May 08, 2006, 05:56 PM // 17:56
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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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Deadly Victory Build! A/W
Some people mentioned this as a combo and I was trying to figure one out that could cause quite a bit of disruption and simply annoy people to the point of 'threat' factor...
First off, Deadly Arts really aren't 'deadly' per se... lol, but they do kill you in the end if you're not prepared to deal with a pile of problems outside spike damage...
Victory is Mine! provides something a low crit sin build lacks, lots, and LOTS, of energy... The heal it comes with isn't nothing to sneeze at either...
Let's see how we can combine a few skills to keep our energy strong and the enemy really teed off...
16 Deadly Arts
10+1 Dagger Mastery
8 Tactics
Dancing Daggers
Mantis Touch
Iron Palm
Falling Spider
Twisting Fangs
Victory is Mine! {E}
Siphon Speed
Res Signet
Ah HAH! With this build, you can effectively glue yourself to a victim and recieve MASSIVE amounts of healing and energy due to Victory being yours! LoL... The real problem truely is getting the Mantis Touch removed. That stuffs the custom 'combo' but thanks to Siphon Speed, if you can use the Daggers at point blank, Iron Palm is all but guarunteed and wham* instant KD to feed Falling Spider and then Twisting Fangs. The +dmg alongside the condition piling will give a HUGE boost to ViM! and like other ViM! builds, you need to be wary of Draw Conditions and Martyr. If the enemy decides not to bring these anti-condition-pilers, then your victory is practically in the bag. 5s. is a LOT of recharge time for Mend Ailment so... Hopefully, you're not the only one on your team packing conditions...
Also, the KD from Iron Palm allows a very strong slam due to Falling Spider and Twisting Fangs, even at 11 dagger mastery, the total damage they do due to degen isn't anything to sneeze at and since it's 4 conditions total, that's a nearly free recharge for your E. Bar...
What's all that energy for? Well, I had to think of something to use the energy for with a fast recycle and a HUGE annoyance factor. What's that? Siphon Speed everyone on the enemy's team? Gee, why not?
It's killing factor lies in disruption rather than the straight up kill but its utility can't be ignored. If your team is forcing their monks to target hop to heal, then dropping their monk with this build is great since it comes with humongous mobility usage in part to a distanced snare [yay Mantis Touch] and Siphon Speed. Can't remove hexes from your entire team at once so this build can be quite the bastard...
2 different snares can be overkill but being able to snare 3+ people isn't bad. You can even just save your energy to feed another combo and the 20s. recycle time of your Deadly Arts combo along with the 15s. recycle time of ViM! makes for some good assassin synergy. That and the idea of spamming attack skills with low recycle time is what a warrior should be doing...
Yes, Dancing Daggers sucks for damage, but if you're aiming at a squishy, it's not bad at 16 Deadly Arts, if you're aiming at a warrior, um... he'd better be the last one standing and you can neuter his movement to the point of crying a river of frustration... lol
Any thoughts?
*edit note* if you decide to forego the healing from ViM!, which is completely plausible, then dump your tactics points into 12 dagger mastery and the rest to critical strikes
16 deadly arts
11+1 Dagger Mastery
rest +1 Critical strikes
If you don't need healing, the energy payoff is still super high.
Last edited by Yukito Kunisaki; May 08, 2006 at 06:04 PM // 18:04..
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