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Old Jun 27, 2006, 09:04 PM // 21:04   #21
Lambentviper
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probably a bug, or maybe you have just happened to have a Thunderclap ele on your team :P

@Bloodied: What skills would those be? I'd love a skill that KDed during every critical hit
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Old Jun 27, 2006, 09:30 PM // 21:30   #22
semantic
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Where's the shadow stepping? The whole point of sin KD is popping in unexpectedly and putting the target on its butt. Or rather, that's the difference between assassin KD and war KD.

MoI is a nice hex to prime an Iron Palm, Falling Spider, <insert dual attack here> chain. But again, it only works (when it works) if you pop up on a target and hit it before evasion enchants/skills go up.

Or if you just want to ignore blocks/evades, something like: MoI, Death's Charge, Iron Palm, <stab stab>, Asp, <stab stabt>, Nine Tail Strike, Return/Heart of Shadow, <send in assassin #2> would make a nice KD chain.

Like the idea though.
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Old Jun 28, 2006, 05:16 AM // 05:16   #23
Bloodied Blade
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@semantic: Dark Prison is your shadow step. The build is still under construction. Also, Iron Palm can't miss, so you're guaranteed at least one KD. Saying that a build is dead if something happens is true, but as I said, every build has a weakness. You should probably have some form of enchant removal, which is why the build is still being worked on. The Nine Tail Strike in your chain would miss since Asp is not an offhand attack (as I was informed yesterday). Also, why would you want to plant two assassins with different smiters on one target? You would lose a HUGE amount of your smiting damage. Since it's hoh, you ignore what you would normally conform to when playing an assassin. Tactics are still there, you just don't stress the "run" part of "hit-and-run" as much.

@Lambentviper, I would love a skill that KD'ed with every dual attack too, however, I was merely referencing that he might have been enchanted with something. I haven't committed 100% of the assassin skills to memory yet. I believe that I mentioned somewhere on page 1 why you don't have a thunderclap elly and that is because you often want the remaining spaces on your team doing something that the people you already have CANNOT do. Since you generally have ~3-5 monks on a dual smite, also 2 melee combatants (one of them would be the KD assassin)... That leaves 1-3 spaces left on your team that aren't monks. Let's assume that you have 2 spaces left for non-monk and non-melee characters. You will likely want a mesmer to help shutdown the other team's monk or a ranger for their miscellaneous purposes. Sometimes you may want a Taint/Ward. The point is that you don't want something that copies what you can already do just as effectively, if not moreso.

Lemme see if I can figure out what we have so far in build:

Dark Prison
Mark of Instability
Black Lotus Strike
Twisting Fangs
Falling Spider
Iron Palm
Entangling Asp
Res Sig / Assassin's Promise / AoD / Something...

As you can see, the build still needs some work... I'll keep working on this thing though.
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Old Jun 28, 2006, 06:31 AM // 06:31   #24
semantic
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Thanks for setting me straight on Dark Prison and Asp. That last build you posted is a lot like one of the variations I run in AB (with AoD instead of Dark Prison). With the MoI/BLS chain, if Falling Spider hits you can follow with Horns for another KD. Then Iron Palm (assuming target still has a condition) for another.

The other BLS variant I've been using leads with Shadowy Burden, which is really excellent on an isolated target, but won't get you the KDs you're looking for.

After reading several posts, I forgot the whole point was to apply smite damage. One thing: even with the KDs, targets are able to move around quite a bit.
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Old Jun 28, 2006, 01:52 PM // 13:52   #25
Bloodied Blade
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True that the target can still move, but since the smites radiate from the *assassin* (monk auras), the KD is mostly meant to stop your target from being able to do much, do a little damage, and keep them in range for smites. I didn't use HotO in the build because it's rare that people are spread out far enough for it to work consistently, even when they run away in hoh they do that as a coherent unit most of the time.
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Old Jun 28, 2006, 05:38 PM // 17:38   #26
Kijik Oni Hanryuu
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I actually have found that in HoH there are alot of rogue targets set for certain things, like going after your ghost, or running the flag. BTW BB do you have a guild? (I think I asked you this before but I forgot where I asked) If you don't I am sure BkBd would love to have another really strong player, so if you are interested contact Gryphon Malice in game or contact Shawn God Of Healin in game. You can also tell me
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Old Jun 29, 2006, 02:13 AM // 02:13   #27
Bloodied Blade
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I have a guild currently, but it's kinda iffy as to wether I'm gonna remain in it. Currently I'm with WHL (Luxxon... /sad)

EDIT: @semantic: I was wrong about Dark Prison, the guide says 10 seconds but apparently it has been nerfed already to 60 (I was able to check this morning). I think Assassin's Promise will work, but now Dark Prison probably has to be swapped for Death's Charge. If all else fails, Iron Palm still counts as a lead attack and you can follow it with Asp to get a chain going again (Palm, Asp, Spider, Fangs). So the build still works, but needs tweaking again.

Death's Charge
Mark of Instability
Black Lotus Strike
Twisting Fangs
Iron Palm
Entangling Asp
Assassin's Promise (ok, so you don't have a rez, but you can do without it)

Last edited by Bloodied Blade; Jun 29, 2006 at 02:16 AM // 02:16..
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Old Jun 29, 2006, 03:37 AM // 03:37   #28
Kijik Oni Hanryuu
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most sins aren't really expected to have a res anyway, monks always think we're the ones that always need rezzing *chukles* oh and BkBd is luxon but we have absolutely no problem with you farming kurz faction for armor etc. just don't doante any kurz faction lol. BTW we are currently in the Darkfaith [DF] alliance we're working towards taking cavalon.
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