is this build viable?
n2t
I have been running this build for a while and doing ok. I have tried variations on it but seem to come back to the basic concept. secondary profession is paragon for reusable rez without energy cost.
Armor
full radient
mask has dagger mastery, 1 superior dagger mastery rune, 1 major shadow arts rune, 1 superior rune +50 life, and two runes of attunement (+2 energy)
Vampiric plagueborn daggers of fortitude (+30life)
16dm, 14sa, 3cs.
The idea is break points for cs is 3/8/13. So I'm using the low setting to gain some energy but not dropping alot of pts into it. My skillbar is:
golden fox strike/wild strike/repeating strike/9 tail strike/aura of displacement/feigned neutrality/shadow refuge/signet of return.
I run this as I can self heal well (ten regen on refuge), can heal and res safely with feigned, and can get off a damaging, quick recharge combo that is very hard to block and get out fast. Strategy is find the healer or caster, shadow step in, get off first two attacks, if low hit my dual attack if not low enough, spam repeating strike then dual, jump out, pop one of my healing skills and continue. If I miss or my target dies the 4 second recharge of my first attack lets me get to a second target fast, if the target blocks my repeating strike I can just spam the unblockable part of the attack.
I have used death blossom in the past but am trying 9 tail instead as to keep myself unblockable and not aggro everything in the group on my dual. I also tried a way of the fox/golden pheonix/death blossom build but found the 8 second recharge made things frustrating especialy if I didn't have an enchantment up at times (hit my shadow step, get disenchanted, hit shadow refuge, run in and strike just after refuge ends=8 seconds worth of standing around) Anyway sorry for such a long post, input welcome.
Armor
full radient
mask has dagger mastery, 1 superior dagger mastery rune, 1 major shadow arts rune, 1 superior rune +50 life, and two runes of attunement (+2 energy)
Vampiric plagueborn daggers of fortitude (+30life)
16dm, 14sa, 3cs.
The idea is break points for cs is 3/8/13. So I'm using the low setting to gain some energy but not dropping alot of pts into it. My skillbar is:
golden fox strike/wild strike/repeating strike/9 tail strike/aura of displacement/feigned neutrality/shadow refuge/signet of return.
I run this as I can self heal well (ten regen on refuge), can heal and res safely with feigned, and can get off a damaging, quick recharge combo that is very hard to block and get out fast. Strategy is find the healer or caster, shadow step in, get off first two attacks, if low hit my dual attack if not low enough, spam repeating strike then dual, jump out, pop one of my healing skills and continue. If I miss or my target dies the 4 second recharge of my first attack lets me get to a second target fast, if the target blocks my repeating strike I can just spam the unblockable part of the attack.
I have used death blossom in the past but am trying 9 tail instead as to keep myself unblockable and not aggro everything in the group on my dual. I also tried a way of the fox/golden pheonix/death blossom build but found the 8 second recharge made things frustrating especialy if I didn't have an enchantment up at times (hit my shadow step, get disenchanted, hit shadow refuge, run in and strike just after refuge ends=8 seconds worth of standing around) Anyway sorry for such a long post, input welcome.
~ Dan ~
So hard to read that dam post.
n2t
Why is it so hard to read?
Sakura Az
is the build viable.. yes.. could it have improvements.. yes
for 1.. that major shadow rune is making me cringe sooooo bad. drop it to a minor and then reduce the ranks in shadow.. and up crit to 8.. i prefer 13 crit, but thats just me. also with the spamability of repeating strike, you should be using zealous daggers.
i also personaly think that you will have better results if you use
[skill]golden fox strike[/skill][skill]wild strike[/skill][skill]death blossom[/skill][skill]moebius strike[/skill]
for 1.. that major shadow rune is making me cringe sooooo bad. drop it to a minor and then reduce the ranks in shadow.. and up crit to 8.. i prefer 13 crit, but thats just me. also with the spamability of repeating strike, you should be using zealous daggers.
i also personaly think that you will have better results if you use
[skill]golden fox strike[/skill][skill]wild strike[/skill][skill]death blossom[/skill][skill]moebius strike[/skill]
Terraban
Did you just ask if something was viable?
The henchmen could finish the game without you, with only a 7 person team. You can take 8 cap sigs, and run around with zero attribute points spent, and still be viable.
The henchmen could finish the game without you, with only a 7 person team. You can take 8 cap sigs, and run around with zero attribute points spent, and still be viable.
Yanman.be
Would it fail in PvP? Yes.
~ Dan ~
Quote:
Originally Posted by n2t
Why is it so hard to read?
Because it's not separated into paragraphs, it's hard to even see where the skill bar is
n2t
why would it fail in pvp? I would think it's ability to get off a quick spike is good as well as it's ability to sustain preasure with repeating strike. It gets around some blocks and stances, has 2 self heals and the ability to rez an ally while keeping a bit safer with feigned neutrality. It can hit the monk, get off a combo and get out with it's shadow step or run away and shodow back to draw off other chars. I would think that even though the build is fairly simple it's versatile enough to be able to do well in PvP.
Terraban
A fun, challenging website for all ages.
Click that link, then click on the red square in the middle.
Click that link, then click on the red square in the middle.
n2t
My spelling has never been the greatest, but then again the post after mine misspelled damn so you'll forgive me if I don't take you very seriously. It's an online forum, not a term paper. As long as I don't use leet speak I'm sure you can overlook some punctuation, spelling and general layout errors.
Arkantos
Full radiant, 2 sups and a major. You need to change that before you start asking why you can't stay alive.
n2t
the 2nd sup grants 50 life. Sofar I have done ok I'm just looking for suggestions/ideas. Though I hope it's not all db/ms that does get a bit old I've found.
Turbobusa
Signet of return is used either by paragons that can take some profit out of it, or mesmers that get the fast casting. And you even don't meet them very often...because that skill sucks
Arkantos
Read the sup wrong. Even with 1 sup and 1 major, you're going overboard with -hp runes. It's not hard for a sin to die with no majors/sups and full survivor runes, you'll be getting killed alot with a sup, a major and full radiant.
Yanman.be
All minors or use Shadow Form.
n2t
Hm I though sig of return was decent because it was a hard res that didn't sap energy. It brings the person back at a low lvl though not to bid if you have a full party around but you don't need a moral boost to use it again. I've found it usefull when I am in a fight and notice a more needed group member go down. I will end my aura of displacement, hit the neutrality heal, and use the res then get back to the fight. I like it better than /mo because I rarely have 15 energy to use their res, and often I'm wandering around with a dead res sig if I just use that. The other one that makes me die if my party member dies again in 120 seconds hurts as 2 party members go down at once, and the /rt spirit one can be hard because you have to cast then end the spirit which takes either time or a second skill and a bit of energy. Other options if sig of return is bad? I have noticed that my 450 life count is rather low but I don't die that often, lol.
MercenaryK
Quote:
Originally Posted by Turbobusa
Signet of return is used either by paragons that can take some profit out of it, or mesmers that get the fast casting. And you even don't meet them very often...because that skill sucks
Are you RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing crazy?! Paragon's have high Leadership, typically 10, and rarely have the attention of the mob, so it's safe to cast Signet of Return. You save your party members the time spent using a hard rez or a costly rez, AND while they focus on keeping them selves alive rather than stopping to rez, the more people alive the more benefit from Signet of Return.
Signet of Return on anything but a Paragon sucks, but the skill does not suck.
The above poster is right; Signet of Return is a good skill.
Are you RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing crazy?! Paragon's have high Leadership, typically 10, and rarely have the attention of the mob, so it's safe to cast Signet of Return. You save your party members the time spent using a hard rez or a costly rez, AND while they focus on keeping them selves alive rather than stopping to rez, the more people alive the more benefit from Signet of Return.
Signet of Return on anything but a Paragon sucks, but the skill does not suck.
The above poster is right; Signet of Return is a good skill.
n2t
so I'm a bit confused signet or return is a good skill for my sin, or bad for sin but good in general.
Yanman.be
bad4sin, semi-ok in general
Turbobusa
gogo [skill]death pact signet[/skill] if you want a hard rez. And he's talking about signet of return ON AN ASSASSIN. See what's wrong? he'll never get leadership's benefit, thus rezing at low health and energy, spending 5 bloody second for a mediocre effect. I don't really call that a good skill.
the lest time spent, the better. take a +30/-2 set to rez at max energy.
the lest time spent, the better. take a +30/-2 set to rez at max energy.
Celeborn10
Quote:
Originally Posted by n2t
Armor
full radient
mask has dagger mastery, 1 superior dagger mastery rune, 1 major shadow arts rune, 1 superior rune +50 life, and two runes of attunement (+2 energy)
Vampiric plagueborn daggers of fortitude (+30life)
16dm, 14sa, 3cs.
The idea is break points for cs is 3/8/13. So I'm using the low setting to gain some energy but not dropping alot of pts into it. My skillbar is:
golden fox strike/wild strike/repeating strike/9 tail strike/aura of displacement/feigned neutrality/shadow refuge/signet of return.
I run this as I can self heal well (ten regen on refuge), can heal and res safely with feigned, and can get off a damaging, quick recharge combo that is very hard to block and get out fast. Strategy is find the healer or caster, shadow step in, get off first two attacks, if low hit my dual attack if not low enough, spam repeating strike then dual, jump out, pop one of my healing skills and continue. If I miss or my target dies the 4 second recharge of my first attack lets me get to a second target fast, if the target blocks my repeating strike I can just spam the unblockable part of the attack.
I have used death blossom in the past but am trying 9 tail instead as to keep myself unblockable and not aggro everything in the group on my dual. I also tried a way of the fox/golden pheonix/death blossom build but found the 8 second recharge made things frustrating especialy if I didn't have an enchantment up at times (hit my shadow step, get disenchanted, hit shadow refuge, run in and strike just after refuge ends=8 seconds worth of standing around) Anyway sorry for such a long post, input welcome.
Damage: Repeating Strike is rather meh unless you use a conjure to boost damage but even then it's rather meh. You should instead use that skillslot for the much more cost effective Impale. 6-8 points into DA without runes will do the trick. If you want to have decent DoT take a conjure and let double strikes with 12-13 DM take care of that instead of Repeating Strike. Death Blossom hits harder than Nine Tails, recharges in sync with your chain and shouldn't have a problem getting through thanks to WS. If wanted a chain completely unblockable it would be possible but the Fox line lacks damage.
Healing: Shadow Refuge and FN AND AoD are redundant. AoD makes you king of movement in the battle use it as DEFENCE and not just a [email protected]!11 shadowstep. If you take my advice on Impale you should also take Siphon Speed which you should use on your nearest target regardless of whether or not you're going to hit him. Snare frontlines so your mid/backline has an easier time in keeping you alive once you get out of the hornet's nest. You should learn how to kite with it or Dash because if that dumb wammo can't touch you he's not building adrenaline to spike your face in. As for Shadow Refuge vs FN I'd pick Shadow Refuge because of its recharge. If I wanted to be useless in a fight for any amount of time between spikes I'd invest 1 point into Healing Prayers and take Restful breeze and a Shield/Axe set with health and armor mods on them. If you want to be able to have a fully unblockable combo take Assassin's Remedy, you'll love it if you run into an ele blindbot.
E-Management: CS your means of gaining enough energy throughout the fight to remain active in it. It should almost always be at 13/8 CS. If you run a daggers sin run it with decent Critical Strikes.
If you do these you'll end up with something like this:
AoD Dark Arts
Assassin/Monk
Level: 20
Critical Strikes: 13 (10+3)
Dagger Mastery: 12 (11+1)
Deadly Arts: 11 (10+1)
Healing Prayers: 1
Aura of Displacement [Elite] (Assassin None)
When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement, you return to your original location.
Energy:10 Cast:0.25 Recharge:20
Dancing Daggers (Deadly Arts)
Send out 3 Dancing Daggers at target foe, each striking for 27 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
Energy:5 Cast:1 Recharge:5
Wild Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +30 damage and any Stance being used by target foe ends. This skill cannot be blocked.
Energy:5 Cast:0 Recharge:4
Death Blossom (Dagger Mastery)
Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +40 damage and all adjacent foes take 40 damage.
Energy:5 Cast:0 Recharge:2
Impale (Deadly Arts)
Must follow a dual attack. Target foe is struck for 80 earth damage and suffers from a Deep Wound for 16 seconds.
Energy:5 Cast:0.25 Recharge:15
Deadly Haste (Critical Strikes)
For 32 seconds, half-ranged Spells cast 44% faster and recharge 44% faster.
Energy:10 Cast:1 Recharge:20
Siphon Speed (Deadly Arts)
For 16 seconds, target foe moves 33% slower and you move 33% faster. This Spell has half the normal range.
Energy:5 Cast:1 Recharge:5
Restful Breeze (Healing Prayers)
For 9 seconds, target ally has +10 Health regeneration. This Enchantment ends if that ally attacks or uses a Skill.
Energy:5 Cast:1 Recharge:8
And no, there's no rez sig but it's so hard to make a perfect build that pleases everyone. Used Deadly Haste because having 2 halfrange spells justifies it. Makes a half-decent build for PvE, might work in PvP but haven't tried it yet (college finals make life tough )
ensoriki
Best use of repeating strike ever....
20% enchant mod
A/W
13 dagger
13 DA
Flurry
Way of the empty Palm
repeating strike >.<
with a paragon and a necro on your team casting crap!
I didn't say it was the most awe inspiring =P
20% enchant mod
A/W
13 dagger
13 DA
Flurry
Way of the empty Palm
repeating strike >.<
with a paragon and a necro on your team casting crap!
I didn't say it was the most awe inspiring =P
Tyla
critstrikes should at least be 8 unless using zealous daggs
it was incredibly hard to read
O_____O
critstrikes = sin energy management
it was incredibly hard to read
O_____O
critstrikes = sin energy management
ensoriki
Don't use deadly haste.
Its just not that great a skill.
Partially because its 10 energy >.< partially because spamming a 5 energy spell is bad for you when you have only 25 base energy and have A chain you need to use.
Its just not that great a skill.
Partially because its 10 energy >.< partially because spamming a 5 energy spell is bad for you when you have only 25 base energy and have A chain you need to use.
Quaker
Quote:
Originally Posted by n2t
It's an online forum, not a term paper. As long as I don't use leet speak I'm sure you can overlook some punctuation, spelling and general layout errors.
You've got it backwards - the purpose of the term paper is so that you'll learn how to use Punctuation, spelling and general layout so that people don't have to "overlook it" and can understand what the hell you're trying to say - in an on-line forum or anywhere else.
n2t
I think we're way past that point in the conversation. I upped my crits to 13, dropped my major shadow arts to a minor critical strikes, but kept my superior dagger mastery, dropped radient armor for full + life armor, and got some zealous daggers. I tried the rt hard rez, and found two people dieing at the same time sucked and went back to the paragon rez. I find I can rez right after I jump out to heal and then shadow step back in after my energy picks up.
My skillbar is now using:
golden fox strike/wild strike/death blossom/aura of displacement/critical perfection/feigned neutrality/shadow refuge/sig of return.
16 dm, 13crits, 3 shadow arts.
I am doing fairly well but I don't think I need feigned anymore. I find that I can spike, release my aura of dissplacement and heal regularly and with the added life and lack of vampiric life drain I have alot more energy and life and don't die as easily. so..I have a free skill slot any decent snares I could use or other skills for that area?
My skillbar is now using:
golden fox strike/wild strike/death blossom/aura of displacement/critical perfection/feigned neutrality/shadow refuge/sig of return.
16 dm, 13crits, 3 shadow arts.
I am doing fairly well but I don't think I need feigned anymore. I find that I can spike, release my aura of dissplacement and heal regularly and with the added life and lack of vampiric life drain I have alot more energy and life and don't die as easily. so..I have a free skill slot any decent snares I could use or other skills for that area?