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Old Sep 28, 2006, 11:27 PM // 23:27   #1
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Default Assassin's Promise Nuker

16 Fire Magic
9 Energy Storage
10 Deadly Arts

Assassin's Promise [Elite]
Glyph of Sacrifice
Meteorshower
Rodgort's Invocation
Incendiary Bonds
Immolate
Fire Attunement
Res Sig

You can substitute Immolate and Incendiary Bonds with other spells. the Idea of the build is to be able to spam high-energy cost and long-charge time spells with glyph of sacrifice and not having to worry about recharge time by using Assassin's Promise to recharge all your skills by hexing a dying opponent with it.
It requires a lot of patience and timing to master but I've gotten a hang of it.
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Old Sep 29, 2006, 01:03 AM // 01:03   #2
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heres what im having trouble with. The thing with nuking is that you want to kill everything at once. and with that wais why would you need a rull recharged set of skills AFTER they are dead? With assasins prominse it rellies too much on the hex not being removed? Why not just use glyph of renewal with meteor shower? Heck throw in Auspicious Incantation, use GoR and MS and you get 44 energy and a 15 sec recharge MS. MS is the only one you need to recharge. Imolate, incendery and rodgorts all have medium times, but theres so much stuff you got to do in between which will make up the slight loss in recharge time.

Good Idea, but IMHO, I think Assasins promise is better with a spike. A Water +Air spike more like it. Water to enchance the air and Sin's promise to recharge the long recharge of the water.
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Old Sep 29, 2006, 10:58 PM // 22:58   #3
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i like the idead though
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Old Sep 29, 2006, 11:14 PM // 23:14   #4
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I'm playing similiar build for some time. Works like a charm in PvE, AB.
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Old Oct 02, 2006, 08:45 PM // 20:45   #5
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This looks like an interesting build, but if hex removal is a problem, a cover hex like Mark of Death might be a good idea. With this said, I'm still not sure I would see this as being better than the current Renewal Nuker build.
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Old Oct 03, 2006, 04:14 AM // 04:14   #6
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I also run something quite similar to this (I substitute Fireball for Rodgort's Invocation) when I feel like nuking things. So, I'm glad madamesabina posted the build. Getting Assassin's Promise right adds another dimension of complexity, relative to conventional nuking builds, but I find that it's generally worth the trouble.

Once, I thought to make a damage comparison between this build and a conventional Glyph of Renewal nuking build, but then I realized that about 80% of what is nice about this build is not the fact that you can cast X Meteor Showers in Y seconds, but rather that you can insta-cast each of them. You start doing damage immediately, and you no longer need to worry about being a sitting duck for those five long seconds. Also, your Meteor Shower can't be interrupted by anything short of Guilt.

Quote:
Originally Posted by XvArchonvX
This looks like an interesting build, but if hex removal is a problem, a cover hex like Mark of Death might be a good idea.
Agreed. I haven't tried this as of yet, but it should work nicely in Prophecies at least, as there aren't as many multi-hex removing spells there. In the general case, though, your only solid defense against hex removal is to cast Assassin's Promise so close to the target's death that there is no time for the hex to be removed. It's better to miss on a couple of attempts than to lose Assassin's Promise.

Getting Assassin's Promise interrupted is pretty devastating as well. If you're in a bad position, you might, as a last resort, think about preceding Assassin's Promise with Glyph of Sacrifice.

Quote:
Originally Posted by Hyprodimus Prime
The thing with nuking is that you want to kill everything at once, and with that said why would you need a fully recharged set of skills AFTER they are dead?
I should mention a couple of points in connection with this. First, you're generally going to have some Warriors, Assassins, and such in your party who will damage a single creature at a time. So, you throw your Assassin's Promise on the current target; it will die before the rest of the creatures, and then you have a fresh Meteor Shower to dump on the remaining beasties. Also, it's uncommon to have a situation where all the creatures fit under one Meteor Shower or within one Fireball; so, it's nice to have extras for the back line. Finally, even if you don't need to throw another Meteor Shower, remember that you get energy back from Assassin's Promise as well.

In closing, I don't think this build is strictly better than a traditional Glyph of Renewal build, mostly because of the dangers of hex removal, but also because that build is more of a fire-and-forget exercise. Simplicity has it's appeal. Also, having more than one player in a party using Assassin's Promise will lead to problems, unless they coordinate closely. However, Assassin's Promise is an easy skill to capture and there are definitely things to like here; so, I'd heartily recommend at least playing around with this build.
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Old Oct 03, 2006, 04:20 AM // 04:20   #7
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I've been playing a build like this in Alliance Battles for quite some time, and it works amazingly well. I haven't found a build that has an easier time capturing shrines on it's own yet.

First, use your glyph of sacrifice and cast Meteor Shower on one of the NPC's. Next, I like to use Death's Charge, and then Bed of Coals. If you get the timing right, the first hit from Meteor Shower will KD them just after you cast Bed of Coals, so they'll be set on fire for 7 seconds. Right after casting BoC, slap Assassin's Promise on somebody. This alone should kill most of the NPCs (except for Warriors, and maybe Rangers), but just in case, I like to use Flame Burst and/or Inferno here.
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Old Oct 03, 2006, 06:00 AM // 06:00   #8
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Very nice build Alberic. I got to try it some time.
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