You can view this database entry at: http://www.guildwarsguru.com/skill/480-dark-apostasy/.
You may add your comments in this thread.
Skills - Dark Apostasy
Guild Wars Guru
vampiregod
This skill doesn't seem very good to me. All it does is remove one enchantment from somebody "if" you make a critical hit on them, "and" it cost 10 energy originally and at least 5 energy for every enchatment removed. Would anyone use this???
Inureface
used with that critical strikes assasin dual attack it would own the average boon protter with RoF and prot spirit
Sidra
I can see it working VERY well against healers and tanks, especially when combined with Wild Blow. The energy cost kind of puts me off though... you'd need some serious Zealous daggers and maybe even a battery necro hanging around if you start dishing out criticals too much.
Mercury Angel
5 is at rank 12. It should scale down to about 3 energy loss (14-15 CS or so). In any case, since it only triggers on critical hits, and Critical Strikes gives energy for critical hits... With enough Critical Strikes you're only looking at 0-3 energy loss in reality. (The reworked Critical Strikes gives 3 energy past 13 Critical Strikes, I think)*
Actually having to hit AND crit is a bit more iffy, though, considering prime targets tend to have enchantments like Aegis, Guardian, Weapon of Warding, and such on them.
I suppose we'll find out how much utility this skill has post-release.
Edit: I'd forgotten about Zealous Daggers. That'd pretty much put you in the clear on Energy issues, ranging from gaining 1 to losing 2 energy in practice per enchant removed.
*disclaimer; Value may not be correct. Going off of (5/12) energy loss reduction per attribute point
Actually having to hit AND crit is a bit more iffy, though, considering prime targets tend to have enchantments like Aegis, Guardian, Weapon of Warding, and such on them.
I suppose we'll find out how much utility this skill has post-release.
Edit: I'd forgotten about Zealous Daggers. That'd pretty much put you in the clear on Energy issues, ranging from gaining 1 to losing 2 energy in practice per enchant removed.
*disclaimer; Value may not be correct. Going off of (5/12) energy loss reduction per attribute point
NatalieD
According to Guildwiki, the energy loss drops from 5 to 4 at 14 Critical Strikes, and stays that way through 16.
Enchantments like Guardian are precisely why I expect this skill should work really well with Wild Blow. (Which is, as it happens, an awesome skill for an assassin anyway.)
As far as the energy concerns go... it's not so much a question of will you have enough to fuel the Apostasy, but rather, will you have enough to fuel the Apostasy and still use the rest of your skillbar? The crit energy bonus and the zealous gain seem to offset the Apostasy loss, but most assassins already rely on those just to use their attack skills.
Enchantments like Guardian are precisely why I expect this skill should work really well with Wild Blow. (Which is, as it happens, an awesome skill for an assassin anyway.)
As far as the energy concerns go... it's not so much a question of will you have enough to fuel the Apostasy, but rather, will you have enough to fuel the Apostasy and still use the rest of your skillbar? The crit energy bonus and the zealous gain seem to offset the Apostasy loss, but most assassins already rely on those just to use their attack skills.
Sypokaatti
Critical eye + high critical strikes attribute(13 or higher) + zealous daggers covers the energy loss... Even without zealous daggers the energy loss would be covered but with them you should have enough energy...
Combine this skill with critical strike and wild blow your enemy boon prot will be crying!!
Combine this skill with critical strike and wild blow your enemy boon prot will be crying!!