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Old Aug 17, 2007, 07:34 PM // 19:34   #1
Jungle Guide
 
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buff to iron palm has made it more viable, soo

[skill]Assassin's Promise[/skill]
[skill]death's charge[/skill]
[skill]iron palm[/skill]
[skill]falling spider[/skill]
[skill]horns of the ox[/skill]
[skill]impale[/skill]
[skill]signet of toxic shock[/skill]
[skill]optional[/skill]

notsure what todo with the attribute points :\

probably split between dagger and deadly, with 8/9 on critical for critical agility, loose change on shadow arts.

varients for pvp, shadow prison instead of assassins promise, or seeping wound

Last edited by pingu666; Aug 17, 2007 at 07:40 PM // 19:40..
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Old Aug 17, 2007, 08:38 PM // 20:38   #2
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Guild: Black Widows of Death
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Five damaging skills and a hex to keep them going. The killer will be survivability and hex removers. Although you will be able to spike very well you will need a defense and a heal.

I have lately been running a similar builds (Hex/conditional builds) Example- Fevered Dreams Black Mantis strike or jagged strike with Black Spider and Twisted Fangs. If I get them all off on my target and the rest of the opposing team is really hurting. But if someone removes my hex then I am just hoping for a critical hit for damage.

Edit - 45 secs recharge on your Hex is a killer if interruped or removed

Last edited by Painbringer; Aug 20, 2007 at 04:47 PM // 16:47..
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Old Aug 17, 2007, 08:39 PM // 20:39   #3
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Bad Monkey Bad monkey Double post /slap face

Last edited by Painbringer; Aug 17, 2007 at 08:46 PM // 20:46..
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Old Aug 17, 2007, 11:12 PM // 23:12   #4
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yeah hex removal sucks, but its surprisingly rare that it happens, most things are eating dirt after 5seconds anyways

i normaly run
1assassins promise
2deaths charge
3black lotus strike
4twisting fangs
5black spider strike
6blades of steel
7optional
8critical agility

hugely effective, but i want to run something different as im getting bored of it :\
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Old Aug 20, 2007, 08:00 AM // 08:00   #5
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Why use Death's Charge when Dark Prison is linked to Deadly Arts (same as most of the build) and works just as well?
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Old Aug 20, 2007, 08:22 AM // 08:22   #6
über těk-nĭsh'ən
 
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10e vs 5e. that's about what it actually boils down to.

assassin builds are notoriously precarious energy wise. while the build's got assassin's promise, there's not a lot of chance for energy to refill within a combo. having a 10e skill might mean that the player will run into situations where he can't finish the combo due to low energy.
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Old Aug 20, 2007, 09:11 AM // 09:11   #7
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I've never really had a problem.

I run an Assassin's Promise build with Dark Prison all the time, and typically only run out of energy if the enemy isn't dead by the time I use Impale.

My maximum attack-run is:

[skill]Assassin's Promise[/skill][skill]Dark Prison[/skill][skill]Dash[/skill][skill]Jagged Strike[/skill][skill]Wild Strike[/skill][skill]Death Blossom[/skill][skill]Impale[/skill] ....
... And that will use up my complete energy reserve, no more and no less, if I'm using Zealous Daggers.

Generally though I'll skip the shadow-step and dash for adjacent opponents, Dash alone for nearby opponents, and only Shadow Step at all for the first enemy coming into the battle.
If you're wondering why I'd Dash immediately after Dark Prison, it is generally because the speed difference often isn't quite enough to stop them being irritating without it (Wardens of the Trunk chasing perniciously after my team-mates). If they're not moving then I don't Dash, obviously.


For the record though... since Death's Charge isn't a hex, it cannot be used as a cover for Assassin's Promise. It might not last very long, but quite often I have been able to maintain the Promise only because DP was removed in its place.
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