Jul 11, 2006, 02:58 PM // 14:58
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#2
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Academy Page
Join Date: Dec 2005
Location: Everywhere and yet nowhere
Guild: none
Profession: R/Me
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well maybe you could try res sig obviously to res teammates,
Dark escape for a running skill to get out of sticky situations
i am not sure what your third skill should be but maybe way of the lotus for more energy management maybe.
or you could take caltrops to snare your oppoent so they can't get away from you could be another option for your third skill maybe.
i don't know what your critical strikes is goona be but i say take enough so you get 3 energy back on critical strikes
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Jul 11, 2006, 05:18 PM // 17:18
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#3
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Who Kicked Down Our [Door]
Profession: W/A
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When I was observing EviL vs WM EviL's sin's used the same build so I tried it out myself, heres my build so far
Shock
Falling Spider
Twisting Fangs
Leaping Mantis Sting
Shadow Refuge
Dark Escape
AoD
Res Sig
I don't remember my attributes well but I think it's this
7 air
14 dag mastery
9 or 10 shadow
10 critical
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Jul 12, 2006, 09:47 AM // 09:47
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#4
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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My Guild Leader showed this build, and now I use it, Im hope ti get more energy so that I may throw blinding powder inbetween falling spider and Twisted fangs. I also added golden lotus strike so I could regen energy.
My Attsributes: 16 dagger
10 shadow and critical
all other points in air
I just use sheaders talons for this build.
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Jul 12, 2006, 03:00 PM // 15:00
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#5
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Frost Gate Guardian
Join Date: Dec 2005
Location: UK
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Quote:
Originally Posted by Bahamuth
Hello everyone
I need help with my A/E PvP shocker.
THis is what i've got so far.
AoD
Shock
Falling Spider
Twisting Fangs
Shadow Refuge
Does someone have some suggestions on what to do with the other 3 skill slots, or maybe the attributes or armour/weapons?
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Dash, Golden Phoenix Strike, Horns of the Ox
16 in daggers, 11 - critical, 6 - air, rest in shadow
complete +energy armor
zealous daggers 15^50 +5armor
You don't take Res since you are not supposed to be where the rest of your teammates are.
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Jul 12, 2006, 03:37 PM // 15:37
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#6
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Academy Page
Join Date: Jan 2006
Profession: N/
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There is my build, around the same combo :
Shock
Falling Spider
Twisting Fang
Desperate Strike (useful since with 16 daggers you've got +50 under 80% HP)
Shadow Refuge
AoD
Critical Defenses (awesome skills since you've got roughly 36% chance to achieve a crital hit vs a lvl 20)
Dark Escape
Daggers Mastery 16
Critical Strike 13
Shadow Arts 7
Of course that build is orientated for areas where resurrection is not a must have (Aspenwood, AvA). Elseway, a rez signet can replace Critical Defenses or Desperate Blow
I don't like putting extra points in air magic since pts in dagger mastery and critical strike raise your chance of landing a critical blow
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Jul 12, 2006, 09:54 PM // 21:54
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#7
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: [VENT]
Profession: W/
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Quote:
Originally Posted by The Last Cruzader
When I was observing EviL vs WM EviL's sin's used the same build so I tried it out myself, heres my build so far
Shock
Falling Spider
Twisting Fangs
Leaping Mantis Sting
Shadow Refuge
Dark Escape
AoD
Res Sig
I don't remember my attributes well but I think it's this
7 air
14 dag mastery
9 or 10 shadow
10 critical
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I was observing him aswell, but sometimes he just screwed around for a time with the guild theif.
His set up was simular, not sure what the thing instead of rez was.
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Jul 12, 2006, 10:44 PM // 22:44
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#8
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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Lower dagger to 12, you really don't need anything above that. Shadow should be 8 or 9, since another ~1-2 seconds on dark escape isn't going to benefit you very much. As a note, the power that the War Machine guy had instead of Res Sig was likely Jungle Strike (offhand that usually follows LMS), it would let them have an offhand that they could use when they couldn't afford the exhaustion from Shock to trigger Twisting Fangs.
You might want attributes something like-
8 air
12 dagger
8-9 shadow
10 crit
Good Luck and Happy Assassinating!
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Jul 12, 2006, 11:12 PM // 23:12
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#9
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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Every point in dagger master increases your chance of a critical hit by roughly 1.44% (based on a lot of testing) furthermore, every point also raises the chance of a double strike during regular fighting by 2%. Personally, I like to keep my CS at 13 for that extra point of energy. If he's not trying to do damage with shock, but just use it to start the falling spider attack, then he could reduce the air.
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Jul 12, 2006, 11:18 PM // 23:18
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#10
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Ascalonian Squire
Join Date: Mar 2006
Guild: Chip and Dale Rescue Rangers
Profession: W/
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Shock is for the KD, not the damage.
16 Daggers
7 Shadow
13 Crit
AoD
Shock
Falling
Twisting
Caltrops
Refuge
Dark Escape
Res
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Jul 12, 2006, 11:45 PM // 23:45
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#11
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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Shock is for a little bit of damage to cut through things like Reversal of Fortune and a KD, which is frankly rather ingenious to use.
I wouldn't normally use Caltrops in a build, but it probably does rather well in this.
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