I try to make good Derv builds out of their elite skills since I am obsessed with dervs, and I want to make a build out of Onslaught, but so far I can see it as a useless skill...I can't find anything to really match it with...Can anyone suggestion any skills to use and combine it with?
[card]Onslaught[/card]
Onslaught. What do I use it with?
Nature Loves Me
John Panda
maybe..
[skill]Onslaught[/skill]
[skill]Wild Blow[/skill]
[skill]Chilling Victory[/skill]
[skill]Mystic Sweep[/skill]
[skill]mystic vigor[/skill]
[skill]heart of fury[/skill]
[skill]faithful intervention[/skill]
[skill]Resurrection Signet[/skill]
[skill]Onslaught[/skill]
[skill]Wild Blow[/skill]
[skill]Chilling Victory[/skill]
[skill]Mystic Sweep[/skill]
[skill]mystic vigor[/skill]
[skill]heart of fury[/skill]
[skill]faithful intervention[/skill]
[skill]Resurrection Signet[/skill]
Lhim
Maybe u can use:
[skill]Onslaught[/skill] + [skill]Whirling Charge[/skill]
Haven't tried it yet myself though.
[skill]Onslaught[/skill] + [skill]Whirling Charge[/skill]
Haven't tried it yet myself though.
Bassu
I have 2 Onslaught builds which I sometimes use in AB.
First is:
[skill]Lyssa's Assault[/skill][skill]Mystic Sweep[/skill][skill]Victorious Sweep[/skill][skill]Wild Blow[/skill][skill]Mystic Regeneration[/skill][skill]Featherfoot Grace[/skill][skill]Onslaught[/skill][skill]Extend Enchantments[/skill]
WP: 5
EP: 7+1
Mysticism: 11+1
SM: 11+2
Zeleaus + Ench mod
Second is:
[skill]Victorious Sweep[/skill][skill]Mystic Sweep[/skill][skill]Banishing Strike[/skill][skill]Natural Healing[/skill][skill]Harrier's Grasp[/skill][skill]Featherfoot Grace[/skill][skill]Watchful Intervention[/skill][skill]Onslaught[/skill]
WP: 8+1
Mysticism: 11+1
SM: 11+2/3
Zeleaus + Ench mod
First is:
[skill]Lyssa's Assault[/skill][skill]Mystic Sweep[/skill][skill]Victorious Sweep[/skill][skill]Wild Blow[/skill][skill]Mystic Regeneration[/skill][skill]Featherfoot Grace[/skill][skill]Onslaught[/skill][skill]Extend Enchantments[/skill]
WP: 5
EP: 7+1
Mysticism: 11+1
SM: 11+2
Zeleaus + Ench mod
Second is:
[skill]Victorious Sweep[/skill][skill]Mystic Sweep[/skill][skill]Banishing Strike[/skill][skill]Natural Healing[/skill][skill]Harrier's Grasp[/skill][skill]Featherfoot Grace[/skill][skill]Watchful Intervention[/skill][skill]Onslaught[/skill]
WP: 8+1
Mysticism: 11+1
SM: 11+2/3
Zeleaus + Ench mod
Burst Cancel
It's hard to make this skill good. On your 5e/4s skills (most notably: Mystic, Eremite's, Victorious), it reduces energy and recharge by 1. On something like Chilling Victory it's a reduction of 2. You'd be better off taking a skill that actually did something (see: Reaper's Sweep, Melandru's/Lyssa's Avatar, etc.)
crucifix
as far as onslaught is considered, high energy attacks should be the backbone of the bar. If you pile the bar up with 5 ene attacks then you really arent reaping the benefits of the elite that your bar is backed by. So if we play with onslaught bars, these 3 skills should always be there:
[skill]onslaught[/skill][skill]chilling victory[/skill][skill]lyssa's assault[/skill]
now then, making this SUPER easy, we also want this skill on this bar, always.
[skill]signet of mystic speed[/skill](bastards dont have the EoN skills in yet)
so we have 4 out of eight, a res sig makes that 5 out of 8. now we need a snare/ condition, maybe another attack and a self heal.
[skill]harrier's grasp[/skill] hey good deal we have a snare now! 6/8 skills
throw [skill]dwayna's touch[/skill] or possibly [skill]mystic regeneration[/skill] and we have either a 102pt direct heal with a 2 sec recharge (gg) or a +9 regen enchant and a long ass run boost from our signet friend. that makes 7/8 skills.
We now have a condition, a snare, healing, good damage, 3 enchants, and a constant run buff. 2 skills are starting to look very attractive now. [skill]reap impurities[/skill] and [skill]mystic sweep[/skill]. I guess this is more dependent on playstyle and personal preference. Im a big fan of both, either you want damage and hp, or damage and a fast attack.
so our full bars look like this:
[skill]onslaught[/skill][skill]chilling victory[/skill][skill]reap impurities[/skill]-OR-[skill]mystic sweep[/skill][skill]lyssa's assault[/skill][skill]dwayna's touch[/skill]-OR-[skill]mystic regeneration[/skill][skill]harrier's grasp[/skill][skill]signet of mystic speed[/skill][skill]resurrection signet[/skill]
[skill]onslaught[/skill][skill]chilling victory[/skill][skill]lyssa's assault[/skill]
now then, making this SUPER easy, we also want this skill on this bar, always.
[skill]signet of mystic speed[/skill](bastards dont have the EoN skills in yet)
so we have 4 out of eight, a res sig makes that 5 out of 8. now we need a snare/ condition, maybe another attack and a self heal.
[skill]harrier's grasp[/skill] hey good deal we have a snare now! 6/8 skills
throw [skill]dwayna's touch[/skill] or possibly [skill]mystic regeneration[/skill] and we have either a 102pt direct heal with a 2 sec recharge (gg) or a +9 regen enchant and a long ass run boost from our signet friend. that makes 7/8 skills.
We now have a condition, a snare, healing, good damage, 3 enchants, and a constant run buff. 2 skills are starting to look very attractive now. [skill]reap impurities[/skill] and [skill]mystic sweep[/skill]. I guess this is more dependent on playstyle and personal preference. Im a big fan of both, either you want damage and hp, or damage and a fast attack.
so our full bars look like this:
[skill]onslaught[/skill][skill]chilling victory[/skill][skill]reap impurities[/skill]-OR-[skill]mystic sweep[/skill][skill]lyssa's assault[/skill][skill]dwayna's touch[/skill]-OR-[skill]mystic regeneration[/skill][skill]harrier's grasp[/skill][skill]signet of mystic speed[/skill][skill]resurrection signet[/skill]
Burst Cancel
Two points:
- If you're running Wind, I'd take Whirling Charge and Dwarven Stability. Alternatively, go D/W with Flail and Sig of Mystic Speed.
- Dwayna's Touch is clearly superior to Mystic Regen here, since you're spec'd in Wind. It doesn't make any sense to spec Earth just for MR, and below 8 it's only +2 per enchantment, which gives you a whopping +6 including Onslaught and Harrier's.
- If you're running Wind, I'd take Whirling Charge and Dwarven Stability. Alternatively, go D/W with Flail and Sig of Mystic Speed.
- Dwayna's Touch is clearly superior to Mystic Regen here, since you're spec'd in Wind. It doesn't make any sense to spec Earth just for MR, and below 8 it's only +2 per enchantment, which gives you a whopping +6 including Onslaught and Harrier's.
crucifix
Quote:
Originally Posted by Burst Cancel
Two points:
- If you're running Wind, I'd take Whirling Charge and Dwarven Stability. Alternatively, go D/W with Flail and Sig of Mystic Speed.
- Dwayna's Touch is clearly superior to Mystic Regen here, since you're spec'd in Wind. It doesn't make any sense to spec Earth just for MR, and below 8 it's only +2 per enchantment, which gives you a whopping +6 including Onslaught and Harrier's. yeah that post didnt get finished, some assbag cop pulled my boss and i over on the freeway for being "suspicious persons" bullshit and this is a giant suck my dick to the chesterland sheriffs department.
i was trying to work around attribs for mystic regen, it doesnt work.
i personally think that the onslaught bar is subpar due to onslaught not being able to break dervish skills quite as badly as MoR did to Mes's. I usually ran onslaught with a D/A using onslaught, lyssas, chilling, wearying, and sig of malice. it actually works a bit, but in the end, onslaught still sucks.
good eye on the whirling charge, i didnt even see it.
- If you're running Wind, I'd take Whirling Charge and Dwarven Stability. Alternatively, go D/W with Flail and Sig of Mystic Speed.
- Dwayna's Touch is clearly superior to Mystic Regen here, since you're spec'd in Wind. It doesn't make any sense to spec Earth just for MR, and below 8 it's only +2 per enchantment, which gives you a whopping +6 including Onslaught and Harrier's. yeah that post didnt get finished, some assbag cop pulled my boss and i over on the freeway for being "suspicious persons" bullshit and this is a giant suck my dick to the chesterland sheriffs department.
i was trying to work around attribs for mystic regen, it doesnt work.
i personally think that the onslaught bar is subpar due to onslaught not being able to break dervish skills quite as badly as MoR did to Mes's. I usually ran onslaught with a D/A using onslaught, lyssas, chilling, wearying, and sig of malice. it actually works a bit, but in the end, onslaught still sucks.
good eye on the whirling charge, i didnt even see it.
Sirius-NZ
Quote:
Originally Posted by Bassu
First is:
[skill]Lyssa's Assault[/skill][skill]Mystic Sweep[/skill][skill]Victorious Sweep[/skill][skill]Wild Blow[/skill][skill]Mystic Regeneration[/skill][skill]Featherfoot Grace[/skill][skill]Onslaught[/skill][skill]Extend Enchantments[/skill]
WP: 5
EP: 7+1
Mysticism: 11+1
SM: 11+2
Zeleaus + Ench mod I can't for the life of me work out why you have Extend Enchantments... it's actually shortening the duration of all of your enchantments because all of them have a longer duration than EE! (edit: sorry just noticed WP is at 5 - that would be why I guess? But it seems strange to use an elite skill on an attribute you haven't really put anything into.)
Crucifix - that does look like a good build actually... might have to look at it myself at some point.
[skill]Lyssa's Assault[/skill][skill]Mystic Sweep[/skill][skill]Victorious Sweep[/skill][skill]Wild Blow[/skill][skill]Mystic Regeneration[/skill][skill]Featherfoot Grace[/skill][skill]Onslaught[/skill][skill]Extend Enchantments[/skill]
WP: 5
EP: 7+1
Mysticism: 11+1
SM: 11+2
Zeleaus + Ench mod I can't for the life of me work out why you have Extend Enchantments... it's actually shortening the duration of all of your enchantments because all of them have a longer duration than EE! (edit: sorry just noticed WP is at 5 - that would be why I guess? But it seems strange to use an elite skill on an attribute you haven't really put anything into.)
Crucifix - that does look like a good build actually... might have to look at it myself at some point.
Bassu
EE is used just so you don't waste unnecessary points in WP - Onslaught and Featherfoot Grace have 'stable' bonuses (25%/25%), so with EE you only need to pump the WP so taht you get 10 secs of each, EE pumps them to 20 secs, and by the time your enchantments end your target should be dead.
So you basically cast enchantments from right to left and then wreak havoc
So you basically cast enchantments from right to left and then wreak havoc