Zhangbob's Shadowblade battlerage
dps
pve
pvp
shadowplay
witchcraft
Guide by
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I'll slowly be updating this with a guide when I get the time.
Lvl 55 Version here http://arche-base.com/builds/view/8643-Zhangbob_s_Shadowblade_lvl_55_Variant#1.8.2/HjbjHPaUTAE
Pure Max/min Damage 1v1 meta Shadowblade http://arche-base.com/builds/8665-Full_on_DPS_shadowblade#1.8.2/7jbjHPaUvGE
Welcome everyone and this is my personal Shadowblade build. It sacrifices a few skills from doing a meta Shadowblade max/min 1v1 burst damage for some more utility and CC for more open world situations and options for fighting more than 1 person. A personal preference of mine is taking Lasso for pvp chases and boat combat over dropback. Also Triple Slash over Rapid Strike to be able to get off more reliable CCs in larger scale fights such as 5v5s or 3v3s. There are a few other changes as well that added in more CC and combos, but the ones I mentioned I feel are more of my preference.
Most important choice in this build is if you want to swap out either Lassitude or for if your worried about cc trains from other witchcrafts and the aruamancy 5 second sleep (which EVERYONE will have either 1 or the other in the current meta).
Yes this spell increases Stun and trip durations by 30% and yes reduces healing by 50% but this spell has another use that not many people seem to realize.
If your having a hard time with people restealthing up or like to get the stealth advantage on people mid duel, you may think about using to put a dot on your opponent preventing them from stealthiness while you disappear into the shadows leaving them bare out in the open.
Q: So why did I take Reckless Charge over Puncture in the battlerage passive tree?
A: Well I have played many mmos growing up and many with this same style of mechanics of combat. I can tell you without a doubt I consider Reckless Charge one of the most important abilities. The amount of increased movement speed you get from this passive and how often will let you stick on targets so much easier and the most important part, it will let you kite other melee opponents controlling when you will take damage. Mitigating a lot of unnecessary hits you would of taken being able to dance on the edge of their range between cooldowns or animations.
Q: Why no ?
A: Quite frankly when leveling up it's fine but at lvl 50 combat vs the current meta of insane mobility and damage sunder earth is too unreliable. its casting time of 1 second is rough considering thin the line of its hitbox and the melee range, giving your opponent time to GTFO.
Q: Why go over ?
A: Well Even though gives us more cooldown reduction at 10%, we are taking the skill which ups our parry rate by 28% for 20 seconds and +2% from the passive itself. and with that up your going to be hard pressed not to get a parry in that time. Best part is resets the cooldown on giving the increased critical damage and cooldown reduction up almost indefinitely.
That last point in witch craft I am so torn, because is better to have a point in than . I put it in because more people like it and it would help you more in general purpose fighting with escaping or shutting down 1 person in a 1v2.
in place of or you maybe thinking why? Well I prefer when out on the high seas and having people attack my boat in an attempt to steal my crap I can just knock them all into the ocean off my boat.
Or I can glide onto someone else boat and land on the edge of their boat, them to me, walk to the other side or behind them and them off the edge and smile as I have a free new boat to take where I please.
: I am some what on the fence about keeping this ability. Although it does push people away and can interrupt a cast (which is sexy) and it is a resetable skill that can combo for even more damage. The skill itself doesn't really synergy with anything else in this build. Mostly this build has no slow, so it cant combo into a trip. I am tempted to dump it like other build do and pick up or with the point. But again it can combo for more damage, it is a slight knockback, and a resettable skill thanks to
If you want more mobility dump either or and pick up . Having both spells is nice for more cc, but they both essentially serve the same purpose in roll of synergy so losing one of them for shouldn't hurt you too much.
If you are feeling really Riskee then you can take out for and take out for and try out this Combo.
Nice Combo , , , possible animation cancel there?, , then once they are about to get up form the trip tripping them again then you can , , silencing them for 4 seconds, and after you finish you will have them silenced for about 3 more seconds to wail away on them more. Remember that this entire time you have your trip lasting 30% longer thanks to which makes this combo possible.
You can Continue this combo right before the silence ends with or then do damage before going into a 3rd trip from then but since there are abilities to get out of stun and imobilizes (but not trips) continuing combo can be interrupted if they have an "Oh Crap get out of jail free card." like Shrug it Off (from Auruamancy) and Invicibility (from Defense) the 2 most popular pvp trees. Also continueing this combo right away will hit their Diminishing Returns (DR) limit and make them immune to Trips for a while so probably shouldn't do this unless your think they are going to run or your about to kill them.
Here's what the Riskee build would look like http://arche-base.com/builds/view/8679-Zhangbob_s_Shadowblade_Riskee_variant#1.8.2/8jbzzPa1p7E
Feedbacks? :D
Lvl 55 Version here http://arche-base.com/builds/view/8643-Zhangbob_s_Shadowblade_lvl_55_Variant#1.8.2/HjbjHPaUTAE
Pure Max/min Damage 1v1 meta Shadowblade http://arche-base.com/builds/8665-Full_on_DPS_shadowblade#1.8.2/7jbjHPaUvGE
Welcome everyone and this is my personal Shadowblade build. It sacrifices a few skills from doing a meta Shadowblade max/min 1v1 burst damage for some more utility and CC for more open world situations and options for fighting more than 1 person. A personal preference of mine is taking Lasso for pvp chases and boat combat over dropback. Also Triple Slash over Rapid Strike to be able to get off more reliable CCs in larger scale fights such as 5v5s or 3v3s. There are a few other changes as well that added in more CC and combos, but the ones I mentioned I feel are more of my preference.
Most important choice in this build is if you want to swap out either Lassitude or for if your worried about cc trains from other witchcrafts and the aruamancy 5 second sleep (which EVERYONE will have either 1 or the other in the current meta).
Yes this spell increases Stun and trip durations by 30% and yes reduces healing by 50% but this spell has another use that not many people seem to realize.
If your having a hard time with people restealthing up or like to get the stealth advantage on people mid duel, you may think about using to put a dot on your opponent preventing them from stealthiness while you disappear into the shadows leaving them bare out in the open.
Q: So why did I take Reckless Charge over Puncture in the battlerage passive tree?
A: Well I have played many mmos growing up and many with this same style of mechanics of combat. I can tell you without a doubt I consider Reckless Charge one of the most important abilities. The amount of increased movement speed you get from this passive and how often will let you stick on targets so much easier and the most important part, it will let you kite other melee opponents controlling when you will take damage. Mitigating a lot of unnecessary hits you would of taken being able to dance on the edge of their range between cooldowns or animations.
Q: Why no ?
A: Quite frankly when leveling up it's fine but at lvl 50 combat vs the current meta of insane mobility and damage sunder earth is too unreliable. its casting time of 1 second is rough considering thin the line of its hitbox and the melee range, giving your opponent time to GTFO.
Q: Why go over ?
A: Well Even though gives us more cooldown reduction at 10%, we are taking the skill which ups our parry rate by 28% for 20 seconds and +2% from the passive itself. and with that up your going to be hard pressed not to get a parry in that time. Best part is resets the cooldown on giving the increased critical damage and cooldown reduction up almost indefinitely.
That last point in witch craft I am so torn, because is better to have a point in than . I put it in because more people like it and it would help you more in general purpose fighting with escaping or shutting down 1 person in a 1v2.
in place of or you maybe thinking why? Well I prefer when out on the high seas and having people attack my boat in an attempt to steal my crap I can just knock them all into the ocean off my boat.
Or I can glide onto someone else boat and land on the edge of their boat, them to me, walk to the other side or behind them and them off the edge and smile as I have a free new boat to take where I please.
: I am some what on the fence about keeping this ability. Although it does push people away and can interrupt a cast (which is sexy) and it is a resetable skill that can combo for even more damage. The skill itself doesn't really synergy with anything else in this build. Mostly this build has no slow, so it cant combo into a trip. I am tempted to dump it like other build do and pick up or with the point. But again it can combo for more damage, it is a slight knockback, and a resettable skill thanks to
If you want more mobility dump either or and pick up . Having both spells is nice for more cc, but they both essentially serve the same purpose in roll of synergy so losing one of them for shouldn't hurt you too much.
If you are feeling really Riskee then you can take out for and take out for and try out this Combo.
Nice Combo , , , possible animation cancel there?, , then once they are about to get up form the trip tripping them again then you can , , silencing them for 4 seconds, and after you finish you will have them silenced for about 3 more seconds to wail away on them more. Remember that this entire time you have your trip lasting 30% longer thanks to which makes this combo possible.
You can Continue this combo right before the silence ends with or then do damage before going into a 3rd trip from then but since there are abilities to get out of stun and imobilizes (but not trips) continuing combo can be interrupted if they have an "Oh Crap get out of jail free card." like Shrug it Off (from Auruamancy) and Invicibility (from Defense) the 2 most popular pvp trees. Also continueing this combo right away will hit their Diminishing Returns (DR) limit and make them immune to Trips for a while so probably shouldn't do this unless your think they are going to run or your about to kill them.
Here's what the Riskee build would look like http://arche-base.com/builds/view/8679-Zhangbob_s_Shadowblade_Riskee_variant#1.8.2/8jbzzPa1p7E
Feedbacks? :D
Well hidden in the sea of words I commented you can remove lassitude for Courageous action. I thought many times of redoing the intial build to already have couragous action in it and it WILL be what I run on the build but many people seem to like Lassitude so i kept it and wrote in you could switch it out.
Why would you not take Courageous action? That would literally prevent you from being combo'ed heavily from anyone who had leech or Lassitude.