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Old Jul 18, 2006, 03:01 AM // 03:01   #1
Ascalonian Squire
 
Join Date: Jul 2006
Profession: E/Me
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Default Fragility Assasin

Class: A/Me
Role: Condition Applier
Attributes:
Crit Strike:6+1
Dagger Mastery:12+1+3 (not sure if sup rune is need, you decide)
Shadow Arts:6+1
Illusion: 10
Skills:
Black Mantis Thrust-
Lead Attack. If this attack hits, you strike for +8-18 damage. If target foe is suffering from a Hex, that foe is Crippled for 3-13 seconds.

Temple Strike Elite Skill
Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed, and Blinded for 1-7 seconds.

Horns of the Ox
Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +15-27 damage. If struck foe is not adjacent to any allies, that foe is knocked down.

Falling Spider
Off-Hand Attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15-31 damage and target foe is Poisoned for 5-17 seconds.

Twisting Fangs
Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10-18 damage and struck foe suffers from Bleeding and Deep Wound for 5-17 seconds.

Return
Spell. All adjacent foes are Crippled for 3-7 seconds. Teleport to target ally.

Shadow Refuge
Enchantment Spell. For 4 seconds, you have gain 5-9 Health regeneration. When Shadow Refuge ends, you gain 20-68 Health if you are attacking.

Fragility
For 8-20 seconds, target foe takes 5-18 damage each time that foe suffers or recovers from a new Condition.

Basically, you chose a caster, and cast fragility on him. Now that hes hexed, atk using skills 1-5. He should now have 6 conditions on him: Crip, blind, dazed, poison, bleeding, and deep wound. Add to that fragilities extra dmg and you got a screwed caster. 7 degen with dazed that cant run away. If you are under heavy fire, just return(which happens to crip ) and heal up with refuge.

You should use a zealous weapon with somekind of energy bonus. I havent tried this out yet so a tester would be greatly appretiated. I think energy might be a problem. Advice on how to make this better would be appreciated.
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Old Jul 18, 2006, 04:37 AM // 04:37   #2
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you have your crit hits at a total of 7, if you increase it to 8 you will get +2E per crit hit, instead of the +1 you're getting now.

and i'd say you've got 2 too many attack sills. you've neglected to bring condioton removal which means blind will compleately kill your offensive capabilities, you've neglected to bring something to avoid being hurt, and you've neglected to bring a res, which is bad mojo for playing with groups.

you have sucessfully included a hit and run teleport skill, however you're useing it only after you've taken alot of dmg.. hit and run tatics work best if you use them to avoid being damaged, instead of running away after you've been smacked around alot.

while returns cripple is nice, trying to find a freindly that is out of harms way and then looking for his name to click on in the list - when you're already down on health isn't the smartest thing to be doing. - and is why return is considered the worst teleport in the line up.

stacking several conditions is fun and all, but dyeing all the time trying to pull them off isn't very effective.

i would drop HoO and falling spider - and bring sig of malice for condition removal, and res sig.

you can get by without condition removal, but risk being more vulnerible. if you rather, i'd sugest vipers defense for dmg avoidence + posion (to replace falling spiders condition).

and replace return with anything else, Shadow of haste would be my main advise, but even recall and AoD are both way better then return.
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Old Jul 18, 2006, 05:12 AM // 05:12   #3
Ascalonian Squire
 
Join Date: Jul 2006
Profession: E/Me
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I guess you're right about the return thing. As for the rez, i was sorta thinking AB when i wrote this. Since I feel the poison is needed in this, i guess you could replace horn of the ox and falling spider for sig of malice and viper difense. You were also write bout increasin crit. it wasnt paying attention when i wrote this.
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Old Jul 19, 2006, 02:05 AM // 02:05   #4
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Guild: Legends Of Teh Industry [XXX]
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That looks like overkill for a squishy. A squishy will will die from my 4 hit combo and you have 5.
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Old Jul 19, 2006, 02:14 AM // 02:14   #5
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ill test it tomorrow....looks fun.

But the 16 in daggers is so not needed....13 or 14 is enough, thats a major dagger rune and maybe put a major critical rune in there to keep eneergy good...looks fun tho
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Old Jul 19, 2006, 02:53 AM // 02:53   #6
Ascalonian Squire
 
Join Date: Jul 2006
Profession: E/Me
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Quote:
Originally Posted by Lambentviper
ill test it tomorrow....looks fun.

But the 16 in daggers is so not needed....13 or 14 is enough, thats a major dagger rune and maybe put a major critical rune in there to keep eneergy good...looks fun tho
Thx man, i needed a tester. im too lazy to make a sin . btw i didnt think 16 daggers was needed.
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