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Old Jul 17, 2006, 01:45 PM // 13:45   #21
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no problem, we all benifit from players playing the sin well. the beter everyone gets, the greater our chances of getting into groups.
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Old Jul 17, 2006, 02:13 PM // 14:13   #22
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Following your formula I decided on

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


--------------------------
Basic GLS Build
--------------------------
Aura of displacement
Golden Phoenix Strike
Horns of the Ox
Falling Spider
Twisting Fangs
Shadow Refuge
Contemplation of Purity(Condition Heavy Areas)/Dark Escape(Damage Heavy Areas, Next To No Conditions)
Rebirth (Since your /mo ) or Res Signet

Last edited by Chooby; Jul 17, 2006 at 03:25 PM // 15:25..
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Old Jul 17, 2006, 03:33 PM // 15:33   #23
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This attack chain is overkill for almost any situation besides 1 on 1 scrimmaging against another assassin, but I thought I'd share it, since it's wowed so many guildies.

Seeping wound{E}->shock->falling spider->death blossom->black lotus strike->twisting fangs

This build, like I said, would generally be overkill for PVE, but it's a killer against specific enemies 1 on 1. You probably could replace shock with horns of the ox.
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Old Jul 17, 2006, 09:53 PM // 21:53   #24
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WildMouse...the skills u gave me just dont work that well. I have a good weapon, im lvl 20 and here are my attributes.

Dagger Mastery - 13
Shadow Arts - 11
Critical Strike - 10

I just dont do that much damage. Ill put Haste on, go in, do my combo and Haste always finishes too early, and I cant get it any higher without lowering Dagger Mastery, or Critical (which i dont want to do), or buying a Sup rune (which i dont want to do either). But I guess if worse comes to worse and I cant find a suitable skill lineup, ill lower Dagger Mastery or Critical.

But I'm just wondering if there's some other lineup I could use that uses skills with 5 energy and possibly one 10 energy skill.

I feel like im being a pain in the ass, and i appologize. This is just so difficult!

Thanks.
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Old Jul 17, 2006, 09:54 PM // 21:54   #25
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Quote:
Originally Posted by Shred Dread
This attack chain is overkill for almost any situation besides 1 on 1 scrimmaging against another assassin, but I thought I'd share it, since it's wowed so many guildies.

Seeping wound{E}->shock->falling spider->death blossom->black lotus strike->twisting fangs

This build, like I said, would generally be overkill for PVE, but it's a killer against specific enemies 1 on 1. You probably could replace shock with horns of the ox.
Isnt shock an ele skill? That wouldnt really work for me...i only have 20 energy cuz my weapon has -5 energy, and if i know my skills correctly, most of those are 10 energy. :-/
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Old Jul 18, 2006, 01:37 AM // 01:37   #26
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Quote:
Originally Posted by Tul Armadas
WildMouse...the skills u gave me just dont work that well. I have a good weapon, im lvl 20 and here are my attributes.

Dagger Mastery - 13
Shadow Arts - 11
Critical Strike - 10

I just dont do that much damage. Ill put Haste on, go in, do my combo and Haste always finishes too early, and I cant get it any higher without lowering Dagger Mastery, or Critical (which i dont want to do), or buying a Sup rune (which i dont want to do either). But I guess if worse comes to worse and I cant find a suitable skill lineup, ill lower Dagger Mastery or Critical.

But I'm just wondering if there's some other lineup I could use that uses skills with 5 energy and possibly one 10 energy skill.

I feel like im being a pain in the ass, and i appologize. This is just so difficult!

Thanks.

You could always try a different skill. Haste is basicly a time version of AoD but can be replaced if you dont have AoD. You dont need a skill to run in faster or teleport in. I would say you do need a skill to teleport out of battle. Such as return or recall.
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Old Jul 18, 2006, 01:41 AM // 01:41   #27
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Shock is only 5 energy...which is one of the main reasons why it's used instead of something like Iron Palm. Shock does cause exhaustion though...but that's ok for 1 on 1...which I said this build was primarily intended for. As I said earlier, you can probably use Horns of the Ox instead, if you don't want to do elementalist.
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Old Jul 18, 2006, 02:52 AM // 02:52   #28
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Even costing 5 energy, you lose 10 energy from exhaustion anyway to get down to 15 energy (depend the armor to but let take an example without + energy armor for now)
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Old Jul 18, 2006, 03:04 AM // 03:04   #29
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Quote:
Originally Posted by Tul Armadas
WildMouse...the skills u gave me just dont work that well. I have a good weapon, im lvl 20 and here are my attributes.

Dagger Mastery - 13
Shadow Arts - 11
Critical Strike - 10

I just dont do that much damage. Ill put Haste on, go in, do my combo and Haste always finishes too early, and I cant get it any higher without lowering Dagger Mastery, or Critical (which i dont want to do), or buying a Sup rune (which i dont want to do either). But I guess if worse comes to worse and I cant find a suitable skill lineup, ill lower Dagger Mastery or Critical.

But I'm just wondering if there's some other lineup I could use that uses skills with 5 energy and possibly one 10 energy skill.

I feel like im being a pain in the ass, and i appologize. This is just so difficult!

Thanks.
don't worry bout it, you can't learn without asking questions.

if haste is ending early with 11 shadow arts, i'd suspect you are either - useing it too far away, wasteing time between when you cast it and when you start your combo (i.e. casting it, before you've picked a target), or have too big of a combo.

considering that you're trying to follow a well proven formula, i'll assume you don't have too many attacks... with useing shadow of haste, don't throw it and then run after your target. - instead, what you want to do is pick your target and hit space to start running at him - then just before you are in casting range of any enemies (i.e. just before they are in your agro circle), hit Soh. it will fire while you are running, then you can hit your first combo skill and it will wait untill you are in mele range before it will do the attack.

if you cast it before you've picked a target, you waste time when selecting your target. if you cast it too far away, you waste time from the longer trip. you want to cast it when you're just out of casting range, and while you are already running at your target.

if you're still haveing trouble with SoH, you might want to switch over to recall. with recall you throw it as an encahant on your monk long before the fight, and once you've finished your combo you just drop the enchant and tp back.. this is not as good as shadow of haste, as you lose one pip of recharge from the enchant and only can only realisticly use it for two targets each fight ( as you have to recast it each time you tp out, and energy does become a bit more of a problem) - but it is a good way to practice the timeing of the rest of your stragedy, once you get the timeing down you'll have a better grasp at where you want haste to be at.

also, i've never been a big fan of maxing 3 attribs. you only need enough pts in them to make your skills usefull. limiting yourself to 3 attribs means you are spending more pts with each increase and getting less bonus from them, and often times limits what skills you can carry - more on this l8r.

-----
the attribs on my sin primary (which is a A/N) are as follows.-

blood magic: 7
curses: 6
dagger mastery: 13 (11+2) - +2 from major rune
deadly arts: 8
shadow arts: 4 (3+1) - +1 from minor rune
critical strikes: 8 (5+3)- +1 from mask, +2 from major rune
with 1 unused pt.

combo is
golden lotus strike (useing demonic flesh for the needed enchant)
wild strike
death blosum

----
the attribs on my sin secondary (E/A) are...

fire: 11 (10+1) - +1 minor fire
storage: 12 (8+4) - +1 mask(arua), +3 sup.
dagger mastery: 9
deadly arts:2
shadow arts:4
also with a major vigor.

my combo for this build is
jagged strike
fox fangs
repeating strike (repeating strike will lead into it's self so you can throw 2-3 in a row untill SoH tp's you out)
---------

back to talking about haveing only 3 attribs-

don't be afraid of useing runes, a sup rune for your dagger mastery will net you more dmg with DM skills, and give you an aditional +6% chance at double strike. - if you're worried about loseing 75 health, then just get a major viggor and recover some of the loss. - and minor runes are cheap, and don't take away health, beter off useing em instead of nothing.

however, again playing this formula you shouldn't need to worry much about the health loss from the runes anyway, as you're not exposed to takeing dmg long enough to lose much heatlh. with my A/N build i sacrifice 20% max health (ontop of the two majors) for every fight useing demonic flesh, and with my E/A i sacrifice heath by way of setting myself on fire for 5 seconds in order to use burning speed. - even with useing runes, and sacrificeing health in fights, i rarely get below 50% health, let alone die - and net as many (if not more) kills then my wars.

-----
as far as dmg goes, deadly arts increase's the dmg you do, and you don't have any pt's in it.

critical hits is only netting you +2 energy between 8 and 13... when you have it set at ten, you are in effect spending 24 attrib pts for only a +2% chance to crit hit. - IMO that's too expensive for very little benifit.

if you drop crit hits to 8, you can bump deadly art's up to 6 with 3 pts left over. thussly increaseing your dmg and only sacrificeing 2% crit hit chance.

furthermore, 4-5 in shadow arts has been perfect for both my builds to get my combo to time with the end of haste. - i suspect once you start useing it enroute you'll find that number (or close to it) works for you as well - if/when you do, dump the rest of that into deadly arts also.

ther realy isn't one combo that is any better at dealing dmg then any other... if you go with direct dmg, you do a srtreight spike and then are done: if you go with stacking condition you do very little dmg off the bat, but build it up as time goes on - either way they ammount to the same dmg when everything is said and done.

The sin deals his dmg through fast 1 shot combo chains, and unless your running 6+ attacks (which will get you killed), you're not going to be finishing off a target in one trip through your combo... generaly it's your job to take a huge chunk out of someone, so your casters can finish them off - or you have to run in and do the combo a second (and sometimes a 3rd) time.

keep working at it, you're on the right track.

Last edited by WildmouseX; Jul 18, 2006 at 03:19 AM // 03:19..
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Old Jul 18, 2006, 06:29 AM // 06:29   #30
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Ay, I'm trying. I may use a sup vigor if i can find one, lol. Ill keep workin. Thanks a lot for your help dude.
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