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Old Sep 04, 2007, 01:45 AM // 01:45   #21
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I do hate the reliance on enchantments and I've long argued that these kinds of Assassin abilities shouldn't be enchantments. Still, the "standard" meta build doesn't really have much enchant hate (your team should of course have all the standards...SoR runner, SoD, B-Surge w/Air Attunement, to make it hard to decide where to spend the removal). If you can correctly predict that you're going to face the kind of team where an A/P would be at it's best, I'd like to see how that plays out. In its current state I would agree that it wouldn't be something you'd normally want to slot in because the risk vs. reward is not favorable.

~Z
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Old Sep 04, 2007, 01:31 PM // 13:31   #22
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We played with a dark Apostasy A/P in HA back when it was a 2s cast. It was actually pretty effective.

It's a narrow character, but I don't think it's a joke. Considering the huge crit rate the base damage isn't much worse (if at all) than a paragon with 14-16 points in spear mastery and mass enchant removal _is_ powerful.

Of course now that DA is a 1/4 sec cast it's probably better to just go with daggers, since getting interrupted is no longer an issue.
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Old Sep 04, 2007, 04:23 PM // 16:23   #23
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I don't think Daggers would be as good...you'd have to drop either your Deep Wound skill or Rez Sig in order to pack Recall so that the character doesn't get owned by trying to be a front-liner. I'd probably rather just use Shattering Assault for a dagger-based enchantment-removing Sin. It's good that each Elite has these different niches.

~Z
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Old Sep 04, 2007, 04:38 PM // 16:38   #24
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I wonder how well that A/P sin does against a E/mo flag runner ^_^
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Old Sep 05, 2007, 02:53 PM // 14:53   #25
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Sloth hunter shot makes for interesting gank power on a crip shot or escape bar. That's the only nicety I see at the moment for gvg play.
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