Apr 05, 2006, 01:56 AM // 01:56
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#21
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Desert Nomad
Join Date: Dec 2005
Location: Urmston, Manchester, UK
Guild: Greener Pastures [DVDF]
Profession: W/Rt
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Quote:
Originally Posted by Xen Foranus
Interesting to note, if Ritualist ashes really have the aggro grabbing effect like gears and tomes, I would expect War/Rit to become the new tanks with the ability to grab all aggro.
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Second'd
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Apr 05, 2006, 02:11 AM // 02:11
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#22
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Quote:
Originally Posted by Minus Sign
Killing stuff is fun!
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Of course any decent spike build makes me drool, and the idea of an Assassin that swoops in, kills something, and zips out is very appealing for me.
Wa/Rit stance tank too; taking my SF build with me where ever i go
Surprisingly, the weapon of choice for my first toon is probably going to be ele. I want to give the new earth skills a test drive. You can read about it here if it works...and if it does, it'll be worse than IWAY.
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Apr 05, 2006, 03:16 AM // 03:16
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#23
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Academy Page
Join Date: Feb 2006
Guild: Gamerz Unlimited [GU]
Profession: N/
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Let's see, so far my plans are..
An A/E. I haven't really formulated any plans yet but I know there are a lot of good close-range elementalist skills and of the 6 original classes it's my most deprived in terms of unlocked skills.
A Mo/Rt. Someone's gotta be out there doing the healing!
And for PvP I'd like to try Vampiric Spirit in a close-range spiking build.
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Apr 05, 2006, 03:25 AM // 03:25
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#24
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Desert Nomad
Join Date: May 2005
Location: Singapore
Guild: Seers of Serpents [SoS]
Profession: R/
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Critical Archer
but what really is getting me excitied about is the though of naughty dancing with all the hot female ritualist lol
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Apr 05, 2006, 07:47 AM // 07:47
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#25
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Frost Gate Guardian
Join Date: Feb 2006
Guild: Seeking atm
Profession: N/
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Super touch ranger. Vampiric spirit+ the doubled/new life stealing touch skills=no more luxon turtles.
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Apr 05, 2006, 08:58 AM // 08:58
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#26
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Frost Gate Guardian
Join Date: Aug 2005
Location: Smurf Village
Profession: Mo/
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Clamor of Souls spike. (8 Rt/whatever)
Clamor of Souls: (Channeling Magic)
For each nearby ally, one nearby foe is struck for 10...94 lightning damage.
The same foe cannot be struck more than once.
Energy Cost: 10
Activation Time: 1
Recharge Time: 12
Basically, you need to ball up and spike with it. I assume the damage will be 100+ with 16 Channeling magic, Therefore the damage output should be 100 * 7 (nearby allies) = 700 damage, more than enough to drop any target (even after damage reduction due to armor). And some other spike spells to finish off targets that weren't near. Maybe some healing\protecting spirits as well.
But I haven't had a chance to actually test this skill and maybe I'm missing something... Anyway it was worth a shot...
Last edited by Twiggy; Apr 05, 2006 at 09:03 AM // 09:03..
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Apr 05, 2006, 09:08 AM // 09:08
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#27
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Wilds Pathfinder
Join Date: Aug 2005
Location: Netherlands.
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A/Ra. Tiger's Fury & Apply Poison ftw!
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Apr 05, 2006, 09:27 AM // 09:27
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#28
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Krytan Explorer
Join Date: Nov 2005
Location: London, England
Guild: I Uprising I [RAGE]
Profession: R/
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Aftershock Spike. 1 ele with EQ, another 3 with Ride the Lightning and other shadow step skills, who spike when the target is kd with Aftershock. With 16 in earth it works out as 180 (approx) x 3 = 540 dmg for the aftershocks, a further 100 or so from EQ, 640 dmg in total, which is enough to obliterate soft targets. It also still has room for 4 other support characters, so it could become a good holding build if it works.
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Apr 05, 2006, 09:56 AM // 09:56
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#29
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Jungle Guide
Join Date: Apr 2005
Location: Wales, UK
Guild: Devils Scorpions
Profession: W/E
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During FPE I made some killer combo's with an assasin mesmer... ie, Fragility
I enjoyed the tricky, fiddly, combo'ing clever nature of the assasin and I think the new mesmer skills will be worth trying..
Assasin mesmer for me xD
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Apr 05, 2006, 11:08 AM // 11:08
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#30
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Desert Nomad
Join Date: Dec 2005
Location: Urmston, Manchester, UK
Guild: Greener Pastures [DVDF]
Profession: W/Rt
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Quote:
Originally Posted by mark1221
Clamor of Souls spike. (8 Rt/whatever)
Clamor of Souls: (Channeling Magic)
For each nearby ally, one nearby foe is struck for 10...94 lightning damage.
The same foe cannot be struck more than once.
Energy Cost: 10
Activation Time: 1
Recharge Time: 12
Basically, you need to ball up and spike with it. I assume the damage will be 100+ with 16 Channeling magic, Therefore the damage output should be 100 * 7 (nearby allies) = 700 damage, more than enough to drop any target (even after damage reduction due to armor). And some other spike spells to finish off targets that weren't near. Maybe some healing\protecting spirits as well.
But I haven't had a chance to actually test this skill and maybe I'm missing something... Anyway it was worth a shot...
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Doesn't work like that, I'm sure the skill means for each ally nearby you, one enemy is struck for 10..94 lightning damagae (2 nearby allies = 2 enemies get struck, 3 allies = 3 enemies struck etc etc). If theres more allies than foes, the overflow is simply wasted.
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Apr 05, 2006, 03:21 PM // 15:21
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#31
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Lion's Arch Merchant
Join Date: Mar 2006
Location: At DigiPen.
Guild: Biscuit of Dewm [MEEP]
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I'm planning on making a Ranger/Ritualist (because I want a ranger and for ritualist unlocks. >.>) and an Assassin/Ranger.
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Apr 05, 2006, 03:47 PM // 15:47
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#32
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Academy Page
Join Date: Jan 2006
Guild: Master Casters [MC]
Profession: R/Me
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W/A with Death's Charge. Warrior spikes FTW.
Lots of Recall builds in GvG for mass gankage and teleporting back to your own base.
That Clamor of Souls spike sounds good to, not sure if would actually work buts sounds ok.
EDIT: Also Touch Rangers with Vamp Bite/Touch and Vampiric Spirit Blood Spike sounds awesome, i got spiked in an alliance battles by 2 of these guys so having such 6 may open possibilities for 3 spikes at same time if they get close enough (but unlikely since blood spike would need more pressure).
Last edited by Tigers Anger; Apr 05, 2006 at 03:52 PM // 15:52..
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Apr 05, 2006, 03:59 PM // 15:59
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#33
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Lion's Arch Merchant
Join Date: Oct 2005
Profession: W/
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To be honest I wasn't impressed by either of the new classess available in Factions. A previous poster mentioned that they seem to make better secondaries and I completely agree with that. I will proabably make a R/A and a Me/Rt. For my play style, these seemed to be the most fun for me.
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Apr 05, 2006, 07:53 PM // 19:53
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#34
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Wilds Pathfinder
Join Date: Feb 2006
Location: Tx, USA
Guild: The Infinite Monkeys [TYPE]
Profession: W/
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the new classes don't interest me so much as the new PVE content, quests, enemies, and equipment do.
eudas
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Apr 05, 2006, 08:17 PM // 20:17
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#35
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Academy Page
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I'm kind of following PeeWee's line of thought with a E/A. I built one of these and it worked very well using the Earth line of PBAE damage, just shadow step right to them and hit them with it.
Could work very well with a couple more E/A's doing it with you for nice spike damage. Combined with another Water Ele to AE slow them just before the others shadow step to the target(s) to keep them from getting away. Perhaps the next Ele spike team?
Edit: Ele will be my PVP toon...For PVE I'll be going Assasin, and not sure on the secondary just yet, but it will be either Warrior, Mesmer, or Ritualist.
Last edited by Weazzol; Apr 05, 2006 at 08:23 PM // 20:23..
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Apr 05, 2006, 08:55 PM // 20:55
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#36
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Wilds Pathfinder
Join Date: Jul 2005
Location: Utah
Profession: W/Mo
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Assassin/Monk for me...already have a solo build formulated that I think will do very well in PvE (no, its not a 55 build, those are all the same...and boring).
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Apr 05, 2006, 09:00 PM // 21:00
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#37
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Forge Runner
Join Date: Jun 2005
Location: Dark Side of the Moon
Guild: Fat Kids Are Hard To Kid[nap]
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Conjure Phantasm+Images of Remorse+Accumulated Pain
^^Amazing illusion build, and the sword stuff looks nice
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Apr 06, 2006, 04:07 AM // 04:07
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#38
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Krytan Explorer
Join Date: Mar 2005
Guild: Sisters of Mercy
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Quote:
Originally Posted by Tanith
After playing the assassin over the Factions preview weekend, I can't wait to start an Assassin/Necro and take her through the game. It looks like that build is going to be a winner for PvP as well as PvE gameplay....
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I played an A/N for a fair while during the preview and kept running into the 0 energy wall. Many of the Necro touch skills cost 10 to 15 energy, and at level 20, she had 21 energy. Not good. I'd suspect an N/A would work much better for PvE, and somewhat better for PvP. Except you can't run around in leather garb.
I'm looking forward to trying an A/Me, where there are a great deal more energy recovery skills available.
I also expect W/Rt to proliferate like horny jackrabbits, possibly even surpassing W/Mo.
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Apr 06, 2006, 07:30 AM // 07:30
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#39
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Frost Gate Guardian
Join Date: Aug 2005
Location: Smurf Village
Profession: Mo/
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Quote:
Originally Posted by Haggard
Doesn't work like that, I'm sure the skill means for each ally nearby you, one enemy is struck for 10..94 lightning damagae (2 nearby allies = 2 enemies get struck, 3 allies = 3 enemies struck etc etc). If theres more allies than foes, the overflow is simply wasted.
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Phew... Thanks for the heads up... I thought this skill was overpowered...
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Apr 06, 2006, 07:54 AM // 07:54
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#40
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Krytan Explorer
Join Date: Apr 2005
Guild: Defenders of the Blackblade [DotB]
Profession: N/Mo
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Quote:
Originally Posted by studentochaos
Super touch ranger. Vampiric spirit+ the doubled/new life stealing touch skills=no more luxon turtles.
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I tried this as a full Necro, Vapiric Touch and Vampiric Bite are skills, Vampiric Spirit only triggers on spells.
I'll be making a full Blood Necro again with Vampiric Spirit, worked so good for me, I didnt bother to check out the 2 new classes at all this weekend.
Last edited by Raziel665; Apr 06, 2006 at 07:56 AM // 07:56..
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