Another Temple Strike build /discussion
Temple Guard
Assassin/Warrior
Level: 20
Critical Strikes: 13 (12+1)
Dagger Mastery: 16 (12+4)
Deadly Arts: 2 (1+1)
Tactics: 2
Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 9 seconds.
Energy:5 Cast:0 Recharge:4
Leaping Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +21 damage. If this attack strikes a moving foe, that foe is Crippled for 17 seconds.
Energy:5 Cast:0 Recharge:8
Temple Strike [Elite] (Dagger Mastery)
Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed and Blinded for 10 second(s).
Energy:15 Cast:0 Recharge:12
Exhausting Failure (Dagger Mastery)
Must follow an off-hand attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers from Exhaustion.
Energy:5 Cast:0.5 Recharge:10
Expunge Enchantments (Deadly Arts)
All your non-attack skills are disabled for 9 seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
Energy:10 Cast:0.75 Recharge:30
Rush (Strength)
For 8..18 seconds, you move 25% faster.
Adrenaline:4
"Watch Yourself!" (Tactics)
Party members near you gain +20 armor For 6 seconds.
Adrenaline:4
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
Armor: Energy Set
Weapon upgrades:
Silence upgrade to increase dazed time to avg 13 seconds
zealous upgrade for energy issues
Elemental upgrade against warriors
As said in the title of this thread, this build is about landing Temple Strike on an enemy an keeping it there. Temple Strike is probably one of the best Assassin elites (which we all know).
But now let me explain why i chose this skillset:
I decided to put as much into Dagger Mastery and Criticals as possible.
Dagger Mastery because it lenghtens the dazed condition and Criticals because I want an as stable as possible energy managment.
The two lead attacks are chosen because of their cheap cost, their fast recharge time and the additional conditions you can put on your target. Having two lead attacks also makes shutdown more difficult.
Also, using Jagged Strike after Temple Strike is an easy way to cover your Temple Strike if the enemy team can only remove one condition after another.
(for the question of covering dazed I think that Jagged Strike is superior to Sharpen Daggers: Additional Lead Attack > Enchantment , Putting bleeding on an enemy when you want it > putting it on him by chance)
Temple Strike: Obvious, this is what the build is about^^
Exhausting Failure: a nice disrupting skill which u can use like Distracting Blow, which means outside of your attack cycles. Maybe you gotta train to stop your actions (attacking) using the escape key and then Exhausting Failure, but it's probably worth it. After using Exhausting Failure you should use Jagged Strike to cover the dazed condition.
Expunge Enchantments: This skill is so good you just gotta take it. If the enemy monk uses guardian this is your way to counter it.
Expose Defences would be an alternative , but this build has not the needed attribute points in Deadly Arts to make Expose Defences effective enough.
Rush is used as adrenaline based sprint skill for the sake of energy managment.
Watch Yourself is a good defensive buff, also adrenaline based. Having an armor (more or less) comparable to that of a warrior, other defensive skills aren't needed that much.
For me, this build seems to be rather stable, but of course its only theory, and maybe the energy managment hasn't to be covered that much, which could free some points from Critical Strikes.
Of course, this is only one possible temple strike build, and the community has to find the 'best' variant in regard of energy managment, defence and covering the dazed condition.
So if you want, post your Temple Strike builds as well in this thread.
Feel free to discuss.
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