Jul 21, 2006, 06:31 AM // 06:31
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#1
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Ascalonian Squire
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Build: Poison Delivery Boy (I'm lovin' it)
Alright, I've been experimenting with many Assassin builds a lot lately and have a very nice DOT build now.
Class: Assassin/X
Poison Delivery Boy
PVP: - change Way of the Fox for Rez Sig
PVE - Works GREAT, except on Stone Guardians/Celestials etc.
Skills (In order of use):
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Way of the Fox (optional)
For 10-30 seconds, your next 1-5 attack(s) cannot be blocked or evaded
Energy Cost: 5
Activation Time: 1/4
Recharge Time: 45
Linked Attribute: Shadow Arts
Skill Type: Enchantment
Shadow of Haste(Must have):
Description: For 5-17 seconds you move 25% faster than normal. When Shadow of Haste ends, you return to the location where you activated this.
Energy Cost: 10
Activation Time: None.
Recharge Time: 30 Seconds.
Linked Attribute: Shadow Arts. Increases duration.
Skill Type: Stance.
Jagged Strike (Optional)
Description: If Jagged Strike hits, your target suffers from Bleeding for 3-8 seconds.
Energy Cost: 5
Activation Time: None.
Recharge Time: 4 Seconds.
Linked Attribute: Dagger Mastery. Increases Bleeding duration.
Skill Type: Lead Attack
Iron Palm (Must Have)
Description: Target touched foe suffers 5-41 damage, and if that foe is suffering from a Hex or Condition that foe is knocked down. Iron Palm may be used as a lead attack.
Energy Cost: 10
Activation Time: 3/4ths of a Second.
Recharge Time: 20 Seconds.
Linked Attribute: Deadly Arts. Increases damage dealt.
Skill Type: Skill.
Falling Spider (Must Have)
Description: Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15-31 damage and target foe is Poisoned for 5-17 seconds.
Energy Cost: 5
Activation Time: None.
Recharge Time: 8 Seconds..
Linked Attribute: Dagger Mastery. Increases damage dealt and Poison duration.
Skill Type: Off-Hand Attack.
Twisting Fangs (Must Have)
Description: Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10-18 damage and struck foe suffers from Bleeding and Deep Wound for 5-17 seconds.
Energy Cost: 10
Activation Time: None.
Recharge Time: 15 Seconds.
Linked Attribute: Critical Strikes. Increases damage dealt and Bleeding and Deep Wound duration.
Skill Type: Dual Attack.
Seeping Wound (Reccomended Elite Skill)
Description: For 5-17 seconds, if target foe is suffering from Bleeding or Poison, that foe suffers -1-3 Health degeration.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 10 Seconds.
Linked Attribute: Critical Strikes. Increases duration.
Skill Type: Hex Spell.
Dash (Must Have)
Description: For 3 seconds, you run 50% faster.
Energy Cost: 5
Activation Time: None.
Recharge Time: 15 Seconds.
Linked Attribute: None.
Skill Type: Stance.
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Optional Skills: you can switch around, try using a hex instead of jagged strike for one example. Or change the order.(IE switch WoF for Black Mantis Thrust and use it at the end) or Shadow Refuge, whatever!
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Strategy:
Choose target: Take heed of how far away you are, this is important. Cast shadow of haste, rush in, jagged strike to get the bleed on them, then iron palm to knock 'em down, falling spider for poison, twisting fangs for longer bleed/deep wound, then finish off with Seeping wound hex for bonus damage over time.
If you are under threat after or during the combo, immediately cast DASH, it will change your stance, teleporting you to where you started running from.
After you do all this, stand back and watch that green health bar drain while you recharge your skills. Then run in and do it again, don't wait for Way of the Fox to recharge, it's a sloth that way :/
With daggers of poison duration+33% the DOT's ALONE do 350 points of damage over 20 seconds if left unchecked.
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Concerns:
No self heal. Duh, you shouldn't even be getting hit.
Slowing Hexes/Conditions can be a pain in the but.
If you are getting chased: use dash, then use shadow of haste to get even further away. If they are smart and wait for you to teleport back, you can turn around and cast dash while running to catch em off guard ^_-
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Reccomended Equipment:
Full Shrouded Armor
Tang with +33% poison or bleed duration
Handle with +30hp or +1/20% dagger mastery
Recommended Minimum Stats:
Dagger Mastery: 10
Shadow Arts: 10
Deadly Arts: 0
Critical Strikes 10
Comments are welcome
Last edited by Boozbaz; Jul 21, 2006 at 07:01 AM // 07:01..
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Jul 21, 2006, 10:56 AM // 10:56
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#2
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Ascalonian Squire
Join Date: Jul 2005
Guild: Pink Clan [pink]
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Nice build, resembles mine a bit. Anywho, since Twisting Fangs delivers bleeding, why have Jagged Strike? You say so you can use Iron Palm to knock down the enemy for later attacks. I say use Leaping Mantis Sting so you can cripple the mob. That way you have a (new)condition on it, gets knocked down, can be poisoned, and bleeding doesn't get overlapped. Yay for four conditions and -10 degen!
[Edit] Or.... since Iron Palm counts as a lead attack, why not throw in Crippling Dagger? You replace an 8 second wait for a 5 second wait, but you also trade an instant attack for a 1 second cast. Up to you.
On a side note, I am regretting not going A/N, I am envious of those that can apply poison, bleeding, cripple, weaken, disease, and deep wounds. On the upside, I have a better chance of living using Rit's weapon spells and a reusable rez.
Last edited by Red1086; Jul 21, 2006 at 11:02 AM // 11:02..
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Jul 21, 2006, 11:05 AM // 11:05
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#3
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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Quote:
PVP: - change Way of the Fox for Rez Sig
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When will people understand in PvP as in PvE you DO NOT have room for 8 skills. You have room for 7 skills and one rez. If you want to drop it, play Aspenwood.
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Jul 21, 2006, 11:29 AM // 11:29
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#4
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Ascalonian Squire
Join Date: Jul 2006
Guild: The Forgotten Returned
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Quote:
Originally Posted by Sir Mad
When will people understand in PvP as in PvE you DO NOT have room for 8 skills. You have room for 7 skills and one rez. If you want to drop it, play Aspenwood.
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I only run 8 skills in my bar if I run with friends and I know we will survive, but even then 2 people in the group take a hard res. In PVE res isn't always vital with good teams but you're a brave man/girl not taking it.
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Jul 21, 2006, 01:43 PM // 13:43
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#5
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Ascalonian Squire
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Quote:
Originally Posted by Red1086
I say use Leaping Mantis Sting so you can cripple the mob. That way you have a (new)condition on it, gets knocked down, can be poisoned, and bleeding doesn't get overlapped. Yay for four conditions and -10 degen!
[Edit] Or.... since Iron Palm counts as a lead attack, why not throw in Crippling Dagger? You replace an 8 second wait for a 5 second wait, but you also trade an instant attack for a 1 second cast. Up to you
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That's why jagged strikes is one of the 2 optional skills. Play around with different skills to see what you like the most.
I use jagged strikes because it just works, and it only costs 5 energy.
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Jul 21, 2006, 01:53 PM // 13:53
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#6
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Lion's Arch Merchant
Join Date: May 2006
Profession: A/
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uhh dont you need the bleed condition from jagged strike to KD with iron palm? or seeping wound works even if foe has no conditions? (too lazy to check -_-)
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Jul 21, 2006, 02:54 PM // 14:54
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#7
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Ascalonian Squire
Join Date: Jul 2006
Guild: The Forgotten Returned
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You need a hex or condition to KD with iron palm and seeping wound will do nothing until a condition is put on and can expire before you even get a condition on.
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Jul 21, 2006, 03:19 PM // 15:19
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#8
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Lion's Arch Merchant
Join Date: May 2006
Profession: A/
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err dont you need jagged strike to KD with iron palm?
or can wound be used before you use any conditions on your foe?
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Jul 21, 2006, 03:37 PM // 15:37
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#9
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Lion's Arch Merchant
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Wound can be used. It's an easy hex to cast, and has a fast recharge. Makes sense to cast it and satisfy Iron Palm's KD requirement.
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Jul 21, 2006, 11:53 PM // 23:53
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#10
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Ascalonian Squire
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Quote:
Originally Posted by Hollerith
Wound can be used. It's an easy hex to cast, and has a fast recharge. Makes sense to cast it and satisfy Iron Palm's KD requirement.
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Yeah that's what I used to do, but then I changed it to the last skill used so that I could get the max damage out of it and it works even on fleeing targets.
Casting it at the beginning isn't bad though, because if you are still within range of your target by the time it recharges, you can apply it again before it wears off.
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Jul 22, 2006, 01:28 AM // 01:28
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#11
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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PvE Non-monk:
Bar=7 skills + res sig
PvE Monk:
Bar = 7 skills + rebirth
You can probably just dump Way of the Fox in favor of a rez sig in both situations. Other than that, I like the build because you can do some decent damage and designed it with some form to get away.
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Jul 22, 2006, 06:11 AM // 06:11
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#12
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Ascalonian Squire
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Quote:
Originally Posted by Bloodied Blade
PvE Non-monk:
Bar=7 skills + res sig
PvE Monk:
Bar = 7 skills + rebirth
You can probably just dump Way of the Fox in favor of a rez sig in both situations. Other than that, I like the build because you can do some decent damage and designed it with some form to get away.
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Yup, I went into RA for 2 hours tonight. (still no f-ing 5 cons wins -_- )
But anyways switched the Way of the Fox for a rez. The damage is still insane, but I'm thinking of switching jagged strikes for caltrops, seeing as most of the time once they realize I'm running for them, they start to run.
Also one thing I just just noticed is HOLY COW warriors cannot even take this kind of damage!
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Jul 22, 2006, 10:53 AM // 10:53
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#13
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Lion's Arch Merchant
Join Date: Jul 2005
Location: CA
Guild: [Ryuk]
Profession: W/A
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Seeping wounds is overrated.
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Jul 24, 2006, 06:41 AM // 06:41
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#14
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Pre-Searing Cadet
Join Date: Jul 2006
Location: Central California
Guild: [Urep]
Profession: A/
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favorite build at the moment.
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