BoA vs. Lightning Reflexes
Samurai-JM
[skill]Burst of Aggression[/skill] and [skill]Lightning Reflexes[/skill]
What do these have in common, and how do they differ? Let's take a look.
Both skills are stances, and both have 5 seconds of +33% IAS, very useful for assassin spikes.
Burst of Aggression costs 5 energy, has a 12 second recharge, and causes the user to lose all adrenaline, which most assassins don't use anyway. Sounds good right?
How about Lightning Reflexes with its 10 energy cost, 45 second recharge, and hey at least it has a nice 75% chance to block? Yea right!! Right? Think again.
Take a look at this build:
[skill]Assassin's Promise[/skill][skill]Death's Charge[/skill][skill]Lightning Reflexes[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Black Spider Strike[/skill][skill]Blades of Steel[/skill][skill]Feigned Neutrality[/skill]
The build is basically a PvE version of the standard SP/BoA sin. Comes fully equpped with a shadow step and 33% IAS, just as any normal Spike sin has. But this one is different. Not only does it have these standard traits, but it adds on a 75% chance to block all physical damage, near limitless energy, and a fully charged skillbar every few seconds. All you have to do is ensure that your target dies.
In PvE, this is hardly a problem. Most monsters fall to 2 or 3 attacks, while some of the larger ones require the full combo, and some others may even need the help of the entire team. This is where the controversy begins.
Most people unfavored the last attempt at a build like this, simply because it didn't work if the enemy didn't die. Whose fault was this though? Not the builds, not the enemies, but your own fault(no offense of course). All you need to do here is choose targets wisely, just as with any other assassin build. Take out targets such as monks, mesmers, elementalists, etc. first. Then when the mob begins to wind down to a few monsters, pile onto the heavier armored enemies with your team to ensure the kill. Simple as that.
Any questions/comments?
What do these have in common, and how do they differ? Let's take a look.
Both skills are stances, and both have 5 seconds of +33% IAS, very useful for assassin spikes.
Burst of Aggression costs 5 energy, has a 12 second recharge, and causes the user to lose all adrenaline, which most assassins don't use anyway. Sounds good right?
How about Lightning Reflexes with its 10 energy cost, 45 second recharge, and hey at least it has a nice 75% chance to block? Yea right!! Right? Think again.
Take a look at this build:
[skill]Assassin's Promise[/skill][skill]Death's Charge[/skill][skill]Lightning Reflexes[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Black Spider Strike[/skill][skill]Blades of Steel[/skill][skill]Feigned Neutrality[/skill]
The build is basically a PvE version of the standard SP/BoA sin. Comes fully equpped with a shadow step and 33% IAS, just as any normal Spike sin has. But this one is different. Not only does it have these standard traits, but it adds on a 75% chance to block all physical damage, near limitless energy, and a fully charged skillbar every few seconds. All you have to do is ensure that your target dies.
In PvE, this is hardly a problem. Most monsters fall to 2 or 3 attacks, while some of the larger ones require the full combo, and some others may even need the help of the entire team. This is where the controversy begins.
Most people unfavored the last attempt at a build like this, simply because it didn't work if the enemy didn't die. Whose fault was this though? Not the builds, not the enemies, but your own fault(no offense of course). All you need to do here is choose targets wisely, just as with any other assassin build. Take out targets such as monks, mesmers, elementalists, etc. first. Then when the mob begins to wind down to a few monsters, pile onto the heavier armored enemies with your team to ensure the kill. Simple as that.
Any questions/comments?
Arkantos
You have to wait 45 seconds between each spike. That's the difference.
Dr Strangelove
Banking an awful lot on your target dying. ANy number of things can screw you into oblivion, namely hex removal, blocking, interrupts, blind, etc. One cog in your chain goes wrong and you're stuck sucking down a 45 sec recharge on your only way to start your chain and your IAS. No thanks.
centur
Assassin Promise solves this problem in case of successfull spike =).
Arkantos
Quote:
Originally Posted by centur
Assassin Promise solves this problem in case of successfull spike =).
if target dies without AP getting removed.
Now, why would you run this into a 5e IAS?
if target dies without AP getting removed.
Now, why would you run this into a 5e IAS?
xDusT II
But if it isn't successful your shut down for 45 seconds...
Shendaar
I guess its the price to pay for a powerful self-recharging combo with a block and IAS stance in one. I could see it working well in PvE, especially in the easier areas, but Assassin Promise is a big no no anywhere that you can't guarantee a kill at least 80% of the time.
Evaem Asollan
For aspenwood or Ab I love running this build:
Assassins Promise
Dark Prison
Burst of Aggression
Black Lotus Strike
Horns of the Ox
Black Spider Strike
Blades of Steel
Impale
Attributes (I think):
12 + 1 Dagger
11 + 1 Deadly
6 + 1 + 1 Crit
Not much lives through that chain unless they have stances or backup. In ab I always have a monk with my so a self heal isn't that important. I don't need a heal in aspenwood since its very fast respawns and most of the action is in the castle. The build shines when you take people trickling in from spawn points. Kill one after the other non-stop.
I'll have to try Lightning Reflexes to see if I can support the upfront energy cost.
Assassins Promise
Dark Prison
Burst of Aggression
Black Lotus Strike
Horns of the Ox
Black Spider Strike
Blades of Steel
Impale
Attributes (I think):
12 + 1 Dagger
11 + 1 Deadly
6 + 1 + 1 Crit
Not much lives through that chain unless they have stances or backup. In ab I always have a monk with my so a self heal isn't that important. I don't need a heal in aspenwood since its very fast respawns and most of the action is in the castle. The build shines when you take people trickling in from spawn points. Kill one after the other non-stop.
I'll have to try Lightning Reflexes to see if I can support the upfront energy cost.
Priest Of Sin
In ABs, BoA is hillariously ineffective now. Every ranger is bringing an evasion stance, every ele is bringing blind. Monks know how to counter it to oblivion, and will simply put Guardian on themselves in case they see Shadow Prison cast on them. This build kinda swaps it up nicely, and they don't really notice the spike untill it's too late.
But nothing beats the Signet Spiker with Augury Of Death...
But nothing beats the Signet Spiker with Augury Of Death...
FoxBat
I've been running that exact bar on a ranger for a while, but good point that you don't even need expertise thanks to promise, and can squeeze out some extra damage with assassin runes and critical strikes.
Anything this reliant on promise is a little fragile in areas with hex removal and decent monks, but it's still an awesome build in most of PvE. At least the dark prison variant gives you a cover hex.
Anything this reliant on promise is a little fragile in areas with hex removal and decent monks, but it's still an awesome build in most of PvE. At least the dark prison variant gives you a cover hex.
Coloneh
you shouldnt need the 75% to block if you are spiking right.
ensoriki
coloneh thats rather absurd, in pve there is rarely just 1 enemy. there are many and they come at you in waves after waves after.....waves.
You can kill someone sure, but what about there team mates?
Anyways pve builds generally always have
Sins promise
AoD
Moebuis
Shadow meld... (well not really)
Not much makes it any different from BoA sin tho
You can kill someone sure, but what about there team mates?
Anyways pve builds generally always have
Sins promise
AoD
Moebuis
Shadow meld... (well not really)
Not much makes it any different from BoA sin tho
pingu666
i run something similer, 90%+ of the time ull mow stuff down its really funny, time to kill isnt that much higher for high al targets (try the test dummies)
a backup or helper hex can help alot (u dont nessesarily need to carry it), something like expose defenses
a backup or helper hex can help alot (u dont nessesarily need to carry it), something like expose defenses
Arkantos
Quote:
Originally Posted by ensoriki
coloneh thats rather absurd, in pve there is rarely just 1 enemy. there are many and they come at you in waves after waves after.....waves.
He's right though. You shadow step in, spike your opponent, and get out. You have monks to heal you while getting out. the 75% is useless.
Crazyvietguy
Quote:
Originally Posted by Arkantos
He's right though. You shadow step in, spike your opponent, and get out. You have monks to heal you while getting out. the 75% is useless.
Correct, First off you shouldnt lead the attack anyways so the focus shouldnt be even 50% on you. While I prefer to teleport in and out for PvE, a speed buff is just as effective. While the 75% bonus is nice and may prevent any and all damage it isnt crucial to survival.
While this is an interesting take on the BoA Sin in PvE (which I appreciate, at least your thinking and coming up with something different and effective, yes this is effective.) I dont see it becoming any sort of popular. I did test it, I hardly prefer this over my [skill]Shadow Walk[/skill] + [skill]Assassin's Promise[/skill] because of the teleporting, basic hit and run tactics.
I would like to see, instead of death's charge perhaps [skill]Return[/skill] since running in shouldnt be as difficult as running out..usually
Also.. IAS for assassins in PvE doesnt carry the same effect that it does in PvP. Reason being is PvE monsters (from my experience) dont have the thought process to counter with guardian or another evasive spell immediately. That combo you have there is around 4 seconds..ish. For a human this isnt a entirely too difficult counter, however youll find most monsters, with the exception of high level monks and rangers, wont be able to counter this at all, and if they do you only need to swing at them 1 or 2 more times.
However, nice job converting an overused PvP technique into something that works fairly well in PvE.
While this is an interesting take on the BoA Sin in PvE (which I appreciate, at least your thinking and coming up with something different and effective, yes this is effective.) I dont see it becoming any sort of popular. I did test it, I hardly prefer this over my [skill]Shadow Walk[/skill] + [skill]Assassin's Promise[/skill] because of the teleporting, basic hit and run tactics.
I would like to see, instead of death's charge perhaps [skill]Return[/skill] since running in shouldnt be as difficult as running out..usually
Also.. IAS for assassins in PvE doesnt carry the same effect that it does in PvP. Reason being is PvE monsters (from my experience) dont have the thought process to counter with guardian or another evasive spell immediately. That combo you have there is around 4 seconds..ish. For a human this isnt a entirely too difficult counter, however youll find most monsters, with the exception of high level monks and rangers, wont be able to counter this at all, and if they do you only need to swing at them 1 or 2 more times.
However, nice job converting an overused PvP technique into something that works fairly well in PvE.
FoxBat
Erm, assuming you aren't facing elemental damage, and you have 75% blocking... why *NOT* lead the attack? You can tank while dealing out the damage then, keep your team from getting as beaten up.
Again if you have 75% blocking, why should you get out? Just keep on leaping around and killing.
Maybe that works better on rangers who are already immune to anything they can't block (except a blood spike from those wallow packs, grrr...)
And with promise.... the point of IAS isn't to circumvent reaction times, its to kill faster. Your combo is recharged as soon as something dies, so the sooner it dies, the sooner you get onto the next one. You can't fit in that IAS with shadow walk.
Again if you have 75% blocking, why should you get out? Just keep on leaping around and killing.
Maybe that works better on rangers who are already immune to anything they can't block (except a blood spike from those wallow packs, grrr...)
And with promise.... the point of IAS isn't to circumvent reaction times, its to kill faster. Your combo is recharged as soon as something dies, so the sooner it dies, the sooner you get onto the next one. You can't fit in that IAS with shadow walk.
Samurai-JM
^Exactly my point. The only thing assassins have little defense against right now is elemental damage, and I'm trying out things such as critical defenses/elemental resistance to counter that, but Its still a work in progress.
The 45 second downtime is only a problem if you don't pay attention. As long as you stick to proper targets, they will always die. And if they don't, 45 seconds isn't THAT long to wait if you think about it, just stay out of trouble while the party handles it. The best situation is when you have other party members who use hexes, so even if something goes wrong you are still very effective, just not as fast.
The 45 second downtime is only a problem if you don't pay attention. As long as you stick to proper targets, they will always die. And if they don't, 45 seconds isn't THAT long to wait if you think about it, just stay out of trouble while the party handles it. The best situation is when you have other party members who use hexes, so even if something goes wrong you are still very effective, just not as fast.
Kaleban
Quote:
Originally Posted by Arkantos
He's right though. You shadow step in, spike your opponent, and get out. You have monks to heal you while getting out. the 75% is useless.
I'm sure 75% blocking ALWAYS while rapid firing your combos is terrible, especially when going for, say, Survivor titles?
Sure, its the elemental damage in Factions (spec Afflcited) that hurts Sins the most, but if you move to NF, there is a lot of nasty physical damage there.
For an extra 5 energy, what sin can say NO to free 75% blocking above and beyond 35% IAS? Hardly useless or stupid.
For constructive criticism, I would suggest in PvE to replace BoS with Death Blossom. You're far more likely to face large mobs for the majority of time than single high health targets. Plus DB's damage comes close to BoS without the conditional recharging attacks. In PvE, I usually go with this four attack chain:
BLS->DB->BSS->TF (swap positions of BSS and BLS, energy permitting)
This way, I guarantee I do massive damage all around me before finishing off my target with TF. Also, I personally prefer Dark Prison to Death's Charge, since you not only get the snare effect, but it also acts as a cover hex for AP in the case of hex removing mobs. For me, FN is a good enough heal, even with the duration reduction.
Sure, its the elemental damage in Factions (spec Afflcited) that hurts Sins the most, but if you move to NF, there is a lot of nasty physical damage there.
For an extra 5 energy, what sin can say NO to free 75% blocking above and beyond 35% IAS? Hardly useless or stupid.
For constructive criticism, I would suggest in PvE to replace BoS with Death Blossom. You're far more likely to face large mobs for the majority of time than single high health targets. Plus DB's damage comes close to BoS without the conditional recharging attacks. In PvE, I usually go with this four attack chain:
BLS->DB->BSS->TF (swap positions of BSS and BLS, energy permitting)
This way, I guarantee I do massive damage all around me before finishing off my target with TF. Also, I personally prefer Dark Prison to Death's Charge, since you not only get the snare effect, but it also acts as a cover hex for AP in the case of hex removing mobs. For me, FN is a good enough heal, even with the duration reduction.
Arkantos
Quote:
I'm sure 75% blocking ALWAYS while rapid firing your combos is terrible, especially when going for, say, Survivor titles?
When your group first aggro's, all melee will run towards your group. You shadowstep to their backlines. The melee will not target you when they are after one of your casters in your backline while you are in their backline. So if you really think 75% block vs wanding is worth the extra 5 energy, go for it.
Kaleban
Quote:
Originally Posted by Arkantos
Plus, the aggro of mobs, combined with lag or other factors does not guarantee that you will never draw aggro as a sin in PvE, whether hero/henching or with humans.
So, IMHO 75% block versus melee mobs, and ranger mobs is worth an extra 5 energy, especially considering if you have a competent healer or two in your group, you can swap out FN for SoTS which is gravy damage.
Besides, with Radiant insignias and Runes of Attunement, why would you NOT want a free 75% block rate just in case by switching out the only secondary profession skill for a superior one? Habit?
Plissken
If 75% chance to block is so important for you...mind if I suggest Flashing Blades? Of course,you will need to rethink the build but with dagger master 15 the chance to dodge lasts indefinitely.I personally had given up the Assassin's Promise build,because is too situational (in some areas you can't get for sure the kill before the time expires or, worse, the hex is removed forcing you to put on another hex to continue the chain, wasting precious time).Also,if you have to bring a backup hex just to get the chain going you are actually losing, not gaining, a skill slot. Aura of Displacement is cool but again,almost everywhere there are mesmers with enchantments removal, making it not worth using a build revolving around it.Flashing Blades is casted instantly (makes a big difference when you don't stop chaining to cast that survival skill) and lasts long enough (as long as needed, given that you refresh it when it ends) to spread some death without the concern about the damage you are getting from melee opponents.Also, getting less damage means much lower pressure on the monks.
Don't mean to say that AoD or AP are bad skills, or the builds that revolve around them are inefficient but if you want some survivability Flashing Blades is the choice to make.
Don't mean to say that AoD or AP are bad skills, or the builds that revolve around them are inefficient but if you want some survivability Flashing Blades is the choice to make.
Polynikes of Sparta
my fave PvE Sin builds are:
[skill]Assassin's Promise[/skill][skill]Dark Prison[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Black Spider Strike[/skill][skill]Death Blossom[/skill][skill]Signet of Toxic Shock[/skill]REZ
OR
[skill]Jagged Strike[/skill][skill]Wild Strike[/skill][skill]Death Blossom[/skill][skill]Flashing Blades[/skill][skill]Critical Eye[/skill][skill]Critical Defenses[/skill][skill]Wild Blow[/skill][skill]Resurrection Signet[/skill]
OR (my personal favorite)
[skill]Jagged Strike[/skill][skill]Wild Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill] OPTIONAL x4
~Polynikes
[skill]Assassin's Promise[/skill][skill]Dark Prison[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Black Spider Strike[/skill][skill]Death Blossom[/skill][skill]Signet of Toxic Shock[/skill]REZ
OR
[skill]Jagged Strike[/skill][skill]Wild Strike[/skill][skill]Death Blossom[/skill][skill]Flashing Blades[/skill][skill]Critical Eye[/skill][skill]Critical Defenses[/skill][skill]Wild Blow[/skill][skill]Resurrection Signet[/skill]
OR (my personal favorite)
[skill]Jagged Strike[/skill][skill]Wild Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill] OPTIONAL x4
~Polynikes
ensoriki
No shadow meld polynikes!?
If you can make yourself survive longer why wouldnt you?
If you can make yourself survive longer why wouldnt you?
ss1986v2
LR works just fine in an AP build. your target should be dead rather quick and LR should be back up. 5 extra energy can be tougher to work in, but not very hard.
now in a non-AP build, you would be crazy to run LR over BoA. and if you are having trouble dropping targets fast enough in a certain area, i think it would be better off with BoA. but that normally shouldnt happen.
now in a non-AP build, you would be crazy to run LR over BoA. and if you are having trouble dropping targets fast enough in a certain area, i think it would be better off with BoA. but that normally shouldnt happen.
Kaleban
Quote:
Originally Posted by Plissken
Don't mean to say that AoD or AP are bad skills, or the builds that revolve around them are inefficient but if you want some survivability Flashing Blades is the choice to make.
Flashing Blades is what we call a tanking skill. I.E. crack for bad sin players. Survivability is usually gained through secondaries, such as Earth Magic through Elementalists, Earth Prayers through Dervishes, or Protection Prayers through Monks. And the type of protection gained is generally designed to allow you to execute a combo that will kill or spike assist a target, then get the heck out before you get spiked yourself.
Anyone who's running 15 or 16 Dagger Mastery to get 30 or 32 secs out of Flashing Blades is forgetting all those other sins and warriors who carry stance removals. Which causes your Elite skill to be worthless for 30 seconds of recharge. Which is nearly as bad as getting AoD stripped, except that when that happens you get teleported out of danger, and sitting on the front lines with a 30 sec recharge stance that is key to your survival...
So with that said, perhaps the AP build, designed to kill very quickly, can benefit more from an IAS with inherent 75% block, even with a short duration, because AP recharges it upon target death, rather than an Elite Stance which many regard as a noob Elite, which is not very useful outside of specific farming builds?
jesh
You don't need shadow meld when you can take out target after target within 3.2x seconds. Assassin's Promise is the best elite to use in PvE, almost without exception.
BoA has a lower recharge and energy cost. IMO this fits better with AP, as a teleport and cover hex in Dark Prison is too valuable too pass up. The 75% block is only of benefit if you're being targeted, which you shouldn't be in the first place.
In the worst case scenario, it's not like you don't have monks to back you up.
Lightning Reflexes fits much nicer into a PvE R/W with "On Your Knees!".
BoA has a lower recharge and energy cost. IMO this fits better with AP, as a teleport and cover hex in Dark Prison is too valuable too pass up. The 75% block is only of benefit if you're being targeted, which you shouldn't be in the first place.
In the worst case scenario, it's not like you don't have monks to back you up.
Lightning Reflexes fits much nicer into a PvE R/W with "On Your Knees!".
Polynikes of Sparta
u wanna pay 5 extra energy for 5 extra seconds of block??? what a horrid waste in PvE... i also strongly believe that u shouldnt have ANY IAS at all unless it can be kept up indefinitely. the only exception being flail, my favorite PvE IAS buff. for an AP build, i would run something like this:
[skill]Assassin's Promise[/skill][skill]Dark Prison[/skill][skill]Flail[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Black Spider Strike[/skill][skill]Death Blossom[/skill]OPTIONAL
for the optional slot u can bring one of the following:
[skill]Resurrection Signet[/skill][skill]Signet of Toxic Shock[/skill][skill]Return[/skill][skill]Death's Retreat[/skill]
and the list goes on...
my final judgement is that Assassins suck in PvE. They have annoying "combos" that most of cannot be finished on one monster, excluding bosses. The only viable build IMHO is a spammable blossom build. It is the one and only build that has constant damage output w/o having to restart chain that often. Assassins should be PvP only IMO.
One more thing: Assassins were made to have THE ABSOLUTE AND ALMIGHTIEST damage ouput of all classes. Put that to full use and dont bring defensive skills, the prot/heal monks will take care of that. hope this helped.
~Polynikes
[skill]Assassin's Promise[/skill][skill]Dark Prison[/skill][skill]Flail[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Black Spider Strike[/skill][skill]Death Blossom[/skill]OPTIONAL
for the optional slot u can bring one of the following:
[skill]Resurrection Signet[/skill][skill]Signet of Toxic Shock[/skill][skill]Return[/skill][skill]Death's Retreat[/skill]
and the list goes on...
my final judgement is that Assassins suck in PvE. They have annoying "combos" that most of cannot be finished on one monster, excluding bosses. The only viable build IMHO is a spammable blossom build. It is the one and only build that has constant damage output w/o having to restart chain that often. Assassins should be PvP only IMO.
One more thing: Assassins were made to have THE ABSOLUTE AND ALMIGHTIEST damage ouput of all classes. Put that to full use and dont bring defensive skills, the prot/heal monks will take care of that. hope this helped.
~Polynikes
Polynikes of Sparta
Quote:
Originally Posted by Kaleban
Flashing Blades is what we call a tanking skill. I.E. crack for bad sin players. Survivability is usually gained through secondaries, such as Earth Magic through Elementalists, Earth Prayers through Dervishes, or Protection Prayers through Monks. And the type of protection gained is generally designed to allow you to execute a combo that will kill or spike assist a target, then get the heck out before you get spiked yourself.
Anyone who's running 15 or 16 Dagger Mastery to get 30 or 32 secs out of Flashing Blades is forgetting all those other sins and warriors who carry stance removals. Which causes your Elite skill to be worthless for 30 seconds of recharge. Which is nearly as bad as getting AoD stripped, except that when that happens you get teleported out of danger, and sitting on the front lines with a 30 sec recharge stance that is key to your survival...
So with that said, perhaps the AP build, designed to kill very quickly, can benefit more from an IAS with inherent 75% block, even with a short duration, because AP recharges it upon target death, rather than an Elite Stance which many regard as a noob Elite, which is not very useful outside of specific farming builds? After all that ranting, take this into thought: Hex removal can shut down an AP build for 45 seconds. That being said, Flashing Blades isn't the BEST elite for a PvE Assassin to carry, but can come in handy in melee-heavy areas.
~Polynikes
Kaleban
Quote:
Originally Posted by Polynikes of Sparta
After all that ranting, take this into thought: Hex removal can shut down an AP build for 45 seconds. That being said, Flashing Blades isn't the BEST elite for a PvE Assassin to carry, but can come in handy in melee-heavy areas.
~Polynikes And enchant removal can ruin an AoD sins's day, evade stances can ruin any sin's day (or warrior and dervish for that matter) UNLESS they bring Expose Defenses, etc. etc.
So you're saying there's a counter for every build? Well... duh.
And to your comment regarding sins sucking in PvE and need to ONLY be in PvP... lol. I consider myself a pretty good sin player, and from what I've seen with their varied skillset and offensive playstyle, they are GREAT at killing things, which, incidentally, is what Guild Wars is all about.
According to my experience in PvE, your final judgement on sins is laughably wrong. And your opinion on IAS is quite rediculous. Tell me, how do you generate four adrenaline from casting Assassin's Promise and Dark Prison? The whole POINT of most AP builds is to jump in, IAS, do your combo, target dies, rinse and repeat. Perhaps you don't know how AP works, but whether its BoA or LR, by killing the target, you recharge your skills.
And seeing as how MOST good sins use shrouded/radiant, aiming to have high energy with decent health, there's no reason NOT to secure every advantage possible. And 75% chance to block with 33% IAS in one skill that recharges after every kill is worth 5 energy to ME. Maybe not to you, but given your contention that sins suck in PvE, your opinion doesn't carry that much weight.
~Polynikes And enchant removal can ruin an AoD sins's day, evade stances can ruin any sin's day (or warrior and dervish for that matter) UNLESS they bring Expose Defenses, etc. etc.
So you're saying there's a counter for every build? Well... duh.
And to your comment regarding sins sucking in PvE and need to ONLY be in PvP... lol. I consider myself a pretty good sin player, and from what I've seen with their varied skillset and offensive playstyle, they are GREAT at killing things, which, incidentally, is what Guild Wars is all about.
According to my experience in PvE, your final judgement on sins is laughably wrong. And your opinion on IAS is quite rediculous. Tell me, how do you generate four adrenaline from casting Assassin's Promise and Dark Prison? The whole POINT of most AP builds is to jump in, IAS, do your combo, target dies, rinse and repeat. Perhaps you don't know how AP works, but whether its BoA or LR, by killing the target, you recharge your skills.
And seeing as how MOST good sins use shrouded/radiant, aiming to have high energy with decent health, there's no reason NOT to secure every advantage possible. And 75% chance to block with 33% IAS in one skill that recharges after every kill is worth 5 energy to ME. Maybe not to you, but given your contention that sins suck in PvE, your opinion doesn't carry that much weight.
Polynikes of Sparta
Quote:
Originally Posted by Kaleban
And enchant removal can ruin an AoD sins's day, evade stances can ruin any sin's day (or warrior and dervish for that matter) UNLESS they bring Expose Defenses, etc. etc.
So you're saying there's a counter for every build? Well... duh.
And to your comment regarding sins sucking in PvE and need to ONLY be in PvP... lol. I consider myself a pretty good sin player, and from what I've seen with their varied skillset and offensive playstyle, they are GREAT at killing things, which, incidentally, is what Guild Wars is all about.
According to my experience in PvE, your final judgement on sins is laughably wrong. And your opinion on IAS is quite rediculous. Tell me, how do you generate four adrenaline from casting Assassin's Promise and Dark Prison? The whole POINT of most AP builds is to jump in, IAS, do your combo, target dies, rinse and repeat. Perhaps you don't know how AP works, but whether its BoA or LR, by killing the target, you recharge your skills.
And seeing as how MOST good sins use shrouded/radiant, aiming to have high energy with decent health, there's no reason NOT to secure every advantage possible. And 75% chance to block with 33% IAS in one skill that recharges after every kill is worth 5 energy to ME. Maybe not to you, but given your contention that sins suck in PvE, your opinion doesn't carry that much weight. Believe what you wish. This is a forum where you can express opinions, and I stick to mine. Have a nice day.
~Polynikes
So you're saying there's a counter for every build? Well... duh.
And to your comment regarding sins sucking in PvE and need to ONLY be in PvP... lol. I consider myself a pretty good sin player, and from what I've seen with their varied skillset and offensive playstyle, they are GREAT at killing things, which, incidentally, is what Guild Wars is all about.
According to my experience in PvE, your final judgement on sins is laughably wrong. And your opinion on IAS is quite rediculous. Tell me, how do you generate four adrenaline from casting Assassin's Promise and Dark Prison? The whole POINT of most AP builds is to jump in, IAS, do your combo, target dies, rinse and repeat. Perhaps you don't know how AP works, but whether its BoA or LR, by killing the target, you recharge your skills.
And seeing as how MOST good sins use shrouded/radiant, aiming to have high energy with decent health, there's no reason NOT to secure every advantage possible. And 75% chance to block with 33% IAS in one skill that recharges after every kill is worth 5 energy to ME. Maybe not to you, but given your contention that sins suck in PvE, your opinion doesn't carry that much weight. Believe what you wish. This is a forum where you can express opinions, and I stick to mine. Have a nice day.
~Polynikes
Halfthought
I've been using this build since factions release. With modifications. First, I have a rez sig. Second, I have expose defenses for mobs with stances and if AP fails
Samurai-JM
Quote:
Originally Posted by Polynikes of Sparta
After all that ranting, take this into thought: Hex removal can shut down an AP build for 45 seconds. That being said, Flashing Blades isn't the BEST elite for a PvE Assassin to carry, but can come in handy in melee-heavy areas.
~Polynikes This is a spiker build, not a melee tank build. I said in the beginning the 75% chance to block is optional, and can be swapped for BoA or something. But hex removal will rarely shut this down unless its extensive, as Dark Prison does serve as a nice cover hex. Just kill mesmers and monks first like you ALWAYS should on any hex using assassin, and you'll do good. Flashing Blades is a very nice skill too, but it can be easily replaced by Critical Defenses/Moebius builds for better offense and the same defense. The build I posted at the beginning can easily clear FoW in a team without dying. The only part we had trouble with was Tower of Strength(and thats only cuz we were n00bs)
~Polynikes This is a spiker build, not a melee tank build. I said in the beginning the 75% chance to block is optional, and can be swapped for BoA or something. But hex removal will rarely shut this down unless its extensive, as Dark Prison does serve as a nice cover hex. Just kill mesmers and monks first like you ALWAYS should on any hex using assassin, and you'll do good. Flashing Blades is a very nice skill too, but it can be easily replaced by Critical Defenses/Moebius builds for better offense and the same defense. The build I posted at the beginning can easily clear FoW in a team without dying. The only part we had trouble with was Tower of Strength(and thats only cuz we were n00bs)
Kaleban
Quote:
Originally Posted by Polynikes of Sparta
Believe what you wish. This is a forum where you can express opinions, and I stick to mine. Have a nice day.
~Polynikes One thing that separates people usually is the ability to take in new data and adjust their opinions. Those who refuse to alter their perception of a thing, even in the face of fact or truth, are usually left behind.
That being said, I have no problems with you expressing your opinion, as I did my own.
But the FACT is, Assassins do not suck in PvE. For example, I just finished the Tyria campaign on my sin, and now have all 3 Protector titles. If Sins sucked, how did I do that? Also, most of it was done with henchmen (and later Heroes), who are notorious for not being the most efficient.
And I'll ask again, how do you, with your great knowledge of sin suckitude in PvE, generate four (4) Adrenaline from casting Assassin's Promise and Dark Prison?
Like I said, you're welcome to your opinions. Realize though that opinions are not based in fact, and can be frequently wrong.
~Polynikes One thing that separates people usually is the ability to take in new data and adjust their opinions. Those who refuse to alter their perception of a thing, even in the face of fact or truth, are usually left behind.
That being said, I have no problems with you expressing your opinion, as I did my own.
But the FACT is, Assassins do not suck in PvE. For example, I just finished the Tyria campaign on my sin, and now have all 3 Protector titles. If Sins sucked, how did I do that? Also, most of it was done with henchmen (and later Heroes), who are notorious for not being the most efficient.
And I'll ask again, how do you, with your great knowledge of sin suckitude in PvE, generate four (4) Adrenaline from casting Assassin's Promise and Dark Prison?
Like I said, you're welcome to your opinions. Realize though that opinions are not based in fact, and can be frequently wrong.
Samurai-JM
Assassins with experience assassin-using people behind them = amazing everywhere
Assassins without the above behind them = weak things that die alot everywhere
Back on topic, LR or BoA? In heavily physical areas I love the added defense boost, but I usually still stick with BoA now just for energy.
Assassins without the above behind them = weak things that die alot everywhere
Back on topic, LR or BoA? In heavily physical areas I love the added defense boost, but I usually still stick with BoA now just for energy.
Perfected Shadow
Quote:
Regarding LR or BoA, if you run a good combination of hero builds/henchmen relative to an area and don't over aggro, 75% chance to block should not make much difference.
ZenRgy
Quote:
Originally Posted by ensoriki
No shadow meld polynikes!?
If you can make yourself survive longer why wouldnt you? God I hope you're sarcastic.
On topic, I don't know why you'd want to touch Lightning Reflexes on a sin, the skill is useless enough on a Ranger.
If you can make yourself survive longer why wouldnt you? God I hope you're sarcastic.
On topic, I don't know why you'd want to touch Lightning Reflexes on a sin, the skill is useless enough on a Ranger.
Polynikes of Sparta
Quote:
Originally Posted by Samurai-JM
Quote:
And I'll ask again, how do you, with your great knowledge of sin suckitude in PvE, generate four (4) Adrenaline from casting Assassin's Promise and Dark Prison?
PvE is not PvP. You don't need your IAS to be charged at the beginning of every spike. For example, your first spike could be without IAS. Your second+ spikes will be with IAS. PvE is not a kill or be killed kind of play. PvE is just kill.
Kaleban
Quote:
Originally Posted by Polynikes of Sparta
Funny how Dark Prison is not in your build.
PvE is not PvP. You don't need your IAS to be charged at the beginning of every spike. For example, your first spike could be without IAS. Your second+ spikes will be with IAS. PvE is not a kill or be killed kind of play. PvE is just kill. Well, you're right about the PvE vs PvP thing, PvE is definitely not as harsh or unforgiving as PvP, unless you're a sin in Cantha trying to avoid Afflicted explosions.
But I try to optimize my builds regardless of which arena I play in. Adding Flail as the IAS means that you won't ALWAYS have access to your IAS. For ease of use and reliability, I would say that between Flail, BoA and LR, BoA wins. Its only a 12 sec recharge vs. LR's 60 seconds, so if you mess up your combo you can still IAS with Shiro's lol.
For me, even when I play A/W builds, I don't like to depend on Adrenaline, because lets face it, the Sin is basically a caster who enjoys melee combat. The way I see it, the really good sin players would use Lightning Reflexes, for the great bonuses it gives. The average players would use Flail because they're not confident in making their combo work all the time.
The BAD sin players stick with the SP/BoA build!
[edit] After a bit of thought though, is there REALLY a better IAS for sins than Flurry? Constant IAS ability, with almost zero reduction in damage (minor reduction to base dagger damage, not skill combo damage).
PvE is not PvP. You don't need your IAS to be charged at the beginning of every spike. For example, your first spike could be without IAS. Your second+ spikes will be with IAS. PvE is not a kill or be killed kind of play. PvE is just kill. Well, you're right about the PvE vs PvP thing, PvE is definitely not as harsh or unforgiving as PvP, unless you're a sin in Cantha trying to avoid Afflicted explosions.
But I try to optimize my builds regardless of which arena I play in. Adding Flail as the IAS means that you won't ALWAYS have access to your IAS. For ease of use and reliability, I would say that between Flail, BoA and LR, BoA wins. Its only a 12 sec recharge vs. LR's 60 seconds, so if you mess up your combo you can still IAS with Shiro's lol.
For me, even when I play A/W builds, I don't like to depend on Adrenaline, because lets face it, the Sin is basically a caster who enjoys melee combat. The way I see it, the really good sin players would use Lightning Reflexes, for the great bonuses it gives. The average players would use Flail because they're not confident in making their combo work all the time.
The BAD sin players stick with the SP/BoA build!
[edit] After a bit of thought though, is there REALLY a better IAS for sins than Flurry? Constant IAS ability, with almost zero reduction in damage (minor reduction to base dagger damage, not skill combo damage).
Yanman.be
I run Flurry on my pressure sins.
Polynikes of Sparta
Quote:
Originally Posted by Kaleban
The BAD sin players stick with the SP/BoA build!
QFT.
Also, Flurry could be an optimal choice for an IAS, except reapplying may be a pain and a bit harsh on your energy.
~Polynikes
Also, Flurry could be an optimal choice for an IAS, except reapplying may be a pain and a bit harsh on your energy.
~Polynikes