Nov 29, 2006, 09:18 PM // 21:18
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#1
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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my ab a/e shock build
this build is designed to kill an oppenent in 1 quick combo. its only downside is that it doesnt have that great of a way to escape, so choose your target carfully and dont fight mobs.
attributes--dagger-13, deadly arts-7-8, shadow arts 11,
skills-shock, falling spider, twisting fangs, palm strike, death blossom, expose defenses, dash, shadow refuge.
put expose defenses on your target when your close and do the combo. if you get blinded, dash out until its off. most of the time your target, including warriors, will be dead, or very near death. if still alive, try not to use shock again until the exhaustion is almost gone and use palm strike+death blossom....use shadow refuge frequently and dash to escape danger. if you have a better skill to use besides dash, please post it =P
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Nov 30, 2006, 10:26 AM // 10:26
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#3
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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It'll work. Palm Strike in that buid is just too iffy IMO.
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Nov 30, 2006, 01:57 PM // 13:57
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#4
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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if you didnt notice, falling shoker build is absolute crap. palm strike and death blossom and is the finishing touch. just shock, falling spider and twisting fangs is not enough to do the job.
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Nov 30, 2006, 03:03 PM // 15:03
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#5
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Always Outnumbered
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It's enough to do the job for me. Yours is just a variant on it, a weak one, I might add, because you have no defense at all.
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Nov 30, 2006, 03:34 PM // 15:34
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#6
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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disrupting stab is stronger than palm strike+death blossom...? youll kill anything 70 armor and less in 1 combo and 80-100 armor with shock and falling spider again.....by no means weak, but yes it has little defense but you really dont need it if you pay attention to your surroundings and avoid fighting in mobs. stay in the back, dash in, kill, dash out.
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Nov 30, 2006, 04:27 PM // 16:27
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#7
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Lion's Arch Merchant
Join Date: Oct 2006
Location: Ohio
Profession: R/Mo
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the entire idea of AB is to cap shrines and take out groups... not take out 1 target. sins in general are rendered useless there primarily because there are many better choices on different toons to use.
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Nov 30, 2006, 04:54 PM // 16:54
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#8
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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useless? i see at least 3 per team in ab. if there is someone like an SS or searing flames ele thats causing to much pressure on the entire team, a sin can take them out fast. also with this build you can take out both monks at the res shrines.
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Dec 02, 2006, 03:30 AM // 03:30
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#9
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Krytan Explorer
Join Date: Nov 2006
Guild: =VX9=
Profession: N/Mo
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pretty dodgey way of how it normally is set up.
this is how i do mine.
atributes -
dagger 12 +2 +1
air magic - how ever much u want - i have mine up high
left over in shadow arts and deadly arts.
shock
falling spider
death blossom
moebius strike
shadow refuge
dash
deaths charge
expose defenses
varients.
take out deaths charge or expose defenses and put in conjure lighting
take out deaths charge or expose defenses and put in res signet (if TA or RA)
find your target,
shadow step to them using deaths charge - if required, use expose defenses if they are a warrior or ranger or something that uses evade skills, use shock - falling spider - death blossom - moebius strike.
target should be below half health, so death blossom will reactive, follow up with death blossom and moebius strike, keep doing that until they are dead.
run off let your exhaustion go away.
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Dec 02, 2006, 03:38 AM // 03:38
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#10
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by crucifix
the entire idea of AB is to cap shrines and take out groups... not take out 1 target. sins in general are rendered useless there primarily because there are many better choices on different toons to use.
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And if someone is in your way, then what do you do? Sins can take out targets quickly enough to keep your group moving. I generally welcome them in my AB group because they minimize time spent fighting. Any retard can make a SF/starburst nuker and solo a shrine, but the opposing team isn't going to sit by and watch you. You have to either stand your ground against them, or push through them.
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