Jan 26, 2007, 04:21 PM // 16:21
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#1
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Desert Nomad
Join Date: Sep 2006
Guild: Crimson Claw
Profession: W/
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Attributes and Runes
currently I feel as if I cannot put out enough damage....
I am running a pretty standard shadow prison build and my attributes look like this
12 daggar
12 critical
12 deadly arts
8 shadow arts
3 major runes
is anyone else spreading their attributes like this? or would it just be better to get rid of one of these lines..?
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Jan 26, 2007, 04:58 PM // 16:58
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#2
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/
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your deadly arts are way too high tbh
there is also no point running 12 crit - as that isnt an energy breakpoint
i run:
Dagger Mastery - 14 (10 +1 + 3 )
Critical Strikes - 13 (12 +1)
Shadow Art - 7 (6+1)
Deadly Arts - 7 (6+1)
With 7 deadly arts you should get around 7/8 (cant remember offhand) secs of Shadow Prison hex which is more than enough time to dish out your combo. If your target isnt dead by that time - you need to get out of there anyway.
Also, 3 major runes is a bit heavy. I just run 1 sup and the rest minors.
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Jan 26, 2007, 05:28 PM // 17:28
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#3
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Academy Page
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Wayyyy to spread out .. would need skills before you could really say where to put attribute points.
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Jan 26, 2007, 06:00 PM // 18:00
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#4
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Quote:
Originally Posted by Tan Blademaster
your deadly arts are way too high tbh
there is also no point running 12 crit - as that isnt an energy breakpoint
i run:
Dagger Mastery - 14 (10 +1 + 3 )
Critical Strikes - 13 (12 +1)
Shadow Art - 7 (6+1)
Deadly Arts - 7 (6+1)
With 7 deadly arts you should get around 7/8 (cant remember offhand) secs of Shadow Prison hex which is more than enough time to dish out your combo. If your target isnt dead by that time - you need to get out of there anyway.
Also, 3 major runes is a bit heavy. I just run 1 sup and the rest minors.
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Dagger Mastery - 14 (11 +1 + 2 ) (77 pts) -35 health
Critical Strikes - 13 (11 +2) (77 pts) -35 health
Shadow Art - 7 (6+1) (21 pts)
Deadly Arts - 7 (6+1) (21 pts)
this would given you 5 health more instead of running one sup at -75 health^^
I certainly agree with you that not more than sup or equivalent should be used. If the breakpoint is too far away or then sometimes i even dont use sups or majors and end up with good health buffer against spikes
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Jan 26, 2007, 06:24 PM // 18:24
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#5
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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The above posters are pretty right.
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Jan 26, 2007, 06:37 PM // 18:37
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#6
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/
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Quote:
Originally Posted by Patrick Smit
Dagger Mastery - 14 (11 +1 + 2 ) (77 pts) -35 health
Critical Strikes - 13 (11 +2) (77 pts) -35 health
Shadow Art - 7 (6+1) (21 pts)
Deadly Arts - 7 (6+1) (21 pts)
this would given you 5 health more instead of running one sup at -75 health^^
I certainly agree with you that not more than sup or equivalent should be used. If the breakpoint is too far away or then sometimes i even dont use sups or majors and end up with good health buffer against spikes
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Heh, never realised that - thx you just saved me 5hp ^^
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Jan 26, 2007, 06:38 PM // 18:38
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#7
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Desert Nomad
Join Date: Sep 2006
Guild: Crimson Claw
Profession: W/
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can anyone give me a good build involving shadow prison/ expunge enchantments with the attributes they use?
maybe i am just using too many deadly arts skills...
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Jan 26, 2007, 07:16 PM // 19:16
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#8
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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clawofcrimson, if you want to play an assassin, you have to learn to pick targets. You can spike every 20 seconds with Shadow Prison sin. Simply take unprotted targets, so you don't need expunge enchantments. I might add some more later, I gotta go now.
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Jan 26, 2007, 07:36 PM // 19:36
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#9
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Desert Nomad
Join Date: Sep 2006
Guild: Crimson Claw
Profession: W/
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well... expunge is there for versatility... there have been a lot of dervs/earth ele in AB lately...
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Jan 26, 2007, 08:52 PM // 20:52
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#10
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Lion's Arch Merchant
Join Date: Dec 2006
Location: Behind you...
Profession: A/
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Well, clawofcrimson, you're clearly developing a build based on what you're personally experiencing. If you just want a pre-existing build that you can put on your bar and use, go to GuildWiki. If you want a build that fits the skills you want to use, when you want to use them, and how you want to use them... well, no one can come up with a build that fits what you want - with the skills you currently possess - as well as you can.
So experiment. Shuffle things around. Get your tail whipped. Get it whipped some more. Learn who to target them and when. When you've done all that, it won't matter if your build is perfect or not, because it'll work for you in a way that it probably wouldn't work for many other people.
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Jan 26, 2007, 10:05 PM // 22:05
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#11
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Yeah that's why there's so much discussion about sin builds. What works for me, can't always work for someone else.
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Jan 27, 2007, 06:38 AM // 06:38
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#12
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Academy Page
Join Date: Apr 2006
Profession: Mo/
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I've never understood the high spec in deadly arts for an SP sin. And by high I mean more than 2-4. I normally don't even run BoA and I can get my combo in within the time. And if the combo goes off, it probably doesn't matter too much if they aren't slowed as long, as most enemies will be dead. It doesn't change much, except you can pump up dagger mastery one more point, or more shadow arts, but meh. 13 critical strikes is, as mentioned, what all sins should be aiming for, and dagger mastery as high as possible afterwards. I'm with Yanman about choosing unlinked skills if you're gonna use stuff from your secondary. There's just nothing much for sins outside of their own skills.
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