Apr 05, 2006, 03:37 PM // 15:37
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#1
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Academy Page
Join Date: Dec 2005
Location: napping some where in Snake Dance
Guild: The Alliance of the Dark Gate
Profession: W/Mo
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new idea for 4 man assassian team for 4v4
just an idea let me know what you think, i understand vim is a conditional skill which can hender healing which is one of the secondary uses of deadly charge, look at it and tell me what you think.
vim assassian conditioner
the vim conditioner sets the conditions on the target for the heal and energy spike from vim, by 'placing' cripple,poison,bleeding and deep wound. which is about 164 hp and 20 energy from one use of vim
Assassin/Warrior
Level: 20
Critical Strikes: 7
Dagger Mastery: 13 (12+1)
Shadow Arts: 8
Tactics: 8
- Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +18 damage. If this attack strikes a fleeing foe, that foe is Crippled for 14 seconds.
Energy:5 Cast:0 Recharge:8
- "None Shall Pass!" (Tactics)
All nearby foes that are moving are knocked down.
Energy:10 Cast:0 Recharge:45
- 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
- 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
- "Victory Is Mine!" [Elite] (Tactics)
You gain 41 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 88.
Energy:5 Cast:1 Recharge:45
- Return (Shadow Arts)
All adjacent foes are Crippled for 6 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
high dmg output assassian
high dmg output assassian ok first is lotus its basicly a energy management skill, then wild to drop stances so next skill can hopefully hit many times, then repeating stab till you miss hopfully its a bunch of times, if you get low on life or you miss, assualt him with fangs for bleeding and that 20% drop in life from deep wound, hope it kills him, and to finish it off use moebius which deals a small spike of damage and may reset you bar though i feel your energy should have been depeleted by now, if so return to an allie for a quick heal, or a blood ritual, rinse and repeat. if any time during that period of attack you become beat on use refuge to evade 50% of all attacks and get a minor heal in 4 seconds, my advise is use it everytime its availible to keep life up and damage down. ok base dmg is 111 dmg plus dagger damage which is rather modest but im hoping for repeat to work several times to beef dmg output. after looking at this build i see an energy issue my plan is wonderful but you would need a blood ritual or bip to keep up spamming attacks. but coupled with the others attacks it should still be fairly effective and vim to help boost energy
Assassin/Warrior
Level: 20
Critical Strikes: 7
Dagger Mastery: 13 (12+1)
Shadow Arts: 8
Tactics: 8
- Golden Lotus Strike (Dagger Mastery)
If it hits, this attack strikes for +17 damage. If it hits a target that has no enchantments, you gain 10 Energy.
Energy:5 Cast:0 Recharge:20
- Wild Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +18 damage and target foe loses all stances.
Energy:5 Cast:0 Recharge:4
- Repeating Strike (Dagger Mastery)
Must follow an off-hand attack. If it hits, this attack strikes for +18 damage. If it misses, it takes an additional 15 seconds to recharge.
Energy:5 Cast:0 Recharge:0
- 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
- Moebius Strike [Elite] (Dagger Mastery)
Must follow a Dual Attack. If it hits, Moebius Strike strikes for +31 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
Energy:5 Cast:0 Recharge:10
- Shadow Refuge (Shadow Arts)
For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 78.
Energy:5 Cast:1 Recharge:8
- Return (Shadow Arts)
All adjacent foes are Crippled for 6 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
protector_support assassian
the role of the protector assassian is to buff the others to safely deal with damage, also the protector will have poison and a knockdown. This player should provide 10-20 seconds of 'effective cover'.
Assassin/Warrior
Level: 20
Critical Strikes: 3
Deadly Arts: 13 (12+1)
Tactics: 12
- Dancing Daggers (Deadly Arts)
Send out three Dancing Daggers at target foe. Each striking for 18 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
Energy:5 Cast:1 Recharge:5
- Entangling Asp (Deadly Arts)
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 18 seconds.
Energy:10 Cast:1 Recharge:20
- "Victory Is Mine!" [Elite] (Tactics)
You gain 56 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- "Watch Yourself!" (Tactics)
Party members near you gain +20 armor For 10 seconds.
Adrenaline:4
- Protector's Stance (Tactics)
For 10 seconds, adjacent allies have a 75% chance to block incomming attacks. Protector's Stance ends if you move.
Energy:5 Cast:0 Recharge:45
- Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 40..112.
Energy:5 Cast:1 Recharge:45
- Return (Shadow Arts)
All adjacent foes are Crippled for 3..7 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
interrupt_blinding assassian
the interuptor/blinding assassian is key as that is your heal control, stopping the opponent from casting with interrupts, equipped with repeatable attacking, and warrior control with blinding powder.
Assassin/Warrior
Level: 20
Critical Strikes: 8 (7+1)
Dagger Mastery: 16 (12+4)
Shadow Arts: 9 (8+1)
Tactics: 8
- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 12 seconds.
Energy:5 Cast:0 Recharge:15
- Repeating Strike (Dagger Mastery)
Must follow an off-hand attack. If it hits, this attack strikes for +21 damage. If it misses, it takes an additional 15 seconds to recharge.
Energy:5 Cast:0 Recharge:0
- Blinding Powder (Shadow Arts)
Must follow an off-hand attack. Target foe becomes Blinded for 11 seconds.
Energy:5 Cast:1 Recharge:20
- 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 Recharge:10
- "Victory Is Mine!" [Elite] (Tactics)
You gain 41 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 94.
Energy:5 Cast:1 Recharge:45
- Return (Shadow Arts)
All adjacent foes are Crippled for 6 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
ok please crit my build and tell me what you think, for some reason no one wants to comment on my builds very annoying all the time and effort to put it together and no one says anything. they all posess return so if your balled up and something is running or attacking you can return/ cripple and continue the attack, yes i realize there are better skills like vipers defense, but i feel cripple is more effective that poison, and say a1 and a2 are chasing t1, a1 is closest with a2 .5sec behind, a1 could return to a2 to cripple t1 so both could catch t1 and slay the poor lazy monk -_- or whatever the runner is.
Last edited by phreakilla; Apr 05, 2006 at 03:41 PM // 15:41..
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Apr 05, 2006, 07:09 PM // 19:09
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#2
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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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Ill try to be short, as u were in my post.
Vim Conditioner - u forgot to mention to add +1 runes to crit, and shadow. Id give sup dagger mastery instead of minor, too. This build is too addicted to "NSP!" skill, since if someone wont move, ur whole combination is ruined.
High dmg output - No tactic skills, when u gave 8 tactics, silly mistake. Same as up, no runes and wud give sup dagger. About dmg, its not bad, but i know it could be done better.
protector_support - This one is totally ruined... 3 critical hits - no energy. U gave deaths charge, with having no shadow arts. And one more thing , ur not a tank, u need to move if u want to do dmg, protectors stance isnt a good idea here.
interupt_blind - no need of vim here, since u can only pack 1 condition - blindness. (and a passive one , exhaustion but i think vim doesnt take it in).
The builds have their good sides. However, theyre not as many as the bad sides.
Bad try, next time read ur text a few times over. Sry man, those builds aint good
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Apr 06, 2006, 04:59 PM // 16:59
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#3
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Academy Page
Join Date: Dec 2005
Location: napping some where in Snake Dance
Guild: The Alliance of the Dark Gate
Profession: W/Mo
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i will admit i messed up on my rune and skill point disribution
vim assassian conditioner
the vim conditioner sets the conditions on the target for the heal and enegry spike from vim, by 'placing' cripple,poison,bleeding and deep wound
Assassin/Warrior
Level: 20
Critical Strikes: 8 (7+1)
Dagger Mastery: 16 (12+4)
Shadow Arts: 9 (8+1)
Tactics: 8
- Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +21 damage. If this attack strikes a fleeing foe, that foe is Crippled for 17 seconds.
Energy:5 Cast:0 Recharge:8
- "None Shall Pass!" (Tactics)
All nearby foes that are moving are knocked down.
Energy:10 Cast:0 Recharge:45
- Falling Spider (Dagger Mastery)
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +37 damage and target foe is Poisoned for 21 seconds.
Energy:5 Cast:0 Recharge:10
- Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +12 damage and struck foe suffers from Bleeding and Deep Wound for 21 seconds.
Energy:10 Cast:0 Recharge:12
- "Victory Is Mine!" [Elite] (Tactics)
You gain 41 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 94.
Energy:5 Cast:1 Recharge:45
- Return (Shadow Arts)
All adjacent foes are Crippled for 6 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
high dmg output assassian
high dmg output assassian ok first is lotus its basicly a energy management skill, then wild to drop stances so next skill can hopefully hit many times, then repeating stab till you miss hopfully its a bunch of times, if you get low on life or you miss, assualt him with fangs for bleeding and that 20% drop in life from deep wound, hope it kills him, and to finish it off use moebius which deals a small spike of damage and may reset you bar though i feel your energy should have been depeleted by now, if so return to an allie for a quick heal, or a blood ritual, rinse and repeat. if any time during that period of attack you become beat on use refuge to evade 50% of all attacks and get a minor heal in 4 seconds, my advise is use it everytime its availible to keep life up and damage down. ok base dmg is 111 dmg plus dagger damage which is rather modest but im hoping for repeat to work several times to beef dmg output. after looking at this build i see an energy issue my plan is wonderful but you would need a blood ritual or bip to keep up spamming attacks.
Assassin/Warrior
Level: 20
Critical Strikes: 11 (10+1)
Dagger Mastery: 16 (12+4)
Shadow Arts: 9 (8+1)
- Golden Lotus Strike (Dagger Mastery)
If it hits, this attack strikes for +21 damage. If it hits a target that has no enchantments, you gain 12 Energy.
Energy:5 Cast:0 Recharge:20
- Wild Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +21 damage and target foe loses all stances.
Energy:5 Cast:0 Recharge:4
- Repeating Strike (Dagger Mastery)
Must follow an off-hand attack. If it hits, this attack strikes for +21 damage. If it misses, it takes an additional 15 seconds to recharge.
Energy:5 Cast:0 Recharge:0
- Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +12 damage and struck foe suffers from Bleeding and Deep Wound for 21 seconds.
Energy:10 Cast:0 Recharge:12
- Moebius Strike [Elite] (Dagger Mastery)
Must follow a Dual Attack. If it hits, Moebius Strike strikes for +37 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
Energy:5 Cast:0 Recharge:10
- Shadow Refuge (Shadow Arts)
For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 84.
Energy:5 Cast:1 Recharge:8
- Return (Shadow Arts)
All adjacent foes are Crippled for 6 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
protector_support assassian
the role of the protector assassian is to buff the others to safely deal with damage, also the protector will have poison and a knockdown
Assassin/Warrior
Level: 20
Critical Strikes: 7 (3+4)
Deadly Arts: 13 (12+1)
Tactics: 12
- Dancing Daggers (Deadly Arts)
Send out three Dancing Daggers at target foe. Each striking for 18 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
Energy:5 Cast:1 Recharge:5
- Entangling Asp (Deadly Arts)
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 18 seconds.
Energy:10 Cast:1 Recharge:20
protector_support assassian
the role of the protector assassian is to buff the others to safely deal with damage, also the protector will have poison and a knockdown
Assassin/Warrior
Level: 20
Critical Strikes: 7 (3+4)
Deadly Arts: 13 (12+1)
Tactics: 12
- Dancing Daggers (Deadly Arts)
Send out three Dancing Daggers at target foe. Each striking for 18 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
Energy:5 Cast:1 Recharge:5
- Entangling Asp (Deadly Arts)
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 18 seconds.
Energy:10 Cast:1 Recharge:20
- "Shields Up!" (Tactics)
For 18 seconds, you and all allies in the area gain 50 armor against piercing damage and 50% chance to block incoming projectile attacks.
Energy:10 Cast:0 Recharge:30
- "Watch Yourself!" (Tactics)
Party members near you gain +20 armor For 10 seconds.
Adrenaline:4
- "Victory Is Mine!" [Elite] (Tactics)
You gain 56 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 40..112.
Energy:5 Cast:1 Recharge:45
- Return (Shadow Arts)
All adjacent foes are Crippled for 3..7 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
- "Watch Yourself!" (Tactics)
Party members near you gain +20 armor For 10 seconds.
Adrenaline:4
- "Victory Is Mine!" [Elite] (Tactics)
You gain 56 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 40..112.
Energy:5 Cast:1 Recharge:45
- Return (Shadow Arts)
All adjacent foes are Crippled for 3..7 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
interrupt_blinding assassian
the interuptor/blinding assassian is key as that is your heal control, with repeatable attacking, and enemy control from blinding powder.
Assassin/Warrior
Level: 20
Critical Strikes: 7
Dagger Mastery: 13 (12+1)
Shadow Arts: 8
Tactics: 8
- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 10 seconds.
Energy:5 Cast:0 Recharge:15
- Repeating Strike (Dagger Mastery)
Must follow an off-hand attack. If it hits, this attack strikes for +18 damage. If it misses, it takes an additional 15 seconds to recharge.
Energy:5 Cast:0 Recharge:0
- Blinding Powder (Shadow Arts)
Must follow an off-hand attack. Target foe becomes Blinded for 10 seconds.
Energy:5 Cast:1 Recharge:20
- 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 Recharge:10
- "Victory Is Mine!" [Elite] (Tactics)
You gain 41 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 88.
Energy:5 Cast:1 Recharge:45
- Return (Shadow Arts)
All adjacent foes are Crippled for 6 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
Quote:
Originally Posted by Spoony
Ill try to be short, as u were in my post.
Vim Conditioner - u forgot to mention to add +1 runes to crit, and shadow. Id give sup dagger mastery instead of minor, too. This build is too addicted to "NSP!" skill, since if someone wont move, ur whole combination is ruined.
High dmg output - No tactic skills, when u gave 8 tactics, silly mistake. Same as up, no runes and wud give sup dagger. About dmg, its not bad, but i know it could be done better.
protector_support - This one is totally ruined... 3 critical hits - no energy. U gave deaths charge, with having no shadow arts. And one more thing , ur not a tank, u need to move if u want to do dmg, protectors stance isnt a good idea here.
interupt_blind - no need of vim here, since u can only pack 1 condition - blindness. (and a passive one , exhaustion but i think vim doesnt take it in).
The builds have their good sides. However, theyre not as many as the bad sides.
Bad try, next time read ur text a few times over. Sry man, those builds aint good
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1) ok well let me explain that skill, there are 3 lead skills which cause a condition, 2 cripple 1 being hex, 1 being a moving target, the last is bleeding, now imo, why would i double bleed a target? as the is only one dual attack that conditions which is bleeding and deep wound, so imo i would think the chance of a cripple is more effective than any idea, youve presented.
oh and btw its not ruined you just dont get off your cripple.
2) yes i errored on my runes and skill points its corrected now my bad, now as for the high dmg you find higher output damage skills using those 3 skills, dagger, shadow and tactics and you let me know the more powerful combo.
3)ok i fixed the skill points and runes, corrected the protectors stance, ill give you that one, yes i realize that i put no points in shadowart the purpose of deaths charge for this build is to get in and beef up your allies defenses not, to heal yourself thats what vim is for.
4)ok i seem to have lost you in the idea that this team would work together and would vim off each others conditions so yes vim does serve a purpose, in this build, blind is one of the only skills that more than one assassian is not carrying
5) and next time you post and try to get personal about the posts because i posted short with you, wtv dont waste my time unless its constructive, if you can help make a build better that is fine but.... nevermind ill just leave it alone, if you can do better show me
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Apr 06, 2006, 06:21 PM // 18:21
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#4
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Krytan Explorer
Join Date: Mar 2006
Guild: The Amazon Basin
Profession: R/Me
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If you're going warrior for your high dmg output assassin you might as well use Wild Blow instead of Wild Strike. As it is right now Wild Strike is completely worthless as a stance remover since it can be evaded or blocked. Wild Blow on the other hand is limited by that, and also counts as a critical hit giving you energy back from that.
Also you do understand that a single trapper ranger or air elementalist will shut your team down with blind right? You would be better off throwing in a monk in there to help with healing and condition removal or giving some of your assassins necro secondary for plague touch.
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Apr 06, 2006, 07:03 PM // 19:03
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#5
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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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We've got something in common Hawk, i thought excatly of the same
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Apr 06, 2006, 09:25 PM // 21:25
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#6
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Academy Page
Join Date: Dec 2005
Location: napping some where in Snake Dance
Guild: The Alliance of the Dark Gate
Profession: W/Mo
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i see your point and will modify my build accordingly and post it when i feel it is complete
thank you for the ideas hawk
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Apr 07, 2006, 05:44 AM // 05:44
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#7
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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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1 thing i forgot to add, U need another lead attack for characters having only mantis sting for a lead. Thats because its situational and some enemies not always stay in 1 place. My suggestions are desperate strike / unsuspecting strike, or repeating strike(if u want to skip a lead)
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