Sep 04, 2007, 09:34 PM // 21:34
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#1
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Krytan Explorer
Join Date: Nov 2006
Guild: The Shadow Tower
Profession: A/
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A/Any Signet of Deadly Corruption Build [need title >_>]
Template: OwBk0he83NikDDEj/jwXCkiYamAA
Attribs:
Deadly Arts: 12+1+3
Dagger Mastery: 8 +1
Shadow Arts: 7
Critical Strikes: 8
Quips:
Radiant Armor, Attunement Runes, Superior Vigor Rune, and of course the matching attribution runes
Daggers can have whatever mod you want, but Zealous tang is recommended. I use 15^50 and +30 health, but again, up to you.
Skills:
[skill]Jagged Strike[/skill][skill]Entangling Asp[/skill][skill]Wild Strike[/skill][Vampiric Assault][skill]Impale[/skill][Signet of Deadly Corruption][skill]Feigned Neutrality[/skill][skill]Resurrection Signet[/skill]
Okay, You may think this is energy heavy, but I can run several chains with 37 energy just fine (if the last 3 are recharged, otherwise you whack anyway :P). So it's doable without needing more than 2 attunement runes and all radiant armor.
So what can this build tackle? EVERYTHING. Sure, you have problems with monks and healers, but other than that, it takes down everything. With the current setup, the Signet deals 111 damage. Just choose a target and away you go :O What makes this build interesting is that it's a mix of both attacks and signets/spells. So if your person is starting run and you've already cleared up to vampiric assault, then Impale and Deadly Corruption are still executable.
Same with Entangling Asp. If after Jagged they start to run, just hit it and try to catch up with them to at least get Wild and Vampiric on and it's over.
Pretty simple. I saw a similar build with the signet but thought it was different enough to have it's own thing
Possible Optional Skills:
[skill]Temple Strike[/skill] (just change attribs slightly and replace Entangling Asp)
To replace Res Sig for AB:
[skill]Blinding Powder[/skill]
[skill]Mending Touch[/skill]
[skill]Signet of Toxic Shock[/skill]
Counters:
Blind (somewhat)
anti-melee
Backfire (somewhat)
Blocks...sorta (wild strike will kill any stances)
other standard stuffness
Edit:
I'm still trying out stuff, but that's the main jist o_O
*trying Virulence instead of Entangling Asp and with Toxic Shock*
Last edited by Laenavesse; Sep 04, 2007 at 10:08 PM // 22:08..
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Sep 05, 2007, 03:19 AM // 03:19
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#2
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Frost Gate Guardian
Join Date: Oct 2006
Guild: Knights of the Ninth
Profession: R/
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For the signet to give enough damage you want 4 conditions. The caster wont give you that many so go all daggers skills. Try using black mantis(hex of choice)>jungle strike>trampling ox>falling spider>twisting fangs>signet of deadly corruption. I took out the 100 AL dummy as soon as deadly corruption hit.
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Sep 05, 2007, 04:50 PM // 16:50
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#3
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Krytan Explorer
Join Date: Nov 2006
Guild: The Shadow Tower
Profession: A/
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hmmm im actually not having that much trouble getting the needed damage since with 3 conditions it's hitting for 111, which is only 19 less than the max you can even get with it (130), and each condition is giving 37 damage. 4 conditions is nice, but i don't think it's actually necessary for it. (Remember, i'm using 16 deadly arts)
Also, one flaw for your build is if in RA, you'd lose the res sig for the heal, or keep the res sig and don't heal xD
what would be the attributes for your build? oO I'm assuming there's more points in Dagger/Critical.
I also consider the signet as a type of finishing blow because it's fun to see them running away and then *pop* the signet drops 'em like a fly >___>
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Sep 06, 2007, 05:42 AM // 05:42
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#4
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Wilds Pathfinder
Join Date: Feb 2006
Profession: A/Mo
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just off the top of my head (i dont have gwen yet)
leaping, temple, twisting, poison tip sig, sig of shadows, sig of toxic shock, sig of deadly corruption, res sig.
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Sep 07, 2007, 09:06 AM // 09:06
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#5
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Krytan Explorer
Join Date: Nov 2006
Guild: The Shadow Tower
Profession: A/
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the only problem with relying on too many signets is the recharge time as well as the casting time (1 second). You can be interrupted easily and even though the person is dazed, if there is a monk and you didn't target the monk, or if no one else NOTICES the monk (-_-;; ) the conditions can be removed and thus mitigate if not remove the possible spike damage.
Personally, I'd just have one signet (like deadly corruption) and use it as a finisher. If you had that mesmer skill that made signets recharge faster than yeah but otherwise..once you get it done once, you'll have to wait 20-30 seconds (depending on the signet) for the next combo.
that goes the same with the attacks given. Leaping has 8 sec recharge which isn't so bad, but Temple is 20,and Twisting is 15. You'll be stuck thwacking at the target longer than you'd like if it's still alive (which it probably will be unless it's the monk and you're not the only one attacking it. If not, Daze isn't going to help much since they'll probably be able to remove it before the signet even hits)
It can work if there aren't any healers, and it'll probably do a heck of a lot of spike damage, but it has the same issues as the SP sins (long wait time) and more chances for it to not even be a spike.
Last edited by Laenavesse; Sep 07, 2007 at 09:09 AM // 09:09..
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