Aug 24, 2006, 05:16 PM // 17:16
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#1
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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[QQ] Dual Assassin Build (as of Fun Season '06)
Assassin/Elementist
Aura of Displacement, Shock, Falling Spider, Twisting Fangs, Golden Phoenix Strike, Shadow Refuge, Dark Escape, Caltrops
Dagger Mastery: 12+1+2
Critical Strikes: 11+2
Shadow Arts: 6+1
Assassin/X
Aura of Dispalcement, Golden Phoenix Strike, Falling Spider, Horns of the Ox, Twisting Fangs, Shadow Refuge, Dark Escape, Res Sig
Dagger Mastery: 12+1+2
Critical Strikes: 11+2
Shadow Arts: 6+1
Ranger/Warrior
Ferocious Strike, Irresistable Blow, Crushing Blow, Hammer Bash, Tiger's Fury, Charm Animal, Comfort Animal, Res Sig
Beast Mastery: 10+1+1
Expertise: 8+1
Hammer Mastery: 12
Ranger/Warrior
Ferocious Strike, Irresistable Blow, Crushing Blow, Hammer bash, Tiger's Fury, Charm Animal, Comfort Animal, Res Sig
Beast Mastery: 10+1+1
Expertise: 8+1
Hammer Mastery: 12
Monk/Mesmer
Air of Enchantment, Reversal of Fortune, Guardian, Smite Hex, Balthazar's Aura, Zealot's Fire, Channeling, Resurrect
Smiting Prayers: 11+1+3
Protection Prayers: 9+1
Divine Favor: 9+1
Inspiration Magic: 6
Monk/Mesmer
Reversal of Fortune, Vigorous Spirit, Spirit Bond, Gift of Health, Holy Veil, Revealed Hex, Energy Drain, Divine Boon
Divine Favor: 11+1+1
Protection Prayers: 8+1
Healing Prayers: 8+1
Inspiration Magic: 9
Monk/Mesmer
Reversal of Fortune, Mend Condition, Protective Spirit, Guardian, Contemplation of Purity, Revealed Hex, Energy Drain, Divine Boon
Divine Favor: 12+1+1
Protection Prayers: 9+1
Inspiration Magic: 9
Elementalist/Monk
Ether Prodigy, Heal Party, Extinguish, Draw Conditions, Blinding Flash, Windborne Speed, Deep Freeze, Ice Spikes
Water Magic: 7+1+2
Energy Storage: 8+1
Air Magic: 8+1
Healing Prayers: 12
EDIT: Added skill-for-skill monk bars to accurately reflect the current build.
~Tommy
EDIT2: Added attributes for each character.
~Tommy
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Aug 24, 2006, 05:20 PM // 17:20
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#2
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Your second assassin, how does it connect twisting fangs? How do you use those 2 dual attacks?
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Aug 24, 2006, 05:23 PM // 17:23
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#3
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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GPS -> Horns -> Spider -> Fangs
or...
GPS -> Fangs.
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Aug 24, 2006, 05:28 PM // 17:28
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#4
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Pre-Searing Cadet
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what i do is replace aura of displacement with Way of the Empty Palm so the combo's cost 0 energy ~
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Aug 24, 2006, 05:29 PM // 17:29
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#5
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Ok I feel like an idiot now.
I usually place my combo in order. So it should be gps-horns-spider-fangs, not gps-spider-hoto-fangs. that's what I am confused.
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Aug 24, 2006, 05:56 PM // 17:56
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#6
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by bubalooey
what i do is replace aura of displacement with Way of the Empty Palm so the combo's cost 0 energy ~
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And make your Assassins completely pointless? Excellent.
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Aug 24, 2006, 06:25 PM // 18:25
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#7
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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Quote:
Originally Posted by Yanman.be
Ok I feel like an idiot now.
I usually place my combo in order. So it should be gps-horns-spider-fangs, not gps-spider-hoto-fangs. that's what I am confused.
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No, Golden-Horns-Spider-Twisting is the way to do it. You can however, use golden followed by twisting for a quick deep wound.
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Aug 24, 2006, 10:13 PM // 22:13
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#8
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Quote:
Originally Posted by Yanman.be
Ok I feel like an idiot now.
I usually place my combo in order. So it should be gps-horns-spider-fangs, not gps-spider-hoto-fangs. that's what I am confused.
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The assassins most likely place their combos in order as well. However, these are simply the skills and attributes as reported by Vanquisher and myself. The order of the skills may not be optimal, and we apologize for that, but they can be modified to any player's liking. The only bar sequences that we are sure of are those of the first two Monk/Mesmers (smiter and boon prot/heal), as those are the roles that we ourselves play within the build. I'll try to get this done on GWfreaks or something to make it look snappy pretty soon.
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Aug 30, 2006, 06:29 AM // 06:29
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#9
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Frost Gate Guardian
Join Date: Mar 2006
Location: Canada
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make smiter mo/e because channeling isn't all that gr8 in GvG
run with 16 in smiting for sure...
drop points from DF, add some points in air and bring windborne speed so the thumper can catch kiting targets..
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Aug 30, 2006, 07:06 AM // 07:06
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#10
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Gumby
make smiter mo/e because channeling isn't all that gr8 in GvG
run with 16 in smiting for sure...
drop points from DF, add some points in air and bring windborne speed so the thumper can catch kiting targets..
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Without Channeling your Zealots is going to get stripped right off every time. It also does help with energy on a midline caster, where your positioning isn't as crucial as a backline monk.
Running a Sup makes you spikebait.
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Aug 30, 2006, 06:17 PM // 18:17
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#11
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by JR-
Without Channeling your Zealots is going to get stripped right off every time. It also does help with energy on a midline caster, where your positioning isn't as crucial as a backline monk.
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Yes.
Quote:
Originally Posted by JR-
Running a Sup makes you spikebait.
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I think the extra damage you do is worth it.
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Aug 31, 2006, 12:21 AM // 00:21
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#12
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Ascalonian Squire
Join Date: Apr 2006
Guild: Xen of Onslaught
Profession: Mo/Me
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For those of you who dont understand how this build works, it is designed as a dedicated split squad. THe assassins are a "gank" squad, which excells at clearing out the enemy base's npcs, and if left unchecked will even take out bodyguards. What then happens is that the enemy team is either forced to split or to pressure the rest of QQ's team, which is simply supposed to hold out while the assassin gank squad does its work. This build fails when the assassin gank squad fails. Heres a few tips for running the build (as we do in Xoo (main)).
1. Opening strategy: THe assasins take the thief, and push to the enemy's back door. The point at which they split off depends on the map, and the door they go to depends on which way the enemy team pushed out. THe main team attemps to cap and hold the Tower flag stand (morale boost stand).
2. Assassins need to communicate with the main team and vice versa as to what kind of threat is moving where. If theres a team heading to the assassins, they need to know well in advance so they can excape the base.
3. If assassins cant attack the base, they can rejoin the main team and assist pressure until enemy team recollects, then they can split again.
4. AOD can be a life saver if used properly. You can leave it on the bottom of a bridge area and step to the top to do your work, then disengage it to get safely out of range of the enemy defense squad.
5. YOur main team should be able to push back the enemy team if the split is not handled properly.
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Aug 31, 2006, 07:21 AM // 07:21
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#13
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Just to clarify, this is NOT a base-gank build. The intention of the build is in no way to clear out NPCs to make way for VoD. The split team of two assassins has the potential to kill enemy lords by themselves and have done so in the past, but such a situation is not optimal. Lioka did a fine job of outlining some of the objectives of the build, but point number five needs to be bolded. The build is based on opponent reaction, and being so, is a pressure build rather than a VoD NPC-killing build, as many guilds have tried to run it. If the game gets longer, then that is an incentive, but by no means is killing NPCs ever a primary focus.
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Aug 31, 2006, 08:13 AM // 08:13
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#14
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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I think the gank squad ganking the enemy flagger is higher on the list than killing NPCs. Also ganking lone defenders is also very useful for the stand team, at least evening the out-numbering.
Its a common mis-conception... ^^
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Aug 31, 2006, 12:32 PM // 12:32
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#15
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Academy Page
Join Date: Sep 2005
Guild: Requiem Lords
Profession: Mo/
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Just a very quick question, for the second boon prot are those the actual attributes you used?
Because I might have thought using E drain that a 10 prot 9 insp could be better?
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Aug 31, 2006, 12:35 PM // 12:35
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#16
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by MAdnRisKy
Just a very quick question, for the second boon prot are those the actual attributes you used?
Because I might have thought using E drain that a 10 prot 9 insp could be better?
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An oversight on Tommy's part, i'm sure.
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Sep 01, 2006, 08:29 PM // 20:29
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#17
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Quote:
Originally Posted by MAdnRisKy
Just a very quick question, for the second boon prot are those the actual attributes you used?
Because I might have thought using E drain that a 10 prot 9 insp could be better?
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I'm sorry, after adding all of those attributes, I really didn't know what I was typing any more (with the +1's and all), but yeah, you're right, that makes no sense. Running an extra point of inspiration for one energy on ihex is ridiculous. I generally run the first boon, so it's the other monk I messed up ^^. I'll change that now, and thanks for picking up on it.
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Sep 01, 2006, 11:18 PM // 23:18
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#18
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Ascalonian Squire
Join Date: Apr 2006
Guild: Xen of Onslaught
Profession: Mo/Me
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Quote:
Originally Posted by romO
Just to clarify, this is NOT a base-gank build. The intention of the build is in no way to clear out NPCs to make way for VoD. The split team of two assassins has the potential to kill enemy lords by themselves and have done so in the past, but such a situation is not optimal. Lioka did a fine job of outlining some of the objectives of the build, but point number five needs to be bolded. The build is based on opponent reaction, and being so, is a pressure build rather than a VoD NPC-killing build, as many guilds have tried to run it. If the game gets longer, then that is an incentive, but by no means is killing NPCs ever a primary focus.
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THanks for that clarification. I was wondering why XoO wasnt handling it right. I can see how you can easily gank the enemy flag runner with this build, or shuttle a flag in a pinch, take out an unsuspecting monk, etc. Its always fun to learn from the best.
NOw if only i could get my guild's match callers to see the assassins that way.
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Sep 02, 2006, 02:20 AM // 02:20
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#19
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Krytan Explorer
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I don't know, we seem to have a lot of fun (and victories) playing it in many different ways.
Which is, I suppose, a hallmark of a good build.
And lioka, I think the match callers you're referring to are the people just playing around with it in the off season, not the people who were using it seriously (*cough* aus).
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Sep 05, 2006, 01:35 AM // 01:35
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#20
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Ascalonian Squire
Join Date: Apr 2006
Guild: Xen of Onslaught
Profession: Mo/Me
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I see a lot of fun with this build too, its just that whenever we start it its like
"assassins take the thief and head for their back door, the rest go to the flagstand"
We cant just say "hey, lets take those assassins, and tell them to screw up things that happen outside of the main engangement" or "hey, gank-spike their monks" or "go intercept their flagrunner". What we and many other guilds fail to realize is that an assassin *is* utility, not that it doesn't have it.
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