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Old May 01, 2006, 07:38 PM // 19:38   #21
Ascalonian Squire
 
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"leave it to the monk" i hate that what if the monk has ran out of energy or is busy healing some1 else and cant make it in time.../mo is good second cause if u are in trouble on the opposite side of the battlefeild u can heal urself and keep the battle 4 on 4, 8 on 8, or give ur team an advantage. mnk is also good for farming it is by far my favorite secondary... feel free to disagree
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Old May 01, 2006, 08:11 PM // 20:11   #22
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In the end it's a question as to whether you trust your monks or not.

The Assassin's #1 priority in any battle is to kill the other opponent. As a result, his skillset should be almost completely geared to accomplishing that goal. Every skill and attribute point you take away from that objective weakens your Assassin's contribution to the team.

So, in the end, if you don't trust your monks and simply want to improve your perception of your chances of survival, then what you say above is true. But you have to realize in the end that you're hurting your team more than helping it.
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Old May 01, 2006, 08:24 PM // 20:24   #23
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If you wanna use monk healing spells, go ahead. Just beware that you might be flammed be people. I suggest that you use condition/hex removals as A/Mo.

***A blind assasin, is a useless assasin***
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Old May 01, 2006, 09:05 PM // 21:05   #24
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I am kind of interested in a self-healing assassin...is it possible that Mo/A could be better suited for this than A/Mo?
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Old May 02, 2006, 03:12 AM // 03:12   #25
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'Sin armor has 75AL max, Monk attire has 60AL

nuff said.
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Old May 03, 2006, 01:07 AM // 01:07   #26
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Actually...monk has 60+10vs Physical with Censors armor.
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Old May 03, 2006, 04:27 PM // 16:27   #27
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Quote:
Originally Posted by Katari
A/Mo is a fine combo for PvE. Just run a pure sin and use Resurect.
Some of the best players I've seen just use their primary like that and bring monk SOLELY for res.

I do that with my A/N, only I bring N solely for Plague Touch...

Sins have it REALLY good as primaries in my opinion. They can't solo as perfectly as a ranger only primary Holy crap can they work well without support from their second class...

They cause exhaustion...
That's better than energy degen in any case...
Knockdown
almost every condition in the book
anti-defense
anti-enchantment
great at retreat/survival in smart hands

hell, they're the melee version of a ranger!!! Only, MORE E. REGEN!!!
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Old May 03, 2006, 05:00 PM // 17:00   #28
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A/N with plague touch is nice yeah - offload blind and weakness.

A/Mo - seems to me vigorous spirit/live vicariously are options, eventually you're hitting nigh once a second with double attack right? Extra pip, ideally zealous mod, crit'ing for energy anyways...

But I made a A/W anyways

Oh and A/R looks fun for barrage but obviously that's near endgame/you can always switch later
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Old May 03, 2006, 06:49 PM // 18:49   #29
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Quote:
Originally Posted by TGgold
Actually...monk has 60+10vs Physical with Censors armor.
And 'sins can have 70 (base) + 10 (various conditions)

'Sins armor come in just under Rangers due to the Rangers bonus vs. elemental damage.
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Old May 03, 2006, 09:31 PM // 21:31   #30
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Quote:
Originally Posted by CKaz
A/N with plague touch is nice yeah - offload blind and weakness.

A/Mo - seems to me vigorous spirit/live vicariously are options, eventually you're hitting nigh once a second with double attack right? Extra pip, ideally zealous mod, crit'ing for energy anyways...

But I made a A/W anyways

Oh and A/R looks fun for barrage but obviously that's near endgame/you can always switch later
VS/LV are not worth it imho, you have to invest in healing prayers. A dead enemy will not hurt you. Your 4 regen pips make it possible to use mend ailment effectively. Plague touch is nice, but it doesnt help much with cripple, unless you waste 10en on death charge and then 5-15 on plague touch.

------//------

In the end you have to trust the monk. As long as your competant and know the limits of your class. A monk can keep you alive indefinately. You can even over extend for brief amounts of time.

The problem I potentially see is that, you will teleport/shadow walk (w/e) bypassing the heavy meleers to attack the squishies... good idea in some sense, but maybe stay a bit too long. The heavies turn around and start evis/exe-ing you. The poor monk can either let you die or move themselves withing melee range of the nme wars and casting range of the nme squishies.

Either case the monk gets pummelled saving you, which is bad. Try have some sort of skill yo tele back after you murder that poor squishie. Return or that maintained enchant (good because it take no energy to activate). Makes you a human surgical strike smart bomb basically.
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Old May 03, 2006, 10:40 PM // 22:40   #31
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Quote:
Originally Posted by Cymboric Treewalker
And 'sins can have 70 (base) + 10 (various conditions)

'Sins armor come in just under Rangers due to the Rangers bonus vs. elemental damage.
70 + 15 (while attacking, vs blunt, vs piercing and vs slashing)

IIRC, +15 while attacking is the only one that's on all the pieces of armor, I think that the sets with +15 vs blunt/piercing/slashing are only on one of the pieces of each set.
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Old May 05, 2006, 01:36 AM // 01:36   #32
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A Judge+SoH+conjure would be interesting on a sin..
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Old May 05, 2006, 01:40 AM // 01:40   #33
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I've seen a good number of Mending Assassins.
Made me laugh so I didn't complain. Good times.
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Old May 21, 2006, 01:30 PM // 13:30   #34
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As yet another monk user, I have to say leave the healing to the monk aswell. Monks that run out of energy haven't considered this when making their build. Of course self healing is never wrong, which is why I always keep Shadow Refuge on my Assassin, but I wouldn't go into using Healing Prayers. As already stated, Assassins are meant to deal damage, and the less attributes/skills, the poorer job it does. This is also why you will never see a high-ranked PvP player using Mending on his Assassin.
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Old May 21, 2006, 01:35 PM // 13:35   #35
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Live vicariously + Vigorous Spirit... nice combo when you're constantly attacking.

Judges insight takes 1 second too long to cast, and ti doesnt last long enough.

The smiting knockdowns coupled with the assassin's 'quick' knockdowns in deadly arts are a nice combo.
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Old May 21, 2006, 07:32 PM // 19:32   #36
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Well, considering how ive flamed numerous people ingame about using mending, might as well explaim my case here:
mending, its an ehcnantment with +3 health regen.
ok, lets see, i use shiros daggers (yes, i know its a high req, i use 15 dagger master anyways) so that brigns it to +2 health regen. Not alot, but it helps a little.

now, heres my attack build:
golden lotus strike
golden pheonix
horns of the ox
falling spider
twisted fangs

the first two require an enchantment to work, now, instead of me worrying on having to time shadow refuge, or another enchant for my combo to work, id much rather leave mending on and be done with it. Funny thing is is that often people will laugh at me and call me a noob for using mending, but yet, here i am often the last one alive in a mission, because i know i cant run in and tank, and i know when to get out. so gg..
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Old May 21, 2006, 10:47 PM // 22:47   #37
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Once you get Aura of Displacement though, Mending becomes rather useless just for an enchantment. I agree that it's nice to have a constant one before then though.
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Old May 21, 2006, 11:20 PM // 23:20   #38
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Imagine yourself way out of range of your healer, wanting to kill a certain caster, and you are blinded. Go for monk, and you can cure yourself of various conditions.
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Old May 25, 2006, 04:45 AM // 04:45   #39
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since all of you are saying a/mo with secondary healing isnt "efficent", i changed my general PvE build for quest and missions

Leaping Mantis Sting
Jungle Strike
Twisting Fangs
Shadow Refuge
Smite Hex
Spear of Light (thinking of replacing it with str of honor)
Mend Ailment
Ressurection Chant (Might replace it with Rebirth)
*dont have any elites yet *

Dagger Mastery 11 (getting sup dagger mastery soon)
Critical Strike 9
Shadow Arts 9
Smite Prayers 6
Prot Prayers 6

any suggestions for changin in arrtributes or skills?
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Old May 25, 2006, 04:57 AM // 04:57   #40
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how about this ,SHADOW REFUGE!
here let me spell that S - H - A - D - O - W R - E - F - U - G - E

most the time you will NEED 9-11/12ish shadow mastery anyway, best to go for 11 for +9 regen, heals after its done, use DARK ESCAPE, SHADOW REFUGE WHILE IN BATTLE TO SURVIVE, if you cannot survive one these 2 skills alone for healing or staying alive, stop playing assassin, thats the only skill you need to survive, you compliment it with dark escape, AoD, or anything else to help survive, using a crap load of enchantments and stuff will just make you ineffective and not able to regen enough energy to spam more attacks more often, dont become a smiter either, you will lose the purpose of your profession and you can do MUCH MORE DAMAGE ON ASSASSIN SKILLS ALONE! assassins suppose to hit run and get the hay out, shadow refuge and darkescape should be on you at all times, they are the most important means of survival, i would say aod, but most the time you will probaly use your elite up on something else, infact, use Contemplation of Purity + AoD to remove hexes and conditions if you wanna go A/Mo.

dont use all that healing orison, healing breeze crap, at 5 energy 4 seconds of almost maxed out regen, and heal at the end of it if your still attacking, you should have more then enough healing with shadow refuge, if you find that isnt enough, your not playing the assassin the right way and should stop playing one because your giving the rest of us a badname.

Last edited by Xaero Gouki Kriegor; May 25, 2006 at 05:00 AM // 05:00..
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