Nov 20, 2006, 04:52 PM // 16:52
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#2
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Krytan Explorer
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I have a very similar build-barring some of the dagger attacks and wild blow, they're very similer. I suggest you take a 'bail' skill instead of critical eye-you already have VERY high critical hitting (something like 45%, roughly right?) so that shouldn't be so much hassle.
Basically, I suggest you take the critical strikes down to 13, even 12 or 11, and put more points into shadow arts, and take a bail skill. That's my personal preference though.
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Nov 21, 2006, 02:26 AM // 02:26
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#3
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Frost Gate Guardian
Join Date: Jul 2006
Guild: AMO
Profession: A/
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A bail skill would be nice but if he is criticaling that much he wont need it.. WoP handles health. id add critical defence though for good measure somewhere with that many critcals youd be insane not too lol...
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Nov 21, 2006, 07:16 PM // 19:16
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#4
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Ascalonian Squire
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Well thanks for the input you tow... It would really be helpful to hear more peoples comments, though. I am looking into Critical Defenses, and like lapsus said, I really don't need a bail skill... I am seriously thinking about taking some Critical Strike points down in order to up my Shadow Mastery... I think that 50% is a good number for critical hits isn't it???
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Nov 21, 2006, 09:21 PM // 21:21
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#5
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Krytan Explorer
Join Date: Nov 2006
Guild: Xxx The Final Thrust Xxx[RIP]
Profession: P/A
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Maybe, but below 13 you don't get 3 energy per crit. Thats a great number with zealous daggers and a build that likes to spam.
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Nov 21, 2006, 10:55 PM // 22:55
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#6
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Academy Page
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WotA is pointless with daggers. They have the lowest crit damage in the game. If you were using a constant IAS it might be worth it but even then its marginal.
Crits are mainly for energy where dagger sins are concerned.
Still if you like it then one thing you really do have to change is Critical Strike which is bad synergy for Twisting Fangs.
Last edited by Zuzubee; Nov 22, 2006 at 12:01 AM // 00:01..
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Nov 22, 2006, 01:03 AM // 01:03
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#7
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Ascalonian Squire
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Hmm... When I made this build, I wasn't aware of the Critcal dmg ouput for daggers... Is there anywhere I can go to get it, or can anyone tell me? Then the whole issue with Critical Strike, I like the fact that it pays for itself and a little more, so how is that bad synergy?! I think that Critical Strikes at 16 is gonna stay that way... Anything else anyone can possibly add???
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Nov 22, 2006, 06:48 AM // 06:48
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#9
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Ascalonian Squire
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Hey, thanks for the page reference man... All-in-all... Now that I know the critical hit dmg... I am wondering if this build is still worth running... Does anyone have any insight on this? I am aslo replacing Critical Strike with Twisting Fangs... Thanks for setting me straight on that one guys.
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Nov 22, 2006, 09:49 AM // 09:49
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#10
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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*whispers* Twisting Fangs
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Nov 22, 2006, 04:50 PM // 16:50
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#11
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Ascalonian Squire
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I know I know... LOL Twisting has replaced critical strike... But my main question is if this build is good enough to make it?
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Nov 22, 2006, 05:28 PM // 17:28
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#12
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Everythink works. But there are better combo's out there.
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Nov 22, 2006, 06:42 PM // 18:42
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#13
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Frost Gate Guardian
Join Date: Jul 2006
Guild: AMO
Profession: A/
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Umm I like it as it is right now lol, Id drop jagged strike though. Now that you have TF you dont need more bleeding. Go with Unsuspecting strike or if you have NF there are a few good lead off's there. Fox Strike (I know its not Strike but im in class atm or Id change it hehe)) which almost always will hit if you have an enchant up, and you have 3 in the build.
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Nov 22, 2006, 07:04 PM // 19:04
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#14
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Guys, if you're taking Palm Strike, there's no use for a lead attack.
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Nov 23, 2006, 01:44 AM // 01:44
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#15
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Ascalonian Squire
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Umm... Who said anything about Palm Strike?! LOL And thanks for the suggestions guys... I think that this is a very creative build, and I am pretty glad to call it my on. I think that this pretty much raps this one up... Everyone seems to think that Critical Strike is better replaced by Twisting Fangs, and I will be sure to check into that. Also, the suggestion about Critical Defenses is also worth looking into. All in all, this is going to be a pretty fun build with VERY few if any energy problems. This build is designed for fun in mind keep that in mind guys!!! LOL
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Nov 23, 2006, 02:46 AM // 02:46
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#16
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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unsuspecting strike is quiet a nice starter
If this attack hits, you strike for +19...29 damage. If your target was above 90% Health you deal an additional 15...63 damage.
bonus damage is 111
thats pretty nasty, plus u have whatever your daggers strike for on top
10e, 4sec recharge
twisting fangs does 21+21 bonus damage, plus whatever your daggers strike for for each strike (40ish easily for each strike), plus deep wound and bleeding
10e, 15 sec recharge
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Nov 23, 2006, 03:26 AM // 03:26
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#17
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Ascalonian Squire
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Hey man! Thanks for your input as well! I will definately consider putting in Unsuspecting Strike, and of course Twisting Fangs... All in all guys, as of now what would you rate it 1 out of 10?! LOL
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Nov 23, 2006, 05:26 AM // 05:26
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#18
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Frost Gate Guardian
Join Date: Jul 2006
Guild: AMO
Profession: A/
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hmmm id say 8-9 ive seen better.. but lol i used this same build almost awhile ago.... it'll work nicely with a nice zealous dagger your set
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Nov 23, 2006, 09:54 AM // 09:54
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#19
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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I think what you all continue to forget is that critical chance is based off of your lvl vs the oponent level... for pvp this is fine because max lvl all around is 20...
for pvp however mobs get must higher level... 28+ i believe... dont pay attention anymore..
but essentially this was my major complaint about the assassins partial dependancy on critical hits being a source of energy management and health management as well as req for some skill effects...
anyhow the point is this you only have your calulated crit chance based off of if your the same level as your oponent... im sure wiki has a calc to what the actual drop in chance is when your lvl 20 fighting lvl 28 mobs...
and that imo is what made the assassin suck... if they just would have capped the effects lvl has against critical hits at lvl 20 the assassin would have been a much nicer profession... yes i know die hard still believe they are good... but overall i personally feel they are lacking because of this minor/major issue...
youll need as much crit chance as u can get to have it be reliable when fighting mobs that are higher level than you... the more the better because 8 lvls makes a huge difference in you chances of landing them... those who played crit sins through factions know what im talking about... my best experiences with them in cantha where all the way up to Kaineng Center then from there they began to suck since all the mobs got higher and higher level
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Nov 23, 2006, 10:18 AM // 10:18
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#20
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Quote:
Originally Posted by General Tsunami
Umm... Who said anything about Palm Strike?! LOL And thanks for the suggestions guys... I think that this is a very creative build, and I am pretty glad to call it my on. I think that this pretty much raps this one up... Everyone seems to think that Critical Strike is better replaced by Twisting Fangs, and I will be sure to check into that. Also, the suggestion about Critical Defenses is also worth looking into. All in all, this is going to be a pretty fun build with VERY few if any energy problems. This build is designed for fun in mind keep that in mind guys!!! LOL
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>.> my fault. Wrong thread.
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