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Old Sep 17, 2008, 09:45 PM // 21:45   #1
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Default Incendiary Arrows Assassin?

I have recently been contemplating a build which could easily spread a mass of conditions, while applying significant area of effect damage, or pressure. While thinking of new ideas, and others i had previously discussed, A/R seemed the best option to deal out this pressure, while still having a reasonable level of flexibility.

A/R

Skills: Incendiary Arrows (e), Disrupting Accuracy, Poison Tip Signet, Critical Eye, Way Of The Master, Critical Defenses (or Keen Arrow), Sharpen Daggers, Ressurection Signet.

Attributes : Critical Strikes; 12 + 2 + 1; Wilderness Survival; 6 ; Marksmanship ; 11 .

Although the assassin does not have the same level of armor as a ranger would have, it has Critical Defenses giving it a near constant 75% block rate, rendering most melee or physical based damage spikes useless.


Please Comment on the predicted effectiveness of this build and/or any changes which should be made.
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Old Sep 17, 2008, 09:52 PM // 21:52   #2
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First, you're using a major rune on a 70 armor target in GvG. Second, you only have 6 in wilderness survival, one of the main attributes in your build. Third, people bring enchant removal in GvG, making Critical Defenses and Way of the Master not very useful. Four, flexibility? What?

And finally, five, GvG is about the synergy of the team, not just a bar that pumps out burning while having little to no use otherwise. A regular ranger can split, snare, time his interrupts instead of relying on a preparation, remove conditions from himself, and create more pressure from the use of his primary class's runes.

Good try, but unfortunately not better than what is used right now :-\
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Old Sep 17, 2008, 10:08 PM // 22:08   #3
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You only get minor pressure from bleeding and more or less random interrupts. Your burning will last two seconds and you'll have lot of down time over a whole match using your poison signet. Quite easy for the RC to follow your poison around for a nice extra heal. Weak on splits since you don't have any self heal.

I would take a ranger over this any day.

Like posted before, nice try but by far not close to what is out there.
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Old Sep 18, 2008, 01:18 AM // 01:18   #4
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and... IA doesnt work with Psignet, so its uselesss
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Old Sep 18, 2008, 05:35 PM // 17:35   #5
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Sharpen Daggers also inflicts limited bleeding based on # of targets, not attacks, so it's not 3x bleed per Sharpen Daggers application with incendiary arrows.

Also, there are a pair of things to check before taking a midline build out for testing in GvG:

1) Can you shut the build down easily? If so, scrap it.
2) Does the build rely on enchantments? If so, scrap it.

Once you pass those early boundaries, you gotta compare its effectiveness with other templates that could easily take its place. Weigh its offense against its utility and upkeep. How well does it perform under pressure? How momentous is it in a wipe situation? Let's do a quick evaluation.

The build's entire purpose is to keep itself alive and spread conditions. It has some minor rando-interrupt possibility but it's so ridiculously bad that it's a non-factor. A basic principle of rangering is that spreading conditions makes it more difficult to focus shutdown on anything important. Your build makes it impossible to focus on a single problematic target when the going gets tough so it opts to spread degen, but not without throwing in a randomly useless skill as an afterthought and replacing a good degen source with something second-rate.

Sharpen Daggers is a hopeless case. It's a 2-second spell with a limited amount of bleed charges. You might make the same case about Apply Poison but it's not vulnerable to mes interrupts or strips, and has a faster-than-20s cooldown. It also does 1 more degen per hit, and isn't limited. Sharpen Daggers is just bad, and is also the only reason your build is assassin primary.

You may argue Critical Defenses is another reason, but really it's not, because we've already concluded that enchant-based passive defense is completely ignorable. The disrupting accuracy is also negligible. There's no reason to be an assassin anymore.

What's left is a dual-class accomplishing in 5 skills what a single class would be able to do much better with 2. I know I may come off as blunt and unnecessarily harsh, but if I weren't you'd actually have hope that this would work and waste a lot of your own time :P

Toss this one in the trash and never look back.
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Old Sep 18, 2008, 06:13 PM // 18:13   #6
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Agree with last guy. How is this better than an incendiary arrows ranger?
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Old Sep 21, 2008, 01:15 AM // 01:15   #7
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the point of interupts isnt to be random...you need them to be reliable so you can take down key spells that the enemy is using
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Old Sep 22, 2008, 08:12 AM // 08:12   #8
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Quote:
Originally Posted by dudeofwar5 View Post
I have recently been contemplating a build which could easily spread a mass of conditions, while applying significant area of effect damage, or pressure. While thinking of new ideas, and others i had previously discussed, A/R seemed the best option to deal out this pressure, while still having a reasonable level of flexibility.

A/R

Skills: Incendiary Arrows (e), Disrupting Accuracy, Poison Tip Signet, Critical Eye, Way Of The Master, Critical Defenses (or Keen Arrow), Sharpen Daggers, Ressurection Signet.

Attributes : Critical Strikes; 12 + 2 + 1; Wilderness Survival; 6 ; Marksmanship ; 11 .

Although the assassin does not have the same level of armor as a ranger would have, it has Critical Defenses giving it a near constant 75% block rate, rendering most melee or physical based damage spikes useless.


Please Comment on the predicted effectiveness of this build and/or any changes which should be made.
Ranger > sin. More split, longer burning, psn>barbed arrows and disrupting accuracy won't put any pressure on a good team. And I like mending touch.

Quote:
Originally Posted by Tearz1993 View Post
First, you're using a major rune on a 70 armor target in GvG. Second, you only have 6 in wilderness survival, one of the main attributes in your build. Third, people bring enchant removal in GvG, making Critical Defenses and Way of the Master not very useful. Four, flexibility? What?

And finally, five, GvG is about the synergy of the team, not just a bar that pumps out burning while having little to no use otherwise. A regular ranger can split, snare, time his interrupts instead of relying on a preparation, remove conditions from himself, and create more pressure from the use of his primary class's runes.

Good try, but unfortunately not better than what is used right now :-\
You use a major rune a IA ranger as well.
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Old Sep 22, 2008, 12:31 PM // 12:31   #9
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nothing i haven't told you already dude :P
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Old Oct 10, 2008, 07:29 AM // 07:29   #10
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terrible build the meta is 2war+1ranger+1rit+monk+monk+rit
a ranger can solo you if a split yet alone the flag run rit your damage is minimal you have no shutdown+soloheal+snare+deffence+condition+hex removal you have only block and an ranger could counter you id suggest if your interested in ranger to run a ranger so you can put a secondary=monk?1#$V
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Old Oct 11, 2008, 07:33 AM // 07:33   #11
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Conclusion: this should be an RA "fun" build for "casual" players. Closed. If you want to show off the build some more, repost in RA thread.

P.S. Thread necromancy is hawt.
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