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Old Jul 13, 2006, 07:07 AM // 07:07   #1
Ascalonian Squire
 
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Default A/Rt, haven't seen any, what do you think of this?

This is a degen build with some defense. You want to get in, get out, and leave her a tip. Also, PvE or PvP, you tell me. Please tell me what you think (So you know, I am really new at making builds, so if this one sucks, you know why now).

Please excuse my attribute section, I am a low lvl still and not sure of the exacts.
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Assassin/Ritulist

Attributes:
Dagger Mastery: High
Deadly Arts: High
Critical Strike: Enough for -3 degen for Seeping Wound
Shadow Arts: Enough for SoH to last long enough for you to finish your combo
Restoration: None unless you plan to use WoW, otherwise leftovers

Skills:

1. Jagged Strike: Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for 3...8 seconds. (-3 degen)

2. Entagling Asp: Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17 seconds. (-4 degen)

3. Seeping Wound: Elite Hex Spell. For 5...17 seconds, if target foe is suffering from Bleeding or Poison, that foe suffers Health degeneration of -1...-3. (-3 degen wanted)

4. Critical Defenses: Enchantment Spell. For 6 seconds you have a 25...65% chance to "block". Critical Defenses refreshes every time you land a critical hit.
-or-
Weapon of Warding: Weapon Spell. For 5...10 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and +2...4 Health regeneration.

5. Shadow Refuge: Enchantment Spell. For 4 seconds, you gain 5...9 Health Regeneration. When Shadow Refuge ends, if you are attacking, you are healed for 30...68.

6. Shadow of Haste: For 5...17 seconds, you 25% faster than normal. When Shadow Step ends, you return to the location where you activated Shadow Step.

7. Signet of Malice: Signet. For each Condition suffered by target foe, you lose one Condition.

8. Lively was Naomi: Spell. Hold Naomei's ashes for up to 45 seconds. When you drop her ashes, all party members in the area are resurrected with 15...63% Health and zero energy.

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Tactics: First, cast Crit. Def./WoW and SoH on yourself, then you want to run into the group, target the squishy, and attack as follows: Jagged > Entangle > Seeping. Cast Shadow Refuge if needed and then you should auto-tele out of there. Sig. of Malice is incase you suffer from conditions and need to get rid of them. Return as needed or spread your degen around.

Tips:
Be sure to use Seeping Wound on the same target you made bleed or poisoned.

Always have WoW on you before you enter the group.

SoH so you may rush in, attack, tele out, and recharge.

I picked LwN over Rez Sig due to the fact that it is reusable.

Critical Defense and Shadow Refuge may be able to replace WoW and WB. [Note: If you deice to take these skills, you may as well take a Monk secondary for better ressurects.]

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This build brought to you be Red1086, I thought it up on my own after looking at all the skills. All credit and thanks to me. SoH from WildmouseX.

EDIT: Replaced Dash for SoH.
EDIT2: Added replacement skills.
EDIT3: Replaced Enduring Toxin with Signet of Malice since -10 degen is max. Changed a few more skills for maximum efficiency. Added a crappy attribute section.

Last edited by Red1086; Jul 14, 2006 at 04:30 PM // 16:30..
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Old Jul 13, 2006, 01:57 PM // 13:57   #2
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i would go with shadow of haste over dash. a 3 second burst in speed isn't all that usefull, and haste's tp doesn't require anyone to be alive to teleport too.

other then that, looks like a playible build.
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Old Jul 13, 2006, 05:33 PM // 17:33   #3
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I see what you mean about SoH, but my beef with that is what if you are the last player alive in an angry mob. You want to run away fast so you can Rez everyone. If you have SoH over Dash, you can run away, but in a few seconds tele right back where you ran from and you are dead.
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Old Jul 13, 2006, 06:20 PM // 18:20   #4
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you want to use SoH as you run at your target, not when your running away from them. -- so that when it's done it pulls you out of the fight so you can recharge. - when you use it this way, if you are the only one left, you will get pulled out of the mob and already have distence between you and them to start running away normaly. generaly speeking with PvE, normal run speed is enough to get away from the AI, provided you have worked yourself outside of the mob (which is what shadow of haste is going to do for you).

also, if you end up being the last one and are surounded, then you already screwed up. - once your team is down to half, everyone left alive should be working to pull out of the fight to regroup and take up defensive rezzing positions, not continueing to press the assult.
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Old Jul 13, 2006, 06:35 PM // 18:35   #5
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^^Agreed^^
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Old Jul 13, 2006, 07:52 PM // 19:52   #6
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Point taken, will change Dash with SoH. Any other advice for this build?

I am just about to get Rit as an secondary so I can actually test this build out. I'll let you know how it works out.
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Old Jul 13, 2006, 08:11 PM // 20:11   #7
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it looks like it should play pretty well now. with the tp out, you'll probly find yourself needing to heal less..... if so then i'd bring something for condition removal in stead of boon, you'll already have healing from weapoin of warding and technicly refuge has been the only heal i've ever needed for my sins... but i'd wait to see if you end up needing that extra heal or not as you're useing a larger combo then i do.

also i don't see your attribs up there, but in any case it'll be better to set your shadow arts at a level that gives you enough time to get through your combo once, instead of setting it as high as you can go.... if it takes you 9 seconds to deal out your combo, but you have the attrib at max you end up spending 8 seconds longer standing around in enemy teritory. - i don't think my SA is over 5 for either of my sins; just so that haste will time out when my combo is over (course i use 3 hit combo's and range attack finishers).

good luck, looking forward to see how this tweeks out the more experience you get with it.
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Old Jul 13, 2006, 08:58 PM // 20:58   #8
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Well, since I am only lvl 5, I do not know how most the spells work. As you can see though, I have 1 attack and 3 spells. I assume that spells can be cast from a distance, but I may be wrong. Therefore, you will only need SoH to be long enough to get you in, use jagged strike, and tele out. From there, cast the 3 other spells from a safe distance.

It is true that I could use a different heal or replace it with another skill since WoW give regen. I will look into it and update it as an option.

To my attribute points, I am not sure of that yet. I do not know what would be most beneficial. Probably high Dagger Mastery and Critical Strike for energy management, Deadly Arts and Restoration should be somewhere in the middle, and low Shadow Arts.
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Old Jul 14, 2006, 04:29 PM // 16:29   #9
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I updated a few things. Check it out again.
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Old Jul 14, 2006, 05:21 PM // 17:21   #10
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malice is a good addition, and so is crit defenses - with crit strikes high you have more dodgeing and less dmg to heal away - and the fact that it refreshs when you land crits is a good bonus -- although if you do find yourself needing a bit more healing when you get further through the game, go ahead and take another look at weapon of warding, as that's a pretty good skill in it's own right.
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Old Jul 14, 2006, 10:39 PM // 22:39   #11
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Thank you for all the help WildmouseX. I hit lvl 9 last night and plan to try for 15 by tonights end.

Will repost again if there are more criticisims or when I get all the skills and try it.
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Old Jul 15, 2006, 04:59 AM // 04:59   #12
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no problem, we all benifit from people playing assassins well and redeaming our image in groups.
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