Bienvenue sur JeuxOnLine - MMO, MMORPG et MOBA !
Les sites de JeuxOnLine...
 

Panneau de contrôle

Recherche | Retour aux forums

JOL Archives

Comment bien monter une ombre ?

Par Kyrielle le 13/6/2002 à 13:30:49 (#1647822)

Voila le sujet est ds le titre, jvoudrai eesayer de monter une petite ombre pour mes heures perdue mais je c pas ou mettre mes points : en gros jvoudrai une ombre ki bakstab fort et ki chain tres vite les coup :)

Vala :)

Par silkr le 13/6/2002 à 13:36:30 (#1647853)

voila j'espere que tu connais l'anglais.

Il est tres bien fait, il t explique pas a pas ce que tu dois faire

mais bon, j'en ai un autre en francais.



Et voici le mode detaillé !!!!! mais en US


I dont know if anyone or everyone knows about this but this is a great guide posted by Luckie on Warcry.


Note: These are my suggestions, and while they've worked well for many Shades (ask anyone on Boards here, I've been giving advice for a long time), there's no reason for you not to experiment if you don't want to. My one piece of warning on experimentation is that the Shade is extremely easy to gimp if you mess up spec distribution.
Note 2: I'm going to assume you use Piercing. The reason for this is simple: Piercing = 50% Str, 50% Dex for damage, Blades = 100% Str. The Shade's primary increase is Dex (1 per level) while Str is only its tertiary increase (1 per 3 levels). Quickness is secondary (1 per 2).

Race:
Lurikeen, Short.

Reasoning:
Elf has 70 Int, 75 Quick, 75 Dex
Luri has 60 Int, 80 Quick, 80 Dex
(prior to adding anything at creation).

Int is useless to the Nightshade, it's not even how its Power is awarded. Nightshade Power is dependant on your Str stat (weird, I know, but it's true). That means you'll be doing less dmg (5 less Dex), hitting slower (5 less Quick), and have 10 useless points of Int if you make an Elf. Additionally, Lurikeens are small, very small. I don't care how good Stealth is, there's ALWAYS a "visible" range bubble around you. Might as well make it as small a target as possible.

Starting Points:

+10 Str and +10 Dex for sure, this will help your damage output. For the last 10, it's a little more of personal preference:

Suggestions:
1) +10 Quick
2) +10 Con
3) +5 Quick +5 Con

Reasons:
Str and Dex is obvious, it's your damage output. The difference between Con/Quick for advantage is a little more blurry.
The Con will give you a slightly higher base HP, allowing you to take more hits, while the Quick will allow you to attack faster, dealing more damage. However, (and you're not likely to run into this in early levels) there is a limit to how much Quick can influence your attack speed, and between all the +Quick items and +Quick buffs in high levels (40+) chances are you'll be goig over that limit quite often. As such, as a long term plan, Con may prove more useful for the extra HP, but in the early levels, attacking faster might be just as good.

Option 3 is kind of a compromise, attack a bit faster and get a bit more HP, but not a lot of either.

Note: Following spec plans assume you don't choose to auto-train Stealth. To be honest it really isn'tworth using Auto-train. It nets you 14 more Spec points and it means sacrificing a lot of Stealth until 25. 14 points may seem like a lot at those levels, but in long run it isn't.

Ok, my suggestion for an end-game spec lay out is not a definite thing yet. As things stand, Envenom is a little underpowered, BUT Mythic has stated they are looking into it. I tend to trust Mythic, but will have to see the patch to know what they're doing for sure. As such, I'm going to offer 2 "end game" spec plans, BUT regardless of which you go with, the progression from 1 to 45 is pretty much the same, it only really changes in the last 5 levels.

Plan 1: Assumption - Mythic makes Envenom powerful enough to warrant Spec points
Note: Unlike other Specs, +Envenom items will permit you to use higher level Poisons (with Weapons or Spell Specs, your Styles/Spells are given from BASE Spec, with Envenom your poison abilities are given off MODIFIED Spec).

40 Stealth (Safe Fall 4, modifiable Stealth up to 51 -- +Stealth easy to come by)
39 Piercing (Modifiable up to 50, makes for a very good damage output. Remember, if your BASE damage isn't good, you're not going to kill anything -- Spec 44 and 50 styles not worth the points, +Pierce easy to come by).
39 Crit Strike (Gives you Perforate Artery, Creeping Death, Stunning Stab - The most powerful Hidden attack chain. The Spec 44 and 50 styles are Evade based, and as good an Evade as Nightshade gets, they aren't worth it. To Evade you need to be taking hits, and unless I'm in a bad group or soloing I usually don't get the taunt often enough anymore -- used to do it EASY earlier levels, 40+ the tanks out-taunt me -- Also, taking hits is bad since at 40+, while you can -- if using good armor/weapons/specs -- solo yellow/orange, the downtime is bad and not reccomended)
39 Envenom (Assuming Envenom is made powerful enough to warrant it, this allows a modified Envenom as high as 50, which will give access to all Poisons)
13 Celtic Dual (Leftover points at end)

HOWEVER:
If Mythic doesn't increase viability of Envenom far enough, then I would instead reccomend the following
40 Stealth (see above)
39 Piercing (see above)
39 Crit Strike (see above)
29 Envenom (Modified Envenom: 40 max, this will allow you 2nd highest Disease and 3rd highest DoT. As is, Enervating and Snare are useless anyways)
29 Celtic Dual (This would allow you a much better chance of swinging offhand weapon, thereby increasing your damage output. Should Envenom remain as is, the small loss in DoT damage would be more then compensated for by the increase in melee damage)

TIP: Always Envenom both weapons if you're soloing or in a small group that takes a while to kill its target. In larger groups, you're wasting money since target dies too quickly.

Progression:

Note: I give anticipated (reccomended) Spec Points for level intervals, not per level. Between interval advancement is entirely up for you to play with. Also, so long as you don't deviate from the hard line limits set in "End game specs" feel free to play with things a bit to see how they work, maybe you want to raise Piercing a little faster, or perhaps a bit more Stealth is your style. Again, even the "hard cap" I set in end-game stats is up to you to modify if you wish, but it has been my experience (and that of many Nightshades I've helped) that my reccomended build is a strong one. I am capable of soloing Orange con Armsman and Paladins with ease (Albion, Plate armor). Casters are stunned before they realize I've attacked them, and dead before the stun wears off. Other assassins fall quickly unless much higher level, similarly specced, or they get Hidden Attack advantage.

TIP: For levelling from 1 to 20, you may find it useful to do tasks, especially kill tasks. Select named Guards and say "Task" to obtain a kill task from them. Alternately, named NPCs will give delivery tasks. Not ALL NPCs will give tasks every level, but rather only a few per level. You may have to check multiple towns before you find one. Once you do, use the same NPC until you level, and then you'll need to find a new one.

Level 5:
Piercing: 3
Crit Strike: 4
Stealth: 1
Envenom: 1
Celtic Dual: 1

The Piercing 3 will give you a moderate base damage, while the CS 4 will allow you to use Backstab and Eviscerate. I reccomend opening any fight you can with BS/Evis. Also, even though you only have 1 Envenom, you can still use the lowest level DoT Poison, do so. It will do wonders for your solo ability -- Should be able to consistently solo yellow with little to no downtime.

Level 10:
The 2.2 Spec points per levle kick in at level 6 (first level) now that you're a Nightshade, so you have more freedom to spec.

Piercing: 8 (this allows for Wasp's Sting -> Hornet's Sting back positional combo. Use if you're having trouble sneaking up on a mob, or if you're in group and other player gets the taunt)
Crit Strike: 8 (This gives you Kidney Rupture -- third style in the Backstab 1 chain, as well as giving you Pincer, a strong Side Positional attack, mainly for groups, but might be used in some solo situations if getting behind the mob for Backstab is proving too difficult)
Stealth: 5 (This gives you Distraction as well as a higher chance of remaining hidden while trying Backstab)
Envenom 5 (This gives you the first Disease poison and second DoT. From this point on, I'd reccomend using Disease on one weapon, DoT on other)
Celtic Dual: 1 (this won't raise for a long time, will stop listing it til it's ready to go up)

Level 15:
Piercing: 12 (This allows you to get Scorpion, a De-Taunt style which will prove extremely useful, and Black Widow, an upgrade to your base style. Usable at any time, moderate damage, but high endurance. Gives a small bonus to hit)
Crit Strike: 15 (Many players will say not to max a Spec, those players usually are talking in generalities. This is one of the exceptions. 15 CS allows you Backstab 2 and Thigh Cut, the BS2 chain entire, and will have to suit until you get Perforate Artery)
Stealth: 7
Envenom 5

Level 20:
Piercing: 18 (Permits Sidewinder, chain off Black Widow. Basic source of damage for quite a while)
Crit Strike: 18 (Gives you Garotte. Right now Garotte is weak on its own, but later on the Garotte -> Achille's Heel chain will be your best damage. I still use that chain for "any time" attack at 41, and intend to keep using it right til end)
Stealth: 12 (Gives you your first level of Safe Fall as well as Danger Sense. Danger sense is a useful ability which informs you when a mob has scouted you or a player in RvR has targetted you - or your group)
Envenom: 5

Level 25:
Piercing: 21 (Gives Copperhead, Side Positional style, fairly useful. Replaces Pincer for side attack)
Crit Strike: 22 (Gives Perforate Artery, a ~very~ strong hidden attack. Only drawback is front positional Stealth becomes a little more important now then before. There's no stun on this, but the sheer damage it does easily replaces BS2/TC)
Stealth: 17 (Gives Detect Hidden, allows you to see Stealthed players at a much longer range then other players do)
Envenom: 10 (Allows for use of the third DoT)

Level 30:
Note: Towards 30/35 you're enterring your RvR levels. Especially with Mythic reopening the Battleground and making it 30-35, you'll be needing a larger RvR focus.
Piercing: 22
Crit Strike: 25 (Gives you Achille's Heel. Between the damage and the Long Duration Attack Speed reduction on Heel, Garotte/Achille's should now become your primary "any time" attack. Perforate Artery, as always, is your best opener.)
Stealth: 20 (Safe Fall 2, general improvement)
Envenom: 20 (Even if Mythic doesn't make high-end Envenom more useful, DoT and Disease are currently the key poisons in RvR. This allows you to get the 5th DoT and 2nd Disease, the first Disease has far too short a duration for a significant encounter).

Level 35:
You're now looking at the "real" RvR. Frontiers, Keeps, maybe even Relics if you're lucky. Not to mention covert exploration and assassinations, the Shade is one of the most fun classes (in my oppinion) to bring to the RvR field)

Piercing: 22
Crit Strike: 34 (Yes, this is a huge increase, but the benefits of Creeping Death far outweigh the losses. This style does about 1/3 again the damage of Perforate Artery, and inflicts a stun on the target of approximately 5 or 6 seconds. This can make or break many fights in PvE).
Stealth: 24
Envenom: 20

TIP: At 36, raise Stealth to 25, THEN do whatever skills you wish in accordance with level 40 Guide Line. 25 Stealth gives you the ability to climb the walls of keeps and take out players/guards on the inside).

Level 40:

Note: By level 40, you should easily have +6 Envenom in items (Shadow Crystal Orb, Master Assassin Pendant, Ghostly Truesilver Gloves grant a total of +7. So even with 20 base Envenom, you'll be able to use the level 25 DoT and 26 Disease)

TIP: ALWAYS Remember to re-equip your necklace after a port. To use the portal, you need to use a Port necklace. This means that your regular necklace is dequipped. Forgetting to re-equip it can hurt you if you rely on bonuses from it -- especially spec bonuses)

Piercing: 34 (You've got your other skills to acceptable levels, now it's time to bring your Piercing back up to par. This massive jump compensates for many levels of not raising Piercing, should notice significant increase in damage output at these levels -- You should make an effot to get 2 Right Bracer of Skill, Epic Dagger, and Balanced Asterite Dirk. They grant a total of +10 Piercing, you're cap is +9 til 45, but this will help a lot).
Critical Strike: 34
Stealth: 25 (With proper Stealth equipment, Hauberk of Deceit - West Wind quest, Shadow Crystal Orb, Ring of Hidden Talent - Touch of the Amadan quest, Imbued Unseelie Boots, Cloak of Obscurement - Anxious Healer quest -- you'll have +10 Stealth -- cap at +9 til 45 -- making an ffective 34, this is good enough at this point, the key is being able to Climb -- 25 base).
Envenom: 20

Level 42.5:

Note: I reduce to intervals of 2.5 levels here because it's still 5 gains in Spec points, but you are gaining the bonus 50% points at half levels now.
Note: The Hauberk of Deceit is only 78 AF, yes, BUT because it is 100% Quality is has the same effective AF as a 87.6 AF 89% Quality vest. In short, between the effective AF and the bonuses, it's well worth keeping for a while longer

Piercing: 34 (Assuming you have the +9 Piercing identified via items above, your modified Piercing is 43. As long as modified Piercing is equal to your level, there is no problem. In other words, don't raise this again till 44.0, and then only raise it 1 point)
Crit Strike: 39 (Stunning Stab, the final style in your Perforate Artery chain, does a bit more damage then Creeping Death, but no effects)
Stealth: 31 (Safe Fall 3, modified stealth: 40 with above items)
Envenom: 20

Level 45:

Note: with the above items, and the increase in cap to Spec buffs (from +9 to +10 at this level) your Piercing and Stealth modifiers will both increase by 1

Piercing: 36 (This should be raised to 35 at 44.0 in order to maintain a modified piercing = level (35 + 9 = 44). Now that you'll be able to reach peak Stealth this level, you can raise Piercing again and work towards 39)
Crit Strik: 39
Stealth: 40
Envenom: 20

Level 47.5

Note: This is where the question of Celtic Dual vs Envenom comes up. However, due to a minimum 13 CD and 29 Envenom either way, we still have a bit of flexibility. Also remember that the end result is largely subject to Mythic's decision on Envenom, but can also jus go by your personal preference.

Piercing 39
Crit Strike: 39
Stealth: 40
Envenom: 26
Celtic Dual: 13

If you manage to get +8 Envenom in items by this point (Midnight Marauder Gloves, something like that, in Sheeroe Hills have 1 pt more Bonus then Ghostly Truesilver) and Realm Rank 2 (relatively easy) that'll make +9 Envenom, allowing you the level 35 DoT. Alternatively, you MIGHT want:

Envenom 29
Celtic Dual: 5

If you have +9 Envenom since that would let you get the next Disease as well. Where Mythic goes with Envenom from there decides the final build, as detailed at the beginning of this post.
_________________

Par Kyrielle le 13/6/2002 à 13:41:16 (#1647887)

lol la tartine :P
MErci bcp en tt cas :ange:

Par silkr le 13/6/2002 à 13:48:37 (#1647931)

eheh :)

Veux tu un ptit guide fr ?

mais je trouve moins bien fait .

Par Kyrielle le 14/6/2002 à 1:52:31 (#1652062)

MA foi pkoi pas vas y envoi :ange:

JOL Archives 1.0.1
@ JOL / JeuxOnLine