Assassin Build for AB
Krill
snaek
Krill
How do you even defend such ridiculous statement Tyla when there are good sin builds for every format and team builds with sins for every level of play up to gvg mAT? Of course sin split is no longer a viable build for high level gvg and BB sin took a bit of a hit, but that doesn't mean the whole class is now useless.
At any rate this thread is a thread for AB sin builds, where there's still a large variety of builds that work well.
At any rate this thread is a thread for AB sin builds, where there's still a large variety of builds that work well.
Lyynyyrd
Bobby2
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Originally Posted by arienrhode
Very few Sin builds also do something other than just ganking, though.
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Originally Posted by Lyynyyrd
HB+AB=PvP.
And srs bznz at that.
Bobby2
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Originally Posted by moriz
that basically limits it down to two arenas: alliance battles (aka assassin battles), which features both; and hero battles, which features dumb AI substituting for dumb players, and lots of movement running between shrines. in every other arena, they are weak purely for the fact that there are better characters you can run in that spot. |
Quote: Originally Posted by Stealth Bomberman no competition, sin wins by default. Coming from the same guy that said DW isn't necessary for a good spike. Right.
Quote: Originally Posted by X Cytherea X stuff about Promise not being bad in PvP I just had to spread the word. Many lolz were had.
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Flail is a fairly decent skill to use when it comes to those combos. Why? Either you don't start it off and you fail already, or you're going to successfully score a kill. Both of which are quite risky. Well, unless for some reason you're jumping in randomly and hitting your chain, and that isn't smart anyway.
Originally Posted by X CythereaX
oh, and you should cut down on your excessive usage of "oh, and" to start sentences; it sounds very juvenile and unrefined.
Search back far enough and you'll see people use the same words from time to time. What is juvenile, however, is not admitting you're wrong while it's blatantly obvious to the rest of the world, then resorting to personal attacks. GFG. Quote:
Solocapping is bad. Be a team player. And if you're solocapping, use something that can be useful outside of that scenario. I'll give you a clue, [[Incendiary Arrows].
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That's just like saying that if the risk and reward of a superior rune is too hard to handle don't run it. Both are bad and take up something valuable.
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PS: Which player was it in [rawr] who runs Superior Axe? I assume he's a bad player, and therefore the guild he plays in is bad, yes? Quote:
lol.
You do know this is a PvP discussion, right? Assassins Promise is only useful on bad players, NPC's and ganks. If you aren't ganking 90% of the time it loses efficiency. Hidden Caltrops actually allows a cheap, powerful snare aswell as an entrance to a Crippling based combination. Oh, and Nukers are quite bad. By the time you get to another shrine, your bar is recharged, AoEDots are pretty terrible outside of NPC's unless you've got a Hammer Warrior who knows his shit, Assassins Promise kills your secondary meaning no Weapon of Warding. Oh, and Me/E > E/X outside of a Shatterstone Elementalist. Quote: Quote: |
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Quote: Lol. This is AB. Actually not only is this AB, we are talking about Assassins. Sins need 13 Critical Strike if it can be done, and if it means running a Major or even a Superior rune I say do it. 'Sins don't need 13 Critical Strikes, and the complete reliance on critical hits in your chain often results in a bad chain.
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If you are solocapping, you are a team player. The Elementalist solocaps while his team caps because that is the fastest way to do it. Example: Etnaran Isles. Start of match, Luxon side. Team goes out right door, caps shrine. Team moves on to Elite Elementalist shrine, taking care to avoid a conflict, caps shrine. Once shrine is neutralized Elementalist moves on to Seaside Attack shrine, caps shrine. Rest of team stays behind to take the shrine and pick up the NPC, then follows the Elementalist to the Attack shrine. Once Attack shrine is neutralized, Elementalist moves on to Elite Warrior shrine, caps shrine. And so on. The Elementalist solocaps - he has no one with him when he is capping. But he is also a team player - he advances the team's purpose.
That's the point: you can get away with a Superior rune in AB because you are not going to be facing coordinated offense, and neither are you going to be spiked (one Monk with you = any single player spiking will fail). Because of the unique situations in which AB occurs in you can run a Superior rune and get away with it.
I ran an Assassin with the following bar in AB before; [patient spirit][heal area][dismiss condition][holy veil][healers covenant][infuse health][return][way of the master] Now, have a look at that bar again. Just because it's capable of winning Alliance Battles doesn't make it good or effective. Just because you can get away with shit doesn't mean it's efficient to do so. Oh, and occasionally you get people who can spike, unless you're one who thinks spiking is only capable with Ventrilo or any other voice communication software. On several counts have I spiked with other party members. Oh, and... solo capping is bad when that's all of your bar capability. Play something that can efficiently contribute to winning in other ways, not just solo capping in the times that you may require to do so. Quote:
AB revolves around capping. That's pretty much it. Elementalists rule AB because they are the best cappers in the game. Any coordinated team that I form would revolve around the Elementalist - the Elementalist will be in charge of calling movement around the map the same way Warriors call tactics in GvG. The Elementalist takes the greatest skill to play in AB, followed by the Sin if there is one in the party. Everyone else merely follows the Elementalist around. In a similar vein, AP is great in AB because you spend more time capping than fighting. There is only one map where you don't use the Elementalist (at least the Fire-based version), and that is Saltspray. In the others, especially Kaanai if you are Kurzick or Ancestral if you are Luxon, the Elementalist is absolutely necessary - and sometimes you want more than one.
Yes AoEDots are pretty terrible outside of killing NPCs - but that is pretty much all you do. You do not get in fights if you can help it, and if you do get in fights they do not last very long. Hidden Caltrops is a cheap powerful snare that can lead to Black Mantis Thrust, but so is Shadow Prison, which also happens to be a teleport. If you are running Weapon of Warding on an Elementalist, good luck to you, that's for HA not for AB. And finally Me/E's are bad compared to primary Elementalists: they have significantly less Fire and you don't need the Fast Casting unless you're stupid enough to attempt to cap a defended shrine without powerful outside advantages - and in any case you can use AP to recharge your interrupted skills. Quote: |
Solocapping is far from bad, it is fast and extremely effective. You've been playing too much rolling builds (or other kinds of PvP) as far as I can tell.
PS: Incendiary Arrows is like 10 times slower than a Fire Elementalist, and good luck to you when you have to deal with Monks.
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Yes you are jumping in semi-randomly and launching the chain. That is what the Sin does. He's an opportunistic killer who looks around for someone he can kill, quickly, and then moves on to follow the Elementalist.
Quote: Originally Posted by Tyla
More reason why Caltrops is stronger.
Did you know? In Etnaran Isles you can teleport from the bottom level to either Res Orb or Res Shrine via Death's Charge. A good Elementalist will definitely make use of this path, and expect his team to Return to him (or teleport up via other methods). Hidden Caltrops does not allow you to do this, but Shadow Prison will.
Tell me, what is the big strength of Hidden Caltrops anyway? Pretty much the only reason I can see to use it is to snare someone you do not intend to kill - otherwise Shadow Prison -> Black Mantis achieves the same 50% movespeed reduction.
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Solocapping is far from bad, it is fast and extremely effective. You've been playing too much rolling builds (or other kinds of PvP) as far as I can tell.
PS: Incendiary Arrows is like 10 times slower than a Fire Elementalist, and good luck to you when you have to deal with Monks.
In other words, you're not using this nifty thing called Distracting Shot and its friend called Savage Shot used to kill a Monk with the various skills available to you? Tell me, if there is a Monk defending an enemy shrine, how are you going to solo cap it anyway?Tell me, what is the big strength of Hidden Caltrops anyway? Pretty much the only reason I can see to use it is to snare someone you do not intend to kill - otherwise Shadow Prison -> Black Mantis achieves the same 50% movespeed reduction.
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Avoiding conflicts also loses you points at times. Unless you're running a Mind Blaster with the various skills that base around utility (think previous MB Meta), you're going to be useless outside of capping shrines.
Originally Posted by Tyla
Now, have a look at that bar again. Just because it's capable of winning Alliance Battles doesn't make it good or effective. Just because you can get away with shit doesn't mean it's efficient to do so. Oh, and occasionally you get people who can spike, unless you're one who thinks spiking is only capable with Ventrilo or any other voice communication software. On several counts have I spiked with other party members.
And so we're right back to where we first started, yes? Your ex-guildmates once said exactly the same thing of ER-based healers, that 'just because you can do it doesn't make it good or effective'. I suggest this: play a few AB games with me and I'll play a few AB games with you, and then we come to our own conclusions about how effective each others' AB strategies are. For my strategy to work, I need only two players - one Elementalist and one Monk, unless playing on Kaanai / Ancestral with heavy disadvantage, when I want a second Elementalist - so you and me should suffice. I do not claim to be the best Elementalist-player in AB, I'll see if I can persuade my friend to play a few games so you can experience firsthand as I once did months ago what it's like. For your strategy ... up to you how many players you want to use and how many PuGs, and I don't mind playing any build or any role you want me to; I'll even log on to Ventrillo if that's how you coordinate the team. Are you agreeable? Quote:
My point on Caltrops is that you can use it on other players and maintain the snare as needed at range. It's also more spammable and cheaper, especially if you bring the weaponset that makes it more useful. Weapon of Warding is a powerful skill to use when it comes to moving from the area.
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PS: Incendiary Arrows is like 10 times slower than a Fire Elementalist, and good luck to you when you have to deal with Monks.
Quote: Flail is bad. It requires adrenaline. You don't have the time to gain adrenaline while charging around from one shrine to the other.
Yes you are jumping in semi-randomly and launching the chain. That is what the Sin does. He's an opportunistic killer who looks around for someone he can kill, quickly, and then moves on to follow the Elementalist. Even as an Assassin you should be pressuring as much as you possibly could. Unloading your chain straight off is just stupid, especially when there is someone who can negate your chain anyway, for example a Ranger or anything that carries blocking skills. If you're just hitting your chain on the contact of an enemy team, you might as well be standing right next to a Ranger and casting something like Aegis.
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When I'm talking about stragglers, I'm talking about single targets. Either way, keep in mind that I have the ability to split off my own team too. I could send the Melshot Ranger after your Elementalist that is capping and screw him over. Keep in mind I also have an IA Ranger present, so I can also send that Ranger off to another shrine to take out your other Elementalist. If you have two Monks simply holding me back, I also have my Monk and my Hammer Warrior up. A Ranger can hold against an Elementalist fine, but I can send anything around the place anyway. Your Elementalists, however, limited to capturing shrines aren't useful when they're being hassled by certain things like Monks, Rangers, Mesmers and maybe Warriors.
Did you know? In Etnaran Isles you can teleport from the bottom level to either Res Orb or Res Shrine via Death's Charge. A good Elementalist will definitely make use of this path, and expect his team to Return to him (or teleport up via other methods). Hidden Caltrops does not allow you to do this, but Shadow Prison will.
Yet Hidden Caltrops is more spammable, cheaper, can lead into your chain and is useful outside of simply spiking? Quote:
What are you talking about pressure? This is AB. There is no pressure. Good teams avoid fights if they cannot win, they do not stay to get out-pressured. You are only going to be autoattacking as a Sin when the Elementalist makes a decision to fight (in which case, if he is competent, you should be winning the skirmish easily anyway), or when you are capping shrines, or when you are finishing off an opponent who survived your chain. 4v4 skirmishes that outpressure the other team occurs in RA and TA, not AB. You say 'just hitting your chain on the contact of an enemy team', I tell you that's stupid. You do not engage an enemy team 4v4 because that is not your strength - you fight them 8v4, or 6v4, or when they are all low on HP, or when they have no Monk, etc - but you do not fight them in an even 4v4.
You'd be exceedingly stupid to unload a chain on someone who might be carrying blocking stances. Let me tell you: outside of Distortion and possibly other stances / skills I have not thought of off the top of my head, the blocking stances in the game are on Rangers and Warriors. Anyone with a blocking stance is necessarily part Ranger or part Warrior. More to the point: if you see a primary Ranger you can expect him to have a blocking stance. If you see a primary Warrior he usually does not have a blocking stance, unless he is running a bad build. /R characters are rare, and usually do not have a blocking stance. /W characters are fairly common, and if the primary class is a caster type then they usually do have a blocking stance. Learn to pick targets, because that's how you avoid seeing 'blocked' on your screen. Quote: Yet Hidden Caltrops is more spammable, cheaper, can lead into your chain and is useful outside of simply spiking?
More spammable but so what? Cheaper but so what? Can lead into your chain, so can Shadow Prison and Dark Prison. The only real advantage Hidden Caltrops has over Shadow Prison and Dark Prison in AB is you being able to snare people without spiking them, a significant advantage yes but compensated for by Shadow Prison / Dark Prison's teleport effect. Quote:
Yet I will probably roll your team, giving me an oppertunity to capture faster with decent use of Distracting Shot and Bulls' Strike. There is an AoE knockdown, poison and burning being spread on a large radius and the extra bleeding from the other Ranger.
Keep in mind that it will take 20 seconds to capture an empty shrine from scratch, and 40 seconds to capture a shrine that has been captured by the enemy team, excluding the time it takes to kill. Depending on how your team of 3 play against my team of 4, that is a huge time gap in which I may have pushed you towards that shrine. Quote: |
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Quote: I challenge you to post two screenshots, when you first engage a NPC shrine and when you finally manage to kill the Monk. I will post a similar screenshot of myself engaging a NPC shrine and then killing the Monk. Let me tell you that I can do it without taking more than 5 seconds, and I seriously doubt you can match that time. Do you accept the challenge? If not I won't bother.
I don't mean human Monks - NPC Monks. A Fire Elementalist could clear a shrine faster than pretty much anything, true, but outside of that their use is small. I'd take something that is multi-functional over something that is one-dimensional.
Quote: What are you talking about pressure? This is AB. There is no pressure. Good teams avoid fights if they cannot win, they do not stay to get out-pressured. You are only going to be autoattacking as a Sin when the Elementalist makes a decision to fight (in which case, if he is competent, you should be winning the skirmish easily anyway), or when you are capping shrines, or when you are finishing off an opponent who survived your chain. 4v4 skirmishes that outpressure the other team occurs in RA and TA, not AB. You say 'just hitting your chain on the contact of an enemy team', I tell you that's stupid. You do not engage an enemy team 4v4 because that is not your strength - you fight them 8v4, or 6v4, or when they are all low on HP, or when they have no Monk, etc - but you do not fight them in an even 4v4. Then in that case there is no pressure in PvE.
Good teams do avoid fights they can't win. There is no such thing as a "competent 'Sin", but there is such thing as a "terrible Monk". On several counts have I managed to turn a team to a wipe by outwitting an enemy Monk on a Shovesin, but why? Because the Monk is terrible. First time, fair enough. Second time, s/he should be using Guardian on himself a lot considering the cast time on Shove is 3/4 and Shadow Walk is a stance, and if I couldn't get a spike off on that player, I'm doing nothing. The same goes for all other 'Sin bars. Heck, I barely ever run bars that can't combat certain things with ease. Always room for a bit of sufficiency on all characters.
Sometimes an even 4v4 is the answer. You're making an enemy team sit there with the possibility of wiping them or the other way round, either way a skirmish can decide a game in itself.
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Of course there is such a thing as a 'competent Sin'. You just proved you are not one though, because you 1) spiked a target with blocking stances, 2) spiked a target who gets WoW'ed soon into the spike and 3) somehow managed to use only one of the two teleports on your bar.
You'd be exceedingly stupid to unload a chain on someone who might be carrying blocking stances. Let me tell you: outside of Distortion and possibly other stances / skills I have not thought of off the top of my head, the blocking stances in the game are on Rangers and Warriors. Anyone with a blocking stance is necessarily part Ranger or part Warrior. More to the point: if you see a primary Ranger you can expect him to have a blocking stance. If you see a primary Warrior he usually does not have a blocking stance, unless he is running a bad build. /R characters are rare, and usually do not have a blocking stance. /W characters are fairly common, and if the primary class is a caster type then they usually do have a blocking stance.
That being true, if a Monk is using one of those things how are you going to kill anyway? Hope the Monk is terrible? Quote:
And you'd rather put Fall Back and Barbed Spear on Monks so they can not only heal the team, they can contribute party-wide speedboosts as well as DPS?
Think before you answer this point. Yes the above is stupid. Why is it stupid? Because a Monk that concentrates on healing the team is far more valuable than one that heals and gives speedboosts and deals damage. Why is he more valuable? Because a Monk of the second kind cannot heal anywhere as effectively as the first. Why does that matter? Because when push comes to shove, you need the Monk to be able to heal well. How does this relate to the above? By giving up the Fire Elementalist, your speed at capping is greatly reduced. This is not a slight disadvantage, this is a significant disadvantage, and a huge one on Kaanai / Ancestral. I'll keep my Fire Elementalists the same way they are for the same reason I don't tell my Monk to give up Patient Spirit and put in Spear of Light so he can deal some damage and be 'multi-functional instead of one-dimensional'. Quote: Sometimes an even 4v4 is the answer. You're making an enemy team sit there with the possibility of wiping them or the other way round, either way a skirmish can decide a game in itself. |
The even 4v4 is something to be avoided like the plague for my capping team. You, with the rolling team, should welcome it.
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By the way 'how are you going to kill a Mo/W with an Assassin' is something you can ask moriz, or any person who plays RA. If you are an Assassin and the other team has a Mo/W, probably with blocking stances or Shield Bash, what should you do? Hands up anyone who says "I'll spike him anyway".
Quote: Originally Posted by Tyla Why are you telling me this? Because you mentioned spiking a Ranger or something that might be carrying blocking stances.
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And Dark Prison is going to change this how? It doesn't veil the fact I could just as easily send off a D-Shot and a Savage Shot to worry out the duration of the skill or take out your chain for a while anyway.
Originally Posted by Tyla
Compare 12 recharge to 25 and 30 recharge. Holding someone back is a powerful thing to do at the right times.
Indeed. What's your point? Quote:
If you find some way to accurately test each of our tactics against a team that changes tactics and has players who know what they're doing, yes. Think about it, this is Alliance Battles where all of the people who don't understand much are. I really only see a good bar rarely there, let alone tactical thinking.
Quote: Why are you using Shadow Prison on someone who is going to get WoW'ed? Why are you even fighting in the first place? Do you get nothing of what I have been saying? If it's my team of cappers vs. your team of rollers, I am not engaging you in a teamfight unless I have a heavy advantage (other players being in the vicinity, NPC advantage, etc). |
Quote: And you'd rather put Fall Back and Barbed Spear on Monks so they can not only heal the team, they can contribute party-wide speedboosts as well as DPS?
Think before you answer this point. Yes the above is stupid. Why is it stupid? Because a Monk that concentrates on healing the team is far more valuable than one that heals and gives speedboosts and deals damage. Why is he more valuable? Because a Monk of the second kind cannot heal anywhere as effectively as the first. Why does that matter? Because when push comes to shove, you need the Monk to be able to heal well. How does this relate to the above? By giving up the Fire Elementalist, your speed at capping is greatly reduced. This is not a slight disadvantage, this is a significant disadvantage, and a huge one on Kaanai / Ancestral. I'll keep my Fire Elementalists the same way they are for the same reason I don't tell my Monk to give up Patient Spirit and put in Spear of Light so he can deal some damage and be 'multi-functional instead of one-dimensional'. Okay, I'll give you an example of multi-functional. A common Monk bar has hex removal, blocks, condition removal and heals. If this was one dimensional, then it wouldn't be able to do much outside of one of the above.
Quote: Of course there is such a thing as a 'competent Sin'. You just proved you are not one though, because you 1) spiked a target with blocking stances, 2) spiked a target who gets WoW'ed soon into the spike and 3) somehow managed to use only one of the two teleports on your bar. I don't need "target choosing practice". I'm merely pointing out the scenarios of which you'll be unable to spike because another team isn't completely clueless. Tell me, if there is a Fortress Monk on the other team and you feel like getting a spike down because it seems the Fortress Monk is down, you can't. The Fortress Monk will either Patient Spirit (find me a 'Sin bar that will kill beyond that), Guardian or stance up if it can.
Quote: The even 4v4 is something to be avoided like the plague for my capping team. You, with the rolling team, should welcome it. So what do you have two Monks for when you're apparently avoiding them half the time? What? Bring three Elementalists instead?
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Don't kill him. Duuuuuuhhhhhhhhh. Only attack him anyway if he's going to die soon (maybe he ress'ed into two teams at the Res Shrine, or someone's Dazed him, or whatever). By the way 'how are you going to kill a Mo/W with an Assassin' is something you can ask moriz, or any person who plays RA. If you are an Assassin and the other team has a Mo/W, probably with blocking stances or Shield Bash, what should you do? Hands up anyone who says "I'll spike him anyway". Let me further elaborate. If there is a Monk on the other team, you should forget about it anyway because a simple heal could kill a 'Sin spike, let alone a prot. Quote:
To heal NPC damage. And to heal whatever damage when you do choose to fight (eg. the 6v4 above). I don't get how you can actually say something as stupid as the quote above.
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Originally Posted by Tyla
Let me further elaborate. If there is a Monk on the other team, you should forget about it anyway because a simple heal could kill a 'Sin spike, let alone a prot.
Right. What's your point? I didn't say use the Sin to spike down enemy teams. I said use the Sin to spike down stragglers. Stragglers don't have Monks with them, and you see lots of stragglers in AB. If a Monk is present of course you don't use Assassin's Promise. ... duh. Quote:
Longbows, or do you camp weaponsets?
Quote: So what if NPCs are my only damage output? Damage is damage is damage. Pre VoD change you could win at VoD using NPCs as your damage output. Are you going to say NPC damage is negligible? Lol if you do. The Elementalist NPCs especially deal considerable damage. Do you want to fight a 6v4 battle where I have two NPCs + the Fire Elementalist? Although if this does happen in a real game I'd probably choose to continue capping. |
Quote: Stop coming up with excuses. Playing is the easiest way to tell. There are a lot of variations - but averaged over enough games everything evens out. This is the Central Limit Theorem, and if you are unfamiliar with it I suggest you Wiki it.
There are good players in AB and there are bad players, and if you play enough games you play them all. After ten games I think we will have enough material to decide on whose is superior. If you are going to require you have 24 good players in an AB game, then I'll tell you wishful thinking. Wishful thinking indeed. To have a completely accurate test, I want a fully controlled game.
Quote: So I take it you do agree to my challenge! Perfect. What time is convenient for you? Do it soon, because I do not have much time myself. Depends; Virgin is quite shitty for me and I often lag on confrontation.
I still don't see why I should use up my D-Shot or Savage on an Assassin for the most part though when if my party members are competent they should be able to not let it pass through. I mean, you could even get a Guardian up before a Trampling Ox on reflex.
Quote: By your logic of multi-functional instead of single-functional, a Monk bar with WoH, Cure Hex, Dismiss Condition, Guardian, Barbed Spear, Bane Signet, Fall Back and Zealous Anthem is multi-functional, because it has hex removal, blocks, condition removal, heals, condition pressure, damage, speed boost and energy for allies. Overexxaguration, no?
Quote: Why can't you see that I am arguing here that specializing the Elementalist to Fire and capping is much more important than making him a jack of all trades? Well I guess you could use a variant of the Mind Blaster if you really want that shit.
[mind blast][meteor shower][rodgorts invocation][fire attunement][blinding flash][gale][no skill][flame djinns haste]
Or swap B-Flash and Gale for other snares.
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Then don't spike him. What's your point? You've basically given an awesome reason to spike the Monk: because 'you feel like getting a spike down'. Awesome reason, no?
I've not given any reasons as to why I'll use my bar on a Monk. I'm simply stating why it would be inefficient. Quote:
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