A/W - Flurry Falling Spider Assassin
RTSFirebat
Just wanted to post up the build I've been using since the BoA Sin nerf... enjoy.
Comments and Suggestions always welcome
Class: Assassin / Warrior
Attribute Rank:
Dagger Mastery - 11 + 1 + 1
Critical Strikes - 12 + 1
Deadly Arts - 6 + 1
Skills:
[skill]Shadow Prison[/skill][skill]Flurry[/skill][skill]Black Lotus Strike[/skill][skill]Horns of the Ox[/skill][skill]Falling Spider[/skill][skill]Twisting Fangs[/skill][skill]Expose Defenses[/skill] OR [skill]Mark of Instability[/skill][skill]Resurrection Signet[/skill]
Equipment:
- A full set of Radiant Armour
- Zealous, Vampiric and Ebon Daggers of Fortitude - 15^50
- Energy staff of any sort to use when placing "Expose Defenses" or "Mark of Instability" on your target
Usage:
Select your target and use "Expose Defenses" on them, then begin your spike by quickly using your skills in the following order:
Shadow Prison -> Black Lotus Strike -> Flurry (During the attack animation of BLS) -> Horns of the Ox -> Falling Spider -> Twisting Fangs
If you are using "Mark of Instability", then this order should be used:
Mark of Instability -> Shadow Prison -> Black Lotus Strike -> Flurry (During the attack animation of BLS) -> Horns of the Ox -> Falling Spider -> Twisting Fangs
Make sure you attack using the Vampiric daggers to do additional damage during any of the above spikes.
The end result is your target will take a massive amount of damage, is knocked down, Poisoned, bleeding and suffer from Deep Wound.
While waiting for Shadow Prison to recharge you can use Flurry to continue attacking your target to finish them off or just general attacking.
Notes
- The reason for moving Deep Wound to the end of the chain, is that I've found that by having Deep wound at the end, many RA monks were not ready to deal with it. Where as if it's added sooner, there is time for it to be healed. As a added bonus, the Deep Wound acts as a cover for Posion and Bleeding, which is important for finishing off any targets who aren't killed by your spike.
- As for "Horns of the Ox" is vital for Falling Spider to work. Often in RA, people tend to spread out, so the knockdown tends to always happen. Unless the team is balling up. Remember spirits, minions and pets are also considered allies, so take them into consideration when selecting your target
- Using "Mark of Instability" is also a good idea. As it will ensure that ""Horns of the Ox" always knocked down the target, so the chain isn't broken.
Template Code: Needs updating - Will add later.
Comments and Suggestions always welcome
Class: Assassin / Warrior
Attribute Rank:
Dagger Mastery - 11 + 1 + 1
Critical Strikes - 12 + 1
Deadly Arts - 6 + 1
Skills:
[skill]Shadow Prison[/skill][skill]Flurry[/skill][skill]Black Lotus Strike[/skill][skill]Horns of the Ox[/skill][skill]Falling Spider[/skill][skill]Twisting Fangs[/skill][skill]Expose Defenses[/skill] OR [skill]Mark of Instability[/skill][skill]Resurrection Signet[/skill]
Equipment:
- A full set of Radiant Armour
- Zealous, Vampiric and Ebon Daggers of Fortitude - 15^50
- Energy staff of any sort to use when placing "Expose Defenses" or "Mark of Instability" on your target
Usage:
Select your target and use "Expose Defenses" on them, then begin your spike by quickly using your skills in the following order:
Shadow Prison -> Black Lotus Strike -> Flurry (During the attack animation of BLS) -> Horns of the Ox -> Falling Spider -> Twisting Fangs
If you are using "Mark of Instability", then this order should be used:
Mark of Instability -> Shadow Prison -> Black Lotus Strike -> Flurry (During the attack animation of BLS) -> Horns of the Ox -> Falling Spider -> Twisting Fangs
Make sure you attack using the Vampiric daggers to do additional damage during any of the above spikes.
The end result is your target will take a massive amount of damage, is knocked down, Poisoned, bleeding and suffer from Deep Wound.
While waiting for Shadow Prison to recharge you can use Flurry to continue attacking your target to finish them off or just general attacking.
Notes
- The reason for moving Deep Wound to the end of the chain, is that I've found that by having Deep wound at the end, many RA monks were not ready to deal with it. Where as if it's added sooner, there is time for it to be healed. As a added bonus, the Deep Wound acts as a cover for Posion and Bleeding, which is important for finishing off any targets who aren't killed by your spike.
- As for "Horns of the Ox" is vital for Falling Spider to work. Often in RA, people tend to spread out, so the knockdown tends to always happen. Unless the team is balling up. Remember spirits, minions and pets are also considered allies, so take them into consideration when selecting your target
- Using "Mark of Instability" is also a good idea. As it will ensure that ""Horns of the Ox" always knocked down the target, so the chain isn't broken.
Template Code: Needs updating - Will add later.
Shadowfox1125
This looks awkwardly familiar..
Saphatorael
Reminds me of the BoA sin and the Hot Stepper Template... all in one! (dun dun dun)
RTSFirebat
Quote:
Originally Posted by Saphatorael
Reminds me of the BoA sin and the Hot Stepper Template... all in one! (dun dun dun)
If you read what I typed, it's a replacement build for the old BoA sin, to work around the nerfs to BoA and Black Spider Stike.
Read people read >_<
Based off the BoA sin, I have no idea what Hot Stepper is, but after checking it, yes it kind of a bit of both. Try the build, you'll like it.
Read people read >_<
Based off the BoA sin, I have no idea what Hot Stepper is, but after checking it, yes it kind of a bit of both. Try the build, you'll like it.
ayame ftw
i still use my BoA sin, but replaced BoA with flaile
U move 33% slower, but thats not a problem because u use shadow prism anyway. The downside is ofc u can use the speed boost at the start of the batle. but once its charged u can basicly use it afther every spike
U move 33% slower, but thats not a problem because u use shadow prism anyway. The downside is ofc u can use the speed boost at the start of the batle. but once its charged u can basicly use it afther every spike
Yanman.be
If you're target is adjacent to any foes you miss most of your damage.
Also, the power of the sp/boa was the deepwound on the second hit. Moving it to the back is kinda....well...I guess it could work now with that visible Deep Wound...monks could react slower.
*edit*
Any reason to take only 12 CS? Just go 13 13 7.
Also, the power of the sp/boa was the deepwound on the second hit. Moving it to the back is kinda....well...I guess it could work now with that visible Deep Wound...monks could react slower.
*edit*
Any reason to take only 12 CS? Just go 13 13 7.
RTSFirebat
Quote:
Originally Posted by Yanman.be
Other problem is that the Deep Wound arrives very late. Maybe that's a good thing, since the visible Deep Wound these days.
Your right about the reason for me moving Deep Wound to the end. I found that by having Deep wound at the end, most RA monks were not ready to deal with it. Where as if its added sooner, there is time for it to be healed.
As a added bonus, the Deep Wound acts as a cover for Posion and Bleeding, which is important for finishing off any targets who aren't killed by your spike.
Quote:
Originally Posted by Yanman.be
Any reason to take only 12 CS? Just go 13 13 7.
Because 12 is fine. I found people can add more if they want, but the build only uses minor runes... with 5 attibutes left over... I didn't want any heath loss as the build lacks self-healing.
Polynikes of Sparta
the switch from 12 cs to 13 cs will lead to better energy management and stronger twisting fangs. 35hp isnt that big of a deal anyway.
~Polynikes RTSFirebat
Added the above suggest to the build list as a possible option.
Samurai-JM
When Expose isn't needed, although it is usually the better choice, Mark of Instability could be used. Then the combo could be BLS -> TF -> FS -> BoS
or even further if the res is not needed, you can stick to HoTo and add Impale at the end for an even bigger spike. moko
Quote:
I've found that in RA most the time people are near allies, so the knockdown always happens.
? huh? im obviously missing something. O_o |
i find the "nerfed" Sp"Boa"(*Flail/Tigerstance/Flurry) to still work better than this for various reasons, although black spider was "nerfed". RTSFirebat
Quote:
Originally Posted by Mokone
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Quote:
Originally Posted by Samurai-JM
When Expose isn't needed, although it is usually the better choice, Mark of Instability could be used. Then the combo could be BLS -> TF -> FS -> BoS
or even further if the res is not needed, you can stick to HoTo and add Impale at the end for an even bigger spike. That is a good idea. I've added that into the build info, also Iron Palm is also a sure fire way to make sure Falling Spider does it job. But Iron Palm damage output is poor. I'll have to do some more testing to see. I I I Inferno I I I
Im sorry but im such a subborn person but whenever I see these 2 words: DAMAGE REDUCTION I just cant force myself using that skill.
Samurai-JM
But its only like 2 damage on sins xD If you must just use Tiger Stance, same recharge as SP and if you miss with an attack the chain ends anyway, so no drawbacks that I can see.
RTSFirebat
Quote:
Originally Posted by I I I Inferno I I I
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You should use Flurry, or give it a shot. Its low cost and recharges quickly. I bet if you did use it, you'll unlikely even see any loss in damage.
Quote:
Might wanna fix that.
Originally Posted by Samurai-JM
But its only like 2 damage on sins xD If you must just use Tiger Stance, same recharge as SP and if you miss with an attack the chain ends anyway, so no drawbacks that I can see.
Correct, the damage loss is nothing, it doesn't even matter. Your going to be doing massive amounts of damage during the spike anyway.
Tiger Stance is ok, but I found Flurry better. Its cheaper and it recharges faster. While its true in the case of this build missing means the chain is broken, but I found its annoying to lose the speed increase unexpectively, thus the use of flurry. Saphatorael
Quote:
Originally Posted by I I I Inferno I I I
When using it with Flurry, it's 25 damage... it's only 8 damage, and that's even when you get the maximum damage out of your weapon. Let's say you're using 13 Crit Strikes, and 12 Dagger Mastery (rest in Deadly), that would give you 17%+13%=30% chance of critting. A typical SP chain would have 4 attack skills, let's say on average, 1 of them is a critical hit. So the maximum damage lost by flurry would only be 8 damage, and even less on the other skills of the chain, likely not even a total of 20 damage. Flurry is viable enough imo, spikes profit from armor ignoring damage mainly, and a little boost from degen. Yanman.be
Quote:
Originally Posted by RTSFirebat
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Quote:
Originally Posted by RTSFirebat
Because 12 is fine. I found people can add more if they want, but the build only uses minor runes... with 5 attibutes left over... I didn't want any heath loss as the build lacks self-healing.
I see you edited your OP about attributes, but I can run 6+1 deadly, 11+2 dagger and 12+1 cs. No major rune.... I I I Inferno I I I
AHHHHHHHHHHH
I thought it was 25% off all attacks (including skills) xS Il give it a go RTSFirebat
Quote:
Originally Posted by Yanman.be
Might wanna fix that.
I see you edited your OP about attributes, but I can run 6+1 deadly, 11+2 dagger and 12+1 cs. No major rune.... Corrected the typo on the attriubutes, but I'm not sure what you want me to fix... its been corrected already. Least double check it Yanny Yanman.be
Hoto only knockdowns when the target is NOT adjacent to any allies.
RTSFirebat
Quote:
Originally Posted by Yanman.be
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Yes I know that and its BEEN CORRECTED... it says this now:
As for "Horns of the Ox" is vital for Falling Spider to work. Often in RA, people tend to spread out, so the knockdown tends to always happen. Unless the team is balling up.
Like I said... read it again :P
Yanman.be
It wasn't edited in one of your subsequent posts yet. Can't see anything wrong anymore now.
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