Apr 26, 2006, 07:26 AM // 07:26
|
#1
|
Krytan Explorer
|
[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Anyway, I can't remember if any of these skills has changed since the FPE, I'm going off the slightly outdated GuildWiki.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..
|
|
|
Apr 26, 2006, 02:27 PM // 14:27
|
#2
|
Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
|
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.
|
|
|
Apr 26, 2006, 02:33 PM // 14:33
|
#3
|
Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
|
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.
|
|
|
Apr 26, 2006, 02:42 PM // 14:42
|
#4
|
Academy Page
Join Date: Apr 2006
Location: Colorado
Guild: Rally Opposing Fears [ROFL]
|
I'm drooling just thinking about the Assassin skills that would enhance my Mesmer.
|
|
|
Apr 26, 2006, 04:07 PM // 16:07
|
#5
|
Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
|
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.
|
|
|
Apr 26, 2006, 04:13 PM // 16:13
|
#6
|
Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
|
Going to some1 to black them out is never much of a problem. Getting back is.
|
|
|
Apr 26, 2006, 04:15 PM // 16:15
|
#7
|
Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
|
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
|
|
|
Apr 26, 2006, 04:18 PM // 16:18
|
#8
|
Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
|
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.
|
|
|
Apr 26, 2006, 06:44 PM // 18:44
|
#9
|
Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
|
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.
|
|
|
Apr 26, 2006, 06:47 PM // 18:47
|
#10
|
Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
|
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..
|
|
|
Apr 26, 2006, 06:59 PM // 18:59
|
#11
|
Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
|
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.
|
|
|
Apr 26, 2006, 07:10 PM // 19:10
|
#12
|
Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
|
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.
|
|
|
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
|
|
|
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.
|