and that's when you'll make mistakes. Don't ruin your own experience with this cuddly cat because you want to win too badly.

Best Neverwinter Devoted Cleric Defensive Build Guide

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Neverwinter DC Defensive Build Guide by Kross

I’ve gotten quite a few requests from Devoted Clerics on my server to make a guide to show how I personally play the class, so I’ll do just that – I’ll start with a short presentation of myself: 

My name is Kross, and I play on Mindflayer server. I’ve played since the open beta started – and Devoted Cleric has been my main class since then. I’ve done Castle Never probably more than 100 times by now and I’ll use this instance as a example for my tactics/build. My current Gear Score is 12,806 and I’m sticking to the Prophet Champion set aquired with the Gauntlgrym coins (will explain why later). My defensive/offensive enchants are all rank 10, I’m currently working on upgrading the utility enchants from rank 9 to 10. I got perfect Soulforge and Holy Avenger. 

In my opinion the only instance worth doing is Castle Never, even if it’s Dungeon Devles time. The reason for this simply because this is the instance that seem to earn me the most amount of Astral Diamonds – by far. This dungeon is only suited for the best geared players and require a minimum Gear Score of 9300 – You will also often find yourself in a group that desire to just run with one Devoted Cleric in their team, because of this I decided to go for a defensive build – a nice second reason is for a tanky PvP experience. 

Based on that decision I started gathering defensive stats from wherever possible, this is why you’ll see me using Ancient Necromancer’s Ring of Undeath x 2 – this ring comes with a defensive socket. So does the belt version “Ancient Necromancer’s Belt of Undeath“. The ring is also used on my companion – a Ioun Stone of Allure - because this companion grants the owner 100% of its own stats. All together my defensive stats grants me a 33,9% damage reduction from enemies. I’m also using an “upgraded” (thru Feats) Foresight that grants me an even higher bonus. This is how my feats looks like: 

Chosing my feats I decided to go after anything that would increase the number of healing done in my dungeon runs, as well as feats increasing the divine power gained and feats giving defensive bonuses. Divine power is, in my opinion, a underestimated healing tool – no matter how your build looks like it will be effective with fast gained divine power. With the Prophet Champion set bonus I gain 25% more DP, and mixing this bonus with the Bountiful Fortune feat you can gain an additional 15% – I chose to just put 4/5 in BF because I wanted to have one point in Cleanse. With this high amount of gained DP, AND with my extra dot of DP from the “Greater Divine Power” feat I rarely run out of the opportunity to cast Healing Word in Divine Mode. Healing Word, as probably most of you know, has a very short cooldown in Divine Mode and can basiclly be cast as much as you want provided that you have the one “dot” or more available to cast it. 

Another thing I chose to do with my feat points was to put some of them in “Deepstone Blessing”, which is designed to work with “Sacred Flame”. What Sacred Flame does is – on the third strike casting it – giving temporary hit points to any friendly unit in the party near the target. And by putting 5/5 points in the Deepstone Blessing feat you do an additional 10% more healing on targets affected by temporary health points/Sacred Flame. With the second part of the set bonus from Prophet Champion (giving 5% more healing) I’ll have the opportunity to do an additional 15% more healing on my party with a little skill. My “Healing Word” cast in Divine Mode personally heals a minimum of 5K on my targets, but let’s say just for the example of it that it would give a minimum of 4K – this with the additional 15% more healing would give 600 more healing to your targets. Having almost an unlimited amount of Divine Power combined with 15% more healing and Healing Word and at the same time having a minimum of 33,9% (unsure how this stat works with Foresight) damage reduction from defense…I can only say I LOVE being a Devoted Cleric. 

Now let’s take a look at my Combat Powers: 

Most of these points doesn’t really matter for my build. One important thing though is to put max points in “Divine Fortune” which is the second Class Feature I use, next to Foresight. What this CF does is giving me Divine Power from my healing spells (with my intention of this mostly assigned to Healing Word). Besides this I’d only say it’s a must (for my build that is) to put full points in Hallowed Ground (1), Astral Shield (R), Divine Armor (2), Astral Seal (Right Click), Sun Burst (Q), Healing Word (E) and Sacred Flame (Left Click). 

Then let’s take a look at how I do dungeons with this build – using Castle Never as the example. With such a high amount of defense the normal adds won’t be an issue. They can hit on you as much as they want but with your healing combined with the tanky setup they will hardly do any damage. However they WILL do damage to the average party member – this is why I tend to use Divine Armor (2) in fights with a high amount of normal adds. What this Daily Power does is increasing “Damage Resist” – making the squishy party members better equipped against gangs of adds as well giving them temporary hit points (which of course then with the Deepstone Blessing feat as mentioned earlier will increase the healing done). It’s also fights like these that made me chose to go for the Holy Avenger weapon enchantment – which will give the party even more damage reduction (an additional 15%). 

For fights with fewer, but maybe tougher, adds or bosses I tend to use my other Daily which is Hallowed Ground (1), what this Daily does is originally just giving a small amount of damage reduction – but more importantly with the “Moon Touched” feat also give any party members standing in the affected area back 5% of their maximum health back every 3 seconds. This is a crazy amount healing done, especially due to the long lasting effect it has (around 17 seconds). It’s not rare that I have enough Power Points to cast yet another Hallowed Ground once the previous one has ended. 

Over you’ll see Hallowed Ground in action during the last boss fight in Castle Never. Normally in the last boss fight Trickster Rogues will have to manage without much help from a Devoted Cleric’s healing (especially if there’s only one DC) but with Hallowed Ground I can manage to give the TR effective healing while keeping main focus on healing the other party members. With my artistic red line above I try to point out how large area the Hallowed Ground Daily affects – a big enough area to heal anyone in the party – but most importantly the TR in the last boss fight. 

You’ll also see me using the Astral Shield (aka Blue Circle) in the picture. I tend to keep this Shield just for the Control Wizards in the party at the last boss fight in CN, but also for other classes during previous bosses in the dungeon. Sun Burst is a Combat Power I haven’t talked much about so far. The main reason I keep this ability in my build is due to the knockback effect it has in Divine Mode. Sometimes during boss fights I try to keep the adds away from the other party members, but I also use the ability to knock off adds from bridges as well as players in PvP. It’s a nice little ability to give me a couple of seconds of free time to build Divine Power or anything else I should want to do. It does also come with a nice little healing. 

This is all I have for now, but I will keep coming back to this guide to add more tips and hints, or/and to answer possible questions. Thanks for reading!

Role of Each Class in Desert Dragon Nest

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Credits: V2seraph

Managed to do it before 70 cap so no regrets~! Although it was pretty slow compared to other players. ;( 

Supportive Role of Each Class in DDN 

DDN is passable with many different party compositions. The choice of party members largely depends on the gears and the skill as a player, due to the many deadly mechanics in various stages.

For example, a more defensive party might be good be a good idea, but it will cause a lack in DPS, and will eventually cause the party to attempt more of the deadly stage mechanics (Lava Flood of Phantom Flower, Poison Prison of Scorpion etc). More attempts = Higher chance for accidents.

On the other hand, a more DPS-oriented party would deal very good DPS but it will lack the stability to fight long battle (in case one or more of the DPS classes die). A small mistake can cause a member to die due to lack of defensive, damage reduction or healing mechanics.

Therefore, the party composition of DDN will largely varies depending on the gear and the player skills. I will merely highlight the supportive role of each class plays in DDN.

Priest 
• One of the most important class in DDN (Almost no team can clear without one), for healing, curing abnormal status, attack boosting and damage reduction.
• Saint has Holy Shield which is extremely useful in stages such as countering Manticore's Photon Missile and Dark Knight's Dark Typhoon etc.
• Inquisitor generally has higher DPS as compared to Saint. However, the DPS of both classes are reduced significantly due to the 40%-80% light resist of the bosses in DDN.

Paladin 
• One of the most important class in DDN (Although some team can clear DDN without one, but it is highly recommend to have a Paladin in party). Provoke, Armor Break debuff, and Elemental/Judgement Aura are very helpful to the party.
• Guardian has Guardian Force which boost the superarmor of the party. With the recent boost, the shell is almost permanent and extremely helpful in various stages, especially Flower and Manticore. Despite the seemingly lower DPS as compared to Crusader, Guardian Force will aid other party members in dealing damage (Because their skill will not be cancelled).
• Crusader is generally more offensive as compared to Guardian.

Mercenary 
• One of the supportive class in DDN. Devastating Howl + Taunting Howl are critical for the survival of the party. Superarmor buff (damage reduction effect) and Battle Howl (+ Crit rate and attack) are also very helpful.
• Not much difference in terms of party support and DPS for both Barbarian and Destroyer.
• The slow effect from stomp works on manticore during Dragon HPx15 to x10. Devastating Howl helps to lower the damage from the berserk manticore, which would normally 1-2 hits any char. High SA break skills are good for saving party member binded by sand bind.

Sword Master 
• One of the best damage debuffer for DDN with Hemorrhage.
• Gladiator tend to have higher burst DPS (Finishing Attack) if the player is skilled enough to deal damage at close range.
• Moonlord is better at dealing continuous ranged damage over the whole duration of the battle.
• Both are great damage dealers, thanks to their non-elemental damage.

Force User 
• Time Acceleration is very useful for dealing burst damage. Force Mirror debuff gives an almost permanent magical damage increase. Force user is also the main disabler of choice during dragon Hpx15 to x10 (timestop, gravity ascension, slow, freeze), although some party can clear with other strategy without a force user.
• Smasher tend to deal higher damage due to the elemental resist (50%) of the boss in DDN, as compared to Majesty. Elemental Lord
• Ice stacking increases the overall DPS of the party.
• An skilled Elestra can maintain a constant layer of ice (50% damage increase) throughout the whole battle, more so with the help of Alchemist.
• The overall DPS of both Elemental Lord classes are reduced significantly due to the 50% elemental resist of all the bosses.

Acrobat 
• Spirit Boost is both a good CD reduction skill and a speed boost buff. Helpful in various stage when fast movement speed is required, such as escaping Poison Prison of Scorpion, Meteor Shower of Flower & activating Eye of Life. The two critical rate buff are good for increasing the damage of the party, especially when more than half party members do not have maxed crit rate.
• Tempest is able to provide 30% physical damage debuff while WindWalker will be able to deal damage in all sort of situation as Air Pounce does not work well on certain bosses.
• Both are great DPS owing to their non-elemental damage. Bow Master
• The other primary damage debuffer in DDN with Bull's Eye. The two critical rate buff are good for increasing the damage of the party, especially if party members do not have maxed crit rate.
• Both Artillery and Sniper are very good damage dealers in DDN due to non-elemental damage. Skilled players will be able to observe the boss skill at a safe distance due to their long range and evade them accurately.

Engineer 
• Damage Transition is one of the best damage reduction skill, right after Miracle Relic. The effect stacks on top of the 75% damage reduction cap (As provided by Miracle Relic, and other similar buffs) since it is calculated differently. Wax is a decent speed boosting buff which is important in various stages such as escaping Poison Prison of Scorpion, Meteor Shower of Flower & activating Eye of Life. Chemical Missile also reduces elemental resist and crit resist of bosses. Although not reliable, Mecha Bomber reduces the attack of the bosses sometimes, and it does stack with Devastating/Taunting Howl of Mercenary.
• No clear distinction between the supportive role and DPS of both classes of Engineer. • Both are great DPS thanks to their main DPS skills are non-elemental. Alchemist
• Cocktail boosts the stats of the party slightly and augments the healing effect of Priest. Slime gives additional layer freeze status. Icy Mist reduces the ice resist of boss, and extend the duration of frozen status. Wax is a decent speed boosting buff which is important in various stages such as escaping Poison Prison of Scorpion, Meteor Shower of Flower & activating Eye of Life.
• C2H5OH of Adept can further reduce the ice resist of bosses. Ice Beam provides another layer of frozen status.
• As for Physician, Love Virus and Disease EX induce magical damage increase debuff. Healing Shower helps the Priest in curing abnormal status and HP healing.
• The overall DPS of both Alchemist classes are compromised in DDN due to the 50% elemental resist of all the bosses.

Screamer 
• Grudge Formation increases the attack and dark resist of all party members in the AOE. It also reduces the superarmor break of all bosses to zero and greatly helps the party to deal burst DPS. Voodoo Doll increases the damage induced to the boss but it is quite hard to be spotted by party members due to its small size. Phantom Guard offers a slight damage reduction effect, but should not be spammed due to the high MP consumption. Summon Genie give a temporary boost to all party members stats.
• Ghost Scream of Soul Eater is a debuff which gives high crit rate to all party members who attack the target. It also lowers the crit resist of targets.
• Sadism Pleasure of Dark Summoner boosts the dark attack % of all party members (probably only majesty and screamer will benefit from it though). It also gives a HP leeching buff to all party members: they will heal HP when attacking.
• The overall DPS of both Screamer classes are reduced in DDN due to the 50% elemental resist of most bosses.

Dancer 
• Ecstatic Dance offers 4 types of effect. However, the 2 buffs which are used most often in DDN are the Ogre dance for HP regeneration and Dark Elf dance for damage boosting in burst DPS. It should be noted that the Dark Elf dance additional damage bypass the 100% damage increase cap (Provided by Hemorrhage, Bull's Eye, Mirror etc) since it is calculated differently. Phantom Guard offers a slight damage reduction effect, but should not be spammed due to the high MP consumption. Summon Genie give a temporary boost to all party members stats.
• Both Dancer classes are great DPS in DDN due to their non-elemental damage.

Side Quest: Merchant Pope's Missing Pot

Best Neverwinter Great Weapon Fighter (GWF) DPS Build [Guide]

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GWF- DPS build by saviorgun 

Keeping this simple. Use it or not, just be respectful of me and most importantly others who are here to learn.

This is all my point of view and what I have found to work the best. Do not think this is law or final word. In fact I want others to improve it and maybe even teach me some.

Race

Any really, I personally took Tiefling cause the extra damage on mobs

Ability Scores

Again personal choice but I took 18/13/13/10/10/8. Making sure to take the +2 in cha and the 8 in int. 

After allocation in ends up like this.
Feats

Same as above this is what works for me.
Test it out and enjoy.

Powers

Sorry for the crappy pictures and for the hard to read points but I can cover them if needed.
Also shows what powers and such I use.

Gear/Stats

I gear power > crit > recovery.
As far as enchanting goes. In offensive slots put power, it works well with the bleed and Slam daily. Defensive either defense or hp. Utility run speed only.

Combat

I try to use my encounters as often as possible till i get my t2 4 piece at which point I will update this. Slam is the daily of choice for sure, adds a lot of damage and power for us. As far as Unstoppable(tab) is concerned I use it religiously, anytime I can. Even at half meter, the damage increase is to big to wait for it to be full.

I will post a good video of AOE and single target so you can get a good feel for how it works.

This is a simple video of Karrundax, my job is off tanking adds and well some damage.


Also a few things to note from the video. 1- I sound like I am 14. 2- I may give in and sing on stream. 3- Ellen > Leno 4- My name is obviously Matt.

Always enjoy the game and what you do. Good damage does not just happen you must make it happen with solid play and a more solid mindset.

Best Neverwinter Stealth-Based Executioner Trickster Rogue (TR) Build

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Credits: Banelorne’s Stealth-Based Executioner TR Build

Note: I have not created this guide. It was taken from Banerlorne Fellbanner from the Mindflayer Shard (a player of Neverwinter). I have just posted this guide here in my blog due to a request from one of my friends at Neverwinter BR to find a stealth-based Executioner TR Build.

Introduction: My name is Banelorne Fellbanner from the Mindflayer Shard and I’d like to share an alternative way of playing as a Trickster Rogue to my fellow Rogues, and others who may be looking into making one; a build that combines both “defense” and offense at the same time. I believe that as players, we should be playing our class based on how they were designed to be played. A Trickster Rogue playing as a “trickster”, and not as a DPS beat stick, can be also be as viable and opens a new sense of awareness for our TR class. This Stealth Build concentrates on maximizing the effects and duration of our biggest class feature, Stealth. You infiltrate the enemy ranks or base undetected, and before they realize your position, you would have already dealt a serious amount of damage to them already; or better, they’d be dead. Stealth is such a wonderful mechanic as it gives us the ability to become undetectable to most, if not all monsters in PVE, as well as some players in PVP. This in turn increases our overall survivability and also allows us to maximize our damage without worrying much about getting hit back (unless we’re standing in an AoE zone, which we can easily avoid via dodge).

Stealth gives us power and a clear role. And as such, this build will try to lay down the foundations of what all Stealth-based Rogues should have, their advantages and disadvantages, and their overall purpose/roles in PVP and PVE.

First and foremost I’d like to show you all a short summary of the pros and cons of being a Stealth Rogue.

The Pros of Playing as a Stealth Rogue.

  • Higher than normal survivability compared to most other TR builds thanks to maximized/permanent Stealth in PVE.
  • Deals a competitive amount of damage despite being a defensive build.
  • Very cheap to create and doesn’t require high end enchantments.
  • Offers fun alternative ways of playing as a rogue, giving players a wider array of methods to play in solo and group play.
  • Effective in solo play.
  • Very agile which acts as a gap closer for most scenarios.
  • Easy to complete in terms of gear.
The Cons of Playing as a Stealth Rogue.

  • You don’t always get maximized damage as compared to full cookie-cutter Executioner builds.
  • Not too much of a player-killer build in PVP.
  • Zero AoE. But Rogues weren’t meant to do AoE anyway.
  • Minimal Burst Damage in PVP. Requires a lot of timing in order to make the most out of the damage skills we have PVP.
  • Heavily reliant on having Stealth on.
  • You’ll be getting a lot of abusive PM’s from people you play against in PVP.
And that is basically the main pros and cons of playing as a Stealth Rogue boiled down small points. This build is by no means built to be intended for PVP play and is mainly used for PVE settings. However, it does not mean that it won’t function well in PVP. As a Stealth-Based Rogue in PVP, you won’t be getting much kills as most DPS-centered Rogues do, and you’ll be doing a lot of fleeing in some matches as well most specially if they are 2 vs. 1 matches. A Stealth Rogue functions very differently in PVP as it concentrates on taking undefended towers quickly rather than defending them, and the skills they use aims for maximum utility instead of maximum damage.

If you like dealing insane damage and doing instant kill moves on players, and dealing maximized damage in dungeon runs, it’s better to go for the cookie-cutter executioner builds. But if you’re looking for a way to be a “trickier” Trickster Rogue, I believe this guide is for you. Please continue reading if you are part of the latter, and we shall aim to emphasize the “Trickster” part in the Trickster Rogue much further. This build acts in a way which a Saboteur Rogue should act, however we’re not spec-ing towards the Saboteur Paragon Path. We’re going to be taking the Executioner’s Paragon Path and that’s where we’ll be getting most of our DPS capabilities. At the same time we’re going to be maximizing the effects of Stealth, Combat Advantage, and AP gain in ways that will also improve our DPS.

The Race and Attributes

Now that we’ve laid down the main points we’re going to tackle for this build, let us discuss some of the more minor portions for the entirety of the build, mainly the race and the more important stats. A stealth rogue aims for maximum survivability while balancing DPS in return so we do not lose our roles of being strikers. As such it is important for us to choose races which give us the needed stats to deal damage or take damage. The main three stats which we will prioritize as Stealth Rogues are as follows. 

Main 3 Attributes.

Dexterity: Our primary stat and our main source of Critical Hit chance. You can never go wrong with getting more than 100% damage increase in Critical Strikes. The Executioner Tree excels in making the most out of crits, so we’ll take advantage of that by pumping points in this stat

Strength: Gives us a flat damage boost whether we are in Stealth or not. It is arguably better than CHA due to this mechanic.

Charisma: Increases our Combat Advantage damage. And as Stealth Rogues, we are almost always in stealth so having a few points in this stat always help DPS
click to enlarge
For our stats, you’ll want to prioritize Dexterity > Strength > Charisma. Dexterity gives us a higher chance for a shot for increased damage. Strength increases our base damage, and is always particularly reliable stat which also gives us added stamina regeneration. Charisma is a nice stat that gives us added deflection, and added companion stats. There is no solid way to roll your stats using this build. As long as your DEX is higher than your other 2 prioritized stats, you’re good to go. If you want to play a more defensive approach using this build it may also be viable to prioritize CHA over STR. But if you want to deal good amounts of damage in the process, prioritizing STR for the damage bonus we get from it may be imperative.

Here are some of the races in which provide us with those 3 stats, and which I believe may be beneficial for a Stealth Rogue.

Tiefling: The race I chose for this build. I took it primarily because of the Racial Traits; Bloodhunt and Infernal Wrath. Bloodhunt gives us the ability to deal an extra 5% damage to opponents that has 50% or less HP, and for a starter trait that’s a pretty huge boost. Infernal Wrath gives us the ability to reduce our opponent’s Power for 5% for 5 seconds with a 10% chance of proc-ing. While it doesn’t seem to be noticeable at first, at times this may be that one lucky proc that saves your life. Tieflings get a +2 to Charisma which gives us better Combat Advantage Damage, and you also get the choice to go for a +2 on Intelligence or Constitution. I opted to go for Constitution primarily because more HP gives you a harder time to be killed. Paired up with Stealth and it’ll be hard for opponents to get the killing blow on you. Intelligence gives you +1% to your skill’s recharge speed for each point above 10. All you need is 10% recharge speed for it to show its effects for a Trickster Rogue, but every small bit helps. If you don’t mind the horns clipping through head pieces, and your tails clipping through your cloaks, Tieflings are a reliable race for a Trickster Rogue.

Drow: One of the best races for this build primarily because it gets a +2 to both Dex and Cha, which are the main stats of a rogue. Faerie Fire is a useful Racial Trait as it reduces your opponent’s Power and Defense by 6% for 4 seconds, with a 5% chance of proc-ing. That’s huge, and will be really helpful when paired up with Armor Penetration. Halfling: They get the same bonuses as the Drow, +2 to Dex and Cha, however they get a nice added 3% to deflect attacks AND they get a whopping 10% resistance to Control Effects. 3% deflect is the equivalent of 6 points in Dex or 3 points of Cha, and 10% Control Effect resistance is the equivalent of +10 Wis. Those are pretty huge boosts, making

Halflings: a very viable choice for Trickster Rogues. Half-Orc: Hand’s down, the best class in terms of dealing damage thanks to +2 to Strength and Dexterity. I can’t really imagine how a bulky race like an Orc would be dexterous in anyway, but they are in this game, and they are efficient in what they do. They get an added +5% critical severity making their critical strikes hit harder. Paired up with some points in Dex and Crit and they’ll be able to take those critical hit damages even further. They also get a nice movement speed boost of +10% whenever they first get into combat. That +10% added speed may be just what the Half-Orc needs in order to reach the position he wishes to go to much faster.

Human: Humans are just incredible. They get +3 Heroic Feat Points which allows us to give our Stealth Rogues more utility. They only get +2 in a single Attribute, but the 3 heroic feat points they get are so much worth the loss in the other +2 Attribute Points.

The Powers and Feats

As a Stealth-based Rogue, we’ll need to concentrate on powers and feats that make full use of the Stealth Mechanics, and to have a way to deal with the environment if by any chance we find ourselves in a situation where our stealth bar is depleted/almost depleted. Here are some of the skills in this build that we shall need in order to create an effective and flexible stealth rogue.

Powers:
click to enlarge
At-Wills:

Sly Flourish (3/3): A reliable at-will that never left my left mouse button, until I realized how powerful and reliable Gloaming Cut can be. You can easily dodge after getting a few stabs in compared to Duelist’s Fury where you have to wait for the animation to finish up before you can escape.

Cloud of Steel (3/3): Very useful in whittling down your opponent’s HP. Not much use against DC’s and GF’s, but for everyone else, it’s fair game.

Duelists Fury (3/3): Incredible in PVE settings and will be our main source of damage whenever facing monsters and bosses. In PVP, however, it’s hard to pull out. May be useful against GF’s and DC’s who are preoccupied on someone else but you won’t really join the main fray much in PVP with this build.

Gloaming Cut (3/3): This will be our main PVE and PVP at-will. The crappiest at-will in the TR’s arsenal of at-wills. It’s slow and hard to control, but once feated it becomes just a beastly skill that hits about as hard as a regular non-crit Lashing Blade. It also replenishes 10% of our Stealth Meter per hit. So even though it is slow, it generally helps us stay in Stealth for a much longer period of time, to the point of it being permanent in PVE.

Encounters:

Lashing Blade (3/3): Incredible burst damage! Perfect for taking out people whose HP got whittled out by your Cloud of Steel. Against fellow TR’s, and Control Wizards without their shield, it can one hit kill them provided they’re at 1/3rd of their HP bar left. There’s not much to say here, because I’m pretty sure every rogue player out there knows how hard this skill is able to hit, most specially when you use it while in Stealth. Lashing Blade is perfect for situations where you can afford to be out of Stealth, such as 1 vs. 1′s.

Bait and Switch (3/3): A reliable way to replenish our AP Bar in PVE settings. But it also shows its effects in PVP, specially against those who have not played using rogues yet. People seem to still attack your dummy because it has your name on it, but I’m not one to assume. But in any case, it provides us with AP, something we can’t get enough of because we gain it slowly. And once we take the necessary feats to boost our AP gain, popping 2 of these in PVP or 1 in PVE can almost always take our bar to 75% – 100%. This can become a good method to escaping as well, thanks to the roll animation.

Impossible to Catch (3/3): Very, very useful skill in PVE and PVP. As stealth rogues it is an absolute must for us to escape damage that may be life-threatening whenever we are about to lose our Stealth. This skill gives us a good 5 seconds of invulnerability provided we had stealth on when we cast it. Good way to escape deadly situations and wait for our Stealth or Shadow Strike to refill. Not to mention it gives a good amount of AP when we use it while in combat.

Shadow Strike (3/3): This skill is simple and incredible at the same. It’s basically a free Stealth Bar refill as long as we have an enemy in sight, and when used in Stealth, it also Dazes our opponent for a short duration. Good against Devoted Clerics who have yet to put down their AS, or CW’s who just need another Lashing Blade or a couple of daggers for them to die. I put 3 points for this skill, because we’ll be using this skill very often so it’s best to make sure you get the most out of it for each hit. Sometimes the difference in a kill can be 100 hit points, and I can’t count the many times I managed to kill an opposing TR or CW with this skill.

Smoke Bomb (3/3): Hands down, this is most probably the next best CC skill next to the CW’s Steal Time. Everyone within a small radius will become Dazed. And we all know how often people or monsters huddle up in confined places. The small amount of time given to you by this skill will allow you to dodge for Stealth fills, run away a little bit to let Stealth fill up, or escape completely. It does not do any damage but the utility purposes it has is one of the best in our skill set. In PVP this is also an effective way to stun groups which do not contain much GWF’s, and it also reveals the position of opposing Stealth Rogues when dropped in the correct location. Class Features:

Sneak Attack (3/3): One of the main Class Features we’ll be using in this build and it makes us run as fast or faster than the regular 50% speed mounts we see in the game. This feature will provide us with the mobility we need in order to position ourselves well in battle, and hide much faster from enemies when possible. It does not do anything useful for our DPS, but you run really fast and… well, it saves your life.

Tenacious Concealment (3/3): This is a feature we’ll be switching to and fro from time to time. Tenacious Concealment allows us to ignore 90% of the damage that our Stealth Bar takes whenever we get hit by an attack. This means that an opposing Rogue’s Path of the Blade will not put us out of Stealth that fast, and we our position will not be revealed that quickly even if there are AoE’s flying all over the place.

Tactics (3/3): Much faster way to regain AP. This gives us a whopping 15% AP gain on top of the other AP feats we’ll be taking. I another feat I switch to and fro from time to time, depending on how much AP a battle needs for me which are most usually boss fights.

Skillful Infiltrator (3/3): Our second main class feature. +15% movement speed is just incredible when paired up with Sneak Attack. Contrary to popular belief, the movement speed increase is indeed very noticeable and it allows us to position ourselves quicker than usual. It also gives a nice +3% to crit and deflect. Critical stats give us a higher chance of scoring better damage, and deflect gives us a better chance of not being hit too hard. 3% of each makes a good difference.

Invisible Infiltrator (3/3): Something you’ll be using very often in boss fights. This will guarantee you that you have Stealth on after you use a daily. Meaning you can take your time to reposition yourself somewhere you know you won’t be getting hurt. The extra time will serve as a means to replenish your stealth and your other skills.

Dailies:

Lurker’s Assault (3/3): I’m not sure where to begin explaining about how good this daily is. It replenishes our Stealth Meter VERY, VERY quickly, almost giving us 10 seconds of permanent stealth. And you’ll almost always get a complete bar of stealth after using Lurker’s Assault. To top it all off, you also get a +60% to damage when you’re under the 10 second effect of Lurker’s Assault. This means Duelist’s Fury for PVE, and Cloud of Steel for PVP, becomes really threatening hard hitters.

Bloodbath (3/3): After Shocking Execution’s rather “shocking” nerf, the number of players using Bloodbath has increased and they rightfully should as it can be a reliable way of executing a squishy class with less than half of their HP bar. Probably much more reliable than Shocking Execution in 1 vs. 1 situations. For 3 – 5 vs. 1, it may be a good way to harass other players most specially when they’re on horseback. But otherwise, this skill makes us invulnerable for a short while, and deals a good amount of damage in the process.

Total Amount of Skill Points Used: 49.

For the remaining points you are free to allot them in whatever skill you choose, but these are the ones you’ll be switching to and fro from time to time, depending on the situation you are in. Here’s a screenie of the skills I took for my own build.

I will further explain the setup I use most of the time in PVE and PVP settings in another section of this guide.

Feats:
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Heroic Feats:

Action Advantage (5/5): 10% more AP whenever we deal Combat Advantage, something we will regularly benefit from.

Weapon Mastery (3/3): 3% critical might not seem much at first, but that’s similar to getting +3 to Dex. We should take advantage of getting more crits in while dealing combat advantage for an increased output in damage.

Toughness (2/3): This feat gives us an added 6% to HP and for Rogues, we can never really get enough HP because we’re quite flimsy. Added survivability goes a long way.

Twilight Adept (5/5): A really, really underrated feat. It restores 10% of our Stealth Meter per dodge. While that does not seem much, that 10% refill is practically the equivalent of 1.5 seconds of waiting for the a regular steatlh refill, and you can do this refill in a split second using a dodge roll. It can effectively extend your Stealth duration when travelling in hostile territories such as in PVP, allowing you to remain undetected for a longer period of time. And often times, the 10% Stealth you are able to gain from this feat might also be just the right amount you need before you get your stealth meter back up and running. This helps significantly increase our overall survivability.

Improved Cunning Sneak (5/5): +20% to the Stealth Meter, yes please. You can never go wrong with this as a Stealth Rogue. Combined with the Battlefield Scavenger Set we can easily attain from the PVP store and we can get a whopping huge +40% boost in Stealth. This also means that the Stealth that gets refilled by Twilight Adept is increased in turn. The other damage feats sound nice, but as Stealth Rogues we concentrate on utility than raw damage.

Total Points: 20

Paragon Feats:

The feats chosen for our Paragon Feats are chosen based on this one question; how often will I be able to benefit from this? An acceptable answer would be “always” or “most of the time.”

Saboteur:

Cunning Stalker (5/5): An incredible feat that further increases our AP gain by 20% whenever we are in Stealth. Paired up with Action Advantage’s +10% AP gain from dealing combat Advantage, this helps take care of our awfully slow AP bar refills. Significantly, by the way. It also works with the AP we get from the Bait and Switch dummy.

Sneaky Stabber (5/5): The feat that turns a crappy at-will like Gloaming Cut into a reliable beast skill. This will allow us to replenish 10% of our Stealth Bar per hit, which essentially prolongs the time we are in stealth whenever we use it while stealthed. This feat allows us to remain in stealth PERMANENTLY in PVE. It’s a cheap way to achieve permastealth and mostly anyone can achieve this permastealth without much need for INT or Recovery stats.

Executioner:

Dazzling Blades (5/5): A not so effective means of reducing Cool Down, but it works with any of our At-Wills. Every second shaved off from our Cool Downs is a step away from Death’s Doors. We’re not thrill seekers, and we don’t like that door.

Thrill of the Kill (5/5): +1% to our AP whenever we kill an opponent. When we put all our other AP gain feats and feature into consideration, this 1% AP per kill turns into a very reliable source of AP. Not too useful in PVP, but this is mainly a PVE spec.

Brutal Backstab (5/5): +25% more Critical Severity when Stealthed, this Paragon Feat was made for Stealth Rogues.

Critical Teamwork (5/5): This feat is by far one of the best support feats in the game, in my opinion. It gives a flat 5% critical strike to your entire team. Not only do you get to benefit from it, your entire team also shares the same buff. This is always active, which is the reason why I chose this in place of Deadly Momentum. You can benefit from this feat in both PVP and PVE.

Overrun Critical (1/1): This is by far the only useful final paragon feat as compared to the other Paragon Feat Branches. This gives us a good chance of dealing an additional damage of 30% of our Critical Severity on a non-critical strike, whenever we crit an opponent. This will begin showing its effects once a player reaches at least 33% – 40% critical rating. It’s an incredible means to deal obscene amounts of damage even though we are a defensive build.

Total Points: 41.

The Main Skills

Used Now that we’ve laid down the powers and feats that will allow us to maximize Stealth, its effects and advantages, we shall now proceed to the skills that should be slotted in the skill bar. The skills I use in PVE and PVP look really similar and has very little variation. This means that it’ll be easy to adapt the play style in both PVP and PVE, which is to stay in the shadows, do your best to not get noticed, then strike when you see the opportunity.

The PVE Skill Bar.

At-Wills:

Gloaming Cut (3/3): Slow, hard to control, but this skill allows us to refill our Stealth to the point where we can create a cheap permastealth skill set based on this at-will, Bait and Switch and Shadow Strike. More info about this skill in the rotation discussion.

Duelists Fury (3/3): Our most powerful and hard-hitting At-Will. Best to use this on huge targets with lots of HP. It’ll be sure to shave off a significant amount of their HP bar in seconds most specially since we’re spec-ed in Combat Advantage and Critical Hits. The Bleed effect also gives us a nice addition in damage, and it procs Dazzling Blades much faster than Sly Flourish or Gloaming Cut.

Encounters:

Bait and Switch (3/3): A wonderful skill that allows us to refill our Stealth bars provided that we’re at Stealth. When used in solo play, it also acts as a decoy and attracts your opponents away from you, giving you time to breath, reduce a bit of your skill’s CD’s, and refill your Stealth Bar a bit. It also provides a HUGE amount of AP after an opponent is done killing your dummy.

Shadow Strike (3/3): A free Stealth refill, and it also Dazes your opponent for a short duration. Its damage is rather low but it’s better than nothing. More Stealth is always good and this is our second Stealth refill skill.

Smoke Bomb (3/3) or Impossible to Catch (3/3): Our main CC skill and basically our emergency escape button when we find ourselves surrounded by too many mobs in solo. Dazes your opponents for 3 seconds, giving us the opportunity to find a way to refill our Stealth. But if you find yourself in a situation where your teammates do not need much CC thanks to CW’s, you’ll find that Impossible to Catch might be a much better choice due to the 5 second invulnerability you get from this skill when used from Stealth. It’s also a good anti-CC skill that bypasses even the stun from Chartilifax and Karrundax.

Class Features:

Sneak Attack (3/3): Faster means to take favorable positions such as behind your enemies after using Bait and Switch (so you don’t get hit by your enemy).

Skillful Infiltrator (3/3): Another means to make movement faster, allowing us to take that spot we want before we hit things.

Dailies:

Lurker’s Assault (3/3): The main daily we’ll be using in PVE settings. It gives us 10 seconds of fast-refilling Stealth, and in PVE, we can pretty much stay in Stealth for an indefinite amount of time when paired up with skills like Bait and Switch which allows us to gain large amounts of AP in one drop. Sadly, though, we don’t gain any AP while under the effect of Lurker’s Assault.

Bloodbath (3/3): A panic button. If timed correctly this will allow you to kill multiple low HP mobs. But otherwise this skill should only be used if you find yourself in a situation where you are surrounded and need to replenish a little bit of health. Not that you’ll find yourself in such situations much thanks to our cheap permastealth

Rotation: The rotation using this skill set is basically this for PVE settings. Once you see an enemy, you Stealth up, sneak up on them and stab at them via Gloaming Cut. If it’s a big target, use Duelist’s Fury to shave out some of the target’s HP. Once you see that your Stealth Bar is almost depleted, use Shadow Strike for a free refill, and to get some AP on the side too. In order to maintain a permanent Stealth, use Gloaming Cut this time around. And when you see that the bar is almost depleted, use Bait and Switch for a free refill and some more AP. Attack some more using Gloaming Cut to prolong your Stealth, and by the time your Stealth is almost over, you’ll notice that Shadow Strike has already been refilled and ready to use so pop one of those out. Keep using Gloaming Cut again, and by the time your Stealth is almost depleted, you’ll notice that Bait and Switch is already refilled. And you can keep repeating this for an indefinite amount of time. It’s cheap, easy to maintain, and with enough Recovery you might find that you can keep doing this rotation using Gloaming Cut and Shadow Strike only. This is perfect for PVE settings as it doesn’t provoke any aggro at all from enemies.

If by any chance you mess up somewhere in the process, Lurker’s Assault will be able to help you reset your rotation without having the need to go out of Stealth. It also provides you with a good 60% damage increase, which gives us a good reason to use Duelist Fury at this state.

This “rotation” may need some taking used to, and it definitely involves some practice in order to get the timing right but it’s not that hard. I tested this rotation on Epic Karrundax, solo, had my entire party leave, and went all the way to Pyraphenia. It took me an hour and thirty minutes to get to her and beat her but I never died in the process of testing this new skill set.

The best place to practice the rotation would be the training dummies in Trade of Blades. It’s not that hard to nail, I assure you.

The PVP Skill Bar.

At-Wills:

Gloaming Cut (3/3): Some people may argue that this is a horrible choice for an at-will in something as fast paced as PVP. I, however, beg to differ. One of the reasons for this would be it replenishes a good amount of stealth per hit on targets who are unaware of your position. But more importantly it hits really hard for a rogue at-will. Rogues tend to rely on their encounters in order to deal damage. But Gloaming Cut gives us a reliable method of dealing huge amounts of damage while remaining in Stealth. It hits about as hard as a regular non-crit Lashing Blade. It has a 1.5 second animation time, but the damage you get from it is very worth it. It’s practically an execution in every hit and behaves sort of like a gap closer as it homes in on the closest target available.

Cloud of Steel (3/3): This is an effective skill in hitting running targets, specially those on horseback. It also deals an increased amount of damage to players who have taken in quite a few of the daggers you threw, meaning you can get kills using this skill. Very good to have in PVP, and before you run out of daggers, they should either be dead or you would have already ran away. The first one is better, but the latter doesn’t sound half bad because you are alive, after all.

Encounters:

Bait and Switch (3/3): Effective way to increase our Stealth duration via refills, and it also provides additional AP. Lots of them. Most of your AP will come from this skill. For some reason, people like attacking your dummies and killing them. While we may not know the real reason why people like to do that, it gives us free AP. Not going to fuss about something that benefits me a whole lot.

Shadow Strike (3/3): Free Stealth refill #2, and it adds a nice Daze effect for the people you hit. Good support for players being ganked by Control Wizards. Lashing Blade (3/3), Impossible to Catch (3/3), or Smoke Bomb (3/3): We have 3 choices for the third skill. I most usually use Lashing Blade to be able to deal a significant amount of burst damage in PVP whenever I’m taking over a not-so well-defended tower. Impossible to Catch is good when the opposing team is composed primarily of Trickster Rogues, Control Wizards and Great Weapon Fighters. This allows us to escape those scary control effects that endanger us and threaten our survival. In the end, the third encounter all depends on what you currently need. Do you need an execution skill that is available once every after 20 seconds against the soft classes? Lashing Blade is your guy! But if you need an escape button that helps you get away from danger, Impossible to Catch will be invaluable.

Class Features:

Sneak Attack (3/3): Same with PVE, this allows us to reach points we want to go to much quicker while in Stealth. We do have a horse which we can use to move faster, but we don’t want to be too obvious that we want to attack the opposing team’s undefended tower. Stealth running is the perfect way to achieve that. A stealth rogue is not a beat stick compared to the other Executioner DPS rogues, but rather in PVP, it aims to block your opponent’s point gain by stepping on their undefended towers and attempting to take it for your team. You most usually will succeed in doing this, because PVP-ers are preoccupied in battling in tower 2. It’ll take them quite some time before they notice someone’s taking their tower.

Skillful Infiltrator (3/3): Same as above.

Dailies:

Lurker’s Assault (3/3): This is mainly here to increase our damage using Cloud of Steel. Lurker’s Assault and 12 charges of Cloud of Steel basically kills any squishy class like TR’s and CW’s. Some survive, but more often than not this daily and 12 charges is more than enough for a squishy opponent

Bloodbath (3/3): An amazing skill in PVP. You are invulnerable during the time you are using this skill, and in 1 vs. 1 scenarios against opponents with less than half HP, this almost always guarantees your victory. For 2 – 5 vs 1, however, it is a good method to harass your opponents in to staying in their current position such as their own base, while your allies cap the towers that need to be capped.

Rotation: Our PVP rotation is a whole lot funner than our PVE rotation and probably less action-packed as well. It’s a stress free way to earn points and some kills on the side. Our role in PVP is not to be a beat stick, we don’t regularly kill people like our other ally TR’s, CW’s, or GWF’s. As Trickster Rogues, we aim to trick people, to deceive them and make them guess what we’re going to do or where we’re going to strike next. Our PVP battle is more psychological, and we aim to take advantage of behaviors players usually show in PVP. It’s up to the user as to how he wishes to use this build, and how far he can take it in PVP. This build equips us with maximized Stealth which is a powerful psychological tool against any opponent. People tend to fear what they cannot see.

Our main goal is capturing towers for our team, and blocking our opponent’s point gain increase. Whenever we step on the opposing team’s tower platform, that tower will stop generating points for the opponent. And if you step on it long enough you get to capture it for your team. You net 300 points, equivalent of 6 kills in the process. And if you get to face an enemy while trying to take the tower, you will get another 100 points, 50 for the kill and 50 for the tower rush. Netting you a total amount of 400 points in that tower. But let’s just hope that most of the towers you try to take will be undefended. When you find yourself in a position where you see two enemies running towards you, and you are alone. Do not try to be a hero and attempt to take both of them by yourself specially when using a Stealth build. It’s best to just stealth up, run away, watch them from somewhere hidden and nearby. And once you see they’re gone, go back to their base and take it again. You’ll find very little opponents that is able to notice that their tower is being taken as soon as they leave for tower 2. They’ll be too preoccupied with the idea of defending/taking that tower.

Some people might call this cowardly, but I prefer to call it a strategy. I will happily take the opportunity to screw up the opposing team’s point gain and run away from battle whenever I can. This stealth rogue build also nets me a good amount of top scores thanks to this strategy.

Just remember to stay in stealth for as long as possible and evade the attention of your opponents. Take the long paths if you need to, and make sure no one will know where you’re going. The benefit in this is while your allies are trying to defend/take tower 2, you are taking your opponent’s tower. Your opponents then has 2 things they can do. They can either send someone to stop you, which you will inevitably win since the Trickster Rogue specializes in 1 vs. 1 battles, or 2 people. 2 opponents gone from tower 2 gives your allies a better chance in taking tower 2. While you keep your 2 opponents fixed on you on your opponent’s base, your allies will get an easier time taking the tower they wish to take. This acts as a good support for the team as well as being an offensive maneuver as well. PVP is not just about skills, it also involves strategy. And competitive battling is always funner when you put strategy into consideration.

Gear Preference and Stat Priorities
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First and foremost, I’d like to forewarn people who are intending to use this build that this is a gear-specific build. In order for it to run properly, a player must need either the Battlefield Scavenger Set, or its more powerful counterpart, the Battlefield Skulker Set. Battlefield Scavenger is fairly easy to collect in PVP. Within a few hours of playing PVP Domination, a player can earn enough glory to be able to purchase the entire set. So if you’re a new level 60 TR, just pop a few matches in PVP when you have the entire day free. There are a lot of PVP pieces in the Auction House as well, at very low prices. Oftentimes you can also read in Zone Chat that players are selling them for Gold. You have a wide variety of ways to be able to attain the Battlefield Scavenger pieces. They are really cheap, but they give us a lot of good boosts that most other sets do not have such as additional HP and Armor Penetration, 2 very important stats in damage-dealing and survival. The 2nd set, however, which is the Battlefield Skulker set, is a little harder to obtain. In order to earn the gear for free, one must grind the Gauntlgrym events particularly the PVP and Dungeon in order to be able to get around 10 Grym Coins per the entire event. Each Grym piece, however, costs 40 Grym Coins. So you can just imagine how long that would be before a player can reach the needed amount of Grym Coins to receive their pieces without using AD’s. But persistence pays off! If all else fails, there’s always the Auction House that sells the pieces for below 200k per piece. These 2 sets boost our Stealth Meter by 20% and 25%, a small boost that is big enough in order to dramatically impact our rotations and increase our room for error. The hard part about playing stealth builds is managing the cooldown of your encounters. But that’s about it. Once a player has that down, the rest will come to them with experience and time.

If a player can purchase the entire Grym Set right off the bat, I suggest doing so. But if not, and the player currently does not have the means to get the Grym Set, I highly recommend purchasing the PVP T1 Battlefield Scavenger Set before going for the Grym Set. 20% Stealth which costs below 40k AD’s is too good to pass on. Get the entire set as soon as you hit level 60.

Now that we have discussed the most important part about the gear, I assure everyone that the latter part is more lax and people will be free to experiment according to how they see fit. I will discuss some of the contributions that other Stealth TR’s added for the build later, but on my part I stack the following stats in order to maximize the damage output of a Stealth TR that specs towards the Executioner Path.

Critical > Armor Penetration > Power > Everything else.
This way, I get to maximize the amount of times I get to proc Overrun Critical which is a very good source of damage increase in both PVE and PVE. However, some players have had the opportunity to play around with the build even further than I can. I’d like to offer you guys these wonderful posts made by our own fellow Stealth TR’s, and I assure you guys that these will be VERY insightful. They contain topics from gear up to strategies, so before you completely spec into the build I’d like to request the good people of our TR community to read the following posts first which will be included in the Contributor’s Corner in the next post.

The Contributor’s Corner

This section of the guide is dedicated to the wonderful people who further contributed to the development of this build, as well as creating other variant builds that resemble this Executioner Stealth Build. These posts contain a lot of information and has been buried by the new posts. But I shall be providing links to the collection of their posts for easier access no matter how deep they get buried. The following links will redirect you to a page which has a collection of the contributors’ posts in thread format.

Trent82: Trent82 has explored an alternative stat setup for playing the Stealth Rogue, particularly by stacking Recovery as the priority stat. He has achieved a build that allows more room for error, and gives him a quicker means to pop Lurker’s Assault faster which inherently increases his overall damage output in dungeons. More info on his posts!

l0th4ri0: l0th4ri0 is one avid contributor towards our small stealth TR community. He has discussed some of the most viable ways to effortlessly level up your stealth TR much faster, particularly by using Regen gear when questing. He has also discussed some of his dungeon delving strategies and play styles using his variant Saboteur Stealth TR build which specs into the Sab Tree instead of our usual Executioner Tree. Read more on his posts by clicking his name!

Fabfesta: Fabfesta has discussed some of his experiences and strategies using this build, and a little bit of theorycraft. He has also managed to go the furthest reaches of an epic dungeon all by himself, and I myself have ran an epic dungeon with him, just the 2 of us. More info on his posts by clicking his name!

Klixan: Klixan, like l0th4ri0, has discussed her strategies on leveling your TR much quicker. She attested to the effectiveness of Regen gear while leveling, and included some of her experiences in narrated format. A read that’s well worth it so click her name! If you have something you can share to our small TR community, please do not hesitate to do so! This is not just my guide no more, and I’m proud to be able to compile the information and experiences that all stealth TR’s should know. You could be next, so no matter what the info you have, whether it be something that pertains to PVP or PVE, please share them! We would be more than happy to have another contributor around.

PVP Strategies for the Stealth Executioner

As a Stealth Based TR which concentrates on PVE more than PVP, we usually would like to try and avoid any encounters we know we will lose. This includes 2 – 5 vs “you” fights. We do not excel in such situations and it would be within our best interests to run away from such encounters in PVP as we most definitely would not be able to kill anyone in such a gank. Steer clear from anything that may spell your death as there is nothing to gain in dying in PVP, unless you are in that on situation where you are staving off 3 – 4 of your opponents in their own base in order to psychologically prevent them from getting to tower 2. Stealth Rogues are able to do that, and for a good minimum of 30 seconds, 30 seconds enough to allow your allies to cap the towers that are in need of capping. Staying alive as a Stealth Rogue means you have a better and faster means of reacting to what your opponents do in battle. And staying alive means your opponents will always be on the look out for you, the prey whom they failed to catch. A stealth rogue is so hard to kill in PVP and when played right, you can get a high amount of score, decent kill number, and zero deaths.

I shall be dictating the strategies I use in order to effectively defeat players in 1 vs. 1 scenarios. And in the later part of this post, I shall also include other strategies which allows us to escape deadly PVP situations, and various means of harrying opponents.

The Stealth Executioner and its Roles in PVP

We are unlike other TR’s who spec for maximized damage. What we gain in survivability, we tend to lose in DPS. But it doesn’t mean that we do not have the ability to kill other classes. Stealth TR’s should not have any trouble facing up against CW’s, DC’s, and DPS TR’s, but GF’s and GWF’s may prove to be troublesome in PVP. However we mostly do our best to escape conflicts we cannot win and we do our best to force our opponents in 1 vs. 1 scenarios where we are guaranteed to either win or escape, mostly unharmed. Here are some strategies which helps define what a Stealth Executioner can and cannot do.

The Stealth TR and his Purpose:

- As a TR who specializes in remaining unseen, you should aim to abuse this fact by back-capping the bases of your opponents and preventing them from gaining any points. The opponent’s base is most usually a undefended point in the area, because tower 2 gets all the action. Tower 2 PVP-ers will be too preoccupied in what they’re doing that they’ll fail to realize that their tower is being taken, which will cause you and your team to get an increased amount of points in time. In order to fully succeed in doing this, however, you must have good allies with you. Particularly the beefy ones like Clerics and GF’s at point 2, with a CW backing them up for support. Your performance is most usually highly dependent on your allies, and your allies will be highly dependent on how well you can harass your opponents into making them stay in one point as they cap the needed towers. You have, as a stealth TR, the capability of a whole party when it comes to making people stay in one point. You do this by staying stealthed and preventing your opponents from mounting up. This will severely affect your opponent’s mobility, giving your allies more than enough time to cap tower 2, and rush to where you are to provide back up and eventually taking the match to the opponent’s towers. If your opponents aren’t smart enough, they will try to take back their tower instead of taking other undefended points. This behavior can be most usually observed in pug PVP parties, and should be exploited whenever possible.

A stealth TR’s mode of attacking the opponents is mostly psychological. People are afraid of what they cannot see, making them feel stressed. This will, in turn, increase their aggression towards you, making them try to find you, thus preoccupying them and allowing your teammates to operate without facing too much opponents. They will try to find you, but to no avail, because you specialize in staying stealthed. When you are almost out of stealth and have no means of refilling it, you hide. Since you cannot be seen, most people will think you are still stealthed even when you are already hiding somewhere refilling your stealth bar. You will notice that they will run around on their towers or randomly attacking hoping to hit you. But you’re already far away, watching them. The optimum time to strike your opponents back is when they think they are safe, this is most usually the times when you see them mounting up. Since you are a fast runner thanks to Sneak Attack and Skillful Infiltrator, you will be able to get in their range to be able to spam Cloud of Steel at them, making them fall prone from their mounts before they can fully escape their tower. I shall post screenshots of optimum hiding places in both Hotenow Domination and Rivenscar Ruins; hiding places which will allow you to remain unseen while you see most of what’s happening in the area. Using your terrain to your advantage is a strategy, so please do not think of hiding as cowardice. If it gives your team the victory, playing as underhanded as possible would be preferable.

Sometimes, however, you shall be forced in a 1 vs. 1 combat situation. Any TR should be able to handle this as we excel in 1 vs. 1′s. I will list down my strategies in 1 vs. 1′s and how I win them as a TR with gimped DPS. We lack severely damaging encounters, which is why we shall aim to use the power of our at-wills wisely, our terrain, and our opponent’s behavior. We shall aim to counter most popular class strategies.

But first and foremost, allow me to discuss a little bit more on some gear issues on PVP. Please refer to the screenshot below.
click to enlarge
As you can see, I have replaced the following gear with alternatives that contributes to Regeneration.

  • 2x Pyrotechnic Band for 2x Seal of the Executioner.
  • Grand Fugitive’s Belt of Revolt for Berserker’s Belt of Youth
  • Grand Exorcist’s Necklace of Blessings for Amulet of Flame
click to enlarge
Why the regeneration gear, you ask? The answer is simple. It’s because as stealth rogues who can enter combat without risking ourselves much from getting targeted, the times we stay in stealth provide us with so much time that we can virtually heal ourselves to non-critical HP levels without using potions, only by using regeneration and life steal. When those 2 stats work in conjunction with one another, no matter how low our health is, we can easily gain it back by going to stealth. Run away from dangerous areas if you have to, as long as you are alive and are able to come back into the action at top shape, all is well. This also helps us regenerate our lost HP when we can’t count on the bugged floating pots in PVP.

For reference, these regeneration gear can be attained by the following means.

  • 2x Seal of the Executioner: Trade for 15 Pegasus Seals each at Protector’s Enclave.
  • Berserker Belt of Youth: Costs less than 5k at the Auction House.
  • Amulet of Flame: Costs less than 10k at the Auction House.
These gear are particularly cheap yet the benefits they give us can be immense when played right. And by right, I mean carefully. And now we go to the individual PVP strategies which helps us achieve careful play technique. It’s okay to be aggressive at times so long as we have the opportunity to do so, but for a Stealth TR who must be careful of not messing up his cooldown and rotation, the only way to play is cautiously and strategically.

Screenshots: The Solo Dungeon Challenge. 

In order for me to be able to test the survivability of this build, I took it upon myself to challenge this build to see how well it can hold in solo scenarios. And what better way to test this than to solo some of the hardest contents of the game; dungeons. Dungeons that are supposed to be taken by 5 players can be soloed by this Stealth Rogue build. So far I’ve done Lair of the Mad Dragon up until Temple of the Spider and I’m planning to continue this up until Normal Dread Vaults. I was also doing Caverns of Karrundax a while back but sadly the game decided to disconnect me in the middle of the dungeon run, just before I got to fight the 2nd boss. It was a disheartening experience but I will be sure to try again when I’m able to just so I can complete my list. 

So far here are the dungeons I’ve managed to solo and the screenshots I took in order to commemorate the times I was able to successfully challenge these dungeons without dying, not even once. 

Finished Dungeons: 
Upcoming Solo Runs: 

  • Caverns of Karrundax 
  • The Dread Vaults 
I’ve been fortunate enough to have not died, not even once in any of the dungeons I’ve soloed so far. I’ve had several different encounters but the experience I’ve gained through soloing each one dungeon helped me conquer the one I’ve been planning to run through next. I hope these screenshots somehow convince people to try and run this build in the future, and I dream that one day I can find someone in one of my future runs who uses the same build as I am. Just imagining how much a 5 man Stealth TR party can do in a dungeon… that would be a pretty awesome sight.

Best Crit-Based Neverwinter Renegade Control Wizard Build

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Credits: Renegade Control Wizard: Crit Happens Guide by Smitty

I figured I should make one of these considering we don’t have any CW guides. The ones that are on the NW forums are either outdated or craptastic. Anyway, I am running Renegade spec on Smitty. After weeks of playing Thaumaturge, it started getting boring for me so I decided to make a change, and it was definitely worth it. 

This build was a result from various testings and research on the forum as well. I do dabble quite a bit on the test shard so I test things out before I make the switch in live server. I will not provide an in-depth explanation on how to play a CW. It can be very tedious to explain the intricacies and nuances of playing a CW. I found it easier to learn through actually playing the class. Instead, this is more of a guide on how to build an effective Renegade CW. Hope you guys like it. 

Pros 
  • High damage output, possibly the highest out of the 3 paragon trees 
  • Huge critical hits (I get constant SotEA crits anywhere between 50-90k ) 
  • Offers just as much control as any CW spec 

Cons 
  • Needs massive funding Highly gear dependent. 
  • Greater or Perfect Vorpal A MUST and 30+ crit to be fully efficient. 
  • Unpredictable damage 
  • Ridiculous aggro machine 

Race/Ability Scores 
Tiefling is the best race for a Renegade based CW. It gives everything you need. However, I’m starting to get bored of how they look. Every point of ability score should ALWAYS go to INT and CHA. 

Stat Priority 
~35% Crit > 22-24% Armor Penetration > ~3000 recovery > Power > HP > Defense 

Recovery and Armor Pen still take precedence over Crit. However, due the nature of the stats on typical CW gears, getting soft caps on ArP and Recovery are easy enough that you could focus most of your enchantments on pumping Crit. Take note that I’m basing this off a CW that is nearly decked-out gear-wise. If you find yourself having troubles reaching these stats, then you are better off switching to Thaumaturge if you intend to maximize your effectiveness in party play. 

Gear and Enchantments 
High Vizier set and Ancient or Fomorian Orb/Talisman combo is only set that you will need. 

Offense: 
  • Azure (Crit) 
  • Dark (ArP) 

Defense: 
  • Azure (Defense) 
  • Radiant (HP) 

Utility: 
  • Dark (movement) 

Weapon Enchant: Greater/Perfect Vorpal 

Armor Enchant: Soulforged 

Build 
click image to enlarge
There will be 3 points left to be spent for your powers. Feel free to spend them based on your personal preference. 

Skill Setup 
For Trash: 
Eye of the Storm 
Storm Spell 
Arcane 
Singularity 
Opressive Force 
Entangling Force 
Shield* 
Shard of Endless 
Avalanche 
Steal Time 
Magic Missle 
Storm Pillar

*Once you become better in dodging incoming attacks, you can switch out Shield for a more dps/cc oriented skill like Sudden Storm or Icy Terrain. 

For Single Target/Debuff Stacking: 
Eye of the Storm 
Storm Spell 
Ice Knife 
Opressive Force 
Ray of Enfeeblement 
Chill Strike
* Shard of Endless Avalanche* 
Icy rays* 
Magic Missle 
Storm Pillar 

*For single target/debuffing, these powers can be switched out for other HV stacking skills based on personal preference. Other encounters that give HV debuff include Shield, Steal Time, Entangling Force, and Repel 

Major difference between Thaumaturge vs Renegade? 
Both paths have a somewhat different role in party play. They both give excellent mob control for the group. However, a Thaumaturge CW provides more debuffs that affect the whole party whereas a Renegade CW provides more DPS. Based on personal experience, Thaum is a more stable, constant dps whereas Rene is a spiky, high-potential dps build. 

If you have any further questions, comments, or criticism, feel free to post or message me in game. Smitty out.

Hot Sexy Cosplay September 2013

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Here's a round-up of the hottest cosplay for this month of September. Enjoy guys! :D














































Hot Sexy Cosplay August 2013

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Here's a round-up of the hottest cosplay for this month of August. Enjoy guys! :D

























































Choose Your Marvel Heroines

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Photos by: Ian Reyes

Superman 1



Superman 2



Batman



Spiderman



Ironman



Aquaman



Green Lantern



Flash



Hulk



Thor


My eyes are on Iron Girl! How about you? Who's your favorite heroine among the stunning beauties featured above?

Best Neverwinter Guardian Fighter (GF) PVE Hybrid Tanking Build

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Credits: Rokuthy’s Hybrid Tanking Build for End Game PvE Content (Guardian Fighter) 

Updates: 
  • Added Timeless Hero optimization (updated) 
  • Added Stalwart Bulwark optimization (updated). 
  • Added an armory link (requires gateway login) and feats screenshot. The screenshot will always reflect what I’m currently testing, not necessarily what is written in the guide. 
  • Added a quick FAQ at the bottom of the guide, removed some old information. Will update FAQ as necessary. Added DPS spreadsheet (thanks to Sanctumz). 
  • Added a link for Defense/Deflection number crunching 

GUIDE UPDATES COMING SOON (TO DO LIST): 
  • Add endgame gear list (dependant on drop information) 

Possible updates based on interest: 
  • Strategy discusion for tanking specific dungeons Strategy discussion for tanking various bosses 

USEFUL LINKS: 

Stalwart Bulwark 4-piece bonus: 
This is the essential set for the Hybrid Tank. The only possible upgrade to this is the Timeless Hero set, which will have uses in single target fights. For the majority of PvE content, the Stalwart set will be your best in slot setup. 

Drop Locations: 
  • Helm - Lair of the Mad Dragon 
  • Gauntlets - Cloak Tower 
  • Greaves - Cragmire Crypts 
  • Armor - Throne of Idris 

Stalwart Bulwark Optimization: 
It’s finally time to add a BiS gear list with stat optimizations. The following information will assume that you are using the Stalwart Bulwark 4-piece set. 

Stat Priorities: ArPen to 22% -> Power -> Crit/Recovery. 

You will attempt to stack power as high as possible after reaching your 22% ArPen target. 

When looking over the gear list, keep in mind that I’m stating the highest rank of each item (Ancient, etc), but any rank of that item will still be what you would use. For example, if you cannot find Ancient Rings of Control, then using the Minor Grand Ring’s of Control from the Drake vendor would be perfectly acceptable. You’re looking for a specific stat distribution here, it doesn’t have to be perfect to start. Just get the base items that you can afford, and then upgrade from there. Same with enchants/runes. 

This guide assumes that rank 7 enchants/runes will be used. You may find that you need to add/change an enchant around here or there if you’re using higher or lower ranks. Just remember, once you hit 22% ArPen (around 2150 rating with 15 Dex), you’ll start stacking as much power as possible through the use of Radiant Enchants. 

Player: 

Neck: Ancient Excorcist’s Necklace of Blessings - Dark Enchantment 
Rings: 2x Ancient Grand Slavemaster’s Ring of Control - Radiant Enchantment 
Belt: Smiting Berseker Belt (60) - Radiant Enchantment 
Shirt: Gemmed Exquisite Shirt - Dark Enchantment 
Pants: Gemmed Exquisite Pants - Radiant Enchantment 

Weapon (option 1): Brutal Lizardfolk Scimitar - Greater Plaguefire Enchantment and Radiant EnchantmentWeapon (option 2): Longsword of the Timeless Hero - Greater Plaguefire Enchantment and Dark Enchantment 
Shield: Shield of the Timeless Hero - Radiant Enchantment 

Pet (Cat): 

Offense: 2x Eldritch Runestone 
Defense: Eldritch Runestone 

Neck: Ancient Exorcist’s Necklace of Blessings - Dark Enchantment 
Belt: Piercing Occult Belt (60) - Dark Enchantment 
Ring: Ancient Grand Slavemaster’s Ring of Control - Dark Enchantment 

Timeless Hero Optimization: 
Stat Priorities: ArPen to 22% -> Power -> Crit/Recovery. 

On paper, the Timeless Hero set does slightly less DPS than the Stalwart Bulwark set while under optimal conditions. What this means is assuming both sets have their 4-piece bonuses active, the Stalwart will slightly out perform the Timeless. However, conditions aren’t always optimal for the Stalwart set, particularly on certain boss fights. If you find yourself having a hard time keeping your 4-piece bonus active, then you could consider using the Timeless set full time. If that’s what you choose, then here is the optimization: 

*Note – The Timeless optimization is 100% identical to the Stalwart Optimization. I’m keeping both lists here just in case individual differences exist in the future.* 

Player: 

Neck: Ancient Excorcist’s Necklace of Blessings - Dark Enchantment 
Rings: 2x Ancient Grand Slavemaster’s Ring of Control - Radiant Enchantment 
Belt: Smiting Berseker Belt (60) Radiant Enchantment 
Shirt: Gemmed Exquisite Shirt - Dark Enchantment 
Pants: Gemmed Exquisite Pants - Radiant Enchantment 

Weapon (option 1): Brutal Lizardfolk Scimitar - Greater Plaguefire Enchantment and Radiant EnchantmentWeapon (option 2): Longsword of the Timeless Hero - Greater Plaguefire Enchantment and Dark Enchantment 
Shield: Shield of the Timeless Hero - Radiant Enchantment 

Pet (Cat): 

Offense: 2x Eldritch Runestone 
Defense: Eldritch Runestone 

Neck: Ancient Exorcist’s Necklace of Blessings - Dark Enchantment 
Belt: Piercing Occult Belt (60) - Dark Enchantment 
Ring: Ancient Grand Slavemaster’s Ring of Control - Dark Enchantment 

Rokuthy’s Hybrid Tanking Build 

This build started off as a simple way to counter the expensive respec costs that exist in the game. The initial purpose of the build was to create a spec that was viable for both PvE tanking, foundry/questing solo play, and PvP. It has, in my opinion, become one of the premier Guardian Fighter specs that you can play. While it is still perfectly viable for PvP, it truly shines as one of the strongest specs out there for PvE Hybrid Tanking and DPS. This build will fulfill all tanking needs in T1 and T2 content, while also putting out extremely respectable DPS. This build nullifies any need to respec (I’ll do all the respeccing for testing purposes) in order for you to fully enjoy PvE, PvP and solo Neverwinter content on your Guardian Fighter. 

Keep in mind also, that I’m constantly experimenting. Along with my main gear set, I have an additional 23 items in my inventory (fully enchanted/runed) that I can swap on for different situations (and testing). I keep this guide updated based on the things that I’m currently doing that work. If you catch me in game, I may be using different gear, or running with a different spec, etc. I’m just testing things out. Once I feel confident that it works, I’ll add it to this guide. I’ve spent around 40,000,000 AD since the game came out testing various gear and specs, so there’s no telling what I’ll be doing each day as far as my playstyle is concerned. 

Powers 

With this setup, you will be able to purchase every power needed for tanking and DPS, and still have a few points left over to make personal choices: 

3/3 Cleave 
3/3 Tide of Iron 
3/3 Lunging Strike 
3/3 Villain’s Menace 
3/3 Shield Talent 
3/3 Enforced Threat 
3/3 Griffon’s Wrath 
3/3 Fighter’s Recovery 
3/3 Terrifying Impact 
3/3 Knee Breaker 
3/3 Enhanced Mark 
3/3 Knight’s Challenge (Optional) 
1/3 Combat Superiority 
3/3 Frontline Surge 
3/3 Ferocious Reaction 
3/3 Trample the Fallen (Optional) 
3/3 Threatening Rush 
3/3 Into the Fray 
3/3 Supremacy of Steel (Optional) 
3/3 Bull Charge (Optional) 
3/3 Indomitable Strength (Optional) 

If something is listed as optional, that simply means that it’s not integral to PvE tanking or DPS. There will be 15 points leftover after all essential powers have been purchased, leaving a little bit of flexibility and personal preference for how you finish out your build. I chose my extra powers based on varying factors – PvP, experimentation, etc. It’s entirely up to you what you purchase with those 15 points, and it will have very little impact on the hybrid build overall. 

Build I’m Currently Testing: 
click to enlarge image
Please note, this screenshot will stay updated with what I’m currently testing. It may not accurately reflect what is listed below. The feats listed below will be the build that I currently endorse that has already been tested and proven to work. 

Feats (Previously Tested): 

3/3 Strength Focus 
3/3 Toughness 
3/3 Armor Specialization 
1/3 Shielded Resurgence 
3/3 Potent Challenge 
5/5 Powerful Attack 
1/3 Grit 
3/3 Weapon Mastery 
1/5 Ubiquitous Shield 

The first thing to take note of here is the fact that I’m human and have 3 more points to spend on my heroic feats. I recently made a slight change and went with 3/3 Weapon Mastery. I didn’t feel like the 4/5 Ubiquitous Shield was necessary. I have a point in it right now just because it’s an oddball point and it doesn’t really matter where it goes. I could have easily gone 2/3 Grit or 2/3 Shield Resurgence, but in the end, that last point is going to be of little consequence. Put it where you want. If you aren’t Human, then I’d recommend to just not worry about 3/3 Weapon Mastery. I’m not stacking crit on any of my gear, so adding the 3% isn’t going to be game breaking. 

Paragon 

We’re going right down the Conqueror tree to start. 

5/5 Take Measure 
5/5 Wrathful Warrior 
5/5 Cruel Cut Style 
5/5 Tactical Superiority 
5/5 Menacing Impact (Optional) 
1/1 Reckless Attacker 

Tactician 

5/5 Fight On 

Again you will be left with an option after you pick up the main feats. With five points left over, it’ll be entirely up to you where to spend them. I personally went with 5/5 Menacing Impact, purely due to the sheer amount of times I hit Villain’s Menace during dungeon runs. However, Plate Agility is a good choice for hybrid tanking, Reinforced Surge or Improved Vigor could be solid choices for PvP, and Crushing Pin could be an option as well. It’s entirely up to you. 

PLAYSTYLE: 

I’ve changed things up ever so slightly for boss fights. There are generally two different types of boss fights and strategies to use: the cleave on top of the boss with adds strat, and the straight up DPS burn strat. For the cleave strat, this is my setup: 

Cleave, Threatening Rush 
Frontline Surge, Enforced Threat, Lunging Strike 
Villain’s Menace, Fighter’s Recovery 
Combat Superiority, Ferocious Reaction 

You’ll notice that I no longer useIron Warrior. It just doesn’t fit with this new playstyle and it also isn’t needed. The cast time on the ability makes it harder to use as a clutch, life saving CD, and the extra shield block isn’t typically necessary. I’ve also replaced Shield Talent with Combat Superiority, and Enhanced Markwith Ferocious Reaction. Due to my current DPS, Enhanced Mark isn’t needed – I have less aggro issues than I ever have before simply from raw DPS, and Ferocious Reaction sort of serves as my new Iron Warrior in terms of a life saving CD. If you find yourself not needed Ferocious Reaction, feel free to replace it with anything at all that better suits your build or playstyle – could be Shield Block, Trample of the Fallen, etc. I don’t find myself blocking quite as often, instead I opt to avoid as much telegraphed damage as possible, block only when absolutely necessary, and face tank the rest. Villain’s Menace is my most used daily – it gives me the most DPS uptime possible through its resistance to disabling effects, however, I use Fighter’s Recovery anytime I know I’m going to need healing (especially if my cleric is kiting). 

For the straight up DPS burn strat, this setup is assuming that nearly 100% of my focus will be on the boss. I want that boss dead as soon as possible as my cleric or the rest of my group handles the adds. In some cases, the cleric will perpetually kite all adds in the encounter until the boss dies; in other cases I’ll hold the boss away from the group while the other DPS stand on the cleric killing all adds that come to him. For this strat, I use the following setup: 

Cleave, Tide of Iron 
Bull Charge -or- Griffon’s Wrath, Knee Breaker, Lunging Strike 
Villain’s Menace, Fighter’s Recovery 
Combat Superiority, Ferocious Reaction 

This is a simple setup for pure single target DPS. It involves keeping your Tide of Iron debuff on the boss at all times, weaving the initial Griffon’s Wrath charges in with Lunging Strike and Knee Breaker, and then just continuing a rotation of using every ability on CD with 100% uptime on the Tide of Iron debuff. Straight and to the point. The other option (for bosses), is to replace Griffon’s Wrath with Bull Charge, as it has a higher DPS potential. 

One final note, you don’t have to follow everything I use to the letter. If something works for you, then by all means, use it. Know how it works, and then share it. Fill us in on what you’re doing. Also, think outside of the box. Speed clearing an instance to rush delves? Into the Fray sounds perfect for that – mash it on cool down as you’re moving through the instance for increased run speed, AP gain for dailies, etc. Playing with a group that can’t seem to avoid standing in stuff? Give Knight’s Valor a shot. Your control wizard not controlling anything? Save your Frontline Surge for interrupts on healers/casters/other trash. You don’t always have to be using a particular set of skills from start to finish in an instance. If you’re quick enough, you can swap on the fly in combat – just know you’ll be put on a 10 second lockout from using the ability, but I honestly do it all of the time. Keep things interesting, experiment. 

FREQUENTLY ASKED QUESTIONS: 

1. What is the best race for the Guardian Fighter? 

Race is entirely a personal preference. I personally chose human, but I would have probably chosen human regardless of any racial or stat bonuses. It’s just what I prefer to play. So pick something you’ll enjoy, something you want to look at, etc. It doesn’t matter that much in the end. 

2. What initial attributes did you choose? What attributes should I pick? 

For the most part, Strength and Constitution are the two attributes you’re going to want to stack for DPS (and hybrid tanking – for tanking period, in my opinion). Some people argue for Dexterity, and that’s perfectly fine. It’s just not what I went with. As for what I’d recommend, I’d go with str/con. I personally chose 16/16/12 (str/con/dex) and then put 2 points in con (human bonus), for a total of 16/18/12. At level 60, this gives me 22/24/14 unbuffed, and 23/25/15 with a camp fire buff. 

3. What kind gear do you wear? 

I currently use the Stalwart Bulwark 4 piece. 5% of HP is converted to power upon taking damage, stacks up to 5 times for a total of 25% of HP to power. For my jewelry, I recently swapped from defense/deflect jewelry to power/crit/recovery jewelry. Yes, this means I forgo the max HP (which means a litle bit of power from HP), in order to gain straight power and recovery, while crit is just a bonus of the gear. The best items of choice here: Neck – Revolt, Rings – Control, Belt – Control. Also, keep your eyes open for certain blue items – belts in particular can have outstanding stats with a gem slot. As usual, my advice is to always balance your stats for whatever goal you wish to achieve. I use the Timeless Hero shield, and am currently farming the Timeless Hero weapon. I’m undecided if I will be using the Castle Never weapon set (sword/shield). 

4. What is the best pet for the Guardian Fighter? 

I’ve seen arguments for the Stone, but I prefer the Cat. It rarely dies and it transfers 100% of its stats to you. Its natural stat bonuses are recovery (our best stat), and crit (a good stat). It has a neck, ring and belt slot, along with 2 offense and 1 defense rune slots. All stats put in these slots transfer 100% to you as long as the pet is summoned. 

5. What are the best stats to be stacking? 

This is currently up for debate as more and more theorycrafting is becoming available. This is the DPS Spreadsheet I’m currently using for my stat weights and gear choices. Currently, I’m aiming for around 25% recharge speed increase (this is a little over 3,000 recovery), and then stacking as much power as possible. Now, the Stalwart Bulwark 4 piece really helps here – with it, we can hit power levels that normally wouldn’t be possible. After power, I choose crit. Most of my crit will come from control items (power/crit/recovery), and I will end up with about 20% unbuffed crit in my final gear set. So to recap: Recovery to 25% recharge -or- 3200 -> Power (as much as possible) -> Crit -> Defense -> Deflect. I have a link to a nice discussion concerning defense and deflect at the top of this guide that you can read over. In my opinion, once you hit about 4,000 defense, the added benefits really begin to diminish and it becomes less valuable to stack. Currently with 3800 defense and 31 AC, I have 45.4% damage reduction. When I stack defense to 4900, I have 47.5% damage reduction. Therefore I decided that 45% damage reduction (for the time being) is a good stopping place so that I can begin stacking more offensive stats (recovery, power and crit). 

6. Is your gear also the best gear for PvP? 

While I feel my gear is strong for PvP, I think it has a few disadvantages. The Stalwart Bulwark set requires a build up period – you don’t always get (nor want) that build up time in PvP. I also value crit far more in PvP than I do currently for PvE. Burst is king where as sustained damage isn’t quite as important. It can be nice, don’t get me wrong, but you really want burst to drop targets as soon as possible. So for PvP, I think going with a higher base power, high crit build is more advantageous than the Stalwart set. I’d refer you to Envy’s guide for more PvP discussion. While I have an extensive PvP background in other games, the purpose of my guide is PvE Hybrid DPS/Tanking. 

7. What runes and enchants should I use? 

This boils down to your current stats and what your goals are. First, for your Cat (if you’re using one), you don’t want to stack any HP there – HP doesn’t transfer to your character. So you want to be using pure stats. So for offensive slots on the cat, you’d either go recovery, power or crit. Defensive slots on the cat, I went with defense – defense slots on my gear, I go pure HP. Offense slots on my gear, once again, will be based on what stat I currently need – either recovery, power or crit (I doubt I’d ever gem for crit). Currently though, I’m using Tenebrous enchants, but it’s just an experiment at the moment. The jury is still out on whether or not they’re best in slot. For utility, it doesn’t matter, I just toss movement in there. For my weapon enchant, I use the Greater Plaguefire (45% defense reduction), and for my armor enchant, I use the Soulforged (2 second immunity when hit below 25% health).

Best Neverwinter Devoted Cleric (DC) Healing Build and Guide

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Credits: Cleric Healing Build and Guide, with videos by Mewbrey

My Cleric Build and Videos
  • Introduction 
  • Build stats & Gear 
  • Companion 
  • Power & Feats 
  • Healing dungeons Videos 

Introduction: 

[Build: 1.04] I have since stopped playing this game, sorry! 
This guide will no longer be updated as of 04/Aug/13 

Due to a requests I have decided to make a post with details on my build and just about anything I do with my cleric, with the hope to help others find a build they are comfortable with and allows them to enjoy the game as much as possible. This build is designed around healing, with that said you should not expect to be doing much damage as it is not the focus of this build, you will however be able to solo while leveling and farming at high end with little to no issues. 

Build stats & gear: 

20 WIS, 13 CHA, 13 STR, 10 INT, 10 CON, 8 DEX 

I started out with 13 charisma and strength along with 18 wisdom bringing it up to 20 wisdom from the human optional stat increase. From there on every 10 levels I selected to increase both wisdom and charisma. 

You are looking to obtain the miracle healer set from tier 2. If you’ve just hit 60 you can get by using seal based gear or dropped gear in general, don’t get too caught up on gearing until you are running tier 2’s, ideally you want critical and recovery primarily, however the value of these two stats will start to drop drastically once you reach set points, these points are fairly irrelevant as you are aiming to use the miracle healer set, this will give you the stats that you need. 

If you’re critical is sitting at 2000 and above, you no longer need to worry about this stat. 
If your recovery is sitting at 2750 and above, you no longer need to worry about this stat. 

However, while it is safe to avoid these stats once hitting the above numbers, there is nothing wrong with continuing to build on them, they will still continue to increase your healing output just at a slower pace, the tar like diminishing returns for each of the above stats begin at 1000 for critical and 2000 for recovery. 

Once you’ve managed to cover the above stats, you can begin to focus on power, as this will increase your general healing, including healing from repurposed soul as your critical damage/healing will become larger with higher amounts of power. Ideally we are aiming for 5000 and above in power, as it is a fairly easy stat to obtain. With the high end tier 2 gear, including castle never main hand and off-hand weapons you will have no trouble breaking past the 5000 power and stretching into 6000 power and beyond. 

When adding enchantments to gear we are looking to add power, as long as you are above the critical and recovery stated above. If you are below 2000 critical or 2750 recovery, I would suggest using the respective enchantments to increase your critical and recovery. 

Offensive slots are radiant enchantments, defensive slots are azure enchantments and your utility slots will be dark enchantments to increase your movement speed. ~*~ 

Companion pet: 



Cat or Ioun stone of allure 

Currently the best pet to use is the Ioun stone of allure, if you have a cat it will make do but it is recommended to use the Ioun stone as it does not use belts, for this build the icon slot on the stone will serve you much more than anything you will get from the cat’s belt slot.

The Ioun stone of allure will give you a moderate amount of power, critical and recovery on top of this any items or rune stones you put onto the companion will be received by you, please keep in mind that these pets are augment pets and will not fight this does however mean that they cannot die apart from falling damage. 
click image to enlarge
~*~ 

Powers and Feats: 
click image to enlarge

~*~ 

Healing dungeons: 

When healing for your group make sure you are attempting to keep healing word on your main tank throughout the dungeon you can also use this to help top up players that have gradually taken damage through an encounter, try to apply it to people when they are about 75% health. You can also use healing word in divine mode if the target is continuing to take damage to give them an additional top up of health however it is not ideal and you should try to avoid using this skill in divine mode, the best time to use this in divine mode is if you have three pips of divine power. 

Astral shield should be used with divine mode at all times the increased healing it gains from being used in divine mode is rather high and it scales with increased healing from healer’s lore and deepstone blessing if the healed ally has any temporary health. Make sure you always save one divine pip for astral shield, you can use this skill when you see people not getting out of red circles or when you know that area of effect damage is in coming, it can also be used for general blanket coverage if your groups gear is a little sub-par keeping this skill up for a great deal of time can result in a large amount of mob damage being reduced. 

Bastion of health is great to use with linked spirit, try an use bastion of health when you have two divine pips available, but keep in mind that last divine pip must be reserved for astral shield usage, linked spirit will increase your groups damage as well as survivability, bastion of health’s cool down is fairly long so you should have little issue reserving it for two divine pips before usage. Try and target as many people as possible when using bastion of health to get as much value as possible from using this skill. 

With divine fortune you will be gaining 33% divine power from using bastion of health and 10% divine power from using healing word (30% with three usages), this in conjunction with sacred flame should generate enough divine power for you to use skills as you need them. 

Divine armor can be used to increase survivability during down time of astral shield, and it can also be used to help increase you’re healing from deepstone blessing. Try marking all non-minion based targets with astral shield and then proceed to use sacred flame, this should cover most splash damage due to repurpose soul, keep in mind that having healing word on your tank is fairly important also. 

Some skills can be switched out such as bastion of health for forgemasters but if you do, do this linked spirits value will drop greatly along with divine fortunes. You can also swap out healer’s lore for foresight but it has been my experience that the 20% healing increase out weights 11% damage reduction across the entire dungeon, however if your groups general gear is poor and they cannot cope with the damage in the first place, it may be more benefiting for you to take foresight and benefit of foresight over healer’s lore and mark of healing. 

~*~ 

Videos: 

Tier one dungeons. 

[Full run] Cloak Tower 


[Full run] Cragmire Crypt 


[Full run] Throne of Idris 


[Full run] Gray Wolf Den 


[Full run] Lair of the Mad Dragon 


Tier two dungeons. 

[Full run] Lair of the Pirate King 


[Bosses] Spellplague Caverns 


[Full run] Temple of the Spider 


[Full run] Crypt of the Dwarf King 


~*~ 

Closing: 

Thanks for taking the time to read my post and watch some videos! I hope they help in some way, I will continue to update this post with new videos when I make them, and update any changes to the build, each new build will have its build number at the top and each video will have its build number displayed with it. 

And a special thanks to everyone on the forums to supporting one and other to improve the cleric class and helping each other, the more the cleric community sticks together and supports each other the better the gaming experience will be for all!

My Favorite Asian Cosplay Beauties

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Here's a round-up of my Favorite Asian Cosplay Beauties. 






































































FIFA 14 Finally Arrives on Mobile Phone

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Description

REAL PLAYERS. REAL TEAMS. REAL LEAGUES.
Welcome to the most authentic football game on the App Store. Feel the excitement of every pass, shot, and tackle with new touch controls. Plus, live every moment of real-world football with EA SPORTS™ Football Club Match Day. Get in there!

** This is a highly detailed game of superior quality. Please make sure you have at least 1.35GB of free space on your device. **

FEEL THE PASSION
Featuring 33 leagues, over 600 licensed teams, and more than 16,000 players. From the English Premier League and La Liga to the German Bundesliga and beyond. March toward glory in 34 authentic stadiums. Plus, for the first time on mobile, listen to commentaries in English, French, German, Italian and Spanish! 

MATCH DAY MADNESS EA SPORTS™
Football Club Match Day lets you follow the heartbeat of your favorite club. Play along with real-world fixtures from top leagues. Every injury, suspension, and change in team form is reflected in-game – keeping you connected wherever you are!

BUILD YOUR ULTIMATE TEAM
Earn and trade, or buy and sell FIFA players to create your own fantasy team. Choose your play style, formation, kits, and more. Compete in tournaments to earn coins, then spend them on new players and items to improve your team. Play for free or purchase packs. The choices are endless!

INTUITIVE NEW TOUCH CONTROLS
Hold and drag players to move them around the field, tap to pass, swipe to shoot – and more! FIFA 14’s new Touch Flow Controls put the excitement of playing the world’s most popular sport at your fingertips – literally.

CHALLENGE YOUR FRIENDS WITH ONLINE MULTIPLAYER
Compete with friends anytime, anywhere. Rise to the top of the Leaderboards and use superstars like Lionel Messi and Gareth Bale to crush your competitors around the world. Then, share your most glorious moments online – straight from Instant Replay!

FIFA FANATICS!
Want more? Classic modes like Manager, Tournament, and Kick Off are available for purchase in-game. The game you love.

The game you live for. WE ARE FIFA 14!

Screenshots:





Reviews:

Android Fifa 14 Game Review:

iPhone Fifa 14 Game Review:

Download Links:

Android: Fifa 14 by EA Sports (Android)

iPhone: Fifa 14 by EA Sports (iOs)

Best Pure PVE Gladiator Skill Build in Dragon Nest

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If you are an avid reader of this blog, then you should know by now that most of my skill build in Dragon Nest is more on Hybrid skill builds. Well, I really like to be versatile, and play on both PVE and PVP that is why I decided to go Hybrid.

However, the problem with being a Hybrid is you can't get the most of either side. You can be good at both PVE and PVP, but you can't be great in both even if you are a skilled player already. What's lacking in Hybrid build is the ability to maximize the skills that is more suitable on either PvE or PvP.

That is why I have decided to create a Pure PVE guide and in the future, I will also be creating pure PVP guide for all classes in Dragon Nest.

First stop! The Pure PVE Gladiator Skill Build in Dragon Nest!

The Best PVE skills for Gladiators in Dragon Nest

First thing that we should determine are those skills which are best utilize in PVE by Gladiators. It may be hard for us to find it out when we only have basic knowledge on Gladiators as for starters, we will definitely that Gladiators are just made for PVP. Well, I think that way also at first and then at the end, I was proved wrong by my experience playing the class and of course, by a little bit of research.

Gladiators can be a great source of DPSon Nest raids or just even on Dungeon Raids. Based on research and experience,Gladiators get to enjoy some of the shortest CDs for abilities of all the classes. Here are some examples:
  • 12 second Triple Slash 
  • 13 second Deep Straight 
  • 5 second Dash Slash/Combo 
  • 8 second Evasion Slash 
  • 27 second Line Drive 
  • 16.8 second Finishing Attack (assuming CD plate)
So yes! When we think of making a PVE eccentric Gladiator, we should think first of the skills which Gladiators have, that can apply the most Damage Per Second against his environment.

To take the discussion further, let us now look at the Gladiators DPS. But before that, I would just like you to know that the materials (images and computations) that you will see after the break aren't mine. They are from Ace of Spades whom generously shared his knowledge on us for free.

Let's look at Gladiator DPS. To work out DPS the equation is:

(((Min Damage + Max Damage)/2) * %Amp + Additional Damage) * Coefficient) / (Skill CD + Casting Time)

If we assume a damage range of 12000-16000 PATK & MATK (it's impossible to have the same MATK as PATK, i know, but for the purposes of equal comparison) here's how Gladiator DPS works out roughly on a single target (no crits, or PDEF modifications):
click image to enlarge
click image to enlarge
Level 1 Rising Slash DPS = 3137 | Lvl 16 Rising Slash DPS = 8105
Level 1 Rising Slash DMG = 31367 | Lvl 16 Rising Slash DMG = 81052
*From level 6 onwards add +25% to total damage for 2 additional hits

Level 1 Circle Break DPS = 3451 | Lvl 16 Circle Break DPS = 6655
Level 1 Circle Break DMG = 37964 | Lvl 16 Circle Break DMG = 73204

Level 1 Dash Slash DPS = 5164 | Lvl 6 Dash Slash DPS = 7652
Level 1 Dash Slash DMG = 25824 | Lvl 6 Dash Slash DMG = 38261

Level 1 Dash Combo DPS = 4742 | Lvl 6 Dash Combo DPS = 6495
Level 1 Dash Combo DMG = 23709 | Lvl 6 Dash Combo DMG = 32474

Level 1 Aerial Combo DPS = 2774 | Lvl 11 Aerial Combo DPS = 4299
Level 1 Aerial Combo DMG = 38842 | Lvl 11 Aerial Combo DMG = 61581

Level 1 Eclipse DPS = 1706 | Lvl 6 Eclipse DPS = 2733
Level 1 Eclipse DMG = 34128 | Lvl 6 Eclipse DMG = 54650

Level 1 Triple Slash EX DPS = 4814 | Lvl 16 Triple Slash EX DPS = 9692
Level 1 Triple Slash EX DMG = 57769 | Lvl 16 Triple Slash EX DMG = 116301

Level 1 Hacking Stance DPS = 6921 | Lvl 11 Hacking Stance DPS = 13704
Level 1 Hacking Stance DMG = 283782 | Lvl 11 Hacking Stance DMG = 561844

Level 1 Deep Straight (Front Shove) EX DPS = 5796 | Lvl 11 Deep Straight (Front Shove) EX DPS = 9301
Level 1 Deep Straight EX (Front Shove) DMG = 75368 | Lvl 11 Deep Straight (Front Shove) EX DMG = 120911

Level 1 Line Drive DPS = 3377 | Lvl 11 Line Drive DPS = 7423
Level 1 Line Drive DMG = 91181 | Lvl 11 Line Drive DMG = 200424

Level 1 Infinity Edge (SS) DPS = 5044 | Lvl 2 Infinity Edge (SS) DPS = 6211
Level 1 Infinity Edge (SS) DMG = 630453 | Lvl 2 Infinity Edge (SS) DMG = 776420
*Maybe higher as apparently landing all hits deals 50% more damage

Level 1 Evasion Slash DPS = 3534 | Lvl 4 Evasion Slash DPS = 6862
Level 1 Evasion Slash DMG = 35342 | Lvl 4 Evasion Slash DMG = 58326

Level 1 Finishing Attack DPS = 8086 | Lvl 4 Finishing Attack DPS = 8904
Level 1 Finishing Attack DMG = 169812 | Lvl 4 Finishing Attack DMG = 186979

Level 1 Moonlight Splitter DPS = 4365 | Lvl 16 Moonlight Splitter DPS = 9327
Level 1 Moonlight Splitter DMG = 34923 | Lvl 16 Moonlight Splitter DMG = 74619

Level 1 Cyclone Slash DPS = 3335 | Lvl 11 Cyclone Slash DPS = 5597
Level 1 Cyclone Slash DMG = 43354 | Lvl 11 Cyclone Slash DMG = 72765

Level 1 Crescent Cleave DPS = 4247 | Lvl 11 Crescent Cleave DPS = 8723
Level 1 Crescent Cleave DMG = 76449 | Lvl 11 Crescent Cleave DMG = 157008
*If only a single target, likely lower as not all waves will hit

Level 1 Half Moon Slash DPS = 3309 | Lvl 11 Half Moon Slash DPS = 6905
Level 1 Half Moon Slash DMG = 79420 | Lvl 11 Half Moon Slash DMG = 165709

Level 1 Great Wave DPS = 4377 | Lvl 2 Great Wave DPS = 8026
Level 1 Great Wave DMG = 525240 | Lvl 2 Great Wave DMG = 963171
*Likely higher as the final wave can strike a target multiple times

For the sake of a more accurate representation of MATK skills for a PATK focused Gladiator (based roughly of my stats we assume 4000-7000 MATK), the DPS for magical skills is:

Level 1 Moonlight Splitter = 1720 | Lvl 16 Moonlight Splitter = 5088
Level 1 Cyclone Slash = 1315 | Lvl 11 Cyclone Slash = 2662
Level 1 Crescent Cleave = 1697 | Lvl 11 Crescent Cleave = 4303
Level 1 Half Moon Slash = 1329 | Lvl 11 Half Moon Slash = 3540
Level 1 Great Wave = 1916 | Lvl 2 Great Wave = 3596

The purpose of calculating DPS allows us to identify efficient ways to distribute our SP. Here amongst the highest DPS skills are Lvl 11 Hacking Stance, a Lvl 16 Triple Slash EX, a Lvl 11 Deep Straight EX and Finishing Attack. It's interesting to note that Evasion Slash's DPS practically doubles, partly because each level reduces its CD also. Moonlight Splitter actually sees a phenomenal growth in DPS, but would require you to sink a precious 18 SP into one skill if you intend to max it.

Looking at other magical skills, the result is the magical tree really is just a utility tree for PATK focused Gladiators like mine (more over, if you have the light suffix they make it more difficult to appropriately time its use), if you intend to take advantage of your naturally higher PATK, focus on adding SP to PATK skills. Of course this isn't the whole story, sometimes you won't be able to deal physical damage, sometimes you won't be able to deal ranged damage, so this is really just a guide.

Using the table above we can identify the skills with the highest DPS and damage growth between levels 1, 4 (for Gladiator skills), 6, 11 and 16 (using 12000 ~ 16000 PATK & MATK once more):
click image to enlarge
click image to enlarge
Some of the skills to take note of are Evasion Slash Lvl 1-4, experiencing a DPS growth as high as Hacking Stance Lvl 1-6. The next highest DPS growth between levels 1-6 is surprisingly Dash Slash followed by Crescent Cleave. From 1-6 Rising Slash also has good DPS growth because at level 6 the skill gains a +25% boost to damage from the 2 additional hits. Finishing attack actually has quite average damage growth but it continues to be desirable for its skill affect. The lowest DPS growth skills is as expected the buff and debuff skills such as Luring Slice (Provoke) and the new SM skill, Brave. Surprisingly however, Aerial Combo experiences the lowest growth of all skills between 1-6. A List of DPS Growth in order of highest to lowest between levels 1-6 is (excluding MATK based skills since their growth will be lower with PATK focused Gladiators): 
  • Evasion Slash 
  • Hacking Stance 
  • Dash Slash 
  • Line Drive 
  • Rising Slash 
  • Dash Combo 
  • Deep Straight EX 
  • Triple Slash EX 
  • Eclipse 
  • Finishing Attack 
  • Circle Break 
  • Luring Slice (Provoke) 
  • Brave 
  • Aerial Combo 

At levels 6-11, Hacking Stance continues to maintain the highest DPS growth of all SM skills. The tables also show us that some of SM's main skills such as Triple Slash and Moonlight Splitter experience considerably less Damage Growth than the rest of the SM tree despite being amongst our highest DPS skills. Aerial Combo is surprising once again in that it has more DPS growth than Circle Break between lvls 6-11 as compared to lvls 1-6. A List of DPS Growth in order of highest to lowest between levels 6-11 is (exlcuding MATK based skills once more): 
  • Hacking Stance 
  • Deep Straight (Front Shove) EX 
  • Line Drive 
  • Triple Slash EX 
  • Rising Slash 
  • Aerial Combo 
  • Circle Break 

This indicates to us that if spending SP with the intention of spending it efficiently, Hacking Stance should take priority in maxing. Of course there are other factors also when considering which skills to spend SP in, not just solely related to DPS/DMG growth. One example is the flaws i pointed out in Line Drive earlier, so feel free to experiment. 

Line Drive Calculations 
Lvl 9 Line Drive 
DMG = (14000 * 9.39) + 33211 
DMG = 164671 

Lvl 9-10 Line Drive Comparison
= 171850 - 164671 
DMG growth = 7179 

Lvl 10 Line Drive achieves: 
DMG = (14000 * 9.65) + 36750 
DMG = 171850 

Lvl 10-11 Line Drive Comparison 
= 200424 - 171850 
DMG growth = 28574 

These calculations continue to reinforce the idea that Line Drive is nothing remarkable. 7423 DPS for a 14000 PATK Lvl 11 Line Drive is assuming you land all four hits every time and its still less than a lvl 6 Dash Slash alone in terms of DPS. If you're landing 1-2 hits it'd probably only be worth half or a quarter of that DPS value (3711.5-1855.75 DPS). You can spend gold and 9 additional SP to get Line Drive up to Level 11 just to be semi-decent, or you can spend 8 SP since Level 6 Dash Slash alone deals more consistent damage than Line Drive. 

Of course, if you want higher burst damage against targets like Arch Bishop, Sea Dragon, Green Dragon, etc. Line Drive is worth considering. Assuming one chance to attack each, a level 11 Line Drive still deals higher damage than a level 5 Finishing Attack outside of final boss bars (which is why i recommend only to max it and get a skill ring for it at Lvl 60, as the damage growth at Lvl 11 is basically equal to the damage growth between levels 6-10. In addition, a Lvl 6 Line Drive deals less Total DMG than a Lvl 1 Finishing Attack, so leaving it mid-way is not recommended in my opinion). This assumes you land all four hits of course. The other bright side is Line Drive has a relatively short CD of 27 seconds. 

Crest Comparison 
In terms of crest choice: 

Lvl 5 Finishing Attack 
A Skill Crest + Skill Accessory for Finishing Attack affects its DPS like so: 
DMG = (14000 * 11.89) + 25150 
DMG = 191610 
Lvl 4 Finishing Attack DPS Without Crest = 8904 

DPS with CD Plate = 191610/16.8 
Lvl 5 Finishing Attack DPS with CD Plate = 11405 
Total DMG = 191610 

DPS with DMG Plate = (191610 * 1.2)/21 
Lvl 5 Finishing Attack DPS with DMG Plate = 10949 
Total DMG = 229932 

So out of the two crests, the CD plate is slighter better in regards to overall DPS for Finishing Attack. However this doesn't take into account the affects the DMG Plate may have on Finishing Attack's affect during a bosses final bar of HP. Given the nerf to Finishing Attack's ability (7% additional damage to 5% additional damage per 1% of HP remaining at Lvl 5), i'd contend that CD is the better option overall now though. 

Lvl 16 Triple Slash 
Similarly a comparison can be made with the Triple Slash Skill Crest which is another alternative skill crest i'd strongly recommend getting: 
DMG = ((14000 * 5.1) + 18062) * 1.3 
DMG = 116301 
Lvl 16 Triple Slash EX DPS Without Crest = 9692 

DPS with CD Plate = 116301/10.7 
Lvl 16 Triple Slash EX DPS with CD Plate = 10855 
Total DMG = 116301 

DPS with DMG Plate = (116301 * 1.2)/12 
Lvl 16 Triple Slash EX DPS with DMG Plate = 11630 
Total DMG = 139561 

Triple Slash EX is actually a great DPS skill when compared to the rest of the swordmaster tree, and is worthwhile considering getting a DMG plate for likewise. The only other skills on par with a Lvl 16 Triple Slash EX in terms of DPS is a Lvl 5 Finishing Attack with a CD plate, Hacking Stance and Deep Straight EX with a DMG plate. 

Lvl 11 Hacking Stance 
As mentioned, Hacking Stance is self explanatory: 
DMG = ((14000 * 1.69) + 3747) * 20.5 
DMG = 561843 
Lvl 11 Hacking Stance DPS Without Crest = 13704 

DPS with CD Plate = 561843/36.25 
Lvl 11 Hacking Stance DPS with CD Plate = 15499 
Total DMG = 561843 

DPS with DMG Plate = (561843 * 1.2)/41 
Lvl 11 Hacking Stance DPS with DMG Plate = 16444 
Total DMG = 674212 

Lvl 2 Infinity Edge 
DMG = ((14000 * 33.64) + 46653) * 1.5 
DMG = 776420 
Lvl 2 Infinity Edge DPS Without Crest = 6211 

DPS with CD Plate = 776420/111.6 
Lvl 2 Infinity Edge DPS with CD Plate = 6957 
Total DMG = 776420 

DPS with DMG Plate = (776420 * 1.2)/125 
Lvl 2 Infinity Edge DPS with DMG Plate = 7454 
Total DMG = 931704 

There likely isn't a situation where the CD plate for Hacking Stance, Infinity Edge or Triple Slash would be superior over the DMG crest in terms of PVE. -12% CD is just too little to be worthwhile in terms of PVE where the focus is dealing damage. But in the case of Finishing Attack, sometimes you may just want more burst damage, in which case the DMG Crests will likely be better for you. Other times you'll want more DPS, in which case the CD plate might be the better choice. 

More Calculations! 
For a bit of fun we can test what the affects a DMG crest on Deep Straight and Dash Slash can achieve: 

Lvl 11 Deep Straight (Front Shove) EX 
DMG = ((14000 * 4.87) + 12427) * 1.5 
DMG = 120911 Lvl 11 
Deep Straight EX DPS Without Crest = 9301 

DPS with DMG Plate = (120911 * 1.2)/13 
Lvl 11 Deep Straight (Front Shove) EX DPS with DMG Plate = 11161 
Total DMG = 145093 

Lvl 6 Dash Slash 
DMG = ((14000 * 2.44) + 4101) 
DMG = 38261 
Lvl 6 Dash Slash DPS Without Crest = 7652 

DPS with DMG Plate = (38261 * 1.2)/5 
Lvl 6 Dash Slash DPS with DMG Plate = 9183 
Total DMG = 45913 

Lvl 11 Line Drive (skill accessory) 
DMG = ((14000 * 10.85) + 48524) 
DMG = 200424 
Lvl 11 Line Drive DPS Without Crest = 7423 

DPS with DMG Plate = (200424 * 1.2)/27 
Lvl 11 Line Drive DPS with DMG Plate = 8908 
Total DMG = 240509 

DPS with CD Plate = 200424/24.11 Lvl 11 
Line Drive DPS with DMG Plate = 8314 
Total DMG = 200424 

Lvl 4 Evasion Slash 
DMG = ((14000 * 3.38) + 11006) 
DMG = 58326 
Lvl 4 Evasion Slash DPS Without Crest = 6862 

DPS with DMG Plate = (58326 * 1.2)/8.5 
Lvl 4 Evasion Slash DPS with DMG Plate = 8234 
Total DMG = 69991 (With Skill Accessory) 

Lvl 5 Evasion Slash 
DMG = ((14000 * 3.72) + 13410) 
DMG = 65490 
Lvl 5 Evasion Slash DPS Without Crest = 8186 

DPS with DMG Plate = (65490 * 1.2)/8 
Lvl 5 Evasion Slash DPS with DMG Plate = 9824 
Total DMG = 78588 

From this we can deduce that if you're looking for a cheap/easy way to boost your DPS, a dash slash plate maybe worth considering. It's likely amongst the cheapest skills or easiest to find skill crests available. The Deep Straight DMG Crest is also quite formidable, increasing the DPS of a Lvl 11 Deep Straight such that it almost beats a Lvl 16 Triple Slash EX with a DMG crest. Evasion Slash maybe worthwhile investing in at later levels also, depending on how low the devs will allow the CD of the skill to drop (Level 6 reduces the CD to 7.5 seconds so who knows). Currently (at the 60 cap) however, it's probably better and easier to take DMG Crests for any of the above skills for higher DPS.

Do the numbers and words made your head spin?hehe. Well, if you did read it all then congratulations! You now have the knowledge on what are the skills best for Gladiators in PVE. Judging from the computations, we can say that the perfect skills build for a Gladiator in PVE is:

Level 50 Pure PVE Skill Build for Gladiator in Dragon Nest:
Warrior Skill Tree
Swordmaster Skill Tree
Gladiator Skill Tree

Level 50 Pure PVE Skill Build for Gladiator in Dragon Nest:
Warrior Skill Tree
Swordmaster Skill Tree
Gladiator Skill Tree
And lastly of course, we will determine the skill plates which we are best used in PVE as a Gladiators. Based from the calculations above, clearly these are the skill heraldry plates that we should prioritize as a PVE Gladiator in Dragon Nest:
  • Finishing Attack CD Reduction 
  • Hacking Stance Dmg Increase
  • Parry Stance Duration Increase 
  • Infinity Edge Dmg Increase 
If they are two costly for you, then you can used these plates as alternatives (for starters):
  • Finishing Attack Dmg Increase 
  • Great Wave Dmg Increase 
  • Triple Slash Dmg Increase 
  • Dash Slash Dmg Increase 
  • Deep Straight (Front Shove) Dmg Increase 
  • Evasion Slash Dmg Increase 
  • Dash Plate -30% DMG Reduction
So there you have it guys. For comments and suggestions regarding the article "Pure PVE Gladiator Skill Build in Dragon Nest", please do write it on the comment box below.

HAPPY GAMING WEB JUNKIES!

Hot Sexy Cosplay October 2013 (First Week)

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Here's a round up of some great cosplay for the first week of October 2013. Enjoy guys!

































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