Oct 14, 2006, 12:18 PM // 12:18
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#1
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Shoveway
Shove Assassin
Assassin/Warrior
12+1+3 Dagger Mastery
12+1 Critical Strikes
3 Tactics
1. Shove [Elite] (Tactics)
2. Falling Spider (Dagger Mastery)
3. Twisting Fangs (Critical Strikes)
4. Disrupting Stab (Dagger Mastery)
5. Fox Fangs (Dagger Mastery)
6. Horns of the Ox (Dagger Mastery)
7. Distracting Blow (Non-Attributed)
8. Resurrection Signet (Non-Attributed)
Shove Assassin
Assassin/Warrior
12+1+3 Dagger Mastery
12+1 Critical Strikes
3 Tactics
1. Shove [Elite] (Tactics)
2. Falling Spider (Dagger Mastery)
3. Twisting Fangs (Critical Strikes)
4. Disrupting Stab (Dagger Mastery)
5. Fox Fangs (Dagger Mastery)
6. Horns of the Ox (Dagger Mastery)
7. Distracting Blow* (Non-Attributed)
8. Resurrection Signet (Non-Attributed)
Note(*): Depending on what other teams are running, you can replace this with Wild Blow too.
Shove Assassin
Assassin/Warrior
12+1+3 Dagger Mastery
12+1 Critical Strikes
3 Tactics
1. Shove [Elite] (Tactics)
2. Falling Spider (Dagger Mastery)
3. Twisting Fangs (Critical Strikes)
4. Disrupting Stab (Dagger Mastery)
5. Fox Fangs (Dagger Mastery)
6. Horns of the Ox (Dagger Mastery)
7. Wild Blow (Non-Attributed)
8. Resurrection Signet (Non-Attributed)
Blessed Light Monk
Monk/Assassin
11+1+3 Divine Favor
10+1 Healing Prayers
4+1 Protection Prayers
2+(1) Smiting Prayers*
9 Shadow Arts
1. Blessed Light (Divine Favor)
2. Gift of Health (Healing Prayers)
3. Healing Touch (Healing Prayers)
4. Signet of Devotion (Divine Favor)
5. Draw Conditions (Protection Prayers)
6. Deny Hexes* (Non-Attributed)
7. Return (Shadow Arts)
8. Dark Escape (Shadow Arts)
Note(*): This build was originaly run with Smite Hex instead of Deny Hexes. This is only noted because killing people with a low spec Smite Hex is funny.
25-30 minute Gladiator points when it's noob hour. Gogo Shoveway!
Credits: Go to Mehphisto, Chaos, and myself. Who were all in [TA] at the time we created this.
Our 4th when we first ran this was Kat, who was either in [ROFL] or [RezQ] at the time.
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Oct 14, 2006, 12:56 PM // 12:56
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#2
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Forge Runner
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OMG this brings back the memories. Just a note, never run this during peak hours, you have to run this during something like weekday mornings to get fast glads.
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Oct 14, 2006, 11:28 PM // 23:28
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#3
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Desert Nomad
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hehe
gogo shoveway!
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Oct 15, 2006, 11:01 AM // 11:01
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#5
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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For the most part, anytime that's not ~6-12 PM Eastern. The first and last hour durring that period usualy vary depending on the day.
After you play TA more, you'll see that there are days and times that have nothing but scrubs on, and other days and times where there's actualy some competition.
You're pretty much landing in a scrub only zone if you play at anytime from 3 AM Eastern to 12 PM Eastern.
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Oct 16, 2006, 04:31 AM // 04:31
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#6
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Ascalonian Squire
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You may want to consider replacing disrupting stab with leaping mantis sting. It does more damage than disrupting stab and the cripple often comes in handy as by the time you get to it in your combo your target often starts to kite. I would also consider adding in a run boost like dash to at least one of the assasins, without it you might run into a runner you cant kill.
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Oct 16, 2006, 08:17 AM // 08:17
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#7
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by atreyu83
You may want to consider replacing disrupting stab with leaping mantis sting. It does more damage than disrupting stab and the cripple often comes in handy as by the time you get to it in your combo your target often starts to kite. I would also consider adding in a run boost like dash to at least one of the assasins, without it you might run into a runner you cant kill.
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Leaping Mantis Sting only cripples when the target is moving. Plus it's insanely easy to remove conditions. However, Disrupting Stab wins just because it interrupts.
What would you replace with Dash? Also, do you even need Dash? You have 3 copies of Shove. If you can't manage to get close enough to Shove someone after a period of time, there's somthing wrong. In addition, the Monk has Dark Escape and Return, right? Return cripples, and Dark Escape is a run speed boost. We've used the Dark Escape+Return thing to end several matches with idiots who run, then once they're crippled Shove/Horns chain them so they don't get very far.
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Oct 16, 2006, 04:06 PM // 16:06
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#8
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Frost Gate Guardian
Join Date: Jun 2005
Guild: looking for a guild
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Quote:
Originally Posted by atreyu83
You may want to consider replacing disrupting stab with leaping mantis sting. It does more damage than disrupting stab and the cripple often comes in handy as by the time you get to it in your combo your target often starts to kite. I would also consider adding in a run boost like dash to at least one of the assasins, without it you might run into a runner you cant kill.
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Of all the things that make this a scrub-killer build and you decide to pick on disrupting stab and runner control?
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Oct 17, 2006, 03:12 PM // 15:12
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#9
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Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
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Lol, i remember facing that a couple of times.
First time we pretty much all fell dead, afterwards it was usually not too hard to beat by sticking close to others and having at least 1 shutdowned. We more or less always use Resto Rt as main healer in TA too and pre-resilient weapon on everyone cut out a LOT of the pressure. It's definitely a fast killing, glad points farming build though and lots of teams aren't really ready to face that.
I don't really see what mods to make honestly, it's just simple and the assassin builds aren't really flexible.
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Oct 20, 2006, 12:17 PM // 12:17
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#10
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Ascalonian Squire
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I can see ward of stability getting a bit more useful in TA.
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