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Old Apr 07, 2005, 03:27 PM // 15:27   #1
Frost Gate Guardian
 
Jia Xu's Avatar
 
Join Date: Apr 2005
Location: England
Guild: Dynasty Warriors
Profession: Mo/E
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Default Assassin of the Magi - Ideas please

This is a pretty common style of build from what i've seen in the BWE's, but mine is just a variant so i'd quite like some feedback on it, as im not sure what is wrong with it, but there is definitely something!
btw - PLEASE dont comment about Illusionary Weaponry - i've considered it.

Caster Hunter

Class: Mesmer/Warrior(20)

Primary Level
Fast Casting 4
Domination Magic 11
Swordsmanship 10
Inspiration Magic 9
Attribute Points: 196/200

Selected Skills
Skill: Backfire (15,3,20) [Hex]
Domination Magic Level : 11
For 10 seconds, whenever target foe casts a spell, that foe takes 112 damage.

Skill: Diversion (10,2,5) [Hex]
Domination Magic Level : 11
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 44 seconds to recharge.

Skill: Energy Drain (elite) (5,1,20) [Spell]
Inspiration Magic Level : 9
Steal 16 energy from target foe. This is an elite skill.

Skill: Ether Feast (5,2, [Spell]
Inspiration Magic Level : 9
Target foe loses 5 energy. You are healed 20 for each point of energy lost.

Skill: Pure Strike (5,0, [Sword]
Swordsmanship Level : 10
If Pure Strike hits, you strike for +20 damage. If you are not using a stance, Pure Strike cannot be blocked or evaded.

Skill: Final Thrust (10 adren,0,0) [Sword]
Swordsmanship Level : 10
Lose all adrenaline. If Final Thrust hits, you deal 27 more damage. This damage is doubled if your target was below 50% health.

Skill: Power Spike (10,1,15) [Spell]
Domination Magic Level : 11
If target foe is casting a spell, the spell is interrupted and target foe takes 81 damage.

Skill: Shatter Hex (15,1,10) [Spell]
Domination Magic Level : 11
Remove a hex from target ally. If a hex is removed, foes near that ally take 108 damage.

This character is basically designed to take out enemy spellcasters. Drop Diversion depending on spells being used, e.g. Maelstrom or powerful healing spell. as you run towards casters, drop as many of the interupt spells as possible to limit damage to your team and to get down their hp. when enemy is reached, hopefully another of your team will be in your FOV (field of view) so you can throw out a shatter hex and further drop enemy hp. Due to the fact this char doesnt use stances, pure strike always hits, so build up adrenaline quick and use it, following through with a final thrust. during the spell casting, keep energy and health up with ether feast and energy drain.

Last edited by Jia Xu; Apr 07, 2005 at 08:49 PM // 20:49..
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Old Apr 08, 2005, 09:58 AM // 09:58   #2
Pre-Searing Cadet
 
Join Date: Feb 2005
Location: Europe
Guild: Dynasty Warriors
Profession: Mo/Me
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Jia,

The problems I see are the following:
  • Lack of armor. While the mesmer armor (rogues set) isn't the worst around, if you are trying to be a warrior, while having mesmer as prim, you'll probably find yourself the target of the W/Mo's. They love nothing better than a caster on their playing field.
  • Finding a usefull shield. With no attributes in tactics and being unable to put attributes in strength, you won't be able to find the shield which gives you the armor bonus you need.
  • Final Thrust. FT needs 10 adren to work. Without Frenzy/Flurry or BS, it will take considerable time to built up the 10 adren. During this time, the caster has all possibility to run away from you (since you don't have any crippeling spells) or call in the help of a team mate (most likely the W/Mo, I mentioned earlier)

Having said this, I think you could at best drop FT for a hamstring (10 e) or savage slash (5 e).

Last edited by Guo Jia; Apr 08, 2005 at 10:02 AM // 10:02..
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Old Apr 08, 2005, 05:46 PM // 17:46   #3
Krytan Explorer
 
 
Join Date: Feb 2005
Guild: The Exiled
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sorry, 34-40 dmg per second that ignores armor with IW is hard not to comment on but i wont say anymore. Why pick warrior secondary instead of ranger if you did not want to use a shield? yeah ranger has energy problems without expertise but you have energy drain.. *shrug* just something to think about.

Actually for anticaster R/Me is my fav using disrupting shot and distracting shot.
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Old Apr 08, 2005, 07:12 PM // 19:12   #4
Frost Gate Guardian
 
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Join Date: Apr 2005
Location: England
Guild: Dynasty Warriors
Profession: Mo/E
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cheers for the feedback! ill be editing this post in a bit with a thoroughly revised version - clanmates all threw ideas at me over IRC as well, thanks a lot for making me think properly about the armour

Well, after thinking about it a lot, i decided that their really wasn't a lot of point going into melee,due to lack of strong armour/shield, so i figured "let's get rid of the warrior". Well, seeing as this character is primarily a disrupter, i am not going to be dealing out the most damage, and i reckoned i might as well find another way of slowing up warriors - i came up with Wards from the Elementalist skill line. To complement this, i altered some of the mesmer skills, focusing more on interrupts that also have a secondary effect. This is what i ended up with, which you may agree is quite different to the first build, but that's because i figured there were a few too many flaws

Class: Mesmer / Elementalist

Attributes: (cost)
Fast Casting: 5 (15)
Domination Magic: 10 (61)
Inspiration Magic: 10 (61)
Earth Magic: 10 (61)

Total attribute points used: 198/200


Skills:
1) Backfire - (15,3,20) For 10 seconds, whenever target foe casts a spell, that foe takes 105 damage.
2) Diversion - (10,2,5) For 6 seconds, the next time target foe uses a skill, that skill takes an additional 41 seconds to recharge.
3) Power Block (elite) - (15,1,30) If target foe is casting a spell, that spell is interrupted. The interrupted spell and all spells of the same attribute are disabled for 11 seconds for that foe. This is an elite skill.
4) Power Drain - (5,1,25) If target foe is casting a spell, the spell is interrupted and you gain 21 energy.
5) Power Spike - (10,1,15) If target foe is casting a spell, the spell is interrupted and target foe takes 75 damage.
6) Ether Feast - (5,2,8) Target foe loses 5 energy. You are healed 21 for each point of energy lost.
7) Ward Against Foes - (10,1,20) You create a ward against foes at your current location. For 16 seconds, foes in this area move 50% slower.
8) Ward Against Melee - (10,1,20) You create a ward against melee at your current location. For 16 seconds, allies in this area have a 50% chance to evade melee attacks.

Last edited by Jia Xu; Apr 08, 2005 at 07:21 PM // 19:21..
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