May 25, 2006, 03:36 PM // 15:36
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#1
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Ultimate Standard?
9+1+3 Critical Strikes
11+1 Daggers
rest + 1 Deadly Arts
Black Lotus Strike
Horns of the Ox
Falling Spider
Twisting Fangs
Critical Eye
Aura of Displacement {E}
Impale/Expose Defenses
Plague Touch / Res Sig
High damage, excellent e. management, and depending on your foe, if they're well protected, you can switch between giant dmg boost vs. unblockable capabilities.
Tough to catch and quite deadly using a pile of critical spikes + Conditions. Your ideas?
I think most sins [and some warriors] may recognize this setup.
4 attack skills
damage booster [no ias so critical eye will suffice]
snare+speed aka: shadow stepper
Plague Touch [cause I love /n] or res sig for offensive or defense tech
and the last skill is a great booster. Eats through defenses OR gigantic spike.
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May 25, 2006, 03:50 PM // 15:50
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#2
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Academy Page
Join Date: Feb 2006
Guild: The Order of The Green Flame
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This is the build I use, except change Critical Eye for shadow refuge, res sig for dark escape, and Golden Phoenix Strike for Black Lotus Strike. I can usually kill anything with 60 armor, sometimes people with 70 too.
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May 25, 2006, 04:07 PM // 16:07
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#3
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Banned
Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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unfortunately, so many people use this build in RA, i wouldnt be surprised if someone came up with an IWAY-ish build using assassins :P
As you mentioned, you can kill 60 armor targets, and sometimes 70 armored ones. But can you kill 100 armor targets when your team needs you to?
Not enough people are thinking outside the box and are sticking with the same combos. Im going to post a build later today that can take down an average, 530 health WARRIOR, by the time your chain of attacks are over.
Thats what people need but dont get me wrong, im a fan of the AoD spike, but the more i play it, the more weaknesses i see in it
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May 25, 2006, 08:09 PM // 20:09
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#4
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Lion's Arch Merchant
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AoD spike is the only assassin build, thanks lambent.
Yuki,you need a speedbuff (AoD doesn't help vs kiters), you're atts are a bit wrong, you need a selfheal, and your lead is retarted. Try
10+3 Critical Strikes
12+1+1 Daggers
8+1 Shadow Arts
Golden Pheonix(or Lotus if you're still having energy troubles) Strike
Horns of the Ox
Falling Spider
Twisting Fangs
Aura of Displacement {E}
Dark Escape/Dash
Shadow Refuge
Ressurection Signet/Distortion/CoP
Last edited by DieInBasra; May 25, 2006 at 09:05 PM // 21:05..
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May 27, 2006, 07:31 PM // 19:31
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#5
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by DieInBasra
AoD spike is the only assassin build, thanks lambent.
Yuki,you need a speedbuff (AoD doesn't help vs kiters), you're atts are a bit wrong, you need a selfheal, and your lead is retarted.
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Self-heal are for those who think they can do things by themselves. Like warriors, I believe a sin shouldn't need to spurge on shadow arts to just tele to their teammates or out of danger.
If I need snare/speed buff, I'd go with Siphon Speed over anything else. sure I could just chase them down with a stance, but a hex can stop me just as fast as my hex can stop them. That and at least Siphon Speed doubles as both speed+snare and at 5e. 5r. I'd like you to show me a stance that beats it for chasing kiters... [don't even start with hex/x removal, I already mentioned how imagined burden, etc. can stop runners]
Retarded lead? Shatter hex/shatter enchantment. Both counters do the same thing. What's nice is that I can bury my hex if needed and the reaction to barely 2s. isn't enough and with such a fast recharge on siphon speed, no hex remover can hope to match it. Unless the enemy team has like 5 hex removers all focused on stopping me from hexing their softies... From what I can see, BLS would be better since I have 13 critical.
It's not feasible to go 16 dagger and 13 critical for the energy usage due to lack of points.
However, if 16 dagger, 8 critical, and 11 deadly arts works, hey, maybe it would. My luck with landing crits and the e. regen gained from an 8 critical stat Critical eye doesn't suffice much for me sadly and the build has more damaging skills in the critical line thanks to Anets ridiculous stat placing.
Twisting Fangs in Critical? That totally ruined my original damage potential for a build and so since going 16 critical is totally unfeasible, going 13 crit for the e. break and 12 or so dagger seemed best.
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May 27, 2006, 07:35 PM // 19:35
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#6
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Krytan Explorer
Join Date: Jan 2006
Location: Just chillin', Playing Gw
Guild: Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA
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All i can say, that i use similar build to urs at the moment, works great. At the moment, yours & mine build are quite much of an ultimate standard, good for most occasions. This build can be used on all pvp, pve and gvg(thats where i got the build from in the first place).
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May 27, 2006, 07:49 PM // 19:49
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#7
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Alright, if we need to stick like glue, I suppose this would do right? [need teammates for defense piercing though like Rend enchantment or rigor mortis]
13 critical strikes
12 daggers
rest to deadly arts
or split to shadow arts
offensive ninja mode:
Black Lotus Strike
Horns of the Ox
Falling Spider
Twisting Fangs
Aura of Displacement {E}
Siphon Speed
Critical Eye
Plague Touch / Res Signet - depends on auto-res map
self-sufficient with defensive measure: dps gatling gun
Iron Palm
Falling Spider
Repeating Strikes
Twisting Fangs
Siphon Strength {E}
Siphon Speed
Way of Perfection / Shadow Refuge
Plague Touch / Res Signet
As you can see, the first build is awesome for spiking whereas the second build is for sustained ripp damage. It does come with a mini spike and defense piercing skills when needed. Lack of teleport with the benefit of a huge jump in critical spiking as well as anti-warrior/ranger hate. Good vs. softies who die fast to crits and great defensive measure to protect yourself and your teammates from non-caster dmg.
With the large boost in crits, critical eye isn't needed and you need a dual snare to win so the 50% relative speed buff to your hexed target makes for a great cover hex.
Ideas?
I'm starting to like the 2nd build since you don't need much in Shadow arts for a decent self heal.
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May 27, 2006, 11:42 PM // 23:42
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#8
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Desert Nomad
Join Date: Nov 2005
Location: Check behind you again.
Profession: N/
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I usually drop AoD, and will use Temple strike, or 'sins promise, But overall the same build.
It's also A decent Build for PvE too.
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May 28, 2006, 01:15 AM // 01:15
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#9
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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I have an assassin build that takes down warriors
what
you dont think so?
fine!
A/Mo ftw!
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May 28, 2006, 01:50 PM // 13:50
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#10
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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A/Me
Critical Strikes 12+1
Dagger Mastery 10+4
Shadow Arts 7+1
Illusion 4
Zealous +15% while enchanted/+20% enchanting mod
AoD
GPS
Horns of the Ox
Falling Spider
Twisting Fangs
Distortion
Shadow Refuge
Res Sig
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May 28, 2006, 11:12 PM // 23:12
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#11
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Frost Gate Guardian
Join Date: Jan 2006
Profession: Me/
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Golden Phoenix Strike
Horns of the Ox
Falling Spider
Twisting Fangs
COP
The above combo will destroy a caster and some 70 Al targets outright with some lucky critical hits. I have also, however, dropped more than my share of warriors with it using the standard hit and run tactics of the assassin class. The combined degen of the bleeding + poison, limits the 100 Al warrior to do little more than spamming healing signet and (if its our favorite paladin) its other healing skills, even then most won't survive your second assassination attempt once all your skills have recharged (at max 15 seconds).
The severe weaknesses I have noticed here is its inflexibility when it comes to dealing with targets in the middle of groups of people (enemies and allies) and it's reliance on enchantments to work (Which means it's using an additional skill slot just to work). Horns of the Ox simply doesn't KD when your target is adjacent to another enemy. Black lotus strike may circumvent the dependency on enchantments but, if I'm not mistaken, it has the most forbidding recharge time of all lead attacks (I know it's an off-hand attack but in the combo it acts as the lead attack). Palm Strike can do the same and connot miss, but uses an elite slot. Is their anyway to deal with this inflexibility and not sacrifice the power of the four hit chain? I believe that is the question this thread is posing.
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May 28, 2006, 11:45 PM // 23:45
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#12
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Ascalonian Squire
Join Date: Apr 2006
Location: Earth
Guild: Forgotten Shadows [FS]
Profession: A/D
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Quote:
Originally Posted by What if...
Black lotus strike may circumvent the dependency on enchantments but, if I'm not mistaken, it has the most forbidding recharge time of all lead attacks (I know it's an off-hand attack but in the combo it acts as the lead attack).
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What about using Return+a shadow step instead of AoD, and then using Assassin's Promise for recharging skills and an extra energy boost?
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May 29, 2006, 01:24 AM // 01:24
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#13
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Frost Gate Guardian
Join Date: Jan 2006
Profession: Me/
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Quote:
Originally Posted by Sylphon
What about using Return+a shadow step instead of AoD, and then using Assassin's Promise for recharging skills and an extra energy boost?
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For the shadow step skill, unless you use AOD, you're not going to get a recharge below 45 seconds (obscenely long periods of time between shadow step spikes) and return has a recharge of 20 seconds. In both cases you're looking at a time higher than that of AOD's recharge (15 seconds), and I'm certain, higher energy expenditure. Also AOD acts as an enchantment which is a plus if you're using GPS. Outside of that though, I haven't looked entirely into the Deadly Skills line. Is there someone else who can elaborate on this?
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May 29, 2006, 03:31 AM // 03:31
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#14
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Quote:
Originally Posted by What if...
For the shadow step skill, unless you use AOD, you're not going to get a recharge below 45 seconds (obscenely long periods of time between shadow step spikes) and return has a recharge of 20 seconds. In both cases you're looking at a time higher than that of AOD's recharge (15 seconds), and I'm certain, higher energy expenditure. Also AOD acts as an enchantment which is a plus if you're using GPS. Outside of that though, I haven't looked entirely into the Deadly Skills line. Is there someone else who can elaborate on this?
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Assassin's Promise recharges itself, so everytime you successfully kill your target you have a teleport. Not that I think its a good idea, but this is how its supposed to work.
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May 29, 2006, 05:41 AM // 05:41
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#15
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Krytan Explorer
Join Date: Jun 2005
Location: Seattle
Guild: Faces of Death [Tye]
Profession: R/W
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Assassins gank the entire enemy base in GvG all the time... of course they need self heal.
Personally I go with the goldenphoenix etc build too.
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