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Old Sep 12, 2008, 08:48 PM // 20:48   #1
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Default Sin Scyhter Team

Sin player:

Sin/Derv:[wounding strike][mystic sweep][eremite's attack]["i am the strongest!"][aura of holy might][critical agility][way of the master][death's charge]
Atributtes: Crit 13, scythe 12, shadow 4

Just got this build from an DoA heroway post. High DPS sin build. I remove chiling cause it energy cost is too expensive. Death Charge is used to reduce the time to engage an enemy after cast enchantment, to catch mobs grouped hiting multiples enemy with scythe attacks and splinter, and finaly to catch all agroo to yourselve. Two of the most important skills of this build is Mystic and Eremite, 3/4 seconds cast time is nonsense, after death charge you just spike the target with thoses skills and it is almost dead, and if you catch the whole mob team, splinter and the scythe multiple targets will just blow up the whole team. Runes just minor and survivor/vitae. An scythe 15^50, +20% enchant and +30 hp will be fine, particulary i use an 20/20 sund instead +30hp just to see big numbers.
PS: Reaping can be used instead Wounding for elite

Heroes:

Mo/Me:[Signet of judgment][bane signet][strength of honor][judge's insight][signet of rage][castigation signet][mantra of inscriptions][vengeance]
Atributes:smit 14, inspiration 12, divine 4

Strenght of honor and judge insight to boost even more the sin attacks. Signets for armor ignoring damage, AoE and KDs. Vengeance helps with your damage when you are ressed.

Mo/Me:[Signet of judgment][castigation signet][reversal of damage][smite hex][smite condition][heaven's delight][divine healing][smiter's boon]
Atributes: divine 14, smit 13

Im still working on his build, trying to find something that work better with the sin, maybe some prot, dont know... but for the moment its an decent bar. An mix of offense and defense, and smiter hex/condition with smiter boon is just great.

Ne/Rt:[ancestors' rage][splinter weapon][soul bind][weaken armor][enfeebling blood][rend enchantments][signet of lost souls][death pact signet]
Atributtes: Chaneling 12, Soul 11, Curses 10

Splinter and ancestor to make things around the sin just blow away. Dont like SS cause it has an big recharge(10s) and cast time(2s), since the mobs die in 2-3 seconds makes no sense use it. Soul bind* has an lower cast and recharge and helps punishing healers. Weaken armor to increase even more sin numbers and enfeebling blood to lower enemys dps.
PS: i was reading the necro forum, wail of doom could be an optiom for elite
PS*: Soul Bind description: For 30 seconds, every time target foe is healed, the healer takes 20...68...80 damage.

Summarizing, just cast all enchantments, i am the strongest and splinter weapon on the sin, then death charge the mobs and spike with mystic and eremite. In an optimun situation you will hit six times with the scythe and splinter the hell around in just 1.5 second. Sometimes melle mobs will run for the caster, but when you attack casters mobs or the melle ones stay attacking you, you just kill the whole team in few hits.

Its important to always use the prot hench since you get a lot of agroo. Get the other defensives hench like heal, earth, spirit... anyway just get casters hench.

Just made few tests in HM and it work fine. Against undead enemys its is pathetic, NM too.
Anyway its is totaly fun playing this since you see huge numbers floating around.

Feel free to comment, sorry for bad english

Last edited by arturfel; Sep 12, 2008 at 10:01 PM // 22:01..
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Old Sep 13, 2008, 02:28 AM // 02:28   #2
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I wonder if it would be worth dropping [[judge's insight] for [[mark of pain]. Also, I've never been a huge fan of [[vengeance]. Looks pretty solid though.
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Old Sep 13, 2008, 09:13 AM // 09:13   #3
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Mark of Pain could cause scatter.
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Old Sep 13, 2008, 09:30 AM // 09:30   #4
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Hitting something directly (as in with a scythe) prevents scatter. Monsters are too proud to run away from someone beating them up in melee.
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Old Sep 13, 2008, 02:06 PM // 14:06   #5
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You need phisical damage to trigger mark of pain, heart of holy might and judges insight prevent it. Anyway mobs usualy die in 3-4 hits making mark of pain not so attractive.
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Old Sep 13, 2008, 02:12 PM // 14:12   #6
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Give the 'Sin Asuran Scan.
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Old Sep 16, 2008, 06:11 AM // 06:11   #7
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Quote:
Originally Posted by arturfel
You need phisical damage to trigger mark of pain, heart of holy might and judges insight prevent it. Anyway mobs usualy die in 3-4 hits making mark of pain not so attractive.
Is there a bug with AoHM? It doesn't say it deals holy damage.
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Old Sep 16, 2008, 06:46 AM // 06:46   #8
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Aura of Holy Might is holy damage, just doesn't say. I'd actually rather it do phys damage though - I wouldn't wanna use a scythe in the places where you can abuse double damage against undead.
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