May 13, 2006, 08:24 PM // 20:24
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#1
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Furnace Stoker
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Deadly Arts
I've looked over the skills quite a few times, and I just can't figure out a good build for assassins with them. They're pretty weak unless you have Deadly Arts 12 or above, and doing that would mean either taking down critical strikes or shadow arts both which are vital to an assassin.
I noticed the potential of signet of shadows and impale so I made a quick build around it, its nothing special and has no heals.
15 Dagger Mastey
15 Deadly Arts
4 Shadow Arts
Leaping Mantis Sting, Jungle Strike, Blinding Powder, Signet of Shadows, Impale, Nine Tails Strike, Siphon Speed, Res signet.
It was a lot of damage, but had no lasting effect. Thus it sucked. So I'd like to know if anyone can even figure out a way to put deadly arts to use in a solid build, because as of right now deadly arts are worthless.
Last edited by Nevin; May 13, 2006 at 08:27 PM // 20:27..
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May 13, 2006, 11:57 PM // 23:57
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#2
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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1. I strongly suggest not taking both a Superior and Major rune one one character(unless that's a typo ofc).
2. I agree, Deadly Arts suck pretty bad.
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May 14, 2006, 05:09 AM // 05:09
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#3
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Frost Gate Guardian
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Quote:
Originally Posted by Xasew
1. I strongly suggest not taking both a Superior and Major rune one one character(unless that's a typo ofc).
2. I agree, Deadly Arts suck pretty bad.
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c'mon there not that bad, just brainstorming but here:
1shadow step skill
2Way Of the Empty Palm{E}
3Shock or your favorite quick casting ele skill too bad pheonix is such a long
cast
4Falling Spider
5Golden Pheonix
6Horns of the Oxe
7Way Of Perfection or other critical strikes based skill
8Res sig
Haven't tried it but looks fun, free skills cool. Recharge on Way is a little much, just bring some 20% ench daggers.
Siphon Str looks cool and could replace your need for any points in critical hits, just bring zealous daggers. and More war hate is always nice, the recharge is 10 secs.
I like expose defense but I have a hard time telling if its till on, especially with all the hexing going on.
Siphon speed looks cool, you get the picture, I really don't think and entire category should be discounted.
I think its crazy how few skills trigger with a critical strike. I think its 5 skills.
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May 14, 2006, 02:01 PM // 14:01
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#4
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Pre-Searing Cadet
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well I was working on a deadly arts build, never went that far but it involves
blind powder and signet of shadows, If I am right, signet of shadows ignores armour, so I came out with this combo...vague but I am working on what attacks to fit inside
lead> blind powder>off hand >dual >tele> signet of shadows
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May 15, 2006, 05:16 PM // 17:16
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#5
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Academy Page
Join Date: Mar 2006
Location: MD
Guild: [BuA]
Profession: W/
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There are some good skills that can be used together as a combo in Deadly Arts. I like to follow up a Death Blosson Combo with the First two below or start off and then finish up with a DB combo.
Dancing Daggers
Spell. Send out three Dancing Daggers at target foe. Each striking for 5...17 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
Entangling Asp
Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17 seconds.
Enduring Toxin
Hex Spell. For 3 seconds, target foe suffers -1...3 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 3 seconds.
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May 15, 2006, 05:38 PM // 17:38
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#6
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Crippled Dagger
Iron palm
Falling Spider
Horn of the Ox
(The rest is up to you)
That doesn mean Deadly sucks because its not popular.
I was thinking to make a Palm striker assassin for fun with Critical and Deadly Arts and perhaps no Daggers. But I must set in mind before making one thought.
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May 15, 2006, 05:45 PM // 17:45
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#7
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Wilds Pathfinder
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Quote:
Originally Posted by Waha
well I was working on a deadly arts build, never went that far but it involves
blind powder and signet of shadows, If I am right, signet of shadows ignores armour, so I came out with this combo...vague but I am working on what attacks to fit inside
lead> blind powder>off hand >dual >tele> signet of shadows
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1. Unless my memory is off, Blinding Powder needs to follow an off-hand attack.
2. Speccing for Deadly arts and not including Impale seems not so right to me...why not go Palm Strike [E] > Blind Powder > Dual of Choice > Tele > Sig of Shadows?
I honestly haven't tried much with Deadly Arts because I'm still gathering skills but I have a feeling that they aren't so bad...the main problem I see is that, on an Assassin, weapon/shadow arts/critical stikes are all pretty much necessary. That doesn't really leave much room to expore the Deadly Arts...I'm leaving it to figure out later. I need more skills before I can really even consider trying this line out.
Quote:
Originally Posted by TAZTG
Enduring Toxin
Hex Spell. For 3 seconds, target foe suffers -1...3 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 3 seconds.
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This skill SUCKS. I've had PvE assassin monsters use it against me and all it required is stopping for less than a second (only 3 seconds and 18 damage after it was cast) when the skill starts blinking to get rid of it. If theres some reason to not stop, hell, it's only 3 seconds and 18 more damage until you have another opportunity to rid yourself of the hex. Now if it was a -8...10 degen, it would hurt a little more...
Last edited by Beat_Go_Stick; May 15, 2006 at 06:06 PM // 18:06..
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May 15, 2006, 05:58 PM // 17:58
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#8
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Quite stupid but... Deadly art helps me to stop runners in RA lol. Enduring Toxin and Crippling Dagger is a great help there to stop them running
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May 15, 2006, 07:15 PM // 19:15
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#9
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Frost Gate Guardian
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i've been running this past couple days and it works good for a hit and run, better if u have a monk.
Shock Assassin
Assassin/Elementalist
Level: 20
Critical Strikes: 9 (8+1)
Dagger Mastery: 15 (11+4)
Shadow Arts: 8
Deadly Arts: 10 (9+1)
- Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 88.
Energy:5 Cast:0.25 Recharge:45
- Way of the Empty Palm [Elite] (Deadly Arts)
For 15 seconds, off-hand and dual attacks cost no Energy.
Energy:5 Cast:1 Recharge:30
- Shock (Air Magic)
Target touched foe is struck for 10..50 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10
- Falling Spider (Dagger Mastery)
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +35 damage and target foe is Poisoned for 20 seconds.
Energy:5 Cast:0 Recharge:8
- Golden Phoenix Strike (Dagger Mastery)
If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +30 damage.
Energy:5 Cast:0 Recharge:8
- Twisting Fangs (Critical Strikes)
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.
Energy:10 Cast:0 Recharge:15
- Shadow Refuge (Shadow Arts)
For 4 seconds, you gain 8 Health regeneration. When Shadow Refuge ends, you gain 52 Health if you are attacking.
Energy:5 Cast:1 Recharge:8
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
I run it with a Zealous dagger of Fortitude. Don't spam shock, and make sure to keep an enchatment up when attacking. Plenty of nrg to cast shadow refuge and attack again. Drop Res Sig for Dark Escape in Alliance Battle.
I really like being assured to get falling spider to go off, that combined with the bleeding and deep wound from Twisted Fangs is nice, now where is my fevered dreams mes, . I wouldn't use it to tank, but its a nice explosion of dmg. The 1 skill assured, without ward of stability that is, interupt/knockdown is missing from the assassin.
Way Of the Empty palm is 5 nrg to cast so in the event u accidentally spam shock, you can run the whole thing once you get back to 5 nrg, this is NOT recommended.
if u run the nrg armor you can get your max nrg up to 32, but I usually don't.
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May 15, 2006, 08:12 PM // 20:12
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#10
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Assassin really sucks! There's only one build that works, and there are many variations of this...
_______ -> Horns of the Ox -> Falling Spider -> Twisting Fangs
All assassin builds that works have these 3 skills.
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May 15, 2006, 09:13 PM // 21:13
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#11
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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Heh, my assassin build works quite well thank you and it only has 1 of those 3 skills. Soft targets are about 30hp away from death at the end of it (depending on no improved regen or heals). Will post it a bit later when I'm home.
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May 15, 2006, 09:14 PM // 21:14
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#12
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Academy Page
Join Date: Mar 2006
Location: Illinois
Guild: Chaos and Destruction(CaD)
Profession: A/N
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Quote:
Originally Posted by lightblade
Assassin really sucks! There's only one build that works, and there are many variations of this...
_______ -> Horns of the Ox -> Falling Spider -> Twisting Fangs
All assassin builds that works have these 3 skills.
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If you're gonna flame assasins why are you even here. I know those are the only well working combinations other than the virulence one that has disease or sumthing. This works well and is effective like a wiseman once said "If ist not broken don't fix it" Plus i know there can be builds for anti tele spikers not one atm sobasically please shut up. Please don't start a fight!
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May 15, 2006, 09:22 PM // 21:22
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#13
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Acolytes of Lyssa [AL]
Profession: Me/A
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I actually like Deadly Arts alot, although I find it of more use as Me/A. Combining Signet of Shadows with Ineptitude makes for some high damage, and once I find Assassin's Promise ( ), that will make for a decent build.
Deadly Arts has many indirect and subtle damaging skills, so it fits perfectly using the Me/A combo.
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May 15, 2006, 09:33 PM // 21:33
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#14
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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If you're trying to combine Assassin's Promise with Ineptitude you may want to remember that AP is an elite skill... you would need another assassin or mesmer to arcane mimicry Ineptitude or AP off of.
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May 16, 2006, 01:46 AM // 01:46
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#15
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Quote:
Originally Posted by lightblade
Assassin really sucks! There's only one build that works, and there are many variations of this...
_______ -> Horns of the Ox -> Falling Spider -> Twisting Fangs
All assassin builds that works have these 3 skills.
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You know, you can remove Horns of the Ox for Twisting Fangs and Blade of Steel at the end of the combo. How about to make KD you ask for Falling Spider? Mark of Instability. Double KD everyone?
Generally, Horn doesnt make the effect if you have a foe adj to your target. That makes Falling Spider and Horn useless.
BTW, It almost a copy/paste of Fang of Melandru (Miss Jagged Strike and Fox Fangs)
Anyway, back to topic about Deadly Art. Entangling Asp is really cool for Bleeding/Poison Starter combo. Even with that, it knock down!
Jagged Strike (Lead)
Entangling Asp (Must follow lead)
Temple Strike [E]
Twisting Fangs (Dual Attack)
(rest is up to you)
Bleeding, Poison, Daze, Blind and Deep wound. What more? Mark of Instability for another KD after Twisting Fangs? Maybe....
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May 16, 2006, 04:21 AM // 04:21
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#16
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Frost Gate Guardian
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Quote:
Originally Posted by lightblade
Assassin really sucks! There's only one build that works, and there are many variations of this...
_______ -> Horns of the Ox -> Falling Spider -> Twisting Fangs
All assassin builds that works have these 3 skills.
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I know man I've been watching that guy....whats his name..... blood.. umm.. err..light...something, IDK. He plays for some team, i can't remember the name, the things next to it spell evil, that must be mad up of emo's or goth kids or devil worshipers, and he doesn't use any of those skills. I think you need to give him some advice.
Mark of Instability->iron palm->entagled asp->rest, looks nice for KDs but the dmg is kinda low. I aways run a shadow step and a self heal so with res sig that kinda cuts my options down.
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May 16, 2006, 04:33 AM // 04:33
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#17
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Pre-Searing Cadet
Join Date: May 2006
Profession: A/R
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It surprises me that no one mentionned Impale from Deadly Arts.
At 15 Dagger, 10 Critical Strike, 9 Shadow Arts, 9 Deadly Arts,
Impale + Aura of Displacement + Golden Phoenix Strike + Horns of Ox (super spike from Impale) + Falling Spider (poison, yum) + Twisting Fangs (bleed and deep wounds on the stack) + Remove Aura of Displacement = Hi + BANG + Bye
I find Impale filling the gap between a "miss or kill" when trying to quick kill someone. Also, using AoD in combination with Impale doesnt leave much time for the target to remove it (the hex).
That leaves you with 2 slots to fill in like you want...most probably Shadow Refuge and Res Signet / Plague Touch / etc. The build isn't meant to draw attention as you will die pretty quickly relying on Shadow Refuge alone. If you are under fire, dispell AoD...run. If you miss your kill, same.
As a side note I find AoD very flexible offense/defense wise. Allows you to retreat when needed but also allows you to be on next target faster. Or, if there are too many bodies between you and your target, allows you to hop over for that surgical kill (hi Aspenswood Fort)
You also probably want a Zealous mod, unless you have +energy armor or weapon, you will be out of breath right before Twisting Fangs for 1-2 secs. Zealous helps fill that gap.
This build works best for PvP.
Last edited by Shiruba Oni; May 16, 2006 at 04:38 AM // 04:38..
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May 16, 2006, 04:41 AM // 04:41
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#18
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Jungle Guide
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Quote:
Originally Posted by lightblade
Assassin really sucks! There's only one build that works, and there are many variations of this...
_______ -> Horns of the Ox -> Falling Spider -> Twisting Fangs
All assassin builds that works have these 3 skills.
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You must be very new to the PvP scene, because about half of the other Assassin comboes compromise of Leaping Mantis Sting, Jungle Strike, and Twisting Fangs.
On topic, the Deadly Arts line is very shallow. I've made a post in Sardelac if any of you are interested.
http://guildwarsguru.com/forum/showthread.php?t=3035159
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May 16, 2006, 04:45 AM // 04:45
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#19
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Frost Gate Guardian
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Quote:
Originally Posted by Shiruba Oni
It surprises me that no one mentionned Impale from Deadly Arts.
At 15 Dagger, 10 Critical Strike, 9 Shadow Arts, 9 Deadly Arts,
Impale + Aura of Displacement + Golden Phoenix Strike + Horns of Ox (super spike from Impale) + Falling Spider (poison, yum) + Twisting Fangs (bleed and deep wounds on the stack) + Remove Aura of Displacement = Hi + BANG + Bye
I find Impale filling the gap between a "miss or kill" when trying to quick kill someone. Also, using AoD in combination with Impale doesnt leave much time for the target to remove it (the hex).
That leaves you with 2 slots to fill in like you want...most probably Shadow Refuge and Res Signet / Plague Touch / etc. The build isn't meant to draw attention as you will die pretty quickly relying on Shadow Refuge alone. If you are under fire, dispell AoD...run. If you miss your kill, same.
As a side note I find AoD very flexible offense/defense wise. Allows you to retreat when needed but also allows you to be on next target faster. Or, if there are too many bodies between you and your target, allows you to hop over for that surgical kill (hi Aspenswood Fort)
You also probably want a Zealous mod, unless you have +energy armor or weapon, you will be out of breath right before Twisting Fangs for 1-2 secs. Zealous helps fill that gap.
This build works best for PvP.
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when I run AoD as a SS, I always run Contemplation of Purity just so i can remove an unwanted hex or condition. Works nice with Shadow Refuge as well is you dont need the health.
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May 16, 2006, 05:57 AM // 05:57
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#20
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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The build I've been running of late is as follows
unnamed build
Assassin/Elementalist
Level: 20
Critical Strikes: 13 (12+1)
Dagger Mastery: 13 (9+4)
Shadow Arts: 10 (9+1)
Earth Magic: 3
Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 9 seconds.
Energy:5 Cast:0 Recharge:10
Fox Fangs (Dagger Mastery)
Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +19 damage if it hits.
Energy:5 Cast:0 Recharge:8
Twisting Fangs (Critical Strikes)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +19 damage and struck foe suffers from Bleeding and Deep Wound for 18 seconds.
Energy:10 Cast:0 Recharge:15
Palm Strike [Elite] (Critical Strikes)
Target touched foe takes 57 damage. This skill counts as an off-hand attack.
Energy:10 Cast:0.75 Recharge:12
Blades of Steel (Dagger Mastery)
Must follow an off-hand attack. If it hits, this attack strikes for +13 damage (maximum bonus 50) for each recharging dagger attack.
Energy:5 Cast:0 Recharge:20
Critical Eye (Critical Strikes)
For 32 seconds, you have an additional 6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30
Shadow Refuge (Shadow Arts)
For 4 seconds, you gain 8 Health regeneration. When Shadow Refuge ends, you gain 60 Health if you are attacking.
Energy:5 Cast:1 Recharge:8
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Now, I have 7 points left over that I could put into an ele attribute (earth for example) for a 10 second ward vs melee, during which time I have 10 seconds to grab a bit of health from SR, instead of a res sig. Given the nature of the skills I have, should disrupting be recharging, I can always start with Palm Strike and go straight into either twisting fangs or blades of steel, by which time disrupting should be recharged and I can go right back into a 3 move combo, finishing with whichever dualhand i didn't use before. Rarely am I out for long due to charging skills. The main weakness right now is that this build can drain energy pretty fast, so I recommend a zealous dagger or possibly one of the +5 energy daggers.
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