Apr 10, 2006, 10:48 PM // 22:48
|
#1
|
Academy Page
Join Date: Jun 2005
Guild: Deviants of Heaven [DoH]
Profession: W/
|
Warrior / Assassin Build (Factions)
Profession: Warrior / Assassin
---------------------------------------------------------------------------------------------------------
Name Of Build: (Haven’t Come Up With A Name Yet…)
---------------------------------------------------------------------------------------------------------
Type: PvP / PvE
---------------------------------------------------------------------------------------------------------
Category: Damage (Not Sure…)
---------------------------------------------------------------------------------------------------------
Skills Set:
1)Bull's Strike - Melee Attack (Strength)
If this attack hits a moving foe, you strike for +20 damage, and your target is knocked down.
[Energy - 5 / Cast Time - 0 / Cooldown - 8]
2) Falling Spider - Off-hand Attack (Dagger Mastery)
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +23 damage and target foe is Poisoned for 14 seconds.
[Energy - 5 / Cast Time - 0 / Cooldown - 10]
3) Jagged Strike - Lead Attack (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 7 seconds.
[Energy - 5 / Cast Time - 0 / Cooldown - 6]
4) Mantis Sting - Lead Attack (Dagger Mastery)
If Mantis Stings hits, target foe takes +14 damage. If this attack strikes a bleeding foe, that foe is crippled for +11 seconds.
[Energy - 5 / Cast Time - 0 / Cooldown – 12]
5) Jungle Strike - Off-hand Attack (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +14 damage. If it hits a foe that was crippled, it does +19 damage.
[Energy - 5 / Cast Time - 0 / Cooldown - 12]
6) Flourish {Elite} - Skill (Strength)
All of your attack skills become recharged. You gain 5 Energy for each skill recharged by Flourish.
[Energy - 5 / Cast Time - 1 / Cooldown - 10]
7) Shadow Refuge - Enchantment Spell (Shadow Arts)
For 4 seconds, you have 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 84.
[Energy - 5 / Cast Time - 1 / Cooldown – 8]
8) Healing Signet - Signet (Tactics)
You gain 107 health. You have -40 armor while using this skill.
[Energy - 0 / Cast Time - 2 / Cooldown - 4]
---------------------------------------------------------------------------------------------------------
Attributes:
Strength – 9
Tactics – 9
Dagger Mastery – 9
Shadow Arts – 9
Left Over Points – 8
---------------------------------------------------------------------------------------------------------
Summary:
‘Main attack’ is [Jagged Strike > Mantis Sting > Jungle Strike > Flourish]. Effects are +47 dmg, bleeding for 7 secs, and cripple 11 secs. If timed right you can repeat if desired.
‘Secondary Attack’ is usually done after ‘Main Attack’. This one goes [Bulls Strike > Falling Spider > Flourish]. Effects are +43 dmg, knockdown, and poison for 14 secs. Again, if timed right you can repeat if desired.
‘Healing’ is done when (duh!) you need to heal and mabey escape. It goes [Shadow Refuge > Healing Signet].
---------------------------------------------------------------------------------------------------------
Notes & Concerns:
- Don't know if this build will work out as planned (im hoping so)
- Also the skills are as shown with the modifed attributes.
- Flourish is used to recharge and regain the mana lost from the attack skills used. Therefore giving a “repeatable” attack.
---------------------------------------------------------------------------------------------------------
Credit: Black Wyn (In Game)
Please Post Critiques and Comments
- Thanks
Black Wyn (In Game)
Last edited by pinoy474; Apr 11, 2006 at 04:12 PM // 16:12..
Reason: More Info and More Professional
|
|
|
Apr 10, 2006, 11:24 PM // 23:24
|
#2
|
Lion's Arch Merchant
Join Date: Jun 2005
Location: royaume de la lumière :D
Guild: LOGW
Profession: E/Me
|
it's hard to chain attacks with A , so a warrior with 10 less energy and 2 less regen , lol
|
|
|
Apr 11, 2006, 12:24 AM // 00:24
|
#3
|
Ascalonian Squire
Join Date: Aug 2005
Location: Lion's Arch
Guild: Union of Zen
Profession: W/Mo
|
thats alot of mana
|
|
|
Apr 11, 2006, 12:46 AM // 00:46
|
#4
|
Desert Nomad
|
Did you guys not notice Flourish?
Anyway, the problem here is that your damage output will suck. Having only 9 in your weapon attribute is a terrible idea.
At the very least, dump that Shadow Arts stuff for Sprint or something, and get your Dagger Mastery up to 12.
|
|
|
Apr 11, 2006, 05:31 AM // 05:31
|
#5
|
Academy Page
Join Date: Jun 2005
Guild: Deviants of Heaven [DoH]
Profession: W/
|
so basically it's pretty solid beside the whole "not dishin out enuf dps" ?
|
|
|
Apr 11, 2006, 06:10 AM // 06:10
|
#6
|
Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
|
Imo...... A/w
Mana Mana Mana... Extra Pips Of Regen!
|
|
|
Apr 11, 2006, 07:31 AM // 07:31
|
#7
|
Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
|
Quote:
Originally Posted by wheel
Flourish is unattributed, so what reasoning do you have to make the character Warrior primary?
|
Actually, it's tied to Strength. Which is stupid, as what Warriors are bringing along enough Energy-based attacks to make it worthwhile?
__________________
People are stupid.
|
|
|
Apr 11, 2006, 07:37 AM // 07:37
|
#8
|
Desert Nomad
|
Flourish is Strength-based, actually, which explains the warrior primariness.
Whether or not that's a good idea seems debatable. I can't help but suspect that it would simply make more sense to use Critical Strikes and the extra two pips to handle energy, and get the much higher damage output of CS-buffed 16 Dagger Mastery.
|
|
|
Apr 11, 2006, 08:34 AM // 08:34
|
#9
|
Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
|
Wow, I'm an idiot. I don't know what I was thinking about. Disregard my post.
|
|
|
Apr 11, 2006, 06:18 PM // 18:18
|
#10
|
Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
|
I can see a dagger W/A working, but not with the build proposed here. First of all, to combo all the attack skills plus Flourish, it would take 30e, which you won't have. You might barely make it using full glads with regen figured in, but that assumes none of your attacks miss as well.
You don't have any IAS nor do you have a running skill, which means your dps isn't going to be that great and you will get kited all day long. Cripple can be easily removed and is no substitute for a real speed boost.
I'd recommend dropping Shadow Refuge and at least one attack skill and taking Sprint and Frenzy. You may want to consider Warrior's Endurance instead of Flourish as well, but Flourish might work.
|
|
|
Apr 11, 2006, 11:39 PM // 23:39
|
#11
|
Academy Page
Join Date: Jun 2005
Guild: Deviants of Heaven [DoH]
Profession: W/
|
Quote:
Originally Posted by Effigy
I can see a dagger W/A working, but not with the build proposed here. First of all, to combo all the attack skills plus Flourish, it would take 30e, which you won't have. You might barely make it using full glads with regen figured in, but that assumes none of your attacks miss as well.
You don't have any IAS nor do you have a running skill, which means your dps isn't going to be that great and you will get kited all day long. Cripple can be easily removed and is no substitute for a real speed boost.
I'd recommend dropping Shadow Refuge and at least one attack skill and taking Sprint and Frenzy. You may want to consider Warrior's Endurance instead of Flourish as well, but Flourish might work.
|
First off, take a look at my stragety again. There are 2 string combos. The 'Main' is [Jagged Strike > Mantis Sting > Jungle Strike > Flourish], which would take 20 energy then recovers 15 back. The 'Secondary' is [Bulls Strike > Falling Spider > Flourish] which takes 15 energy and then recovers 10 back.
Second off,I might just take off Shadow Arts and instead put sprint, and distribute the remaining points into Strength, Tactics, Dagger Mastery. Or I might take off Tactics and put the remaining points into Strength, Shadow Arts, Dagger Mastery.
|
|
|
Apr 11, 2006, 11:49 PM // 23:49
|
#12
|
Frost Gate Guardian
Join Date: May 2005
Guild: Kansas City Hotsteppers [KCHS]
Profession: W/Mo
|
Sounds like it would work well. I really like the concept. Was thinking of doing a Flourish W/A over FPE, but didn't have time.
|
|
|
Apr 12, 2006, 06:11 PM // 18:11
|
#13
|
Ascalonian Squire
Join Date: Apr 2006
Location: Cantha
Guild: Royal Blood [RB]
Profession: W/
|
It is not a good idea to evenly distribute your attributes into 4 areas. The damage output and defense ability will be very low. I would prefer making an A/W instead.
|
|
|
Apr 12, 2006, 07:41 PM // 19:41
|
#14
|
Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
|
Quote:
Originally Posted by pinoy474
First off, take a look at my stragety again. There are 2 string combos. The 'Main' is [Jagged Strike > Mantis Sting > Jungle Strike > Flourish], which would take 20 energy then recovers 15 back. The 'Secondary' is [Bulls Strike > Falling Spider > Flourish] which takes 15 energy and then recovers 10 back.
Second off,I might just take off Shadow Arts and instead put sprint, and distribute the remaining points into Strength, Tactics, Dagger Mastery. Or I might take off Tactics and put the remaining points into Strength, Shadow Arts, Dagger Mastery.
|
I see. However, I think you'd probably be better off just taking skills for one attack combo, since Flourish will recharge them all and provides more benefit when you have a lot of attacks charging at once. I'd recommending formulating a 3-4 attack combo, along with Flourish, Frenzy, Sprint, plus Res Sig and/or 1-2 utility skills depending on whether you're doing 12vs12 or a different format.
You'll definitely need Strength and Dagger Mastery, but whether or not you invest in another attribute depends on the utility skills you bring, if any. If you just brought 4 attacks, Flourish, Frenzy, Sprint, and Res Sig, you could go 16 Strength, 12 Dagger. If you take a third attribute, subtract points from Strength. You definitely want 12 Dagger.
|
|
|
Apr 12, 2006, 11:28 PM // 23:28
|
#15
|
Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
|
I really don't picture assasin being a secondary for warriors as a damage dealer.
|
|
|
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
|
|
|
All times are GMT. The time now is 12:33 AM // 00:33.
|