Kali's Dark Hunter Tempest TWF DEX Melee DPS build

Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor Ultimate Bundle
An additional racial tome has been added to the build, bringing the total number of heroic action points to 84.
Images updated: Heroic trees
  • Woof Elf (+1 point spent, new total 3):
    • T1: Keen Senses (1 AP) removed
    • C2: +1 DEX (2 APs) added


This seems the perfect opportunity to migrate my DDOBuilder files from version 1 to the new version 2, because:
  • I will have to update every single build in my repository to include 1 extra racial action point
  • Maetrim has indicated in this thread he is planning to discontinue support for V1 in the near future.
Links for this build updated in the original post (also below for ease of access).

*DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
* I've found some errors with v2, so keeping the v1 file ? for a bit longer, even though it seems to be lagging behind the live game.
DDOBuilder (v1) file for this build. You can find and download Maetrim's DDOBuilder (v1) here.

Enjoy! :)
.
 

Tdr

Active member
Hi, as always love your write ups, im having some issues with the build, i keep getting(Ability score to low to use spells) and was wondering how you solved this issue and do you use sneak at all cuase i looked at your bar layout and no sneak, maybe im just missing things lol
 

Kalibano

Build Designer. Having fun since 2006!
Hi, as always love your write ups, im having some issues with the build, i keep getting(Ability score to low to use spells) and was wondering how you solved this issue and do you use sneak at all cuase i looked at your bar layout and no sneak, maybe im just missing things lol
Hey there, happy to help :)

im having some issues with the build, i keep getting(Ability score to low to use spells) and was wondering how you solved this issue
You will only need a wisdom 14 to be able to cast all spells up to the highest level a Dark Hunter can cast (level 4).
Since the build starts with 8 Wisdom, you'll need to add +6. There are a few different ways to add this:
  • One of the most common (possibly also the cheapest) would be to wear a Wisdom item
  • Drinking Owl Wisdom's potions is another way, though it will look like you lost a bunch of mana (what really happens is your total mana pool increases, but won't auto-replenish in quests)
  • Slotting a Wisdom augment in a colorless augment slot is normally my preferable strategy
  • A +6 Wisdom tome would completely eliminate the need to worry about this, but I am very mindful of the cost. Even smaller tomes would be helpful (e.g. +2 free tome via favor)
Though it's possibly a bit too late for you, there's also the option to start with a lower DEX, and put those points in WIS instead. I would try not to go below 18, though.

do you use sneak at all cuase i looked at your bar layout and no sneak, maybe im just missing things lol
I don't actively sneak at all. The build does benefit from a LOT of sneak damage, but there are several ways to dish that out without having to actively sneak:
  • in group play, let others grab agro. While they have agro, you deal sneak damage: you'll love tanks :)
  • helpless mobs take sneak damage automatically: you'll love CC casters too :)
    • Wiki: can always sneak attack helpless targets if they are subject to sneak attacks regardless of aggro... Helpless monsters take an extra 50% damage from all sources - including sneak attack damage, spells, etc.
  • wearing an item with the ability 'Improved Deception' helps a lot too (in my gear tetris, this is in the Bloodbark Bracers)
Improved-Deception.jpg
(the bit underlined in in red outlines how this helps you deal sneak damage, without needing to actively sneak)​
  • the Scion of the Ethereal Plane feat grants you permanent Invisibility Guard
Invisibility-guard.jpg
Though this does require you to be hit at least once, every so often, it procs very frequently, which helps a lot dishing sneak damage without having to actively sneak, as your invisibility will NOT dissipate when you attack​

  • Shadowdancer's 'Bring Darkness [T4]'
    • When you roll a natural 20 on a Melee or Ranged attack, you envelop the target in shadow, applying a stack of Darkness.
      Darkness debuff: You are vulnerable to Sneak Attacks, -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
  • Shadowdancer's 'Dark Imbuement [T3]'
    • When you activate your Shadowdancer Epic Strike, you imbue your weapons and spells with Evil energies for 10 seconds. You deal 1d6 per Sneak Attack Dice in Untyped damage on hit (scaling with the higher of Melee or Ranged Power), and on a Vorpal strike, your attacks blind enemies with no save. This blind lasts 5 seconds and can only apply to each monster once per 60 seconds.
    • Wiki: Blinded creatures are vulnerable to Sneak Attacks, regardless of who they are attacking
  • Dark Hunter's 'Smoke Bomb [T4]'
    • is mostly used to trigger Opportune Moment: Whenever you become invisible, you gain a Primal bonus to Sneak Attack Dice equal to your Wilderness Lore. This lingers for 10 seconds after you become Invisible and may only trigger once every 60 seconds
    • but it does make you invisible for one sneak attack without needing to sneak (since, unlike the invisibility guard effect, this invisibility breaks upon attacking). Since it's cast often, it does help too
  • DarkHunter's 'Smoke Trap [C2]'
    • Toss a Smoke Grenade at a single enemy. If they fail a Fortitude save (DC20 + Dex/Int/Wis Mod + Assassinate DCs + Trap DCs) they lose their immunity to sneak attack and 25% of their fortification for 25 seconds.
  • Fortification bypass is also important, and this builds has some solid investment in that
    • Wiki: Fortification represents a percentage chance to negate additional damage incurred from a critical hit or sneak attack
    • When a sneak attack is negated, the extra damage is not applied
All in all, I'd say the combination of the above is what makes it possible to deal sneak damage without having to actively sneak.

This does mean that solo play potentially offers less opportunities to benefit from this sizeable extra sneak dmg.
Hirelings might help with some agro taking, and perhaps some sneaking could help achieve a first strike that counts as a sneak attack.

Hope this was helpful! I'm adding sections of this to the main post, since it seems it would be helpful to others viewing the build.
 
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Tdr

Active member
yes was very helpful tyvm, had to switch toons cuase of the traps and locked doors, this build is very easy and pretty nice dmg
 

Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor level cap raise to 34
The newest level cap increase has brought a series of changes, including:
  • +8 Destiny Points to spend in Epic Destinies
  • +1 Epic feat (@ lvl 33)
  • +1 Epic Destiny feat (@ lvl 34)
  • New gear options
  • The new Sun/Moon augments, granting artefact/profane bonuses (they do not count as a 'set bonus', and therefore, 3-piece augment sets can be slotted in items that have Sun/Moon augment slots too)
I'm working towards updating all my builds. As people will hopefully appreciate, this is quite time-consuming, so it will take a while.
I'm aiming to make small changes, and post them bit by bit, rather than wait until all changes are ready to share.


Planning new gear for all builds is a much larger project, for the much longer-term, as gear tetris is always tricky, especially the way I do it (to be shared and used by several alts).

Sun and Moon Augments / Set Bonuses:
In Update 69, there are no traditional Set Bonuses. Instead, items in this pack (both Heroic and Legendary) have Sun and Moon Augment Slots!
  • One Sun Augment Slot appears on Armor, Helm, Cloak, Goggle, and Trinket slot items.
  • One Moon Augment Slot appears on Glove, Bracer, Belt, Necklace, and Boot slot items.
    • Sun and Moon Augment Slots do not appear on Ring, Rune Arm, Quiver, Ammunition, or Weapon/Shield slot items, and we intend to keep it that way in future updates.
Sun and Moon Augments work exactly like Chromatic (Red, Blue, Colorless, etc) Augments. They are slotted the same way, removed with Jeweler's Toolkits, and can be replaced by slotting a new Sun or Moon Augment in an existing one's place. Sun Augment Slots only accept Sun Augments, and Moon Augment Slots only accept Moon Augments. The Sun and Moon Augments in this pack are currently intended to be unbound, though this may change before release. Sun and Moon Augment Slots can (and do!) appear on items in addition to the expected number/type of Chromatic Augment Slots (so an item may have Yellow, Green and Sun slots simultaneously).
  • Sun Augments replace Primary sets in this pack, meaning their Effect Bonus Type is usually Artifact.
  • Moon Augments replace Secondary sets in this pack, meaning their Effect Bonus Type is usually Profane.

Considering most values granted by the artifact and profane types of bonus have not increased, the current gear sets will make do just fine in the meantime. At the moment, I foresee my alts potentially wearing:
  • a 3-piece artifact 'set bonus' from one of the previous packs
    • possibly Sharn's Part of the Family, since it uses necklace and gloves, as a way to 'stretch' my gain of artifact bonuses to two slots that would otherwise have Moon slots (profane bonuses), and get extra options of Sun artifact bonuses on the helm and cloak?
  • a 5-piece profane 'set bonus' from one of the previous packs
    • very likely to use weapon, off-hand and one ring slot, since those slots will not be getting any Sun/Moon augments
    • possibly Dread, since the Dino weapons are very strong
  • maybe a Minor Artefact from Myth Drannor (I heard they have 5 filigree slots, not fully sure at this point)
    • most likely a ring, since rings don't get Sun/Moon augments
  • all other gear slots hopefully from Myth Drannor, so they can each have a Sun/Moon augment in them
    • 3+5+1 above = 9 gear slots used, out of a possible 13/14 (w off-hand)
    • so 4/5 extra Myth Drannor slots would mean the option of slotting one 3-piece augment set in 3 of those items, since they won't supress the Sun/Moon augments (as confirmed by Steelstar, they don't count as a 'set bonus', just an augment that gives the bonus)
Once I get started on the gear tetris this plan could change completely: these are just some general plans based on what I've had a chance to read/learn about the new loot.
.
 
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Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
Epic Destiny points (+8)


The following additions/changes were made to Epic Destinies:
  • +1 Fury of the Wild [T4]
    • +2% Doublestrike, rounding up the total to 70% (100% uptime), buffable to 100% {for 15s every 90s} via Tempest's 'A Thousand Cuts [T5]'
  • +1 Shadowdancer [T3]
    • +5% Fortification bypass, bringing the total to 128%
  • +6 Legendary Dreadnought [C1 + T1 + C2]
    • +10 Melee Power [C1+2]
    • +50 Hit Points [C1+2]
    • Fear Immunity [C1]
    • +2 hit and damage [C2]
    • +2 Tactical DCs [T1]
    • +2 all ability scores when using Action Boosts [T1]

The images below were updated in the main post (also here for ease of access):
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)

Dark-Hunter-Epic-Destinies-Myth-Drannor.jpg


Prior to Myth Drannor's level cap raise (total 65 Destiny Points) ?
Dark-Hunter-Epic-Destinies.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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I dont Like gimps

Well-known member
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Dark-Hunter-Epic-Destinies-Myth-Drannor.jpg


Prior to Myth Drannor's level cap raise (total 65 Destiny Points) ?
I have a good day today and I actually feel like helping you and not just give u the ddovault treatment
The SD Epic strike is a terrible choice or more specifically the shadow imbue is terrible due to its ICD
So if u allready go SD strike please just grab the 10% dodge over the awful imbue

2. I would really recommend trying out quick cutter/adrenaline instead which saves you Points in SD maybe also try to get down to 38-39 pts by only taking 1 Point into greater leveler which should open up LD mantle (Fury mantle being the most terrible mantle ive ever seen)

Not taking threat reduction in SD is a big Nono and your every tank will hate you and perma shield spell is neat
Not going SD strike also means u can ignore Assasinate dcs ----> 3 Points to spend on threat reduce

And yes I do understand the value of 5Prr/mrr from the Epic strike but the damage advantage the FOTW Strikes will easily be more damage especially since the SD strike dc is fort based ---> u need a really High one (lul)



would Kinda be the visualisation of the advice (and the usual meta approach lol)

this should mean 6 DS 1W 5MP 15PRR more at the loss of 5% dodge from SD strike
Beside having a better Damage Epic strike as a whole
 
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Kalibano

Build Designer. Having fun since 2006!
I have a good day today and I actually feel like helping you and not just give u the ddovault treatment
The SD Epic strike is a terrible choice or more specifically the shadow imbue is terrible due to its ICD
So if u allready go SD strike please just grab the 10% dodge over the awful imbue

2. I would really recommend trying out quick cutter/adrenaline instead which saves you Points in SD maybe also try to get down to 38-39 pts by only taking 1 Point into greater leveler which should open up LD mantle (Fury mantle being the most terrible mantle ive ever seen)

Not taking threat reduction in SD is a big Nono and your every tank will hate you and perma shield spell is neat
Not going SD strike also means u can ignore Assasinate dcs ----> 3 Points to spend on threat reduce

And yes I do understand the value of 5Prr/mrr from the Epic strike but the damage advantage the FOTW Strikes will easily be more damage especially since the SD strike dc is fort based ---> u need a really High one (lul)



would Kinda be the visualisation of the advice (and the usual meta approach lol)

this should mean 6 DS 1W 5MP 15PRR more at the loss of 5% dodge from SD strike
Beside having a better Damage Epic strike as a whole
Hey there,

Any respectful comments/suggestions are always appreciated. I have no time for drama, rude people, immature jealousy, baiting, and noise-makers/time-wasters: their posts end up being reported and removed by moderators, anyway.

Thanks for your effort to share these in a polite constructive manner. Lots of food for thought for anyone who comes here looking for ideas/inspiration (and potentially for me too, if/when I have the desire/time to revise my builds).

Though I couldn't care less about any meta-related talk, there are others who come here who do seem to care about it, so even some of that should still be useful.

Glad you are having a good day today :)
 
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Kalibano

Build Designer. Having fun since 2006!
Very good advice, really.
Sapphire-Studded-Buckles.jpg
Epic-Sapphire-Studded-Buckles.jpg

These (shared in my thread with tips for defensiveness) are also excellent sources of the shield spell (for magic missile immunity), and they save action/destiny points too.

Back to the Myth Drannor changes, lots of builds to cover (if/when my toddlers let me ofc, but trust me, dealing with them seem a breeze compared to some people/situations you encounter in life)! :)
 

Fisto Mk I

Well-known member
These (shared in my thread with tips for defensiveness) are also excellent sources of the shield spell (for magic missile immunity), and they save action/destiny points too.
I and Ronkocatgirl about Treat Reduction mostly. If you play only solo it's irrelevant, but for all other cases Treat Reduction must be as high as possible. But perma-shield good too, of course. 8)

Also can i suggest save old pre-MD gear sets too? Not all have MD currently. ;)
 

I dont Like gimps

Well-known member
I and Ronkocatgirl about Treat Reduction mostly. If you play only solo it's irrelevant, but for all other cases Treat Reduction must be as high as possible. But perma-shield good too, of course. 8)

Also can i suggest save old pre-MD gear sets too? Not all have MD currently. ;)
ayo dont leak my Ingame kekw
Not that its a secret lmao
 

Kalibano

Build Designer. Having fun since 2006!
If you play only solo it's irrelevant, but for all other cases Treat Reduction must be as high as possible. But perma-shield good too, of course. 8)
Threat reduction is an interesting one. I do get your point, my perspective (which I have shared with the devs) is that:
  • it should be given to melee classes in conjunction with other DPS related stuff in much higher values, and in several places (class trees, epic destinies, loot - e.g. +1/2/3 attack and damage and 50/100/150 threat reduction), so it's more like something you passively progressively acquire as you level and become more skilled at fighting
  • going on tangents to reduce threat, for those who don't have all the past lives in the book to afford tangents, would likely lead to missing out on essentials

  • tanks not holding agro is a larger issue, and the blame is unlikely to be on melee DPS alone (despite some insisting this is the only issue)
  • it's important to mention, though these are unlikely the main/only reasons as well, that:
    • building tanks is very hard, and many don't build it properly
    • playing tanks can be quite boring: many don't like it
    • there are many who still preach in game that those who have a bunch of HPs can easily be a tank (e.g. that CON-based DPS Ravagers can be 'tanks'), or that those with massive DPS can tank reliably: it takes a lot more than that to be a proper tank
    • waiting a long time for tanks to join (normally raids) is possibly a key factor for people to act like the above
  • I personally find that poorly built tanks and/or what some call 'off-tanks' and/or the BIG DPS 'tanks', are the ones who tend to moan the most in game and force everyone to turn everything off and gimp themselves because they can't hold agro

  • my view is that threat should be the domain of tanks, and the devs can make fixes and adjustments to facilitate that management
  • some of the new feats and a fix with the release of Myth Drannor have addressed that:
    • Reverberating Shout: Activate to shout at all nearby creatures, Intimidating them unless they make a Will Saving Throw (DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
    • Face Me: Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
    • Knight's Challenge now adds 400 Hate times the level of the target against the user, and removes all other targets on the character's Hate list. This makes it easier for players using this ability to make a lead in Threat before the taunt override expires.
  • the fact that the Devs are addressing threat via tank-related things seem to suggest they might see it as a tank-related issue and/or a factor that should be managed mostly by tanks
  • DPS have lots of effects to gear for, including some defensiveness. Tanks have lots of defensiveness effects to gear for, sure, but part of that should be threat management. Gameplay for tanks would certainly be a bit less boring if threat management becomes a more active prominent role (and feats, like the new ones above, give extra active buttons to press for an wider active threat management role)

  • personally speaking, my tank doesn't particularly struggle with holding agro, and in the occasions it does, are mostly with mobs whose agro are widely known to be practically fully random and/or mobs that can't be intimidated (reverberating shout should be helping alleviate the latter)
  • when playing my tank, you won't find me in game shouting at others and picking on what gear people are wearing and which stances they have on. I don't find that particularly nice/friendly myself, and I'm fairly certain people who have busy lives and come to the game to relax and have fun are unlikely to appreciate being treated like that. All are welcome to join groups I am on my tank: nobody will be hated for not playing in a 'rigid way that is dictated to them'
  • those who want to 'hate' others for petty reasons will carry on doing that anyway, whether people get all threat reduction they can find or not. My playstyle and game choices are certainly not changing to try and please people like that. They generally have their small circle of elitist friends to hang out with, anyway.
My perspective of course, others are free to have their own opinions. Perhaps a topic/discussion that warrants its own thread, since its quite complex and controversial.



Also can i suggest save old pre-MD gear sets too? Not all have MD currently. ;)
I have not made any final decisions ref gear, but what I indicated so far seems very much in line with your suggestion (i.e. I suggested I am likely to use at least 8 pieces/2 set bonuses from pre-MD) ? :

Considering the values granted by the artifact and profane types of bonus have not increased, the current gear sets will make do just fine in the meantime. At the moment, I foresee my alts potentially wearing:
  • a 3-piece artifact 'set bonus' from one of the previous packs
    • possibly Sharn's Part of the Family, since it uses necklace and gloves, as a way to 'stretch' my gain of artifact bonuses to two slots that would otherwise have Moon slots (profane bonuses), and get extra options of Sun artifact bonuses on the helm and cloak?
  • a 5-piece profane 'set bonus' from one of the previous packs
    • very likely to use weapon, off-hand and one ring slot, since those slots will not be getting any Sun/Moon augments
    • possibly Dread, since the Dino weapons are very strong
  • maybe a Minor Artefact from Myth Drannor (I heard they have 5 filigree slots, not fully sure at this point)
    • most likely a ring, since rings don't get Sun/Moon augments
  • all other gear slots hopefully from Myth Drannor, so they can each have a Sun/Moon augment in them
    • 3+5+1 above = 9 gear slots used, out of a possible 13/14 (w off-hand)
    • so 4/5 extra Myth Drannor slots would mean the option of slotting one 3-piece augment set in 3 of those items, since they won't supress the Sun/Moon augments (as confirmed by Steelstar, they don't count as a 'set bonus', just an augment that gives the bonus)
Once I get started on the gear tetris this plan could change completely: these are just some general plans based on what I've had a chance to read/learn about the new loot.

What are you planning ref gear Fisto? I mean, which specific pre-MD sets do you consider interesting to keep? If you are happy to share and discuss, ofc :)
 
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Kalibano

Build Designer. Having fun since 2006!
Also can i suggest save old pre-MD gear sets too? Not all have MD currently. ;)
Just saw a different meaning from this suggestion, and a great suggestion, thanks (y) . You know, writing and its ambiguities ?.
I will definitely keep the set options that have no MD gear for those who don't have and/or won't buy this expansion, both in each individual build and in my thread specific for gear suggestions.
 

Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
New Epic feat + Epic Destiny feat

I have not yet levelled every alt to 34, so this is what I am aiming to try-and-test.
  • Eerie Aim (lvl 33)
    • +5% Dodge bypass, bringing the total to 13%
    • +5% Deflection bypass
    • +10 Attack
  • Guarded Actions (level 34)
    • whenever you use an Action Boost, you take 20% less damage for 6 seconds
      • to me, DDO is not a DPS race and neither a DPS competition: this choice reflects my approach to investing in both DPS and some survivability/defensiveness, as per what I shared in this thread

The image below was updated in the main post (also here for ease of access):
Dark-Hunter-Feats-MD.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Extra info and breakdowns added to this 👇 section of the main post (also added below for ease of access):

N. Survivability & Defenses (after all, soul stones do zero dps):
Dark-Hunter-HP-Mana.jpg
> The image above ? includes:​
> +7 CON Tome​
> Temporary HPs: Dino weapon Brighthorn 'Affirmation'​
> Values @ lvl 32, out of reaper mode​
> Toughness feats: Heroic + Legendary​
> % Hit Point bonus = +35%
Competence bonus
> +25%: Tempest's 'Dual Perfection [T5]'​
Primal bonus
> +10%: Fury of the Wild's 'Lore of the Wilds [T5]'​
> Damage Avoidance
> Light armor for higher dodge chance + evasion​
> Max DEX bonus to armor = 35
Armor
> +20: Light armor (Legendary Wildcard)​
Feats
> +2: 'Mobility'​
Heroic
> +3: Tempest 'Improved Mobility [T3]'​
Epic Destinies
> +6: Shadowdancer 'Lithe [T2]'​
Augments (inc Set bonuses)
> +2: 'Sapphire of Armored Agility'​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge cap = 30%
> 25​
Heroic
> +3: Tempest 'Improved Mobility [T3]'​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge chance = 25% {capped @30}
Feats
> +3: 'Dodge'​
> +2: 'Mobility'​
Heroic
> +3: Tempest 'Improved Mobility [T3]'​
Unknown source
> +3%: ???​
> buffable:
> extra 34%+ {for 18s every 90s}:
> Tempest's 'Elaborate Parry [T4]' (Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light and medium armor, equal to your Dexterity Modifier)
> +5%, ignores Cap {for 10s every 15s}:
> Shadowdancer's 'Improved Meld [T4]' via Epic strike 'Shadowstrike [T2]'
> Incorporeality = 15%
Heroic
> +5% stackable: Tempest 'Whirlwind [C5]'​
Augments (inc Set bonuses)
> +10: 'Legendary Wraithborn Emerald'​
> Concealment = 25%
Feats
> +25%: 'Scion of the Ethereal Plane'​
> buffable to 50% {for 30s}: Displacement scrolls {UMD 28}​
Some info on how incorporeality (e.g. Ghostly) and concealment (e.g. Blur and Displacement) are reduced in reaper mode.
My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:

Defenses-in-reaper-mode.jpg

> Evasion
{on successful Reflex save: no dmg, instead of half dmg}
> Shadowdancer's 'The Darkest Luck [C3]'​
> No auto-fail Reflex saving throws on a roll of 1​
> Epic Reflexes (feat)​
> Deflect arrows: Tempest's 'Deflect Arrows [C4]'​
> 1 projectile every 2s: Tempest's 'Improved Defense [T1]'​
> Damage Reduction
> 15% reduction all dmg (except untyped) for 5s after using Primal scream​
> FotW’s ‘Unquenchable Rage [T4]’​
> 20% less damage (for 6s while any Action Boost is active}​
> 'Guarded Actions (feat)'​
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
 
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