This has been my build for awhile but because of all the arrows and SnS Hatchets I switched to medium build 62 dex, 250 int and 200 con and bro it feels so much better. It’s easier to stay in a fight with the rapier and get kills much easier. Because you are in medium the 150 attribute perk for dex is not necessary and you still do a ton of damage with rapier with the attribute distribution I am using now. Also you still have a ton of mobility.
That makes me really happy to hear! I haven't really branded my channel as such or come out and said it but, I'm sure you can tell by my content that I'm not really one for blindly following what someone says. My overall goal with youtube in general is to help people think for themselves and make choices based on what they actually enjoy, while showing what I enjoy, so I'm glad to hear that you've been able to come up with your own setup of the build that fits your playstyle or how you want to play it more.
Hello, I'm curious if you were able to test the Runeglass changes and if you found an ideal setup for this build. I was thinking in between either doing the Burning Fire gem on the rapier and increased fire damage on the armor to benefit both weapons. I think the other option is to do the 1% increased melee dmg gems but I'm not sure how both setups would compare.
I did! unfortunately there was very little pvp so I didn't get to test how the setup would feel in pvp but you're on to what I ended up deciding. Fire damage in the gear and a fire gem with burning on the rapier and fs are what I ended up liking :)
Ah finally we get to see your updated build ! Great job nice vid. I play similar build but with vg but lately i've been struggling with 1v2 or even 1v1 against healers, do you avoid them what's your solution on taking them down? personnaly I've switch my rapier to an epic echanted plagued strikes with the gem that gives boost dmg when they are les then 30%. your rapier is so fun too play but refreshing move isn't compatible with plagued crits I had to make a choice :/
Tyvm! Healers are tricky tbh I’ve always felt even before the patch that I’ve been able to kill healers in some situations, mostly not haha but they didn’t feel unkillable and with this patch I’ve found they are even easier to kill than before. But just like with a dps build, it depends on the skill of the healer I come across, I always try to gauge whether it’ll be worth my time or not but most times I move/leave the fight if there are too many healers. When it comes to builds I ALWAYS try and builds for the most builds possible vs trying to counter one, so I prefer other perks to plagued for this build in particular. With that being said tho one of the healers burst heal abilities has been changed from instant cast to having a cast time, so I’ve found my self in this patch more so than not just going for the dps because 1. They cannot dodge forever anymore so I know I can get guaranteed attacks in and 2. It’s way harder for healers to keep people alive now so a lot of the time I can just outright kill the dps.
It's also going to depend on the dps build you're fighting as well, If you haven't seen my last video before this its a 2ishv1 against a bow/rapier player and a healer, with higher mobility builds like that its probably better to just not take that fight, but im stubborn haha so you can see how I dealt with it
Dex Earring from Malev Boss with healthy toast ref toast and mana regen will be best choice on this build, and health divine trust/slash dmg protection amulet)
So I know it's a rapier focused build which is why it's 150 dex and 200 intell, but for a balanced build that focuses on both would focusing primarily on intelligence make more sense (150 const + 250-300 int)? As long as you put an INT gem on the rapier I'm wondering if it would be better to put majority of the points on INT to benefit both the staff and rapier. Though I'm not sure how well the rapier holding an INT gem would do with 250-300 int and maybe like 50 dex.
Long story short no, what you're describing would be a Fire Staff focused build with the rapier as a back weapon, which is completely fine. Understanding what you want out of the build based on your playstyle is crucial to getting success imo, while leveling up and making the build I did try a more int focused attribute setup but for the grace tree you end up not having enough damage. If the firestaff as a main weapon is something you prefer more the entire build with swapping a bit of dex over to int still functions really well :)
@@DanzoPVP Gotcha thanks for your response. I actually watched the BB build you posted earlier and was leaning towards trying out that build. I see that it especially makes sense to make the attributes more rapier focused when focusing on the rapier's dmg with blood tree. I sorta treated the rapier more of a defensive tool with the grace tree. My only concern is that if the rapier+bb build has enough damage on the bb. I also noticed it's a lot harder to fight against ranged when you don't have fleche or burn out to easily close the gap. Imo using the fire staff feels much easier and a bit safer than swapping it for the BB
@@LivingNightcore Yup your assessments are pretty much spot on. Grace based rapier and fire is muuuch safer and has more tools for dealing for more builds where as blood based rapier and bb has insane burst potential (yes the bb also slaps in terms of damage) but it comes at the cost of not being able to deal with as many situations. Such as fighting a ranged opponent as you pointed out :)
In my opinion the gem choice is situational and preference based. As I play solo pretty much all the time, and I enjoy fighting outnumbered, there is no telling what type of enemy I'll end up going against. Could be either physical or elemental dps and because of that I like to roll my gems to get 10%/10% reduction in phys in elemental. If you're a frontline brawler lets say or a healer, and you're primarily only getting hit by other bruisers and ranged dex builds then brash may help more. All depends :)
@@DanzoPVP Im pretty much the same play style as you im always outnumbered i either get 3 on me or a premade and get demolished i guess that might be the way to go with 10/10...
I am sorry, I am not seeing what I hoped to see, a fight among bruisers in the middle of a fort on OPR where you get pummeled by stuns from multiple directions. Where I see your success is among single players often running away from you and likely they are under geared. You can spot the weak ones but I think there is no special gear or mechanic necessary to take them out.
hi, 2 things i noticed with your build and want to pick your mind on. in my opinion, shirking energy is priority #1 on light armor builds over resilient or weapon perks. but you dont use it, have you just not found a good piece with it yet or do you disagree? and then. i guess its kinda personaly preference, but in my opinion, the rapier you use isnt very good on a rapier damage build. refreshing move does help slightly with fleche and riposte, but you will never be able to get your 1 poke evade cd even with 10x refreshing and refreshing move, and since your build is meant to be a rapier damage build, i think you should consider the rapier of forgotten queen. keen-enchanted-refreshing. rapier has the highest crit dmg multiplier ingame and keen without vicious is still a rly big dps increase(1.5x multiplier, still rly solid even against somebody with 5x resil), and so is enchanted, 4 light attacks with refreshing move will reduce your riposte cd by 1.05s and fleche by 1.2s. but keen+enchanted will make 4 light attacks probably do an extra 1k+ dmg. also consider rapier crits give 5% cdr from a passive, so keen is like a mini refreshing move. also in my opinion omnidirectional evade is not that usefull, it gives you a damage increase when you dont need it in practice. when you offensively use evade, you are alrdy evading forward 95% of the time. how often do you really evade backwards or sideways when trying to attack somebody? if im evading backwards or sideways its probably to escape and not to attack anyways. sorry for long post, and i dont necessarily think im right either, this is just my argument id love to see what you think. but yea the fact that crits reduce cooldowns by 5%, rly makes me think keen is closely comparable to refreshing move anyways, but you will get so much more burst from keen+enchated. also im on marama and need some other drops from tempest if you need to farm the queen rapier to test it
Okay so first thing: shirking energy and resilient & weapon perks. In my opinion, Before I even talk about shirking energy, For ANY PVP build resilient currently is BIS. You cannot dodge forever, you're going to eventually get hit. If you play the way I like to (fighting outnumbered) not only is it guaranteed you will be hit, but you will be hit multiple times by multiple people because again, you can't dodge forever ESPECIALLY considering the patch we just got that essentially cut the number of dodges that everyone is able to do in half. So therefore any form of flat damage mitigation, like resilient, is always going to be one of the most valuable types of perks you can have in really any pvp game. When it comes to weapon perks, sundering riposte gives you a flat 14% damage increase, not a chance to get a 14% damage increase, a GUARANTEED 14% damage increase, if you land the ability of course. Empowering fireball is giving us a GUARANTEED 31% damage increase on our fireball. For Omnidirectional Evade, really quickly go check out the fight at 2:10 against the hatchet/bow player and then come back to this Evade gives you an invincibility frame, meaning you are invincible to damage during that frame, obviously. Now you're definitely able to apply this and get the benefit by doing a forward evade into a light, but the difference about a front and side evade is, the animation for the side evade is SLIGHTLY longer than the front evade. What ends up happening a lot of the time with front evades is you go through the animation too quickly and get hit even when seeing and trying to react to an attack because of how fast the forward evade is. The way around this is to not use evade and just wait until you can react to the thing you're trying to evade, but then the trade off is you are losing out on dps by not being in the infinite light attack combo that evade allows you to do. As you saw in that fight against the hatchet player, I was able to straight up 1v1 him in melee, WHILE he had the berserk buff up healing and buffing his damage, and because of the fact the the side evade is slightly longer, I was able to continue that evade combo the whole fight, burn him from 100-0 while only getting hit maybe 2 or 3 times. And that's only in 1v1's, you get even more value from side evades when fighting multiple people because you get a longer i-frame AND you're repositioning at the same time. All while being able to still benefit from adagio because of omnidirectional evade. In my opinion, for most weapons really, the weapons perk are just way way too good to not have on your build, not to mention they're all getting buffed next patch I believe? If you haven't seen the latest dev video they spoke about how I think most or all weapon perks are getting some love. Now with that being said, when it comes to shirking energy it start to get tough to fit things in. I'm not denying the value of the perk but for myself personally, before the dodge changes and before I got a hearty/keen ring, also before I got to 150 dex and had an extra dodge I was already able to manage my stamina bar in fights. I'm not saying everyone needs to or has to because I can or anything just firstly stating that. Also with the new dodge changes I've found I'm still able to pretty reliable manage my stamina in most situations. Now because of all those things I mentioned about resilient and weapon perks, on top of that I'm also targeting refreshing in my build so that leaves very few spots to fit in shirking energy. I know there are some pieces that drop with shirking and refreshing but they don't have resilient (which again, I feel is BIS especially when fighting outnumbered). The choice for me becomes do I change a piece that results in me taking a quite a bit more damage (even though its only 1 resilient perk, i've tested it 3 resil on a light build against even 1 skilled player is death most of the time) to gain something that will help with my stamina management that I already didn't have problems managing.. So it's a tough choice for me on THIS exact setup, not saying its not a good perk or I wouldn't run it on other builds, It's just super hard to fit in and I don't really feel I need it. Secondly, Sacred Woodsabre vs. Forgotten Queen(FOR THIS BUILD, NOT ALL): I already have the rapier of forgotten queen, and have tested it and while it without a question is a higher dps weapon than sacred on paper, in actual fights, where you're fighting against a real opponent who is actively trying to avoid your attacks and not freely giving you long amounts of time to get damage in, I've found that the woodsabre actually has higher dps than forgotten queen does in most situations. Let me explain, Again, on paper, not in actual testing, the Forgotten queen does have higher dps but the thing is the woodsabre is faster. With the woodsabre and my gear setup, you reliably get 2-hit resets on evades with non crits. Yes the second part of the attack chain for the rapier is the automatic double swipe which gives you 2nd and 3rd hits but you can cancel out of the first hit of the middle swipe with evade. So woodsabre makes it from a 3 hit reset to a 2 hit reset, which essentially increases your attack speed and DPS because an evade-powered light attack does way more damage than a single middle swipe. (combo goes from EV = evade & LA = light attack, EV, LA LA LA, EV to EV, LA LA EV, which ends up in more dps because you can hit evade light attacks more often) So going back to the thing I mentioned about people actively trying to avoid attacks and giving you shorter damage windows, I'd rather be able to get in MORE attacks then a chance for the fewer attacks to crit, because as you mentioned its maybe 1k more damage vs a potential 2-3k+ damage depending on how many attacks you're able to get in during each window. Also going back to that fight against the hatchet/bow player, being able to reliable 2 hit reset evade means I get just a little bit more invincibility frames which means I can mitigate even more damage. again all of the above is just my opinion, not stating things as fact. And sorry for all of the random CAPS here and there lol, its just hard to convey emotion and emphasize certain things through text to show they're important. Hope that helps!
Any gear with that perk is so ridiculously expensive. I was lucky to get a heavy helm with sundering reposte resil and shirking fort for 20k yesterday 15 int 10 dex (I’m also trying to get as much split stat gear as possible with the changes coming up).
@@philbufano And also, for me personally as I mentioned in the video, evade + light attacks on the rapier are all I need. Any time that I would be in a situation where I'm in range and have the opportunity to flamethrower, I'd rather just be on my rapier going for a light attack to lunge into distance. And so because I have enough damage, I'd prefer a skill like incinerate which is another defensive, and an ability I can use to turn fights if I can burst them with it