Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire

Notices

Reply
 
Thread Tools Display Modes
Old Sep 16, 2006, 08:41 AM // 08:41   #1
Forge Runner
 
Yukito Kunisaki's Avatar
 
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
Advertisement

Disable Ads
Default Another, probably final, Sin build...

My PvE sin along with my wife's are in pretty deep trouble as of late... PvP is definitely out of question here since we're both PvE addicts and love the cameraderie [vs. glory hogging, etc.] that comes with PvE, so before you mention something, this is with PvE in mind, where not every enemy has perfect counters for things...

With that in mind, here we go...
Using the idea that Sin primary stat resembles a Ranger's Primary stat [indeed, to me, a sin is like a melee ranger... ] I've come up with some 'fast blast' damage builds designed to seriously maim an enemy and leave them with nearly 10 degen and deep wound to boot. Since a sin wasn't designed for up front killing, I've decided on the more bleed/poisonous death ideal to lead to victory...


Here's the idea:
A/N [could be /X to you guys]
13 Critical Strikes
16 Dagger Mastery [with +3 crit rune, so cheap to get ^_^]
4 Shadow Arts, er whatever... [all runed up, etc.]

Black Lotus Strike
Twisting Fangs
Falling Spider
Critical Strike
Mark of Instability
Aura of Displacement {E} [also for +15% enchant based daggers]
Plague Touch
Res Signet

As you can see, the brunt of this build is about landing a very high ranking 13 Critical skill bunch of attacks in full succession. To be used after a fight is well under way and the sin has chosen victim to snipe... AoD {E} fits well with the recycle time of BLS. After my runs with a sin, sins do NOT attack until after everyone has engaged a mob and AFTER it's safe to blaze in without fear of getting beat down... Your experience maybe different from mine but I see sins as 'snipers' in a way...

Idea is straightforward so long as enemy is occupied and doesn't remove Mark of Instability. Cast it first, then AoD in...

Let lose with BLS into Twisting Fangs, now they're Bleeding, Deep Wounded, and on their ass. Falling Spider and Critical Strike allows you to regen a hefty amount of energy and then you can cancel AoD and wait for your handiwork to kill...

I was thinking of using Death Blossom for the final strike instead of Critical Strike but I'm not sure if blasting a mob with a sin is a good idea... [ya know, sin's don't tank, in my method of gaming anyway]

Ideas? PvE methods to killing faster than this build? If there's a way to do more damage to one foe and still have energy to spare, [or no energy if a combo is that intensive], I'm all eyes and ears...

Thanks for the help! ^_^

p.s. would switching the stats: 13 dagger/16 critical be a better idea since you'd not only get more crit, but there are more crit strike skills in there than dagger mastery and I'm not sure if the dmg bonuses for the two work well in either case. As a warrior favorite, I'd think 16 dagger, 13 critical is better, but with 3 of the strikes in Critical stat, I'm questioning it's effectiveness...

Last edited by Yukito Kunisaki; Sep 16, 2006 at 08:47 AM // 08:47..
Yukito Kunisaki is offline   Reply With Quote
Old Sep 16, 2006, 09:08 AM // 09:08   #2
Ascalonian Squire
 
Join Date: Aug 2005
Default

in my opinion this build is too slow
black lotus strike lacks spamabilty 20sec recharge is too much in pve considering the other attack skills you chose can only be activated if they meet a condition.

many times your targets will also be targeted by someone else who will deal a decent amount of damage and your target is dead in 5 seconds leaving you waiting in the background for recharge and until you find a new target...

i think the best combos in pve are fast spamable ones like unsuspecting strike + wild strike unless you face those tough brotherhood warriors where conditions and hexes are the best way to deal with them.
Lenixo is offline   Reply With Quote
Old Sep 16, 2006, 09:57 AM // 09:57   #3
Banned
 
Evilsod's Avatar
 
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
Default

I'd agree with Lenixo... BLS is a very powerful skill sure... but its recharge is ridiculous. Normally this wouldn't be so bad... but its your 'effective' lead attack. With this skill as your lead it effectively makes your entire combo have a recharge of 20 seconds with it.

This is partially why GPS is always going to be better... the conditional of BLS means you must bring a hex, wasting another skill slot. GPS is an enchantment which with AoD makes no difference at all.

Imo to make this build better remove Falling Spider and use Golden Pheonix Strike. You lose Poison... but most things in factions are dead before then anyway. It does however mean you have a more spammable method of introducing the combo.

GPS, Horns, Falling, TF will always be 1 of the better combos. Due to GPS having a reasonably low recharge and that you can always skip out Horns/Falling if need be. This will always be my favourite combo for PvE.
Evilsod is offline   Reply With Quote
Old Sep 17, 2006, 06:50 AM // 06:50   #4
Forge Runner
 
Yukito Kunisaki's Avatar
 
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
Default

Assassin role for the lose!!

Machine gun sins seems to be the only shot then eh?

I'm definitely sticking with the poison aspect though, sin + poison works well with our preorder weapons...

So Golden Phoenix eh?

I guess the recharge was designed specifically to make it less 'cheesy'. I mean, it does do a hefty amount of dmg and gives back a very nice chunk of energy, but with such a recycle time, said energy can't be used... [gah*, what a loss...]

Now Assassin's Promise comes to mind, problem? It's a shitty elite... ah well...

Alright then, it's a very lowdown dirty shame that GPS, Horns of the Ox, Falling Spider, Twisting Fangs is apparently the ONLY sin combo any sin should bring and if you bring anything else, you're a dumbfark...

Just like Axe Warrior not bringing Eviscerate + Exe. Strike, you axe without that? Nobody will like you...

Stupid effectiveness niches, it's good that they're powerful, but when it gets to the point that there are no substitutes, then uh, so much for 'game variety' and 'skill vs. time played'...

Damnit, it's like unless everyone does the same 'most powerful thing', nobody is worth their effort and what sucks the most is, that I sadly have to agree...

Either I bring GPS, Horns Ox, Fall Spider, TF, or the sin becomes a piece of crap?...

Yukito Kunisaki is offline   Reply With Quote
Old Sep 17, 2006, 12:21 PM // 12:21   #5
Frost Gate Guardian
 
Join Date: Mar 2006
Default

Quote:
Originally Posted by Yukito Kunisaki
Now Assassin's Promise comes to mind, problem? It's a shitty elite... ah well..
Hi

Whoa whoa dont go dissing such a powerful elite so quickly.

In PVE this is an excellent elite, if you have the team focusing fire on one target, and works brilliantly with black lotus, and also means that deathscharge has a use (it being recharged every time you kill something)

Suddenly this means that you can shadowstep around to (almost) your hearts content, and if you play it right you get healed at the same time (even with only afew ponts in shadow arts, its still a 70 odd heal). Can chain attacks constantly against different enemies, and NEVER run out of energy (black lotus nets a lot, and promise also gives a fair amount)

my build (very similar to yours) uses sins promise instead of aod and deaths charge instead of plague toch. Bascally hang round the back until you see a decent target (whether this is the called target, or just someone else on low health for whatever reason) put sins promise on, deaths charge, tehn release your combo, then look for the next target to jump to ^_^

And also putting points in dagger mastery increases your chaces of critical hits more than putting things in critical strikes ^_^

oljomo
oljomo is offline   Reply With Quote
Old Sep 17, 2006, 04:10 PM // 16:10   #6
Academy Page
 
silverwyng's Avatar
 
Join Date: Jul 2006
Guild: Heroes of Hobby Haven
Profession: A/Me
Default

i have to respectfully disagree that assassin's promise is a shitty elite. like oljomo mentioned, it's a great hex to use since it allows you to use the more powerful off-hand skill that has a long recharge: black lotus strike. it just needs a little getting used to, that's all.

a pure sin AP build can be as simple as...
impale
BLS
AP
twisting fangs
iron palm
falling spider
shadow refuge
rez

impale is there to make sure you push your target to death via your twisting fangs. for me, impale is like "training wheels", helping you get a feel of when to cast AP. iron palm is there for the added KD/interrupt and along with twisting fangs, helps the degen. if you remove impale, you can add another utility skill that can help you along, perhaps from your secondary [plague touch].

anyway, concerning your build, MoI > BLS > TF plus FS > CS is a sure kill, sometimes overkill in PvE. the recharge rate is painful though and i can see why you'd want to AoD out of the battle. try and fit in shadow refuge in there somewhere, since a little self-healing never hurt anyone.

hope that helps.
silverwyng is offline   Reply With Quote
Old Sep 17, 2006, 06:22 PM // 18:22   #7
Forge Runner
 
Yukito Kunisaki's Avatar
 
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
Default

3 issues I've been told about Assassin's Promise that led me to believe it's a shitty elite...

1. Enemy has to die in set time... Well, in high level pve, where monsters [to me] are an unfairly high lvl 24+, killing an enemy in that amount of time via 8 lvl 20s shooting at him/her doesn't seem likely, especially with enemy monks about.

2. Shatter Hex/etc.. Enemies are dumb, but they're smart enough to know what to remove, as in any hex? lol, don't know, not sure, etc...

3. Other members have said so and proven it with killing numbers + dmg formulas... ack*

I do like the idea however and have also come up with a 'nearly' unblockable Deadly Arts Sin...

But Assassin's Promise should be considered then eh? I think it only works best when using them looong recharge skills like ya mentioned, I'll look into it and have my own rendition of an AP build soon enough...
Yukito Kunisaki is offline   Reply With Quote
Old Sep 18, 2006, 05:20 AM // 05:20   #8
Wilds Pathfinder
 
xiao1985's Avatar
 
Join Date: Nov 2005
Default

looks viable... but what do you do at the 20 sec down time?!

probably equip a bow and start shoot away, or use some non attrib 2ndary skills as utility (remove hex/ holy veil comes to mind... even mend condition depending on pve situations... comes to mind)
xiao1985 is offline   Reply With Quote
Old Sep 18, 2006, 06:27 AM // 06:27   #9
Jungle Guide
 
ubermancer's Avatar
 
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
Default

Assassins Promise is simply amazing. If used well. In my understanding, the Assassin does not use it as well as it could be. They have few long recharging skills.

Elementalists and Monks get the most use out of it, in my experience. It can be effective on any class though.

But, of course, dont make your build rely on a gimmick too much, and dont use it if they strip hexes.
ubermancer is offline   Reply With Quote
Old Sep 18, 2006, 06:35 AM // 06:35   #10
Academy Page
 
TaiClaw's Avatar
 
Join Date: Aug 2006
Guild: AUS
Profession: A/R
Default

Quote:
Originally Posted by ubermancer
Assassins Promise is simply amazing. If used well. In my understanding, the Assassin does not use it as well as it could be. They have few long recharging skills.

Elementalists and Monks get the most use out of it, in my experience. It can be effective on any class though.

But, of course, dont make your build rely on a gimmick too much, and dont use it if they strip hexes.
True, it is a good skill, however there are not really any other viable skills in the Deadly Arts tree to justify putting X amout of Attrib Points in, maybe to boost siphon aswell. But thats about it unfortunately
TaiClaw is offline   Reply With Quote
Old Sep 18, 2006, 06:57 AM // 06:57   #11
Forge Runner
 
Yukito Kunisaki's Avatar
 
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
Default

Woot, just tested this near solo-ready build for A/N!

muahahah!

16 Deadly Arts 0_0
8 Critical Strikes
9 Dagger Mastery [optional]
Rest to Curses

[elite to be capped later]
Primary Version - target dies thru degen, can kill in 4s. flat with a full party's help...

Dancing Daggers
Entangling Asp
Black Lotus Strike
Twisting Fangs
Shadow Refuge [possibly] or Impale if there's enough healing in party
Siphon Speed
Enduring Toxin
Soul Barbs

Another version: [more in close]

Iron Palm
Falling Spider
Twisting Fangs
Impale
Shadow Refuge
Siphon Speed
Enduring Toxin
Soul Barbs

The idea is to let Enduring Toxin rip enemy melee in half along with Soul Barbs, as they drop, get an Impale combo ready to finish off stragglers... I challenged 7 Brotherhood Knights back to back with these setups and found them to be quite invigorating.... [you're truely running ninja style back and forth watching their hp bars drop like rocks to nothing]

Probably not an original idea but I find myself in less danger now that I rely on armor ignoring attacks instead of dagger strikes that pretty much get written off as junk since dagger strikes dont' ignore armor and criticals just don't occur enough for me to be happy...
Yukito Kunisaki is offline   Reply With Quote
Old Sep 18, 2006, 09:23 AM // 09:23   #12
Academy Page
 
silverwyng's Avatar
 
Join Date: Jul 2006
Guild: Heroes of Hobby Haven
Profession: A/Me
Default

soul barbs because you have multiple hexes on them...good idea!

but what about barbs? i mean, it's a hex for BLS too and barbs is like a mini impale for all types of direct damage. good not only for you, but your tank as well!
silverwyng is offline   Reply With Quote
Old Sep 18, 2006, 03:54 PM // 15:54   #13
Forge Runner
 
Yukito Kunisaki's Avatar
 
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
Default

Quote:
Originally Posted by silverwyng
soul barbs because you have multiple hexes on them...good idea!

but what about barbs? i mean, it's a hex for BLS too and barbs is like a mini impale for all types of direct damage. good not only for you, but your tank as well!
I don't have enough room on the skillbar sadly... I also forgot to note that the builds I posted work for very small teams (enemy needs to keep running but if your softies are kiting, then any team will do). Either solo or maybe with a partner. I'm trying to come up with a tag team assassin build pair for my sin and my wife's... A pair of ninja's running around from an army of sloooowww running melee is definitely my idea of 'oh sh!t we gotta go!'

Those of you who are only interested in 'progress' and 'GET THE JOB DONE' won't like this way of play but as far as playing the 'role' of assassin goes, I think it's perfect...

When Critical Strikes and Dagger mastery fail due to stupid level difference mechanics and stupidly high AL enemies, the undodgable armor ignoring might that lies in Deadly Arts finally shows itself to me...

Barbs would rock for a ranger teammate though who's not using any elemental attacks...

I didn't explicitly mention it, but in case you didn't read the mechanic, Enduring Toxin is auto-reapplied when the enemy is moving, [which pve enemies are always doing when chasing your arse down] therefore every 3 seconds, the enemy is taking xx amount of armor ignoring Soul Barbs dmg... I think I can run the dancing daggers build with 0 dagger mastery and still be effective since none of the skills benefit from a higher DM and well, the hex/degen combos pretty much write off your victim...

edit: $#!+, I forgot to mention, I think I'll add in Shameful Fear in there. The speed increase/defecit will easily be made up for in raw dmg...

Last edited by Yukito Kunisaki; Sep 18, 2006 at 03:58 PM // 15:58..
Yukito Kunisaki is offline   Reply With Quote
Old Sep 18, 2006, 08:00 PM // 20:00   #14
Jungle Guide
 
ubermancer's Avatar
 
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
Default

Quote:
Originally Posted by silverwyng
soul barbs because you have multiple hexes on them...good idea!
*lol*
ubermancer is offline   Reply With Quote
Old Sep 18, 2006, 09:45 PM // 21:45   #15
Forge Runner
 
Yukito Kunisaki's Avatar
 
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
Default

Thanks to recurring hexes mechanic, Soul Barbs rox the world!
Yukito Kunisaki is offline   Reply With Quote
Old Sep 18, 2006, 11:21 PM // 23:21   #16
Desert Nomad
 
wilebill's Avatar
 
Join Date: Dec 2005
Location: Mt Vernon, Ohio
Guild: Band of the Hawk
Profession: W/Mo
Default

Seeping Wound (Elite) at 13 crit strikes will give you additional -4 health degen for 18 seconds, if the target is poisoned or bleeding. Cost 5 energy, recharge 10 sec. Easy skill capture out of Senji's Corner on a boss vermin.

Rather than AoD, you might consider experimenting with Shadow of Haste, paired with Dash which itself is a highly useful attack and escape spell too. SoH requires a bit of experimentation to make it useful, but you can teleport incredible distances with it. And if something strips it off you, away you go and the henchies usually just run back to you, the mob either breaking off, or being ready for further attacks.

When out with hench, I have also found a simple no-attrib longbow to be a wonderful tool. However you start the fight, stay well off at range plinking with the longbow until the mob is fully aggroed and the ele's and mesmers and necros have run their mana supplies down a bit.

In one extreme case, out solo with the hench in Mourning Veil Falls, I found myself up against that Rit boss. I killed all his minions, but I had no interrupt and my daggers were not so much as making a dent. So, I retreated fully out of range and let the hench recharge. I then opened fire on the lone Rit boss with my little no-attrib longbow and watched in amazement as the henchies, with my useless presence out of the way, killed him in about 40 seconds!
wilebill is offline   Reply With Quote
Old Sep 19, 2006, 02:52 AM // 02:52   #17
Frost Gate Guardian
 
Join Date: May 2006
Default

that shadow of haste/dash combo is really nice. I use death charge as well so I can also get in quickly if I want. That's three slots used, but I guess three movement enhancing skills aren't going to hurt in an assassin build.
joncoish is offline   Reply With Quote
Old Sep 19, 2006, 04:55 AM // 04:55   #18
Forge Runner
 
Yukito Kunisaki's Avatar
 
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
Default

Seeping Wound sounds quite good actually...

Assassin's Promise works with 16 Deadly Arts however so I suppose it becomes dependant on what you want...
Yukito Kunisaki is offline   Reply With Quote
Old Sep 19, 2006, 05:51 AM // 05:51   #19
Wilds Pathfinder
 
thedeadwalk!'s Avatar
 
Join Date: Jun 2006
Location: Atlantis
Guild: The Ocean [quay]
Default

Here's what I came up with today:

16 Critical Strikes
13 Dagger Mastery
4 Shadow Arts

Scorpion Wire
Falling Spider
Repeating Strike
Twisting Fangs
Moebius Strike {E}
Dark Escape
Heart of Shadow
Shadow Refuge

Just used it against the suit of armors in the Isle of the Nameless so I didn't work out the non-attacks parts, but it took out the 100 armor smoothly. Its health had always been below 50% so Moebius would recharge my other attacks and I'd use Repeating Strike again to finish it quickly.

I had an idea to switch stats putting Dagger at 16, Critical at 4, and Shadow at 13, but I didn't get to try that out. This would give greater surviving ability but I'm not sure how much an effect the low Critical would have. At this point, though, the target is poisoned, bleeding, and suffering from deep wound and Twisting would do +13 instead of +18 which isn't much.
thedeadwalk! is offline   Reply With Quote
Old Sep 19, 2006, 05:57 PM // 17:57   #20
Krytan Explorer
 
Glasswalker's Avatar
 
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
Default

Here's one of my favorites:

DA 15 DM 11 Com 7 SA 8 + change in CS

Iron Palm
Entangling Asp
Wild Strike / Fox Fangs
Shadow Refuge / Repeating Strike
Death Blossom
Mark of Instability / Impale / Enduring Toxin
Assassin's Promise {E}
Earthbind / Res Signet / Whatever

The point of this build is 2 fold. First it's a Get Down and Stay Down build, with up to 3 KDs in rapid succession. If you went with /Ri, you've got Earthbind down, so each of those KDs is 3 seconds long. What happens to a creature that's on its ass for 9 seconds (and poisoned)? It dies. If they didn't fall down the first couple of times due to Balanced Stance, your Wild Strike will remove it, then MoI and DB will start the hurt on them.

Second, with the addition of AP, you get 20e back if you kill them in 15 seconds. Cast it when the enemy is 3/4 dead, and it's a virtual guarantee that all your skills will be ready to go again, and you will have the energy to pull them off.

Earthbind will die quickly, but that's okay, because it will be recharged by AP. I find you can kill 2 enemies with 1 Eb, so the Energy cost is manageable too.

I tend to take just henchies along, and occasionally in missions I'm stuck carrying something, which bugged me to no end when all I had were dagger attacks, but you can still lay down a spirit and IP and EA don't require you to drop what you've got, so you can still be useful. Regardless of what's in your hands, you can be attacking through blind and stances and whatnot -- Something that people don't expect from an Assassin.

Shadow Refuge deserves a paragraph of its own. I initially thought this was a completely useless skill because it didn't last long enough or heal enough, and it had a deadly downtime. I put it back into my build a long time ago as a cheap Enchantment that can fire off GLS (no longer in my build), and when I added AP to my build, it became perminant. It is quite rare that any enemy lives longer than the recast time, so those 8 health pips are close to perminant. The occasional boost of 52 health just means that your Monks can pay a little less attention to you. A fact they find refreshing in a 'Sin. I find that it is worth the points you need to pull from another attribute, but you can pull it out and respec if you have faith in your Monk.

This build is also rather versitile. I find myself swapping out skills fairly often going from one explorable area / mission to another. Toss in Impale and RS if you need extra damage. I love chasing someone down in Alliance battles when they have 5 points of degen from Enduring Toxin. Do they stop so that it will end and brave your attack? Or do they run from you and eventually die of degen? I'm fine either way.

My points are fairly wide-spread. There are versions of this build that don't suffer from that problem -- use your imagination.

Enjoy!
Glasswalker is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:09 PM // 21:09.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("