Daze skills...

Kaleban

Kaleban

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Join Date: May 2005

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Okay, I want to start off by saying I did Search and found short threads from last year. Wanted a fresh topic, no necromancy!

There's three skills I'm looking at for the Assassin. [skill]Beguiling Haze[/skill][skill]Temple Strike[/skill][skill]Golden Skull Strike[/skill]

Discuss! j/k

My favorite is Beguiling Haze, a Shadow Step and Daze is ftw. However, I like Temple Strike for the interrupt, damage and Blind to cover. Which I choose depends on whether I want to gank casters or am more melee oriented.

What I can't figure out is Golden Skull Strike. Its 5 less energy sure, but that doesn't mean much with high Critical Strikes and a Sin's natural predilection for high energy (35+ for me). Its 5 seconds less recharge than the other two, but does that mean much when the idea is to kill the dazed target in one quick attempt?

The only disadvantage to BH is its in Deadly Arts, which needs an 8 or 9 investment for optimum timing, which of course takes away from Dagger Mastery and Critical Strikes.

So the question for me is, why Golden Skull Strike? Its an off-hand, same as Temple Strike, only marginally less costly and less recharge than either of the other two skills, is vastly inferior to Temple Strike in terms of effect, and is also conditional on being enchanted, which with stripping so prevalent isn't always a sure bet!

Now, if GSS added damage like most of the other "Golden" skills, or was changed to be an unblockable (if enchanted) lead attack, then I could see using it. But as it is now, its a shallow copy of Temple Strike and has nothing that would incentivize me to take it over the other two.

Dr Strangelove

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None of them are particularly threatening. Since BH is in deadly arts, people don't invest heavily in it, leading to a 5 second or so daze. With daze reduction equipment, it's gone before you even notice it.

With temple and golden skull, you're forced into L-O-D, energy problems prohibit you from using a more powerful combo, and you can't use your elite on something more painful.

For a sin, a couple knockdowns will go much further than daze.

snaek

snaek

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Join Date: Mar 2006

N/

for [golden skull strike]
with silencing daggers, u can upkeep dazed on a target 13s out of ever 15s

i spose wit the low energy cost too, u can worry less bout e-management

btw i prefer [beguiling haze] out of the 3...
cuz i prefer +dmg out of my attack skills

shorter duration isnt too much of a prob...
cuz higher dmg attack skills = they die faster

snaek

snaek

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Join Date: Mar 2006

N/

Quote:
Originally Posted by Dr Strangelove
None of them are particularly threatening. Since BH is in deadly arts, people don't invest heavily in it, leading to a 5 second or so daze. With daze reduction equipment, it's gone before you even notice it. its actually shadow arts...
and this allows the sin to have their self-heal be more effective

besides, deadly arts is actually pretty common
not so much anymore since the numerous constant nerfs to da key skills...but its still common

(its generally used in ra/ab where u need to be self-reliant anyways)

Turbobusa

Forge Runner

Join Date: Jan 2006

By the Luxon Scavenger

The Mentalists [THPK]

N/

Baguiling haze for the shadow step!
I like to follow up with iron palm, even if those have 20 secs recharge, it's good for the lulz

JASON626

Krytan Explorer

Join Date: Aug 2006

Mo/

IF your going to daze someone you generally need a criple/snare to prevent kiting. Alot of times a single person on a dazed monk won't kill becuase 1/4 cast skills can get cast, i.e. reversal, patient spirit.

Knockdowns are pretty good. They interupt skills and while on the ground for a minimum of 2 seconds per knockdown they can't cast or move.


just my ideas.

MasterSasori

MasterSasori

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Join Date: Dec 2007

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I'd go with Haze. It has proved to be pretty potent at times when it hits an unsuspecting monk/caster.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Temple Strike.

Haze requires you to chip into Shadow Arts, and Shadow Arts is quite bad skill-wise. You can get good part of it's good skills with little investment anyway.

Golden Skull has a lengthy recharge.

For PvE, I would rather slap BHA on my 'Sins bar if I want a reliable Daze.

But as the good old Dr. said, none of them are really very threatening. If you use it on a Monk (Providing s/he has a decent skillbar and GW:EN), Patient Spirit / RoF would still be hard to hit unless you're Monkstomping, and that's only against mobs in AB, and in 8 man arenas, your second Monk most probably has condi removal too.

I admit though, Shadowstepping is quite cool.

BlackSephir

BlackSephir

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Beguiling Haze-> Leaping Mantis = yay!

Bobby2

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Beguiling Haze-Iron Palm for me

I run 7 Shadow (threshold 6 sec Daze) + Silencing Daggers (+33%) for an 8 sec Daze that would otherwise be at 12 Shadow (ugh). I run no other Shadow skills so didn't wanna invest more.

What hinders me about Temple and Golden Skull is the complete and utter lack of bonus damage.

@Tyla: Golden Skull has recharge 15, Temple 20. What's your point?

A Leprechaun

A Leprechaun

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Join Date: Feb 2006

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Why are people running Beguiling -> Iron palm? Surely with the KD from Iron palm you aren't using the daze to its full potential, you may as well just KD -> damage chain.
Meh, I don't sin much.

~A Leprechaun~

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Bobby2
@Tyla: Golden Skull has recharge 15, Temple 20. What's your point? Nice catch, but I just don't like the requirement on Golden Skill, because if something relies on enchantment, I believe it is autobad.
Unlike Temple Strike, which can make wammos cry with Blind and Daze at the same time!!!

Kaleban

Kaleban

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My bad on Beguiling being Shadow Arts, was in a rush lol.

I guess my main question is why ever use GSS? At 12 Dagger Mastery, GSS lasts 9 seconds, TS 8. I forget if GW rounds up with Silencing mods, but either way the difference won't be more than 1 second. And since I usually run a 15 or 16 in DM as standard on my sin, my TS duration is the same as GSS or better (10 or 11 compared to just 10 for GSS).

I mean, is it really worth 5 energy and 5 recharge for a skill that does less than half of another and is STILL elite? Not only does GSS require enchantment (which is difficult to maintain with all the anti-enchant nowadays) it doesn't interrupt or blind.

Take a look at these for comparison:

[skill]Bestial Mauling[/skill]
[skill]Awe[/skill]
[skill]Spear Swipe[/skill]

All three non-elite, the first two dependent on knockdown (easy for a sin to cause) and the third dependent on a condition, also easy for a sin to cause. All three of the sin's daze skills are elite. Spear Swipe is funny, its a paragon melee attack, with paragons having naturally higher armor, adds bonus damage and is a regular skill, and doesn't require a lead attack lol.

Bestial is Beast Mastery obviously, so one could use that as a secondary with a pet (I prefer the Black Moa lol), but the two paragon ones are Leadership based. I just think as is, GSS is a wasted skill, a lesser duplicate of Temple Strike, and scarcely deserving of elite status, especially when compared to other professions' non-elite daze causing skills.

As I said before, I think GSS should be changed in one of two ways:

Simply make it a non-elite and leave the rest OR

Keep as an elite, but make the following changes:

Make it a lead attack

Add bonus damage say in the 5...10...25 range OR inflict a second condition different from Blind (to keep skills distinct), appropriate ones would be Bleeding or Crippled I think.

Change the enchantment requirement to "this attack misses if not under an enchantment" similar to [skill]Golden Phoenix Strike[/skill]

Switch places with Locust's Fury

The last makes sense to me, to have a double strike increasing elite in the attribute responsible for double striking, much like Critical Eye is in Critical Strikes. It also seems to fit there along with Flashing Blades. Putting [skill]Golden Skull Strike[/skill] in Critical Strikes would also keep a potent elite as described above out of the hands of secondary sins.

Perhaps I'm just being nitpicky, but I don't think the changes described above are overpowered, and I'd like to make use of GSS at some point. However as it is now, it will NEVER make it onto my skillbar, considering the far superior Temple Strike or the awesome utility of Beguiling Haze.

RavagerOfDreams

RavagerOfDreams

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i prefer temple strike over golden tbh
makes a nice spike combined with [skill]Signet of Deadly Corruption[/skill] or [skill]Signet of Shadows[/skill]

mostly because of the the cover condition + the fact that its not totally useless against melee's.

However i agree that BH is sexy as it is a shadow step and its fun to go like this [skill]Beguiling Haze[/skill]-> [skill]Iron Palm[/skill]-> [skill]Falling Lotus Strike[/skill] -> [skill]Twisting Fangs[/skill] -> [skill]Signet of Deadly Corruption[/skill]

BH's effectiveness at low Shadow Arts (5ish) also helps

Bobby2

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Quote:
Originally Posted by Kaleban
I mean, is it really worth 5 energy and 5 recharge for a skill that does less than half of another and is STILL elite? Not only does GSS require enchantment (which is difficult to maintain with all the anti-enchant nowadays) it doesn't interrupt or blind. From GuildWiki:
Dazed will interrupt a spell being cast when it is applied, even without any damage being caused or any attack being made. The interrupt occurs even if the target was already dazed and the condition is re-applied.

Temple Strike's 'interrupt' clause is... useless. You don't know how many times I've interrupted [skill]guardian[/skill] by [skill]beguiling haze[/skill]ing right in the Monk's face.

Daze is an offensive condition in the sense that it tends shortens the lifespan of your target considerably by rendering almost all (self-)heals useless. Blind is very much a defensive condition, it's not going to help take the target down any faster.

RavagerOfDreams

RavagerOfDreams

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Quote:
Originally Posted by Bobby2
From GuildWiki:
Dazed will interrupt a spell being cast when it is applied, even without any damage being caused or any attack being made. The interrupt occurs even if the target was already dazed and the condition is re-applied.

Temple Strike's 'interrupt' clause is... useless. You don't know how many times I've interrupted [skill]guardian[/skill] by [skill]beguiling haze[/skill]ing right in the Monk's face.

Daze is an offensive condition in the sense that it tends shortens the lifespan of your target considerably by rendering almost all (self-)heals useless. Blind is very much a defensive condition, it's not going to make the target down any faster.
not only that but monks rarely carry [skill]Mending Touch[/skill] + [skill]Draw Conditions[/skill] over [skill]Dismiss Condition[/skill] so you have a much better chance of keeping the daze on the monk as his condition removals only take away one condition. With that said imo temple is a safer way to go the GSS but BH is better then both temple and GSS

ShadowsRequiem

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I love temple strike, though I run insanely high crit strikes with no heals cause I normally just run it in ab.

Beguiling is okay but you really have to get a cover condition up right away. And in any pvp decent monks have return and can kite.

itsvictor

itsvictor

Krytan Explorer

Join Date: Jan 2008

Quote:
Originally Posted by A Leprechaun
Why are people running Beguiling -> Iron palm? Surely with the KD from Iron palm you aren't using the daze to its full potential, you may as well just KD -> damage chain.
Meh, I don't sin much.

~A Leprechaun~ You need to snare the target, KD clause of iron palm is easily filled w/ the daze from BH. I don't use my sin much anymore but I still prefer sin-shoving. Unless you have cripple coming in or a second KD(outside sources besides the sin), not hard to outkite the daze or put up shield bash/etc and remove it.

Turbobusa

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Join Date: Jan 2006

By the Luxon Scavenger

The Mentalists [THPK]

N/

I saw some HL guild (forgot the name) running [skill]Beguiling Haze[/skill]-> [skill]Iron Palm[/skill]-> [skill]Falling spider[/skill] -> [skill]Twisting Fangs[/skill] -> [skill]Signet of Deadly Corruption[/skill] -> [Signet of toxic shock]
with [resurrection signet](or[tiger stance], can't remember if both sins had a signet) [shadow of haste]
Needs +5e daggers, maybe one +energy rune.

RavagerOfDreams

RavagerOfDreams

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hmmm shadow of haste is back in gvg....i might be able to get a job again <3

Bobby2

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Let me tell you about the sweet interaction of [skill]shadow of haste[/skill]-[skill]tiger stance[/skill]
I guess it was the sig after all huh.

Dr Strangelove

Dr Strangelove

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Quote:
Originally Posted by RavagerOfDreams
not only that but monks rarely carry [skill]Mending Touch[/skill] + [skill]Draw Conditions[/skill] over [skill]Dismiss Condition[/skill] so you have a much better chance of keeping the daze on the monk as his condition removals only take away one condition. With that said imo temple is a safer way to go the GSS but BH is better then both temple and GSS It doesn't matter whether the monk can remove the daze or not. A daze sin just can't capitalize on the very small window the daze provides, there's just not damage/snares to make it work. I monk an awful lot in RA and TA, and i can honestly say I have never been killed or even truly threatened by a daze sin. If you want to ruin a monk's day as a sin, run knockdowns or shattering assault.

If you want daze, run BHA. It lasts so absurdly long that the monk will be significantly limited for quite a while, rather than minorly inconvenienced while you feebly try to spike him out.

Div

Div

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Beguiling haze for PvP. The combos you use with the other two strikes are generally not able to kill a monk very easily. If you want daze in PvE, just take a BHA

Krill

Krill

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Join Date: May 2005

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The only success I have had with haze on lone monks in arena is using it with with flurry and and a cripple. You need the cripple so they don't kite away and the IAS to increase your chances of hitting 1/4's like patient spirit and RoF. To get that cripple though you have to run caltrops or a hex + black mantis thrust, both of which will pretty much drain all your energy in conjunction with haze...even with radiant insignias and +5 daggers. Basically I don't think it's worth it, if you want a good daze with a sin, run BHA with 7 in marks and a silencing string (16 second daze).

RavagerOfDreams

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Quote:
Originally Posted by Dr Strangelove
It doesn't matter whether the monk can remove the daze or not. A daze sin just can't capitalize on the very small window the daze provides, there's just not damage/snares to make it work. I monk an awful lot in RA and TA, and i can honestly say I have never been killed or even truly threatened by a daze sin. If you want to ruin a monk's day as a sin, run knockdowns or shattering assault.

If you want daze, run BHA. It lasts so absurdly long that the monk will be significantly limited for quite a while, rather than minorly inconvenienced while you feebly try to spike him out. never anywhere in my quote did i say you could effectively kill monks (anyways in ra you don;t get a monk with every team so you don't always have to plan to take out a monk could work for just pestering the other teams squishies while a war does the real work) with any of those skills. I did however say that temple and BH are more effective if your going to use them then GSS. The only build you'll catch me running in RA is the backbreaker sin.

trolling is baed

Bobby2

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Quote:
Originally Posted by Dr Strangelove
It doesn't matter whether the monk can remove the daze or not. A daze sin just can't capitalize on the very small window the daze provides, there's just not damage/snares to make it work. I monk an awful lot in RA and TA, and i can honestly say I have never been killed or even truly threatened by a daze sin. If you want to ruin a monk's day as a sin, run knockdowns or shattering assault.
We've obviously never met.

Quote: Originally Posted by Dr Strangelove
If you want daze, run BHA. It lasts so absurdly long that the monk will be significantly limited for quite a while, rather than minorly inconvenienced while you feebly try to spike him out. Duration doesn't matter. You run Dismiss amirite

EDIT: Dismiss is usually the first skill I catch on a (good) Monk. The point is I do immediately capitalize on the Daze - BHA Rangers don't have this option (no spike).

Kaleban

Kaleban

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Join Date: May 2005

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In my experience, combining Beguiling Haze with Iron Palm, an IAS and then a four or five skill attack chain is sufficient to kill a monk.

If the point of a sin is to kill a target within 6 seconds, a 10 second Daze is more than enough.

Besides, most of my spike builds that could utilize Daze throw in other conditions like Deep Wound and Poison, with a knockdown too. Most casters I've encountered who are unable to block/blind are dead before Daze wears off lol.

Dr Strangelove

Dr Strangelove

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Quote:
Originally Posted by Bobby2
EDIT: Dismiss is usually the first skill I catch on a (good) Monk. The point is I do immediately capitalize on the Daze - BHA Rangers don't have this option (no spike).
I'd argue that a monk trying to dismiss daze with a melee on top of him is bad. My first response would be to run like hell. If that fails, I pop shield bash, or whatever stance I'm running. If that doesn't work, I use RoF, patient spirit, or spirit bond.

Quote:
Originally Posted by Kaleban
In my experience, combining Beguiling Haze with Iron Palm, In that case, it's the knockdown that's killing the monk, though I'll admit BH is a decent way to set the primer condition for iron palm.

Kaleban

Kaleban

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Quote:
Originally Posted by Dr Strangelove
In that case, it's the knockdown that's killing the monk, though I'll admit BH is a decent way to set the primer condition for iron palm. Well, I'd argue its both. They do stand up, and with a fast attack chain and Daze you will interrupt the 1/4 second casts, knockdown on its own doesn't do the trick.

Besides, who can argue with a 20 second recharging shadow step with Daze?

Bobby2

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Quote:
Originally Posted by Kaleban
Besides, who can argue with a 20 second recharging offensive shadow step, period?
Fix'd.

Quote:
Originally Posted by Dr Strangelove
In that case, it's the knockdown that's killing the monk I reckon just a single KD won't cut it.

moriz

moriz

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i'm not entirely sure on this, but i swear beguiling haze has aftercast. there's no other explaination why i can't hit any moving targets successfully after using it.

i've been playing with this:

[build prof=A/W deadly=12+1+1 shadow=8+1 dagger=8+1 critical=7+1][beguiling haze][iron palm][falling spider][twisting fangs][signet of deadly corruption][signet of toxic shock][dash][feigned neutrality][/build]

Bobby2

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Quote:
Originally Posted by moriz
i'm not entirely sure on this, but i swear beguiling haze has aftercast. there's no other explaination why i can't hit any moving targets successfully after using it.

i've been playing with this:

[build prof=A/W deadly=12+1+1 shadow=8+1 dagger=8+1 critical=7+1][beguiling haze][iron palm][falling spider][twisting fangs][signet of deadly corruption][signet of toxic shock][dash][feigned neutrality][/build] True. You can see (on a stationary target) the Sin still has to get up a bit after the Shadow Step before he goes down again in the animation of Iron Palm. (EDIT: this is exactly why I prefer to cast Haze as an interrupt - the short KD-thingy it causes is enough to snare the target for Iron Palm - Falling to go verrrry smoothly.)

Iron Palm is a strange puppy though.
- Its effect: KD. This enables the use of Falling skills, takes no genius.
- Yet: it also counts as a lead attack... which makes no sense at first sight.

It does, however, enable you to follow up with another offhand if the Falling thing flukes it for whatever reason. Sometimes it's because you have to run too far after Iron Palm, or the target throws up a block stance - the latter happens pretty often in AB, so I run Wild Strike to end such nonsense and make sure Twisting Fangs connects. Moriz, If you intend to make the fullest of SoDC, you could run Mantis Touch as backup.

RavagerOfDreams

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Quote:
Originally Posted by moriz
i'm not entirely sure on this, but i swear beguiling haze has aftercast. there's no other explaination why i can't hit any moving targets successfully after using it.

i've been playing with this:

[build prof=A/W deadly=12+1+1 shadow=8+1 dagger=8+1 critical=7+1][beguiling haze][iron palm][falling spider][twisting fangs][signet of deadly corruption][signet of toxic shock][dash][feigned neutrality][/build] that build is awesome crazy fun to run

moriz

moriz

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that "short KD thing" is actually the interrupt animation... which won't occur if target is moving.

maybe i should fit caltrops somewhere in the build, or crippling dagger.

the sound effect from signet of deadly corruption is pretty funny too. it's like: "SHLUURP!"

Bobby2

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Quote:
Originally Posted by moriz
that "short KD thing" is actually the interrupt animation... which won't occur if target is moving.
Precisely.

Quote:
Originally Posted by moriz
maybe i should fit caltrops somewhere in the build, or crippling dagger. Still suggest [skill]mantis touch[/skill] but then again I have [skill]dancing daggers[/skill] to work with. Crippling Dagger is meh at best, you won't be spamming it - so it still pales to Siphon Speed. I don't know if you could support both Caltrops and Haze energy-wise.

RavagerOfDreams

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[skill]Caltrops[/skill] is definitely your best option
you get the ranged snare and its more spammable then mantis touch however bobby is right you have to be good with your energy to use it as it is a bit of a hog

Bobby2

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Quote:
Originally Posted by RavagerOfDreams
[skill]Caltrops[/skill] is definitely your best option
you get the ranged snare
Mantis Touch is ranged also. And it lets you pass through to Twisting Fangs.
Quote:
Originally Posted by RavagerOfDreams
and its more spammable then mantis touch Care much for spammability in an instagib build?