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Old Apr 08, 2011, 05:20 PM // 17:20   #1
Ascalonian Squire
 
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Default Necromancer/Assassin..Is it doable?

Greatings

First off, I am a newbii with the Assassin (played two A characters to around level 15). So my experience in the later run with both new skills and different enemies is highly lacking.

But I wondered about the use of a Necromancer as Primary, played as an Assassin.
I would use the Soul Reaping attribute from The Necromancer to fuel the Assassins dagger comboes. But I am unsure if the loss of the Assassins primary attribute and the skills associated with it would spell disaster later on?

At the moment the largest "problem" (if it is a problem) is that even the cheapest energi cost of the quickly run comboes drain the energi in a few seconds.
I am aware of the additional loss of runes that will have a semi large effect on the dagger skill, but on the other hand energy should not be a problem (especially combined with a minion master/bomber hero/ally). The continuation of the attack comboes should be pretty much garanteed?

The loss is the higher "normal" damage and armour, but the gain should be higher cost comboes with more damage/effect?

Am I totally off or can it be used effectively?

I am also thinking about using a E as the primary build, to use the larger energy storage to fuel the comboes and the effective high damage/effect close combat spells for a quick group kill? The large problem I see here is of cause running out of energy to early without "a refuel plan".

Hope You will be willing to give some good (and explained) advice

Oh, and the build is for PVE only...

/Confused Assassin
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Old Apr 08, 2011, 05:23 PM // 17:23   #2
Furnace Stoker
 
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Way of the empty palm
Jagged Strike
Fox Fangs
Death Blossom
Demonic Flesh?/Conjure element (ele)

This might actually be overkill on energy, but elite is pretty marginal on JS-FF-DB anyway so it's not a huge loss. You can just ignore soul reaping and pump your blood some.
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Old Apr 08, 2011, 06:17 PM // 18:17   #3
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You will have trouble with your armor. Assassin got a medium armor while necro/ele got thin armor, it´s rather clothing than armor. If you are a necro/ele acting as a assassin you will take huge damage when you get in close combat.
If I were you I would rather have a set of zealous daggers you can gain energy from, remember a double hit also yields double energy from zealous, so you can get nice extra energy from that. Then have a non-zealous pair of daggers to hold whenever you are not actually hitting any enemy for faster regen. Or you can even have a totem axe or other 1hand wep with + enchantment and energy bonus and a shield for extra armor when you are just running and not fighting.

Last edited by Raven Wing; Apr 08, 2011 at 06:20 PM // 18:20..
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Old Apr 08, 2011, 08:00 PM // 20:00   #4
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Quote:
Originally Posted by FoxBat View Post
Way of the empty palm
Jagged Strike
Fox Fangs
Death Blossom
Demonic Flesh?/Conjure element (ele)

This might actually be overkill on energy, but elite is pretty marginal on JS-FF-DB anyway so it's not a huge loss. You can just ignore soul reaping and pump your blood some.
Can't use Conjure on a N/A.
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Old Apr 08, 2011, 08:05 PM // 20:05   #5
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He posted Conjure because the OP also said he was thinking of using Ele primary
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Old Apr 08, 2011, 08:09 PM // 20:09   #6
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Quote:
Originally Posted by Berem Coar View Post
Greatings

First off, I am a newbii with the Assassin (played two A characters to around level 15). So my experience in the later run with both new skills and different enemies is highly lacking.

But I wondered about the use of a Necromancer as Primary, played as an Assassin.
I would use the Soul Reaping attribute from The Necromancer to fuel the Assassins dagger comboes. But I am unsure if the loss of the Assassins primary attribute and the skills associated with it would spell disaster later on?

At the moment the largest "problem" (if it is a problem) is that even the cheapest energi cost of the quickly run comboes drain the energi in a few seconds.
I am aware of the additional loss of runes that will have a semi large effect on the dagger skill, but on the other hand energy should not be a problem (especially combined with a minion master/bomber hero/ally). The continuation of the attack comboes should be pretty much garanteed?

The loss is the higher "normal" damage and armour, but the gain should be higher cost comboes with more damage/effect?

Am I totally off or can it be used effectively?

I am also thinking about using a E as the primary build, to use the larger energy storage to fuel the comboes and the effective high damage/effect close combat spells for a quick group kill? The large problem I see here is of cause running out of energy to early without "a refuel plan".

Hope You will be willing to give some good (and explained) advice

Oh, and the build is for PVE only...

/Confused Assassin

Honestly if you want to use Daggers, just go Assassin primary, Critical Strikes is amazing Energy Management, you get +10 armor from your base max armor and if you want to use an oddball necro / ele skill, well the option is open without recreating characters.

Necromancers are still great Primary Professions to play, but they are spellcasters, if you use one as a frontliner, its wasted potential, because you could have run a primary frontliner profession and received more benefit from the increased durability and access to runes that specifically improve weapon skill.
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Old Apr 08, 2011, 08:28 PM // 20:28   #7
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Theres many ways sins can gain energy for dagger attacks and crit strikes come into play.
I would suggest as you say its been a while since you used sin - look up sin on the wiki and look into critical strikes as for a sin its one of the most important areas on a dagger sin apart from dagger mastery.
Crit agility skill plus a zeleous daggers can almost mean in most cases ( unless blocked ) you get the +1 energy from the dagger hit and often +3 energy from crit striking - also crit agility gives you faster dagger attacks.
Crit scythe sin works on same principal and works best with 3 foes at once and gives slightly better energy income.
I think someone once said the ideal energy for a sin is around 35 on daggers which is fine as some dagger skills only cost 5 energy and will provide maybe 4 energy return on crits or other dagger skills that provide extra energy a hit.
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Old Apr 08, 2011, 09:35 PM // 21:35   #8
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Go with Ele. Off the top of my head I can't think of more than maybe one good reason to run Necro primary (Demonic Flesh?) as a secondary assassin. However Water Eles have many great benefits.

First of all they have armor bonuses that will actually keep you alive. Then they have aoe snares which will not only stop enemies from escaping you, but if used correctly they will assist the rest of your team in dealing large amounts of aoe damage to multiple targets.
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Old Apr 09, 2011, 01:13 AM // 01:13   #9
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Just go with A/. It will be much stronger and you'll have much better armor. Spellcasters have weaker armor which means a ton in pve. Also Critical Strikes is a HUGE and very important attribute for sins.
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Old Apr 09, 2011, 02:31 AM // 02:31   #10
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N/A loses out on assassin armor and critical agility to protect themselves. This means you die instantly in melee range unless you have lots of prot at all times. Not a good idea.

You CAN do an AP curser, which allows you to spam EVAS to summon assassins to attack things.
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Old Apr 09, 2011, 10:01 AM // 10:01   #11
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Thanks for all the replies!
It is all usefull..

Seems to me that there is a general understanding that energy is not a problem later on for the primary Assassin? I guess I just have to get past the hurdle until I can better skills

I am a bit surprised that 10 armour points seems to make a big difference between a front runner and being a spellcaster? After all the assassin is only supposed to be in the middle of the heat some seconds before getting out or past "the balance line" where the battle is one-sided or am I misusing the character?

In my view the use of other Necro skills as boosters for the assassin is done by taking Necromancer as a secondary class. The only reason I thought of using the Necromancer as the main class is because of Soul Reaping. Guess the same stands for the Elementarist?

The case of using an Elementarist as a primary and doing a quick shadow step move to use a couple of close area damaging spells (like inferno, beds of coal, flame burst and so on) might not be usefull on an "Assassin model", so guess that is in the wrong section?
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Old Apr 09, 2011, 02:51 PM // 14:51   #12
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Quote:
Originally Posted by Berem Coar View Post
I am a bit surprised that 10 armour points seems to make a big difference between a front runner and being a spellcaster?
It doesn't. The only big deal is the skill critical agility, which is another 30 armor and a very convenient attack speed booster. Even so you can get by fine with an ether renewal prot spammer hero. The most "efficient" PvE sin builds involve basically "tanking" on the frontline and spamming attacks, any kind of hit and run play will just slow down your ability to kill stuff unnecessarily.

Don't have any confusion about it, Assassin primary always does the build better. Critical strikes is better energy management than soul reaping as long as you are attacking, runes will boost your death blossom damage significantly, and elemental magic is a distraction compared to how much damage your attacks dish out + spamming the warrior PvE skill Save Yourselves. I just put a workable build up because I know casters get tired of playing support and want to do big damages sometimes, and melee casters are still very effective with all the buffs you can stack. But they are in no way superior to assassin primary.
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Old Apr 11, 2011, 03:18 PM // 15:18   #13
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Ah, that makes sense...thanks!
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Old Apr 11, 2011, 05:05 PM // 17:05   #14
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yea, what was said above. I don't understand having a energy problem as a sin.
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Old Apr 20, 2011, 11:17 AM // 11:17   #15
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And if you're running Zealous Daggers, auto-attacking alone will give you all your energy back within seconds.
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