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Old Feb 14, 2007, 11:00 AM // 11:00   #1
Ascalonian Squire
 
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Default perfect build for sins

Assassin/XXXX

Marcel's personal build
works for PvE and AB

Attributes(185):
13 dagger mastery(9+4)
09 Deadly Arts(8+1)
10 Shadow Arts(9+1)
10 Critical Strikes(9+1)

Skills:
Jagged Strike: Cuts the foes for him to bleed for 7 seconds
Iron Palm: Strikes the foes for 32 earth dmg if he suffers from a condition he is knocked down
Falling Spider: Use right after iron palm will poison foe for a few
Death Blossom: Will deal even more dmg
Flashing Blades: Invincible 75% of the time for 27-30 seconds
Shadow Refuge: Heals ya incase needed
Death's Charge: Shadow step to foe
Dash: Get to foe faster(can be switched with res skill if needed when in grp)

use the skills in the presented order to have nice success

PS: do not use flashing blades right away or else ur energy will run out quick

Last edited by Tormentor Warrior; Feb 14, 2007 at 08:44 PM // 20:44..
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Old Feb 14, 2007, 11:55 AM // 11:55   #2
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Energy management?

Skill recharge?

Hardly perfect.
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Old Feb 14, 2007, 01:55 PM // 13:55   #3
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Just for the reference... 7 + 4 = 11... not 13. Welcome to earth. Our maths works!

also... Flashing Blades isn't all too good. It's only of use to a 'sin that stays attacking in the front lines. Which is, IMO, a bad one. Likely a dead one, too. Death's Retreat or something is a better defensive skill. It hardly makes you 'invincible' - Fireballs will still wtfpwn you with your 70 AL.

Aaaand... no Impale? Shame on you!

*world's biggest Impale lover*
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Old Feb 14, 2007, 02:34 PM // 14:34   #4
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Flashing Blades is something I use for farming dyes (and occasionally rare materials) on Shing Jea island. Very nice for soloing the Siege of Tsumei Village quest for dye.... ^_^

That said though, I do use it occasionally in other PvE builds which have enough defensive measures to survive being in the fray for a while (such as the appropriate Mesmer elemental Mantra)...

And yes, Impale is needed after Death Blossom these days. Very shiny with Deep Woundage.
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Old Feb 14, 2007, 02:43 PM // 14:43   #5
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I laughed out loud. I really did. Now my teacher is mad.
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Old Feb 14, 2007, 02:52 PM // 14:52   #6
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use seeping wound for this build...but change the attributes and skills a bit.
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Old Feb 14, 2007, 04:57 PM // 16:57   #7
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Quote:
Originally Posted by Yanman.be
I laughed out loud. I really did. Now my teacher is mad.
I don't blame you.
I would have too...
... if I hadn't been busy pinching the bridge of my nose and shaking my head in disbelief.

I mean.... its a typical inexperienced build coming from someone who is gradually learning how the system works. Its part of the learning process... but to call it "perfect" is kinda funny. ^_^
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Old Feb 14, 2007, 08:52 PM // 20:52   #8
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guys this is the first build i make and i thaught it was good enouh for a first
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Old Feb 14, 2007, 09:11 PM // 21:11   #9
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Lol No Twisting Fangs
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Old Feb 14, 2007, 10:59 PM // 22:59   #10
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Well it's good. Because you made no combo mistakes.

But you have to look at what your sin needs to do(ganking, pressure, interrupt, team? , spike? ), and then start selecting skills. Not the other way around: get skills that combo on each other, and then hit RA. It won't produce good builds that way.
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Old Feb 15, 2007, 01:47 AM // 01:47   #11
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Quote:
Originally Posted by The Red Knight
Lol No Twisting Fangs
Twisting Fangs is no longer a "must have" in Sin builds.
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Old Feb 15, 2007, 02:03 AM // 02:03   #12
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if youve only got 185 points, then youve missed a attribute quest. maybe the ghey horsey one in seitung harbour, or.. erm ran musu gardens

flashing blades is ok, gives u a nice bundle of protection against melee damage (swords, axes etc) but it does nothing at all against spells. that lightning orb that just embedded itself in your face is proof of that.
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Old Feb 15, 2007, 03:07 AM // 03:07   #13
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Quote:
Originally Posted by Hyunsai
Twisting Fangs is no longer a "must have" in Sin builds.
But Deep Wound is.
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Old Feb 15, 2007, 12:13 PM // 12:13   #14
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Quote:
Originally Posted by Hyunsai
Twisting Fangs is no longer a "must have" in Sin builds.
It never was in PvE sin builds.

Quote:
Originally Posted by -.-
But Deep Wound is.
And nor was/is that.

Sure... its nice to have... but its not that tough to take down enemy hoardes with the help of an AI team and a bit of Death Blossom spammage (assuming good backing / survival skills). I for one would never use Deep Wound on an enemy I'd hexed with Mark of Pain. I use it on AI tanks because they'll have it for its full duration, meaning more overall damage to the hoarde for my energy. (An MoPed tank in the middle of a mob is best hit with many weak attacks than a rapid spike, and Deep Wound would ruin that)...

Thats just one way of doing it though.
If you actually want to solo-spike then Deep Wound is very handy.
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Old Feb 15, 2007, 01:45 PM // 13:45   #15
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No one takes Mark of Pain in PvP. Deep Wound is for PvP.

SotiCoto, notice how Hyonsai and -.- agree about one thing: Deep Wound is needed/nice in sin builds. Your build is not an assassin build , designed the way an assassin should behave.
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Old Feb 15, 2007, 02:14 PM // 14:14   #16
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Quote:
Originally Posted by Yanman.be
No one takes Mark of Pain in PvP. Deep Wound is for PvP.
Take note:
Quote:
Originally Posted by Tormentor Warrior
Marcel's personal build
works for PvE and AB
Primarily PvE. And AB is practically hybrid, as shown by the fact that I can do quite well there (as opposed to how I'd do in other PvP)...
Hence Mark of Pain works fine, and Deep Wound is less important.

Quote:
SotiCoto, notice how Hyonsai and -.- agree about one thing: Deep Wound is needed/nice in sin builds. Your build is not an assassin build , designed the way an assassin should behave.
Some of them are, some of them aren't. I do change, y'know. I rarely use pure assassin builds... but sometimes I do [typically reliant on Assassin's Promise or occasionally Flashing Blades].

And remember.

Deep Wound => Spike
Not spiking = No need for Deep Wound.

And strangely enough, Assassins don't always need to be spiking... at least not outside of PvP.
The key element about the Assassin as I see it is the large number of actual attacks per unit time... which is why it works so well with things like Mark of Pain (in PvE) and likewise is so messed up by Spiteful Spirit and Empathy. Just because I'm not diving in and diving out doesn't mean what I'm doing is invalid, NOR that I'm pretending to tank like a warrior (except as ID+, which is more like Monk-tanking than Warrior-tanking). If I get hurt enough (and there is a chance of my survival by doing so) then I will turn and Dash out. But while I'm capable of staying alive still, I stay in there and act as a trigger-drill for certain hexes much of the time.

It works well, and its unconventional... so I like doing it.
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Old Feb 15, 2007, 09:45 PM // 21:45   #17
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deep wound is pretty nice to stick on a target
100hp armour ignoreing damage... why wouldnt i want that?
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Old Feb 15, 2007, 11:53 PM // 23:53   #18
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OMG! The generic "over-used" burster is better than this....
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Old Feb 15, 2007, 11:58 PM // 23:58   #19
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If you think having a 75% chance to block melee is invincible, you should really learn more about hexes/spells.
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Old Feb 16, 2007, 05:54 AM // 05:54   #20
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Well to be honest, you've used your head which is probably the most important thing in the situation. I do agree that deep wound is useful however I don't see it as a requirment. Often I'd prefer to cripple then deep wound in certain situations. Soticoco has made a great example of assassin behaviours, how would you like your assassin to behave to make it's most effectivness?

This is no where near a perfect build. Shadow refuge is a pretty useless skill over feigned nurtrality. (however with flashing blades it has more meaning)

I'd say you need to define this build more strongly on it's meaning.
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