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Old Apr 17, 2007, 01:01 AM // 01:01   #1
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Default Locust's + Conjure X

Current Version: http://gwshack.us/2e2d9
Old Version(s): http://gwshack.us/17510

Should be able to output a ton of DPS, I think both assassins can output over 100 DPS together with just autoattacks. However, the right shields and shielding hands destroys the damage. Multiple elements would help against shields, and quick target switching would be required.

Not sure about the ele. I wanted an offensive character that could also assist with defense, and snares seemed nice for holding people in place to be raped and for helping the monk kite. Also, is blurred vision worth it with only a couple of spot hexes?

Last edited by TheOneMephisto; Apr 17, 2007 at 10:07 PM // 22:07..
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Old Apr 17, 2007, 01:32 AM // 01:32   #2
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I really think you should switch your Elementalist to something else, you already have two copies of Siphon Speed which should be sufficient snaring in TA. Also, I'd be really really tempted to drop a skill off your Conjure Lightning Assassin so you can get Shock in there for a solid bit of disruption, or alternately perhaps slot Gale in on your Elementalist.
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Old Apr 17, 2007, 03:14 AM // 03:14   #3
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Trying to use a spammable attack chain on a Locust / Conjure bar is totally the wrong idea, imo. Locust's Fury provides absolutely 0 benefit to attack skills. This is the best Locust's bar I've been able to come up with:

Shard Storm
Siphon Speed
Black Mantis Thrust
Exhausting Assault
Critical Defenses
Locust's Fury
Conjure Frost
Rez Sig

The goal is to keep them crippled as well as you can to let your powerful auto-attacks dish out the damage. Critical Defenses gives you some much needed protection and covers the two important damage-dealing enchantments. Use Exhausting Assault when the opportunity arises.

You don't want two of these guys on the same team. You want your other melee guy to have a Deep Wound.

~Z
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Old Apr 17, 2007, 12:04 PM // 12:04   #4
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Quote:
Dash and Siphon speed are the optionals on the assassins. You can switch them out for ddagger, critical eye (cover enchant), impale, w/e.
for Zuranthium. it would include a deep wound, possible interrupt, etc. by the way, critical eye is a stance, so you might wanna fix the typo.

i however agree that the ele snarer seems rather useless. hes just ranger fodder anyways, seeing how FGust would be spammed a lot. i terrible dislike draw on the ele, possibly move draw to the monk and let the ele use MTouch.

with all the snares you got (siphon x2, FGust, Icy Shackles) the monk should definately move to divert hexes. melee pressure should be absolutely NO problem with all those snares as long as people can use them & know how to kite. and as for eles -- you have spirit bond. same with the stances, you won't need 2, you will be kiting, that's enough off a protection in TA.

so imo its either new ele or new monk. :>
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Old Apr 17, 2007, 08:38 PM // 20:38   #5
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New version: http://gwshack.us/2e2d9

I don't really like relying on siphon speed as a snare, as it's extremely low speced and every time a sin stops to cast it it takes away from the pressure. I was planning on more relying on ice snares + black mantis to provide anti-kite, with siphon speed as a more "just in case" option if the ele is focused on defensive snaring or otherwise occupied.

Would it be worth it to drop dagger mastery/elemental line one point for more deadly arts, or use dual majors (eww) to get more deadly?

What do you think about the new combo. If you're using black mantis every once in a while to provide the snare, exhausting should be available a pretty big amount of the time for interrupts/exhaustion on your target. I've also fixed the deepwound problem, though I'm not sure if black mantis->offhand->twisting would be better or worse than the current one.

I think that draw is pretty much required on the ele, but I'm wondering if purge should be replaced with holy veil (that guy has a bunch of energy) for maintaining on the monk against dom or hexes, and if gale would be good instead of blurred.

Last edited by TheOneMephisto; Apr 17, 2007 at 10:08 PM // 22:08..
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Old Apr 17, 2007, 10:01 PM // 22:01   #6
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Purge Signet can be a bit dodgy on an ele, especially if they have 13 in Energy Storage, as your low energy set isn't really that low...
Seeing as he already has Draw for things like Dazed, I'd recommend Convert Hexes, it's got a faster cast time and you can use a 20/20 wand and off-hand for it.
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Old Apr 17, 2007, 10:09 PM // 22:09   #7
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Quote:
Originally Posted by Robster Lobster
Purge Signet can be a bit dodgy on an ele, especially if they have 13 in Energy Storage, as your low energy set isn't really that low...
Seeing as he already has Draw for things like Dazed, I'd recommend Convert Hexes, it's got a faster cast time and you can use a 20/20 wand and off-hand for it.
I was just thinking that. He already has glyph of lesser and attunement, so there's no energy problems, and the lower cast and ability to be used with FR sets vs hexes is really nice.
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Old Apr 17, 2007, 11:17 PM // 23:17   #8
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Quote:
Originally Posted by TheOneMephisto
What do you think about the new combo.
The Assassins will be owned without Critical Defenses. Impale at a spec of 1 isn't very tasty either. I still suggest using the Assassin bar I wrote and then changing the other Assassin to a different melee.

~Z
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Old Apr 17, 2007, 11:25 PM // 23:25   #9
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If you really want retarded amounts of dps, try conjure moebius. Something like:
http://gwshack.us/4a4a4

I don't know about critical defenses. It's fragile and it's been my experience playing sin in TA that the biggest threat is not getting killed, but shutdown. I'd probably take a cripslash in the other slot to provide additional snaring.
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Old Apr 18, 2007, 02:01 AM // 02:01   #10
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It's really no more fragile than any other enchantment? You're pretty much garunteed to get a critical hit within the 11 seconds that's required to renew it on a Locust bar. Not having any kind of defense on the chracter is just a bad idea, imo.

~Z
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Old Apr 18, 2007, 02:01 PM // 14:01   #11
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Do you really need crit arts at 13? 8+1 with a 20% enchanting mods should be enough to maintain locust's fury and would allow for better attribute spreading (up to 6+1 deadly arts) and higer max health. You don't really need the extra energy anyway.
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Old Apr 18, 2007, 04:21 PM // 16:21   #12
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Quote:
Originally Posted by Zuranthium
It's really no more fragile than any other enchantment? You're pretty much garunteed to get a critical hit within the 11 seconds that's required to renew it on a Locust bar. Not having any kind of defense on the chracter is just a bad idea, imo.

~Z
For an assassin with a bar that wants to pressure and play like a warrior, I can see where you get this idea. However, dash on the bars already provides nice self defense to good players who pay attention. If something more is needed beyond that, then why pick a skill like critical defenses over something like shadow walk or return?
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Old Apr 18, 2007, 04:39 PM // 16:39   #13
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Quote:
Originally Posted by Divineshadows
For an assassin with a bar that wants to pressure and play like a warrior, I can see where you get this idea. However, dash on the bars already provides nice self defense to good players who pay attention. If something more is needed beyond that, then why pick a skill like critical defenses over something like shadow walk or return?
Exhausting assault is also very good defensively, for example you can interrupt a SP spike or even something like devastating hammer to save your monks a lot of energy.
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Old Apr 18, 2007, 05:45 PM // 17:45   #14
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Quote:
Originally Posted by Divineshadows
For an assassin with a bar that wants to pressure and play like a warrior, I can see where you get this idea. However, dash on the bars already provides nice self defense to good players who pay attention. If something more is needed beyond that, then why pick a skill like critical defenses over something like shadow walk or return?
Because Critical Defenses is a cover enchantment in addition to defense. I'd rather have to play somewhat more defensively, in the case of Critical Defenses getting removed, rather than having my entire usefulness seriously hampered, in the case of Locust's Fury or Conjure being removed.

~Z
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Old Apr 18, 2007, 06:11 PM // 18:11   #15
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Quote:
Originally Posted by Zuranthium
cover enchantment
Good point. With two long recharge, long duration enchantments that are the basis of the damage in the build (which is not favorable IMO), a cover enchantment seems vital.
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