May 01, 2006, 07:38 PM // 19:38
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#21
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Ascalonian Squire
Join Date: Apr 2006
Location: the moon
Guild: none atm
Profession: R/Mo
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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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May 01, 2006, 08:11 PM // 20:11
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#22
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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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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May 01, 2006, 08:24 PM // 20:24
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#23
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Sin Squad www.sinsquad.us
Profession: W/
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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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May 01, 2006, 09:05 PM // 21:05
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#24
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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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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May 02, 2006, 03:12 AM // 03:12
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#25
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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'Sin armor has 75AL max, Monk attire has 60AL
nuff said.
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May 03, 2006, 01:07 AM // 01:07
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#26
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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Actually...monk has 60+10vs Physical with Censors armor.
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May 03, 2006, 04:27 PM // 16:27
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#27
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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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.
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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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May 03, 2006, 05:00 PM // 17:00
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#28
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Jungle Guide
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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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May 03, 2006, 06:49 PM // 18:49
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#29
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Krytan Explorer
Join Date: Apr 2005
Location: Imperial Palace - Cantha
Guild: [SFK] Sacred Forge Knights (founder)
Profession: Me/Mo
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Quote:
Originally Posted by TGgold
Actually...monk has 60+10vs Physical with Censors armor.
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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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May 03, 2006, 09:31 PM // 21:31
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#30
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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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
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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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May 03, 2006, 10:40 PM // 22:40
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#31
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Pre-Searing Cadet
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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.
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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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May 05, 2006, 01:36 AM // 01:36
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#32
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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A Judge+SoH+conjure would be interesting on a sin..
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May 05, 2006, 01:40 AM // 01:40
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#33
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: SsS
Profession: R/
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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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May 21, 2006, 01:30 PM // 13:30
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#34
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Sweden
Guild: Lucid Dreams [LD]
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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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May 21, 2006, 01:35 PM // 13:35
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#35
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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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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May 21, 2006, 07:32 PM // 19:32
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#36
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Pre-Searing Cadet
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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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May 21, 2006, 10:47 PM // 22:47
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#37
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Lion's Arch Merchant
Join Date: Jun 2005
Profession: W/
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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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May 21, 2006, 11:20 PM // 23:20
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#38
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Desert Nomad
Join Date: Mar 2006
Location: Netherlands
Guild: [TYW] "The Young World"
Profession: A/Me
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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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May 25, 2006, 04:45 AM // 04:45
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#39
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Academy Page
Join Date: Feb 2006
Location: SD
Guild: Looking for One
Profession: W/
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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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May 25, 2006, 04:57 AM // 04:57
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#40
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Leather Rebels, (LR)
Profession: W/
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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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