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Old Jan 10, 2008, 08:20 PM // 20:20   #1
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Default An Assassin in Fort Aspenwood

i usually play AB with my assassin and do fairly well with the various builds that i have.

last night i played some fort aspenwood with my brother and i totally got my ass handed to me. i tried several of the AB builds i usually use, but each game i played was terrible. i was set on fire, bombarded by turtles (i am kurzick), and generally mobbed.

i am thinking i need a build that will take out turtles and monks. maybe some sort of AOE. i am not sure about the need to snare ppl. maybe i should focus on running amber?

does anyone have thoughts or tips on how to have fun with an assassin in fort aspenwood?
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Old Jan 10, 2008, 08:26 PM // 20:26   #2
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If you want to run amber, you could try running a shadow form runner.

You should also be able to run a deadly arts spammer there too

(I haven't played in aspenwood for ages).

DB-Moebius works decently for AOE.

You can also use the "unblockable" combo if you have an enchantment on you: [skill]Golden Fox Strike[/skill][skill]Wild Strike[/skill][skill]Shattering Assault[/skill][skill]Impale[/skill]

(Don't think anything will die in one combo to the above chain though)

For enchants, I'd either use a conjure or Strength of Honor or Judges insight.
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Old Jan 10, 2008, 10:21 PM // 22:21   #3
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Shadow Form Running is great fun,
>.> its even fun to take out npcs with shadow form as a luxon >.>

Anyways

Shattering assault in fort aspenwood is more useful if your a luxon IMO to go through the kurz elementalist and the monks who are protting on them.

If your a kurzick you want a running build, or a build used to defend the base, speccing in both just makes you half-assed at both

also sadly shadow steps don't work so great (by that I mean AoD and Shadow meld T_T)
because those gates get repaired and crap.
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Old Jan 11, 2008, 12:45 AM // 00:45   #4
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Best to go a mainly attack build with some running/ healing utility imo, Dash works fine. You can somtimes get the least helpful of teams and be forced to solo bases/ run amber .
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Old Jan 11, 2008, 12:51 AM // 00:51   #5
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Quote:
Originally Posted by Keekles

For enchants, I'd either use a conjure or Strength of Honor or Judges insight.
Ignore this part of keekles. As 2 of those choices are garbage .

Run an unblockable combo with Way of Perfection as your enchant it is a cheap skill 5 energy lasts 60 seconds 30 sec recharge. Shadow Stepping is alright if used correctly but it is hard to use cause gets constantly getting repaired.
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Old Jan 11, 2008, 01:25 AM // 01:25   #6
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/disagree

I think Shattering + Judge's Insight is quite good

whereas WoP needs a dedicated crit build to be worthwhile.
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Old Jan 11, 2008, 01:26 AM // 01:26   #7
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Shadowy burden+ way of perfection will do Judges Insight's job just fine


But if you use Shadowy Burden and Judges insight ...>.>
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Old Jan 11, 2008, 02:35 AM // 02:35   #8
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Quote:
Originally Posted by Bobby2
/disagree

I think Shattering + Judge's Insight is quite good

whereas WoP needs a dedicated crit build to be worthwhile.
Not really. I use at as enchant to connect with [skill]Golden Phoenix Strike[/skill]. But Golden Fox Strike works as well besides Judges Insight is a garbage skill but as ensorki said Shadowy Burden would do the same thing. WoP doesn't need a dedicated crit bar to be USEFUL.

But we all know

[skill]Mark of Instability[/skill]
[skill]Black Spider Strike[/skill]
[skill]Shattering Assault[/skill]
Falling Lotus Strike
[skill]Twisting Fangs[/skill]

Is ftw.
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Old Jan 11, 2008, 03:43 AM // 03:43   #9
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Shadowy Burden is better than Judge's Insight. No problem there. But I still think WoP is kinda crap.

Combo's nice. Though I'd rather replace Shattering with TF, ending in BoS and save the elite for something else. There are other ways to remove (most) enchantments. Still somewhat energy-heavy; (full) 30e-bar required to be on the safe side? (not counting any Shadow Step entry)

Not something I'd soon run though, since I'd hate Teh Downtime.
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Old Jan 13, 2008, 11:26 AM // 11:26   #10
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sundering= useless on daggers dont bother with judges, sundering works best on high damage ranged weapons eg. axe/scythes
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Old Jan 13, 2008, 03:57 PM // 15:57   #11
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kurzick aspenwood capper/runner a/w:

golden, wild, blossom, moebius, critical def, crit eye, dash, sprint.

this guy basically can solo the npcs at amber mines and then run amber with two running skills

no, it is not for soloing turtles + the mobs surrounding them although it can help

Last edited by X Cytherea X; Jan 13, 2008 at 04:04 PM // 16:04..
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Old Jan 13, 2008, 06:06 PM // 18:06   #12
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Quote:
Originally Posted by Keekles

You can also use the "unblockable" combo if you have an enchantment on you: [skill]Golden Fox Strike[/skill][skill]Wild Strike[/skill][skill]Shattering Assault[/skill][skill]Impale[/skill]

(Don't think anything will die in one combo to the above chain though)

For enchants, I'd either use a conjure or Strength of Honor or Judges insight.
Assassin's Remedy is one of the best options for an enchantment for that combo.
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Old Jan 13, 2008, 06:39 PM // 18:39   #13
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Quote:
Originally Posted by Shuuda
Assassin's Remedy is one of the best options for an enchantment for that combo.
Agreed.

1234
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Old Jan 14, 2008, 06:59 PM // 18:59   #14
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If you're luxon, I wouldn't recommend using melee at all. There are too many npcs that will contradict the melee aspect..

And, if they have a bonder, you're quite useless unless you're a caster.

But who would waste skills where they could hit through wards, and take hexes off of yourself? That would be redundant.

If you're kurzick.. almost anything works. You should probably use critical defenses and other skills to keep this up, if you're getting amber, otherwise you won't live long.
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Old Jan 16, 2008, 03:14 PM // 15:14   #15
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as a kurzick, i tend to live just fine without any kind of blocking skills such as critical defenses. besides most people i run into brings some unblockable skills in the first place. in my opinion, high mobility, stealth and self healing goes a long way for an assassin in aspenwood. you may not put down some of your targets as fast as other assassin builds, but i think that you will be best suited to do whats really necessary which includes both running amber and defending the fort.



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Old Mar 30, 2011, 07:38 PM // 19:38   #16
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I would like to see the crit-scythe build for a sin, the one that can take on the mob around turtles. Anybody with the experience?
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Old Apr 03, 2011, 11:47 PM // 23:47   #17
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Quote:
Originally Posted by Dehumanizzer View Post
I would like to see the crit-scythe build for a sin, the one that can take on the mob around turtles. Anybody with the experience?
Holy Necro Batman!

It's too convoluted to work. The hammer warriors will knock-lock you without block and the turtle itself will prove problematic because it can teleport you and enchant strip you. If you stack dervish enchants you will end up having Critical Defenses constantly renewing on top of the stack. Checked PvE/PvP builds, doesn't look hopeful but maybe someone more up to date could finagle a build.

I have seen 'sins take on the turtle squads effectively in melee but that was two years ago and it was Moebious Strike builds. There have since been a few builds that relied upon Damage on Movement and Degen hexes that were very effective but those were nerfed. Personally I used Moriz's A/W Shovesin or A/E Wastrel's and focused on running amber and killing solo AoE'rs before they got to Green.
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Old Apr 04, 2011, 12:01 AM // 00:01   #18
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Onslaught and attacker's insight. Grenth's aura if you want self heal. Energy will kinda suck compared to mysticism, would really be better as a derv, but it should be workable.

Alternatively, shroud of distress if you like living on the edge, just cover it with something...

Last edited by FoxBat; Apr 04, 2011 at 12:05 AM // 00:05..
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Old Apr 04, 2011, 09:38 PM // 21:38   #19
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Thanks for answers; I will try to "dervish" turtles. On the other hand, I quite enjoy playing assassin, so will keep on trying to find some nice working build.
I will post here if I'd have any success.
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Old Aug 07, 2011, 07:10 AM // 07:10   #20
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Run the A/Me assacaster and cast people to death. Much safer since you can cast without running closer to turtles/more foes, and the damage is quite consistent
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