Oct 01, 2006, 08:03 AM // 08:03
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#1
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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new to sins, ive got a question
how many attcks skills(in a combo) should i be packing?
~A Leprechaun~
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Oct 01, 2006, 08:19 AM // 08:19
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#2
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Lion's Arch Merchant
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in pve
I use 4 slot for combo, that are eitehr 3 hit combo with 2 dual attack, 2x2hit combo (off hand and dual), or 1x4 hits combo ( conventional Ox-Spider combo)
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Oct 01, 2006, 09:23 AM // 09:23
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#3
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Krytan Explorer
Join Date: Aug 2005
Location: Fort Aspenwood
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For pvp, take a 3-4 chain, 3 is weaker, and 4 is more risky, but more damage.
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Oct 01, 2006, 03:38 PM // 15:38
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#4
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Lion's Arch Merchant
Join Date: Mar 2006
Location: New Jeresy
Profession: R/
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i use 3 4 skills for defence/health regen and shadow refuge
If you want the full skill list just ask
Last edited by Prefectus; Oct 01, 2006 at 03:40 PM // 15:40..
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Oct 01, 2006, 05:28 PM // 17:28
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#5
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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3 as an absolute minimum. 4 is usually the magic number for taking someone out.
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Oct 01, 2006, 05:52 PM // 17:52
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#6
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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atm im lvl 12 on shing jea and for the minute im using:
Jagged Strike~>Fox's Fangs~>Death Blossom
with occatiomal dancing daggers in the mix for the fun of it
any other suggestions on what actual skills to use (anyone got any builds)
~A Leprechaun~
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Oct 01, 2006, 05:56 PM // 17:56
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#7
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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A good, simple build for PVE is:
1 Jagged Strike
2 Wild Strike
3 Death Blossom
4 Twisting Fangs
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Oct 01, 2006, 05:56 PM // 17:56
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#8
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Level 12, and no access to elite skills, pretty much sums up the problem:
At this state of the game, it's not necessary to make a build. Use the skills they gave you. They'll work. My Yanssassin uses 5 attack skills, and they are chainable into a 8 attack combo ( bls tf fs hoto ms hoto fs tf )
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Oct 01, 2006, 07:52 PM // 19:52
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#9
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Depends on situation.
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Oct 02, 2006, 07:06 AM // 07:06
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#10
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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critical strike looks very good, is it?
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Oct 02, 2006, 07:26 AM // 07:26
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#11
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Academy Page
Join Date: Jul 2006
Guild: Heroes of Hobby Haven
Profession: A/Me
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yes it is, but remember, to maximize skills like critical strike, an investment in the CS attrib should be made because of the "breakpoints":
8 CS gives you 2 energy per critical hit
13 CS gives you 3 energy per critical hit
this is outside a zealous mod and critical eye.
since you're still not lvl20, the jagged strike, wild strike, twisting fangs/critical strike/death blossom [choose 2 out of the 3] is a solid enough skillset to get you through until kaineng. it's fairly spammable [your lead and off-hand have 4secs of recharge time] and gives you DPS through bleeding and a deep wound [if you use twisting fangs] at the end, so an autoattack should get the job done. fill the rest up with a utility skills, self-heal and rez and you have your build.
yanman is correct in saying that at your current level, use what's given. it's the playstyle that you have to learn [yes, even if you seem to be tanking, it's good to not tank and learn to get out at the right time].
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Oct 02, 2006, 07:55 AM // 07:55
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#12
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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ty silverwing i will take your advice
and ty to the rest of you
you all say tanking is very bad on a sin which i know to be true but at the moment i sem to be henching everything, and i know this will change when i get to cantha mainland, but as it stands if i strike and run the henchmen come with me and we all get shot down
~A Leprechaun~
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Oct 02, 2006, 12:02 PM // 12:02
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#13
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Frost Gate Guardian
Join Date: Nov 2005
Profession: A/Me
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I just arrived in Tannakai Temple, doing all the Kainang/market/bazaar quests, and tanked it all the way with Henchmen... Perhaps it will change, but it's ok if you know what mob you must kill first...
And you're right, Hit and run with Hench is not really possible... perhaps with Nightfall...
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Oct 02, 2006, 11:26 PM // 23:26
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#14
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Frost Gate Guardian
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Sure it is. What I usually do when I'm henching with my assassin is to move to the group I'm about to fight until my aggro circle just touchs them, and then wait. Maybe even move back a bit if there are other groups around in close quarters. Let them come to you, and as they're coming just pick your target, in my case it's usually a caster, and just zip in with a shadowstep skill, etc. When things start getting rough, zip out and heal up.
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Oct 03, 2006, 06:46 AM // 06:46
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#15
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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but when i zip out the henchmen usually follow me and we all die horribly
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Oct 03, 2006, 12:27 PM // 12:27
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#16
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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What Hyunsai said is correct. You can't run away with pure henchies. This is a problem faced by Assassins. When no one wants you (because they fear you will tank), you must go with henchies. When you go with henchies, you are almost always forced to tank (those who don't use ranged weapons). If you can control aggro, then you can tell your henchies to attack, while you stay back. Wait abit, then attack (staying just behind the warriors). Walk back a bit, let Alesia (Tyria), Sai, Mhenlo, Togo, or any healing henchmen heal you, before going back into battle. I developed a build that will allow me to tank but only used when I hench. I teleport in and out like a good assassin should when I'm in a PUG.
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Oct 03, 2006, 02:37 PM // 14:37
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#17
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Academy Page
Join Date: Jul 2006
Guild: Heroes of Hobby Haven
Profession: A/Me
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when i'm in an all henchie group, i turtle.
or, i stop a ways off the mob, turn around [hit "x"], enchant myself with PS and SH, then walk slowly backwards until i can see on my radar that i have touched just a little bit of the closest enemy's red spot then run forward.
the henchies will all be in your line of sight so when you run, they run. once i've overextended the warriors or assassins on the enemy mob, i turn in on them and kill them.
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Oct 03, 2006, 06:45 PM // 18:45
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#18
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Frost Gate Guardian
Join Date: Jul 2006
Guild: AMO
Profession: A/
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well as to a build 4 skill combo, unsuspecting, wild strike, critical strike, twisting. the other 3 spots are usually 1 preparation (sharpen dagger atm) 1 heal (troll atm) and either another heal, a stance, or another enchant (melandrus resiliance) then res.
Play style just to the ghost thing or be content to wait abit. if you know your build well though and play it better ive had many groups carry me right into the next mission.
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Oct 03, 2006, 07:12 PM // 19:12
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#19
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Quote:
Originally Posted by A Leprechaun
but as it stands if i strike and run the henchmen come with me and we all get shot down
~A Leprechaun~
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Not sure if you're aware of this, but I learned how to do this when I was using Peace and Harmony on my first monk, lol.
Go up to the mob.. in longbow range, or slightly farther, chose a target - I made it so that you have to double click to attack. You can also use C+Tab to cycle.
Once you have your target selected, hit Ctrl+Shift+Space, and your henchies will charge forward. Then you're free to do your assassin thing without worrying too much about aggro. Doing Ctrl+Shift+Space does *not* cause you to attack.
=)
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Oct 04, 2006, 12:43 AM // 00:43
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#20
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Krytan Explorer
Join Date: May 2005
Location: Cali
Guild: Mending For The [win]
Profession: W/A
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50-60% attack skills
rest for defense and res
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