Mar 30, 2006, 01:02 PM // 13:02
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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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the new best assassian build
i would like to go on record and say i hate you guys. i try and try to keep my builds a secret but the more builds i see the more it eats me alive not to share it , so why in the heck has no one thought of this basic build, OMG its so easy and you guys just over look it consistantly. so here is my gift to you.
THE VIM ASSASSIAN
Vim assassian for a 'spike' team, begin by placing there recall on one of the none melee players before match, pop in, condition, vim, attack, recycle attacks if possible, recall out, will work in two man teams to effectively spike target, two assassians effectively could pop in kill and pop out of range.
Assassin/Warrior
Level: 20
Critical Strikes: 5
Dagger Mastery: 12
Shadow Arts: 9
Tactics: 8
- Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +17 damage. If this attack strikes a fleeing foe, that foe is Crippled for 13 seconds.
Energy:5 Cast:0 Recharge:8
- Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +17 damage. If it hits a foe that was Crippled, it does +25 damage.
Energy:5 Cast:0 Recharge:12
- Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +9 damage and struck foe suffers from Bleeding and Deep Wound for 17 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
- 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
- Recall (Assassin None)
While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.
Energy:15 Cast:2 Recharge:10
- 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 now to explain over the FPE my wife and I, played with the assassian a bit,
from our experiance we could effectively pick a target, deaths charge to it and effectively 'spike' with a combo of all of our attacks to deal killing damage in one grouping of our attacks, now that was the case with every soft target we hit, and 3/4 life for a warrior with both of us attacking then just chop it down with dagger thrusts till death, waiting for energy and skill recharge
this build could in fact deal 3 differant conditions to a single target, in a matter of seconds, then vim to gain 123 health and 15 energy, basicly reseting the assassians ability to attack as the skills reset, i like recall as a means of escape do to the nature of a controlled pop to a specific target say you have a team with 2 monks and one is being hacked on by a warrior you could recall back to said monk and help defend that monk. where my wife prefures vipers defense for the posion condition it leaves.
well tell me what you think and dont bash me cause i said i hate you i was just playing
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Mar 30, 2006, 01:05 PM // 13:05
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#2
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mmmmmmmm pie.
Join Date: Aug 2005
Location: Honolulu, Hawaii
Guild: Favorable Winds [Gust]
Profession: Mo/
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Quote:
Originally Posted by phreakilla
i would like to go on record and say i hate you guys. i try and try to keep my builds a secret but the more builds i see the more it eats me alive not to share it , so why in the heck has no one thought of this basic build, OMG its so easy and you guys just over look it consistantly. so here is my gift to you.
well tell me what you think and dont bash me cause i said i hate you i was just playing
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I'll also admit it...I invented pie. I hate cake.
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Mar 30, 2006, 01:36 PM // 13:36
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#3
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Krytan Explorer
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What about return in place of recall? (5/1/20 shadow step to target ally + PBaoe cripple)
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Mar 30, 2006, 01:59 PM // 13:59
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#4
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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That title is just begging to get slapped down...
No build is best... EVER....
A ViM build needs only one skill, ok 2 skills to quash easily... Draw Conditions, or Martyr... Bam, you've been neutered.
Don't brag about a best build because the so called 'best build' has a counter to it...
However, I do like ViM! being a warrior type and I have used it in the past before...
Right now, there are some glaring weaknesses in this build:
Runes? Are you using them?
Gaming with your wife? I do that too! /salute! (not a weakness)
Use Return, it leaves AoE Cripple and costs less than Recall, but I can see recall being good for LOONG distance emergencies... If you get rend enchantments or Expunge, which will happen when people see your 'yellow enchant buff' arrow, you're outta there ^_^ [for the record, if c or tab is target nearest enemy, what's the hotkey for target nearest ally?]
Mantis Sting would be hot if your enemy is running. Near useless if not, which is why I hate conditional attacks. Jagged Strike for me is one of the best if not tied with Mantis Sting as lead attack however...
You mentioned recycling your skills to do them again. 12 seconds? If foes let you stand next to them for 12 seconds without even trying to resist, I hate to say it but they're idiots who deserve to die...
Some ideas/buffs/suggestions:
Instead of using a Lead Attack, why not use Scorpion's Wire instead of Death's Charge? D. Charge sucks as a start cause you're gaining hp to do nothing. I see D. Charge as a way to switch targets suddenly and in doing so get healed in the process... Scorp. Wire can be followed with Falling Spider and then Twisting Fangs. 2 Attacks, Bleeding, Deep Wound, Poison? Uh, enemy dies faster too with THAT much degen on them... ^_^
Just some thoughts that might help. Also, if you start off with S. Wire, Falling Spider, Twisting Fangs, that's enough room for an extra damaging attack since Jungle Strike doesn't work well without a cripple. And from what I've experienced, nobody brings anti-knockdown much...
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Mar 30, 2006, 06:17 PM // 18:17
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#5
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Lion's Arch Merchant
Join Date: May 2005
Guild: WOR
Profession: Mo/
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I'd make 2 suggestions:
1. Get Critical Strikes up to 7+1, so that you get +2 energy per critical rather than one
2. Recall is expensive to cast, costs to maintain, and risks you being pulled out of combat at the wrong moment if your target is stripped. I would recommend Viper's Defence for your 'get out of trouble' skill. It gets you away from your target fast, is cheap to use, and potentially puts another condition in play to use with ViM.
If you're planning only using multiple ViM Assassins, then I recommend one taking Watch Yourself! The added defence across all the nearby party members should more than make up for the loss of another skill. Obviously you wouldn't want them all using the same conditions (and 1 Temple Strike Assassin would be lovely).
And yes it's definitely the best Assassian build I've ever seen now just to find out what the best Assassin build is.
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Mar 30, 2006, 10:37 PM // 22:37
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#6
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Academy Page
Join Date: Aug 2005
Location: Where ever the hell i feel like living
Guild: Iim always in a new one so i just wont say
Profession: W/
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yukito, i think u need to brush up on your PvP knowledge. the chance of a monk in RA wiht martyr is slim to none because there are so many better monk elites they could be using. yes there will be monks with condition removal but they can only remove so many conditions at once due to the skill's recharge. and phreakilla, might i make a suggestion. get entangling asp over jungle strike or falling spider. it causes poison and it knocks down your opponent,so it will also help with the ViM. cheers on the idea, mate!
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes poisoned for 5...17 seconds.
req deadly arts. needs 10 energy.i think a 20 sec recharge as well
Last edited by evox the evil; Mar 30, 2006 at 10:41 PM // 22:41..
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Mar 31, 2006, 02:53 PM // 14:53
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#7
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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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ok after reading i have put together a build using your ideas, entangling asp is a very nice skill but i dont want to spread the attribute points ot to much as it would take away, potential effects of skills... the reason i didnt add the runes it gwfreaks software for some reason does not calculate te effect of runes in its skill adjustments (i figured out what i was doing wrong, i never let it update itself, numbers are right now) i added the runes just for idea purposes, but the numbers in game would be differant as it doesnt adjust. in theroy after you vim you could fight out long enough for the skills to reset, ive taken tanks out 1v1 after my first attack i can handle taking it down 1/4 life before he gets the killing blow. the only thing about using jagged strike is you would be double bleeding a target which is useless imo, twisting fangs is by far more effective than jagged imo... oh any btw yukito my assassian build didnt really get bashed >_>
any way heres the idea for both build together time to critique agian.. oh yea another thind the reason i like deaths charge it you can time it so that you both hit the target at the same time so it works sort of like a spike, well here it is
vim assassian
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
- Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +21 damage. If it hits a foe that was Crippled, it does +33 damage.
Energy:5 Cast:0 Recharge:12
- 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
- "Watch Yourself!" (Tactics)
Party members near you gain +20 armor For 8 seconds.
Adrenaline:4
- 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
Alternative configuration
- Way of the Lotus (Shadow Arts)
For 25 seconds, the next time you hit target foe with a dual attack skill, you gain 11 Energy.
Energy:5 Cast:1 Recharge:20
- Black Mantis Thrust (Dagger Mastery)
If this attack hits, you strike for +21 damage. If target foe is suffering from a Hex, that foe is Crippled for 17 seconds.
Energy:5 Cast:0 Recharge:12
- Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +21 damage. If it hits a foe that was Crippled, it does +33 damage.
Energy:5 Cast:0 Recharge:12
- Blinding Powder (Shadow Arts)
Must follow an off-hand attack. Target foe becomes Blinded for 11 seconds.
Energy:5 Cast:1 Recharge:20
- "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
its funny to me cause i thought the ritualist was going to be great and the assassian was going to be ghay, and now im in love with the assassian.
Last edited by phreakilla; Mar 31, 2006 at 04:35 PM // 16:35..
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Mar 31, 2006, 04:34 PM // 16:34
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#8
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Excellent ideas! Well done...
I'd never acknowledge any build as "best", but I can say this is an assassin to be wary of...
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Mar 31, 2006, 06:05 PM // 18:05
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#9
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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 only called it the best cause people get ill and try to bash it, hench they come look at it
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Mar 31, 2006, 06:12 PM // 18:12
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#10
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Ingenious way of getting attention...
And hopefully, the people who do bash will give you helpful remarks instead of your build sucks, good bye...
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Apr 05, 2006, 03:53 PM // 15:53
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#11
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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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its funny 301 views and only 9 comments
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Apr 05, 2006, 07:40 PM // 19:40
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#12
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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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Once again, build starting with mantis sting. U would need some luck to just attack a target moving. Ruins all combination. Vims usually for more conditions, but if u think 3 is ok, then sure why not... its ur build anyway. I just dont like it , 124 hp is kind of equivalent to healing made by 8 tactics healing signet... maybe for the energy which is low here, only 5 crit strikes.
U can do better.
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