Jun 14, 2006, 05:18 AM // 05:18
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#1
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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My "Falling spider, hidden shank" build
eh well if you can't tell its
Mark of instability
death charge
Assassin promise
Black lotus strike
Twisting fangs
falling spider
Shadow refuge
Resurection Chant
This is a PVE build
Bascially this works a lot like normal AP builds, but a bit of a difference, i have room for a rez. so many times have i seen a good ap sin, to be the great last man standing.. without a darn rez :angry:
This build work actually.. really well just use Mark of instability, death charge in, do the combo, but hold off until the right point to use Assassin's Promise, once in awhile the AI heal.. and yeah it's a pain, but don't wait too long either, a lot of times the abolsute massacre happens and i can't use it either.
I mainly use Those pincers with the built in vamp mod +30 health and +15% damage, it really seems to help a bit Impale.. yeah i tried it, but frankly for the effort, falling spider does way more damage, and causes poison for a good amount of time. Impale is somewhat more spike, but for me it went like 48 earth damage.. earth damage sucks lol.
If you don't know what the point of a AP (assassins promise) build is, it's constant spike damage pretty much, which is actually very good in pve, i haven't tried it in pvp though. If only pugs could actually relize the awesome power the sin has with it. I mean you can death charge around after each death.. and if you are badly hurt it heals you, mine heals me for like close to 100, i think it was like 99 or something odd.
Energy is never an issue if you don't mess up, Black Lotus strike combined with AP is enough energy that that high of critical strikes isn't super needed. I have seen other people with other types of set ups, but i like have high shadow arts for the beasty healing power. My damage doesn't even suffer too bad since it isn't coming from impale, which is in most AP builds it seems.
For the record this is my armor.. should have put that in the picture but o well.
Critical strike mask +1 deadly arts.
+15 body while attacking with major vigor
+15 legs with +1 shadow arts
+1 energy gloves with +2 daggar mastery *note when i have the money, stupid skills made me broke, i plan to get the poison reducing gloves.. they help a lot in factions*
+1 energy boots with +2 critcal strikes
Eh credit.. goes to anyone whoever might have made this build before me.. or i guess otherwise it would go to the people who didn't want to bring rez and made me revamp it :grin:
If you need another reason to let an assassin in your group.. well you'll just have to miss out
Final note: If you happen to cast AP too late, find another target quickly who your team has pretty much killed, and boom, your back in action
Last edited by unholy guardian; Jun 14, 2006 at 05:30 AM // 05:30..
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Jun 15, 2006, 12:34 AM // 00:34
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#2
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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Seriously dude, it's an ok build, but I want to you to take Death's Charge and throw it as far away from you as you possibly can. Then, drop a A-bomb on the area where it lands. Then block off the entire area with a moat full of sharks with laser beams on their heads. And then block off the moat with caution tape. And then...
But seriously, I have really learned to hate when members of my group use Death's Charge. Sure, it heals you, but it also has the unfortunate tendency to shadow-step you to an enemy, where you often get ahead of your group, and die. C'mon you have a monk secondary. You can come up with some better, more reliable self healing than that.
Other than that, I like the way this build can recycle energy and do a lot of damage.
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Jun 15, 2006, 02:29 AM // 02:29
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#3
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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...sorry, but there are AP builds out there that have space for a Rez...like my Chain Killer in the Builds Directory sticky.
And I can't see why you'd use Shadow Arts at all, anyway. It's watering down the build.
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Jun 15, 2006, 02:33 AM // 02:33
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#4
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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>_< disbelievers all around :O
death charge is a beasty move that i have seen many master.. i just gotta do that, besides it will recharge if you do the build right
i've used the build a lot latly, works well except agaisnt the dirty ai mesmers who can interupt my 1/4 cast time somehow..
But eh still good points which i will consider
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Jun 15, 2006, 02:47 AM // 02:47
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#5
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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Try getting rid of shadow arts , as the other dude suggested, and replacing it with healing prayers. I reccomend using Vigorous Spirit to replace Shadow Refuge and something else to replace death's charge, like Purge Conditons or an anti-hex skill possibly.
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Jun 15, 2006, 03:27 AM // 03:27
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#6
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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How am I a disbeliever? I've got my AP build in the Directory sticky, and it can annihilate anything in PvE.
At the very least, drop Shadow Arts. Shadow Refuge isn't worth anything anymore after the change.
And you can bypass needing Death's Charge entirely if you know how to maneuver around the field. Plus, if you need health...why would you be Shadow Stepping to an enemy that has more health than you? And that'd be a Shadow Step that would very likely pull more aggro to your lower health.
If you need to get around quickly, pick-up Siphon Speed. PvE AI is too stupid to remove it. You can chain-cast it around so you're always speeding along. And it's a nice snare, too.
Plus Death's Charge will piss off the Monks on your team, because you're going to be zipping around from target to target, which would certainly screw up their healing.
What else...
Oh, screw it. I'm tired.
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Jun 15, 2006, 03:36 AM // 03:36
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#7
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Furnace Stoker
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Vigorous Spirit + Flashing Blades keeps assassins alive pretty well.
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Jun 15, 2006, 03:48 AM // 03:48
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#8
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by Nevin
Vigorous Spirit + Flashing Blades keeps assassins alive pretty well.
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Vigorous Spirit and Guardian keeps most anyone alive pretty well, if they only have to take the heat intermittently.
... and I cant believe I spelled that right! Woot! Pimp.
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Jun 15, 2006, 04:56 AM // 04:56
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#9
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Academy Page
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my AP build is something like yours..
assassins promise
mark of instability
BLS
twisting fangs
falling spider
horns of the ox
purge conditions
return
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Jun 15, 2006, 02:23 PM // 14:23
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#10
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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Quote:
Originally Posted by ubermancer
Vigorous Spirit and Guardian keeps most anyone alive pretty well, if they only have to take the heat intermittently.
... and I cant believe I spelled that right! Woot! Pimp.
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Vigorous Spirit+Guardian make a nice combo, but they are two different attributes. It would probably spread out attribute points too much if you leveled up healing prayers and prot prayers.
Maybe you could try Vigorous spirit+critical defenses
Last edited by Shred Dread; Jun 15, 2006 at 02:28 PM // 14:28..
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Jun 15, 2006, 04:32 PM // 16:32
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#11
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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i tried heavy enchant builds before.. cantha hates enchants... and people runnning. I even tried small enchant builds.. they all get removed for some reason.. not to mean the ai has the power to interupt my 1/4 casts all the time. which is so lame.
The dearth charge has helped a lot.. if i get stuck on low health i can teleport to the new enemy get pumped up with health and kill them.
Since you guys hate it soo much though i can try heart of the shadow.. with these points in shadow arts is a really nice heal
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Jun 15, 2006, 08:13 PM // 20:13
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#12
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Banned
Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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heh, my biggest problem with Deaths Charge is that to many people use it to get into the aggro. I mean, why!? IT HEALS FOR A REASON!!
but im just ranting :P
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Jun 15, 2006, 09:17 PM // 21:17
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#13
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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Quote:
Originally Posted by unholy guardian
Since you guys hate it soo much though i can try heart of the shadow.. with these points in shadow arts is a really nice heal
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/sigh
Just get rid of shadow arts, replace it with protection or preferably healing prayers, and use a good old fashioned heal that doesn't teleport you to random places.
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Jun 16, 2006, 02:00 AM // 02:00
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#14
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Banned
Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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shadow of arts is great for getting out of an aggro, you can pretty much start running as soon as you tele out, so hit 'x' then 'w' and run to your backline.
Dont conform to these peoples' requests, they just think they know everything about everything and how each skill works
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Jun 16, 2006, 02:34 AM // 02:34
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#15
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Lambentviper
Dont conform to these peoples' requests, they just think they know everything about everything and how each skill works
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Uh...let's see...Shadow Refuge is pretty much total crap now. Viper's Defense is going to be randomly teleporting him around, which isn't good. Death's Charge is going to require him to teleport to an enemy that has better health than he does, which may very well be putting him farther into enemy territory.
Who's telling him to conform to anything? We're offering sound advice. lol
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Jun 16, 2006, 06:55 AM // 06:55
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#16
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Leather Rebels, (LR)
Profession: W/
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i use shadow refuge alone and it has kept me alive through hard times, if you all have a problem with a skill from the same line taht gives you dark escape then im sad. i am a firm believer in always having dark escape and shadow refuge up all the time
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