AP/Extend FD replacement.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011



Been testing this for a few days. Now that Assassin hero chains have actually been fixed, they actually go pretty well with AP builds, but I was still having problems with AP in areas with enemy hex removal. I tried countering them with FD (Daze is an excellent hex-removal counter), but I found that FD tends to be too slow in some areas and tends to get removed very quickly. Luckily, the Hero AI for Extend Conditions is excellent and can keep daze/blind on entire enemy packs for perpetuity.

Beguiling Haze is one of the best Daze skills out there - it's a shadowstep with a short recharge and inflicts unconditional mid-duration daze. The only real rival it has is BHA, which has issues(tm) with actually hitting. Otherwise, Technobabble has always been slightly too short to work perfectly with Extend, and the other daze skills tend to be slow to charge (Stunning Strike), slow to inflict (Temple Strike), conditional (almost everything else), or melee ranged (Spear Swipe).

The main problem is that it costs 15 energy, which leaves the Assassin in danger of not having much energy to carry out the actual attack chain, especially since the AI is too stupid to maintain Critical Eye out of combat. As a result, I ended up using Weapon of Renewal (Ether Signet rarely gets used, it could probably be replaced). Most of the other Assassin E management skills don't help much if you're already out of energy - they tend to trigger off offhand or dual attacks, hence I find it works smoother with Weapon of Renewal (than splinter, even). Unseen Fury is also essential against blocking - the hero uses it excellently and after some testing, it seems a lot easier than fiddling around with stance-ending skills.

UA isn't necessary - any strong support build will do, it's just there in case the Assassin runs off thanks to poor pathing (was doing TotPK for fun).

It's a pretty fun build so far. Enemy packs are more or less perma blinded and dazed (Rupture Soul helps a lot if stuff gets past your Assassin) and the AI is -excellent- (repetition for emphasis) at Extend. It's also a lot more difficult for the AI to remove AP when it's dazed and has a EBVAS on it. Obviously, Extend doesn't have the AoE that FD does, but it doesn't clog an entire skillbar with condition inflicting stuff when all I really want is just consistent blind and daze. It's also fast enough not to have Hex removal bait > FD > Enemy hits you with Rain of Fire problems.

The problem now is taking the build a step further, it's still overrelying on SoGM/MM. Ideally, fitting in a Curses Necro for MoP/Barbs or a second Assassin (dropping 3 assassins on an AP marked target is already a very fast way of ensuring its death), hence I've been thinking of turning the MM (who isn't doing much since EBVAS is doing most of the work) into Curses or Orders (with a second Assassin). Of course, Splinter might also be nice. I'm also thinking the SoGM (which is a bit slow) could be swapped out for a second Assassin. At this point, I'm open to brainstorming though - is there anything I've overlooked?

Lukyboy

Lukyboy

Elite Guru

Join Date: Nov 2007

The Mirror of Reason [SNOW]

D/A

First off, let me say that if hex removal is countering your AP build, maybe you should run a diffrent build instead of turning your entire team around to counter that 1 problem.

Something I noticed about your build is that you run an ST rit and an MM. These dont go very well together, because the minions will make your spirit of shelter explode. So go with your idea of turning the MM into something else, since it looks like you need the ST rit more.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Dear Sir: Thank you for your generic advice taken right off PvXwiki, but I'm not a neonate when it comes to team building. I've been running MM + ST for over a year and a half. Properly managed, there is no issue with this combination whatsoever. Minions don't mysteriously take more damage out of nowhere unless you're fighting the SpiritualPain-Monster (If a monster is hitting your minion and eating up a Shelter charge, it's probably blinded and in any case it's better than have it hit an actually relevant character), and if AoEing enemy elementalists do exist, there's a reason I run PI in my AP builds.

The entire purpose of the thread was coming up with a better build to support AP in hex-removal heavy areas. Saying "Don't run AP" is contrary to the point of the entire thread, considering the build works pretty well in those areas right now.

Not New

Academy Page

Join Date: Jan 2012

Where the Occupation takes me

Occupy this [site]

Mo/D

Have you considered running an emo hero with 2x sins? In my experience the combo tends to work better. Also I'm not so sure about your BiP hero.. they wont cast it on anybody holding melee weapons.

And now a general question not directed specifically at you....

Why do people still make 7 hero builds? Once I Vanq everything on my main.. i stopped caring ... I just do ZM,ZB,ZV with PuGS these days. My heroes are still there to add as filler in parties...But other than that... I don't really use them anymore...

Pew

Pew

Academy Page

Join Date: Jul 2011

R/

I like the idea of Beguiling Haze + Extend Conditions, although my first question would be: Do you really need to use Extend over Epidemic? (As if you don't, you could run Panic/Ineptitude/Shared Burden on the mesmer hero.)

Running 3 rits in your team seems pointless, definately drop the SoGM. (although you could drop the ST as well, I'll come to that later).
Replace Painful Bond with Splinter on your SoS and give it Resto heals.
You could drop the UA healer altogether by running heals on your rit, replace it with a Necro healer, that carries MoP.
"SYG!" seems pointless if you're going to be under perma Shelter, replace that with something useful.
Your party shouldn't need BiP, as they all have access to decent e-management themselves (aside from the assassin, but you helped remedy that with WoR).

MM + ST is your choice, but I usually find not that they don't work together; more of the fact that they aren't needed together. In all but the toughest areas, SoA, Prot Spirit and Aegis/Shield Guardian; as well as the actual minion meatwall are plenty protection. Only taking one or the other gives you a whole extra hero slot to play with, which could give you your extra Assassin hero, or your curses necromancer. (although I did manage to free a slot for them anyway.)
If you're dead-set on running both, it makes it harder to fit everything into the team build.

The only other thing I noticed was a lack of IAS on the assassin, as you lose WotA. You could take flurry over Blinding Powder/Unseen Fury, although that's more energy problems, and I'm sure it won't really make too much of a difference. (I'd probably drop Blinding Powder even without taking Flurry though.)

Anyway, I gave it a few minutes in pawned, and came up with this:
(assuming you'd keep both the MM and ST rit.)
You get the Curses from the resto nec, you keep everything else you had (ie, replaced UA heals with more ritu heals) and get to buff your assassins to high heaven with SoH!

There's only one res, because it should be really hard to die with this amount of defense, although if a second becomes needed, then it'd easily fit on one of the first 3 heroes.
IV could be replaced with any curses elite, or even BiP I guess, if you find you really can't function without it.

I'd personally like to have more "Fall Back!", and was toying with the idea of taking an Illusion mesmer for Shared Burden or Ineptitude (removes need for blind skills on sin.) over a second Assassin, but seeing as you're using AP, the extra sin will be more helpful. (Also the same reason I went for Putrid Bile and IV as skills.)

I did just copy/paste the second assassin build, although having a different teleport would probably be preferable as one of the Dazes will be put to waste. (unless you're micro-ing them, in which case take both.)
I gave them Way of the Lotus as placeholder energy-management, and would probably be more inclined to take one of the Lotus Strikes, although without testing I wouldn't know how useful they were.


Myself; I'd drop either the ST or MM, and run something more like this:

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Thanks for the responses, I think they're rather well thought out, so I'll reply individually.

@Not New:
Of the heroes in that team, the BiP, SoGM and ST rit aren't really essential. They're just filler, but out of them, I require either ST or a Protter for HM, and I don't really trust the Hero AI with prots as much. If BiP hit the Assassin hero, I wouldn't have needed Renewing Weapon, I just threw that in because I was sick of having to target him and hit the BiP hotkey. Also, it's a crutch that I use to compensate my lack of energy management - I certainly wouldn't recommend it to everyone. The problem with playing E/Mo and doing the protting myself is that I find it exceedingly boring and stuff actually dies a lot more slowly than if I just abused overpowered PvE skills myself.

Personally, I still do PvE in GW because I find playing around with skills kind of a macro-micro-strategic exercise which is kind of fun. Unfortunately, I don't really have the patience to sit around waiting for teams to find "monks" for ZBs, and PUGging tends to drastically lower my opinion of the average GW player.

@Pew: Epidemic's main issue is that unlike Extend, the radius is quite small and it can't prolong a 9 second daze into a 30 second one. (Extend does this by the second or third application)

The reason behind the BnB Jagged>Fox> Blossom combo on heroes is that it largely makes IAS on Assassins irrelevant as it uses fixed cast time dagger skills, which get spammed a lot faster than autoattacks. IAS would definitely be more of an issue if blossom got off more often, but after testing this over the last two days, I noticed there's a very disturbing habit for the occasional enemy to implode after Fox Fangs before Blossom even fires. This made Way of the Lotus pretty poor at managing energy - I wanted the energy frontloaded and not backloaded, if you will (if an assassin is just doing Jagged > Fox repeatedly, it'll never get that energy).

Of course, Lotus is alright when enemies actually survive long enough for Blossom to get off, but there were too many instances where it just gave the hero -5 energy every 20 seconds.

I did try toying around with IAS from Tiger's Fury and a pet, but the spike damage actually dropped somehow.

All this being said, if you wanted to use rangers and avoid AP abuse, you could probably still get permadaze if you used Concussion or BHA on heroes with extend. Barrage spam on a group of dazed things is pretty effective. The only thing you'd lose out is that Rangers aren't especially good at dealing long duration blinds from a distance. Part of the beauty of Haze+ Unseen Fury is that the daze and blind durations are obscene and applied within 1 second of the shadowstep. (I'd consider Dervishes if they weren't terrible at doing Daze)

Thanks for your ideas though (SYG could definitely be dropped), I'm going to try fitting a ranger in the build, I've always been a fan of their incredible elemental resistance.

Lukyboy

Lukyboy

Elite Guru

Join Date: Nov 2007

The Mirror of Reason [SNOW]

D/A

Quote:
Originally Posted by LexTalionis View Post
Dear Sir: Thank you for your generic advice taken right off PvXwiki, but I'm not a neonate when it comes to team building. I've been running MM + ST for over a year and a half. Properly managed, there is no issue with this combination whatsoever. Minions don't mysteriously take more damage out of nowhere unless you're fighting the SpiritualPain-Monster (If a monster is hitting your minion and eating up a Shelter charge, it's probably blinded and in any case it's better than have it hit an actually relevant character), and if AoEing enemy elementalists do exist, there's a reason I run PI in my AP builds.

The entire purpose of the thread was coming up with a better build to support AP in hex-removal heavy areas. Saying "Don't run AP" is contrary to the point of the entire thread, considering the build works pretty well in those areas right now. Dear sir,

Let me first express my feelings towards your sinister response. You open a thread asking for advice about something you have created and a the first bit of critique, you go in a overly defensive stance and leash out toward said critique. You could have expected such a response and, in my opinion, you could react more calmly.

Now, allow me to further explain my "generic advice taken right off PvXwiki". Since you've run the MM+ST combo for well over a year, I don't have to tell you that minions will eat a charge of Shelter fairly quickly. Since you'll have about 8 minions running at a time, thats 8 charges of Shelter wasted on something you don't want to protect in the first place. The reason it works is because the minions alone are enough protection for your party. Thus, the spirit of shelter is wasted. Since the spirit of shelter is the backbone of the ST rit, one could say the ST rit is wasted. considering that, one could say a MM and an ST rit are not an effective combination. Now ofcourse, you already know this, because you are, as you say, not a "neonate when it comes to teambuilding."

Still, I found it odd that you would run such a combination. Based on the arguments I previously stated, I gave you a tip, which you can read in my original post.

I would love to debate this issue with you further, but I'm afraid you will not appreciate my advice any longer.

I wish you a good day

Bodock

Ascalonian Squire

Join Date: Jun 2009

dirty ballsack

[emd]

W/

but doesnt protecting the minions make them live longer?

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Quote:
Originally Posted by Bodock View Post
but doesnt protecting the minions make them live longer? It does. The main thing to note is that MM/ST is not as bad a combination as people make it out to be. It doesn't mean that your Shelter dies instantly, and it is by no means completely synergistic, but there are overall large benefits to ST over Protection prayers that make it worth considering.

Still, that's the reason when I run ST/MM, Pain Inverter is pretty much a given as it ensures that anything that could possibly be a problem will die in a matter of seconds.

@Lukyboy: I probably shouldn't have sounded so hostile in my response, you have my apologies for that - it was very bad form for me.

madriel222

madriel222

Krytan Explorer

Join Date: Feb 2008

Denver, Colorado

Reign of Judgment [RoJ]

Me/A

Playtested that second build Pew put up, just killing the balanced Charr groups in Grothmar. Sins were a little on the squishy side, but overall went well. Definitely something that could be built around.

Pew

Pew

Academy Page

Join Date: Jul 2011

R/

Quote:
Originally Posted by LexTalionis View Post
@Pew:
Epidemic's main issue is that unlike Extend, the radius is quite small and it can't prolong a 9 second daze into a 30 second one. (Extend does this by the second or third application)

The reason behind the BnB Jagged>Fox> Blossom combo on heroes is that it largely makes IAS on Assassins irrelevant as it uses fixed cast time dagger skills, which get spammed a lot faster than autoattacks. IAS would definitely be more of an issue if blossom got off more often, but after testing this over the last two days, I noticed there's a very disturbing habit for the occasional enemy to implode after Fox Fangs before Blossom even fires. This made Way of the Lotus pretty poor at managing energy - I wanted the energy frontloaded and not backloaded, if you will (if an assassin is just doing Jagged > Fox repeatedly, it'll never get that energy).

Of course, Lotus is alright when enemies actually survive long enough for Blossom to get off, but there were too many instances where it just gave the hero -5 energy every 20 seconds.

I did try toying around with IAS from Tiger's Fury and a pet, but the spike damage actually dropped somehow.

All this being said, if you wanted to use rangers and avoid AP abuse, you could probably still get permadaze if you used Concussion or BHA on heroes with extend. Barrage spam on a group of dazed things is pretty effective. The only thing you'd lose out is that Rangers aren't especially good at dealing long duration blinds from a distance. Part of the beauty of Haze+ Unseen Fury is that the daze and blind durations are obscene and applied within 1 second of the shadowstep. (I'd consider Dervishes if they weren't terrible at doing Daze)

Thanks for your ideas though (SYG could definitely be dropped), I'm going to try fitting a ranger in the build, I've always been a fan of their incredible elemental resistance.
Oh wow it totally didn't even occur to me that the effects of Extend stacked.. I definitely see why it's there over Epidemic now.

I didn't explicitly mean Way of The Lotus as energy management, but I know that the bar is in need of energy management so just threw that there in the space; it was intended to be replaced by whatever energy management is the better at the time.
I considered Golden Lotus Strike/Lotus Strike, but that'd probably hinder your DPS.

The IAS still increases the attack speed (of fixed-speed attack skills), although I can see why it's not a priority.

I just took it as a theorycrafting exercise really, if there was anything I actually meant to get across is that optimising/specialising builds can really free up a lot of space within a team :>

If you're looking to use MoP for your assassins to trigger, I'd probably move away from an AP build personally, as insta-gibbing the MoP target will probably be more hinderance than help. Running a general Dom/Illusion build could have its benefits, although I know that the point of the thread is less general than such. :>

As much as I'm a huge fan of Rangers, I don't know how useful one is going to be in this build. I'd probably take it over a second assassin in the case of running one though, Volley + Enraged Lunge (could probably take EoE w/ Draw Spirit if you really fancy some micro-ing.) seeing as Barrage AI isn't optimal. (unless this recent update has changed this?) Or IA w/ Ignite Arrows, but the extra body and DW spam seems too good to pass up.

Quote:
Originally Posted by madriel222 View Post
Playtested that second build Pew put up, just killing the balanced Charr groups in Grothmar. Sins were a little on the squishy side, but overall went well. Definitely something that could be built around. :>>>>>>
Out of curiosity, did you run the MM or an ST rit? I notice that using the ST rit makes it easier to prot more than one frontline.
Also minions will likely lag behind the assassins, and not really do their job of tanking. Didn't really think that through very much, ups :>

Jeydra

Forge Runner

Join Date: May 2008

Quick question: why use Beguiling Haze instead of Fevered Dreams for the Daze?

I have thought about builds like this one, but it always seemed to me that the EC Mesmer is better off going EC / Resto for healing power, and I never needed more Restoration heals.

madriel222

madriel222

Krytan Explorer

Join Date: Feb 2008

Denver, Colorado

Reign of Judgment [RoJ]

Me/A

@Pew. When I posted I had only played with the MM, and you're right, it lags a little behind. The ST rit variation tested a bit better, though I use a slightly different bar.

mortenya

mortenya

Frost Gate Guardian

Join Date: Jan 2008

Oregon, USA

rddt

Rt/

@Jeydra i think it's because haze lasts longer, and with the daze from FD, it would still be hard for EC to keep daze up indefinitely.

@Lukyboy when an ST rit has shelter as it's only spirit, it doesn't matter that one gets popped while the minions are inc, they can drop another instantly. also, using shelter with an MM allows the minions to stay alive and be that meat wall for way longer, in the end, it works out to your benefit.

my question, would fragility be much benefit to this build, or are there not enough conditions flying around to really make that go?

mortenya

mortenya

Frost Gate Guardian

Join Date: Jan 2008

Oregon, USA

rddt

Rt/

well it could be argued many ways and the right way always seems to be based on personal experience/opinion.

about heroes recasting shelter, mine always seem to favor union over shelter.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Quote:
Originally Posted by Jeydra View Post
Quick question: why use Beguiling Haze instead of Fevered Dreams for the Daze?

I have thought about builds like this one, but it always seemed to me that the EC Mesmer is better off going EC / Resto for healing power, and I never needed more Restoration heals. Mortenya has it right, I usually don't really want to go to deeply into inspiration, and FD's daze only lasts 3 seconds. Extend would turn this into 3x1.62 rounded down= 4 seconds, which wouldn't be consistently extendable. Even Technobabble is a bit difficult because Extend needs to be done again the very instant it comes off recharge in order to get it to a 30 second duration. With a 9 second daze (with mods) from Beguiling, it turns into a 13 second daze on the first application, then 19 and 29 seconds.

The other issue with FD as I've already discussed, it's a very good skill, but it's a bit slow to set up and is extremely reliant on the one single monster hexed with FD. Extend doesn't have that limitation - bunch of monsters attacking your backline? If one is blinded, all of them are now. It then goes right back to making life hell for the monsters on the frontline. FD also has the bad habit of getting removed in the aftercast, having the FDed monster implode before any conditions are inflicted on it, being cast on retarded targets far away from anything relevant, and requires an entire hero completely devoted to it - although it DOES work better with fragility than Extend does.

With the long duration of Beguiling, Extend doesn't necessarily need to be on a Mesmer, although FC does help with the recharge. Resto/Inspiration Rit might work better off if you wanted to do that.

@Daesu: I have a silly theory behind Rupture. When monsters attack me, the backline usually stays put while the frontline rushes forwards, it therefore follows that anything within range of Rupture (which only ever gets used if something is in range of the spirits) is a melee enemy (or the rare point-blank elementalist), which tend to cluster around spirits. At that point, hitting them with a 10 second blind that gets extended into 30 seconds is probably going to prevent more damage than shelter ever could.

So far, I've not had significant problems with the theory - although if I took out SoGM, I probably wouldn't be as quick to include Rupture.

Jeydra

Forge Runner

Join Date: May 2008

Well you could give your Mesmers Silencing weapons, which would make FD's Daze last 4s, and then Extend (give it high spec) would make it ~10s or perhaps more on the first cast. I dunno, maybe.

I like the concept, but I'm deeply skeptical about using an Assassin to inflict Dazed. It might be just anti-melee bias, but yeah. Dazed is just really hard to inflict.

Outerworld

Krytan Explorer

Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

W/

Even with a Silencing mod, it would be a pretty fine line on the second Extend use. If I'm completely honest though, the 4s from FD is often enough for most situations.

Chthon

Grotto Attendant

Join Date: Apr 2007

If you're using a sin to inflict dazed, why not Temple Strike instead?

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by LexTalionis View Post
@Daesu: I have a silly theory behind Rupture. When monsters attack me, the backline usually stays put while the frontline rushes forwards, it therefore follows that anything within range of Rupture (which only ever gets used if something is in range of the spirits) is a melee enemy (or the rare point-blank elementalist), which tend to cluster around spirits. At that point, hitting them with a 10 second blind that gets extended into 30 seconds is probably going to prevent more damage than shelter ever could.

So far, I've not had significant problems with the theory - although if I took out SoGM, I probably wouldn't be as quick to include Rupture. Don't get me wrong, I have used Rupture before and I like it as a source of blind. But I am unsure if it is worth it to be used with Shelter, afterall blind doesn't stop casters, and Shelter is more universally useful.

Usually a 75% blocking from Displacement is enough protection from physical attacks for me. Shelter and heals can easily mop up the rest of the damage from physical attacks even without blind.

In your case, I think daze is the more interesting condition to maintain.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

Disclaimer: I acknowledge not everyone brings protection to Hard Mode and it is their right, and I hope that those who do not bring protective abilities acknowledge that there are people who enjoy playing it safe, and won't get too offensive over this discussion.

With that said - on to my views on this matter: assuming your ST has the attributes set to 14 Communing and 13 Spawning Power, no Spirit Boon Strike or Armor of Unfeeling, Displacement will block 7,1 (8) attacks before it's destruction. Ye common mob is usually composed of 5 monsters of which all are attacking assuming none of them are carrying ashes and their average attack speed in hard mode is ~1,32 seconds (HM wand/staff/hammer (1-33/100)*1,75 divided by (HM axe/sword (1-33/100)*1,33). This means that a Displacement won't last much longer than 4-6 seconds in the possible event where all the monsters are 1) attacking and 2) all attacks are blocked (time of travel, snares, knockdowns should be taken into account). Needless to say that a ST rit with 3 charges won't be maintaining both Shelter and Displacement for the time it takes to dispose the group.
On my Mesmer I use three ritualists (ST, SoGM, SoS) and I have enough spirits to afford Rupture, and I deem it worthy as Displacement is only good for little time. On my warrior I use a Soul Twisting Rit in the harder areas but it's more of a safety net than a mean to protect my backline from the enemies, I prevent the possible damage income by other means.

With the numbers above it's safe and dare I say smart to bring Rupture Soul as a mean to protect the backline against Melee. It's more reliable (in the absence of enemy condition removal!) than Displacement - excluding the initial brunt AND assuming they get hit by Rupture Soul the instant they start swinging on your backline.
What I'm saying is that it's a matter of taste and it can hardly be disputed: Whether Rupture Soul or Displacement is the better choice for you completely depends on how you play, at what level of skill you play and what kind of a build you use. I bet it's safe to assume that LexTalionis knows that in his build, Rupture Soul prevents more damage than Soul Twist'd Displacement, and from which one can only draw conclusions about the speed of killing and backline's exposure to attacks.

Edit: Displacement is especially pulling it's weight against shadowstepping foes (e.g. some WoC foes that are quite nasty on HM if left unattended), and that effetiveness is hard to calculate with numbers, but it's not a bad idea to have both Displacement (or Aegis) and Rupture Soul against them.

Numbers from
http://wiki.guildwars.com/wiki/Spirit
http://wiki.guildwars.com/wiki/Attack_rate

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

I haven't done any experiments with Rupture Soul, so I'll have to assume that heroes will use it on any spirit that is on the range of the threat. If heroes are aware of spirits' health levels and if they are smart enough to use it on the spirit with the lowest health %age is beyond me. It can be tested with low attributes in an area with little to no threat from enemies, though.
I have never used Rupture as a player - if you target an enemy and use Rupture, does it detonate the spirit closest to your target or will it give you an error message: invalid target? If it's the former it's logical that heroes use it in that manner, and if it's the latter I bet five gold that heroes target a spirit closest to the monster they want to deal damage to. I can test these during the coming weekend but you can be my guest if you want to test it out yourself.

And to answer your question: Shelter will be the target of Rupture if it's the spirit closest to the enemy, unless there's some code that ruptures any spirit that's on range of the target regardless of proximity.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

I acknowledge that Rupture really isn't everyone's cup of tea, it just works well for me, and more reliably than Ineptitude (the other prime choice of 10 second blinds). The AI usage of it is fairly simple - as soon as there's viable targets that will get hit by it, it'll use the skill. It definitely does not use the skill "Responsibly". But Rupture is not a weak skill - for 122 damage to a nearby radius every 5 seconds, it's a sacrifice I'm willing to make. If something is close enough to my Shelter user to get hit by Rupture, I want it blinded as a top priority.

It'll be easier to understand with a picture - Here's an example of a typical triple pull for Echo AP Mes:



Properly done, all enemies should clump around your EBVAS and Anton and Rupture will never have to be used. Spirits have been dumped behind my character, offscreen, and my Rits generally don't move far from that spot. The instant a fox breaks through your front ranks and starts wailing on your chickens though, everything kind of gets a lot more chaotic. WoC Assassins and Warriors are a high priority for me when they target my backrow - they have an obnoxiously high critical and damage rate on 60 AL heroes. When this happens, I like having a "Safe Zone" to retreat into - if a melee starts wailing on me, all I have to do is run into the SoS wall and Rupture will happen.

Shelter still keeps semi-reliable because Hero AI for the ST rit (without any PBAoEs) is hardcoded never to stand next to any enemy if possible. This is easy to see if you try using ST and Rupture offensively on training dummies - you literally have to actively flag your ST rit directly on top of a training dummy in order to get them to drop a spirit there. Most of the time, the ST rit picks a SoGM or SoS spirit to blow up because their bars have offensive skills that require them to be closer to the enemy to cast, and therefore they usually drop spirits quite a bit closer to the enemy pack.

So why not Temple Strike? This is actually rather a good question. My answer is that Temple Strike is kinda a bit slower and only one step removed from Spear Swipe (not much of an answer.). I also enjoy the fact that Beguiling Haze is the fastest recharging Shadowstep around, which adds a lot of imminence to AP. Still, Temple Strike could work, but I'll have to see how the AI prioritises Temple Strike. Thank you for the suggestion.

Edit: Btw, I'd just like to point out the AI WILL use Rupture even if it's set to passive mode. In fact, Passive mode is probably why the ST rit usually sits apart from the rest of the team.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Another thing to test with Rupture Soul is whether the AI would continue to use Rupture Soul with other spirits, on already blinded enemies, just based on the damage from Rupture Soul.

I asked because of a comment in the discussion page for hero usage of this skill:

http://wiki.guildwars.com/wiki/Talk:Rupture_Soul

I don't know how reliable that comment is, but definitely worth checking out if you want to equip your hero with this.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Daesu: It will. It doesn't care about the blind condition as much as the damage, so that's definitely one thing to be cautious about - although I have to say that most of the time, I'd rather take the extra AoE damage. The main thing is that Rupture Soul is in Spawning Power and not Channeling, so it's a nice way of actually having the ST dedicated ritualist do something relevant to help with kill-speed that doesn't get in the way of Shelter (The other nice option is Explosive Growth, but that doesn't always work well with AP)

If you want a Spawning Power skill that heroes actually use halfway intelligently, Spirit to Flesh is pretty good at that. Heroes won't use it unless your entire party needs a massive amount of healing, which is what it does. I just dislike the AoE, it'd be nicer if it was within Earshot range.

@Jeydra: I'm actually testing that out but I have yet to find a happy medium. I'm getting closer to finding that semi-perfect balance though. I doubt we're ever getting old Invoke back, so Assassins are a half-assed compromise - even Searing Flames and Discord have issues with putting out the 70 or so Single target DPS an Assassin can do now. It's not particularly good at AoE, but strangely, I rarely find this a problem given the rate at which I can churn out EVASes (the faster I can kill, the more EVASes I can spam).

Jeydra

Forge Runner

Join Date: May 2008

I gave the concept some hard thinking and I came up with something like this:

Standard MM
SoS Rit without Resto heals, but Splinter, Destruction, Fall Back and Lamentation <-> Painful Bond
Standard SoGM
Incendiary Arrows Ranger with Sundering / Penetrating Attack, Poison Tip Signet, Go For The Eyes
Beguiling Haze Assacaster with Deadly Arts skills and Unseen Fury + Swap
EC Resto Mesmer
?

If you look at it there are neat synergies everywhere, e.g. Swap can bring Destruction in for an easy Rupture Soul AoE spike, the IA Ranger with Poison Tip Signet can bring poison for Signet of Toxic Shock, Go For The Eyes can help the Assassin manage energy, the EC Resto can easily bring 12+ points into Inspiration and pump up Daze duration, the optional character can bring Weaken Armour / Shell Shock etc and have the EC Resto Extend it over an entire mob, which fuels Body Shot on the Ranger for bonus energy management.

... etc. But I think the build's too contrived, and am not certain at all it will be better than the standard. A lot depends on the Assassin's ability to keep healing from getting through, because otherwise the builds I'm used to running are already armed to the teeth in terms of damage, and the only way to get even more damage out of them is to stop healing from going off. A lot also depends on AI usage of skills. Does the AI know to swap Destruction after it shadowsteps in? I've not tested and have no idea.

Have you considered a D/A instead of the Assassin? You can put stuff like Rending Aura / Staggering Force on it, get some extra Cracked Armour for Extend, or just rely on Aura Slicer. 9 points Shadow Arts hits 7s duration on Beguiling Haze, extended to 9s by Silencing mod if necessary, but high spec Extend Conditions ought to be able to work with 7s Beguiling Haze. Anyone got a reasonable damage-oriented Dervish build that doesn't take secondary + can afford to spec 9 points into Shadow Arts?

EDIT: for that matter why not consider an E/A with PBAoE, or W/A with Hundred Blades, or Rt/A with Cruel was Daoshen, or even N/A Dark Aura teardown? Go touchers?

mortenya

mortenya

Frost Gate Guardian

Join Date: Jan 2008

Oregon, USA

rddt

Rt/

i doubt that the AI would swap in destruction, i think that is just a bit much for it.

W/A couldn't have 100b and Beguiling Haze, there is potential for the others, but i'm not sure about derv, since they aren't good with teardowns.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Jeydra:

That's a pretty good point - Beguiling isn't exclusive to Assassins, so it would work even on other classes. The problem is that taking it would consume the elite slot. One problem is that the shadowstep itself is semi important, I could possibly do E/P with spear swipe and fit in starburst, but then he'd have problems getting in close to do the daze, and daze isn't very hot without the assassins since you need constant attacks to stop any casting from going off. I really need to sit down and compare the DPS of a starburster to an assassin - could you help me list the highest DPS Hero builds you know? Excluding MMs and SoGM, of course.

I liked the idea of barrage and incendiary because they can help with the AoE interruption, but the nice thing about beguiling + extend is that it already makes casters implode. That pic I posted is my testing area because it's full of really annoying Jade Brotherhood mesmers with Expel Hexes (a textbook area for "places where AP and FD have problems") and if you wait for beguiling and dazespam to go off before you start the AP chain, everything usually works really well. I've never really met a monk enemy so far that could survive beguiling (another benefit of AP arcane echo + daze is that if I need to lock down two monks permanently, I can throw one EVAS at each of them)

I'm not really sure if the AI is intelligent enough to swap in Destruction. It'd be really nice if it was, but I doubt they'd have programmed that in. What if I dumped Destruction on the Assassin instead? That might actually work.

Edit: Actually, weird idea, but how about a hero that's sole function is to shadowstep into a monster pack and drop SoS so that your backline can instantly hit all 3 spirits with rupture soul? We're talking about 420 nearby-ranged AoE damage here in 0.75 seconds...

Edit edit: Just tested with myself - Symbolic posture, SoS, a Shadowstep and a bunch of throwaway 5e spirits are completely hilarious. Probably not very practical since you need to herd and tank, but running 3 ST Rupture ritualists is freaking funny. Rupture's biggest benefit is it has a 5 second recharge (4s with ghostly haste).

Jeydra

Forge Runner

Join Date: May 2008

Ok different question, but one that should've been asked at the outset: what is there to gain from Beguiling Haze + Extend Conditions that you can't gain from Panic?

Seems to me the only real benefit is you can spread along Cracked Armour and Deep Wound, but that's something Extend Conditions does, not Beguiling. The fact that you no longer have to interrupt your target helps, but then as an AP caster you have YMLAD, and Iron Palm from the Assassin if you need it. There's hex removal, but you can draw out the hex removal with more hexes on your team. With longer cooldown on Beguiling and the fact that you need a 2-skill combo to pull off AoE shutdown, why not just run Panic and free up more slots on your team?

That Rupture Soul idea sounds interesting though, especially since you no longer need Beguiling so you have a free elite.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Jeydra:
I don't take YMLAD, only FH on dual EVAS. Could try YMLAD, I guess, but GDW for the assassin would probably give me better results.

As for Haze, the main bonus is that dazed automatically doubles spellcasting time in addition to doing the easily interrupted nonsense - that alone makes it difficult to remove itself. It is also hard to remove because it's almost always covered by blind. Panic doesn't do nuts on single targets (Technically, extend isn't so hot on singles either, but Daze still retains its effectiveness.) It also goes hand in hand with Blind, and a target that's both Dazed and Blinded is more or less ignorable for the rest of the battle.

I think the easiest way to compare the difference is that Panic is limited to the targets you hit when you cast the spell. Extend sort of infects every single target it hits and turns it into a potential carrier for spreading more daze/blind regardless of where they run around later. Most condition removal doesn't really do nuts to Extend. The difference between Panic and Daze is also really obvious when dealing with defensive enemy casters - Daze makes enemy monks implode, Panic barely fazes them.

The other thing about Beguiling is that it's a shadowstep. Imagine EVAS without shadowsteps - it'd be pretty bad. Shadowsteps add a needed element of immediacy to your AP chain and help ball targets directly around your assassin by throwing them out in front of the rest of your party so that you can keep enemy melee and casters close to each other. It's one of the best ways of balling enemies you can get if you're playing a caster and don't want to ball yourself.

DRGN

Krytan Explorer

Join Date: Nov 2005

In Memorium [iBot]

Mo/A

Quote:
Originally Posted by Jeydra
View Post
I gave the concept some hard thinking and I came up with something like this:

Standard MM
SoS Rit without Resto heals, but Splinter, Destruction, Fall Back and Lamentation <-> Painful Bond
Standard SoGM
Incendiary Arrows Ranger with Sundering / Penetrating Attack, Poison Tip Signet, Go For The Eyes
Beguiling Haze Assacaster with Deadly Arts skills and Unseen Fury + Swap
EC Resto Mesmer
?

If you look at it there are neat synergies everywhere, e.g. Swap can bring Destruction in for an easy Rupture Soul AoE spike, the IA Ranger with Poison Tip Signet can bring poison for Signet of Toxic Shock, Go For The Eyes can help the Assassin manage energy, the EC Resto can easily bring 12+ points into Inspiration and pump up Daze duration, the optional character can bring Weaken Armour / Shell Shock etc and have the EC Resto Extend it over an entire mob, which fuels Body Shot on the Ranger for bonus energy management.

... etc. But I think the build's too contrived, and am not certain at all it will be better than the standard. A lot depends on the Assassin's ability to keep healing from getting through, because otherwise the builds I'm used to running are already armed to the teeth in terms of damage, and the only way to get even more damage out of them is to stop healing from going off. A lot also depends on AI usage of skills. Does the AI know to swap Destruction after it shadowsteps in? I've not tested and have no idea.

Have you considered a D/A instead of the Assassin? You can put stuff like Rending Aura / Staggering Force on it, get some extra Cracked Armour for Extend, or just rely on Aura Slicer. 9 points Shadow Arts hits 7s duration on Beguiling Haze, extended to 9s by Silencing mod if necessary, but high spec Extend Conditions ought to be able to work with 7s Beguiling Haze. Anyone got a reasonable damage-oriented Dervish build that doesn't take secondary + can afford to spec 9 points into Shadow Arts?

EDIT: for that matter why not consider an E/A with PBAoE, or W/A with Hundred Blades, or Rt/A with Cruel was Daoshen, or even N/A Dark Aura teardown? Go touchers? There is, unfortunately, no Silencing scythe mod.

After fooling around a bit, I had some success with Beguiling Haze/Unseen Fury/Eremite's Attack/Zealous Sweep/Rending Sweep/Eremite's Zeal/Heart of Holy Flame/Heart of Fury on MOX. I found the Cracked Armor from Staggering/Rending/Aura Slicer to not be particularly worth it when you're already speccing 9 into another line and you can get it from Weaken Armor or something like that. I wanted to use Wearying Strike for long duration AoE Deep Wound, but the hero AI is just atrocious with teardowns and just gave himself weakness every time if he even got that much adrenaline. I found the biggest upside was Eremite's hitting all the Dazed foes at once and Heart of Holy Flames' long burns. Just make sure to micro Heart before battle.

Whether or not this is all worth it remains to be seen, I guess.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by LexTalionis
View Post
@Jeydra:
I don't take YMLAD, only FH on dual EVAS. Could try YMLAD, I guess, but GDW for the assassin would probably give me better results.

As for Haze, the main bonus is that dazed automatically doubles spellcasting time in addition to doing the easily interrupted nonsense - that alone makes it difficult to remove itself. It is also hard to remove because it's almost always covered by blind. Panic doesn't do nuts on single targets (Technically, extend isn't so hot on singles either, but Daze still retains its effectiveness.) It also goes hand in hand with Blind, and a target that's both Dazed and Blinded is more or less ignorable for the rest of the battle.

I think the easiest way to compare the difference is that Panic is limited to the targets you hit when you cast the spell. Extend sort of infects every single target it hits and turns it into a potential carrier for spreading more daze/blind regardless of where they run around later. Most condition removal doesn't really do nuts to Extend. The difference between Panic and Daze is also really obvious when dealing with defensive enemy casters - Daze makes enemy monks implode, Panic barely fazes them.

The other thing about Beguiling is that it's a shadowstep. Imagine EVAS without shadowsteps - it'd be pretty bad. Shadowsteps add a needed element of immediacy to your AP chain and help ball targets directly around your assassin by throwing them out in front of the rest of your party so that you can keep enemy melee and casters close to each other. It's one of the best ways of balling enemies you can get if you're playing a caster and don't want to ball yourself. To be honest, I do not find this convincing. Single-target case is largely irrelevant because of the dual KDs and YMLAD (which imo is a better skill than FH - you should use it). I also don't see how Daze makes Monks implode while Panic barely fazes them, if you get a decent ball at least. Also in personal experience the best way to kill Monks is to bring in the enchantment removal and spike them out with EBVAS / YMLAD / FH.

To be fair the fact that Beguiling is a shadowstep counts against you, because you need to go to melee range. Unless you micro a defensive shadowstep or something, I can easily imagine situations where you don't want to go into melee range but still want to bring damage to bear.

"Whether or not this is all worth it remains to be seen, I guess." - this; I'm just not seeing it as worth it at the moment. I'd want to see a video or at least screenshots taken within a few seconds of each other to see how a mob can crumble to massed Daze.

I tried a variant of Daze + Extend vs. Bogroot Growths just now. It was really quite underwhelming. I barely ever noticed monsters being Dazed, and when they were, Mistrust shut them down too. The healers barely lasted 2 seconds against my target calls (i.e. when I wanted them to die, they collapsed in 2s). There was only one time I saw Deep Wound Extended, and that was when half my team was dead. The rest of the conditions that I brought might as well not be there. Balls weren't common enough to support EC, which the Mesmer casts even if he can't get anyone else in the AoE. I also changed targets a fair bit, enough to negate Dazed. It didn't help that I had to sacrifice some staples of my teambuild (e.g. 10 spec Fast Casting, Fire Eles, Painful Bond) to bring builds that synergized with EC. Deaths happened a lot more often, although kill speed was only mildly affected (LoS sucks though).

Verdict: too much effort for too little return, and might as well stick to standard builds.