Nightmare Weapon and its many different uses (in low-end PvP)
Wyat Hawke
I have been playing around with Nightmare Weapon a lot lately, and now I would like some input on 2 builds I have been messing around with (I have tried the first, whereas I need someone else to test the second, since it uses GW:EN skills). Any helpful reviews are much appreciated as long as it doesn't stray too far off-topic
Use whatever dagger sets and insignias you prefer. I personally like +5 energy and +30 health on the daggers, with a full radiant set on the armor for extra energy.
The usage requires some timing in the start, but it will come rather naturally. This is a chain that makes you as an assassin harder to counter, and also slightly harder to kill.
Picking your target is rather important, but I will come back to that later. First I'll introduce you to the usage.
You should start off by casting Nightmare Weapon on yourself, and then jump in with Shadow Prison. Once you are in, hit your foe with Iron Palm, knocking him down. At the same time, swing your daggers once at the target, before casting Entangling Asp. Your target will be knocked down again, and poisoned. Now, due to the aftercast of Iron Palm (0,75 s) and the attack speed of the daggers (1,33 s) plus the casting speed of Entangling Asp, any spells they might activate that is a half a second or less gets through, so beware of that. If you want an absolute bulletproof chain, skip the attack and hit entangling.
Depending on your target, you can do 2 things:
A) If you are facing a rather squishy foe with relatively low chances of using a strong selfheal, just quickly hit the Exhausting Assault and finish off your chain. This combo kills anything (assuming they get no healing, and you are not disrupted) between 400 to 500 health.
B) If you however are facing a foe you think most likely will have a good selfhealer (monks being the most obvious ones, but a healing signet is also a fairly strong selfhealer), then you ought to try and wait for them to use their selfheal in panic, and interrupt them instead. Follow up with the rest of the chain.
Now, why is this chain any better than the usual SP sin? If we look at it, it is much slower as an example.
The beauty of this build doesn't lie in it's damage (which is around 400-500, depending on the opponents total health), its the versatility it gives you:
* You get life stealing (good against armor and skills such as Protective Spirit), and armor ignoring damage (which is good against highly armored foes, like Warriors)
* It also prevents the target from dealing/healing damage. You are giving them 2 knockdowns and one snare to fight against
* If you get blinded, it isn't anymore a complete shutdown like most other builds, you are still able to apply 2 knockdowns, and the damage from Iron Palm + Toxic Shock
* SP is an excellent snare when you have maxed out Deadly Arts, 10 seconds mean you can keep it up 50% of the time
* The selfheal is also good, and consistent. Compared to Feigned, you get the same amount of health while you are attacking. The recharge is shorter aswell.
Now, I know there are a lot of people who hate using SP in their builds just because it is Shadow Prison. Luckily enough, SP isn't anything near as essential here in this build. You can successfully use any other hex you want (although a snaring hex is recommended)
The second build I haven't tested yet. Could someone be as kind as to try it out in RA for me?
EQUIPMENT
This combo is energy heavy, so you need at least 35 energy, but 40 is advised to be perfectly safe. just add Radiant Insignias on all your armor parts, a rune with Attunement and daggers with + energy.
A Headgear with Deadly Arts +1 and a either a major or a superior rune of Deadly arts is also a must.
USAGE:
The usage is as simple as it can be. Just follow the chain from the top, all the way down to the bottom. You will execute a powerful combination of Life Stealing, Deep Wounding, and pure raw armor ignoring damage.
Follow the chain, and your target is/should be dead dead.
Shadow Fang ends, and you teleport back into safety. Wait for some energy regen, pick your next target, and bring on the next spike ;-;
Why do I think this will be better than your average spike?
* The damage is...Armor...Ignoring... Spiking down warriors and paragons anyone?
* Strong healing capabilites (for an assassin, bear in mind)
* Life Stealing damage means that it bypasses skills like reversal of fortune and protective spirit
* you get a teleport in for surprise, and you get a teleport out making surviving soo much easier..
If you feel it's a little bit sketchy using Assassin Promise in RA, then swap Shadow Fang and Assassins Promise for Shadow Prison + the skill you'd like. You can't use the chain as often, but it's slightly safer atleast.
Any tips/hints or suggestions? Are those 2 builds valid enough?
Use whatever dagger sets and insignias you prefer. I personally like +5 energy and +30 health on the daggers, with a full radiant set on the armor for extra energy.
The usage requires some timing in the start, but it will come rather naturally. This is a chain that makes you as an assassin harder to counter, and also slightly harder to kill.
Picking your target is rather important, but I will come back to that later. First I'll introduce you to the usage.
You should start off by casting Nightmare Weapon on yourself, and then jump in with Shadow Prison. Once you are in, hit your foe with Iron Palm, knocking him down. At the same time, swing your daggers once at the target, before casting Entangling Asp. Your target will be knocked down again, and poisoned. Now, due to the aftercast of Iron Palm (0,75 s) and the attack speed of the daggers (1,33 s) plus the casting speed of Entangling Asp, any spells they might activate that is a half a second or less gets through, so beware of that. If you want an absolute bulletproof chain, skip the attack and hit entangling.
Depending on your target, you can do 2 things:
A) If you are facing a rather squishy foe with relatively low chances of using a strong selfheal, just quickly hit the Exhausting Assault and finish off your chain. This combo kills anything (assuming they get no healing, and you are not disrupted) between 400 to 500 health.
B) If you however are facing a foe you think most likely will have a good selfhealer (monks being the most obvious ones, but a healing signet is also a fairly strong selfhealer), then you ought to try and wait for them to use their selfheal in panic, and interrupt them instead. Follow up with the rest of the chain.
Now, why is this chain any better than the usual SP sin? If we look at it, it is much slower as an example.
The beauty of this build doesn't lie in it's damage (which is around 400-500, depending on the opponents total health), its the versatility it gives you:
* You get life stealing (good against armor and skills such as Protective Spirit), and armor ignoring damage (which is good against highly armored foes, like Warriors)
* It also prevents the target from dealing/healing damage. You are giving them 2 knockdowns and one snare to fight against
* If you get blinded, it isn't anymore a complete shutdown like most other builds, you are still able to apply 2 knockdowns, and the damage from Iron Palm + Toxic Shock
* SP is an excellent snare when you have maxed out Deadly Arts, 10 seconds mean you can keep it up 50% of the time
* The selfheal is also good, and consistent. Compared to Feigned, you get the same amount of health while you are attacking. The recharge is shorter aswell.
Now, I know there are a lot of people who hate using SP in their builds just because it is Shadow Prison. Luckily enough, SP isn't anything near as essential here in this build. You can successfully use any other hex you want (although a snaring hex is recommended)
The second build I haven't tested yet. Could someone be as kind as to try it out in RA for me?
EQUIPMENT
This combo is energy heavy, so you need at least 35 energy, but 40 is advised to be perfectly safe. just add Radiant Insignias on all your armor parts, a rune with Attunement and daggers with + energy.
A Headgear with Deadly Arts +1 and a either a major or a superior rune of Deadly arts is also a must.
USAGE:
The usage is as simple as it can be. Just follow the chain from the top, all the way down to the bottom. You will execute a powerful combination of Life Stealing, Deep Wounding, and pure raw armor ignoring damage.
Follow the chain, and your target is/should be dead dead.
Shadow Fang ends, and you teleport back into safety. Wait for some energy regen, pick your next target, and bring on the next spike ;-;
Why do I think this will be better than your average spike?
* The damage is...Armor...Ignoring... Spiking down warriors and paragons anyone?
* Strong healing capabilites (for an assassin, bear in mind)
* Life Stealing damage means that it bypasses skills like reversal of fortune and protective spirit
* you get a teleport in for surprise, and you get a teleport out making surviving soo much easier..
If you feel it's a little bit sketchy using Assassin Promise in RA, then swap Shadow Fang and Assassins Promise for Shadow Prison + the skill you'd like. You can't use the chain as often, but it's slightly safer atleast.
Any tips/hints or suggestions? Are those 2 builds valid enough?
Coloneh
I like the first one. seems pretty spikey. maybe a tad slow though.
Wyat Hawke
Quote:
Originally Posted by Coloneh
I like the first one. seems pretty spikey. maybe a tad slow though.
Any suggestions on how to improve the second one then?
Coloneh
looks decent, not a fan of shadow fang though, I would use Augury of Death
fireflyry
Cool to see a build using Shadow Fang, it's good fun to use imo, even if I agree with Coloneh in that it's not the most effective skill around.
BlackSephir
Yeah, recharge of Shadow Fang makes it meh
Karomi Saoshi
Theres a build on wiki i remember that got shot down involving nightmare weapon and vampiric assault. Although, it did play pretty good and was very fun. http://www.pvxwiki.com/wiki/Build:A/...htmare_Vampire. If you like that one give it a try. Btw, On the second one instead of Assasin's Promise and Shadow Fang, just try Shadow Prison and something for the optional. Shadow fang would be on top of Assasins promise and as soon as it would get removed, you'd teleport back even if you never made the kill and then you'd have to deal with 2 45 second recharging skills. Just my two cents, hoped it helped
Sniffy
I would be happy to test the second build for you to see how it works. I'm basically always in RA anyways and I just got EN. Though it could be a while before I get back to you.
I think Shadow Fang is a fun skill, but it lacks effectiveness. I've been trying to find a build that can use it well and so far, I've found that it synergizes with http://www.pvxwiki.com/wiki/Build:A/...Grasp_Assassin quite well ( I drop Impale for Natural Healing and Whirling Charge for Shadow Fang).
I also have a smiting Monk based off of Shadow Fang which I may post later if it works.
I think Shadow Fang is a fun skill, but it lacks effectiveness. I've been trying to find a build that can use it well and so far, I've found that it synergizes with http://www.pvxwiki.com/wiki/Build:A/...Grasp_Assassin quite well ( I drop Impale for Natural Healing and Whirling Charge for Shadow Fang).
I also have a smiting Monk based off of Shadow Fang which I may post later if it works.
Bowstring Badass
Quote:
Originally Posted by BlackSephir
Yeah, recharge of Shadow Fang makes it meh
If it was 25 it would be great.
SotiCoto
Quote:
Originally Posted by BlackSephir
Yeah, recharge of Shadow Fang makes it meh
Isn't that what Assassin's Promise is for (aside from energy issues)?
If Promise fails... they both take ages to recharge anyway.
If Promise fails... they both take ages to recharge anyway.
BlackSephir
The only place where I trust Assassin's Promise in pvp is AB. Even in RA the probability that it gets removed is big.
SotiCoto
Quote:
Originally Posted by BlackSephir
The only place where I trust Assassin's Promise in pvp is AB. Even in RA the probability that it gets removed is big.
If Shadow Fang is on top.... and therefore gets removed.... you'll be ported back to where you started anyway though... right?
The worst you have to worry about is interrupts (distinctly possible) or the chance of it being removed in that split instant between casting it and activating Shadow Fang...
The worst you have to worry about is interrupts (distinctly possible) or the chance of it being removed in that split instant between casting it and activating Shadow Fang...
moko
it is a lot less unlikely that things will die with AP on them in RA.
SotiCoto
Quote:
Originally Posted by Mokone
it is a lot less unlikely that things will die with AP on them in RA.
AP against a team with no monks.
Lawlz.
Lives are very disposable in RA.
Lawlz.
Lives are very disposable in RA.
moko
Quote:
Originally Posted by SotiCoto
AP against a team with no monks.
Lawlz.
Lives are very disposable in RA. selfheal.
brain.
any other support.
blind.
disruption.
and most of the time there is a monk now.
lawlz, don't post if you have no clue bye.
Lawlz.
Lives are very disposable in RA. selfheal.
brain.
any other support.
blind.
disruption.
and most of the time there is a monk now.
lawlz, don't post if you have no clue bye.
Skuld
at 16 deadly arts, shadow fang lasts for 21 secs, fyi, it'll outlast assassin's promise
BlackSephir
Umm, Shadow Fang ALWAYS lasts 10 seconds, deadly arts affect it's deep wound duration
African War Lord
very similar to the build I'm running.
I either use horns of the ox or vampiric assault. I like the idea of have a 160 or so life steal with vampiric but too often it gives them time to remove a condition.
I either use horns of the ox or vampiric assault. I like the idea of have a 160 or so life steal with vampiric but too often it gives them time to remove a condition.