Mar 09, 2008, 11:05 AM // 11:05
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#141
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Lion's Arch Merchant
Join Date: Feb 2006
Location: ..My home away from home..
Guild: Currently looking ~
Profession: N/
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Shadow Fang + Twisting Fangs seems a little redundant.
Dark Prision ftw? Rip Siphon Speed ~
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Mar 09, 2008, 08:32 PM // 20:32
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#142
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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E/D dual anttunments air
[skill]Elemental Attunement[/skill][skill]Air Attunement[/skill][skill]Lightning Orb[/skill][skill]Lightning Hammer[/skill][skill]Blinding Flash[/skill][skill]Enervating Charge[/skill][skill]Mystic Regeneration[/skill]
12+1+1/2 Air
10+1 Energy Storage
8 Earth prayrs
1 optional slot, you can bring shell shock, lightning javaline, buffed lighting arrow, or anything else
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Mar 09, 2008, 09:06 PM // 21:06
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#143
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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windborn speed imo
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Mar 15, 2008, 03:04 AM // 03:04
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#144
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Frost Gate Guardian
Join Date: Aug 2006
Location: Holland, ZHZ
Profession: R/W
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Displacement Wire
[skill]Aura Of Displacement[/skill][skill]Rigor Mortis[/skill][skill]Iron Palm[/skill][skill]Falling Spider[/skill][skill]Impale[/skill][skill]Signet of Toxic Shock[/skill][skill]Scorpion Wire[/skill]
Skill Template: OwRkcIdqHPizALRIxUYC/E4b+lB
Equipment Template: Pk5xFP/FzkaIqpW9rIl3IF1Ul3I9Ejo3IJVfl3IBrLl3IHF
The synergy of AoD and Scorpion Wire is truly amazing, I don't run with majors/superiors because of the lack of self heal, I always bring along a kite set and a zealous dagger (although this is never really required, the loss of 1 energy pip along with the -1 from AoD kinda makes up for nothing.. Unless I don't have AoD on me at that time or need the energy to finish my chain)
Btw, posted a thread somewhere asking if there was a good way to cancel AoD and still maintain my target. Best bet would be calling your target before you cancel, and then just follow up with cancel - t - 4.
Don't forget, if you want to start your chain from aggro bubble range (not half range, as you need a hex) just cast rigor mortis regardless if they block or not. As long as you have the energy you'll be fine and they won't screw you over with scorpion wire. (You should always be the one triggering this anyway. Thus AoD cancelling.)
Might be hard to run for some people, but it's fun to play
Enjoy, love taking the advantage of imba shadow steps, and putting them to an use like this.
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Mar 15, 2008, 05:33 AM // 05:33
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#145
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Wilds Pathfinder
Join Date: Sep 2007
Location: In a donut hole
Profession: Rt/A
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I'd take out Scorpion Wire. It seems a bit redundant since you have Iron Palm in there already. Also, wtf? no speed boost.
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Mar 15, 2008, 05:42 AM // 05:42
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#146
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Lion's Arch Merchant
Join Date: Jan 2008
Location: Pennsyltucky
Guild: The Imperial Gaurds Of Ascalon [TIGA]
Profession: E/
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Posting from work, don't have codes handy. First time posting in this thread, looking for advice / suggestions / encouragement
Max points in Energy Storage & Fire (runes fire +3 energy + ?) 4 points in Water
Fire Attunement
Glyph of lesser Energy
Firestorm
Searing Flames (E)
Glowing gaze
Steam
Glyph of Restoration
Djinn's Haste or Inferno
Weapon Sets : (stats are from memory might be off)
F1 - Blue 20/20 11-22 Fire damage Staff E + 10 (customized + 20) - [ 470 health 84 Energy] Primary
F2 - Green 20/10 11-22 Cold damage Staff E + 15 H + 30 - [ 500 health 89 Energy ] Use if can't keep health up
F3 - Green Lightning Staff 11-22 Lightning damage E + 15 H + 60 - [ 530 Health 84 Energy ] Use when hanging on
I've only ben playing ABs for about a week and GW for less than 2 months.
I try to keep Fire Attunement up all the time and spam SF GG & Steam and use Firestorm on groups or shrines etc.
What's surprised me the most so far is how well I've been able to fight Warriors & Dervish(s) man-on-man.
IF (big if) my skills recharge quickly I can spam 4 - 5 - 6 - 7 and win more often than I lose.
When it comes to ABs my experience has been really positive. I prefer following someone who's capping.
When coming back from a Death I'll sometimes ask for a Ping so i can find "my group" is this OK or make me sound like a noob when I ask for it? (This will be after not being able to "follow" the leader by pressing the space bar)
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Mar 15, 2008, 02:09 PM // 14:09
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#147
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Frost Gate Guardian
Join Date: Aug 2006
Location: Holland, ZHZ
Profession: R/W
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Quote:
Originally Posted by horseradish
I'd take out Scorpion Wire. It seems a bit redundant since you have Iron Palm in there already. Also, wtf? no speed boost.
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Tried it yet? Scorpion Wire + AoD is kinda what creates superb movement. Shadowstep > speed boost also imo (it's imba as hell, plus, if you really want the movment boost just make sure you get the attack shrine bonus). Iron palm is on a 20 second recharge, is conditional (if your hex/con gets removed, you're screwed over) so I like having an alternative. the damage from iron palm is far from required to actually score your kill. also, scorpion wire is nice when you're on AoD and facing someone who could remove your enchantment (the mesmer shrine anyone?) it takes away that downside. (although you shouldn't try and solo the mesmer shrine with AoD on, takes too long to get to half range and get scorpion wire off, by that time they'll have cast shatter enchantment already.
*edit, forgot to note iron palm actually has a longer recharge then the rest of the chain so that's another reason for taking scorpion wire. and it just owns in ABs.*
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Mar 15, 2008, 05:18 PM // 17:18
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#148
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Wilds Pathfinder
Join Date: Sep 2007
Location: In a donut hole
Profession: Rt/A
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The point of a speed boost is to shorten the time it takes to travel between shrines.
Your point in Iron Palm's longer recharge is moot imo since Impale and Signet of Toxic Shock have long recharges and that plenty of attack chains also suffer from long recharges.
Well, if it works for you, then go ahead. Your bar is better than the majority of ABers.
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Mar 15, 2008, 05:31 PM // 17:31
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#149
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Fullerton, Ca.
Guild: CDXX/THE420TH.COM
Profession: Mo/Me
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Ranger build:
"turrent"
1.sundering attack
2.penetrating attack
3.prepared shot(E)
4.RTW
5.savage shot
6.Flail
7.lighting reflexes
8. strom chaser
Marks 14
exp 13
pew pew pew!
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Mar 19, 2008, 04:03 AM // 04:03
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#150
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by Ismoke
Ranger build:
"turrent"
1.sundering attack
2.penetrating attack
3.prepared shot(E)
4.RTW
5.savage shot
6.Flail
7.lighting reflexes
8. strom chaser
Marks 14
exp 13
pew pew pew!
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Distracting shot. Don't leave home without it.
You could consider Pin Down.
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Mar 21, 2008, 12:20 PM // 12:20
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#151
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Krytan Explorer
Join Date: Dec 2007
Location: Plato's Cave
Profession: W/E
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[skill]Power Block[/skill][skill]Power Leak[/skill][skill]Power Drain[/skill][skill]Diversion[/skill][skill]Shame[/skill][skill]Shatter Enchantment[/skill][skill]Drain Enchantment[/skill][skill]Ether Feast[/skill]
Domination: 12+1+1
Inspiration: 10+1
Fast Casting: 8+1
Fun-as-hell powerblock mesmer. Try it, it is funny to shutdown every caster you encounter.
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Mar 21, 2008, 04:18 PM // 16:18
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#152
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Frost Gate Guardian
Join Date: Nov 2007
Location: STALKER!
Guild: Not in One
Profession: N/A
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Heres my W/Mo Survivability
[skill]Crippling Slash[/skill][skill]Gash[/skill][skill]Sun and Moon Slash[/skill][skill]Final Thrust[/skill][skill]Rush[/skill][skill]Mending Touch[/skill][skill]Holy Veil[/skill][skill]Lion's Comfort[/skill]
12+1+1 Swordsmanship
12+1 Strength
3 Protection Prayers
Has decent survivability, you can keep yourself free of nasty hexes and conditions, do decent damage, have a self heal, snare and catch up to people.
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Mar 21, 2008, 05:24 PM // 17:24
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#153
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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I'd remove Final for an IAS stance
ever since someone said '150% damage' I consider it a must,
EDIT: and Final + LC = fail!
Last edited by Bobby2; Mar 21, 2008 at 05:26 PM // 17:26..
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Mar 23, 2008, 03:11 AM // 03:11
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#154
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by Splitisoda
Heres my W/Mo Survivability
[skill]Crippling Slash[/skill][skill]Gash[/skill][skill]Sun and Moon Slash[/skill][skill]Final Thrust[/skill][skill]Rush[/skill][skill]Mending Touch[/skill][skill]Holy Veil[/skill][skill]Lion's Comfort[/skill]
12+1+1 Swordsmanship
12+1 Strength
3 Protection Prayers
Has decent survivability, you can keep yourself free of nasty hexes and conditions, do decent damage, have a self heal, snare and catch up to people.
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ever tried [skill]bull's strike[/skill]?
Its amazing on a cripwarr because naabs always try to limp away.
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Mar 23, 2008, 05:25 PM // 17:25
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#155
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Forge Runner
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[skill]Migraine[/skill] [skill]Conjure Nightmare[/skill] [skill]Ether Feast[/skill] [skill]Power Drain[/skill] [skill]Power Return[/skill] [skill]Drain Enchantment[/skill] [skill]Mending Touch[/skill] [skill]Illusion of Haste[/skill]
12+1+3 Illusion
9+1 Inspiration
9+1 FC
3(?) Prot
Fun bar. Rips apart casters and monks (obv), but requires good battle awareness to play, because if you get jumped by a sin, you're dead. And we all know there's 10 of those in every AB.
I considered clumsiness, but I don't like the nerfed (or buffed for pve lololo) version, so I just left anti-melee out. Your defense is skill and kiting. This bar can kill warriors, dervishes and sins (well, not the good ones) but it's definitely not a favourable fight. The only thing you should just staright-up run from is a machinegun ranger or paragon on open ground.
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Mar 28, 2008, 10:22 PM // 22:22
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#156
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by bungusmaximus
ever tried [skill]bull's strike[/skill]?
Its amazing on a cripwarr because naabs always try to limp away.
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QFT. It's particularly good on squishy spellcasters.
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Apr 07, 2008, 09:54 AM // 09:54
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#157
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Been having much fun in AB this weekend. Figured I'd share some builds with you all I've been enjoying a lot, see what sort of feedback I get!
[skill]Scorpion Wire[/skill][skill]Black Spider Strike[/skill][skill]Horns of the Ox[/skill][skill]Twisting Fangs[/skill][skill]Siphon Strength[/skill][skill]Dark Prison[/skill][skill]Signet of Toxic Shock[/skill]
Critical Strikes: 12 + 1
Dagger Mastery: 10 + 1 + 2
Deadly Arts: 8 + 1
I don't often play Assassin, though I designed this build when bored at work last week and have been playing it most of the weekend. It's hugely fun, and as bad as I've heard Scorpion Wire is, it works so beautifully on fools in AB who think kiting is the answer.
The build essentially has 2 methods of execution. First, is to hex target foe, and use the 4 attack skills from left to right, followed by Signet of Toxic Shock which is often a great finisher as they try to run. Second, which works well if the target is stood next to foes (meaning HotO doesn't cause KD), hex with Scorpion Wire and cover with Siphon Strength. Run away and get teleported back, then start off with Falling Lotus, Twisting Fangs, BSS, HotO, and Signet of Toxic Shock as a finisher.
Dealing with Kiters is the most fun. You know, the Ele who thinks Flame Djinn's Haste will save them from anything. Hex with Scorpion Wire while they're close and still within the "half spell range", and cover with Siphon Strength. Begin with Falling Lotus Strike, then often leaping straight in with a HotO will usually get them back down and licking floor while you slam down the other two attacks. As they get up and run away, Sighet of Toxic Shock can be cast. If that doesn't kill them they will often only be a few HP away from death, with degen from Poison and Bleeding.
Dark Prison is a quick, lazy way of starting the combo, but due to the recharge, it can't be used as often as I'd like. I was using Signet of Deadly Corruption in a former build indtead of DP, but the heal I got off it seemed poor and not worth the skillslot.
So, it doesn't deal with blocking, I have no self defense, no helf-heals.... I suppose that makes it bad. It does seem to work well however. It's worth noting that I have tried other elites, and other skills. The original build has Assault Enchantments as the elite, though I found it to be overkill. I also tried Expunge Enchantments instead of Dark Prison because I feel going into AB without enchantment removal is usually a bad move. I did get shouted at by another Assassin on the opposing team for this. I hadn't shown him the build but I had killed him several times. Is it a bad build, or was he just a sore loser? Any thoughts?
[skill]Empathy[/skill][skill]Cry of Frustration[/skill][skill]Power Block[/skill][skill]Power Drain[/skill][skill]Diversion[/skill][skill]Drain Enchantment[/skill][skill]Weapon of Warding[/skill]
Domination: 12 + 1 + 1
Fast Casting: 7 + 1
Inspiration Magic: 8 + 1
Restoration Magic: 8
One of my favourite AB Mesmer builds. It is incredible how many Elementalists forget that you're a Power Block Mesmer and try to cast that Meteor Shower on/near you several times throughout the course of the game. It doesn't necessarily deal much damage, but it causes a lot of disruption. Definitely a build to support the team. Weapon of Warding at 8 Restoration is a great skill for defense against physicals, and gives you more time to kite to safety, as well as it being able to be cast on allies in trouble.
[skill]Water Attunement[/skill][skill]Armor of Mist[/skill][skill]Glyph of Lesser Energy[/skill][skill]Icy Shackles[/skill][skill]Vapor Blade[/skill][skill]Blurred Vision[/skill][skill]Deep Freeze[/skill][skill]Maelstrom[/skill]
Water Magic: 12 + 1 + 1
Energy Storage: 12 + 1
Elementalist is, ironically, another character I don't play much in AB. I dunno, I never liked it much, despite it being my favourite character overall, the character I spend most of my time on, my main title hunter etc... This build, however, was so much fun. Water's not something I'd ever played before in AB but man, this was fun. A previous build did use Gaze of Contempt instead of Maelstrom, but after a run with Gaze, I decided to get rid in favour of Maelstrom for more fun.
Maelstrom + Deep Freeze allowed me to solo most caster shrines when my team decided to wander off...or get killed. Icy Shackles is amazing on Melee. Assassins and Dervishes especially since they're so often enchanted. I find myself wondering if it would be worth subbing Vapor Blade out for Chilling Winds and investing points in Air to make Icy Shackles and Deep Freeze snare key targets even longer. Without Gaze, Vapor Blade was less useful, though not entirely useless.
Definitely would play Water in AB again. It's more interesting and fun than the other elements in AB, and gives you a certain element of Battlefield control, which can be pretty sweet.
Quote:
Originally Posted by Alleji
if you get jumped by a sin, you're dead. And we all know there's 10 of those in every AB.
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AB. Assassin Battles.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Apr 07, 2008, 01:31 PM // 13:31
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#158
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Frost Gate Guardian
Join Date: Mar 2008
Location: France
Profession: Me/
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ye, meh luvz water skillz
running water trident is a lot of fun too, you will WTFPWN narutards =D
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Apr 07, 2008, 03:16 PM // 15:16
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#159
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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In assassin Battles u can just take shielding hands and Shield of absorption, after casting them u can usually dance and taunt and maybe cast some spells on people from other teams as well
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Apr 07, 2008, 06:31 PM // 18:31
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#160
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Ascalonian Squire
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Quote:
Originally Posted by Ismoke
Ranger build:
"turrent"
1.sundering attack
2.penetrating attack
3.prepared shot(E)
4.RTW
5.savage shot
6.Flail
7.lighting reflexes
8. strom chaser
Marks 14
exp 13
pew pew pew!
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one of my favourite builds to run with guild members ever
unfortunately it got nerfed
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