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Old May 05, 2009, 10:17 PM // 22:17   #21
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Originally Posted by Stealth Bomberman View Post
[shattering assault] [temple strike]

two of the strongest skills in the game and only a handful use em...pity
I'm not sure what makes you think that.
[Shattering Assault] - a bit of a clumsy enchantment removal (it's a dual attack) with a poor damage bonus (it'll come to 100 odd non-armour ignoring damage). Not worth it for an elite dual attack and a 10e cost hurts a bit.
[Temple Strike] - No damage bonus, 15 energy cost and a 20 second recharge. The effect is nice, but not maintainable. The lead attack requirement is understandable, but the 15e cost hurts too much.


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Originally Posted by Bowstring Badass View Post
What about [assault enchantments]? That skill has hardly seen play in forever.
An elite that only removes enchantments is seldom worthwhile.
It won't ever see PvE play because enchantment removal is not critical enough and fast killing is the desired goal.
It won't ever see PvP play because other professions (Necros and Mesmers) can remove enchantments much more easily and effectively.

Last edited by Xenomortis; May 05, 2009 at 10:21 PM // 22:21..
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Old May 05, 2009, 10:35 PM // 22:35   #22
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Originally Posted by Xenomortis View Post
An elite that only removes enchantments is seldom worthwhile.
It won't ever see PvE play because enchantment removal is not critical enough and fast killing is the desired goal.
It won't ever see PvP play because other professions (Necros and Mesmers) can remove enchantments much more easily and effectively.
For [assault enchantments], I think of TA, RA or GvG when this skill would come in just Perfect for a spike because then the monk/dervish/warrior/ritualist, you name it would be toast without their wall of enchantments that they so depend on. Too bad it's not a lead though...
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Old May 05, 2009, 10:36 PM // 22:36   #23
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Originally Posted by Xenomortis View Post


An elite that only removes enchantments is seldom worthwhile.
It won't ever see PvE play because enchantment removal is not critical enough and fast killing is the desired goal.
It won't ever see PvP play because other professions (Necros and Mesmers) can remove enchantments much more easily and effectively.
Kinda talking more about PvP with assault. If they would just buff assault with +x dmg(capped at +xx) for each enchant removed and give it around 20 sec recharge. Keep the follow a dual part. It could possibly see play but it would be gimmicky at best.

But again as you said necros and mesmers can remove more easily.

Last edited by Bowstring Badass; May 05, 2009 at 10:39 PM // 22:39..
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Old May 06, 2009, 02:32 AM // 02:32   #24
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Originally Posted by Xenomortis View Post
I'm not sure what makes you think that.
[Shattering Assault] - a bit of a clumsy enchantment removal (it's a dual attack) with a poor damage bonus (it'll come to 100 odd non-armour ignoring damage). Not worth it for an elite dual attack and a 10e cost hurts a bit.
[Temple Strike] - No damage bonus, 15 energy cost and a 20 second recharge. The effect is nice, but not maintainable. The lead attack requirement is understandable, but the 15e cost hurts too much.
[shattering assault] is a utility skill buddy not a dmg skill. 2 shatter sins a [lingering curse] necro and a [word of healing] monk in TA is better than some balanced teams out there.

[temple strike] once again not dmg but utility. affects casters and melee greatly and not many skills do that.
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Old May 06, 2009, 07:48 AM // 07:48   #25
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Here are some builds I have been brainstorming with and using in RA

[Locust's Fury - GPS;OwFj0xfzITYFGQDQdPXhKMIMCAA]
[Locust's Fury -Sin Rem;OwFj0xfzIPTQsiBcA29QYnZBAA]
[Locust's Fury - Unblockable;OwFj0xfzIPTQsiBcAWm7eaPBAA]

I really like the idea of [Locust's Fury] with [Flurry] and [Critical Defense] because if my Dagger Mastery is at 16, and I get another 50% of Double Strike chance, I did the math and it comes out to that I am attacking about evry .68 of a second meaning I should land 15 hits every 10 seconds. Since I need a critical to hit before 10 seconds, if my Critical Strikes attribute is at 15, I should critical at least 38% of the time, thus 4 out of ten hits should crit meaning that I will most likely 6 times out of 15 attacks in that 10 second period should be critical. Now I just need to find a good attack chain or other skills that compliment this build.

Here is another build I was playing with in RA:

[Temple Strike - RA;OwBj0xf24SRQ/PcPXhKMNQIMCAA]

I like the idea of having unblockable hits with a crap load of conditions stacking on top of one another. However, I am not sure if I like the other skills that compliment the [Unseen Fury] and [Temple Strike] combo...
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Old May 06, 2009, 02:21 PM // 14:21   #26
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Originally Posted by Unreal Havoc View Post
Unblockable and unblindable with good damage output, if you had to choose which would you choose of the two?

[Foxs Promise][Critical Agility][Critical Eye][Asuran Scan][Unsuspecting Strike][Golden Fang Strike][Death Blossom][Assassins Remedy]

[Critical Agility][Critical Eye][Asuran Scan][Golden Fox Strike][Wild Strike][Death Blossom][Moebius Strike][Assassins Remedy]
I apreciate what you're saying here. But technicaly only one of those bars is unblockable. [Aegis]
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Old May 06, 2009, 02:36 PM // 14:36   #27
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Originally Posted by CrimsonDaggers View Post
I really like the idea of [Locust's Fury] with [Flurry] and [Critical Defense] ...now I just need to find a good attack chain or other skills that compliment this build.

However, I am not sure if I like the other skills that compliment the [Unseen Fury] and [Temple Strike] combo...
I'll comment on the two quoted parts, leaving the rest out. There is no such thing as an attack chain that compliments Locust's Fury. Leads and offhands have a 0% chance of double striking. Duals have a 100% chance of double striking. The best use for Locust's Fury is to gain adrenaline very fast, and there's no adrenal skills on the bar. Also, I cut this out, but 16 Dagger, 15 Critical is just asking to get blown to hell.

As for the Temple Strike combo, it's not bad but you have no energy. Switch out Falling Spider for [[Falling Lotus Strike] and see if it goes better.

Last edited by zelgadissan; May 06, 2009 at 02:41 PM // 14:41..
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Old May 06, 2009, 05:30 PM // 17:30   #28
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12+2 Dagger Mastery
5 Deadly Arts
8+1 Shadow Arts
8+1 Critical Strikes
[Shadow Shroud][Black Mantis Thrust][Jungle Strike][Trampling Ox][Falling Lotus Strike][Twisting Fangs][Dark Prison][Death's Retreat]
Just a theory build I had in mind but haven't tested out. I think it will work great in low level PvP. Basically always start off your chain by using Dark Prison, it is not only a good way to close up the gap but also a decent feint to mislead the monk to prot your target. Then switch target and use Shadow Shroud on your next nearest target at nearby range or closer to you and start executing your real chain.
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Old May 06, 2009, 05:32 PM // 17:32   #29
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Originally Posted by Bowstring Badass View Post
What about [assault enchantments]? That skill has hardly seen play in forever. If you look at other sin elites such as wastrel's collapse, palm strike, moebius strike, and a few others.

Sins have been using elites from other professions simply because attack chains can be used without an elite in the middle of it. Maybe they use an elite from a dif prof to start the combo but that's about it.

And I think they should change the % values on [way of the assassin]. Make it 33% faster attack and 18% higher crit chance at 13 critical. Might actually see some decent use then.
with [assault enchantments] I think, as someone else mentioned it could use either some damage with it or a change in prerequisites. As current it can remove enchantments after every dagger chain easily, but with something like [shattering assault] that can do it within a dagger chain it's not really worth the skill slot, much less the elite status.

With [way of the assassin] I really don't know how changing it's power will affect it's play value. As it stands even with a 33% IAS it would still be inferior to [critical agility] in most pve and I can't think of any pvp strategies that involve a sin using daggers and maintaining a frontline presence.
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Old May 06, 2009, 06:26 PM // 18:26   #30
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[hidden [email protected]][black mantis [email protected]][jungle [email protected]][trampling [email protected]][falling lotus [email protected]][twisting [email protected]][dash][[email protected]]

[mark of [email protected]][black mantis [email protected]][jungle [email protected]][trampling [email protected]][falling lotus [email protected]][twisting [email protected]][dash][siphon [email protected]]

Elites deemed too powerful for non-Sins. A damn shame they disable any IAS stances one may have had in mind. Still quite fun to use.
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Old May 06, 2009, 06:59 PM // 18:59   #31
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Originally Posted by Stealth Bomberman View Post
[shattering assault] is a utility skill buddy not a dmg skill. 2 shatter sins a [lingering curse] necro and a [word of healing] monk in TA is better than some balanced teams out there.

[temple strike] once again not dmg but utility. affects casters and melee greatly and not many skills do that.
[temple strike] once again is crap, 15 energy and f*cked up chain just to apply daze?! oplz......daze is useless when you cant kill shit so gg on wasting your energy.
oh and dont even mention blind if you want to blind stuff go [blinding surge] or [ebon dust aura] spear derv.

Last edited by Super Igor; May 06, 2009 at 07:01 PM // 19:01..
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Old May 06, 2009, 07:55 PM // 19:55   #32
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Originally Posted by Bill Clinton View Post
I apreciate what you're saying here. But technicaly only one of those bars is unblockable. [Aegis]
How often do you actually come across enchantment based blocking in PvE? (Sliver Armour and Critical Defenses are the only main problem childs really in PvE and how often do you come across those?) Necromancer heroes with enchantment removal are good you know, you should try it sometime. Failing that run a Shattersin and be useful by removing the enchantments yourself so the rest of yor party can rain some pain on them.

What I'm saying is that I'd rather run a Shattersin and remove the enchantments completely, or run enchantment removal on my heroes and run MS/DB myself and make them blow up better.

Last edited by Unreal Havoc; May 06, 2009 at 07:59 PM // 19:59..
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Old May 06, 2009, 08:22 PM // 20:22   #33
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[hidden [email protected]][black mantis [email protected]][jungle [email protected]][trampling [email protected]][falling lotus [email protected]][twisting [email protected]][dash][[email protected]]

[mark of [email protected]][black mantis [email protected]][jungle [email protected]][trampling [email protected]][falling lotus [email protected]][twisting [email protected]][dash][siphon [email protected]]

Elites deemed too powerful for non-Sins. A damn shame they disable any IAS stances one may have had in mind. Still quite fun to use.
Understandably, you'd want to pop your IAS after you initiated, but if it was that important, couldn't you trigger it just before with either of these? Or would that be too much telegraphing of your intention to chain?
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Old May 06, 2009, 08:28 PM // 20:28   #34
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Originally Posted by Tyrael_Eveningsong View Post
Understandably, you'd want to pop your IAS after you initiated, but if it was that important, couldn't you trigger it just before with either of these? Or would that be too much telegraphing of your intention to chain?
Both HC and MoI disable nonSin skills upon activation. The only viable IAS stances are Flurry and Frenzy, the first of which simply doesn't last long enough, the latter is just impractical (casting in Frenzy ftl )

EDIT: the first build has an alternative source of cripple, the second one has an alternative hex. You can still play mind tricks... BMT is only 4s recharge.
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Old May 06, 2009, 08:34 PM // 20:34   #35
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Yes, that's true, and I'm not saying that [critical defenses] is as good as [flashing blades]. I'm saying that for the extra cost of sacrificing your elite slot, I don't see that [flashing blades] is so vastly superior. The 10e cost to reapply [critical defenses] isn't so high; a fast-attacking assassin should be able to make up that energy expenditure in no time.
Or you can take neither and let monk do his job (i.e Prot spirit you)

Taking selfish, tankish defense is just bad.
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Old May 06, 2009, 08:42 PM // 20:42   #36
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Or you can take neither and let monk do his job (i.e Prot spirit you)

Taking selfish, tankish defense is just bad.
It's amazingly selfish to assist in keeping yourself alive and at the same time saving the healers energy? It's more selfish to take 8 attack skills, then getting angry because you watch 50% of the fight while laying dead on the floor.

Last edited by Killuminati21; May 06, 2009 at 08:47 PM // 20:47.. Reason: sp
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Old May 06, 2009, 08:59 PM // 20:59   #37
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It's amazingly selfish to assist in keeping yourself alive and at the same time saving the healers energy? It's more selfish to take 8 attack skills, then getting angry because you watch 50% of the fight while laying dead on the floor.
It's amazingly selfish to sacrifice damage output for self protection. Your healers are relying on you to kill shit as quickly and efficiently as possible, keeping people alive is their job.

But Heroes don't bitch, eh.
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Old May 06, 2009, 09:03 PM // 21:03   #38
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Originally Posted by Killuminati21 View Post
It's amazingly selfish to assist in keeping yourself alive and at the same time saving the healers energy? It's more selfish to take 8 attack skills, then getting angry because you watch 50% of the fight while laying dead on the floor.
Or you could just take [critical defenses] and [critical agility] and an attack chain with db seeing how you can run 4 attack skills and have room for other shit.
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Old May 06, 2009, 09:04 PM // 21:04   #39
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It's amazingly selfish to sacrifice damage output for self protection. Your healers are relying on you to kill shit as quickly and efficiently as possible, keeping people alive is their job.

But Heroes don't bitch, eh.
The argument was whether to bring a defense skill at all. Can anyone explain how taking [Critical Defenses] is hindering your dps ability that badly? We're talking a single skill slot, not an assassin bringing [Word of Healing] for himself.
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Old May 06, 2009, 09:14 PM // 21:14   #40
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The argument was whether to bring a defense skill at all. Can anyone explain how taking [Critical Defenses] is hindering your dps ability that badly? We're talking a single skill slot, not an assassin bringing [Word of Healing] for himself.
K. You asked.

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