Nov 28, 2006, 03:23 PM // 15:23
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#1
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Ascalonian Squire
Join Date: Jul 2006
Guild: [FoF]
Profession: W/
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A/R PVE build
hello,
I'm looking for a good damage dealing and selfhealing balanced build(A/R).
If you have one that you want to share with me and the rest don't hesitate to post it here.
If you have a good balanced build for an other second profession you can post it to all suggestions are welcome.
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Nov 29, 2006, 02:09 PM // 14:09
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#2
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Krytan Explorer
Join Date: Nov 2006
Location: Paris, France
Guild: We eat pancakes [Yumy]
Profession: Me/
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IMHO, you don't need self healing.
Instead, watch your life and hexes, and turn back and run when in danger...
Here is the build I use, which chains attacks very quickly, and has good condition removal.
Critical hits=11+2 Dagger mastery=12+1+2 deadly arts=6+1
Long reload combo : 12s
[Enduring Toxin]
[Black Spider Strike] (nightfall)
[Death Blossom]
Fast reload combo : 6s
[Jagged Strike]
[Wild Strike]
[Critical Strike]
[Signet of Malice]
[Resurrection Signet]
All attacks cost 5 energy only. The second chain reloads very fast and can be used from mob to mob, without any break. Critical strike will provide a net gain of 1 energy, 3 if you have zealous daggers.
You can inflict bleeding and poison, so you will be very likely to be able to self remove conditions with signet of malice.
Zealous daggers are very usefull, but you can play this build with standard daggers as well.
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Nov 29, 2006, 05:51 PM // 17:51
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#3
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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in my opinion, most classes are better off using all core-profession skills.
this is what i use alot and can be changed around a bit. im not on GW at the moment so the attributes may be a little off. with minor changes it can be good for pvp too.
dagger mastery-15
critical strikes-12-13
shadow arts-11-12
skills-shadow of haste, dash, palm strike, twisting fangs, leaping mantis sting, wild strike, death blossom, shadow refuge.
pretty self explanitory--before you enter a battle put on shadow of haste far away and when you take too much damage cancel it with dash. run in use palm strike and twisting fangs to get a fast spike and 2 conditions on fast then follow up with the other 3....you can change it around to something like palm strike, horns of the ox, falling spider, twisting fangs, death blossom...use the first 4 skills then when palm strike recharges use palm strike+death blossom to finish them off. to me, the only worth-while ranger skill an assassin can use is apply poison.
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Nov 29, 2006, 08:01 PM // 20:01
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#4
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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I'm guessing you don't want the Critical Barrager.
Apply Poison
Unsuspecting Strike
Wild Strike
Twisted Fangs
Critical Strike
Antidote Signet
Troll Unguent
Rez Signet
Hope this helps a bit.
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Nov 29, 2006, 08:31 PM // 20:31
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#5
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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/Ranger does nothing for assassin.
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Nov 30, 2006, 10:29 AM // 10:29
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#6
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Skuld has a point. Apply poison? We already have falling spider and black spider strike. And every other condition except for burning.
Stances? Expertise. etc.
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Dec 09, 2006, 04:22 PM // 16:22
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#7
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Lion's Arch Merchant
Join Date: Oct 2006
Location: A pinapple under the Jade Sea
Profession: R/Mo
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He has a point in the stance area, but there are many other concepts. Pets, poison, spirits, and Troll Unguent is pretty good for healing. Antidote Signet is good for fighting stuff with lots of conditions. You have to look at all the points...
Oh, and, Pick Me, you didn't put Barrage in the skills you need for a Critical Barrager....
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Dec 09, 2006, 05:31 PM // 17:31
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#8
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Ascalonian Squire
Join Date: Jul 2006
Guild: [FoF]
Profession: W/
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Still haven't found a decent pve build for assassin...
If you can not give me a build for A/R then give me for some other second profession.
(looking for something with lots of damage or/and with the skill nine tail strike or something like that).
Last edited by Decron; Dec 09, 2006 at 05:40 PM // 17:40..
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Dec 10, 2006, 09:34 AM // 09:34
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#9
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Krytan Explorer
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Quote:
/Ranger does nothing for assassin.
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Even if we're not counting Critical Barragers, Serpent's Quickness begs to differ. You only need a couple of points in Wilderness Survival for it to make a noticeable difference to your attack combo recharge.
Quote:
Still haven't found a decent pve build for assassin...
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OK, here's two that work for any secondary:
Begginer's 'sin:
12+2 Dagger Mastery
10+1 Critical Strikes
8+1 Shadow Arts
{e} Flashing Blades
Jagged Strike
Wild Strike
Critical Strike
Death's Retreat (Return if you don't have Nightfall)
Feigned Neutrality (Shadow Refuge if you don't have Nightfall)
Dash
Resurrection Signet
...The point to this build is to allow you to use attack skills more or less continuously (attack skill damage being much more important than auto-attacks). Critical Strike feeds you energy, lets you keep up the Blades, and has a delightful 6s recharge - similarly, the other two attack skills were chosen for their 4s recharge on top of the other benefits. Finally, the build is compact enough that you can fit in a full four skills devoted to keeping you alive.
Advanced 'sin:
11+2 Dagger Mastery
10+1 Critical Strikes
8+1 Shadow Arts
6+1 Deadly Arts
{e} Assassin's Promise
Expose Defenses (or Siphon Speed if you're having trouble with monks running away)
Black Spider Strike (Black Lotus Strike if no Nightfall)
Twisting Fangs
Death's Retreat
Dash
Feigned Neutrality
Resurrection Signet
The single biggest limiting factor on a damage-dealing 'sin is the recharge time on Twisting Fangs. Enter Assassin's Promise, the elite that hints that Deadly Arts just might be worthwhile after all.
This build is obviously best at killing a lot of spellcasters very quickly - hey, that sounds like exactly what you want from a PvE 'sin! Black Spider->Twisting Fangs will kill anything that's not actively being healed in a hurry.
Assassin's Promise does fail occasionally - you've got ten seconds to get the kill @ 7 Deadly Arts - which is why you take the backup hex... With a recharge that's lower than that of your attack skills, you can still use Twisting Fangs the second it recharges even if you have to wait for the Promise.
-> Expose Defenses was chosen because I've had to kill a lot of rangers with evasion stances recently.
-> Don't forget that Promise recharges your Feigned Neutrality and Death's Retreat, letting you use them after every kill if you need to.
Quote:
with the skill nine tail strike or something like that
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I wouldn't recommend Nine Tail Strike - there's a dozen better dual attack skills available.
Last edited by Paperfly; Dec 10, 2006 at 09:38 AM // 09:38..
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Dec 11, 2006, 03:55 PM // 15:55
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#10
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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Quote:
Originally Posted by GedLongbow
He has a point in the stance area, but there are many other concepts. Pets, poison, spirits, and Troll Unguent is pretty good for healing. Antidote Signet is good for fighting stuff with lots of conditions. You have to look at all the points...
Oh, and, Pick Me, you didn't put Barrage in the skills you need for a Critical Barrager....
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You miss-read my post. I said, "I'm guessing you don't want the Critical Barrager". Thus, I posted a build that wasn't a Critical Barrager.
Besides a Critical Barrager needs Sharpen Blades, Critical Eye, Barrage (e), etc. These 3 skills were not mentioned in my build, so I was very far off if I intended to post a Critical Barrage build.
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