how to implement Deadly Arts
terminus123
ATM I'm using 15 Dagger, 11 Shadow, 9 Critical, it's going very well both offensive and survivaility,
but now I want to start a totaly new build with Deadly Arts. Does anyone have a good build with both survivability and offensive skills implementing Deadly Arts effectively and could show me plz?
but now I want to start a totaly new build with Deadly Arts. Does anyone have a good build with both survivability and offensive skills implementing Deadly Arts effectively and could show me plz?
Diddy bow
Well deadly arts are not so good for survivability, and on their own you are a bit limited to what you can do.
Try Assassins promise, judging by what you looking for id say you are Pve so somthing like
Critical agility
Assasins Promise
Black lotus stike
Vamparic assault
Black spider
Twisting fangs
sadist's signiet
Some rez
Should be pretty solid with high attack and moderate surviviblity, but really shadow arts is more for your survivibility.
Try Assassins promise, judging by what you looking for id say you are Pve so somthing like
Critical agility
Assasins Promise
Black lotus stike
Vamparic assault
Black spider
Twisting fangs
sadist's signiet
Some rez
Should be pretty solid with high attack and moderate surviviblity, but really shadow arts is more for your survivibility.
Stormlord Alex
http://www.pvxwiki.com/wiki/Build:A/...eadly_Arts_Sin
Before it gets nerfed.
... you can always throw on Restful Breeze if you really need a heal.
Before it gets nerfed.
... you can always throw on Restful Breeze if you really need a heal.
Bobby2
Okay, first of all, forget the durations on those skills as they're all incorrect. Why?
[skill]Deadly Paradox[/skill]
This single skill makes Deadly Arts and Shadow Arts skills so RIDICULOUSLY unbalanced that it's not even funny anymore. Feigned Neutrality and Dark Escape ready to use on the fly... @ Diddy: you talk about lack of survivability?
Against a DA Sin, sh*t happens before you get a chance to react, especially in the maelstrom of combat. The SoJ Sin RULES AB. Dancing Daggers spamming, Entangling Asp then the ever-trusty Signet of Toxic Shock or its younger brother SoDC... SoJ only makes it worse
Be an Assassin at a distance, that's basically it. A Deadly Arts spike is very hard to defend against.
[skill]Deadly Paradox[/skill]
This single skill makes Deadly Arts and Shadow Arts skills so RIDICULOUSLY unbalanced that it's not even funny anymore. Feigned Neutrality and Dark Escape ready to use on the fly... @ Diddy: you talk about lack of survivability?
Against a DA Sin, sh*t happens before you get a chance to react, especially in the maelstrom of combat. The SoJ Sin RULES AB. Dancing Daggers spamming, Entangling Asp then the ever-trusty Signet of Toxic Shock or its younger brother SoDC... SoJ only makes it worse
Be an Assassin at a distance, that's basically it. A Deadly Arts spike is very hard to defend against.
xaleo21
Just add Impale to your build. And Enduring Toxin, if ye want to play.
Marverick
Most successful RA build so far. Yea I know, being RA it doesn't say much, but meh.
[skill]Dark Prison[/skill][skill]Siphon Strength[/skill][skill]Siphon Speed[/skill][skill]Black Lotus Strike[/skill][skill]Black Spider Strike[/skill][skill]Death Blossom[/skill][skill]Impale[/skill]
I run with 11+2 DA, 11+1+1 DM, 8 crit.
I never liked pure casting, DD spam drains too much energy and you don't really have anything you can do once it gets Diverted or one of those 23428375 Rangers out there in AB sticks a D-shot on you.
[skill]Dark Prison[/skill][skill]Siphon Strength[/skill][skill]Siphon Speed[/skill][skill]Black Lotus Strike[/skill][skill]Black Spider Strike[/skill][skill]Death Blossom[/skill][skill]Impale[/skill]
I run with 11+2 DA, 11+1+1 DM, 8 crit.
I never liked pure casting, DD spam drains too much energy and you don't really have anything you can do once it gets Diverted or one of those 23428375 Rangers out there in AB sticks a D-shot on you.
terminus123
I should mention I only own Prophecies and Factions... so my choices are a bit limited. Any good Factions Deadly builds?
Bowstring Badass
Quote:
Originally Posted by Bobby2
Okay, first of all, forget the durations on those skills as they're all incorrect. Why?
[skill]Deadly Paradox[/skill]
Dark Escape ready to use on the fly. They fixed that so stances don't recharge stances quicker if I remember.
[skill]Deadly Paradox[/skill]
Dark Escape ready to use on the fly. They fixed that so stances don't recharge stances quicker if I remember.
draxynnic
Quote:
Originally Posted by terminus123
I should mention I only own Prophecies and Factions... so my choices are a bit limited. Any good Factions Deadly builds?
That makes it a LOT harder to make any kind of 'pure' Deadly Arts build.
One way you could mix some in, however, is to use Dancing Daggers as your lead attack (or one of your lead attacks). Since it ignores block chances, it comboes well with Wild Strike to get rid of any block stances your target may have. It's also gives you something to do to add a little damage when you don't want to close or are blinded.
Assassin's Promise can also be good to get more use out of slow-recharging skills, but if you rely too much on it and it fails you could be in trouble until it recharges.
For healing... well, as an assassin without Nightfall or EOTN, you're pretty much stuck for healing anyway. Even at lower title levels, Shadow Sanctuary is probably at least as good as the alternatives.
One way you could mix some in, however, is to use Dancing Daggers as your lead attack (or one of your lead attacks). Since it ignores block chances, it comboes well with Wild Strike to get rid of any block stances your target may have. It's also gives you something to do to add a little damage when you don't want to close or are blinded.
Assassin's Promise can also be good to get more use out of slow-recharging skills, but if you rely too much on it and it fails you could be in trouble until it recharges.
For healing... well, as an assassin without Nightfall or EOTN, you're pretty much stuck for healing anyway. Even at lower title levels, Shadow Sanctuary is probably at least as good as the alternatives.
Stranger The Ranger
I've been having fun with stuff like this:
A/Mo
Deadly: 14 (+1+2)
Dagger: 12 (+1)
Critical: 9 (+1)
Healing: 5
[skill]siphon strength[/skill] or [skill]shadow prison[/skill]
[skill]black spider strike[/skill]
[skill]vampiric assault[/skill]
[skill]impale[/skill]
[skill]signet of toxic shock[/skill]
[skill]restful breeze[/skill]
[skill]siphon speed[/skill]
[skill]resurrection signet[/skill]
A/Mo
Deadly: 14 (+1+2)
Dagger: 12 (+1)
Critical: 9 (+1)
Healing: 5
[skill]siphon strength[/skill] or [skill]shadow prison[/skill]
[skill]black spider strike[/skill]
[skill]vampiric assault[/skill]
[skill]impale[/skill]
[skill]signet of toxic shock[/skill]
[skill]restful breeze[/skill]
[skill]siphon speed[/skill]
[skill]resurrection signet[/skill]
Picuso
Quote:
Originally Posted by terminus123
I should mention I only own Prophecies and Factions... so my choices are a bit limited. Any good Factions Deadly builds?
Nice reading comprehension, Stranger...
SotiCoto
Quote:
Originally Posted by Stormlord Alex
Before it gets nerfed.
... you can always throw on Restful Breeze if you really need a heal. Why would it get nerfed?
Is it just down to the DD spam?
Aside from that, it looks inferior to the Mo/Me Signet Smiter my monk uses in PvE (when not PuGing)... and let me tell you that isn't all that great.
moko
Quote:
Originally Posted by SotiCoto
Is it just down to the DD spam?
Aside from that, it looks inferior to the Mo/Me Signet Smiter my monk uses in PvE (when not PuGing)... and let me tell you that isn't all that great.
Alex: dparadox will not be nerfed, and i doubt anything else will, sorry.
Quote:
Roflz on that.
They fixed that so stances don't recharge stances quicker if I remember.
that is correct btw. :P
DarkGanni
Quote:
Originally Posted by Stranger The Ranger
I've been having fun with stuff like this:
A/Mo Deadly: 14 (+1+2) Dagger: 12 (+1) Critical: 9 (+1) Healing: 5 [skill]siphon strength[/skill] or [skill]shadow prison[/skill] [skill]black spider strike[/skill] [skill]vampiric assault[/skill] [skill]impale[/skill] [skill]signet of toxic shock[/skill] [skill]restful breeze[/skill] [skill]siphon speed[/skill] [skill]resurrection signet[/skill] Good build but I completely disagree on restful breeze. SotiCoto
Quote:
Originally Posted by Mokone
it's a PvP build, not designed for PvE. i guess you can go with Assa promise in PvE..but all the mobs that can't be poisoned and the high armored targets really kill it. and well, quite alright for some PvP areas, that's why qq nerf etc.
Leaves me wondering if the Signet Smite build works any better in PvP. It totally and utterly fails at AoE... but wins at repeatable Knockdown (and if used correctly, at shutdown... thanks to two Mesmer signets, one of which relies on having a build full of signets).
Stormlord Alex
Quote:
Originally Posted by Mokone
Alex: dparadox will not be nerfed, and i doubt anything else will, sorry.
Oh, well... awesome ^_^ Anyone else care to join me in rolling my head on a keyboard and winning?
Tab
Moko is half right. In reality, Paradox will be buffed to last three minutes, and make Dancing Daggers hit for three times the listed amount.
terminus123
all right thanks, from all the top consencise I'm probably going to use
Siphon Strength or Assassin's Promise Dancing Daggers Wild Strike Death Blossom (I absolutley love this, so does everybody else) Impale (never used it but looks like a good spike) Rez skill (can't go wrong with this in pve) so that leaves 2 skill slots left for healing/survivability. Any suggestions? also any suggestions on attribute imputting? SotiCoto
Quote:
Originally Posted by terminus123
Rez skill (can't go wrong with this in pve)
Ohnoez! Team-member died... *Res Sig*
Ok. They back now! Ohnoez! Now monk died and nobody else has res! Really. It might be an extreme example... but Res Sig = Teh Fail in PvE. At the VERY LEAST you should be using Sunspear Rebirth Signet instead (the whole rebirthing at your location function makes it a bit more viable). Only in places with regular res-sig recharge like the Factions / Nightfall final boss battles or the GW:EN dungeons is it really worth bringing. Avarre
Death Pact signet is the best.
You can all stop being wrong now. fenix
Quote:
Originally Posted by SotiCoto
That... is effectively what I'm already saying.
You have this freakishly bizarre habit of calling me wrong and then agreeing with me. Seriously... you should see a doctor about that. I am Anti Res-Sig, Pro Hard-Res. .... But when it comes down to it, Sunspear Rebirth is still better than standard Res Sig. Disagree? I doubt it somehow. Few and far between.... and believe it or not, it isn't just boss groups that can cause trouble. In any case, they certainly aren't frequent enough to make a Res Sig a better option than Hard Res.... Not by a long shot. Why the heck would I want to go fighting with a reduced party through hoardes of monsters, risking further death, just to try and fight a boss (risking even further death) to kill it, get a res sig recharge to then go back and resurrect a fallen party member? It is bloody stupid when a Hard Res could be used instead.... whether a bit slower or not. Fast it is... yes. That would be why I bring Res Sig on even Monk Heroes in the Abaddon battle... BUT, that is only because morale boosts come on a very regular basis there. They don't in most places. And besides, there are other perfectly viable and even reasonably quick resurrects around. So bring it if you're not using 3 other PvE skills, and don't if you are! Problem solved... obviously. Then again, I don't think I could readily justify bringing enough other PvE skills to boot off Sunspear Rebirth in most situations. Res Sig is bad in PvE... and if you think it isn't, that is because YOU are bad... basically. [ Am I trying to demonstrate some higher value to my opinion by contradicting you? No. I'm just demonstrating in my own particular way that you're only calling me bad because you cannot come up with any viable, objective criticism against me, which is entirely your own failure. I lol @ your opinion. ] Wall of fail...I mean text. Anyway, you are wrong. Bringing all Hard Res skills is terrible, you only need AT MOST 2, as they are known to be slow casting, and almost all of them res the target with a disadvantage (low HP, low energy, etc). Res Sig on the other hand is FULL health, and 25% energy. Sure, the energy is low, but the health is full. It's also 3 second cast. If you have all Hard Res skills, the res speed will be slow, whereas Res Sig is faster, and better. Res Sig is almost the best skill you can possibly bring, as it can be used to res the person/hero with the hard res, which will save a team. And due to the fact that they're res with full HP, they can survive any immediate danger, enough to retreat. Even so, the fact that you think that Res Sig is bad in PvE, shows that you are a bad player. Not that I hadn't already assumed that through your whine threads all over guru. terminus123
ummm... noticed I said rez skill not rez sig, meaning any kind of rezzing skill for rebirth to sig, to flesh of my flesh, etc.... but the trouble I'm having here is mainly the defenisve/survival skills and attribute implementing of a deadley orientated assassin.
MercenaryK
Quote:
Originally Posted by fenix
Wall of fail...I mean text. Anyway, you are wrong. Bringing all Hard Res skills is terrible, you only need AT MOST 2, as they are known to be slow casting, and almost all of them res the target with a disadvantage (low HP, low energy, etc). Res Sig on the other hand is FULL health, and 25% energy. Sure, the energy is low, but the health is full. It's also 3 second cast. If you have all Hard Res skills, the res speed will be slow, whereas Res Sig is faster, and better.
Res Sig is almost the best skill you can possibly bring, as it can be used to res the person/hero with the hard res, which will save a team. And due to the fact that they're res with full HP, they can survive any immediate danger, enough to retreat. Even so, the fact that you think that Res Sig is bad in PvE, shows that you are a bad player. Not that I hadn't already assumed that through your whine threads all over guru. I don't know..... 25% energy of 25 energy is 6.25, 25% energy of 50 is 12.25, 25% energy of 75 is 18.25.. (GW rounds down), and full life can be useful, but having energy really helps too. Some Hard Rez's provide more than 25% energy, some times the energy of the caster. Professions that rely on energy more so than health... I mean come on, you can rez with full life, but be utter useless without energy, might as well have stayed dead. Not saying Rez Sig is ENTIRELY useless, but close to useless thanks to Sunspear Rez Sig, and better rez skills out there, I wouldn't call some one a bad player for not liking rez sig. Whether you're in PvP or PvE (not sure which you're taking in to consideration) having a skill knocked out until a Moral Boost does suck if Moral Boosts aren't highly available. Risus
Quote:
Originally Posted by Stormlord Alex
Bowstring Badass
Quote:
Originally Posted by fenix
Res Sig on the other hand is FULL health, and 25% energy. Sure, the energy is low, but the health is full.
. The energy is not low if it is a monk and they die in their lowest energy set equipped. (then swapping to the medium when ressed). moriz
well, considering that most hard rezzes rez you with basically zero energy, i think i'll go with the 25% from rez sig.
not to mention, you shouldn't be dying this much in pve anyways. if you do, either you need to play better or get better builds. as for deadly arts.... it was originally designed as the offensive assistance skill tree, either directly aiding the assassin or his team. unfortunately, the retard who designed the assassin tried to stick a profession that requires 12 skill slots to fully utilize them, into a game that restricts you to 8 skills. the only way for deadly arts to see widespread play was to buff it into the stratosphere, which ironically turns it into another dagger mastery skill tree, just with different names and doesn't require daggers. moko
Quote:
Originally Posted by Risus
I hate that build. I have a waaay better build without SoJ and waaay better energy management, and deep wound. And BIIG tank. (+80 armor perm if i want). But to answer what I THINK is the question...Deadly Arts pwns daggers.
that build also has a deepwound.
by the way, you know, you either post your own, or you don't post at all. Shuuda
Quote:
Originally Posted by Mokone
that build also has a deepwound.
by the way, you know, you either post your own, or you don't post at all. QFT, I'd like to see this so called better build of yours. jesh
I can tell you already he just threw in Assassin's Promise and Feigned Neutrality. Possibly Impale.. but that would require a dual attack. Vampiric Assault works but that requires melee range, right?
Saphatorael
Quote:
Originally Posted by SotiCoto
Ohnoez! Team-member died... *Res Sig*
Ok. They back now! Ohnoez! Now monk died and nobody else has res! Really. It might be an extreme example... but Res Sig = Teh Fail in PvE. At the VERY LEAST you should be using Sunspear Rebirth Signet instead (the whole rebirthing at your location function makes it a bit more viable). Only in places with regular res-sig recharge like the Factions / Nightfall final boss battles or the GW:EN dungeons is it really worth bringing. I just like how you play a sin, and when a mid/backliner dies, you res them and let them teleport right to your frontline position. That's why they die again right after you res. At least Res Sig won't put them in a pinch, even with low energy (which can be avoided through weapon swapping) Unless you're playing your leet blood magic sin, of course, then Sunspear Rebirth Sig > Res Sig indeed. Yanman.be
Saphatorael, he doesn't use blood magic, he has ownage illusion magic build such as Illusionairy Weaponry....O wait, that also makes him frontline >.>
azizul1975
well noob sin question here. does critical strike attribute affect deadly art skill in any way ? i know it affect the use of dagger skill, the more critical strike point, the more chance u hit a critical strike with dagger. but with deadly art, does critical strike matter?
azizul1975
..and to add, with deadly art, i think i saw few sins with staff.....
Sir Pandra Pierva
[skill]Death pact Signet[/skill]
Why is the rit rez in here? In a topic about Deadly Arts and on a sin board? Maybey I missed something in the posts but it just seems out of place. SotiCoto
Quote:
Originally Posted by Mokone
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[And I return to a thread that got me banned before.]
Quote:
If the monks are dying, the rest of the party is potentially in danger and I'm not going to be staying on the front line continuing to assassinate things unless there is a major threat on extremely low health right in front of me. Better to call for a retreat.
The ONLY reason an Assassin needs a Res is to prevent total party wipe in Missions and the like... and for that, either Rebirth skill has a major advantage over other Res skills in that it doesn't risk aggro and an immediate repeat death.
And only idiots / full tanks res from the front line anyway. Amazingly enough, I don't count myself among either.
Quote:
Technically, I don't. I Assassinate things... usually the dangerous things first... so my monks tend not to die. And if they do die, it is not so much because I let them but because they let themselves. I watch the monsters; they watch the health-bars. If the monks have gone down then the rest of the party tend to be weakened as a result and goes on the defensive. If half the party goes down, the remainder of the party will tend to retreat to a safer position; not just me.
Unless you're playing your leet blood magic sin, of course, then Sunspear Rebirth Sig > Res Sig indeed.
I completed Shards of Orr, so naturally I'm not going to be doing that again. What.... did you think that was a common occurrance for me? Quote:
Why don't you just stay away?
Quote: If the backliners are dying, the monks also on the backline res them. If the monks are dying, the rest of the party is potentially in danger and I'm not going to be staying on the front line continuing to assassinate things unless there is a major threat on extremely low health right in front of me. Better to call for a retreat. The ONLY reason an Assassin needs a Res is to prevent total party wipe in Missions and the like... and for that, either Rebirth skill has a major advantage over other Res skills in that it doesn't risk aggro and an immediate repeat death. And only idiots / full tanks res from the front line anyway. Amazingly enough, I don't count myself among either. Wait, what? You let your monks die and then fix it by themselves whilst you run back, to do what? Sheesh, I just don't let monsters even get near my backline, if not through flagging. I bring enough passive defense for them to not mess up, I just steamroll through the mobs with a simple ms/db spam, seems to do the trick well enough. Oh, and I always bring a res. It's dumb to let your very backbone of the party be busy with something else than keeping the rest of the party alive. Why do PvP monks (almost, but RA has so many bad monks) never bring res skills? Quote:
Because I'm impervious to rhetoric. I have a point to make here still and I intend to make it.
Quote: |
If I have Sunspear Rebirth then we can bring the monks back safely. If I don't and someone else does (or has normal Rebirth)... then likewise. If we don't have these things then we arrage a means of distracting the enemies so the monks can be resurrected.
Clear?
Quote: Sheesh, I just don't let monsters even get near my backline, if not through flagging. I bring enough passive defense for them to not mess up, I just steamroll through the mobs with a simple ms/db spam, seems to do the trick well enough. As do I, generally... and as I just said in fact. Why do you suppose I don't need the res at all? Most monsters aren't even a threat, rendering extra res signets a complete waste of skill-slots.
Quote: Oh, and I always bring a res. It's dumb to let your very backbone of the party be busy with something else than keeping the rest of the party alive. Why do PvP monks (almost, but RA has so many bad monks) never bring res skills? So you're saying that resurrects are the job of those who are fighting the enemies on the front-line? You're seriously saying that the folks up the front... the melee fighters.... the ones keeping the enemy threat down, killing them, and keeping the enemies FROM the back..... should be turning their backs to those same enemies to use resurrects while the backliners sit around healing each other?
Perhaps this is totally alien to you.... but the fewer the enemies, the less damage is done, the less healing is needed, and the more the backliners (who shouldn't be taking much damage anyway) are freed up to do things like res. The attention of the Monks is already on the other players, while the attention of the front-liners is on the enemy. Diverting that around both wastes time and leaves horrible vulnerabilities.
If Monks weren't supposed to be doing the res'ing... then why would the class have over half the resurrection skills in the game?
Quote:
The very fact that you brought it up to rant about it, must mean something. Maybe an inability to get a decent teambuild?
Actually, I did. Try to figure out why.
As tempted as I am to give the really obvious answer, I'd rather not risk another ban in this thread just yet. Lets just say you probably assume the same of everyone else by default, which in this case is... amazingly enough... unjustified. Quote:
Sure, if you want to go on, I won't stop you. But I will speak my mind as well.
Quote: If I have Sunspear Rebirth then we can bring the monks back safely. If I don't and someone else does (or has normal Rebirth)... then likewise. If we don't have these things then we arrage a means of distracting the enemies so the monks can be resurrected. Clear? |
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So you're saying that resurrects are the job of those who are fighting the enemies on the front-line? You're seriously saying that the folks up the front... the melee fighters.... the ones keeping the enemy threat down, killing them, and keeping the enemies FROM the back..... should be turning their backs to those same enemies to use resurrects while the backliners sit around healing each other? Perhaps this is totally alien to you.... but the fewer the enemies, the less damage is done, the less healing is needed, and the more the backliners (who shouldn't be taking much damage anyway) are freed up to do things like res. If Monks weren't supposed to be doing the res'ing... then why would the class have over half the resurrection skills in the game? ... ever heard of midliners? Like, the guys that are not in front, but not in the back either. Yeh, I heard of them too, sometimes they even have a secondary with a res skill, zomg Quote:
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