Apr 05, 2006, 10:03 PM // 22:03
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#1
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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Shadow Death - Deadly and Shadow Arts
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Assassin/Ranger
Level: 20
Critical Strikes: 14 (11+3)
Dagger Mastery: 9 (8+1)
Shadow Arts: 6 (5+1)
Deadly Arts: 11 (10+1)
- Impale (Deadly Arts)
For 28 seconds, next time target foe is hit by a dual attack, that foe is struck for 54 earth damage..
Energy:5 Cast:1 Recharge:15
- Unsuspecting Strike (Critical Strikes)
If this attack hits, you strike for +29 damage. If your target was above 90% Health you deal an additional 38 damage.
Energy:10 Cast:0 Recharge:10
- Palm Strike [Elite] (Critical Strikes)
Target touched foe is strick for 61 shadow damage. This skill counts as an off hand attack.
Energy:10 Cast:0.75 Recharge:12
- Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +8 damage and struck foe suffers from Bleeding and Deep Wound for 14 seconds.
Energy:10 Cast:0 Recharge:12
- Blinding Powder (Shadow Arts)
Must follow an off-hand attack. Target foe becomes Blinded for 8 seconds.
Energy:5 Cast:1 Recharge:20
- Signet of Shadows (Deadly Arts)
Target foe takes 27 shadow damage. If your target was Blinded, that foe suffers an additional 48 shadow damage.
Energy:0 Cast:1 Recharge:30
- Return (Shadow Arts)
All adjacent foes are Crippled for 5 seconds. Teleport to target ally.
Energy:5 Cast:1 Recharge:20
- 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
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Something fun to try. I've seen some Deadly Arts builds in here, and this one popped into my head just now. Let's hope the numbers are close to what we'll see in retail, eh?
Last edited by Siren; Apr 05, 2006 at 10:11 PM // 22:11..
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Apr 05, 2006, 10:40 PM // 22:40
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#2
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Lion's Arch Merchant
Join Date: May 2005
Guild: WOR
Profession: Mo/
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Just out of curiosity, what's the logic behind having higher Critical Strikes than Dagger Mastery ?
With your base chance to crit hit depending upon your level in your chosen weapon skill (Dagger Mastery in this case), I see little reason to ever have CS > DM. Add into the equation that higher DM gives you more hits to be criticals (thanks to more double strikes), and things look even more clear cut.
Oh, and there's the little fact that higher DM = more damage.
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Apr 05, 2006, 10:59 PM // 22:59
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#3
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Ascalonian Squire
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Quote:
Originally Posted by Myodato
Just out of curiosity, what's the logic behind having higher Critical Strikes than Dagger Mastery ?
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actually having high critical strike will help with energy management, in a way. every time you score a critical hit you get 2 energy. whats so bad about that? gaining energy is quite nice, espcially for an assassin.
that is why in my opinion, mesmers are nice secondarys or maybe primaries for an assassin.
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Apr 05, 2006, 11:16 PM // 23:16
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#4
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Lion's Arch Merchant
Join Date: May 2005
Guild: WOR
Profession: Mo/
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Quote:
Originally Posted by input
actually having high critical strike will help with energy management, in a way. every time you score a critical hit you get 2 energy. whats so bad about that? gaining energy is quite nice, espcially for an assassin.
that is why in my opinion, mesmers are nice secondarys or maybe primaries for an assassin.
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Actually, at his level of critical strikes, he will gain 3 per crit (2 at 8+, 3 at 13+). The point is though, that the level of Dagger Mastery also increases your chance to critical hit, as well as increasing your damage and effective attack rate.
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Apr 05, 2006, 11:51 PM // 23:51
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#5
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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I had actually revised the build earlier, didn't get a chance to re-edit.
Quote:
Assassin/Ranger
Level: 20
Critical Strikes: 12 (11+1)
Dagger Mastery: 13 (10+3)
Deadly Arts: 11 (10+1)
- Impale (Deadly Arts)
For 28 seconds, next time target foe is hit by a dual attack, that foe is struck for 54 earth damage..
Energy:5 Cast:1 Recharge:15
- Mark of Instability (Deadly Arts)
For 28 seconds, the next time you hit target foe with a dual attack skill, that foe is knocked down.
Energy:10 Cast:1 Recharge:20
- Unsuspecting Strike (Critical Strikes)
If this attack hits, you strike for +25 damage. If your target was above 90% Health you deal an additional 34 damage.
Energy:10 Cast:0 Recharge:10
- Palm Strike [Elite] (Critical Strikes)
Target touched foe is strick for 53 shadow damage. This skill counts as an off hand attack.
Energy:10 Cast:0.75 Recharge:12
- Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10 damage and struck foe suffers from Bleeding and Deep Wound for 18 seconds.
Energy:10 Cast:0 Recharge:12
- Falling Spider (Dagger Mastery)
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +31 damage and target foe is Poisoned for 18 seconds.
Energy:5 Cast:0 Recharge:10
- Critical Eye (Critical Strikes)
For 30 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
- 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
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Apr 06, 2006, 08:42 AM // 08:42
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#6
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Krytan Explorer
Join Date: Jan 2006
Location: Just chillin', Playing Gw
Guild: Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA
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Well, let me tell u what i would change, if i had a build like urs:
- Hmm... hey ur build is quite nice, i dont have any idea what weaknesses ur build might have (well, except no self healing)
Good work there m8.
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Apr 07, 2006, 03:00 PM // 15:00
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#7
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Spoony
Well, let me tell u what i would change, if i had a build like urs:
- Hmm... hey ur build is quite nice, i dont have any idea what weaknesses ur build might have (well, except no self healing)
Good work there m8.
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The build will not be able to deal with any caster using a stance/enchantment that are anti-warrior in nature, very very glaring weaknesses that need to be addressed accordingly.
No assassin worth his salt is going to enter battle without Expunge Enchantments in my opinion. It's better than Rend in terms of no-sacrifice in hp and it doesn't hurt your attacking power in the slightest...
For stances, you have a few options:
Unseen Fury - you'll need a temple strike or Blinding Powder in there if possible
Expose Defenses - 8 seconds or so of no avoidance is plenty for a sin to land an entire combo
Wild Strike - sucks, warrior's wild blow is far better.
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Apr 07, 2006, 03:37 PM // 15:37
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#8
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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Interesting assessment, Yukito, but while I agree with your sentiments regarding those skills, I don't really envision this build as bringing any enchant removal and anti-evasion skills. I'm looking at it being a straight damage build with a dual attack KD and spike. I'm interested in trying Deadly Arts in terms of damage infliction, and one thing I want to test is if the touch skills bypass evasion, enchants, etc, which ultimately would lead to a touch Assassin using Deadly Arts. This build is basically the first step in that direction. I wonder if we might see an R/A touch build in the future...
But in terms of this build itself, I'd let my team handle enchant removal, and if I need a stance-killer, I'll let them know. A Necro running Rigor Mortis, possibly Rend, and Parasitic Bond would probably be pretty effective.
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Apr 07, 2006, 04:09 PM // 16:09
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#9
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Krytan Explorer
Join Date: Jan 2006
Location: Just chillin', Playing Gw
Guild: Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA
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Why does kunisaki correcting me... oh well:P. Id say, ur quite right.
However, let us wait for people to buy factions, and then we'll see what builds better than what build. Its hard to predict how much effective this build might be.(Not that its perfect)
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Apr 08, 2006, 09:00 PM // 21:00
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#10
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Perhaps this is a case where two Major runes would work better than the accepted one Superior and Minors. Split the two Majors between Dagger and Crit, to get your CS back to 13 and the 3-Energy breakpoint. Not sure if it'd work in practice, but I'd pay 25 Health for an extra point of Energy per critical no problem.
Edit: never mind. Just noted that your mask isn't accounted for XP. Toss that into Critical Strikes instead of Dagger and you're good too. Either way, gets your Critical Strikes where it wants to be.
Last edited by LaserLight; Apr 08, 2006 at 09:03 PM // 21:03..
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Apr 08, 2006, 09:08 PM // 21:08
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#11
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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Quote:
Originally Posted by Yukito Kunisaki
The build will not be able to deal with any caster using a stance/enchantment that are anti-warrior in nature, very very glaring weaknesses that need to be addressed accordingly.
No assassin worth his salt is going to enter battle without Expunge Enchantments in my opinion. It's better than Rend in terms of no-sacrifice in hp and it doesn't hurt your attacking power in the slightest...
For stances, you have a few options:
Unseen Fury - you'll need a temple strike or Blinding Powder in there if possible
Expose Defenses - 8 seconds or so of no avoidance is plenty for a sin to land an entire combo
Wild Strike - sucks, warrior's wild blow is far better.
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In truth builds deal with certain types of foe or sitation. There is no build that can deal with any and all situations.
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Apr 09, 2006, 07:28 AM // 07:28
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#12
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Quote:
Originally Posted by NinjaKai
In truth builds deal with certain types of foe or sitation. There is no build that can deal with any and all situations.
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There is in fact builds that can deal with any and all situations. They called nrg denial.
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