
Banner courtesy of engrace
The build formerly known as the CI Jack of all trades Shadow Guide:
http://www.pathofexile.com/forum/view-thread/49579
_________________________________________________________________________
Other Guides
Pain Attunement Shadow
Spork Battle Mage Shadow
Eldritch Battery EK Shadow
EB/Armour/HP Crit Dagger Shadow
_________________________________________________________________________
Changelog
Spoiler
4/10/12
9/10/12 - Patch 0.9.12qq
11/10/12 - Patch 0.9.12t
13/10/12 - bought new dagger
14/10/12 - Changed VS to DS
18/10/12
19/10/12
22/10/12
23/10/12 - Throne of Shadows
28/10/12 - Added a FAQ
30/10/12 - Added some videos of high level map runs
01/11/12 - Patch 0.9.13
02/11/12 - PvP Footage Added
16/11/12 - Added some stats to compare speed of leveling vs a Spork Shadow
29/11/12 - Tweaked end-end-game build v1 slightly to increase survivability
23/01/13 - Open Beta!
4/03/13 - Added a new section: Additional advice from other high level players
12/03/13 - CI buffed again!
7/4/13 - In preparation for 0.10.5 - melee patch!
Warning: This is by no means an easy build to achieve or master. It will be very tough early on, especially in Cruel and Ruthless. Be prepared to die alot of times if this is your first try with a shadow. I strongly discourage you from building it in HC until or unless you have very good ES gear stashed up. If this is your first time playing, my advice is to steer clear from this build, it is not easy!
_________________________________________________________________________
FAQ
Should I level my gems?
"Aura gems should always be leveled, Clarity should not be leveled past 3. Curse gems should not be leveled at all. Lightning Strike should not be leveled past 9 initially.
As a rule, when in doubt, check the wikipedia to make sure your stats can actually support the gems before leveling it up.
Everything else can and should be leveled.
Is this build gear-dependent?
"Yes
Does this build require OP gear to succeed?
"You don't need OP gear to succeed, although you will need very good ES gear to survive. However, the better your gear, the more fun you'll have, but that's no different from other builds.
_________________________________________________________________________
How dagger shadows compare to the other Shadow Types (in my opinion)

Daggers VS Claws
In a nutshell, Claws provide higher %lifesteal and hence increased survivability but overall lower critical chance and DPS. Daggers on the other hand do not provide %lifesteal but make up for it with an overall higher critical chance and DPS.
What is this build about?
It's a build that focuses on building the shadow around a CI build, focusing mainly on high crit chance/crit multiplier with Surgeon's Granite Flasks, Energy Shield, Evasion, and ES Steal while using Lightning Strike as the AOE CC skill, Viper Strike/Elemental Hit/Double Strike as the main dps skill in 1v1 bosses/pvp situations and Flicker Strike as a high DPS spam skill when needed.
DPS-wise it leans heavily on criticals and hence revolves around a high crit-chance and high crit damage multiplier build for dealing damage while taking advantage of the crits to recharge granite flasks quickly.
The Key Keystones
Chaos Inoculation - Grants Immunity to Chaos damage, Max life becomes 1
Inner Force - Inner Force amplifies the armour you get from Granites, the ES granted by Discipline, the Evasion granted by Grace, the Attack Speed and Movement Speed granted by Haste as well as the DPS granted by Wrath and Hatred
Vaal Pact - Life/ES leech is instant
Gameplay Videos
Spoiler
GGG's Official Build of the Week 14
PvP
Compilation 1
PvE
Level 70 Open Beta Post-CI nerf
Level 64,63,61 Rare Map Runs - as featured in Reaper's Exile of the Week 2
Level 69 Necropolis Rare Map Run
Level 68 Maze Rare Map Run - Double Vaal Boss!
Level 66 Jungle Valley Rare Map Run
Level 65 Strand Rare Map Run
Level 64 Coves Magic Map Run in Hardcore - facetanking mobs in HC mode
Level 60 Grotto Map Run
Flicker Forever Fellshrine - goofing in Voll's Chainmail with a 32k DPS Flicker
PvP
Compilation 1
PvE
Level 70 Open Beta Post-CI nerf
Level 64,63,61 Rare Map Runs - as featured in Reaper's Exile of the Week 2
Level 69 Necropolis Rare Map Run
Level 68 Maze Rare Map Run - Double Vaal Boss!
Level 66 Jungle Valley Rare Map Run
Level 65 Strand Rare Map Run
Level 64 Coves Magic Map Run in Hardcore - facetanking mobs in HC mode
Level 60 Grotto Map Run
Flicker Forever Fellshrine - goofing in Voll's Chainmail with a 32k DPS Flicker
Bandit Quest Reward Choices
Normal: Kill all the bandits for an extra passive skill point
Cruel: Help Oak for 12% increased physical damage
Merciless: Help Oak for +1 Endurance Charge or Kraityn for +1 Frenzy Charge or Alira for +1 Power Charge
The Three Phases of Growth aka Skill Tree Progression
Growing pains
The Chaos Immune Phase
Spoiler
The Dragon Reborn Cometh!
Spoiler
Pros and Cons of this Build
Pros
1. An extremely fun build, yielding very high DPS
Cons
1. Base accuracy is abit low due to the lack of Dex nodes, (chance to hit is about 78%), but that can be countered by getting a Circlet with +accuracy
2. Might find it a bit difficult-going mana wise, but that is in turn countered by the Mind Drinker node and Warlord's Mark curse.
3. Will be tough to build
Usable in
1. Default
2. Hardcore (only if you have the gear ready for it)
3. High Level PvP - Possibly, we'll have to wait and see
Note: These gear was crafted in closed beta before the wipe. That amount of ES on the chestpiece and shield will no longer be attainable within 2 prefixes. Everything else should still be attainable.
Gear:
Spoiler










Situational Items


Flasks
2 Granites, 1 Quicksilver Flask, 2 Mana Flasks
Suggested links on Gear:
Spoiler
Dagger: Whirling Blades, Blood Rage, Warlord's Mark
Chestpiece: Lightning Strike - Faster Attacks, LMP, Power Charge on Crit, Increased Crit Damage, Mana Leech/Weapon Elemental Damage
Shield: Reduced Mana - Wrath - Grace (if you have enough mana to support it)
Gloves: Flicker Strike - Melee Damage on Full Life, Melee Physical Damage/Power Charge on Crit, Multistrike
Head: Double Strike - Melee Damage on Full Life, Melee Physical Damage, Faster Attacks/Power Charge on Crit
Boots: Reduced Mana - Discipline, Hatred, Haste
Chestpiece: Lightning Strike - Faster Attacks, LMP, Power Charge on Crit, Increased Crit Damage, Mana Leech/Weapon Elemental Damage
Shield: Reduced Mana - Wrath - Grace (if you have enough mana to support it)
Gloves: Flicker Strike - Melee Damage on Full Life, Melee Physical Damage/Power Charge on Crit, Multistrike
Head: Double Strike - Melee Damage on Full Life, Melee Physical Damage, Faster Attacks/Power Charge on Crit
Boots: Reduced Mana - Discipline, Hatred, Haste
Stats
Spoiler
Character defense screen wass with Grace, Discipline and a Granite Flask on. DPS screens are with 4 frenzy charges up. Take note that Granites no longer grant 10k Armour hence the damage reduction will likely be lower now.
With Granite Flask of Iron Skin on

With Granite Flask of Resistance on

Flicker Strike

Lightning Strike

Double Strike

Post-CI Gameplay Style
Spoiler
Usage of Flasks
Using the Granite Flasks constantly will keep you either at >40% damage reduction and as they recharge one charge everytime you deal a crit strike, feel free to use them generously!
In short, you become a high DPS ES/Evasion/Armoured Tank!
Auras and Active Skills
Grace/Haste, Wrath, Discipline and Hatred.
Grace and Discipline for survivability. Wrath and Hatred for added DPS. Grace can be replaced with Haste later on for more DPS, but only after you've specced into CI and have already taken Vaal Pact.
Blood Rage
Need I say more? You're CI, this skill is what makes you awesome! Switch it on, kill a few mobs, watch the frenzy charges pile up, get the bonus ES steal and be even more awesome!
Curses
Warlord's Mark is the curse of choice. It'll grant you extra %Life leech and %Mana leech to sustain both your ES and Mana. It also gives a percentage chance of granting an Endurance Charge per enemy you kill, helping your survivabilty as well.
Versus Mobs
Lightning strike will be your main skill. There's no need to tank the enemies. You can just stay from distance, curse them, hold down shift and then press whatever button it is that controls your lightning strike and watch it
annihilate the mobs!
Some pointers to take note regarding LS
Best LS main support combinations, in descending order
1. Quality (>14%) Lightning Strike + LMP + Faster Attacks + Weapon Elemental Damage
2. Quality (>14%) Lightning Strike + LMP + Faster Attacks
3. Quality (<14%) Lightning Strike + LMP + Pierce + Faster Attacks
4. Quality (<14%) Lightning Strike + LMP + Pierce
- It is always useful to get a weapon/amulet/ring with cold damage and fire damage as well so you can freeze your enemies and burn them (remember, your crit chance is very high so you'll be crit-ing very very often
- if it is heavy in terms of mana usage, throwing in a mana leech will always help!
1v1 Bosses
Viper Strike. Best early-game and arguably mid-game skill when you're still weak and need to kite bosses to stay alive. Also a super useful skill for elemental resist rares and bosses like Vaal where you're constantly trying to avoid their high elemental damage skills.
Elemental Hit. Best mid-game skill when you no longer need to kite bosses that much and would rather kill them face to face. The added elemental damage helps in freezing/shocking/burning your opponent when you crit. It is most effective with a fast weapon as a fair amount of damage dealt is skill-based and is independent of your weapon damage. (in that sense it is somewhat similar to viper strike except viper strike is capped at 4 buffs/second)
Double Strike.Best end-game skill when your base damage is high enough such that 2 x 70% of your base damage (level 1 gem) still yields higher damage than the extra damage provided by Elemental Hit and the extra chaos damage provided by Viper Strike. Better yet, the mana cost is so low as to be negligible in late game. Also, since double strike processes as 2 hits and the second hit will always be a crit if the first one is, it allows for shock-stacking and double charging of surgeon's flasks whenever you crit
Flicker Strike
Always a useful spell when you want to catch/hit an opponent who is running away, be it a ranged mob or an enemy player. Not just that, it has tremendous dps as well, especially if you link more damage based gems to it. (note that I did not add many DPS gems to it and it still deals a heck load of damage)
Usage Methods
- If you get bored of owning mobs with LS and want to give yourself a mild headache, top up your frenzy charges and let loose with flicker spam! 0 cd with your charges up and if you get to KO enemies with 1 hit, which is often the case as you crit often, your frenzy charge recharges and you get to flicker more. My flicker usually lasts on average 8 times before exhausting all my charges.
- If you find yourself in a situation where you get punctured (CI's WORST ENEMY) and you cannot move (or else you'll take added damage) while mobs are starting to surround you, use flicker to get out of trouble by flickering to a ranged mob outside of the pack surrounding you, or just spam flicker strike and flicker till the puncture cds, allowing you to deal damage and avoid damage from puncture and from most normal hits/spells. (you don't take damage from puncture while flickering, but you will if you whirl out of battle)
Escape Method
Whirling blades, that is all
Early Game Gameplay Tips
Spoiler
The difficult part of this build is actually being able to progress through the earlier levels. If you can get through that you'll do fine.
In this section I will attempt to outline the early game gameplay of this build.
Early Game Gear
Focus on gear that gives you +life, namely leather belts with +life and rings/ammys with +life.
At this stage, ES gear is weak, so I would recommend you to stack Armour, resistances and HP to improve your survivability. Main objective here is to survive till late game where you can get good ES gear. Weapon-wise, don't be picky. Get anything that gives you higher DPS, although it would be better if you focus on Claws/Swords/Daggers for the purpose of allowing you to use Whirling Blades as well as Viper Strike. There is no need to single-mindedly specialise into daggers so early in the game and if you notice, I did not spec points into dagger nodes early on as well.
Flasks
2 HP Flasks, 1 Quicksilver Flasks, 2 Mana Flasks. (Can be 2 HP/3 Mana if you wish, judge for yourselves as appropriate)
The first HP Flask for me is always a panicked flask. For the rest of my flasks I tend to prefer useful mods such as Dispel Frozen and Chilled.
Skill Gems
AOE/CC
You will not be getting Lightning Strike as a quest gem till somewhat later in the game. If you want it earlier, you can always level a templar till level 10, kill Brutus, get it as a quest gem and then transfer it to your stash for usage by your shadow or simply trade for it from another player.
Some pointers to take note regarding LS
Best LS main support combinations, in descending order
1. Quality (>14%) Lightning Strike + LMP + Faster Attacks + Weapon Elemental Damage
2. Quality (>14%) Lightning Strike + LMP + Faster Attacks
3. Quality (<14%) Lightning Strike + LMP + Pierce + Faster Attacks
4. Quality (<14%) Lightning Strike + LMP + Pierce
Before you get LS though, there are a few options you can go for:
Fire Trap when used in combination with a weapon AoE would also be a good option.
Freezing Pulse + LMP is also a very good option (my favourite option) that can last you all the way till Cruel Act3 too.
If you're using a claw, Whirling Blades will be the best AoE for you early on in the game.
Bosses/Individual monsters
From normal all the way to end cruel, dual wield weapons and use Dual Strike. The DPS benefit which allows you to speedrun through the earlier levels much faster far outweighs the paltry defensive bonuses provided by the low level shields. However, make sure you keep a Viper Strike gem socketed and continue to level it. You will need it once you switch to 1h + Shield.
Survivability
Normal-Cruel
Summon Skeletons. Especially useful against flicker mobs and Kraitlyn as it gives them an additional target to flicker to and spares you the agony of being spam flickered to death.
Cruel Onwards
Spell Totem + Summon Skeletons will be your best friend. This spell summons a totem which will summon skeletons around enemy monsters, thus shifting aggro away from you.
Curses
Temporal Chains/Enfeeble early on in the game if you need survivability.
Warlord's Mark after
Playstyle Versus Bosses
This is pretty much the same in most AARPGs. You will be very weak early on. Your key to defeating the bosses will be to kite them. Viper Strike them to 4 charges, switch to Dual Strike, then escape to recharge HP/ES when you get low, then repeat cycle till they die.
Against elemental bosses such as Merv and Vaal, stack resist rings. Versus Merv, get cold resists. Versus Vaal, get BOTH Fire and Lightning Resists. (Very important)
In this section I will attempt to outline the early game gameplay of this build.
Early Game Gear
Focus on gear that gives you +life, namely leather belts with +life and rings/ammys with +life.
At this stage, ES gear is weak, so I would recommend you to stack Armour, resistances and HP to improve your survivability. Main objective here is to survive till late game where you can get good ES gear. Weapon-wise, don't be picky. Get anything that gives you higher DPS, although it would be better if you focus on Claws/Swords/Daggers for the purpose of allowing you to use Whirling Blades as well as Viper Strike. There is no need to single-mindedly specialise into daggers so early in the game and if you notice, I did not spec points into dagger nodes early on as well.
Flasks
2 HP Flasks, 1 Quicksilver Flasks, 2 Mana Flasks. (Can be 2 HP/3 Mana if you wish, judge for yourselves as appropriate)
The first HP Flask for me is always a panicked flask. For the rest of my flasks I tend to prefer useful mods such as Dispel Frozen and Chilled.
Skill Gems
AOE/CC
You will not be getting Lightning Strike as a quest gem till somewhat later in the game. If you want it earlier, you can always level a templar till level 10, kill Brutus, get it as a quest gem and then transfer it to your stash for usage by your shadow or simply trade for it from another player.
Some pointers to take note regarding LS
Best LS main support combinations, in descending order
1. Quality (>14%) Lightning Strike + LMP + Faster Attacks + Weapon Elemental Damage
2. Quality (>14%) Lightning Strike + LMP + Faster Attacks
3. Quality (<14%) Lightning Strike + LMP + Pierce + Faster Attacks
4. Quality (<14%) Lightning Strike + LMP + Pierce
Before you get LS though, there are a few options you can go for:
Fire Trap when used in combination with a weapon AoE would also be a good option.
Freezing Pulse + LMP is also a very good option (my favourite option) that can last you all the way till Cruel Act3 too.
If you're using a claw, Whirling Blades will be the best AoE for you early on in the game.
Bosses/Individual monsters
From normal all the way to end cruel, dual wield weapons and use Dual Strike. The DPS benefit which allows you to speedrun through the earlier levels much faster far outweighs the paltry defensive bonuses provided by the low level shields. However, make sure you keep a Viper Strike gem socketed and continue to level it. You will need it once you switch to 1h + Shield.
Survivability
Normal-Cruel
Summon Skeletons. Especially useful against flicker mobs and Kraitlyn as it gives them an additional target to flicker to and spares you the agony of being spam flickered to death.
Cruel Onwards
Spell Totem + Summon Skeletons will be your best friend. This spell summons a totem which will summon skeletons around enemy monsters, thus shifting aggro away from you.
Curses
Temporal Chains/Enfeeble early on in the game if you need survivability.
Warlord's Mark after
Playstyle Versus Bosses
This is pretty much the same in most AARPGs. You will be very weak early on. Your key to defeating the bosses will be to kite them. Viper Strike them to 4 charges, switch to Dual Strike, then escape to recharge HP/ES when you get low, then repeat cycle till they die.
Against elemental bosses such as Merv and Vaal, stack resist rings. Versus Merv, get cold resists. Versus Vaal, get BOTH Fire and Lightning Resists. (Very important)
When do I respec to CI?
Spoiler
Merciless Act 2. No sooner than that. More specific instructions below:
When you reach Merciless Act 2, the first place you should head to is Fellshrine. Don't bother doing any quests at this point in time. All you should be doing is grinding at Fellshrine, leveling and farming for gear. Don't bother progressing in quests until after you've respecced into CI.
After you've respecced into CI, you want at least 3.3k ES in order to complete Act 2 relatively smoothly.
In order to do that, you need to have at least 3K ES
Attention: Even with 3k ES, Vaal can still one-shot you with his melee attack, so remain alert when fighting him!
Things to avoid/pay attention to when CI
Spoiler
Avoid Causic Mana Flasks! They will kill you because you have only 1 Hp
Puncture mobs are your worst enemy! If you're punctured, stop running! (If you run you will take more damage) Stand still, switch on a Granite, tank them and kill them.
Avoid getting trapped in large packs as they'll stunlock you to death.
Also be wary of archers, keep moving or else they'll stunlock you to death as well.
Lastly, don't bother going into maps until you have the Eye of Chayula unique ammy.
End-Game Gear
Spoiler
Headgear: Alpha's Howl - highly recommended
Amulet: Eye of Chayula is the best, failing which an ammy with +ES will do
Rings: Dream Fragments if you don't have Alpha's Howl. For rings, choose in order of descending priority: +Mana, Increased Attack Speed, +Energy Shield, +Int, +Lightning Damage.
Belt: 21-30% Elemental Damage with Resists and +ES
The defensive gear types I would advise you to go for would be:
Pure ES Chest
Pure ES Shield
Of the remaining three pieces, (Boots, Head, Gloves) go for 1 Pure ES, 1 Pure Evasion (likely Alpha's Howl), and 1 Hybrid
Why not 3 Hybrids?
Because 1 pure ES and 1 pure Evasion will always yield better defensive stats as compared to 2 Hybrid pieces and are easier to craft/find.
Why that 1 Hybrid piece then?
Because if you noticed how I link my Flicker Strike, I need 2 Reds, 1 Green and 1 Blue socket. Pure Evasion pieces have a higher chance to roll Green sockets, ES - Blue sockets and Armour - Red sockets.
It is nearly impossible (or just damn expensive) to roll 2R 1G and 1B on a pure Evasion or pure ES gear and resorting to using a pure Armour piece for that wouldn't be worth it.
However, Hybrid gears have a higher chance of rolling all the different combination of colours, hence my reason for using at least 1 piece of hybrid gear.
If you find getting 3R1G for Flicker Strike tough on EV/ES, use an AR/ES piece of gear instead.
If you think that you've got enough ES, feel free to use Maligaro's
as with most builds, having great gear is key to success. Even more so in this build as having great gear will amplify exponentially the fun you will have with it.
How do I get better gear?
Trading for better pieces of gear will be your main source. However, there will come a point when you realise that you can no longer get better gear through trading, and that is where crafting comes in, as explained in the next section.
How do I go about Crafting? All your answers and more!
Spoiler
Additional advice from other high level players
Spoiler
Dustbinlid
I posted this on the CI/Daggers thread on the forums, it didn't get much attention, so I'll also post it here and maybe it will get more. My hope is that you guys can read it, benefit from it and maybe even add it to the build it self. Who knows. This information is aimed for people that are running around 75+ looking to be hitting 72+ maps or so, where things start to get a bit nasty and more importantly when you start to play in a party. The guide and feed back is great on how to get there, now this information is for people that have gotten there and now need to a U-turn and change what they were doing to keep up to the challenges that high end maps present.
The playstyle suggested in the guide and what I see a lot of people talking about is completely solo play, even so far as to expect end game to be about soloing maps. So I think it's important to remember that the game is better played in a group and if you are struggling then look for PUGs and play as a team. There is no need to try and solo the world, unless that is specifically your aim.
One of the key examples of "the guide" suggesting solo play is the fact that 6links are used on LS rather than Double Strike. In group play I rarely if ever use LS, even if it didn't drop me down to 10 FPS it's damage it poor at best compared to the other abilities you have. So using 5/6L items I would suggest using them on Double Strike rather than Lightning Strike.
LS is good for solo and the AoE is decent in pairs or groups of 3, but beyond that with GMP and Faster Attacks the spam becomes too much for a lot of players and FPS lag becomes and issue, so spending a lot of currency and sockets on LS is wasted as your rarely use it, atleast not no where near at much as your use Double Strike.
The second is to assume that you will be using warlords curse in groups, I highly doubt that you will ever be able to use it in a group so you can't assume that you will have that leach. And have the endurance charges,so I would suggest when heading towards the top end and when you have VP to get at least 1 piece of get with 2% leach, because without Blood Rage up and Warlords mark you have no natural leach. Recently I've completely stopped using Warlords and have swapped over to Crit. Vulrability, this boosts your crits. massively and when your aiming to burst down key targets this is perfect. Also the DPS increase mixed with Vaals Pack I'm fairly sure you will Leach more life back.
The other thing that I often read and feel needs to be mentioned is peoples belief in the importance of Dream Fragments and the immune to stun neck. Both of which cost a lot. I strongly advise against getting either of these items, the neck in particular, until you have got at least 5K ES and capped resists. Within the guide itself it even lists them as being situational, don't waste all your money on a Dream Fragments, spend it on a ES shield. The ability to remove Freeze can easily be achieved with the use of Flasks, both Granite and Mana. Personally I used 2 Flasks "of Heat" until I had my own Dream Fragments and while DF is better, it should not be held in such high regard, it is a luxury at best and what is far more important is obtaining a good ES Shield. So how do you find these amazing items, well easiest place is http://poe.xyz.is/, it's a 3rd party site that allows you to search the POE trade forums for specific items, so go use that!
Mentioning Dream Fragments this ring is completely situational, sometimes you don't need it and in these cases I swap it out for a DPS ring with another 2% Life Leach.
Within the same frame it's also important to have at least 1 flask that removes curses, in high end maps and even low maps if you randomly spike and don't understand why it will often be due to having Vulnerability or some similar curse on you, being able to remove these is key to surviving. It's also useful to carry around a 1 Detonate Undead, often in high end maps your find yourself up again 3-4 Necros and you can't pick them all off, so stand back a bit and just blow all the corpses up so no resummons. It's a green gem, easy to use so I generally swap it for my Whirling Blades.
The final point I'll make is to remind people of the importance of resists, have 75% in all resists is a must for any level of map play, if that means you use Purity, use Purity. To that extent I would also suggest swapping the suggest Quick Silver Flask for a Surgeons Topaz Flask, because of the way shock stacks work and the nature of the mobs lightning damage is the most dangerous element that we face as CI/Daggers. If you don't have 75% to all, use Purity. Currently I run Discipline, Haste and Wrath as default and then swap Hate to Purity in maps that give me resist penalties.
Note: That's the important stuff, this following is my own personal ideas and thoughts about leach pre and post VP and can be mostly ignored as it's minor improvements but may be of interest to some players.
As stated earlier in the thread without VP you are capped at how much HP/Shield you can leach per second and as Invalesco correctly stated this is a complex art of balancing your Damage along with your max HP/Shields. It goes without saying that when you are in the "grey" area of moving into CI you should only spec for Ghost Reaver when your Shields are larger than your HP pool, this will hopefully happen before you move into CI.
The next point to look at is the attack speed of the dagger you are using, a slower dagger will create more spikes of damage, which pre-VP is bad as it's more likely to take your crits/damage over the leach cap, if you have a very fast dagger with the same DPS the numbers will be smaller and your crits will create less "wasted" damage. With that in mind I would also advice against taking gear with crit multipler Pre-VP as this again will make the spikes higher and create more "waste". Pre-VP you want to look for fast daggers with a constantly stream of DPS, Post-VP you want slow ones that maximize the crit. multipliers you have from your gear and spec and the fact that Double Strike crits twice within the same second, give yourself large jumps in leach, which is why you specced VP in the first place.
Essay over. Again, give love to Invalesco and all CI/Dagger shadows, there is a light at the end of the tunnel just keep on trucking. At lvl 79 this is my talent spec, as you notice I have Vaals Pack, my DPS with double strike sits at around 14K but with the crits is makes a massive difference: http://www.pathofexile.com/passive-skill-tree/AAAAAgYB_5MeGjBUmVcoKrVIsbPtQaZ_h9sWv_PqcFJw1cBR62OZmrb3ES-IaxnX44QOSKc0EZZW6gV96f65fOywjAtHBsLsX2q0xSsKwQDbGhB79Uu-OpfQVvW5PttufeOdo_yrf8YnqX5ZwcUsv4hCkBtwVpoT29R3_axm2HYs4Y6KXMaio8HzbRk74bvWEVDi96cri3oc3JMnN2YspqbrN4PqurQMRnGVIILHQYd6uGz2rpMqOCj66-64kwx9EH_Gng==
The playstyle suggested in the guide and what I see a lot of people talking about is completely solo play, even so far as to expect end game to be about soloing maps. So I think it's important to remember that the game is better played in a group and if you are struggling then look for PUGs and play as a team. There is no need to try and solo the world, unless that is specifically your aim.
One of the key examples of "the guide" suggesting solo play is the fact that 6links are used on LS rather than Double Strike. In group play I rarely if ever use LS, even if it didn't drop me down to 10 FPS it's damage it poor at best compared to the other abilities you have. So using 5/6L items I would suggest using them on Double Strike rather than Lightning Strike.
LS is good for solo and the AoE is decent in pairs or groups of 3, but beyond that with GMP and Faster Attacks the spam becomes too much for a lot of players and FPS lag becomes and issue, so spending a lot of currency and sockets on LS is wasted as your rarely use it, atleast not no where near at much as your use Double Strike.
The second is to assume that you will be using warlords curse in groups, I highly doubt that you will ever be able to use it in a group so you can't assume that you will have that leach. And have the endurance charges,so I would suggest when heading towards the top end and when you have VP to get at least 1 piece of get with 2% leach, because without Blood Rage up and Warlords mark you have no natural leach. Recently I've completely stopped using Warlords and have swapped over to Crit. Vulrability, this boosts your crits. massively and when your aiming to burst down key targets this is perfect. Also the DPS increase mixed with Vaals Pack I'm fairly sure you will Leach more life back.
The other thing that I often read and feel needs to be mentioned is peoples belief in the importance of Dream Fragments and the immune to stun neck. Both of which cost a lot. I strongly advise against getting either of these items, the neck in particular, until you have got at least 5K ES and capped resists. Within the guide itself it even lists them as being situational, don't waste all your money on a Dream Fragments, spend it on a ES shield. The ability to remove Freeze can easily be achieved with the use of Flasks, both Granite and Mana. Personally I used 2 Flasks "of Heat" until I had my own Dream Fragments and while DF is better, it should not be held in such high regard, it is a luxury at best and what is far more important is obtaining a good ES Shield. So how do you find these amazing items, well easiest place is http://poe.xyz.is/, it's a 3rd party site that allows you to search the POE trade forums for specific items, so go use that!
Mentioning Dream Fragments this ring is completely situational, sometimes you don't need it and in these cases I swap it out for a DPS ring with another 2% Life Leach.
Within the same frame it's also important to have at least 1 flask that removes curses, in high end maps and even low maps if you randomly spike and don't understand why it will often be due to having Vulnerability or some similar curse on you, being able to remove these is key to surviving. It's also useful to carry around a 1 Detonate Undead, often in high end maps your find yourself up again 3-4 Necros and you can't pick them all off, so stand back a bit and just blow all the corpses up so no resummons. It's a green gem, easy to use so I generally swap it for my Whirling Blades.
The final point I'll make is to remind people of the importance of resists, have 75% in all resists is a must for any level of map play, if that means you use Purity, use Purity. To that extent I would also suggest swapping the suggest Quick Silver Flask for a Surgeons Topaz Flask, because of the way shock stacks work and the nature of the mobs lightning damage is the most dangerous element that we face as CI/Daggers. If you don't have 75% to all, use Purity. Currently I run Discipline, Haste and Wrath as default and then swap Hate to Purity in maps that give me resist penalties.
Note: That's the important stuff, this following is my own personal ideas and thoughts about leach pre and post VP and can be mostly ignored as it's minor improvements but may be of interest to some players.
As stated earlier in the thread without VP you are capped at how much HP/Shield you can leach per second and as Invalesco correctly stated this is a complex art of balancing your Damage along with your max HP/Shields. It goes without saying that when you are in the "grey" area of moving into CI you should only spec for Ghost Reaver when your Shields are larger than your HP pool, this will hopefully happen before you move into CI.
The next point to look at is the attack speed of the dagger you are using, a slower dagger will create more spikes of damage, which pre-VP is bad as it's more likely to take your crits/damage over the leach cap, if you have a very fast dagger with the same DPS the numbers will be smaller and your crits will create less "wasted" damage. With that in mind I would also advice against taking gear with crit multipler Pre-VP as this again will make the spikes higher and create more "waste". Pre-VP you want to look for fast daggers with a constantly stream of DPS, Post-VP you want slow ones that maximize the crit. multipliers you have from your gear and spec and the fact that Double Strike crits twice within the same second, give yourself large jumps in leach, which is why you specced VP in the first place.
Essay over. Again, give love to Invalesco and all CI/Dagger shadows, there is a light at the end of the tunnel just keep on trucking. At lvl 79 this is my talent spec, as you notice I have Vaals Pack, my DPS with double strike sits at around 14K but with the crits is makes a massive difference: http://www.pathofexile.com/passive-skill-tree/AAAAAgYB_5MeGjBUmVcoKrVIsbPtQaZ_h9sWv_PqcFJw1cBR62OZmrb3ES-IaxnX44QOSKc0EZZW6gV96f65fOywjAtHBsLsX2q0xSsKwQDbGhB79Uu-OpfQVvW5PttufeOdo_yrf8YnqX5ZwcUsv4hCkBtwVpoT29R3_axm2HYs4Y6KXMaio8HzbRk74bvWEVDi96cri3oc3JMnN2YspqbrN4PqurQMRnGVIILHQYd6uGz2rpMqOCj66-64kwx9EH_Gng==
Anamaeus
Hello fellow Shadows, I have read over the last couple of weeks many posts in this forum that cast doubt upon the ability of this build to achieve end game worthiness; whether it be in survivability or damage to just general usefulness.
Granted, it isn't an easy build to learn or acquire the necessary pieces of gear to succeed but I continued on, encouraging others to do so as well. I want to take the time today to show you what the end game CI Crit Shadow can look like as of right now in the 0.10.4 patch if you are determined enough to get there.
I was first inspired by Invalesco when I was new to this game, downloading the Open Beta after having heard so much about it while playing Diablo 3. Before the release of Open Beta I had no prior experience on Path of Exile but I was a big fan of the idea that you could use your skills as gems that leveled and progressed on their own and the skill tree while massive looked intriguing for the enormity of it all.
First I'd like to give all credit to this build to Invalesco, and thank him for his response to my many inquires over the last couple of months. When I read the title "30K DPS Flicker Strike Ninja" I thought to myself not only did it sound powerful, but a lot of fun at the same time!
As many of you probably were allured by the same promise, it was not an easy road to achieve such power and I honestly feel I would have been bored of playing the Shadow class had it been easy.
So I told myself once I hit level 85 I would post a progress report of sorts in this thread for others to see that the build does in fact still work well, and in many ways is still quite strong. This is meant to encourage those who are still having a hard time seeing the light at the end of the tunnel and to be compare with my peers to see where I stack up amongst them, so here we go!
Level.85.Passive.Skill.Tree
http://www.pathofexile.com/passive-skill-tree/AAAAAgYABX0MfQ5IEHsQfxEvEZYVUBXXFr8Z1xzcHhonqSgqKPoqOCsKLKYsvyzhMFQzljY9N2Y74UGHQYxGcUcGVmNW6lb1XMZfam0ZcFJwVnM_d_16uH3jfll_xoLHhq6H24hCiGuLeowLjoqPRpAbkyeVIJfQmVeZmpoTnaOio6XLpn-m66cIpyunNKxmrpOxs7QMtMW1SLb3uJO5Prl8vjrAUcEAwcXB88Lsw23GnteG2HbbGttu29Ti9-OE6f7rY-vu7BjssO1B8-r1S_yr_5M=
Stats
Defense

Double.Strike

Lightning.Strike

Flicker.Strike

Gear
So why not more auras? Because when running map groups, I often find that we have every aura available, sometimes multiple copies of such. I could obviously drop my Skel-bro totem from my headgear in place of at least Clairity+Grace but I still haven't found the need to yet, honestly. Hatred and Blood Rage are more than enough to kill anything I am doing solo, and as previously mentioned there's an abundance of auras to go around when mapping in a full party.
Although I have Eye of Chayula, I don't find it necessary at all to wear unless I am solo grinding purely for the MF it provides. Dream Fragments are one thing I haven't bothered picking up yet, since the economy has valued them far too highly in my opinion I'll simply wait until I am determined to PvP enough to merit the use of one. These are not necessary in order to be effective with this build, and as Invalesco sorted them into situational gear, that is how they should be used, situationally.
Hopefully this will generate a few responses, I'd like to see some of the other high level Shadows post their stats and inspire the lower level guys who are struggling to get through the rough patch of the build to keep on going, as it's not the end result that always counts but the journey you take to get there.
Dagger_Advice
In my experiences I would rank the ideal stats for dagger dps like this
1. IPD% - Gonna make the biggest numbers out multiplying base damage with percentage.
2. Physical Damage added - multiplies into your IPD% and thus is second most important.
3. Attack Speed - Determines your attacks per second, a huge damage amplifier.
4. Accuracy - Damage and speed won't matter if you don't land it.
5. Added Lightning Damage- Second to physical damage but superior to other elements.
6. Crit Multiplier - does more in the dps formula than crit chance.
7. Crit Chance - Helps you crit more often but is useless without the above stats.
8. Elemental Damage(Cold/Fire) - Still useful, but inferior to light dmg cus of Arcing Blows.
9. Added Int/Dex - Useful utility for mana/es or evasion/accuracy. Not a wasted stat but not ideal.
In terms of ranking the types of daggers..
1. Imperial Skean - Has a higher base damage than Plat Kris, and attacks faster but less crit.
2. Platinum Kris - Highest crit chance/multi, equal attack speed to Demon dagger, good avg dmg.
3. Demon Dagger - Highest base damage, less crit multi than Plat kris and is slower than Skean.
4. Ambusher - Has the highest attack speed in the class, but lower min dmg than all but Slaughter Knives.
5. Ezomyte - Same attack speed as Slaughter knife but has more rounded average damage and a slightly higher base crit chance
6. Slaughter - Although it's ranked nearly last it's still better than any other type of dagger not listed here above it because of its basic stats. What hurts it is the innately low minimum damage, though it averages good stats in every other category, with a superior max damage to everything but Platinum Kris & Demon Dagger.
7. Gutting Knife - Good average damage, is hurt by it's slow attack speed more than anything, but does relative good overall.
So that's pretty much it for my opinion on the actual daggers, but if you want base dps values for each they rank up like this according to the PoE Wiki
1. Ambusher (63.2 dps)
2. Imperial Skean / Ezomyte Dagger (Tied at 63 dps)
4. Demon Dagger (62.4 dps)
5. Gutting Knife (61.8 dps)
6. Slaughter Knife (60.9 dps)
7. Platinum Kris (59.4 dps)
1. IPD% - Gonna make the biggest numbers out multiplying base damage with percentage.
2. Physical Damage added - multiplies into your IPD% and thus is second most important.
3. Attack Speed - Determines your attacks per second, a huge damage amplifier.
4. Accuracy - Damage and speed won't matter if you don't land it.
5. Added Lightning Damage- Second to physical damage but superior to other elements.
6. Crit Multiplier - does more in the dps formula than crit chance.
7. Crit Chance - Helps you crit more often but is useless without the above stats.
8. Elemental Damage(Cold/Fire) - Still useful, but inferior to light dmg cus of Arcing Blows.
9. Added Int/Dex - Useful utility for mana/es or evasion/accuracy. Not a wasted stat but not ideal.
In terms of ranking the types of daggers..
1. Imperial Skean - Has a higher base damage than Plat Kris, and attacks faster but less crit.
2. Platinum Kris - Highest crit chance/multi, equal attack speed to Demon dagger, good avg dmg.
3. Demon Dagger - Highest base damage, less crit multi than Plat kris and is slower than Skean.
4. Ambusher - Has the highest attack speed in the class, but lower min dmg than all but Slaughter Knives.
5. Ezomyte - Same attack speed as Slaughter knife but has more rounded average damage and a slightly higher base crit chance
6. Slaughter - Although it's ranked nearly last it's still better than any other type of dagger not listed here above it because of its basic stats. What hurts it is the innately low minimum damage, though it averages good stats in every other category, with a superior max damage to everything but Platinum Kris & Demon Dagger.
7. Gutting Knife - Good average damage, is hurt by it's slow attack speed more than anything, but does relative good overall.
So that's pretty much it for my opinion on the actual daggers, but if you want base dps values for each they rank up like this according to the PoE Wiki
1. Ambusher (63.2 dps)
2. Imperial Skean / Ezomyte Dagger (Tied at 63 dps)
4. Demon Dagger (62.4 dps)
5. Gutting Knife (61.8 dps)
6. Slaughter Knife (60.9 dps)
7. Platinum Kris (59.4 dps)
Hope my guide has been helpful :)
If you have any suggestions or feedback for the improvement of the Shadow Skilltree, do feel free to state them! :)

