Fevered Ox Sin
Incarnite
Submitting a build that I have found useful for AB, TA, and RA.
It's, what I believe, to be a better variant of Tramplix Ox/Shadow Prison build.
Illusion Magic: 11
Dagger Mastery: 11 + 1 + 1
Critical Strikes: 7 +1
Shadow Arts: 5
Skill:
Fevered Dreams{E} -> Applies conditions to all foes. And this hex lasts long.
Death's Charge -> Minor heal and helps you avoid damage.
Black Mantis Thrust
Wild Strike -> For all those bastard Mo/W and Rangers with tiger stance, lightning reflexes, etc...
Trampling Ox
Falling Spider
Twisting Fangs
Resurrection Signet(Optional for AB)
Equipment:
Zealous, Vampiric and Ebon 15^50 of Fortitude
Radiant, Attunements, and Survivors in the combination you feel best.
Advantages:
1. Pressures the whole opposing party with 4 conditions; Cripple, Poision, Bleeding and Deep Wound.
2. Easy to move on to next target, as they will already most likely be crippled, without applying the hex over(due to fevered dreams giving them crippled) Also note that crippled will be covered by poison, bleeding and deep wound.
3. Emergency heal in Death's Charge
Disadvantages:
1. No condition remover. Blind = you're out of comission for a while.
Variants:
Also note that Fevered Dreams can be replaced with an Elite Hex of your choice. I've experimented with: Shatterstone, Invoke Lightning (disadvantages of these two are that they don't last long). Power Leech is fun against monks. Siphon Strenth can be very useful against melees.
It's, what I believe, to be a better variant of Tramplix Ox/Shadow Prison build.
Illusion Magic: 11
Dagger Mastery: 11 + 1 + 1
Critical Strikes: 7 +1
Shadow Arts: 5
Skill:
Fevered Dreams{E} -> Applies conditions to all foes. And this hex lasts long.
Death's Charge -> Minor heal and helps you avoid damage.
Black Mantis Thrust
Wild Strike -> For all those bastard Mo/W and Rangers with tiger stance, lightning reflexes, etc...
Trampling Ox
Falling Spider
Twisting Fangs
Resurrection Signet(Optional for AB)
Equipment:
Zealous, Vampiric and Ebon 15^50 of Fortitude
Radiant, Attunements, and Survivors in the combination you feel best.
Advantages:
1. Pressures the whole opposing party with 4 conditions; Cripple, Poision, Bleeding and Deep Wound.
2. Easy to move on to next target, as they will already most likely be crippled, without applying the hex over(due to fevered dreams giving them crippled) Also note that crippled will be covered by poison, bleeding and deep wound.
3. Emergency heal in Death's Charge
Disadvantages:
1. No condition remover. Blind = you're out of comission for a while.
Variants:
Also note that Fevered Dreams can be replaced with an Elite Hex of your choice. I've experimented with: Shatterstone, Invoke Lightning (disadvantages of these two are that they don't last long). Power Leech is fun against monks. Siphon Strenth can be very useful against melees.
Tyla
why such a huge illlusion spec charging your elite when lasting is good enough?
also - you should switch some illu points to critstrikes for emanagement
also - you should switch some illu points to critstrikes for emanagement
Incarnite
I personally never had a problem with energy. I didn't bother putting more on critical strikes because you gain 2 at 8attr, so 8 is the same as 12. This build can't accomodate 13attr to get the +3 energy. Zealous + +2energy gain on crit is enough emanagement for this build.
Incarnite
and the reason i use 11attr for the elite is that i was experimenting with different elite hexes, so i figured i'd allow 11attr to be used for those hexes.
Tyla
its also extra dmg and deep wound duration for twisting fangs
Incarnite
try out the build though, it's really effective and you dont need to reapply hex to get the chain going, since all foes should be crippled.
Tyla
TF is 15 recharge.
reapplying the hex should also be no problem with higher cirtstrikes
reapplying the hex should also be no problem with higher cirtstrikes
Incarnite
well try it out with higher crit strikes, and tell me how it works.
Tyla
maybe im not playing gw right now and watching the forums.
why dont you try it out on that matter - i am giving reccomendations and advice on your build,YOUR build and you are telling me to try it - unless i misread i dont want to test it because im not up for ab or anything right now anyway because its extremely late where i live
why dont you try it out on that matter - i am giving reccomendations and advice on your build,YOUR build and you are telling me to try it - unless i misread i dont want to test it because im not up for ab or anything right now anyway because its extremely late where i live
MercenaryK
Um, his build is good, why are you riding on the higher Critical Strikes? He even has zealous weapon plus he suggests radiant/attunement on the armor. The next break point is 13 for 3 energy, it's not worth investing in to. And when using his entire combo he's got 10+5+5+5+5+10 = 30 energy to run the combo. That's not entirely bad due to the crits + e-regen + energy from armor.
I wouldn't drop points in Illusion just for Critical Strikes. If anything I'd drop Illusions down to say 5 to 8, that's 15-18 seconds. You shouldn't need the entire 21 seconds to pull off your combo. Maybe take points out of Illusion and max Dagger Mastery, or raise Shadow Arts and bring in a better self heal/shadow step.
I wouldn't drop points in Illusion just for Critical Strikes. If anything I'd drop Illusions down to say 5 to 8, that's 15-18 seconds. You shouldn't need the entire 21 seconds to pull off your combo. Maybe take points out of Illusion and max Dagger Mastery, or raise Shadow Arts and bring in a better self heal/shadow step.
moko
Quote:
Originally Posted by MercenaryK
Um, his build is good, why are you riding on the higher Critical Strikes? He even has zealous weapon plus he suggests radiant/attunement on the armor. The next break point is 13 for 3 energy, it's not worth investing in to. And when using his entire combo he's got 10+5+5+5+5+10 = 30 energy to run the combo. That's not entirely bad due to the crits + e-regen + energy from armor.
I wouldn't drop points in Illusion just for Critical Strikes. If anything I'd drop Illusions down to say 5 to 8, that's 15-18 seconds. You shouldn't need the entire 21 seconds to pull off your combo. Maybe take points out of Illusion and max Dagger Mastery, or raise Shadow Arts and bring in a better self heal/shadow step. bold = indication of a bad build.
I wouldn't drop points in Illusion just for Critical Strikes. If anything I'd drop Illusions down to say 5 to 8, that's 15-18 seconds. You shouldn't need the entire 21 seconds to pull off your combo. Maybe take points out of Illusion and max Dagger Mastery, or raise Shadow Arts and bring in a better self heal/shadow step. bold = indication of a bad build.
MercenaryK
So any build that includes Radiant Insignia & Attunement Runes is bad on an Assassin? What should they take instead, Survivors & Minors/Vita?
Tyla
Quote:
Originally Posted by MercenaryK
So any build that includes Radiant Insignia & Attunement Runes is bad on an Assassin? What should they take instead, Survivors & Minors/Vita?
rolling out as much survivability is ftw.
using just enough energy to pull off your combo is also ftw
using just enough energy to pull off your combo is also ftw
Pyro maniac
Quote:
Originally Posted by MercenaryK
So any build that includes Radiant Insignia & Attunement Runes is bad on an Assassin? What should they take instead, Survivors & Minors/Vita?
actually, yes ...
MercenaryK
Well, in an effort to tweak this build, instead of Radiant go with Survivor, that's what, +35 hp? And have a +30 hp mod on the weapon, not using anything above a minor rune you're at 545 hp... a mix of runes of attunement/vita/attribute would be acceptable wouldn't it?
So now I'm thinking, +2e vs +10hp rune against +5e vs +30hp. You're getting x3 life from the weapon mod, rather than x2.5 for the energy mod, it'd be sufficient to say to go with +30hp weapon mod instead of a +5e mod and go with runes of attunement, yes?
I understand having enough energy to pull off your combo, that makes sense. I have a Sin who has excess energy and often while waiting for lengthy recharges, or the target is near death, instead of auto-attacking I"ll spam my lead/offhand, which is normally enough to finish the kill, thus the excess energy is helpful; and I do have +30hp dagger and no minors, thus my life is not relatively low...
But what is low hp on a sin? Anything below 480, or below 510? Do sins want to survive through a large hp pool or to have enough energy to go through a combo and then some to finish off the target which doesn't die, say through a heal, prot, ect ect ?
So now I'm thinking, +2e vs +10hp rune against +5e vs +30hp. You're getting x3 life from the weapon mod, rather than x2.5 for the energy mod, it'd be sufficient to say to go with +30hp weapon mod instead of a +5e mod and go with runes of attunement, yes?
I understand having enough energy to pull off your combo, that makes sense. I have a Sin who has excess energy and often while waiting for lengthy recharges, or the target is near death, instead of auto-attacking I"ll spam my lead/offhand, which is normally enough to finish the kill, thus the excess energy is helpful; and I do have +30hp dagger and no minors, thus my life is not relatively low...
But what is low hp on a sin? Anything below 480, or below 510? Do sins want to survive through a large hp pool or to have enough energy to go through a combo and then some to finish off the target which doesn't die, say through a heal, prot, ect ect ?
Kale Ironfist
Energy and Health are different mods on weapons (energy is an inscription, health is the suffix).
You could swap out Falling Spider for Falling Lotus Strike. You slow down repeated attempts at the chain and lose out on the poison, but you're guaranteed to have the energy for Twisting Fangs. On the upside, you have more health in case you get targeted.
You could swap out Falling Spider for Falling Lotus Strike. You slow down repeated attempts at the chain and lose out on the poison, but you're guaranteed to have the energy for Twisting Fangs. On the upside, you have more health in case you get targeted.
MercenaryK
Quote:
Originally Posted by Kale Ironfist
Energy and Health are different mods on weapons (energy is an inscription, health is the suffix).
You could swap out Falling Spider for Falling Lotus Strike. You slow down repeated attempts at the chain and lose out on the poison, but you're guaranteed to have the energy for Twisting Fangs. On the upside, you have more health in case you get targeted. DAMN!!! I didn't think of that! Well ......... it's not as if the 15% accounts for much damage on daggers. Some one on the forums calculated it out and there's a 4.8 dps difference between customized(or non-customized) daggers with no 15% damage to customized and 15% damage.
That could change some things of this build and adopt more survivor insignias or runes of vita.
You could swap out Falling Spider for Falling Lotus Strike. You slow down repeated attempts at the chain and lose out on the poison, but you're guaranteed to have the energy for Twisting Fangs. On the upside, you have more health in case you get targeted. DAMN!!! I didn't think of that! Well ......... it's not as if the 15% accounts for much damage on daggers. Some one on the forums calculated it out and there's a 4.8 dps difference between customized(or non-customized) daggers with no 15% damage to customized and 15% damage.
That could change some things of this build and adopt more survivor insignias or runes of vita.
majiger
just with insignia's and runes, u choose between 18enrg or 130 extra hp. This is just attunement and radient or survior, 4 vite and 1 sup vigor.
Now if u take sup dagger(i like 16mastery ) and then a minor shadow, that would give u 14enrg or 120hp, now i'd rather take energy, if u take the hp it'll cover the loss from the sup rune, also if ur daggers give +30hp, i'd rather take +5def, u get 150, subtract 75, u get 75 hp, meanin a total of 555hp.
IMO when choosing armor, i take radient on torso and leggings, +5enrg, the rest nightstalker for +15armor when attking, then the dagger with zealous, +5enrg, and +5def. But that's what i'd take.
Now if u take sup dagger(i like 16mastery ) and then a minor shadow, that would give u 14enrg or 120hp, now i'd rather take energy, if u take the hp it'll cover the loss from the sup rune, also if ur daggers give +30hp, i'd rather take +5def, u get 150, subtract 75, u get 75 hp, meanin a total of 555hp.
IMO when choosing armor, i take radient on torso and leggings, +5enrg, the rest nightstalker for +15armor when attking, then the dagger with zealous, +5enrg, and +5def. But that's what i'd take.
Pyro maniac
Quote:
Originally Posted by MercenaryK
DAMN!!! I didn't think of that! Well ......... it's not as if the 15% accounts for much damage on daggers. Some one on the forums calculated it out and there's a 4.8 dps difference between customized(or non-customized) daggers with no 15% damage to customized and 15% damage.
That could change some things of this build and adopt more survivor insignias or runes of vita. bringing +5e is fine
That could change some things of this build and adopt more survivor insignias or runes of vita. bringing +5e is fine
Bobby2
I mostly run +5e daggers, full Nightstalker. Radiant suxxx.
MercenaryK
How much does everyone use in terms of dagger mastery? Mine is a mere 13 -.- due to 12+1(hat).
Tyla
Quote:
Originally Posted by MercenaryK
How much does everyone use in terms of dagger mastery? Mine is a mere 13 -.- due to 12+1(hat).
i go 11+1+1=13
Bowstring Badass
Last time I checked monks don't use tiger stance. lol
MercenaryK
Quote:
Originally Posted by Bowstring Badass
Last time I checked monks don't use tiger stance. lol
How else will they deliver the Earth shattering wand damage to your face??
With IAS of course!
With IAS of course!
MercenaryK
Quote:
Originally Posted by tyla salanari
i go 11+1+1=13
I need to up-date my armor around some; I had it built around to use Kenshi's Butterfly daggers, which with a 15/-5 and +1/-1 mods, it kills energy despite the zealous mod, so having 20 base energy sucked.
Getting to the point, got new daggers, and can ditch some of the attunement runes, as 35 energy is way more than enough the majority of the time.
I'm wondering if major runes are worth using, as -35hp is easier to compensate for than -75. A mix of health+energy wouldn't be a bad combo on armor me thinks...
I need to up-date my armor around some; I had it built around to use Kenshi's Butterfly daggers, which with a 15/-5 and +1/-1 mods, it kills energy despite the zealous mod, so having 20 base energy sucked.
Getting to the point, got new daggers, and can ditch some of the attunement runes, as 35 energy is way more than enough the majority of the time.
I'm wondering if major runes are worth using, as -35hp is easier to compensate for than -75. A mix of health+energy wouldn't be a bad combo on armor me thinks...
Shinde
ur all weak
Used to go 12+1+3, 515hp 29 nrg.
Then thought ah what the hell, sacrifice 1 point and gain 40 health and went 12+1+2
Then felt I needed to redo my runes after the epic nerfs, and went back to 12+1+3 but with 520hp 30nrg.
Used to go 12+1+3, 515hp 29 nrg.
Then thought ah what the hell, sacrifice 1 point and gain 40 health and went 12+1+2
Then felt I needed to redo my runes after the epic nerfs, and went back to 12+1+3 but with 520hp 30nrg.