lvl 16 dagger master vs critical agility
jsn
looking for some opinions on running 16 dagger master(0.99 attack rate with lvl 16 dagger mastery)
i wasnt sure if there was a increased attack speed cap for assassins or not
any tips would be great
there is a noticable difference from 1.33>>0.99
but can really see a difference with lvl 16 DM +33% ias from critical agility
im sure about 30 ppl will chime in that sup runes are a *noob* move.
please read the facts before writing something idiotic please(research before you flame)
anyone with assassin exp in this area please reply or pm
ign-Bunny Quickness
i wasnt sure if there was a increased attack speed cap for assassins or not
any tips would be great
there is a noticable difference from 1.33>>0.99
but can really see a difference with lvl 16 DM +33% ias from critical agility
im sure about 30 ppl will chime in that sup runes are a *noob* move.
please read the facts before writing something idiotic please(research before you flame)
anyone with assassin exp in this area please reply or pm
ign-Bunny Quickness
legacyofkain85
16 dagger mastery=superior rune=bad,go for 12+1+1 cause 14 is enough and u cant compare 16 dagger mastery to critical agility(its to good to be true tbh),i would chose 14 dagger mastery +critical agility over 16 dagger mastery anyday
EDIT: yes there is a IAS(increased atack speed)cap and its 33% unless coming from a single skill,altho assassins atack faster due to the fact that daggers have a chance of double strike with atacks which increases with every rank in dagger mastery i belive
EDIT: yes there is a IAS(increased atack speed)cap and its 33% unless coming from a single skill,altho assassins atack faster due to the fact that daggers have a chance of double strike with atacks which increases with every rank in dagger mastery i belive
Lyynyyrd
Double strikes are not an IAS - With 16 Dagger Mastery, you have 0.99 attack rate, you can still reduce that time further by using an IAS.
Bobby2
IAS and the double strike effect stack. Superior runs are baed (run 14).
Attack skills are ALWAYS single-strike, unless they're Dual Attacks in which case they always double strike.
....double strike is overrated
Attack skills are ALWAYS single-strike, unless they're Dual Attacks in which case they always double strike.
....double strike is overrated
FlamingMetroid
+1 for sup runes are bad
go
12+1+1 dagger
12 + 1 crit
go
12+1+1 dagger
12 + 1 crit
majikmajikmajik
Quote:
Originally Posted by FlamingMetroid
+1 for sup runes are bad
i aggreeeeeeee
Luminarus
A sup rune costs u 75hp for 2 attribute ranks. Whilst 0.99 is a great difference compared to 1.33, compare 0.99 to whatever 14 is, and then see if thats worth the 75hp...
Also as others said dual attacks =/= IAS. They dont make ur attack skills any faster. If ur trying to kill something with auto attacking on daggers... i have one thing to say:
LOL
Also as others said dual attacks =/= IAS. They dont make ur attack skills any faster. If ur trying to kill something with auto attacking on daggers... i have one thing to say:
LOL
odly
If you decide to go with 16 dagger mastery, then I'd recommend using critical agility as well. Remember it also gives you permanent >+20 armor. Somthing an assassin can certainlly use, being mellee...
Sup runes can be used in PvE most of the time. And if you start dying you can allways switch armor sets for a minor rune ...
Sup runes can be used in PvE most of the time. And if you start dying you can allways switch armor sets for a minor rune ...
laylife0890
I'm inclined to agree with the general consensus of replies here. The way I think of it is there is no substitute for health, because although your attacks hit for greater amounts, you'd be withdrawing from battle more often than at 14 DM. At 14 DM you'd have the health plus whatever IAS you choose, and additional armor you get from skill/spell/armor, ergo you'd stay in battle and be more efficient at striking, pressuring and killing your opponent(s).
As tempting as 16 DM may seem, it is not a substitute for staying alive. If you can't keep yourself up, (and it would be quite tricky being a frontline with -75 health), you put strain on your party, because your health bar would be flactuating from the highs to lows as monks frantically try to protect and heal you (plus, not every monk has ideal skill bars). Your frontline won't be as strong if you keep moving backwards and forwards, which aggravates the warriors and any other frontline melee you have in your team.
In any case like legacyofkain85 said, 14 DM is quite substantial, even more so having an IAS on your bar etc.
Hope I didn't blabble on too much there, but hope it helps.
As tempting as 16 DM may seem, it is not a substitute for staying alive. If you can't keep yourself up, (and it would be quite tricky being a frontline with -75 health), you put strain on your party, because your health bar would be flactuating from the highs to lows as monks frantically try to protect and heal you (plus, not every monk has ideal skill bars). Your frontline won't be as strong if you keep moving backwards and forwards, which aggravates the warriors and any other frontline melee you have in your team.
In any case like legacyofkain85 said, 14 DM is quite substantial, even more so having an IAS on your bar etc.
Hope I didn't blabble on too much there, but hope it helps.
odly
If I'm monking I'll ask you to take 2 sup runes . I'll be keeping a prot spirit on you all the time anyway and that's 15 less damage you're taking and I need to heal.
Balky
I`m running 2 supe runes, dagger and crit, those skills are set at 14, allowing me to set shadow arts at 10 , combine that with crit eye and way of perfection, along with unsuspecting, wild, critical strike and mobius , i actually self heal quite well, ( 60 hp back using the critical strike skill + the energy recharge which amounts to 14 ) mobius allows crit to recharge quickly meaning crit then gets me another 60 back in seconds.
As for the ability to double strike even for a few points of damage, it`s amazing how many times with a 28% chance to crit i do so, 1 in 3 attacks essentially , throw in great dwarf armour or critical defences ( which recharges on every crit ) and a set of vamp daggers, hell even with a set of 20/20 sunds, i can hold my own quite well without relying too much on monks.
Don`t forget nightstalkers insignia gives you a +15 armour boost on parts of your armour while attacking, lowering damage taken as well.
Like anything its down to how you adapt your skillset, some assis like shadow form, i can see the advantage of not getting hit by spells and attacks, but even if you`re not running supe runes, that still leaves you at risk of a massive hp drop, and if you get smacked at the precise instant it ends, you`re toast! ( Dependant obviously on second profession and skills )
As for the ability to double strike even for a few points of damage, it`s amazing how many times with a 28% chance to crit i do so, 1 in 3 attacks essentially , throw in great dwarf armour or critical defences ( which recharges on every crit ) and a set of vamp daggers, hell even with a set of 20/20 sunds, i can hold my own quite well without relying too much on monks.
Don`t forget nightstalkers insignia gives you a +15 armour boost on parts of your armour while attacking, lowering damage taken as well.
Like anything its down to how you adapt your skillset, some assis like shadow form, i can see the advantage of not getting hit by spells and attacks, but even if you`re not running supe runes, that still leaves you at risk of a massive hp drop, and if you get smacked at the precise instant it ends, you`re toast! ( Dependant obviously on second profession and skills )
Striken7
Quote:
Originally Posted by Balky
Quote: As for the ability to double strike even for a few points of damage, it`s amazing how many times with a 28% chance to crit i do so, 1 in 3 attacks essentially , throw in great dwarf armour or critical defences ( which recharges on every crit ) and a set of vamp daggers, hell even with a set of 20/20 sunds, i can hold my own quite well without relying too much on monks. Until you get your enchants stripped, or you are blinded, or hexed, or snared. Your basically a Monks worst nightmare waiting to happen if any multiple number of things affect your ability to attack and/or hit.
Quote:
Don`t forget nightstalkers insignia gives you a +15 armour boost on parts of your armour while attacking, lowering damage taken as well.
The one thing you don't want to do when taking a lot of damage is stand there and keep attacking. Stop attacking and get away from the enemies - you are not a Warrior, so don't act like one. Give your Monks a fighting chance at least. Quote:
BS. Nor me, nor none of my Heroes bar Jagged Bomber, run anything worse than Minor Att runes.
Not counting my SF suit ofc. Quote: I run a SF Dagger build with THREE sup runes. Nuts huh? When I bring discordway i have none. Your choices of builds and runes are going to change from situation to situation. A good rule of thumb, if you are not the primary source of damage you do not need superior runes in PVE. That's it, nuff said.
Highlighted for your convenience. Implying that your SF Dagger build is your team's primary source of damage.
gfg greenreaper3
Quote:
Originally Posted by Striken7
No (good) assassin uses SF in actual PvE, it's for farming and farming only.
And running...
snaek
Quote:
Originally Posted by moriz
actually, increasing dagger mastery does increase your attack speed, because higher dagger mastery will result in more double strikes.
double strikes does not mean ias
does dual strikes allow u to pull off attack skills one after teh other more faster? ...then dun call it an ias Kale Ironfist Kale Ironfist
If I read what you posted correctly, you just outright stated it's an IAS, except when in conjunction with dagger attack skills.
So, unless you can somehow prove that you're not getting more attacks due to double strikes over time in the optimum setting (ie, when not using dagger attack skills), you are wrong. The average time between a set amount of attacks has gone down. Hence you're getting more attacks in a given amount of time compared to if you had 0% chance to double strike. Just because it is variable based on chance and has a restriction on when it applies, does not mean you're not getting the bonus of an increased amount of attacks in a given time period. Look at [Berserker Stance]. Is that too not an IAS because it ends when you use a skill? You have to remember that the OP provided no context, so you can't just say it isn't an IAS due to the fact that it doesn't apply when using dagger attack skills. Kale Ironfist
We'll have to agree to disagree then. Here's my reasoning for why I (and probably moriz too) attribute its effect as to be an IAS:
IAS is used to get more attacks in. Increasing the chance of double strikes increases the average number of attacks over time. We're not using it's definition strictly according to game mechanics, but we're talking about the end result of getting more attacks in. Quote:
Sometimes I Attack More When Not Using Skills
There are two skills that follow the definition of IAS, and they can't be used with attack skills either. Why do you keep saying this?
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