Dec 29, 2006, 04:52 PM // 16:52
|
#1
|
Wilds Pathfinder
Join Date: Jul 2006
Location: Away from you.
Profession: W/
|
Theory: A/D with scythe + crit
Now, This is just a theory and please note I want to try this for PvE (Never was a decent PvP player except my MM, which is actually kinda easy)
I was thinking of trying something different. I know I'll never play my lvl 19 rit ever again so I figure I'll replace her with something interesting. An assassin that uses a scythe. High damage+points into critical strikes, I imagine it would make a pretty high damage dealer.
Now, it would require them to tank a little bit, but that's not much difference to daggers, is it? I Theorize that this idea would practically triple the assassin's damage.
I have yet to try it. what is discouraging me is that I won't be able to change my secondary untill clear level 18-20 or something. I can get a scythe for him easily, but getting the /D will be a bitch.
Discuss?
|
|
|
Dec 29, 2006, 04:53 PM // 16:53
|
#2
|
Furnace Stoker
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
|
i use somthing like this occasionly works great
|
|
|
Dec 29, 2006, 04:54 PM // 16:54
|
#3
|
Wilds Pathfinder
Join Date: Jul 2006
Location: Away from you.
Profession: W/
|
Care to elaborate?
|
|
|
Dec 29, 2006, 05:04 PM // 17:04
|
#4
|
Furnace Stoker
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
|
well about 13 crit mabay 11-12 scythe and some shadow arts in spare
Way of the assassin and critcal eye are musts as are a res and heal but with the other four slots i go one of 2 ways...
Crit defence
sharpen daggers
Malicious strike
the a scythe attack im using chilling vistory atm cus i dont have reap impurities yet.
the other one is more of a tank...
crit defence
way of perfection
mystic sweep
erimites attack
the last 2 because of there cast time to increase dps, or just a 'snap attack'
if its needed.
I guess they both need work but theres one on wiki too.
|
|
|
Dec 29, 2006, 05:05 PM // 17:05
|
#5
|
Jungle Guide
Join Date: Apr 2006
Profession: R/W
|
|
|
|
Dec 29, 2006, 05:16 PM // 17:16
|
#6
|
Wilds Pathfinder
Join Date: Jul 2006
Location: Away from you.
Profession: W/
|
Quote:
Originally Posted by Isileth
|
Where's the self healing?
I was thinking like 11 or 12 crit and 12 scythe mastery, and putting some points into shadow arts for shadow refuge.
|
|
|
Dec 29, 2006, 06:10 PM // 18:10
|
#7
|
Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
|
OK, stop right there and realize Shadow Refuge sucks.
Quote:
Now, it would require them to tank a little bit, but that's not much difference to daggers, is it? I Theorize that this idea would practically triple the assassin's damage.
|
A dagger assassin NEVER TANKS. "Shadow Step/Snare, strike/combo/kill, shadow step back, heal/cleanse, rinse and repeat"
A Scythe Assassin will tank a bit, but Earth Prayers will make that tanking safe.
A Scythe Assassin will almost never deal as much damage as a decent assassin with a decent combo. Even with a huge Critical Chance, you will not always get a critical in all your hits. Due to the slow attack speed of the Scythe (getting a IAS skill involve getting into Wind Prayers, and you don't have enough points for that), the Scythe Assassin will take longer to achieve a dagger Assassin's damage, but the Scythe Assassin can survive and have a chance to deal damage AOE-wise. Also they have a way better non-elite snare.
I ran an A/D build during the Preview and it works out great. I think I was the one who posted on Guru on the theory during that weekend. Here's the thing:
1. 13 Critical ALWAYS, Use a Crit Mask and a Sup Rune if you have to. You won't have trouble surviving. That leaves us with:
Critical Strikes: 9 + 1 + 3
2. 12 Scythes obviously.
Scythe Mastery: 12
3. Self-healing is achieved via: Earth Prayers:
Somewhere around 8 or 9. Use 9 if you do not require anything else. 8 is for some sort of Snare in Deadly Arts (i.e. Siphon Speed or Scorpion Wire etc.)
Alright here's the skills:
Snare? One of the best melee snare is Crippling Sweep. (obviously for PvE you most likely won't need a snare)
The Elites great for this build is probably Way of the Assassin.
Throw in Mystic Regeneration for the ultimate self-heal.
Assassin's Remedy for condition removal.
Sharpen Daggers for bleeding.
Critical Eye for more critical and energy management.
Obviously a Rez.
Now you got 1 skill opening:
I would choose either Zealous Renewal (it's better than a Zealous Scythe), Chilling Sweep, Mystic Sweep, Reap Impurities, Wearying Strike (Assassin's Remedy removes the Weakness), or Malicious Strike. Sometimes I would take Assassin's Remedy out and throw in Mystic and Chilling Sweep for max damage output.
You can also put in snares, but that's up to you. I can usually cripple someone. Crippling Sweep recharges fast enough for condition removal. On top of that, Scythe is AOE up to 3.
A variation of this build that I have used is use the remaining points from Earth Prayers and dump them into Deadly Arts. I would use Siphon Strength comboed with Siphon Speed and Dark Prison. Your protection will have to come from Critical Defense, which is NOT REALIABLE even with a 100% chance to crit because you have to hit someone. This is a more dangerous build due to the less aspect in tanking, but it snares and deals damage very well. The rest of the skill would be: Crippling Sweep (just in case), Critical Eye, and Sharpen Daggers (rez too). You depend on your critical to deal most of the damage (along with bleeding). If you feel you do not need Crippling Sweep, bring something like Malicious Strike (so you do Critical + bonus damage) or Reaping Impurities. You do not have enough enchantments for Mystic Sweep and Chilling Sweep has too long of a recharge to be spammable.
Last edited by AuraofMana; Dec 29, 2006 at 06:18 PM // 18:18..
|
|
|
Dec 29, 2006, 07:35 PM // 19:35
|
#8
|
Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
|
Ive done this b4
skillz were
Way of assassin
Critical eye
Chilling victory
victorious sweep
that double sweep skill where you lose an enchantment
vital boon
mystic regen
signet of pious/critical defenses
A normal sin will deal faster damage then you however, because your damage is constant and skills can recharge faster, you have a more constant dps overall. Which puts a lot of pressure, problem is with no deep wound... you pwn slightly..
|
|
|
Dec 29, 2006, 07:48 PM // 19:48
|
#9
|
Jungle Guide
Join Date: Apr 2006
Profession: R/W
|
Quote:
Originally Posted by CagedinSanity
Where's the self healing?
I was thinking like 11 or 12 crit and 12 scythe mastery, and putting some points into shadow arts for shadow refuge.
|
Well Reap impurites is there for in battle, and that magical little optional slot can be whatever you want
|
|
|
Dec 29, 2006, 07:52 PM // 19:52
|
#10
|
Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
|
Much less durable than a primary derv specced into earth etc, and with less points to spend it on. Wouldn't recommend it.
|
|
|
Dec 29, 2006, 08:15 PM // 20:15
|
#11
|
Jungle Guide
Join Date: May 2005
Location: Hot as hell Florida
Guild: [Wckd]
Profession: Me/
|
Well its somewhat obvious, a player who knows the ins and outs of enchanting is nigh invincible when playing a derv primary.
I guess the thing with the Critical Scythe Build is that you're sacrificing the high single target spikes of a sin in exchange for a much increased durability and critical/condition spam with the scythe's AoE.
In my experience, while it looks good on paper, any PvP where I've seen a Sin running around with a scythe I tell my teammates to no bunch around him, and usually a ranger, myself or an ele will snare/cripple him to keep him away. Unless a Crit Scythe Sin is ALWAYS hitting three targets, the tradeoff in killing power and speed is not worth it. Remember, no one suffers from reduced combat effectiveness because their hitpoints are low, I prefer to always kill a target outright and remove him from the fight entirely, rather than weaken 3 people, who combined can still kill me. I guess Alpha Striking and target removal are holdovers from my Mechwarrior 2 days! Wow I just dated myself hehe.
|
|
|
Dec 29, 2006, 09:20 PM // 21:20
|
#12
|
Wilds Pathfinder
Join Date: Jul 2006
Location: Away from you.
Profession: W/
|
Quote:
Originally Posted by AuraofMana
OK, stop right there and realize Shadow Refuge sucks.
|
MEh, I have found it to heal a lot in a very short amount of time.
But thank you, the post was informative and I plan on referring back to this thread often.
|
|
|
Dec 29, 2006, 11:52 PM // 23:52
|
#13
|
Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
|
Shadow Refuge is great if you pump a decent amount into Shadow Arts and are attacking when it ends. A decent Assassin knows to cast it before he/she jumps in. One problem, however, is that most people (and in most situations), Shadow Refuge is used for heal AFTER - which means, you are most likely running away or avoiding to fight, so the afterheal doesn't really kick in.
|
|
|
Dec 30, 2006, 12:07 AM // 00:07
|
#14
|
Wilds Pathfinder
Join Date: Jul 2006
Location: Away from you.
Profession: W/
|
So it's still a good skill, even if it's one of those good news/bad news situations.
|
|
|
Dec 30, 2006, 12:44 AM // 00:44
|
#15
|
Frost Gate Guardian
|
Shadow Refuge is outclassed EASILY by almost all other healing skills. Don't plan on shadow refuge being a good heal. Mystic regen will give you 18-20 health a second for 20 seconds when used with 3-4 enchants and 8 earth prayers.
Anyways, comparision-
Shadow Refuge at 8 Shadow Arts-
23.2 Health for every 1 energy
Mystic Regeneration at 8 Earth Prayers with 4 Enchants (Way of the Assassin, Mystic Regeneration, Assassin's Remedy, Sharpen Daggers)
40 Health for every 1 energy
Not only that, but Shadow Refuge also takes 1 second to cast which has to be done DURING battle giving you LESS dps while Mystic Regeneration has 1/4 cast time and is cast before battle. Mystic Regeneration gives you twice as much health for your energy.
|
|
|
Dec 30, 2006, 01:20 AM // 01:20
|
#16
|
Ascalonian Squire
Join Date: Oct 2006
Guild: Zeros Elite Knights Of Chaos [Zero]
Profession: A/
|
And nobody has even mentioned Feigned Neutrality yet.
|
|
|
Dec 30, 2006, 10:12 AM // 10:12
|
#17
|
Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
|
It ends when you hit and being an A/D without shadowstepping, you will want to attack as much as possible( so no FN ), killing them before they kill you.
|
|
|
Dec 30, 2006, 12:53 PM // 12:53
|
#18
|
Ascalonian Squire
Join Date: Oct 2006
Guild: Zeros Elite Knights Of Chaos [Zero]
Profession: A/
|
Oh, right. We're talking about PvE. Why even bother with a self-heal?
|
|
|
Dec 30, 2006, 04:35 PM // 16:35
|
#19
|
Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
|
Because you want to make the monk happy, or you get no heal ever.
And seeing how you are a sin (they don't care if you aren't a dagger sin), they hate you even more, seeing you as an energy sink.
Now if you tank and heal yourself efficiently, the monks would go "OOh!! Awww!!" and heal you when you are getting owned.
|
|
|
Dec 30, 2006, 11:27 PM // 23:27
|
#20
|
Jungle Guide
Join Date: Jul 2006
Location: The Land of Hyrule
Guild: [GoE]
Profession: W/
|
Cage I think that, for 500 golds, u can change your secondary profession to a dervish at the temple of baltazar (that place in pvp area).
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 11:59 AM // 11:59.
|