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Panda's Ranged Rogue Build.Follow

#1 Mar 18 2011 at 1:27 AM Rating: Decent
5 posts
Overview

I just wanted to share the build that I've been using recently in my Greenscale raiding and clearing of T2 instances. This build generates anywhere from 600-800 DPS for me on single target. Obviously, these figures are subject to change based on player skill and gear level. This build has carried me through all T2 content and I have currently dropped Duke Letareus in GSB.

First. This build is primarily a single target DPS build. Yes, I did grab Rain of Arrows, but that's because when my raid leaders call for AoE, I like to be a reliable source of damage. It's worth the very small sacrifice to my single target DPS.

Second. This builds assumes a couple of things. It assumes that you are hit capped for raids (200 rating/40%) and that you have another raid member applying an armor reduction debuff.

http://rift.zam.com/en/stc.html?t=0MNfi.VMcf0fosomz.x0x0V0Vh.V0xM

Shot Breakdown

I would say that there is no specific shot rotation for this build so I'll give a priority list.

Finishers: Deadeye Shot > Head Shot (Only use Head Shot to apply Bestial Fury buff)
Combo Generating Attacks: Empowered Shot > Splinter Shot > Swift Shot/Quick Shot (Quick shot has priority when bleed is down)

Why not use Rapid Fire Shot as a finisher? Well, because auto-attacks do not fire when casting and ranged rogues spend most of their time casting. The few extra auto-attacks will not make up the difference in damage.

Why not use Shadow Fire as a combo generating attack? Well, it takes .5 seconds longer to shoot than your other double point builders and it doesn't bring as much to the table. Splinter Shot hits just as hard and Empowered Shot has 15% more chance to critically hit.

Why are we using Swift Shot instead of spamming Quick Shot? Well, spamming Quick Shot will override the previous bleed applied to the target when fired again, ultimately lowering overall DPS.

Summary

This build is may or may not be the best ranged rogue build out there, but I am 100% positive it will generate enough damage to successfully complete all content that exists in the game.

If you can't handle keeping your pet alive then I suggest trying a melee build. Not all encounters are pet friendly and you need to be on your toes. You either take the DPS hit or switch builds.

If you have any questions/input/complaints then let me know. I'm always open to good conversation and theory-crafting.

Edited, Mar 18th 2011 3:30am by WarTornPanda
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#2 Mar 27 2011 at 12:06 PM Rating: Decent
28 posts
Thanks.

Why add 2 pts to Melted skin in Nightblade? Wouldn't it be better to go 2 pts in Fire and Death Attunement?

Love the build though
#3 Apr 02 2011 at 11:04 PM Rating: Decent
1 post
Because with fire and death att. The only increase you are actually doing with the damage is hellfire blades, whereas if you go the way he build, its all damage dealt...
#4 Apr 03 2011 at 11:03 PM Rating: Decent
17 posts
good build, but my only problem with it is the percing not being spec'd. i know other similar skills dont stack, i feel like i'm leaving something behind when i do not spec it. please explain it to me so i'll understand please.
#5 Apr 07 2011 at 5:38 AM Rating: Decent
17 posts
impbloody wrote:
Because with fire and death att. The only increase you are actually doing with the damage is hellfire blades, whereas if you go the way he build, its all damage dealt...


NB T3 talent Fire and Death Attunement states 1% ATK DMG per point spent (a total of 2% in this case) Vs. T3 Melted Skin 5% DMG over 10 seconds for the 2 points spent. The question is what is the up-time of MS? If the up-time is greater than 40% MS will always parse higher.

Edited, Apr 7th 2011 7:39am by jdesfos87
#6 Apr 07 2011 at 3:22 PM Rating: Good
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jdesfos87 wrote:
impbloody wrote:
Because with fire and death att. The only increase you are actually doing with the damage is hellfire blades, whereas if you go the way he build, its all damage dealt...


NB T3 talent Fire and Death Attunement states 1% ATK DMG per point spent (a total of 2% in this case) Vs. T3 Melted Skin 5% DMG over 10 seconds for the 2 points spent. The question is what is the up-time of MS? If the up-time is greater than 40% MS will always parse higher.

Edited, Apr 7th 2011 7:39am by jdesfos87


I'd put it at near 100% up time, since you'll proc Hellfire Blades at least once every 10s.
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#7 Apr 07 2011 at 4:05 PM Rating: Decent
17 posts
Vataro wrote:
jdesfos87 wrote:
impbloody wrote:
Because with fire and death att. The only increase you are actually doing with the damage is hellfire blades, whereas if you go the way he build, its all damage dealt...


NB T3 talent Fire and Death Attunement states 1% ATK DMG per point spent (a total of 2% in this case) Vs. T3 Melted Skin 5% DMG over 10 seconds for the 2 points spent. The question is what is the up-time of MS? If the up-time is greater than 40% MS will always parse higher.

Edited, Apr 7th 2011 7:39am by jdesfos87


I'd put it at near 100% up time, since you'll proc Hellfire Blades at least once every 10s.


Can a RNG/MM fire 5 shots in 10 seconds without compromising damage output? I have no idea atm what their shot queues/frequencies are like, though, 5 shots does sound very doable.


Edited, Apr 7th 2011 6:08pm by jdesfos87
#8 Apr 08 2011 at 12:24 PM Rating: Good
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jdesfos87 wrote:
Vataro wrote:
jdesfos87 wrote:
impbloody wrote:
Because with fire and death att. The only increase you are actually doing with the damage is hellfire blades, whereas if you go the way he build, its all damage dealt...


NB T3 talent Fire and Death Attunement states 1% ATK DMG per point spent (a total of 2% in this case) Vs. T3 Melted Skin 5% DMG over 10 seconds for the 2 points spent. The question is what is the up-time of MS? If the up-time is greater than 40% MS will always parse higher.

Edited, Apr 7th 2011 7:39am by jdesfos87


I'd put it at near 100% up time, since you'll proc Hellfire Blades at least once every 10s.


Can a RNG/MM fire 5 shots in 10 seconds without compromising damage output? I have no idea atm what their shot queues/frequencies are like, though, 5 shots does sound very doable.


Edited, Apr 7th 2011 6:08pm by jdesfos87


Well, Quick Shot and Swift Shot only go off the GCD, so yes you definitely can. That being said, I usually use Splinter Shot and Empowered Shot as well, which both have 1.5s cast times. Even then though, you add a quick shot and a couple swift shots after that (which you have to anyway since both those moves have 10s cd) and you still have 5 shots in under 10s. So any way you look at it, the answer is yes.
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#9 Apr 08 2011 at 1:17 PM Rating: Decent
4 posts
What I do not get, is with melted blood, you need to have hellfire blades on, that I understand, but with a pure range build, I was under the assumption that hellfire blades does not proc at all unless you melee. I may be wrong, but I have not seen at all the proc come up for the buff when ranged. Maybe I just was not doing something right? I also tested it with sabo and not seen the proc come up, tho I did always see some extra damage with going melee. I am a bit confused unless your expecting to run up to proc it?
#10 Apr 08 2011 at 1:24 PM Rating: Good
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Weapon enchants should work with ranged weapons, though I could be completely mistaken. To be honest, I'm not always in my ranged build so I haven't actually looked to make sure. I'll have to check that out tonight. That would be really dumb if they didn't.
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#11 Apr 08 2011 at 1:32 PM Rating: Decent
4 posts
I could be wrong (or bugged) that I am not seeing something, again my testing at the moment is sabo, and I do not even see its poisons proccing anymore. But if the tests do prove that it is proccing (and I am just not seeing it for some odd reason) with ranged attacks (bow or sabo attacks) then yeah that melted blood is great. But again, I was under the impression that you get the proc via the weapon your using, as in if you were able to enchant the bow, youd be getting that damage/buff.
#12 Apr 09 2011 at 1:44 PM Rating: Decent
4 posts
Vataro wrote:
Weapon enchants should work with ranged weapons, though I could be completely mistaken. To be honest, I'm not always in my ranged build so I haven't actually looked to make sure. I'll have to check that out tonight. That would be really dumb if they didn't.


Was wondering if you were able to run any tests by chance
#13 Apr 10 2011 at 10:12 AM Rating: Good
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Vataro wrote:
Weapon enchants should work with ranged weapons, though I could be completely mistaken. To be honest, I'm not always in my ranged build so I haven't actually looked to make sure. I'll have to check that out tonight. That would be really dumb if they didn't.


Hellfire Blades only procs on melee weapons. It's a melee weapon enchant. There was a bug earlier with serrated blades causing ranged weapons to proc it, when they fixed that I'm pretty sure it fixed the rest of melee proc abilities with ranged.

I also don't think its stupid because there are ranged weapon enchants from weaponsmithing. But for whatever reason zam database doesn't link them with a tooltip that says anything.
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#14 Apr 11 2011 at 12:31 PM Rating: Default
1 post
Arex is 100% wrong and didn't do the research before it put his answer out there.. Hellfire blades does proc from ranged and there is about a 5 to 6 seconds after the proc to proc again.
#15 Apr 11 2011 at 2:28 PM Rating: Excellent
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ArexLovesPie wrote:
Vataro wrote:
Weapon enchants should work with ranged weapons, though I could be completely mistaken. To be honest, I'm not always in my ranged build so I haven't actually looked to make sure. I'll have to check that out tonight. That would be really dumb if they didn't.


Hellfire Blades only procs on melee weapons. It's a melee weapon enchant. There was a bug earlier with serrated blades causing ranged weapons to proc it, when they fixed that I'm pretty sure it fixed the rest of melee proc abilities with ranged.

I also don't think its stupid because there are ranged weapon enchants from weaponsmithing. But for whatever reason zam database doesn't link them with a tooltip that says anything.


Serrated blades does not proc off ranged weapons! Also, all poisons and weapon enchants such as Hellfire Blades simply say "weapon enchant", NOT melee weapon enchant. You can't cast them on a specific weapon anyway.

Unfortunately, I keep forgetting to test this when I'm actually online, but I'll make myself a note now and actually do it tonight.

edited with correct info

Edited, Apr 11th 2011 6:52pm by Vataro
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#16 Apr 11 2011 at 4:26 PM Rating: Good
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Vataro wrote:
ArexLovesPie wrote:
Vataro wrote:
Weapon enchants should work with ranged weapons, though I could be completely mistaken. To be honest, I'm not always in my ranged build so I haven't actually looked to make sure. I'll have to check that out tonight. That would be really dumb if they didn't.


Hellfire Blades only procs on melee weapons. It's a melee weapon enchant. There was a bug earlier with serrated blades causing ranged weapons to proc it, when they fixed that I'm pretty sure it fixed the rest of melee proc abilities with ranged.

I also don't think its stupid because there are ranged weapon enchants from weaponsmithing. But for whatever reason zam database doesn't link them with a tooltip that says anything.


Serrated blades does proc off ranged weapons, and that is working as intended. Also, all poisons and weapon enchants such as Hellfire Blades simply say "weapon enchant", NOT melee weapon enchant. You can't cast them on a specific weapon anyway.

Unfortunately, I keep forgetting to test this when I'm actually online, but I'll make myself a note now and actually do it tonight.


http://forums.riftgame.com/showthread.php?86184-Beta-to-Head-Start-Patch-Notes-2-24-11

* Serrated Blades: Causes the target to bleed for 33-100% of your weapon's damage over 6 seconds, down from 60-180%. Now only triggers from melee weapon critical attacks. It no longer triggers from ranged weapon critical attacks or attacks that require 'Any Weapon' and are not considered melee weapon attacks [Bard damage abilities, Saboteur Charges, Bombs, etc.]. Nightblade ranged attacks are considered melee weapon attacks and can trigger Serrated Blades. Serrated Blades itself cannot critically hit.


I've gone through every patch note and there is no mention past the very first list of them that there has been a change to serrated blades since they changed it to not proc off ranged weapons. I wasn't able to test this one at the moment.

As for the hellfire blades. After testing I was wrong. It does proc off of ranged. I wasn't able to check poisons proccing from ranged, but I'm pretty sure this isn't working as intended.

I do enjoy seeing lurkers finally come out and speak though.
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#17 Apr 11 2011 at 5:05 PM Rating: Good
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whoops, double post ftl

Edited, Apr 11th 2011 6:07pm by Vataro
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#18 Apr 11 2011 at 5:07 PM Rating: Good
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Whoops, I was wrong on serrated blades, but hellfire blades definitely do proc. :P

So Ranger/Marks/Nightblade > Ranger/Marks/Asn :)
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#19 May 31 2011 at 7:15 AM Rating: Decent
2 posts
This thread hasn't been active for a bit, but I'd like to see if it is still relevant. I've been comparing Panda's build with some other I've found and some of the points vary slightly. I'd just like some clarification from those who know the ranged rogue better than myself.

Going back to the discussion between spending points in Melted Skin or Fire and Death Attunement in the Nightblade soul. The tooltip for F&DA reads "increased the damage of your attacks by 3%" when all 3 points are spent. Now, I can see why Melted Skin (5%) would be better than F&DA (3%) if Melted Skin is always up. My real question is, would the 3 points spent in Killer Instinct in the Marksman soul (increases crit of Empowed and Deadeye Shots by 15%) be better spent on F&DA?

I assume this is something that Panda has looked at in his parsing when initially writing this thread, but I'd just like to confirm this because I'm seeing other builds spend the points as I've mentioned.
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
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