Quote:
Originally Posted by Unreal Havoc
I believe a similar concept is in the guide already. Better off using Lightning Reflexes though as it gives you an IAS and blocking (as I pointed out already) that is recharged by AP ready to use again, and Dark Prison to cover Assassins Promise because if AP is removed (hex removal does happen) it will mess up your builds energy managment and skill recharge.
I used [skill]Dark Prison[/skill] before, but found it a bit too energy intensive with [skill]Lightning Reflexes[/skill]. My opener was [skill]Iron Palm[/skill] for the KD. By then, you'd have to replace [skill]Falling Spider[/skill] with [skill]Falling Lotus Strike[/skill] but you'd lose damage from [skill]Signet of Deadly Corruption[/skill]. Besides, there aren't many areas where a cover hex is needed because of lack of hex removal from mobs. Usually, its in the form of [skill]Expel Hexes[/skill] from mesmers. As for LR, I do like [skill]Critical Agility[/skill] since its for pve. The good thing is, an IAS isn't necessary because of the 2 signets at the end of the spike. CA is just icing.
The build in the guide uses the Trampling Ox chain, but this one provided is based on Deadly Arts, so you have a longer AP, or if you choose, a slightly longer Dark Prison. What makes this spike good IMO is the armor ignoring damage.