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Old May 16, 2006, 02:45 PM // 14:45   #1
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Default Flashing Blades -- a solution without a problem?

I see a lot of people singing the praises of Flashing Blades. But the more I play my assassin in non-henchie groups, the more I feel like it's really the wrong skill for a PvE assassin. Flashing Blades only really shines against melee opponents and 90% of the time, I want to be fighting squishies. If I'm going toe-to-toe with a warrior/ranger, either there's no squishies left (in which case the battle is practically over anyway) or I'm on the wrong target.

Now, in PvP where you get singled out more often by the warriors, it might make more sense. By the same token, if you're using henchies, you're probably going to have to attack the warriors just to get them to attack. But for PvE grouping with humans, I just don't see the benefit.

Can some of the Flashing Blades lovers out there tell me why you like it?
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Old May 16, 2006, 05:18 PM // 17:18   #2
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I stopped using flashing blades a while ago in favor of critical defenses + wild blow. Flashing Blades gives you 50% block stance. Critical Defenses goes as high as 78% block at L16 critical strikes and can be maintained indefinitely so long as your assassin scores a critical hit every 6 seconds (wild blow's function). This also frees up your elite skill slot for more practical selections like temple strike, shove, glad's defense, or whatever you choose.
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Old May 16, 2006, 10:06 PM // 22:06   #3
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Flashing Blades is just there to protect you against attacks while you take care of the squishies ... as well as allowing you to kill the big bad warriors by yourself once there's nothing left around but them. The Wild Blow + Critical Defenses combo is an interesting idea, but I prefer to be /monk for CoP(when I PvP) and mending to make my vamp daggers more practical.

I agree though that FB seems to be much more useful in PvP, but I think it is an excellent stance when coupled with a set of +15A while attacking armor.
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Old May 17, 2006, 06:43 AM // 06:43   #4
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Quote:
Originally Posted by Shendaar
and mending to make my vamp daggers more practical.
How does Mending make Vamp Daggers more practical ? Instead of sacrificing a pip of health which is regained entirely from attacking, you sacrifice a pip of energy. Just switch to a non-vampiric weapon between battles.

Edit:
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Originally Posted by Effigy
Good point, but I think you might have responded to the wrong thread, mate.
Nope.

Last edited by fallot; May 17, 2006 at 08:28 AM // 08:28..
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Old May 17, 2006, 06:49 AM // 06:49   #5
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Quote:
Originally Posted by fallot
How does Mending make Vamp Daggers more practical ? Instead of sacrificing a pip of health which is regained entirely from attacking, you sacrifice a pip of energy. Just switch to a non-vampiric weapon between battles.
Good point, but I think you might have responded to the wrong thread, mate.
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Old May 17, 2006, 10:54 AM // 10:54   #6
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Quote:
Originally Posted by lord_shar
I stopped using flashing blades a while ago in favor of critical defenses + wild blow. Flashing Blades gives you 50% block stance. Critical Defenses goes as high as 78% block at L16 critical strikes and can be maintained indefinitely so long as your assassin scores a critical hit every 6 seconds (wild blow's function). This also frees up your elite skill slot for more practical selections like temple strike, shove, glad's defense, or whatever you choose.
Gladiators defense when you already have a 78% block? Bit of a waste - but I guess it could be used for when CD is down and recharging.

Temple Strike has been completely gimped by the nerf stick.

Shove is good with FS

Personally I'd choose AoD though. Or maybe Tainted Flesh (which I haven't capped yet). I do a lot of ABs and I find that hex/conditions are my main enemy (especially disease it seems atm) rather than melee. I've had an entire vertical screens worth of them on me lol. CoP can only remove so many. Maybe I should try Melandru's Resilience....
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Old May 17, 2006, 12:45 PM // 12:45   #7
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Quote:
Originally Posted by fallot
How does Mending make Vamp Daggers more practical ? Instead of sacrificing a pip of health which is regained entirely from attacking, you sacrifice a pip of energy. Just switch to a non-vampiric weapon between battles.
Yeah, wrong thread, but Mending actually has three purpose in my build, so I could almost say that it is the center point of it. I use it to kill of the health degen and aswell as giving me a +1 health regen(3pts in healing), I use it PvP(when I don't need to bring a rez signet) with CoP to remove dangerous hexes or conditions and finnaly I use it to be always enchanted so I can use the Golden phoenix + Horn of the ox + falling spider + Twisting Fangs combo. With FL, Vamp and Mending, I've had situation where I was healing faster than a warrior/sin/ranger could damage me, because they kept missing me.

As for the -1 energy regen, this is hardly a problem. I get 4 energy points every critical hit I land with Critical Eye and the combo I use isn't exactly a fast recharging one, so I have plenty of time to build up my energy.
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Old May 17, 2006, 08:51 PM // 20:51   #8
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Critical Defense has it's own problem...

If you move from one target to the next target, it will end.
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Old May 17, 2006, 09:44 PM // 21:44   #9
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Quote:
Originally Posted by lightblade
Critical Defense has it's own problem...

If you move from one target to the next target, it will end.
I'm not sure if that statement is true... I'll probably have to check tonight and verify..... (I hope its not)

To my recollection, I believe I was able to maintain crit def even when I switch targets... as long as I'm able to land a wild blow on an enemy before the 6 seconds end.... I've tried it with higher lvl mobs in the monestary and its awesome... you've basically become a constant "ranger evasion tank", but instead you're an "Ass blocking Tank" ( )o( ) ~.^ Off course it has its weaknesses when it comes to enchant stripping, but so does every other build right?

With 16 on Crit Strikes, Crit def + Crit eye is such a nice combo IMO...

Last edited by S H I N O B I; May 17, 2006 at 09:49 PM // 21:49..
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Old May 17, 2006, 09:48 PM // 21:48   #10
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Flshing Blades only works while attacking and if you cast other skills such as critical eye it ends flashing baldes... only 50% chance against melee

it is pretty much a wasted spot...

if it were an actual stance and didn't require you to be attacking and didn't end if you use another skill it would be good...
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Old May 17, 2006, 10:25 PM // 22:25   #11
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FL is a stance ... I can maintain FL and Critical Eye at the same time all the time. Being forced to attack is a major drawback, but considering Flashing Blades can easily be maintained indefinitely, this is a justified drawback.
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Old May 18, 2006, 12:31 AM // 00:31   #12
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Quote:
Originally Posted by lightblade
Critical Defense has it's own problem...

If you move from one target to the next target, it will end.
This is not correct. CD has a 6-second duration, but if you back it up with wild blow (always critical-hits if you're not blind), then you can maintain CD indefinitely regardless of which target you attack (so long as you don't waste too much time running to the new target). CD works even better if you use 17%-20% enchantment duration mod daggers (like Daggers of Xuekao), which buys you an extra second.
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Old May 19, 2006, 09:18 AM // 09:18   #13
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In Arborstone I maintained CD for more then 1 minute a go, and as it recharges in 30 secs, I could launch it again as soon as it was over...
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Old May 19, 2006, 12:38 PM // 12:38   #14
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I tried mixing CD and FL in the random arena and it was quite funny to watch a sin and a warrior hit nothing for over a minute lol. Also, it seems like CD can protect you from illusionary weaponry, but I would have to try it again.

Last edited by Shendaar; May 19, 2006 at 04:34 PM // 16:34..
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