tring to make a build for myself need help to improve it
Spartan Link
EDIT
ok so would this be a bit better? using the rangers andidote signet to clear up the blindness
A/R
Attributes
Dagger Mastery 10
critical Strike 10+1+3
shadow 11+1
Skills
shadow shroud
Black Mantis Thrust
Jungle Strike
Critical Strike
Critical defence
shadow refuge
death retreat
Andidote signet
Shadow shroud to hex the target and land combo and signet to clear blindness, poison and disease?death retreat to escape
edit opps i just noticed i stated the wrong elite
ok so would this be a bit better? using the rangers andidote signet to clear up the blindness
A/R
Attributes
Dagger Mastery 10
critical Strike 10+1+3
shadow 11+1
Skills
shadow shroud
Black Mantis Thrust
Jungle Strike
Critical Strike
Critical defence
shadow refuge
death retreat
Andidote signet
Shadow shroud to hex the target and land combo and signet to clear blindness, poison and disease?death retreat to escape
edit opps i just noticed i stated the wrong elite
Glider of chaos
The thing is you're trying to stick 2 things in 1 build and those things have no benefit from being there together.
Usually people are running [skill]Illusionary Weaponry[/skill] builds with skills like [skill]Feigned Neutrality[/skill], [skill]Dark Escape[/skill], etc to gain solid damage reduction and ignore 'miss factor'.
Builds with strong attack chains are going in the other way. In case when you face blindbots it will be nice to have some condition removal like [skill]Signet of Malice[/skill]. And if you're going to fight through Hexes like [skill]Blurred Vision[/skill]... well, the best way is not to rush into combat form the very beginning. In case you're going Hero-hench way you can order them to go and engage target, and follow them once the enemy uses [skill]Blurred Vision[/skill] on your comrade Eles
Usually people are running [skill]Illusionary Weaponry[/skill] builds with skills like [skill]Feigned Neutrality[/skill], [skill]Dark Escape[/skill], etc to gain solid damage reduction and ignore 'miss factor'.
Builds with strong attack chains are going in the other way. In case when you face blindbots it will be nice to have some condition removal like [skill]Signet of Malice[/skill]. And if you're going to fight through Hexes like [skill]Blurred Vision[/skill]... well, the best way is not to rush into combat form the very beginning. In case you're going Hero-hench way you can order them to go and engage target, and follow them once the enemy uses [skill]Blurred Vision[/skill] on your comrade Eles
Spartan Link
oh so if i really want to use illusionary weaponry i should give up the daggers? and focuse on shadow skill?
Glider of chaos
Not really give up... Dagger mastery attribute is quite useful there because it raises the chance of double striking the foe... But dagger attack skills turn useless when illusionary weaponry is on.... so, you basically wasting ~3 skill slots
Spartan Link
-_-"" yeah i thought so too :P its really good skill but turns the skills i have useless when activated
Glider of chaos
Don't praise it too much. It's an ok skill sometimes but once you face enchatment stripping it becomes useless
SotiCoto
So people are actually suggesting Illusionary Weaponry on a primary Assassin now? .... That'd be something I've done quite a bit myself, but you need to realise a few things... and primary is this:
An A/Me is a defensive Illusionary Weaponry wielder.
A Me/A is an offensive Illusionary Weaponry wielder.
You will, on an ID build (Illusionary Daggers) have two primary foci as regards attributes of particular skills... The one offensive skill is Illusionary Weaponry itself... requiring Illusion Magic... which means that a Mesmer with Superior Illusion Magic and an IM mask will have the highest attack power possible here. The defensive skills will generally fall under Shadow Arts... which means an Assassin with a Shadowy Mask of Superior Shadow Arts will be able to maximise defensive capabilities here.
But then there is the issue of Dagger Mastery and double-attack chance. This is particularly important.... and one of the few things that can keep an ID build close to the Me/W with attack-speed boosts. But of course you cannot possibly maximise three attributes...
Having the 12 natural points in Illusion Magic goes without saying.... but I also recommend taking Superior Dagger Mastery and Shadow Arts runes (and sticking them on with a Superior Vigor and two Vitae runes. The armour itself should be Shrouded though... as having a big energy pool can make or break an ID build.
The daggers of choice can have any dagger tangs you like (it makes no difference, though avoid Vampiric or Zealous)... but ideally should have an inscription of "Let the Memory Live Again" for 10% halved spell recharge and Dagger Handle of Enchanting +20%.
And the whole enchantment strip problem.
I find the best way to avoid that (and it is the primary weakness of the build) is to buff up as many enchants as you can to cover IW.
Typically... after activating [skill]Illusionary Weaponry[/skill], I'll tend to rattle through the following if I'm in an ench-strip zone: [skill]Deadly Paradox[/skill][skill]Shroud of Distress[/skill][skill]Shadow Refuge[/skill][skill]Feigned Neutrality[/skill].
This naturally cuts a few seconds off the time I could be attacking... but the majority of ench-stripping happens as you charge into combat in PvE at least... and so what tends to be stripped is what you don't really need immediately anyway. In the midst of combat one has to be selective with defensive skills, using Dark Escape when on higher health... Shroud of Distress when fighting Melee enemies on lower health... Deadly Paradox > Shadow Refuge > Feigned Neutrality when getting seriously low.
Oh... and since you have high Illusion Magic... don't forget the potential value of having Illusion of Weakness.
[Now I think about it... why was Illusionary Weaponry even brought into this thread? ... The guy was asking for analysis and suggestions regarding a totally different build, wasn't he?]
An A/Me is a defensive Illusionary Weaponry wielder.
A Me/A is an offensive Illusionary Weaponry wielder.
You will, on an ID build (Illusionary Daggers) have two primary foci as regards attributes of particular skills... The one offensive skill is Illusionary Weaponry itself... requiring Illusion Magic... which means that a Mesmer with Superior Illusion Magic and an IM mask will have the highest attack power possible here. The defensive skills will generally fall under Shadow Arts... which means an Assassin with a Shadowy Mask of Superior Shadow Arts will be able to maximise defensive capabilities here.
But then there is the issue of Dagger Mastery and double-attack chance. This is particularly important.... and one of the few things that can keep an ID build close to the Me/W with attack-speed boosts. But of course you cannot possibly maximise three attributes...
Having the 12 natural points in Illusion Magic goes without saying.... but I also recommend taking Superior Dagger Mastery and Shadow Arts runes (and sticking them on with a Superior Vigor and two Vitae runes. The armour itself should be Shrouded though... as having a big energy pool can make or break an ID build.
The daggers of choice can have any dagger tangs you like (it makes no difference, though avoid Vampiric or Zealous)... but ideally should have an inscription of "Let the Memory Live Again" for 10% halved spell recharge and Dagger Handle of Enchanting +20%.
And the whole enchantment strip problem.
I find the best way to avoid that (and it is the primary weakness of the build) is to buff up as many enchants as you can to cover IW.
Typically... after activating [skill]Illusionary Weaponry[/skill], I'll tend to rattle through the following if I'm in an ench-strip zone: [skill]Deadly Paradox[/skill][skill]Shroud of Distress[/skill][skill]Shadow Refuge[/skill][skill]Feigned Neutrality[/skill].
This naturally cuts a few seconds off the time I could be attacking... but the majority of ench-stripping happens as you charge into combat in PvE at least... and so what tends to be stripped is what you don't really need immediately anyway. In the midst of combat one has to be selective with defensive skills, using Dark Escape when on higher health... Shroud of Distress when fighting Melee enemies on lower health... Deadly Paradox > Shadow Refuge > Feigned Neutrality when getting seriously low.
Oh... and since you have high Illusion Magic... don't forget the potential value of having Illusion of Weakness.
[Now I think about it... why was Illusionary Weaponry even brought into this thread? ... The guy was asking for analysis and suggestions regarding a totally different build, wasn't he?]
Samurai-JM
Yea he was... lol. A/R could go crit barrager, but another good A/R build(which I just happened to get favored on teh wiki ) is called the Relentless Spiker. Its Assassin's Promise + Lightning Reflexes + Death's Charge(or Dark Prison) then a basic spike chain. I believe antidote signet is in the variants, it works very nicely in PvE.
P.S. Beguiling Haze isn't a hex. If it was, it would be in every assassin build. Ever.
P.S. Beguiling Haze isn't a hex. If it was, it would be in every assassin build. Ever.
Yanman.be
His first post had IW.
Spartan Link
Quote:
I had a Iw build posted before where i had a set of chain attacks and IW as back up if i get blinded or opponent sets up a block stance but no self healing skills :P