Quote:
Originally Posted by Shuuda
True, but 90% of all opinions have no evidence to back them up, and therefor are untrue opinions, Clarissa is one of them, and we don't need/care about it.
opinions cannot be untrue.
Once an opinion becomes..untrue it cannot be an opinion, it has to be inaccurate information that goes against fact.
His is simply an opinion as it does not go against fact.
Scroll down to conclusion to avoid wall of text
I've been looking at the pre-made Sin build you get when you start up
Leaping mantis sting, Jungle strike,Twisting fangs, Aura of Displacement
this combo with 13 DM and 13 Critical strikes.
Cannot kill any foe from full hp,even if Jungles conditional damage does happen.
The use of this combo brings foes to 50% hp or so, with a 15 recharge on the DUAL, that is a 1hit wonder due to it being +40 damage for 10 energy at 15 seconds, something a warrior pulls off for 5 or no energy, for low recharge.
The recharge of the entire combo is pathetic, do to it only causing you to take off an additional 10-20% hp off them the second use. Not worth it for a class that cannot stay in the fray long enough.
Using it with Flourish/Moebius the DPS of the combo wen't up to a satisfactory rate. Still pathetic, the only reason I got kills in any of the places I went, HA,TA,RA,AB was because I was running Disrupting dagger other wise. It would've failed regardless of Flourish/Moebius recharging (I prefered flourish for the E-management).
With flourish the recharge of the combo is pretty much 2-3 seconds for a 20 recharge combo, 16 energy using zealous, and flourish returns 6 energy back (costs 5 energy) for a 1 energy net-gain, with 3 energy pips it's not so hard to handle, with random crits helping in between. With AoD on however, you really miss the 3 energy pips changing to Vampiric/ebony daggers doesn't help much either.
A-nets OWN pre-made build that they give to us to use, Blows ass chunks completely with barely being able to make a kill, while other pre-made builds can atleast do what they are intended to do a bit better than this.
Using
[card]Hidden Caltrops[/card][card]Unsuspecting Strike[/card][card]Jungle Strike[/card][card]Twisting Fangs[/card][card]Disrupting Dagger[/card]
The Damage output was still rather pathetic.
Oh it did impressive damage IF.
You used it on a Moving foe at above 90% hp (to trigger Unsuspecting's bonus and Hidden caltrops at the same time) Then the rest of the combo (using DD to interrupt)
It still was boring Damage for a L-O-D combo.
Taking them to about 30-45% hp and on the second use only taking them to about 10%, TF and jungles recharge really hurts it.
For the sake of purposes once again DD came to the rescue as the combo on it's own was still inferior to a warrior, Finding that DD was my savior I took Deadly haste for more testing purposes.
DH allowed the combo to kill more (do to DD becoming 5-6 recharge)
but the energy component of DH made it unreliable by draining my energy once I needed to recast it.
Striving for Damage excellence I tried.
Way of the assassin, Unsuspecting Strike,Jungle Strike, Twisting Fang's DD, Crippling Dagger Deadly haste (just to trigger WoTA, DD,CD support)
The damage was much better (With critical on each hit, when it wasn't it was still not even near O-D-O-D standards, and much slower without an IAS)
Being able to take foes from 100% hp to about 10-20% DD'ing there heal/whatever and then Auto attacking (unsuspecting for +damage when I had the energy)
I was able to score some kills faster.
as you can tell L-O-D is significantly weaker than O-D-O-D and letting an assassin use skills Out of a chain isn't going to help if damage/recharge isn't fixed.
For all the skills I had to take to make that 1 combo worth it, I was dissapointed.
I could've taken a Burning Arrow ranger and be of far more use, survive more, and have better bar compression.
Even with L-O-D, just to get a really strong damage, I had to run 2 10 energy skills.
Both that fall out of grace once you have used them once (Unsuspecting and Twisting fangs)
1 skill just to trigger another skill (hidden caltrops to work on jungle strike)
Blah it was not worth the time and effort.
Hell I felt more useful using Mending Touch on the guys who were getting Poisoned by SoJ sins >.>.
Conclusion:
All this using skills out of a chain stuff means absolutely (im sorry) Jack shit, if the
Damage(effect) per Energy , Damage per Energy, Damage per speed.
Were all out of whack.
In fact I used about as much slots as the Sp sin does to get there damage so high and consistant, with LESS effect.
Pre horns nerf you could do
GPS,Horns,FS, TF and do more damage, with better energy per damage IMO.
or BSS, Horns, Moebius TF.
or
BLS (before lead switch) Horns,FS,TF/
Which makes sense having 2 duals.
but its not even like the speed evens out.
The recharges are still pretty much JUSt as high for L-O-D and O-D-O-D
and the slots to make it work are pretty much the same (I had to take Disrupting dagger/stab/ or distracting blow/MoI, MOI not working as great do to high recharge)