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Old Jul 16, 2006, 05:14 PM // 17:14   #1
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Default Good Assassin Skill lineup?

Can anyone help me with that?
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Old Jul 16, 2006, 05:35 PM // 17:35   #2
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there are many good sin line ups, provided you play the right stragedy. the focus of your sin should be 1) avoid dmg, 2) protect your casters, 3) spike enemy casters for your caster to finish off.

the basic skill line up should look something like this.

3-4 attack combo
a retreat teleport or other dmg avoiding skill
condition removal of some type
shadows refuge, or other self heal if your secondary has a better one
res sig.

if you pile too many heals into your build trying to survive dmg, you will undoubtly spend more time healing yourself then attacking - untill you run out of energy and die.

if you pile too many attacks into your build, you will be exposed to takeing way more dmg then you can manage, and will die.

if you depend too much on your monk to keep you alive, you're going to use up his energy and die.

get in, hit fast - hit hard, get out - and you'll be fine.
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Old Jul 16, 2006, 05:39 PM // 17:39   #3
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So, any suggestions for a lineup (also considering monk). Thanks a lot. Want me to post what I have right now? I JUST ran out of gold too. I have 39 gold so i cant buy ne other skills. Im in the Kaiang Center.
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Old Jul 16, 2006, 06:01 PM // 18:01   #4
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Leaping Mantis Sting
Unsuspecting Strike
Jagged Strike
Fox Fangs
Death Blossom
Healing Breeze
Healing Whisper
Ressurect


Additions, Subtractions?
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Old Jul 16, 2006, 06:18 PM // 18:18   #5
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Dunno but when I see one without step out, they generally stuck in the mobs and die shortly.

Question: Why 3 Lead Attacks?
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Old Jul 16, 2006, 06:32 PM // 18:32   #6
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I suggest dropping healing prayers and looking into the shadow arts line. You get a heal, shadow refuge; and plenty of defense skills.
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Old Jul 16, 2006, 06:42 PM // 18:42   #7
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for A/MO i'd sugest something like...

mark of instability
shadow of haste
black mantis thrust
jungle strike
twisting fangs
purge conditions (removes all conditions, doesn't require pts in any monk attribs)
Shadows refuge (so you don't have to spend pts into heal)
rebirth or resurection (again, neither get any beter if you put pts in monk attribs.)

put your shadow arts at a level that will allow shadow of haste to end at or near the same time your combo is done... if you put it too high it will take too long to pull you out without takeing dmg.

the combo doesn't realy matter, go with what you like the best.

throw mark of instability and hit space to start chargeing at your target, use shadow of haste enroute, then go through your combo as soon as you get there. soon as your combo is done, haste will teleport you back where you cast it, out of harms way. - this won't net you a kill first trip through the combo, but will seriously damage your target enough for your casters to finish offf in 1 hit, or for you to run back at him as soon as your combo is recharged.

get rid of conditions and heal away any dmg you might have taken after you tp out of the fight.
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Old Jul 16, 2006, 06:46 PM // 18:46   #8
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Quote:
Originally Posted by WildmouseX
for A/MO i'd sugest something like...

mark of instability
shadow of haste
black mantis thrust
jungle strike
twisting fangs
purge conditions (removes all conditions, doesn't require pts in any monk attribs)
Shadows refuge (so you don't have to spend pts into heal)
rebirth or resurection (again, neither get any beter if you put pts in monk attribs.)

put your shadow arts at a level that will allow shadow of haste to end at or near the same time your combo is done... if you put it too high it will take too long to pull you out without takeing dmg.

the combo doesn't realy matter, go with what you like the best.

throw mark of instability and hit space to start chargeing at your target, use shadow of haste enroute, then go through your combo as soon as you get there. soon as your combo is done, haste will teleport you back where you cast it, out of harms way. - this won't net you a kill first trip through the combo, but will seriously damage your target enough for your casters to finish offf in 1 hit, or for you to run back at him as soon as your combo is recharged.

get rid of conditions and heal away any dmg you might have taken after you tp out of the fight.
Thank you so much. Ill look into buying those skills. As soon as i get the money...lol.
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Old Jul 16, 2006, 08:14 PM // 20:14   #9
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The major problem with Shadow of haste is timing. Its very hard to get to use staight away, its a large learning curve. It allows you to screw around with skill settings to get it right, but you will have to stick to 3-4 move combos, as any longer it will be harder to guess when shadow will fall.

in another topic, i still suggest deaths charge with recall or return to learn how to time things. because with recall/return are instant shadowstep to ally spells, (providing their in range) you can get a hold of "death, combo, out"
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Old Jul 16, 2006, 08:25 PM // 20:25   #10
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Eh, i dunno. Ima try Shadow of Haste to see how it works. Ill learn with it in a low lvl zone or sumthin.
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Old Jul 16, 2006, 08:26 PM // 20:26   #11
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Eh, i dunno. Ima try Shadow of Haste to see how it works. Ill learn with it in a low lvl zone or sumthin.
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Old Jul 16, 2006, 08:26 PM // 20:26   #12
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Oops, double post...sorry bout that, IE RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up
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Old Jul 16, 2006, 09:40 PM // 21:40   #13
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Quote:
Originally Posted by Francis Demeules
Dunno but when I see one without step out, they generally stuck in the mobs and die shortly.

Question: Why 3 Lead Attacks?
only 2 leads....and unsuspecting is a big 10 energy which you dont need to waste to lead on a target that is already under 90% health
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Old Jul 16, 2006, 11:31 PM // 23:31   #14
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Yeah...WildMouse, that lineup u suggested...dont most of them use 10 energy? Im tryin to get 5 energy for all of em if possible.
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Old Jul 17, 2006, 02:27 AM // 02:27   #15
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1. For solo henching, don't forget to bring a longbow! No attrib point longbows have a max of something like 8-11. Worth carrying. Makes solo henching fun and smooth.

2. Also remember that double clicking on a party member name will make your char run to them. When Return is recharging, this usually works very well.
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Old Jul 17, 2006, 02:34 AM // 02:34   #16
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Can someone give me an idea of how much in each attribute i should put?
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Old Jul 17, 2006, 03:04 AM // 03:04   #17
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Quote:
Originally Posted by Tul Armadas
Yeah...WildMouse, that lineup u suggested...dont most of them use 10 energy? Im tryin to get 5 energy for all of em if possible.
yes they do, but like i said whatever combo you choose is irrelevent.

a standard jagged strike, wild strike, death blosum - is a 5-5-5 combo that works just as good as any of the others.

mark of instability is a totaly optional slot, - there are plenty of enchants and hex's in the sin line up that only take 5 E that can easily replace it. way of the fox, way of the lotus, heart of the shadow, blinding powder, siphon speed, impale, endureing toxin, danceing daggers, crippleing dagger, and assassins promise are all good replacements for that slot and only cost 5. - or you can even throw in a forth attack.

the important thing to remember is the formula that i put in my first reply.

3-4 attacks
a retreat teleport or other type of dodge
shadows refuge
condition removal
resurection

it's the stragedy built by the last 4 slots that makes your sin effective, the first four can be anything you want.

-- you want to limit the time you are exposed to dmg - and to do that you have to refian from supper masive combos, and carry teleports or dodge's.
--you need a way to remove conditions, because they screw up the sin more then any other class.
--you need to refrain from haveing too many heals so you don't spend the whole fight standing around healing while people pound on you.
--and it's good ediquite for everyone to bring some sort of rez.

i just choose MoI for this example because it'll knock down your target when you use the dual and reduce how much dmg you'll take.. and i choose those attacks because they work well together with the hex. - but those four slots are all just personal prefrence stuff. if you like stacking conditions bring attacks that cause em, if you like dealing direct dmg bring those, if you like disrupting and knock downs bring those - either way when everything is said and done they all produce relitively the same results.

stick to the formula and you'll find dozzens of practicall builds. whatever combo you choose to deal dmg with isn't very important - it's the stragedy that's important for the sin. - learn too avoid dmg and deal out spikes and you'll be a successfull sin.

if you go to the home page, there's a link to the skills list so you can pick out the type of attacks you want to play.

Last edited by WildmouseX; Jul 17, 2006 at 03:14 AM // 03:14..
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Old Jul 17, 2006, 03:07 AM // 03:07   #18
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Quote:
Originally Posted by Tul Armadas
Can someone give me an idea of how much in each attribute i should put?

useing the forumila that i offered -

critical strikes high enough for at least a +2 (don't go higher unless you want to go all the way up to +3)
shadow arts high enough for your SoH to time out at the end of your combo
bump dagger mastery as high as you can
put the rest into deadly arts.
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Old Jul 17, 2006, 03:25 AM // 03:25   #19
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Quote:
Originally Posted by wilebill
1. For solo henching, don't forget to bring a longbow! No attrib point longbows have a max of something like 8-11. Worth carrying. Makes solo henching fun and smooth.

2. Also remember that double clicking on a party member name will make your char run to them. When Return is recharging, this usually works very well.
1) shift-ctrl-space: will call a target and send your henchies in without you attacking, thussly produceing the same result as useing a long bow. - the main point you're makeing here (and it's a good one) is, when henching you do want to send your bots in first. - the sin works best if he/she is the last one to get into the fight, how you start your henchies off is just personal choice.

2) return is absolutely the worst teleport the sin has, by the time you figure out you need to use it you are way down on health and have to take your concentration away from fighting/dodgeing to find a freind that is out of harms way, click on their name, and then throw the spell.... AoE and Recall are a little better, as you only have to break concentration long enough to double click that little ass encahntment box - but again you don't generaly go to disenchant untill your hurtin pretty good.......Shadow of Haste is what i recomend because it is fire and forget, and it will pull your butt out of danger as soon as you've used up all your attack skills, long b4 you've taken any heavy dmg - --you're better off healing away a little bit of dmg and hanging out with your casters while your combo recharges, then you are runing around behind enemy lines, waiting for attacks to recharge, untill you're nearly dead.

Last edited by WildmouseX; Jul 17, 2006 at 03:38 AM // 03:38..
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Old Jul 17, 2006, 11:44 AM // 11:44   #20
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WildMouse, thank you so much for your help. Ill mess around with the MoI and see what else I can put there. I tried it all out yesterday and it is indeed quite effective. I didnt know you could send ur hench in without going in...thats cool. Thanks for that tip. Im lvl 18 now, and when I get to lvl 20, ill start using that lineup b/c ill have the right attribute points and i can get situated with that. Thanks very much.
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