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kizen
09-18-2008, 12:10 PM
In The Fray: Introduction
The Shadow Warrior class allows for a very dynamic, and flexible playstyle. While it is situated under the "Ranged DPS" archtype for High Elves; this often leads to a misconception that a Shadow Warrior needs to stay towards the rear and shoot the enemy. This notion is not only wrong, but cripples the class. Shadow Warriors are afforded Assault Stance, as well as a mastery tree to further increase our ability to do melee combat. This guide will cover three things for an Assault Mastery Shadow Warrior: Where you should spend your mastery points, what tactics and morale abilitys to use, and how to put it all together in an rvr situation.

This is not a pve guide, and is only meant for rvr and scenario use. Also, this guide will be updated as I level my Shadow Warrior to 40 (she is currently 27).


Abilities and Tactics:
Assault Tree Sinister Assault:
http://www.wardb.com/spell.aspx?id=9130
Merciless Soldier:
http://www.wardb.com/spell.aspx?id=9129
Exploit Weakness:
http://www.wardb.com/spell.aspx?id=9108

This gives you 16 points in the Assault tree. The other 9 points will be spent in skirmish (I am not using a 30 point scheme because it simply is not viable yet).

Also take note of Swift Strikes and Sweeping Strikes as they are also good situational skills.

Skirmish Tree Shadow Sting:
http://www.wardb.com/spell.aspx?id=9109

This is one of the most important skills for a Shadow Warrior to pick up. It is our only healing reduction skill, and is critically important in being able to kill healers, or anyone for that matter. After picking up Shadow Sting, the left over points will be spent in skirmish (3).
Final Build
http://www.wardb.com/career.aspx?id=18#0:0:13:10368:8:32:25:544:9130:91 29:9116::::648:649:9139:651.


Stats:
The most important stat for any class in this game is toughness. If you're dead, you're useless. So maximizing how long you can stay alive is critical.
1 - toughness
2 - Strength
3 - wounds
Abilities: Grim Slash:
http://www.wardb.com/spell.aspx?id=9083
Damage: moderate
AP: 35
Usage: Bread and butter melee attack.
Debuff: (wrist slash tactic) Reduces targets initiative and weapon skill, and returns it to you
Cooldown: None
Other Thoughts: Be careful to not spam away all of your AP on this attack.

Brutal Assault:
http://www.wardb.com/spell.aspx?id=9086
Damage: High
AP: 40
Usage: Only usable from behind. Our most powerful dd in assault stance. Use it everytime its up.
Debuff: (Sinister Assault tactic) Ignores all armor
Cooldown: 5 seconds
Other Thoughts: Be CAREFUL against Witch Elves, and trying to move behind them. They have an attack that annihilates melee when you move. Just stand there and let it wear off.

Draw Blood:
http://www.wardb.com/spell.aspx?id=9091
Damage: High - dot
AP: 25
Usage: Make sure it is always up. Damage to ap ratio is amazing.
Debuff: none
Cooldown: none
Other Thoughts: One of our best attacks in melee combat, especially in 1v1. It loses some of its effectiveness in group combat because targets die before the full duration.

Opportunistic Strike:
http://www.wardb.com/spell.aspx?id=9098
Damage: Low
AP:20
Usage:Cripple melee careers effectiveness
Debuff: Disarms opponent for 5 seconds
Cooldown:30 seconds
Other Thoughts: Highly effective against witch elves and tanks that like to use 2 handed weapons. It does not last very long, but provides an extremely good opportunity to set up a kill.

Counter Strike:
http://www.wardb.com/spell.aspx?id=9099
Damage: Low-Medium
AP: 25
Usage: Disrupts any abilities the target is building up, while dealing some damage.
Cooldown: 20 seconds

Swift Strikes:
http://www.wardb.com/spell.aspx?id=9106
Damage: Medium - High
AP: 20/sec
Usage: Two attacks per second that deal extra damage when target is building an ability
Cooldown: 13 seconds
Other Thoughts: This attack is basically worthless against melee, but incredibly devastating against any caster.

Sweeping Slash:
http://www.wardb.com/spell.aspx?id=9107
Damage: Medium - High
AP: 30
Usage: Directional AE attack that stretches out to 30yards
Cooldown: 10 Seconds
Other Thoughts: A good attack if you want to pad your damage in scenarios. It is a decent ability none-the-less, and can be used to hit an enemy that's *just* out of melee range, but too close to switch to skirmish.
Tactics: Sinister Assault:
http://www.wardb.com/spell.aspx?id=9130
Merciless Soldier:
http://www.wardb.com/spell.aspx?id=9129
Wrist Slash:
http://www.wardb.com/spell.aspx?id=9116
Expert Skirmisher:
http://www.wardb.com/spell.aspx?id=544
Morale: Point Blank:
http://www.wardb.com/spell.aspx?id=648

Point-Blank has a handy knock back effect, and is more of a utility skill.

or

Concealment:
http://www.wardb.com/spell.aspx?id=652

Unshakable Focus:
http://www.wardb.com/spell.aspx?id=649

The key morale ability is unshakeable Focus which gives a 100% damage bonus for 7 seconds (which is enough to get off four abilities within the global cooldown - 1.5x4=6) but with lag, it is safer to say you will get 3 off. What is really unique about this ability is that it works for the full durration of Draw Blood even after the morale buff wears off.

Instill Fear:
http://www.wardb.com/spell.aspx?id=9139

Instill Fear is yet another utility skill, for situational use.

Hail of Doom:
http://www.wardb.com/spell.aspx?id=651

Hail of doom is an area of effect direct damage like skill. The rank 4 morale abilitys are terribly under par, so I doubt this will be used very much, but nevertheless it is there.
Putting It Together:


Target Selection:
Unless the group is using an /assist type mentalitly (which I'm sure will be common) the Shadow Warrior needs to pick its targets properly.Priority 1 - Healers
Priority 2 - Ranged DPS
Priority 3 - Melee DPS
Priority 4- Tanks
No matter how much damage you do, if the target you're attacking is getting healed, it wont die. Ranged damage is second because the damage they can put out is devastating. They also have low armor and health, which means they are much easier to kill. The same logic applies to melee damage.

The Flow of Battle:
The "flow" of battle can be described as who is dead, are you winning or losing, and position. The Shadow Warriors ability to move around the battle field and control the flow is what makes the class shine.

Fighting Ranged Careers:

Start off by using Takedown on your target. This is to prevent them from running away, and out of melee range.

Next is to apply Broadhead Arrow, which is a nice damage over time attack. With Broadhead Arrow applied, you are able to use Shadow Sting, which is a decent damage over time, and 50% healing reduction.

After these three attacks there will usually be enough time to get off 1, maybe 2 sprial fletched arrows before you're within 5yards of your target.

It is important to remember that all of these attacks can be used while on the move.

Once in melee range, promptly switch to Assault Stance.

Start off with Draw Blood, and be sure to reapply it every time it wears off. The added pressure, and damage really stacks up, especially with broadhead arrow on the target.

The next attack generally is going to be Brutal Assault. The raw numbers this attack can put out are simply amazing, especially with the Sinister Assault Tactic.

After which, use grim slash until Brutal Assault is back up (5 second cooldown).

Healers:
If you do not have Shadow Sting yet (due to levels), and find yourself fighting a healer, there is no way to out damage their heals. This is of course, untill the rank 2 morale ability, Unshakeable Focus, pops. Take your time, and don't go below 50% of your action points, but apply fair pressure until your rank 2 moral pops.

Once it is up, use Vengeance of Nagrythe, and then use Unshakable focus. For seven seconds you are dealing 120% more damage. Immediately use Draw Blood, and then use Brutal Assault and Exploit Weakness. After which, spam grim slash until they die. This seems overly simple, but the burst damage done is overwhelming, and most players simply don't execpt this kind of damage, especially from a Shadow Warrior meleeing them.

Fighting Melee Careers:
If your target happened to be a Marauder, Disciple of Khaine, Black Orc, or one of the other melee oriented classes, do not run directly into combat. Rather, "kite" for a short while getting their health down 30-35% before trying to engage.

Once you are ready to move to assault, use Draw Blood as usual, but make use of opportunistic strike, and exploit weakness. The ability to cripple their damage, is key in being able to win against any other melee class.

NOTE: Against Witch Elves, be weary of moving around a lot, since their Enfeebling Strike will guarantee your death. It does require Prowling to be used though, so after their initial attack it shouldn't be much of a problem.

The usage of our rank 2 morale ability, as stated before, also gives us the ability to beat most classes in a solo situation, and be effective in a group.

Final Thoughts:
To be able to break out of the pidgeon hole of, "you are a ranged class, you must sit back and spam eagle eye" is something Shadow Warriors need to break free from if they are to be successful.

In teir 2 scenarios, I am top 3 in damage 95% of the time. Also, I am usually able to be first in solo kills, as well as overall kills. Not everyone in the scenario was level 19, 20, or 21, I was effective, and that is what this game is about.

My experiences in Tier 3 combat are not as good as my Tier 2 ones, but I will attribute this to being out-leveled and doing 99% of scenarios w/out an organized group. Never the less, I have found that the damage is comparable to a scout or skirmish spec'd shadow warrior; In certain situation's I'll even say that is is superior, especially in caster-heavy situations.


The one drawback of this is that it does rely somewhat on our rank 2 morale ability. In a group, morale goes up so quick that I don't see this to be much of an issue, but in an solo enviroment it requires patience. Neverthless it is highly damaging.

My apologies on the format. I'll be making it more user friendly as I go along. Thank you for reading, and please make suggestions so this can become an even better source of information!



Future Plans:
Alternative Specs
Graphic Links vs. hover over
Raw dps breakdown
Further breakdown of fights to subcategories

Log:
9/19/08 - Format Update 1. Grammar and spelling fixes.
9/20/08 - Added information on skills
9/22/08 - Added new skills. Tier 3 rvr thoughts.

Piey
09-19-2008, 02:47 AM
really awsome thread , playing Shadow Warrior also for mainly Scenarios and Open RVR and gonna take your ideas on board as looking into them really seems a great balance for all class types , really looking forward to it

Cobalty2004
09-19-2008, 02:07 PM
I think I may try Assault spec... will be interesting...

I will be getting Swift Strikes though, that is more a healers doom than Shadow Sting.

kizen
09-19-2008, 02:33 PM
I picked up Swift Strikes at 21, and was probably thinking along the same lines as yourself Cobalty; 20 energy for near same damage as grim slash, or 20ish% more if they're queing an ability.But after trying it out, I was very disappointed in its actual damage output. It felt as if the damage didn't scale as well as our other abilities did.

Another drawback I see in Swift Strikes is that many of the heals in the game have very quick cast times so, so after lag, and all other things accounted for, the ammount of time you're actually going to get the bonus damage is fairly small.

I will do some further testing though and post the numbers. Hopefully by the end of the weekend.

BlackWarder
09-19-2008, 04:25 PM
Seems like a good guide, until halfway through when I got crit by the Wall of text for sore eyes (i'm not that young anymore :))

My advice (plea actually since I really do have truble reading this and I really want to) is to change the layout of the post, from the first 4-5 paragraphs that I read you seem really knowledgeable about your class but the layout could be better.

Here is a quick referance to great layout of a class guide: http://www.warhammeralliance.com/forums/showthread.php?t=57286

I hope to see your guid in new format (really intrigueing)

Warder
(need to change the god damn glasses again:mad:)

BlackWarder
09-20-2008, 03:38 AM
Extremely intresting reading, Currently i'm devoted to my Chosen but SW was allways a favorite character if mine, I wonder if the squige harder can be built in the same mind set.

The only problem that I see with this build is that you rely heavily on your rank 2 morale ability, it's a great ability but it takes time to build, OTOH i've come to rely on my second rank moral ability http://www.wardb.com/spell.aspx?id=611 a lot.

Warder

Nir0
09-20-2008, 02:58 PM
thanks...this was just what i wanted info on as i have decided when i pick the game up to start with a shadow warrior :cool:

Morbodis
09-22-2008, 06:24 AM
Nice guide, its good to see one focusing alot more on the Melee of shadow warriors

Whyte
09-23-2008, 02:00 AM
many of my thoughts combined into one nice spot. thanks for the info.... great post.:cool:

Lord Tareq
09-23-2008, 05:00 AM
Although it seems nice on paper, it always makes me laugh when I see a Shadow Warrior run into melee classes. Must be my WoW heritage. Oh, and the fact that I have never seen one actually perform well in melee.:p

kizen
09-23-2008, 10:32 PM
As I have said quite a few times, running into combat against a bunch of melee careers will get you killed.

With that being said, Assault spec is just as effective as skirmish or scout, and I have had no problems holding my own against other shadow warriors of different specs, and have frequently out performed pure-melee classes.

I would also suggest, that the fact you have never seen one perform well in melee is due to the fact that a severely small percentage of shadow warriors actually spends points in Assault. I have actually not seen another one, other than myself. This being the case, it seems quite obvious their melee damage would be quite terrible.

Just for reference. My brutal assault hits for around 370. A guild mate of mine who is playing a white lion, and of similar level, uses cull the weak, which hits for nearly the same damage. Furthermore, my grim slash hits for well over 230, not to mention the added ability to soften the target up with ranged damage before I actually engage.

In short, it is nice on paper, and works in application. Here are some screen shots of my performance after a battle ground. I'm only posting the ones where I didn't have an outrageous level advantage either. enjoy.

http://i64.photobucket.com/albums/h176/xTempest/ShindeF_008.jpg
http://i64.photobucket.com/albums/h176/xTempest/ShindeF_009.jpg

Arondight
09-29-2008, 07:03 AM
Yes. Finally someone understands my joy for calling "Swords!!" when it comes to battle.

Hybrid for the win?

Arthuriel
03-20-2009, 07:58 AM
I'm gonna suggest you take one point off skirmish and throw it on split arrows.


1, at least in tier 2-3, you will top damage charts pretty much every time in scenarios, since you are spamming aoe, but 2, if there is no single target to move in on, you can run around just behind your tanks and mdps and just spam SFA.


I would target a chosen or better still, Black Orc, which I wouldn't hope to kill with SFA, and only get like 60-70 damage on them, but I'd be hitting the WEs and Marauders right by them for 200-400 damage a hit. It's particularly lethal before group heals become a factor, since it will stress single-target healers. Mourkain temple is great for it.

Another good tactic is No Respite.

YourMumRang
05-16-2009, 02:40 PM
With the new damage rules (higher base damage gets scarier) will Sinister Assault get even better as it has a high base damage? Or does it?

I will be headed towards Assault too. Wondering if I should practice stafing to the rear more...

Urocyon
06-12-2009, 01:27 AM
My two cents:

Get rid of Sinister Assault and Merciless Soldier. Replace these with Replenishing Strikes and either No Respite or Distracting Rebounds.

With replenishing strikes, because we can crit like crazy especially when we use steady aim and swift strikes, we are almost guaranteed a full AP bar. This is important when we face healers with AP drain. Remember 35% off does nothing if the bar is empty. Furthermore, replenishing strikes works for all your abilities and procs off dot crits.

Distracting rebounds is essential when you are trying to take out those healers in the back ranks because unlike WHs, we don't have stealth. When those healers call for help, you'll get gunned down. Knocking everyone down in the vicinity to -50% damage will keep you alive for a long time, especially with a good healer.

With Sinster Assault, sure you'll do a bit more damage but like you said, go for the squishies. by definition, these guys aren't packing a lot of armor. If you are worried about armor, stack weaponskill. You can get near 600 very easily without sacrificing much ballistics (str).

No Respite is quite useful when you solo because it lets you stand up to the occasional melee class a bit better.

For me, the assault sw is in a unique position to capitalize on something other mdps can't: durability. We have at our disposal a to of CC. Tank levels of armor (I can get to a bit over 4k with a potion). All that without sacrificing much in the way of dps. In my opinion, make yourself tough as nails. You'll be able to do more for the team. Let the WHs and Slayers run in a die like glass cannon.

As such, spend your renown on str, weaponskil, toughnessl and crit. Use ballistics, health, and intiative talismans.

cartoon 101
07-05-2009, 10:04 AM
Wow. this has really changed my mind about the shadow warrior. i do have a question though. Do assault shadow warriors last as long as scout or skirmish ones if we are careful about our targets? and if so, when should we know when to run?

FallenPhoenix6
01-06-2010, 04:29 AM
Bump. Why should SW's Whine when we have this amazing option!

Nehylen
01-06-2010, 06:58 AM
Having the option is nice, but the result is pretty far from amazing. It's risky for a pretty soft class overall with a so-so damage output.

It may be fun to play though, but not what most players will come to expect out of their "distant dps class".