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Old Oct 25, 2007, 08:49 PM // 20:49   #1
Academy Page
 
Join Date: Oct 2007
Location: San Fransisco
Guild: Assassins of the Crescent Moon
Profession: A/
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Default SP Sin Rit Mod

Profession: A/Rt
Name: Shadow Prison Assassin (Ritualist Modification)
Type: Competitive PvP
Category: Spiker
Attributes:
Critical Strikes- 10 + 3 + 1
Dagger Master- 8 + 3
Deadly Arts- 8 + 3
Channeling- 10
Skills Set:
1.) Nightmare Weapon [channeling]
2.) Shadow Prison [Elite, deadly arts]
3.) Black Lotus Strike [critical strikes]
4.) Horns of the Ox [dagger mastery]
5.) Ancestors Rage [channeling]
6.) Black Spider Strike [dagger mastery]
7.) Critical Strike [critical strikes]
8.) Impale [deadly arts]
Summary: A powerful spike that sacrafices attack speed and mobility for the ritualist subclass which provides about 100 hp of healing and 100 damage
-Stay at the back of your team as you enter battle
-Pick your target in order of importance (Monk, Ritualist, Mesmer, Necromancer, Assassin, Elementalist, Paragon, Ranger, Dervish, Warrior)
-Wait until target is not adjacent to any allies for maximum spike (good for healers or curse/ blinders)
-First Use nightmare weapon so you have some healing support as you spike, but it only lasts 12 seconds so do it right before!
-use Shadow Prison to slow them and engage the combo
-Once you do horns of the ox you have a perfect opportunity to use ancestors rage (1/4 second caster)
Notes & Concerns: Obviously this build also is very fragile and goes down easy (you only have 305 hp and 35 energy), so timing is critical for success. Note that you have NO escape skills, so eithr make sure you have support or be careful not to attract too much attention. In addition you should equip the following-
1.) All radiant ensignias
2.) A Superior Vigor Rune, Extra rune of energy for last slot
3.) Zealous Daggers of Defense "Too Much Information" (-1 energy regen, +5 defense, +15% damage against hexed foes)
Credit: After I developed the SP Sin I remember the various builds I'd seen that used nightmare weapon for stamina, so I figured I'd mod it and see what happened, while I was flicking through channeling magic I saw that ancestors rage would be a great addition for damage- and thus the mod was born. This is also an original build.
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Old Oct 25, 2007, 09:08 PM // 21:08   #2
Lion's Arch Merchant
 
Join Date: Dec 2006
Location: Behind you...
Profession: A/
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Your use of Ancestor's Rage to supplement your spike is interesting. Other than that, you're still running three superior runes.

Also, why are you bringing Horns if you're not going to use Falling Spider? Nine Tail Strike does more damage and can't be blocked, Twisting Fangs gives you deep wound (which frees up the Impale slot)... it might work, but I don't know that I'm down with it.

Where have you tested this build, if you don't mind my asking?
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Old Oct 25, 2007, 09:15 PM // 21:15   #3
Emo Goth Italics
 
Join Date: Sep 2006
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once again,3 sup runes?!on a sin?!?!
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Old Oct 25, 2007, 09:21 PM // 21:21   #4
Academy Page
 
Join Date: Oct 2007
Location: San Fransisco
Guild: Assassins of the Crescent Moon
Profession: A/
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Every build that I submit has been tested with at least over 20 hours of play- but most way more. The reason for black spider is incase there is a last second shift in posistion because of the slower attack speed, again staying back is key. Perfect timing and good strats make our break all of my builds- I'll admit there not for eveyone. But nothing is as satisfying as spiking someone and surviving when you are so fragile. It takes the assassin to a different extreme. The spike potential is there- it is frusterating at first but with practice I think you will come to like it.
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Old Oct 25, 2007, 09:45 PM // 21:45   #5
Emo Goth Italics
 
Join Date: Sep 2006
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Quote:
Originally Posted by Master of Sins
Every build that I submit has been tested with at least over 20 hours of play- but most way more. The reason for black spider is incase there is a last second shift in posistion because of the slower attack speed, again staying back is key. Perfect timing and good strats make our break all of my builds- I'll admit there not for eveyone. But nothing is as satisfying as spiking someone and surviving when you are so fragile. It takes the assassin to a different extreme. The spike potential is there- it is frusterating at first but with practice I think you will come to like it.
no cover hex.............you will fail at almost every spike...
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Old Oct 25, 2007, 09:51 PM // 21:51   #6
Frost Gate Guardian
 
Join Date: Sep 2006
Guild: Too Cool For Morale [flag]
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I guess if most of the community has decided that in most cases 1 sup rune is bad, it'll take the enemy by surprise if you use 3. Brilliant strategy.
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Old Oct 25, 2007, 10:14 PM // 22:14   #7
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Guild: Assassins of the Crescent Moon
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i like the sarcasm- but it is true that 3 is suprising.
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Old Oct 25, 2007, 10:23 PM // 22:23   #8
Desert Nomad
 
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Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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Please get it in your head that running 3 superior runes is NOT conducive to success. You might think that the extra attribute ranks are highly useful, but 1 minor rune for each is enough (and i don't even think you need a rune at all for deadly arts, all you have is impale...). The extra ranks make little difference in whether you can kill someone or not, and if you think that the shutdown for the KD will ensure your survival...what about the other players that will come after you when you shadowstep in?

I run 600+ health on EVER character now. So what if I do a little less damage than you or my SP lasts 1 second less? I have DOUBLE your health.

Sure your build might have had some success. But anybody can press a couple buttons in order. It's more useful if you have the survivability to press those buttons more than once before being IHKO'd by an Eviscerate or something. Or maybe you're just hoping someone brings Prot spirit so you can become some pseudo 55 assassin after racking up a couple inevitable deaths?
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Old Oct 25, 2007, 10:29 PM // 22:29   #9
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I'll try modding down to minors and seeing the result- I am not close minded, and I'll try anything once. I will try almost any build so long as it makes some sense. So I'll run all of my builds with more hp and see what happens. Maybe your all right. But why don't you guys also stay open minded and try it? Who knows- maybe my build actually works occassionaly, contrary to immediate popular belief. I gtg in a min cause of a class, but feel free to keep bashing my build pplz. Props to you butter for being one of the two people to have a somewhat open mind.
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Old Oct 25, 2007, 10:31 PM // 22:31   #10
Frost Gate Guardian
 
Join Date: Sep 2006
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Would you have an open mind about me running 7 lead attacks and res sig? You'd see it and immediately know it was bad. That's what's happening here.
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Old Oct 25, 2007, 10:32 PM // 22:32   #11
Desert Nomad
 
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Guild: The Mirror Of Reason [SNOW]
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I'm not saying it won't work. That chain is well known (though I wouldn't say original, it's been around). But it'd work BETTER if you could survive someone sneezing on you.
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