Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire

Notices

Reply
 
Thread Tools Display Modes
Old Apr 26, 2006, 07:26 AM // 07:26   #1
Krytan Explorer
 
Join Date: Sep 2005
Advertisement

Disable Ads
Default [C] [Me/A] Black Shadow

Fast Casting: 10+1+1
Domination: 11+3
Inspiration: 9+1
Shadow Arts: 4

Mantra of Recovery, 10e - 30s *elite
Stance. For 17 seconds, spells you cast recharge 50% faster.
Death's Charge, 5e 1 45s
Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 64.
Blackout, 10e 1 12s
Skill. For 7 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
Diversion, 10e 3 10s
Hex. For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.
Power Drain, 5e 1/4 25s
Spell. If target foe is casting a spell, the spell is interrupted and you gain 21 Energy
Shame, 10e 2 30s
Hex. For 10 seconds, the next time target foe casts a spell that targets an ally, the spell fails and you steal 13 Energy from that foe and Shame ends.

Guilt, 5e 2 30s
Hex. For 10 seconds, if target foe casts a Spell that targets a foe, the Spell fails, you steal 13 Energy from that foe, and Guilt ends.
OR
Drain Enchantment, 10e 1 25s
Spell. Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 18 Energy.

Rez Sig

About half the spells you cast will recharge in doubletime, including Death's Charge- a shadow step that lets you get in close instantly for a blackout. Blackout can be followed with Shame or a Diversion- or one then the other- for extra shutdown with a slow cast mitigated by high Fastcast.
Mantra of Recovery also reduces the recharge on your energy management. Power Drain nets 16 energy and can be ready every 12 seconds if you hit it with Mantra up. Shame is down to a very moderate 15s, providing more energy/effective shutdown. Diversion will recharge every 5s, and could theoretically be chained immediately to almost overlap on the 6s duration.
I'm not sure 17s of Mantra of Recall will be enough, but I'm at 14 Domination for the 7s Blackout.
At 12 fastcast Shame casts in 1.2 seconds and Diversion casts in 1.8 seconds. You might want it a little faster, but it'll cost in other departments. However, it might help to get a little more than 17 seconds out of Mantra of Recovery.
Anyway, I can't remember if any of these skills has changed since the FPE, I'm going off the slightly outdated GuildWiki. Anyway, give me some feedback.

Last edited by swordfisher; Apr 26, 2006 at 07:31 AM // 07:31..
swordfisher is offline   Reply With Quote
Old Apr 26, 2006, 02:27 PM // 14:27   #2
Banned
 
Evilsod's Avatar
 
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
Default

Well i definatly like this 1 better than your A/Me

Could be quite a good replacement for a basic Div/Blac shutdown build if you can instantly teleport to the target.
Evilsod is offline   Reply With Quote
Old Apr 26, 2006, 02:33 PM // 14:33   #3
Furnace Stoker
 
Terra Xin's Avatar
 
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
Default

well that will save me a great deal of time having to "run" after my target. Honestly, no jokes... running taktes too long. Teleport, bam!, and your part in the attack is done for that period.
Terra Xin is offline   Reply With Quote
Old Apr 26, 2006, 02:42 PM // 14:42   #4
Academy Page
 
Run Red Run's Avatar
 
Join Date: Apr 2006
Location: Colorado
Guild: Rally Opposing Fears [ROFL]
Default

I'm drooling just thinking about the Assassin skills that would enhance my Mesmer.
Run Red Run is offline   Reply With Quote
Old Apr 26, 2006, 04:07 PM // 16:07   #5
Wilds Pathfinder
 
Siren's Avatar
 
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
Default

I'm thinking Recall might do better than Guilt or Drain Enchantment. Normally I'd recommend Return, but since that would be disabled for a few seconds after using Blackout, a maintained enchantment will be a good idea. Pre-cast it, do whatever you want/need for the Shame, Diversion, etc, Death's Charge in, Blackout one or two characters, then dispell Recall to warp back out.

Only problem I see with something like that is you're a squishy Mesmer teleporting into your enemies. You need to make one Blackout really count, because you won't really have enough time to use it more than once...perhaps twice. After using Blackout, your escape options are limited due to the skill disable (necessitating the use of Recall).

You've got two e-management skills here, Power Drain and Shame, and with the higher fast casting, I think Shame is the better choice, since you'll be able to fire it off to catch spells. I'd recommend replacing Power Drain with Shadow Refuge. Even with such a low Shadow Arts attribute, it'll help a lot with damage mitigation, since you're going to be getting up close and personal.
Siren is offline   Reply With Quote
Old Apr 26, 2006, 04:13 PM // 16:13   #6
Desert Nomad
 
Hella Good's Avatar
 
Join Date: Oct 2005
Guild: None, free and clear
Default

Going to some1 to black them out is never much of a problem. Getting back is.
Hella Good is offline   Reply With Quote
Old Apr 26, 2006, 04:15 PM // 16:15   #7
Wilds Pathfinder
 
Siren's Avatar
 
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
Default

Quote:
Originally Posted by Hella Good
Going to some1 to black them out is never much of a problem. Getting back is.
Hence why I suggested Recall. lol
Siren is offline   Reply With Quote
Old Apr 26, 2006, 04:18 PM // 16:18   #8
Desert Nomad
 
Hella Good's Avatar
 
Join Date: Oct 2005
Guild: None, free and clear
Default

Quote:
Originally Posted by Siren
Hence why I suggested Recall. lol
Yea, and I think it's a good idea. I wasn't commenting on your post btw.
Hella Good is offline   Reply With Quote
Old Apr 26, 2006, 06:44 PM // 18:44   #9
Banned
 
Evilsod's Avatar
 
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
Default

That would be making an awful lot of your build revolve around Deaths Charge though. If your gonna succesfully use A skills with it you dont want to be making everything work around that.

Aslong as you don't do anything stupid like teleport into the enemy base behind a wall of people body blocking the entrance or teleport into a mass of traps, you shouldn't need to worry about getting out, least in PvP anyway, GvG would be a different matter i'd expect.
Evilsod is offline   Reply With Quote
Old Apr 26, 2006, 06:47 PM // 18:47   #10
Wilds Pathfinder
 
Siren's Avatar
 
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
Default

Quote:
Originally Posted by Evilsod
That would be making an awful lot of your build revolve around Deaths Charge though. If your gonna succesfully use A skills with it you dont want to be making everything work around that.

Aslong as you don't do anything stupid like teleport into the enemy base behind a wall of people body blocking the entrance or teleport into a mass of traps, you shouldn't need to worry about getting out, least in PvP anyway, GvG would be a different matter i'd expect.
Getting out will always be one of the top priorities for an Assassin, Evilsod. They're a hit-and-run class. One escape skill should always be in an Assassin skill bar, regardless of the arena, and regardless of whom you're facing. Whether it's a bunch of casters, Rangers, two Warriors, or a cute and cuddly Wolf...never forget to bring an escape ability. lol

And body-blocking isn't going to matter when people become proficient with teleporting. ~_^

Quote:
Originally Posted by Hella Good
Yea, and I think it's a good idea. I wasn't commenting on your post btw.
Then quoting, or at least referencing the poster's name, might be a good idea. ~_^

Last edited by Siren; Apr 26, 2006 at 06:52 PM // 18:52..
Siren is offline   Reply With Quote
Old Apr 26, 2006, 06:59 PM // 18:59   #11
Banned
 
Evilsod's Avatar
 
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
Default

Quote:
Originally Posted by Siren
Getting out will always be one of the top priorities for an Assassin, Evilsod. They're a hit-and-run class. One escape skill should always be in an Assassin skill bar, regardless of the arena, and regardless of whom you're facing. Whether it's a bunch of casters, Rangers, two Warriors, or a cute and cuddly Wolf...never forget to bring an escape ability. lol
You aren't technically an Assassin though. And when your entire team is wandering around in between each other and the opponents and your all basically on top of each other (that or the pugs i find for HA suck ) you really don't have anywhere to 'teleport' to to be safe.

I want to see how Teleporting while holding the Orb or the Flag works. Would be pretty damn stupid if you could use that Aura of Displacement on a team member far back, grab the orb and appear half way across the map holding the orb.
Evilsod is offline   Reply With Quote
Old Apr 26, 2006, 07:10 PM // 19:10   #12
Wilds Pathfinder
 
Siren's Avatar
 
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
Default

Quote:
Originally Posted by Evilsod
You aren't technically an Assassin though.
For this build, somewhat. It's still running on certain Assassin philosophies and gameplay approaches, so we can still consider it an Assassin build.

Quote:
And when your entire team is wandering around in between each other and the opponents and your all basically on top of each other (that or the pugs i find for HA suck ) you really don't have anywhere to 'teleport' to to be safe.
Death's Charge can get you to a different location. Recall can. Return can. Aura of Displacement can.

Quote:
I want to see how Teleporting while holding the Orb or the Flag works. Would be pretty damn stupid if you could use that Aura of Displacement on a team member far back, grab the orb and appear half way across the map holding the orb.
I count approximately three things in your paragraph there that are blatantly incorrect and/or asinine as hell. lol.

1) Your notion of what Aura of Displacement does presently.

2) "Would be pretty damn stupid," which implies you haven't actually tried it, so you're just talking out of your ass.

3) "Grab the orb and appear half way across the map holding the orb" demonstrates to me you actually haven't tried teleporting while holding items.

When I mentioned how body-blocking won't matter when people become proficient with teleporting, teleporting with items wasn't what I was talking about...since it's currently impossible anyway, unless we see a change at launch.
Siren is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Nexus. Sell 4 Apr 25, 2006 03:54 PM // 15:54
Zelick Questions & Answers 9 Mar 30, 2006 07:03 PM // 19:03
Lun-Sei The Riverside Inn 6 Mar 26, 2006 03:37 AM // 03:37
Paperclip Sell 0 Mar 25, 2006 12:40 PM // 12:40
lustymuffins Sardelac Sanitarium 22 Dec 19, 2005 01:22 AM // 01:22


All times are GMT. The time now is 11:33 PM // 23:33.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("