Questions about Assassin Profession
Green Chiken
Can anyone tell my the regular health number or energy number, my sin has a health of 530 and energy of 25 is that ok?
Yang Whirlwind
The amount of health and energy a character has available as base is fixed at each level.
Both can however be modified depending on personal choices:
Armor Insignias and Runes
Weapon inscriptions and upgrades
Both can however be modified depending on personal choices:
Armor Insignias and Runes
Weapon inscriptions and upgrades
FengShuiDove
You're aiming for around 600 health and 25 energy is fine. My usual setup is (listed as Insignia, piece, Rune):
Survivor Headpiece of Minor Dagger Mastery
Survivor Chest of Superior Vigor (go with whatever Vigor rune you can afford)
Survivor Hands of Minor Critical Strikes
Survivor Legs of Vitae
Survivor Feet of Vitae
You never want to use superior runes for normal builds, the gain doesn't match the health loss. You should be *around* 600 health for good durability in PvE.
Survivor Headpiece of Minor Dagger Mastery
Survivor Chest of Superior Vigor (go with whatever Vigor rune you can afford)
Survivor Hands of Minor Critical Strikes
Survivor Legs of Vitae
Survivor Feet of Vitae
You never want to use superior runes for normal builds, the gain doesn't match the health loss. You should be *around* 600 health for good durability in PvE.
imnotyourmother
As stated above. But all is not equal. A War will have less energy requirements than a Touch ranger because the war uses adren skills.
However this is not a hard and fast rule.
Touch rangers rely on Necro skills that cost a Huge 15 energy but with Expertise at 16 - Max it out with attribute points and then put a rune of MAJor Expertise and you get 16 - all skills have an energy reduction of 10.
There are two elites that come to mind that give more energy. War's Endurance and Offering of Blood - Necro.
I am not sure if there is a skill for the ass that will give more energy as I have never played one.
Addition:
I have just though of a solution. Make a hero Necro secondary and use Blood Ritual. That will give you 3 blips of energy renewal for a certain amount of time. I run that on at least 2 of my hero's - but they are necro's anyway.
Nothing bites more than running out of energy
However this is not a hard and fast rule.
Touch rangers rely on Necro skills that cost a Huge 15 energy but with Expertise at 16 - Max it out with attribute points and then put a rune of MAJor Expertise and you get 16 - all skills have an energy reduction of 10.
There are two elites that come to mind that give more energy. War's Endurance and Offering of Blood - Necro.
I am not sure if there is a skill for the ass that will give more energy as I have never played one.
Addition:
I have just though of a solution. Make a hero Necro secondary and use Blood Ritual. That will give you 3 blips of energy renewal for a certain amount of time. I run that on at least 2 of my hero's - but they are necro's anyway.
Nothing bites more than running out of energy
Windf0rce
Armor:
Head (+1 Dagger): Survivor / Minor Dagger Mastery
Chest: Survivor / Superior Vigor
Hands: Survivor / Minor Critical Strikes
Legs: Survivor / Vitae
Feet: Survivor / Vitae
Daggers:
Inscription: +5 Energy (not too fond of 15^50 on daggers...)
Suffix: +30 HP (Fortitude)
Prefix: Usually carry one Vampiric and one Zealous of each.
Total: 620 HP and 30 Energy on my sin.
Some people use Nightstalker's insignias for +armor, which is also acceptable but comes at a cost of 40 HP. While 40 HP seems little, it can be the difference between being targeted by monsters or not. I prefer to go with high HP as it ensures I will hardly if ever be the target of monsters. Plus, HP works against everything, armor doesn't.
As for Energy a very high energy pool isn't needed, as with 13 Critical Strikes you'll gain 3 Energy per critical you score, which is one of the best means of management around.
I usually play with Vampiric Daggers until Energy starts to run low (if ever), if it does, switch to Zealous and auto attack to fill Energy back.
Head (+1 Dagger): Survivor / Minor Dagger Mastery
Chest: Survivor / Superior Vigor
Hands: Survivor / Minor Critical Strikes
Legs: Survivor / Vitae
Feet: Survivor / Vitae
Daggers:
Inscription: +5 Energy (not too fond of 15^50 on daggers...)
Suffix: +30 HP (Fortitude)
Prefix: Usually carry one Vampiric and one Zealous of each.
Total: 620 HP and 30 Energy on my sin.
Some people use Nightstalker's insignias for +armor, which is also acceptable but comes at a cost of 40 HP. While 40 HP seems little, it can be the difference between being targeted by monsters or not. I prefer to go with high HP as it ensures I will hardly if ever be the target of monsters. Plus, HP works against everything, armor doesn't.
As for Energy a very high energy pool isn't needed, as with 13 Critical Strikes you'll gain 3 Energy per critical you score, which is one of the best means of management around.
I usually play with Vampiric Daggers until Energy starts to run low (if ever), if it does, switch to Zealous and auto attack to fill Energy back.
FengShuiDove
Good summary and expounding of my post. Energy should not be a problem due to Critical Strikes and the fact that if you have Nightfall, you should be running the skill [Critical Agility] in ANY build. I keep around Zealous, Vampiric, and Icy Daggers all +30 health 15^50, though there's no noticeable difference between +5e or 15^50 either way... you might get 1 more attack in before having to swap to Zealous or 1.5 more dps, but neither of these are event-changing.
You'll never need energy from an external source like [Blood Ritual] if you're playing well and have the proper equipment.
You'll never need energy from an external source like [Blood Ritual] if you're playing well and have the proper equipment.