Double Bladed Staff

 

DOUBLE BLADED STAFF

CULTIST COWL - STALKER JACKET - ANY SANDALS - AVALONIAN CAPE

A Tier

Awakening trats:

S tier: CDR, CC Duration

A tier:
HP, DEF, Ability Damage

B tier:
IP, mana cost reduction

CDR is the most valuable trait for this build, as it is heavily based on playing around your skill rotations. Shorter cooldowns means faster rotations, and more mobility to disengage and re-engage, or to escape in case the fight goes south.
CC Durations is the second most valuable trait. The longer you stun/slow someone with W and E, the easier it is for you to do damage to them with Stalker Jacket and Q, and the harder it is for them to try to counter your Stalker Jacket with something like a reflect. If you need to out rotate someone’s important cooldowns, for example, while facing a 1H Dagger, you will want to stun them during their E and kite. A longer stun duration means more of their buff duration would be wasted. If you need to chase or escape from someone, hitting stun run during their boots activation will heavily hinder their mobility, and the longer your stun duration is, the less value they will get out of their boots.
If you get mana cost reduction maxed out, you can replace your Energizing Sprint with Refreshing Sprint, this will grant you similar value as CDR, although CDR is still the better trait.

Default Abilities and Passives:
Double Bladed Staff:
Q2,W2, Passive2

Cultist Cowl:
Inner corruption, passive 1

Stalker Jacket:
Electric Field, passive 1/3
Any cloth sandals:
Energetic Sprint, passive 2

Explanation:

When you have an overwhelming advantage, simply keep stay on top of the enemy with your W and E and damage them with your Q and Jacket. When there is no advantage, create an HP lead by damaging them while they are stunned or under the effect of cultist cowl and using your mobility to kite. Use your W to cancel important enemy cooldowns such as Mercenary Jacket, Dagger E, boots, etc.

Strengths and weaknesses:

Excels at dismounting, chasing, and escaping.

Damage relies heavily on armor and helmet abilities.

Variations:
Stalker Hood for stealth reveal/more damage.
Helmet of Valor for purge/cleanse/stealth reveal.

Fiend Cowl for purge.

Cowl of Purity to keep people in combat, interrupting channels and preventing re-mounts.

Mercenary Hood for damage reduction, interrupt, slow, and slight ranged damage which could prevent a remount or regen-food cheese.

Avalonian cape is most common

Caerleon cape does more damage and stacks your Q quicker but does not give the damage reduction that Avalonian cape does.

Undead Cape to be extra safe.

Main Food:

Omelet/Eel stew

 

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