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Old Jun 11, 2007, 02:10 PM // 14:10   #21
Academy Page
 
Join Date: Aug 2006
Location: Tyria
Guild: Pyromaniacs Inc
Profession: A/E
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Yeah I can c this build in action. Mostly any counter to melee is a counter to this build. Also protective spirit. Like u said those r obvious problems with all assassin builds. Pretty much this build is as good as the others because the counters r the same, they do the same thing nearly. I think a shadowstep would help this build out though if u can fit that in. Judge's Insight might be a bit bad for the build because ur already kiling well enough. I'd take sundering daggers instead since to kill some1 u won't ALWAYS need that 20%. Then u have an extra spot. U can use another shadow arts hex or a heal. That's just my 2 cents though.
P.S: don't quit just cause some noob decides to flame u.
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Old Jun 12, 2007, 05:49 AM // 05:49   #22
Ascalonian Squire
 
Join Date: May 2007
Guild: Reapers of the Doomed
Profession: A/
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Quote:
Originally Posted by candyman_sb
how about this?

1. Shadowy Burden
2. Black Mantis Thrust
3. Wild Strike
4. Shatering Asault
5. Impale? for a deepwound

All 3 attack skills have 4 sec recharge. This way u can spam shatering asault better and gives u a better snare. If u concentrate on reducing armor whats the point of using other duals other than shatering asault. And u won't get out of energy very fast unless u get no crits but if u use critical eye than is hard to not get any criticals.

I'm not saying that my combo is better than yours but i can switch target after a kill much faster while u have to wait for ur skills to recharge. Though I must agree that ur build can spike better.
I have to admit i didnt think about using black mantis thrust with wild strike and shattering. That does sound nice but energy would be the key concern for me. As for adding impale...thats 4 attribute lines you gotta split points into then which may be overdoing it. I try and keep dagger at 16 for this build for the most dmg and while JI is definitly expendable using a 4 sec recharge combo is going to require a greater investment in critical strikes to keep the energy pumping. I would probably try and bring shadow arts to 9 so shadowy burden lasts 10 secs since that build has more of a pressure feel to it.
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Old Jun 12, 2007, 09:57 AM // 09:57   #23
Frost Gate Guardian
 
Join Date: Apr 2007
Profession: A/
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Quote:
Originally Posted by Aida
I have to admit i didnt think about using black mantis thrust with wild strike and shattering. That does sound nice but energy would be the key concern for me. As for adding impale...thats 4 attribute lines you gotta split points into then which may be overdoing it. I try and keep dagger at 16 for this build for the most dmg and while JI is definitly expendable using a 4 sec recharge combo is going to require a greater investment in critical strikes to keep the energy pumping. I would probably try and bring shadow arts to 9 so shadowy burden lasts 10 secs since that build has more of a pressure feel to it.
I didn't say u have to put points in deadly arts, the impale is just for DW and I think is worth it for 5 energy even if it wont do any extra dmg.

If u could have 12 CS and critical eye u wouldn't run out of energy to fast and u would have enough points for shadow arts. I dont think the sup rune is any good, 75 hp>3 dmg. 2 major runes+1 minor would be ok.

edit: Tested my build agains master of healing and protection and couldn't kill them. Then I tryed my deathblossom-moebius, they got owned. Then I used my derv with lyssa with same results as moebius. Any dps build that can't take those out is weak for me. So my build is low on dps maybe yours is better.

Last edited by candyman_sb; Jun 12, 2007 at 11:11 AM // 11:11..
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