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Old Oct 11, 2006, 03:10 AM // 03:10   #1
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Default A/me Condition Wave

Hi all, I was bored earlier so decided to make something new(or at least I hope its new)

The Condition Wave assasin.

16 cs +3 +1
13 dm +2
7 sa +1
2 Illusion

Skills:
Black Mantis Thrust
Jungle Strike
Horns of the Ox
Falling Spider
Twisting Fangs
Fevered Dreams(e)
Shadow Refuge
Res Sig

What it does: The build focuses on the mesmer elite Fevered Dreams, if you are unfamiliar with the skill it is a hex that applies all conditions recieved by target foe to all other foes in the >area<.

What this means is that when you do your combo, any other foes in the area will ALL recieve cripple,poison,bleeding and deepwound for the full durations. This can be devastating if all the enemy team are in the area.

I have been having great fun with this for a few hours now. You can litterally see the panic on enemy monks when thier entire team is suddenly bombarded with upto 12 conditions.
Poison + bleed on possibly the entire enemy team is huge pressure damage aswell on top of deepwound and cripple.

Fevered dreams is only 10e and has a nice short 10s recharge. It lasts 12 seconds with 2 illusion so the routine is quite frequent.

What do you lot think?.
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Old Oct 11, 2006, 03:38 AM // 03:38   #2
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1 problem. horn of ox wouldn't work if they are bunched up, if they are not bunched up then ur build is pointless. Try mark of instability, black mantis, twisting, then falling.

Edit: Spelling errors XD
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Old Oct 11, 2006, 03:50 AM // 03:50   #3
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Aye that would give you more leeway, but with FD being area and horns adjacent its not hard to pick a target and still hit the entire team. Ive managed to hit whole teams in TA easily enough.

Problem with mark is its more energy, long cooldown, and you have to prep your target with 2 hexes before you start which is pushing it. The combo is doing less damage on your specific target aswell.

Last edited by Zuzubee; Oct 11, 2006 at 03:54 AM // 03:54..
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Old Oct 11, 2006, 06:55 AM // 06:55   #4
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I posted a build like it once, but different I did.

Fevered Dreams
Iron palm
falling spider
blinding powder
twisted fangs.
etc
etc
etc

BUT, once nightfall comes out we can do.

Fevered dreams
black spider strike
blinding powder
twisted fangs.
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Old Oct 11, 2006, 06:59 AM // 06:59   #5
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I remember someone mentioned the possibility of an assasin using Temple Strike with another mesmer using Fevered - that would really spread the shizzle.
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Old Oct 11, 2006, 08:00 AM // 08:00   #6
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We tried a team with me an interupt ranger and air spiker ele in TA.

Ranger used Broadhead Arrow and Ele Blinding Flash/Enner Charge.

So we were spreading, Cripple, Poison, Bleeding, Deepwound, Dazed, Blind and Weakness to all area foes pretty consistantly.

In this case I dropped Shadow Refuge for Expose Defenses as an extra cover Hex and for greater combo success.

I think the ranger or ele carried an extra hex aswell for even more protection.

**Edit

Hey Shuuda I hand't looked at NF skills but what you suggested makes the build far more workable and powerfull.

Black Mantis Thrust > Black Spider Strike >Twisting Fangs >Black Lotus Strike >Nine Tail Strike/Death Blossom >Fevered Dreams >Shadow Refuge > Resurrection Signet

You are far more likely to apply all 4 conditions now and being further to the front of the combo it will be easier to catch more people with aoe conditions.

The last two attacks are quite flexible, you could change them to lead>oh or whatever you wanted.

Last edited by Zuzubee; Oct 11, 2006 at 10:24 AM // 10:24..
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Old Oct 11, 2006, 11:46 AM // 11:46   #7
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You should consider Blinding powder for then there are lots of melee foe about.
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Old Oct 11, 2006, 01:08 PM // 13:08   #8
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Fevered Dreams has a small radius as I recall.

2 points into Illusion, which your elite is based on seems too low. Although you pointed out that it lasts longer than the recharge.

I've seen a different build - using Templed Strike as the elite and fragility. Maybe using Epidemic might be a better option.

Removing Fevered Dreams may be an easier thing for the monk to do, since it is the only hex you have. Then the conditions you endup placing can be taken away by the monk quickly. But then again, I don't PvP, so maybe that isn't a real issue.

To me, it sounds good, but I wished they made Fevered Dreams have a bigger radius.
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Old Oct 11, 2006, 06:07 PM // 18:07   #9
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Quote:
Originally Posted by Pick Me
Fevered Dreams has a small radius as I recall.

2 points into Illusion, which your elite is based on seems too low. Although you pointed out that it lasts longer than the recharge.

I've seen a different build - using Templed Strike as the elite and fragility. Maybe using Epidemic might be a better option.

Removing Fevered Dreams may be an easier thing for the monk to do, since it is the only hex you have. Then the conditions you endup placing can be taken away by the monk quickly. But then again, I don't PvP, so maybe that isn't a real issue.

To me, it sounds good, but I wished they made Fevered Dreams have a bigger radius.
Er I think you are confusing Fevered Dreams and Epidemic . Fevered Dreams is in the area which is the largest AoE type. Epidemic is adjacent only.

With 2 points in illusion the hex lasts 12 seconds if it isnt removed which is more than plenty of time to do your combo in.

If you used Epidemic with Temple Strike again it is adjacent which means you would rarely hit multiple foes, certainly no where near as many as with Fevered dreams and theres no point using fragility yourself as your illusion is far too low.
If you paired up with another sin he could Temple Strike on your FD'd target, or if you had a mesmer in your team they could bring Fragility for you and apply it to your called targets.
Hex removal isnt a big issue as your target will have other hexes on them at the time and you only need it up for about 4 seconds anyway.
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Old Oct 12, 2006, 03:58 PM // 15:58   #10
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i had the same idea , me assassian ive been playing is a a/me for this reason

was thinking of illusionary weapon aswell
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Old Oct 12, 2006, 10:45 PM // 22:45   #11
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well, heres what ive worked out...

1) Fevered Dreams 10e
2) jagged strike (bleeding) 5e
3) entangling asp (kockdown and poison) 10e
4) black lotus strike (energy gain) 10e
5) blinding powder 5e
6) twisting fangs (bleeding and deep wound) 10e
7) something like a self heal
8) res

requires 50energy..., but u get a refund from the offhand attack...

shrouded and +5e daggers should be enough (37e base)
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Old Oct 12, 2006, 10:57 PM // 22:57   #12
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oh and heres a list of other conditions
Bleeding • Blindness • Burning • Crippled • Dazed • Deep Wound • Disease • Poison • Weakness

guildwiki is being funny for me so..

Bleeding • -3 health degen (6 health per second) from my memory

Blindness • Blindness is a condition affecting a character's ability to accurately land blows on opponents. While affected, that player's attacks have a 90% chance of missing and projectiles have a greater chance of straying from their intended target. A blind character can easily be spotted due to the black mist that appears in front of their face. Blindness is especially harmful to assassins, warriors, and rangers who have few ways of inflicting damage except through their weapons. Blindness is calculated when the projectile or attack would hit the target. Blindness applied to foes while their projectile is in flight can cause the projectile to miss.

Burning • 7 health degen (14/sec) from memory
Crippled • 50% slower?
Dazed • makes you easily interupted?
Deep Wound • lose 20% maxium health and current health eg 400/500hp becomes 300/400hp
Disease • 3 health degen (6/sec) spreads across foes, or everyone in pvp
Poison • 4 health degen (8/sec) i think
Weakness • attacks do much less damage
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Old Oct 17, 2006, 04:22 AM // 04:22   #13
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managed to get fevered dreams, and its not easy :P

anyways heres a build ive worked out

fevered dreams (e)
iron palm (knockdown if hexed/condition, soley here for failing spider)
mantis touch (cripple) < optional
falling spider (poison)
blinding powder (blinding)
twisting fangs (bleeding and deep wound)
shadow refuge (healing)
res sig

illusion magic 5 (gives a 15second duration to feavered)
dagger 15
deadly arts 2
shadow arts 5
critical strikes 13

with that build i was able to get the health on the test targets down to about half health on my own. so the area damage is pretty good . and the area is the area of the test area at great temple of balthezar, so its pretty big.

the weakness of the builds is poor damage to a single target, and escape and defensive skills. and theres no cover hex..

a ele/necro would make a nice addition to this build, set the guy alight, and disese him (which will spread about whatever happens)
ele/necro skills enfeeble (curses)
enervating charge (air)
virulence (e) (death)
rotting flesh (death)
mark of rodgort (fire) < maybe most important one...
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