May 11, 2006, 01:01 PM // 13:01
|
#1
|
Ascalonian Squire
|
A/Me PvE Build
*Feeding myself to the wolfs*
Condition Spreading Assasin (Discussion)
This is a theoretical discussion of an assasin build that I have in mind. Note that I have not tried this build(yet), neither do I have all the skills listed.
Here goes:
12+1+3 Dagger Mastery
8+1 Critical Attacks
7+1 Deadly Arts
8 Illussion MAgic
Fragility (Illusion Magic) 10/1/5
Hex Spell. For 14 seconds, target foe takes 13 damage each time that foe suffers or recovers from a new Condition.
Expose Defenses (Deadly Arts) 10/1/10
Hex Spell. For 7 seconds, target foe cannot "block" or "evade" your attacks.
Black Mantis Thrust (Dagger Mastery) 10/0/10
Lead Attack. If this attack hits, you strike for +21 damage. If target foe is suffering from a Hex, that foe is Crippled for 16 seconds.
Entangling Asp (Deadly Arts) 10/1/20
Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 13 seconds.
Temple Strike {E} (Dagger Mastery) 15/0/25
Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed and Blinded for 8 second(s).
Twisting Fangs (Critical Strikes) 10/0/15
Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +16 damage and struck foe suffers from Bleeding and Deep Wound for 14 seconds.
Return [ALWAYS target the nearest monk ^_^y] (Shadow Arts) 5/0.25/20
Spell. All adjacent foes are Crippled for 3 seconds. Teleport to target other ally's location.
Epidemic / Res Sig [if monk doesn't suck ^_^y] (Mesmer Other) 10/0.25/5
Spell. Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.
Ok, we now have our offensive tank requirements
Damage Skills: @ 16 daggers, we've got some long lasting conditions & LOTS of double hits/critical hits.
Containment: You have your hexes, Return for escape, and Black Mantis Thrust, yep, nobody's escaping/catching you without help...
Survival: Epidemic/Res Sig to help either yourself or your team and Return helps you live to fight another minute...
Strategy: Basically a fast-in, fast-out build. Target closest enemy and cast Fragility and Expose Defenses and then attack. Wait a sec or 2 for some energy regen and the do BMT+EA+TS+TF. If you have enough energy RETURN to nearest monk (or far away ^_^y), bottomline, get out of there ASAP. If enemies are in a group and energy permitting cast epidemic on your original target (IF he is not dead yet). Stay back and wait for energy to regen, rinse, repeat.
Critique: High Damage and Conditions. The energy management looks like a problem. Apparently there is a + energy armor set for the assasin, which could help a bit. "Blood is Power" from a necro ally would be invalueable.
This build is also reliant on a good monk as it has no self healing skills.
*Flame Away*
|
|
|
May 11, 2006, 02:20 PM // 14:20
|
#2
|
Pre-Searing Cadet
Join Date: Oct 2005
Profession: W/
|
A/me
What armor do you intend to use with this build, Since If you use the shrouds you will have a max energy of 32, and the combo's you got there will require more than that amount of energy.
The combo you are using is 45 energy, Now not that I know anything But I think you need to invcest in a few 5 energy skills instead of a bunch of 10 energy one's
other than that it seems like a interesting combo you got there. Loads of conditions, If you can pull off the epedemic at the end could cause a whole lot of hurt for the monks on the other side.
But then again. I doubt you can pull this off with the energy you have at your disposal.
Piosthyn
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 07:13 PM // 19:13.
|