Necromancer/Assassin..Is it doable?
Berem Coar
Greatings
First off, I am a newbii with the Assassin (played two A characters to around level 15). So my experience in the later run with both new skills and different enemies is highly lacking.
But I wondered about the use of a Necromancer as Primary, played as an Assassin.
I would use the Soul Reaping attribute from The Necromancer to fuel the Assassins dagger comboes. But I am unsure if the loss of the Assassins primary attribute and the skills associated with it would spell disaster later on?
At the moment the largest "problem" (if it is a problem) is that even the cheapest energi cost of the quickly run comboes drain the energi in a few seconds.
I am aware of the additional loss of runes that will have a semi large effect on the dagger skill, but on the other hand energy should not be a problem (especially combined with a minion master/bomber hero/ally). The continuation of the attack comboes should be pretty much garanteed?
The loss is the higher "normal" damage and armour, but the gain should be higher cost comboes with more damage/effect?
Am I totally off or can it be used effectively?
I am also thinking about using a E as the primary build, to use the larger energy storage to fuel the comboes and the effective high damage/effect close combat spells for a quick group kill? The large problem I see here is of cause running out of energy to early without "a refuel plan".
Hope You will be willing to give some good (and explained) advice
Oh, and the build is for PVE only...
/Confused Assassin
First off, I am a newbii with the Assassin (played two A characters to around level 15). So my experience in the later run with both new skills and different enemies is highly lacking.
But I wondered about the use of a Necromancer as Primary, played as an Assassin.
I would use the Soul Reaping attribute from The Necromancer to fuel the Assassins dagger comboes. But I am unsure if the loss of the Assassins primary attribute and the skills associated with it would spell disaster later on?
At the moment the largest "problem" (if it is a problem) is that even the cheapest energi cost of the quickly run comboes drain the energi in a few seconds.
I am aware of the additional loss of runes that will have a semi large effect on the dagger skill, but on the other hand energy should not be a problem (especially combined with a minion master/bomber hero/ally). The continuation of the attack comboes should be pretty much garanteed?
The loss is the higher "normal" damage and armour, but the gain should be higher cost comboes with more damage/effect?
Am I totally off or can it be used effectively?
I am also thinking about using a E as the primary build, to use the larger energy storage to fuel the comboes and the effective high damage/effect close combat spells for a quick group kill? The large problem I see here is of cause running out of energy to early without "a refuel plan".
Hope You will be willing to give some good (and explained) advice
Oh, and the build is for PVE only...
/Confused Assassin
FoxBat
Way of the empty palm
Jagged Strike
Fox Fangs
Death Blossom
Demonic Flesh?/Conjure element (ele)
This might actually be overkill on energy, but elite is pretty marginal on JS-FF-DB anyway so it's not a huge loss. You can just ignore soul reaping and pump your blood some.
Jagged Strike
Fox Fangs
Death Blossom
Demonic Flesh?/Conjure element (ele)
This might actually be overkill on energy, but elite is pretty marginal on JS-FF-DB anyway so it's not a huge loss. You can just ignore soul reaping and pump your blood some.
Raven Wing
You will have trouble with your armor. Assassin got a medium armor while necro/ele got thin armor, it´s rather clothing than armor. If you are a necro/ele acting as a assassin you will take huge damage when you get in close combat.
If I were you I would rather have a set of zealous daggers you can gain energy from, remember a double hit also yields double energy from zealous, so you can get nice extra energy from that. Then have a non-zealous pair of daggers to hold whenever you are not actually hitting any enemy for faster regen. Or you can even have a totem axe or other 1hand wep with + enchantment and energy bonus and a shield for extra armor when you are just running and not fighting.
If I were you I would rather have a set of zealous daggers you can gain energy from, remember a double hit also yields double energy from zealous, so you can get nice extra energy from that. Then have a non-zealous pair of daggers to hold whenever you are not actually hitting any enemy for faster regen. Or you can even have a totem axe or other 1hand wep with + enchantment and energy bonus and a shield for extra armor when you are just running and not fighting.
Sir Baddock
Quote:
Originally Posted by FoxBat
Way of the empty palm
Jagged Strike
Fox Fangs
Death Blossom
Demonic Flesh?/Conjure element (ele)
This might actually be overkill on energy, but elite is pretty marginal on JS-FF-DB anyway so it's not a huge loss. You can just ignore soul reaping and pump your blood some. Can't use Conjure on a N/A.
Jagged Strike
Fox Fangs
Death Blossom
Demonic Flesh?/Conjure element (ele)
This might actually be overkill on energy, but elite is pretty marginal on JS-FF-DB anyway so it's not a huge loss. You can just ignore soul reaping and pump your blood some. Can't use Conjure on a N/A.
Atro
He posted Conjure because the OP also said he was thinking of using Ele primary
Spiritz
Theres many ways sins can gain energy for dagger attacks and crit strikes come into play.
I would suggest as you say its been a while since you used sin - look up sin on the wiki and look into critical strikes as for a sin its one of the most important areas on a dagger sin apart from dagger mastery.
Crit agility skill plus a zeleous daggers can almost mean in most cases ( unless blocked ) you get the +1 energy from the dagger hit and often +3 energy from crit striking - also crit agility gives you faster dagger attacks.
Crit scythe sin works on same principal and works best with 3 foes at once and gives slightly better energy income.
I think someone once said the ideal energy for a sin is around 35 on daggers which is fine as some dagger skills only cost 5 energy and will provide maybe 4 energy return on crits or other dagger skills that provide extra energy a hit.
I would suggest as you say its been a while since you used sin - look up sin on the wiki and look into critical strikes as for a sin its one of the most important areas on a dagger sin apart from dagger mastery.
Crit agility skill plus a zeleous daggers can almost mean in most cases ( unless blocked ) you get the +1 energy from the dagger hit and often +3 energy from crit striking - also crit agility gives you faster dagger attacks.
Crit scythe sin works on same principal and works best with 3 foes at once and gives slightly better energy income.
I think someone once said the ideal energy for a sin is around 35 on daggers which is fine as some dagger skills only cost 5 energy and will provide maybe 4 energy return on crits or other dagger skills that provide extra energy a hit.
shinta_himura
Go with Ele. Off the top of my head I can't think of more than maybe one good reason to run Necro primary (Demonic Flesh?) as a secondary assassin. However Water Eles have many great benefits.
First of all they have armor bonuses that will actually keep you alive. Then they have aoe snares which will not only stop enemies from escaping you, but if used correctly they will assist the rest of your team in dealing large amounts of aoe damage to multiple targets.
First of all they have armor bonuses that will actually keep you alive. Then they have aoe snares which will not only stop enemies from escaping you, but if used correctly they will assist the rest of your team in dealing large amounts of aoe damage to multiple targets.
Braxton619
Just go with A/. It will be much stronger and you'll have much better armor. Spellcasters have weaker armor which means a ton in pve. Also Critical Strikes is a HUGE and very important attribute for sins.
Kunder
N/A loses out on assassin armor and critical agility to protect themselves. This means you die instantly in melee range unless you have lots of prot at all times. Not a good idea.
You CAN do an AP curser, which allows you to spam EVAS to summon assassins to attack things.
You CAN do an AP curser, which allows you to spam EVAS to summon assassins to attack things.
Berem Coar
Thanks for all the replies!
It is all usefull..
Seems to me that there is a general understanding that energy is not a problem later on for the primary Assassin? I guess I just have to get past the hurdle until I can better skills
I am a bit surprised that 10 armour points seems to make a big difference between a front runner and being a spellcaster? After all the assassin is only supposed to be in the middle of the heat some seconds before getting out or past "the balance line" where the battle is one-sided or am I misusing the character?
In my view the use of other Necro skills as boosters for the assassin is done by taking Necromancer as a secondary class. The only reason I thought of using the Necromancer as the main class is because of Soul Reaping. Guess the same stands for the Elementarist?
The case of using an Elementarist as a primary and doing a quick shadow step move to use a couple of close area damaging spells (like inferno, beds of coal, flame burst and so on) might not be usefull on an "Assassin model", so guess that is in the wrong section?
It is all usefull..
Seems to me that there is a general understanding that energy is not a problem later on for the primary Assassin? I guess I just have to get past the hurdle until I can better skills
I am a bit surprised that 10 armour points seems to make a big difference between a front runner and being a spellcaster? After all the assassin is only supposed to be in the middle of the heat some seconds before getting out or past "the balance line" where the battle is one-sided or am I misusing the character?
In my view the use of other Necro skills as boosters for the assassin is done by taking Necromancer as a secondary class. The only reason I thought of using the Necromancer as the main class is because of Soul Reaping. Guess the same stands for the Elementarist?
The case of using an Elementarist as a primary and doing a quick shadow step move to use a couple of close area damaging spells (like inferno, beds of coal, flame burst and so on) might not be usefull on an "Assassin model", so guess that is in the wrong section?
Berem Coar
Ah, that makes sense...thanks!
Why?
yea, what was said above. I don't understand having a energy problem as a sin.
Gard
And if you're running Zealous Daggers, auto-attacking alone will give you all your energy back within seconds.