Build Suggestions...

they call me joker

they call me joker

Ascalonian Squire

Join Date: Aug 2006

WA

Aero Snakes

A/R

*limps in half dead with 40% death penalty*
ok...i'm tired of my assassin not being able to survive in a fight...at all. i'm an a/r, and its not workin out for me...does anyone have any good builds to help me simply stay alive in a fight? and win, of course.

Desires

Desires

Frost Gate Guardian

Join Date: Jan 2006

A/

If your an assassin ranger and want to survive go critical barrage.

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

Thats not an assassin..

Look at this skill: Dark Escape, it's great for egtting out of combat.

Aura of Displacement and recall, possibly return too are good for escaping from your doom.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

"to survive a fight".

Either, you don't kill them before they kill you ( 1on1 ). This proves lack of damage or good combo.

OR. You don't take enough healing ( RA battle ) ( note: I take no healing in RA, because I'm pro )

Maybe you use teleport to get ahead of your team, so you'll get all aggro ( yes, aggro in pvp=> RA )

Please clarify what situation you are in.

silverwyng

silverwyng

Academy Page

Join Date: Jul 2006

Heroes of Hobby Haven

A/Me

or...i've you're in PvE, you're charging way ahead of your warrior, thus getting focused on by the mob.

for an a/r, you can always bring a pet and cast whirling defenses or dryder's defenses before going in.

spura posted a great a/r build that kills and let's you evade damage long anough for you to spike a target dead or run back to your monks. it's here somewhere.

Bloodied Blade

Desert Nomad

Join Date: Jan 2006

R/

A wise man once said: "If you've stuck around long enough for your armor bonuses to matter, you've stuck around too long".

If you're losing in PvE it's because you're trying to be a tank and Leeroy-ing in front of your warrior, or because you're not bringing teleports. I'm going to hope that it's the latter.

You could cast Recall on your monk (so long as they don't carry CoP, that could get ugly) and cancel it when you take any aggro, teleporting you away to healing.

For PvP-

Unless you're making use of Beast Mastery, don't go A/R. If you make use of BM I would suggest taking Ferocious Strike {e}, Charm Animal, and Comfort Animal with 8-10 in BM. This means probably sacrificing points in Critical Strikes (10+1+1 Dagger, 8+2 crit, 8 shadow, 8-10 BM).

Hollerith

Lion's Arch Merchant

Join Date: Sep 2005

I usually bring Return for pve.

audra

audra

Academy Page

Join Date: Feb 2006

N/R

Don't run in first.

Sounds simple? Knowing when and what to attack is the most effective survival skill.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

^^^qft. That's why the yassassin doesn't need healing. The player just needs skill to play it.

narud

Frost Gate Guardian

Join Date: Apr 2006

W/

lol i agree yanman. Lots of my guildies making sins ask me how i survive and i say "thou shall not leave your damager undamaged"..... ok thats not what i say but it means the same thing.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

I shall quote The Superweapons General from C&C:Zero Hour - "my greatest weapon is my mind". That is how you must survive. You must determine how much damage you can take before you must flee. My guideline is if I take 10-20% damage of my max health, its time to leave.

I have recall cast on a range caster or attacker (monk or ranger or ele or necro or rit). At the start of each mission/quest.

Do your combo (if not attacked, stay in until you take 1 damage, then you must start to flee - the 1 damage can be from anything, hex, AoE spells, whatever).

Marak Trin

Marak Trin

Pre-Searing Cadet

Join Date: Sep 2006

Four Hitokiri of Bakamatsu

A/R

Everyone else has good points. I also have an A/R, and I'm usually on point in PvE to catch aggro with my bow. After that, I usually run like heck or make use of recall to stick by either the tank or the monk.

The skills I make use of help me to balance both attack and defense. Basically, I help the tank double team whatever and recall out of the fray when I take too much damage. I'd say ALWAYS take either recall or return with you, but never both.

The only thing i ever have a problem with are DOT effects. Poison or bleeding. Nasty. But when it comes to melee or ranged, I got it covered.

Celab

Lion's Arch Merchant

Join Date: Jun 2006

[VENT]

W/

Assassins are not about defence. Recall is good, wait for the tank, get in, then recall out BEFORE you catch agro, not when your taking too much damage for your monk to handle.

Demesis

Demesis

Banned

Join Date: May 2006

I kill the enemy before he kills me. Problem solved.