Jul 26, 2006, 09:03 AM // 09:03
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#1
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: Wasp Ward against stupidity
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My a/w build (medium damage)
Palm Strike {Elite} - Skill
Twisting Fangs - Dual Attack or (*) Critical Strike - Dual Attack
Critical Defenses - Enchantment Spell
Wild blow - Melee attack
Critical Eye - Skill
Shadow Refuge - Enchantment Spell
Way of Perfection - Enchantment Spell
Res Sig- signet
The trick of this build is the fact that at { 16 critical } you have with critical defense almost a 80% blocking. To be exact it is 78% with the wildblow you can have nonstop attacking very easy to be honest especialy if you carry a {Enchanting dagger handle} also i carry {Sundering tang}.
If you time the palm strike and twisting fangs right its a nice damage surge what i tend to do is. Palm strike ... wait a while palm strike recharges while making sure my if i need to recharge ciritical defense *IE* wild blow or high ciritical chances. Also wild blow helps so much for final damage vs guarded or spirited people and also removing stances of course.
Anyways when palm strike is recharged i then twisting fang the person droping hp a good amount usually about 70++ ; 100ish vs monks then also the deep wound again then with another palm strike resulting in a 160-190 damage spike + deep wound.
What i run is +15 armor while attacking in turso and legs then + mana on the arms/feet and that is 27 mana which is plenty mana i never run low. well rarely.
16 (3+1) Critcal
12 (2) shadow art
9(1) dagger
i have been bored and done melee vs melee and really no one has beat this build ... even if they have killed me even when in -15 i can still easily beat them.
Also i have tested it i have had 5 or 6 physical melee/archers on me at once... and been able to kill all solo without alot of worry at the guild hall. (npcs).
i hope i see this build in RA more often its a good strong build and the only thing that kills it is Hex based slower attack, and blinding.
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Jul 26, 2006, 07:01 PM // 19:01
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#2
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by P u m a
i hope i see this build in RA more often its a good strong build and the only thing that kills it is Hex based slower attack, and blinding.
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Enchantment removal would also put a hurting on you in RA as this build is highly dependent upon Critical Defenses and Way of Perferction. At least, it seems to me that you use wild blow to make these skills better.
Quote:
Originally Posted by P u m a
16 (3+1) Critcal
12 (2) shadow art
9(1) dagger
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Palm Strike+Twisting Fangs does make for a very quick spike especially on targets already low on health. I have seen a couple TA teams (and I know for a fact that they were not RA) make use of this combination.
However, your build doesn't seem to have much in the way of damage given the low dagger mastery. In addition, you are using a superior and a major rune which in RA I feel is quite risky especially considering that this sin has no teleportation skills.
Without modifying your skills (as I realize you are trying to use this for RA), I think you will find that you are more efficient at:
13 (11+2) Critical
15 (12+3) Dagger
7 (6+1) Shadow Arts
Quote:
Originally Posted by P u m a
...to be honest especialy if you carry a {Enchanting dagger handle} also i carry {Sundering tang}.
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Sundering is widely regarded by the PvP community as garbage and with good reason. I will not go over the math here as there are plenty of other threads that discuss this. So you want an echanting mod? How about the following weapon sets from the PvP creation screen:
1. Zealous 15^50 of Enchanting 20% - your main weapon set
2. Icy 15^50 of Fortitude (Health +30) - your backup weapon set as a switch when you are hitting a warrior (you'll bypass 20 armor by using an element), out of combat and want to regen energy faster, or when you need the extra 30 health to help yourself stay alive.
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Jul 27, 2006, 10:45 AM // 10:45
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#3
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: Wasp Ward against stupidity
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having the 9 dagger is for a reason ... palmstrike and twisting are critical damage. also if you have 16 dagger and no dagger attacks.... you basicly do the same damage as a 9 dagger with no dagger attacks. but the chance for random double strikes is lower. anyways thanks for the info on the daggers tangs anyways usually way of perfection gets removed if any do and ive just never had issues with it to be honest maybe ive been lucky about enchant removeal no one figures out that why im blocking so much is a high recharge enchant removeal lol
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Jul 27, 2006, 02:50 PM // 14:50
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#4
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Lion's Arch Merchant
Join Date: May 2005
Location: Maryland
Profession: Mo/
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How do you figure you do the same damage with 9 DM as with 16 DM??
Your crit hits go from 38 (16 DM) to 25 (9 DM). 13 damage every crit. Your average damage per second (including crits and 13 Crit Strikes) from 9 DM to 16 DM nearly doubles. At 9 DM, avg dmg per second is 14.52, at 16 DM it's 26.08.
I'd aim for 14 Crit Strikes (12 + 2), 13 Dagger Mastery (10 + 1 + 2), 9 Shadow Arts (8 + 1). Use 2 Major Runes. With a 20% enchanting wpn, your Way of Perfection will last 30 seconds at 9 SA.
Or, as Divine suggests, drop down to 7 Shadow Arts and ditch Way of Perfection. I'm not a big fan of that skill anyway. I'd take Dark Escape, Shadow of Haste, or Dash instead.
Last edited by Aug; Jul 27, 2006 at 03:05 PM // 15:05..
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