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Old Feb 11, 2008, 01:13 AM // 01:13   #121
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[skill]Charging Strike[/skill] is great on a warrior...
Idk how many people that have tried to run and u cathch up and kill them with the +30 or whatever. or i just shadow step to them and they get owned
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Old Feb 20, 2008, 01:17 AM // 01:17   #122
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Default Breaking the mold!

EDIT: redux after Siphon Speed nerf!

Right. Let's get straight to it:

A/any

Deadly Arts: 12+1+1
Dagger Mastery: 8+1
Critical Strikes: 8
Shadow Arts: 7

[siphon [email protected]][dancing [email protected]][beguiling [email protected]][iron [email protected]][falling [email protected]][wild [email protected]][twisting [email protected]][dash]

Equip:
+5e, +30HP, Silencing/Elemental/Zealous Daggers, +60HP defensive set
Full Radiant Armour

I've been trying to make the most of Assassin utility for a while now. Besides spiking power, MOBILITY is an obvious strength of the class, and can easily be more devastating than sheer prowess in the context of AB, with its heavy emphasis on movement (and abundance of ganks).

The breakdown:

Dash the last bit of effort, the granddaddy, the one skill that will get you to wherever your enemies don't want you to be. Emp never enters battle without it.
SSpeed still wins over Crippling Dagger as a snare because it's
A: a Hex, thus harder to remove.
B: unconditional, wheras CD sometimes fails against an enemy with his own speed boost (reaching you within casting time).
And 15 seconds is not too bad.
Haze a Shadow Step (!) that throws on a horrible condition that spells A-B-S-O-L-U-T-E D-O-O-M to casters (!!). Shame it's in the Shadow line. The 15e cost is less of a problem than it would seem, though I must say I use the skill judiciously. Hard-winging it with SSpeed-DDaggers keeps me from overextending myself
IP-FS-TF the basic kill chain. Might not look like much, but IMO it's easily the best gank combo in the game and quite enough for casters after they've been Haze'd. Handily provides multiple cover conditions too. IP really shows its versatility in this build!
Wild a fail-safe, so to speak, for FS. Wtfpwns Rangers almost without exception, as well as Monks who panic into Dark Escape. Usually, after one blocked/missed/failed attack, most Sins are unable to press on. Call it a burning desire to see TF connect on my part.
DDaggers-Wild at 5s/4s recharge respectively, a moderate source of (unblockable!) damage. You'll want to be spamming these for a bit after you've hit a Haze victim with TF to finish up more quickly as well.

I know it looks somewhat unorthodox, but tryb4thrashplzok

With the SSpeed nerf, DDaggers now wins over BMT because it's
A: more damaging.
B: ranged.
C: more sexeh.
SSpeed is far less spammable now and BMT functions suboptimal (just 'nice') without a primer. DDaggers operates at full capacity without prerequisite and can be used (almost) just as often.

EDIT2: still modding & gathering teh hate lawl. The Blind usually comes too late... Dancing Daggers proves its worthyness.

Last edited by Bobby2; Jul 25, 2008 at 06:21 PM // 18:21..
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Old Feb 20, 2008, 05:22 PM // 17:22   #123
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Quote:
Originally Posted by Bobby2
Right. Let's get straight to it:

A/any

Dagger Mastery: 12+1+1
Deadly Arts: 8+1
Critical Strikes: 8
Shadow Arts: 7

[skill]siphon speed[/skill][skill]black mantis thrust[/skill][skill]beguiling haze[/skill][skill]iron palm[/skill][skill]falling spider[/skill][skill]wild strike[/skill][skill]twisting fangs[/skill][skill]dash[/skill]
The build looks decent, but I think you should add in a section on why you would take [skill]Beguiling haze[/skill] over [skill]temple strike[/skill] to make the build more convincing.
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Old Feb 20, 2008, 10:29 PM // 22:29   #124
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Quote:
Originally Posted by MasterSasori
The build looks decent, but I think you should add in a section on why you would take [skill]Beguiling haze[/skill] over [skill]temple strike[/skill] to make the build more convincing.
Beguiling Haze:
- handily provides the Shadow Step.
- provides Daze without any additional effort, no lead required.
- doesn't have to hit, so doesn't get screwed by
[skill]guardian[/skill][skill]ward against melee[/skill][skill]mirage cloak[/skill], etc etc...
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Old Mar 05, 2008, 10:05 AM // 10:05   #125
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Time to revitalise the builds thread a bit, yesterday I was messing around with
charge warriors lololol. Had tons of fun and raped everyone. I heard charge is gud :P.
attributes and weps on the warrs should be rather obvious, the mes however needs a 25 ene set with +20 enchant mod
and a high set. Else purge will drain his energy like no tomorrow.

Don't forget to maintain SoH on the warriors, in case it wasn't obvious already. And keep mantra of inscriptions up,
fast recharge purge is sexy.

Toss a monk or a rit in the 4th slot, it doesn't matter as long as it heals.

[skill]"charge!"[/skill]
[skill]dismember[/skill]
[skill]executioner's strike[/skill]
[skill]bull's strike[/skill]
[skill]rush[/skill]
[skill]frenzy[/skill]
[skill]disrupting chop[/skill]
[skill]mending touch[/skill]

[skill]"charge!"[/skill]
[skill]dismember[/skill]
[skill]executioner's strike[/skill]
[skill]bull's strike[/skill]
[skill]rush[/skill]
[skill]frenzy[/skill]
[skill]Wild Blow[/skill]
[skill]mending touch[/skill]


FC: 8+1+1
Inspiration: 9+1
Smiting Prayers: 12
Prot prayers: rest

[skill]Signet of judgement[/skill]
[skill]Bane Signet[/skill]
[skill]Mantra of Inscriptions[/skill]
[skill]Purge Signet[/skill]
[skill]Aura of Stability[/skill]
[skill]Signet of Humility[/skill]
[skill]Strength of Honor[/skill]
[skill]Drain enchantment[/skill]
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Old Mar 05, 2008, 04:20 PM // 16:20   #126
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[skill]Bull's strike[/skill][skill]eviscerate[/skill][skill]executioner's strike[/skill][skill]disrupting dagger[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]death's charge[/skill][skill]death's retreat[/skill]

Two shadow steps is so fun it's freaky.
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Old Mar 06, 2008, 01:11 AM // 01:11   #127
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returnway

let's abuse the overpowered shadowsteps!!

1: return axe (W/A)
12+2 axe, 9+1 str, 9+1 tactics, 3 shadow
eviscerate {e}
executioner's strike
bull's strike
death's charge
return
dash
frenzy
healing signet

2. return machinegunner (R/A)
12+2 marks, 12+1 exp, 3 shadow
dash
prepared shot {e}
precision shot
penetrating shot
distracting shot
savage shot
read the winds
return

3. return mindblaster (E/A)
12+2 fire, 10+1 energy, 8+1 air, 2 shadow
glyph of lesser energy
fire attunement
mind blast {e}
immolate
rodgort's invocation
blinding flash
flame djinn's haste
return

4. return monk (Mo/A)
12+2 heal, 9+1 prot, 9+1 div, 3 shadow
word of healing {e}
reversal of fortune
dismiss condition
cure hex
spirit bond
guardian
return
dash

abuse the shadowsteps for all its worth!
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Old Mar 06, 2008, 01:31 AM // 01:31   #128
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bungus my fav for ab..

1.dismember
2.exe
3.agonizing
4.bullstrike
5.frenzy
6.rush
7.charge
8.heal sig..

similiar but not so much. Im gonna try some of those shadow steppers...
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Old Mar 06, 2008, 02:47 AM // 02:47   #129
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lmao Moriz

It even made you arrogant enough to run Majors?

EDIT: phew!

Last edited by Bobby2; Mar 07, 2008 at 04:19 PM // 16:19..
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Old Mar 06, 2008, 03:19 AM // 03:19   #130
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Default Wallowing in l33tness

Having fun with:

W/N

Attr.
Strength 12+1
Swordsmanship 11+1+1
Tactics 5
Curses 4

[skill]hamstring[/skill], I laid down the axe mostly because the sword offers this energy based snare (I lovez teh snares!) - it's expensive, but the fact that it does not require adrenaline means it can be used from the get-go and proved invaluable.
[skill]flail[/skill], NPCs don't move so the reduction in speed doesn't matter. Come to think of it, not many players do either. Bless them. Strangely complements Hamstring as Flail's 'slow' effect becomes largely irrelevant and also because it requires no energy (as opposed to other IAS's. 's. lol.).
[skill]sever artery[/skill], followed by :[skill]gash[/skill], require no explanation. One must kill.
[skill]shield bash[/skill], I suppose this was a metagame choice as there were just too many Kurz Dragon Slashers and Sins the past few days. Only KD in build, but yeah I do run a Stonefist for it.
[skill]healing signet[/skill], doesn't require Tactics to be all that high to be effective. A self-heal, to me, is an inter-battle convenience at best, and 92HP is still a decent amount.
[skill]plague touch[/skill], infinitely more fun to use than it's /Mo Mending Touch counterpart. Should've heard that Temple Strike Sin. So charmed by the 2-condition break that I essentially gave up the Str13/Sword14/Tact3 split for it. Did I mention how much fun to use it is?
[skill]charging strike[/skill], I'm not one to pass up a permanent 33% speed boost in AB. Even if it takes the Elite. It's an excellent cancel stance for Flail too what with the quick recharge and all.

Now if only W/N's could have a Shadow Step!
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Old Mar 06, 2008, 12:20 PM // 12:20   #131
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Quote:
Originally Posted by moriz
snip
abuse the shadowsteps for all its worth!
OMG when you get to fight that you're gonna pull hair for sure, GW needs more twisted builds.
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Old Mar 06, 2008, 05:46 PM // 17:46   #132
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maybe i should've wrote 12+1+1 instead of 12+2
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Old Mar 08, 2008, 04:13 AM // 04:13   #133
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SKill Template: OwVkMIdqHPi0CkEABIA0wHZGCjiI
Equipment Template: PkpxFPpGzSqQl1Ip1Ul1IBLfo1InVPl1IBrTl1I9EA

It's a pretty basic "one, two, three" spike. It has a twist, though, so watch out! You have to click eight twice!

I love the power of this spike, and the fact that you can almost spam it. I end up with around 35 energy once I'm done with the spike, out of 42, and with all skills recharged from AP, it's a short wait. Not to mention, after you kill somebody, Shadow Fang is kind enough to shadowstep you out of danger.
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Old Mar 08, 2008, 04:24 AM // 04:24   #134
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2 sup runes is bad. Full radiants are bad. Sundering daggers are bad. I think the gimmick SoDC is not worth it.
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Old Mar 08, 2008, 04:48 AM // 04:48   #135
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I've never found the lack of defense or health to be much of a problem. As long as I don't do something stupid, I'm usually fine with 410 Health/70 Armor. And for this build, Sundering = Vamp/Zeal = Condition Lengthening = Elemental Damage = Empty. Sundering is just there because it can be.
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Old Mar 08, 2008, 06:39 AM // 06:39   #136
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Quote:
Originally Posted by moriz
this is a bit off topic, but can anyone please tell me just what's so bad about pvx wiki builds? sure not all of them are great, but it does have some pretty nice builds there.
Guild Wars leaves a lot of room for customization with your skill bar, so some people take a good deal of pride in the bars they make, and attribute any removely successful bar to having invented a better build and being smarter than people who copy/paste bars.

You asked. There's the answer.

Quote:
Originally Posted by Wiki Wammo
I'm usually fine with 410 Health/70 Armor.
I can run 605 health easily on practically anything. What exactly are you getting for TWO HUNDRED less health?

Another question would be: WTF is with Shadow Fang? How is that any better than Dark Prison, ever?
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Old Mar 08, 2008, 06:44 AM // 06:44   #137
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It's AB I can run a 55 and win the game for my team. Regardless your sin is so squishy, I would like to spike you.
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Old Mar 08, 2008, 09:12 PM // 21:12   #138
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A/W
crit strike:12+1 dagger mastery: 12+1+1 shadow: 3

Leaping Mantis sting
exhausting assault
Moebius Strike(e)
Death Blossum
Horns of the ox
Flail
dash
death's charge

Mo/W
Prot: 12+1+1 Divine favor: 9+1 tactics:9

Mend condition/draw condition
reversal of fortune
guardian/SoA
zealous benediction(e)
spirit bond
holy viel
disiplinced stance/sprint/balanced stance
Mending touch

maybe more, have fun
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Old Mar 09, 2008, 12:37 AM // 00:37   #139
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Quote:
Originally Posted by Riotgear
Guild Wars leaves a lot of room for customization with your skill bar, so some people take a good deal of pride in the bars they make, and attribute any removely successful bar to having invented a better build and being smarter than people who copy/paste bars.

You asked. There's the answer.


I can run 605 health easily on practically anything. What exactly are you getting for TWO HUNDRED less health?

Another question would be: WTF is with Shadow Fang? How is that any better than Dark Prison, ever?
Shadow Fang shadow steps you back to where you were when you cast it, once you kill your target. And I don't see why Dark Prison would be necessary, anyways.

Maybe this is a poor build, but it's good enough for AB, and that's its purpose.
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Old Mar 09, 2008, 01:53 AM // 01:53   #140
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Everything is good enough for AB.

wtf u talkin' bout?
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