Switched from Pelt3>Hop3>Ret3 to Pelt3>Barb1>Dop3>Ret2 and liking it so far. I hated how unreliable stabbing was with bad ping, still leaves some targets alive, and it was the only good dps skill in the hoplite tree.
Vid of both builds:
Planning on making use of dagger finish and maxed out DPE for farming next. How can I use the auto weapon swap feature in swordsman? Iâm trying to use it with shield skills and theyâre just blacked out and trying to activate them does nothing.
swordsman doesnât have auto swap, sadly. only archers do. the best solution is to actually not use the weapon swap feature - instead, put your dagger and shield on hotkeys either side of dagger finish. like set out next to each other: [dagger] [dagger finish] [shield]. this way you just press the 3 keys from left to right when you wanna use dagger finish. feels way more streamlined than using manual weapon swap. also great build iâd suggest maybe trying to get some +aoe gear like centaurus cards so that you can reliably hit more enemies with cleave, as it makes such a huge difference to the cyclone damage.
Good suggestion for the hotkeys. Iâll try that out once I get another reset.
I already have vubbe gaunts and 3 centaurus cards already actually in the vid.
Since I havenât used dagger finish beforeâŚ
how does the damage boost work? It says 350% max bonus damage and works starting from 50% of max hp. To get the max of 350% bonus damage does it mean I have to use it on 15% remaining hp mobs?
Does the damage only rely on the patk of the equipped dagger or also shared with the main weapon?
Is it simple to use and easy to make it hit a group of mobs?
1: not sure about the damage boost - but i know that if you use it with the net then the +100% damage will override the ~350% native on dagger finish.
2: yes the damage is based on your daggerâs attack stat, not your spearâs attack stat.
3: itâs been improved a lot as of the r10 update. previously, it had a rectangular hitbox infront of you - this made it very hard to use as your character lunges forward a bit before it applies damage, so if an enemy was right infront of you then youâd do the small lunge right past them, and miss the entirely. but the hitbox has now been changed to a circle (but i canât remember if the circle was centered on yourself, or around the enemy you attack. i only tested it briefly on 1 day during the reset event) best to ask around for info on this bit.
So basically, I would want to use dagger finish without rete debuff applied and use it as the last skill in my combo?
Gotta get a primus +11 then. Iâll just buy cheap ones with trash stats and upgrade myself since shield will be my equipped most of the time.
Hopefully itâs easy enough to hit and not much positioning needed. It would be disappoimting when I set up DPE for the whole 14 mobs and then the dagger finish missesâŚ
I like this one more. As templar, youâll most likely be around other members who can do the DPS for you while making sure youâre the last man standing.
Rodâs kit perfectly matches the support/CC role.
X could be Pel3 or Doppel1 (though I like Dop1 more with Sword3 for Restrain+Cyclone lock).
Thereâs none unfortunately. I even made a suggestion thread about it:
Right now, I just manually use the swap key on my keyboard within my rotation. Eventually got used to it despite the clunkiness. Still canât compare to Archerâs autoswap.
In my experience, it seems to be that from 50% enemy hp you get the +100% damage boost. That 100% increases up to 350% as the enemyâs HP approaches 0%. In theory, the closest youâd get to +350% bonus damage is if enemy has less than 1% HP.
If enemy has more than 50% hp, you can use net to get +100% damage boost.
Daggerâs damage + other pAtk bonuses except mainhand weapon damage as far as Iâve observed.
If theyâre tightly packed like after using Pull Rete. Aiming helps you hit more as well. AAR affects the skill.
In my experience, it seems like a box in front of you at point of casting the skill, and it also hits a small box in front of you as soon as you land.
Nowadays cannoners / muskets / lancers and retiarius can pass the block with some ease, Iâm testing this build and I loved it ⌠It totally denies any form of blockpen and ignores 60% of attacks and have only 10 second downtime (here I change for shield / uses vital protection)
Dagger guard gives flat chance to block and dagger canât be stripped but it has limited hit count. It getâs melted fast by multihit skills; cyclone, gigante marcha, etc. After that, you are widely open. Most reitarus in SEA are hybrid tanks, they alternate between high guard, dagger guard, vital protection. Get the most kit you can get.
Personally, I would put the extra skills from dagger guard to Vital Protection (high uptime of critical immunity means you are more longer immune to 1HKO from muskeets and lancers since they are crit dependent), high defense from guardian and ciritical immunity synergizes well.
I think what he meant by flat is that no matter how much block pen the enemy has, you will always have 60% chance to block (compared to normal block chance calculation).
How much p.attack you guys have? im with 8.4k and still not satisfied, feeling weak⌠and im with passive lvl 100 on trident finish.
Im thinking about raise that to 10k, is a ok number?
Just around 6k+ for me. Donât have +16 380 trans 10 yet. 8k+ is pretty high already for 1hand. 10k seems the expected DPS âend gameâ p/mAtk now, especially for 2handers and in PVP.
Seems good on paper to me. I wonder if youâll have too many skills in rotation though (always a problem for me when going past 4 different classes in a build).
Only tried Murm2 before and it was sh~t. Iâve seen Murm3 in dg runs and that C3 skill is kinda meh, at least compared to other R8 C3 skills (Gigante, Bull, Blandir).