Hey everyone,
Thinking of maxing my toon.
What are the top builds for RVR-scenario for SW at the moment?
Thanks in advance!
SW builds after patch ? :)
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Re: SW builds after patch ? :)
I main Assault (RR84), and I typically run this build:
RoR.builders - Shadow Warrior
You can then do two variations:
1) Max burst - you're more squishy, so best in 3-men or 6-men
Build as above, with 6pc Tri / 3pc Sov (or WL), bloodlord sword, fortress staff. Talis mix of BAL (max STR with pot), WS and HP (have above 9k HP).
RR in max Crit, 3x Futile Strikes (needed as offensive set gives you a higher chance to be crit), rest in WS.
2) More defensive - I use this for solo (roaming or scenarios).
Build as above, but swap Bulls Eye for Wrist Slash tactic since you'll have less WS with change in gear. Wrist Slash gives also +INI, which bumps your parry with +3%-ish.
Swap to 6pc Vic / 3pc Def Sov. Vic gives +250 absorb proc, and +10% parry/disrupt/dodge proc. Talis similar BAL/WS/HP mix, but I try to get above 9.5k HP (with pot).
RR in max Parry, max Crit, rest as you like. Don't need FS as def set gives loads.
With this I get a negative chance to be crit, and around 38% parry. With Wrist Slash and Vic proc, that goes to 50%-ish. With Blurring Blade +35%, you can get it to close to 80% for 5s. Add in smart use of AOE detaunt and M1 / M2, and your survivability multiplies.
I don't play Scout, and haven't touched Skirmish in a while.
RoR.builders - Shadow Warrior
You can then do two variations:
1) Max burst - you're more squishy, so best in 3-men or 6-men
Build as above, with 6pc Tri / 3pc Sov (or WL), bloodlord sword, fortress staff. Talis mix of BAL (max STR with pot), WS and HP (have above 9k HP).
RR in max Crit, 3x Futile Strikes (needed as offensive set gives you a higher chance to be crit), rest in WS.
2) More defensive - I use this for solo (roaming or scenarios).
Build as above, but swap Bulls Eye for Wrist Slash tactic since you'll have less WS with change in gear. Wrist Slash gives also +INI, which bumps your parry with +3%-ish.
Swap to 6pc Vic / 3pc Def Sov. Vic gives +250 absorb proc, and +10% parry/disrupt/dodge proc. Talis similar BAL/WS/HP mix, but I try to get above 9.5k HP (with pot).
RR in max Parry, max Crit, rest as you like. Don't need FS as def set gives loads.
With this I get a negative chance to be crit, and around 38% parry. With Wrist Slash and Vic proc, that goes to 50%-ish. With Blurring Blade +35%, you can get it to close to 80% for 5s. Add in smart use of AOE detaunt and M1 / M2, and your survivability multiplies.
I don't play Scout, and haven't touched Skirmish in a while.
Re: SW builds after patch ? :)
Thank you!
For melee looks great. was looking or a scout-skirmish one as well
For melee looks great. was looking or a scout-skirmish one as well
Re: SW builds after patch ? :)
For scout ur basic build will be left side to cull the weak and then shadow sting in right.
For rr u want i guess full crit /wpnskill/ mabe 2 fs
For gear...Honestly Im tempted by the darkpromise 4 set bonus that gives a guaranteed crit, does it guarantee every single fester proc will crit? If so might be v good.
Otherwise idk 4-5 tri rest warlord or off sov will focus on crit and wpnskill and 1050 balistic skill in scout form
As for tactics the usual stuff but atm i dont bother with both fester arrow tactics, i just take extra proc and then ignore the other and get ap gain on crit tactic
For rr u want i guess full crit /wpnskill/ mabe 2 fs
For gear...Honestly Im tempted by the darkpromise 4 set bonus that gives a guaranteed crit, does it guarantee every single fester proc will crit? If so might be v good.
Otherwise idk 4-5 tri rest warlord or off sov will focus on crit and wpnskill and 1050 balistic skill in scout form
As for tactics the usual stuff but atm i dont bother with both fester arrow tactics, i just take extra proc and then ignore the other and get ap gain on crit tactic
Re: SW builds after patch ? :)
Skirmish I used to previously run Tri/WL for max WS. Scout needed that less, as FA bypassed armour... not anymore, so I suppose Tri/WL will give max burst in Scout, but you'll be squishy as hell and a WE will rip you a new one when they unstealth on you. Haven't tried Scout since patch though.salazarn wrote: Wed Aug 12, 2026 2:58 pm For scout ur basic build will be left side to cull the weak and then shadow sting in right.
For rr u want i guess full crit /wpnskill/ mabe 2 fs
For gear...Honestly Im tempted by the darkpromise 4 set bonus that gives a guaranteed crit, does it guarantee every single fester proc will crit? If so might be v good.
Otherwise idk 4-5 tri rest warlord or off sov will focus on crit and wpnskill and 1050 balistic skill in scout form
As for tactics the usual stuff but atm i dont bother with both fester arrow tactics, i just take extra proc and then ignore the other and get ap gain on crit tactic
Re: SW builds after patch ? :)
This is the way for small scale. Get Invader pieces to +10 ft range. I see its not updated, but you get the idea. Skip festering arrow it's a waste of mastery.
https://builder.returnofreckoning.com/c ... =9117,9121
https://builder.returnofreckoning.com/c ... =9117,9121
[SM] 85+, [WL] 80+, [SW] 80+, [WH] 85+, [AM] 80+, [Kotbs] 80+
[BO] 80+, [Mara] 80+, [Sham] 80+ [SH] 70+ [WE] 80+
[BO] 80+, [Mara] 80+, [Sham] 80+ [SH] 70+ [WE] 80+
Re: SW builds after patch ? :)
I just cannot play skirmish any more with everything at 65ft. The spec is completely dead to me.Panzer80 wrote: Wed Aug 12, 2026 5:21 pm This is the way for small scale. Get Invader pieces to +10 ft range. Skip festering arrow it's a waste of mastery. https://builder.returnofreckoning.com/c ... =9117,9121
And spending a whole tactic to get back to 80ft range, 20 less than the class has been since live makes zero sense.
They just need to restore the singletarget range of skirm spells and stop messing around. SH has an OP af pet that does 30% of its dmg with 100% uptime. SW has 25% dmg 1/3 od the time. The classes are not the same.
Re: SW builds after patch ? :)
Then you need to go find the "SW builds before patch ?salazarn wrote: Wed Aug 12, 2026 5:27 pmI just cannot play skirmish any more with everything at 65ft. The spec is completely dead to me.Panzer80 wrote: Wed Aug 12, 2026 5:21 pm This is the way for small scale. Get Invader pieces to +10 ft range. Skip festering arrow it's a waste of mastery. https://builder.returnofreckoning.com/c ... =9117,9121
And spending a whole tactic to get back to 80ft range, 20 less than the class has been since live makes zero sense.
They just need to restore the singletarget range of skirm spells and stop messing around. SH has an OP af pet that does 30% of its dmg with 100% uptime. SW has 25% dmg 1/3 od the time. The classes are not the same.
[SM] 85+, [WL] 80+, [SW] 80+, [WH] 85+, [AM] 80+, [Kotbs] 80+
[BO] 80+, [Mara] 80+, [Sham] 80+ [SH] 70+ [WE] 80+
[BO] 80+, [Mara] 80+, [Sham] 80+ [SH] 70+ [WE] 80+
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Re: SW builds after patch ? :)
As everyone expected, after the patch, Skirmish became useless. It's useless in wide-area SCs.
Scout's Festering Arrow is also difficult to use and practically impossible to implement. Since you can't even apply DoTs unless you're within 65ft, having a 100ft Scout skill is pointless.
M2 Ambush's disappearing ability is very good.
Scout's damage is quite high, so I have high hopes for it, but Shadow Step has a bug, and the 1-second cast time is extremely long and difficult to use.
Overall, I feel like it's become a difficult character to use.
Scout's Festering Arrow is also difficult to use and practically impossible to implement. Since you can't even apply DoTs unless you're within 65ft, having a 100ft Scout skill is pointless.
M2 Ambush's disappearing ability is very good.
Scout's damage is quite high, so I have high hopes for it, but Shadow Step has a bug, and the 1-second cast time is extremely long and difficult to use.
Overall, I feel like it's become a difficult character to use.
Re: SW builds after patch ? :)
Hard disagree on this.ponko22 wrote: Thu Aug 13, 2026 6:47 am but Shadow Step has a bug, and the 1-second cast time is extremely long and difficult to use.
Before it was insta cast, but had travel time, and you always ended somewhere behind a moving target, which rendered it largely useless. It did give the defense boost.
Now it has a 1s cast time, but no travel time. It can be cast on the move, and blinks you on the target, whilst doing damage on top. Now you need to use Blurring Blades for the defense boost.
It’s significantly better. I also prefer that the defense boost has been moved to Blurring Blades, as often I didn’t want that boost whilst teleporting… now it gives me options.
I’d argue it’s one of the better QoL changes for aSW as before one of its big issues was to stay on top of a target. Now with a better Shadow Step, 6s snare on KD and movement speed on Swift Strikes, you can actually stick on your target.
PS bug report on the untargeting upon shadow step has been filed. I mentioned this various times on the forum.
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