Recent Topics

Ads

[Shadow Warrior] Experimenting with Assault Stance

Swordmaster, Shadow Warrior, White Lion, Archmage
Forum rules
Before posting on this forum, be sure to read the Terms of Use
Your topic MUST start with your class name between hooks (IE : [Shaman] blablabla)
Count
Posts: 5

Re: [Shadow Warrior] Experimenting with Assault Stance

Post#31 » Tue Apr 05, 2016 8:50 pm

Instead of going very high in skirmish tree for heal debuff consider taking Glass arrow which give slight damage burst.

PS Few notes about patches on old live servers.
No Respite was 25% and near end on live was reduced to 15%.
Grim Slash in first two years was 30 AP
Swift Strikes did double damage if enemy casting stuff and lately was ninja nerfed.

And since PvE more important on this server tactic Blood Soaked War (small HP regain after kill) could be moved from 39 where it useless to ~15 level.

Sorry for wishlisting :)

Ads
User avatar
kok
Posts: 140

Re: [Shadow Warrior] Experimenting with Assault Stance

Post#32 » Thu Apr 07, 2016 7:54 pm

Count wrote:Instead of going very high in skirmish tree for heal debuff consider taking Glass arrow which give slight damage burst.

PS Few notes about patches on old live servers.
No Respite was 25% and near end on live was reduced to 15%.

Sorry for wishlisting :)
From what I understand
No Respite is 15% for a very long time
The real nerf was Expert Skirmisher which changed from extra 25% dmg at close range to decrease casting.
It kills all the Assault dmg.
Northside-KOTBS ,Southside-SW Westsides-WP Eastside-WH,Rightside-WL
Good Soldier win fight, Good Calvary win field, Good Cannon win Battle, Good logistic win Wars
--Book of Five Rings

User avatar
Mystriss
Posts: 262
Contact:

Re: [Shadow Warrior] Experimenting with Assault Stance

Post#33 » Mon Apr 25, 2016 6:59 am

MOAR Shadow WE's!!! <3 Assault.

I have been MIA on RoR due to other projects and work stuff so I haven't played here, however, I was pretty much a full time assaulter in live and did some tests of it w/videos. I'm not 100% positive this stuff will translate to RoR, and given all the class changes I went through in live, but for what it's worth have a look at my testing at http://www.SexyBootsRule.com

I had gone through and tried to update all of my YouTube videos with their patch numbers, but it looks like I missed the stance testing stuff (If I've matched it up right; full melee is patch 1.32, skirmish/melee patch 1.3.4, and assault/scout patch 1.34) For reference with that, here is every SW patch note:
Spoiler:
1.0.0 9/26/2008
1.0.1 10/2/2008
1.0.2 10/9/2008
1.0.3 10/15/2008
1.0.4 10/29/2008
1.0.4b 11/11/2008
1.0.5 11/18/2008

1.0.6 12/2/2008
* Point Blank: This ability will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.

* All Shadow Warriors have undergone significant changes and will need to reallocate their Career Mastery Points as a result.

* All stance abilities will now persist through death.

* Acid Arrow: The damage of this ability has increased. In addition, the buff icon for this ability will now display actual armor debuffed, instead of percent.

* Assault Stance: While in Assault Stance, all +Ballistic Skill on items is considered to be Strength as well. Additionally, the Assault Stance tooltip also now states that the stance grants Strength equal to your Ballistic Skill from items.

* Broadhead Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Draw Blood: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.

* Eye Shot: The damage of this ability has increased.

* Fell the Weak: The damage of this ability has increased.

* Festering Arrow: The damage of this ability has increased. In addition, the hotkey for this ability will no longer light up when in Assault Stance.

* Flame Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Flanking Shot: The damage of this ability has increased.

* Glass Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Hunter's Fervor: The radius for this ability has been increased to match similar group-based effects.

* Rapid Fire: The damage of this ability has increased.

* Shadow Sting: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged auto-attack to fire while moving.

* Spiral-Fletched Arrow: The damage of this ability has increased.

* Takedown: The damage of this ability has increased.

* Throat Shot: The damage of this ability has increased.

* Vengeance of the Nagarythe: The cooldown for this ability has been reduced to 2 minutes. This ability can now be trained at rank 10.

* Whirling Pin: The cost of this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.

1.1.0a 12/11/2008
~ Kobs/BG release

Hot Fix 12/17/2008
* CC Immunities added to Point Blank

* CC Immunities added to Instill Fear

* CC Immunities added to Vision of Torment

1.1.0d 12/19/2008
1.1.1 2/3/2009
1.1.2 2/22/2009

1.2.0 3/3/2009
~ Slayer/Choppa release

* Concealment: This ability's tooltip will now show the correct duration of the effect.

* Hail of Doom: This ability will now correctly do damage for the entire time that it channels.

* Centuries of Training: The damage done by this ability has been increased. The damage done will now be Spirit damage, affected by the target's resists, which will not be increased by stats and cannot critically hit.

* Assault Stance: The Strength and Weapon Skill bonuses from Assault Stance will now stack with other Strength and Weapon Skill bonuses.

* Install Fear: The tool tip will now correctly list the radius of this ability.

* Outrider Patrol: This ability's tooltip will now show the amount of damage done.

* Split Arrows: You can now hit keep doors with Spiral-Fletched Arrow while this Tactic is slotted.

* Steady Aim: This ability's tooltip has been updated to better reflect what this ability affects.

* Takedown: This will now work correctly when the target has Root immunity (Freedom).

* The bonuses from Scout, Assault, and Skirmish Stance will now stack with other bonuses.

* Eye Shot: This ability can now be used while moving.

* Fell the Weak: The build time for this ability has been reduced to 0 seconds, but the cost has been increased.

* Smoldering Arrow: The amount of damage added to Flame Arrow by this tactic has been increased.

* The Invader Set belts for the Squig Herder and Shadow Warrior featured a smaller than intended Range bonus. The value of this bonus has been increased to +120.

Hot Fix 3/5/2009
* Takedown: This ability will now reduce the targets run speed by the correct amount.

Hot Fix 3/11/2009
* Keen Arrowheads: This Tactic will once again extend the duration of Takedown's snare.

1.2.1 4/16/2009
~ Introduction of Medallions to purchase armour

* Enchanted Arrow: The damage for Flame Arrow and Festering Arrow will now be correct when this Tactic is slotted.

1.3.0 6/16/2009
~ LotD released

Hot Fix 6/22/2009
* Bullseye: This Tactic will once again function correctly. Note that the tactic will need to be un-slotted, then re-slotted to begin working again.

Hot Fix 6/23/2009
* Enchanted Arrows: Fixed a bug that prevented Flame Arrow and Festering Arrow from bypassing resistances.

1.3.0b 7/22/2009
* The following abilities have had their radius reduced: Distracting Rebounds, Hunter's Fervor, Instill fear, Outrider Patrol, Penetrating Arrow, Rain of Steel, Whirling Pin, and Whirling Rage.

* Barrage: This ability's cost and damage have been reduced, and its build time removed. The ability will now hit all players in a line in front of the player.

* Flame Arrow: This ability's cost and damage have been reduced, and its build time removed.

* Glass Arrow: This ability's cooldown has been reduced, and its damage-over-time component removed. This ability is now a target-area-of-effect direct damage.

* Lileath's Arrow: This ability's radius, width, and damage have been reduced.

* Smoldering Arrows: This ability's bonus damage to Flame Arrow has been reduced.

* Split Arrows: This ability's radius has been reduced. Spiral Fletched Arrows will now do 30% less damage when this Tactic is slotted.

* Sweeping Slash: Reduced the ability's radius and damage, and increased the cost.

* Bullseye: This Tactic will now correctly proc.

* Keen Arrowheads: The duration of the snare on the ability "Takedown" will now upgrade properly with this Tactic slotted.

1.3.1 8/18/2009
* Bullseye: Fixed a bug in which some abilities would not trigger the effects of this Tactic.

* Leading Shots: Fixed a bug in which some abilities would not trigger the effects of this Tactic.

* Takedown: Snare can now be removed by abilities that remove snare. Additionally, this ability will now do damage when the target is immune to snares.

Hot Fix 8/26/2009
* Bullseye: Fixed an issue which prevents this Tactic from working properly.

1.3.2 10/15/2009
~ New User Journey Introduced

* Due to the nature of the changes in this update, all Shadow Warriors have had their Mastery and Renown abilities refunded.

* Enchanted Arrows: This Tactic is now available seven steps into the Path of the Scout.

* Exploit Weakness: The stun on this ability has been converted into a knockdown.

* Instill Fear: This Morale ability will now deal point-blank area-of-effect damage and stagger the affected targets.

* Leading Shots: This Tactic is now available at Rank 37.

* No Quarter: This Tactic has been redesigned, and now decreases the build time and increases the Action Point cost of Eagle Eye. It is now available three steps into the Path of the Scout.

* Opportunistic Strike: This ability's damage has been increased, and the disarm duration has been reduced.

* Throat Shot: The duration of this ability's silence effect has been reduced.

* Blood Soaked War: This Tactic will now work properly when multiple targets are killed.

* Leading Shot: This Tactic will now work correctly with ranged attacks.

* Takedown: The animation for this ability will now play correctly.

1.3.3 12/2/2009
~ Underdog System Introduced

* Fixed numerous tooltip related issues.

* Flame Arrow: Fixed an issue that prevented the Area-of-Effect portion of this ability from going through the proper defense checks.

* Glass Arrow: Fixed an issue that prevented the Area-of-Effect portion of this ability from going through the proper defense checks.

1.3.4 2/2/2010
~ Emblems for weapons introduced

* Flanking Shot: The build time has been removed from this ability.

* Fixed issues with various tooltip descriptions.

* Acid Arrow: The debuff from this ability is now classified as an Ailment.

* Enchanted Arrows: Fixed an issue in which this tactic would not reduce resistances properly for Flame Arrow and Festering Arrow

* Flame Arrow: Fixed an issue in which this ability would deal the incorrect amount of damage with the tactic "Enchanted Arrows" slotted.

1.3.5 5/18/2010
* Swift Strikes: Fixed an issue in which this ability would not always play the hit effect and sound.

* Barrage: Fixed an issue that prevented the arrow animation of this ability from being seen by the player.

* Assault Stance: The armor buff from this ability will now always be exactly equal to the player's total armor from items. This fixes an issue in which the player's armor value would be increased by 100% after armor debuffs were calculated.

1.3.6 8/16/2010
* Expert Skirmisher: This Archetype Tactic has been redesigned and will now reduce cast times when under 20 feet from your target.

* Due to the nature of the changes in this update, all Shadow Warriors have had their Mastery and Renown training refunded.

* Minimum range has been removed from all abilities.

* Assault Stance: When in this Stance, the Shadow Warrior will now also gain Melee Power equal to their Ranged Power from items, and Melee Critical chance equal to their Ranged Critical chance from items.

* Charge Forth: This Tactic has been renamed to Powerful Draw, and will now increase the range of Skirmish abilities.

* No Respite: This Tactic is now available at seven points into the Path of Assault and will now increase damage when under 45 feet from your target.

* Sinister Assault: This Tactic is now available at three points into the Path of Assault.

* Broadhead Arrow: Fixed an issue with this ability where it was unable to be defended against.

* Draw Blood: Fixed an issue with this ability where it was unable to be defended against.

* Shadow Sting: Fixed an issue with this ability where it was unable to be defended against.

** Unconfirmed by Mythic patch notes, but it is said that armor debuff procs from weapons (Hallowed Memories, etc) no longer stack with Acid Arrow.

1.4 11/18/2010
~ oRvR changes introduced
~ Playable Skaven introduced
~ RR100 introduced
~ RR81-100 stat scaling introduced

* Due to the nature of the changes in this update, all Careers have had their Mastery and Renown training refunded.

* All Passive Renown abilities are now available to purchase from the start. Each Renown ability can have up to 5 levels of effectiveness. Each level requires the previous level to be purchased.

* New Active Renown abilities are now available along with "Resolute Defense." Each Renown ability can have up to 3 levels of effectiveness. Each level requires the previous level to be purchased and the initial purchase requires Renown Rank 20.

* Players that have purchased the Progression Pack will find that their Renown gain has been boosted for Renown Ranks 0-80.

* Players will gain a +1 Bonus to All Mastery Levels at level 84, 88, 92, 96, and 100.

* Fixed an issue where applying a Damage-over-time ability immediately after using a Detaunt ability on your target would not correctly remove the Detaunt Ability.

1.4.2 4/19/2011
* Distracting Shot: This ability can no longer be activated while under the effects of a silence.

1.4.3 6/21/2011
* Due to the nature of the changes in this update, the Shadow Warrior Career has had their Mastery and Renown training refunded.

* Bullseye: This tactic is now available at rank 35.

* Instinctive Aim: This tactic is now available at rank 33. The tactic increases Strength, Ballistic Skill, and Weapon Skill; while reducing Toughness.

----

1.44
* Whirling Pin will now snare targets in a Point-Blank Area of Effect and knock the Shadow Warrior directly back. The knock back requires that you hit a target with the snare. This ability will cost 0 Action Points. You will not be able to fire it without enemies around.

* Fixed an issue in which Festering Arrow and Brutal Assault were not correctly processing damage. You'll see a slight increase in base damage, but not damage gained from stat.

* Vengeance of Nagarythe will no longer interact with abilities. The cooldown will be 30s and provide a 25% boost to damage dealt for 10s.

* Fell the Weak will gain a base damage increase.

* Flanking Shot will no longer interact with Vengeance of Nagarythe. The chance to deal critical damage with this ability will scale based on your target's health. For example; if your target is at 14% health, your chance to deal critical damage will be increased by 86%.

* Takedown will no longer interact with Vengeance of Nagarythe. This means it will no longer knock down targets.

* Glass Arrow received a complete redesign. It will now deal damage to a single target and reduce the range of their abilities. It will reduce the range to 75% of the intended range(including their positive modifiers). For clarification, range is the distance in which the ability will fire on the target and is not to be confused with radius.

* Eye Shot will knock down the target for 3s and the cool down is 20s. Initiative buff stays the same. No Keen Arrows interaction to increase the Knock down duration. Right now it is going to remain Skirmish only.
Feel free to check out my videos on SexyBootsRule.com (though I stopped updating the site at some point) and my YouTube Channel SexyBootsRule (Specifically https://www.youtube.com/playlist?list=P ... 8233043B6F ) I had gone through and tried to label all my videos with my RR at the time, my build stance leanings, and the patch version; aka ~ https://www.youtube.com/watch?v=5nr6BbR ... F&index=44 "Growing Up Sexy Boots 8.2.5 (Assault v 1.4.4) == Renown Rank 82.5, Assault build, patch version 1.4.4 -- I also tried to make a note of what tactics I was running in the comments; and sometimes my gear.

Typically my assault build was 18 points into Assault, but it seriously varied over the years due to patches, class alterations, as well as who I was running into and exactly what I felt like doing that day. As a trip dancer, using all three stances while playing; my "role" varied quite a bit. I played everything from long range fester bomb to front lines zerg breaker to Witch Hunter to healer protector. (Fair warning though, I've never really been one for kills, I actually started pulling my shots to give others kill shots because they got far more mileage out of it. I just enjoy the fight. If you want to see me being serious about kills, I only really have the first couple few Growing Up Sexy Boots videos, and my Booties series ( known among my buddies as "HAX!!!" :P ) ~ https://www.youtube.com/watch?v=qbcqGKE7lh0& list=PLD78A4F6B272BC8B9&index=2
Image

User avatar
Foxbeep
Posts: 123

Re: [Shadow Warrior] Experimenting with Assault Stance

Post#34 » Mon May 16, 2016 6:06 pm

Mystriss wrote:MOAR Shadow WE's!!! <3 Assault.
Typically my assault build was 18 points into Assault, but it seriously varied over the years due to patches, class alterations, as well as who I was running into and exactly what I felt like doing that day. As a trip dancer, using all three stances while playing; my "role" varied quite a bit. I played everything from long range fester bomb to front lines zerg breaker to Witch Hunter to healer protector. (Fair warning though, I've never really been one for kills, I actually started pulling my shots to give others kill shots because they got far more mileage out of it. I just enjoy the fight. If you want to see me being serious about kills, I only really have the first couple few Growing Up Sexy Boots videos, and my Booties series ( known among my buddies as "HAX!!!" :P ) ~ https://www.youtube.com/watch?v=qbcqGKE7lh0& list=PLD78A4F6B272BC8B9&index=2
Really hoping you update us soon! I used to read your blog all the time back during live, greatly admire your opinions.

Who is online

Users browsing this forum: No registered users and 3 guests