Death by Condition Overdose... A/N

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Well, aside from On Fire, and Disease, the sin can drop every condition on the foe in the game in a matter of seconds... Not good if you're ill prepared and Mend Ailment got a nerfing in that it's no longer spammable... [heh heh, fun for condition lovers like me]

16 Dagger Mastery
10 Critical Strike
11 Deadly Arts

Black Mantis Thrust
Entangling Asp
Temple Strike {E}
Twisting Fangs
Impale
Siphon Speed
Expunge Enchantments
Plague Touch

Straightforward and deadly with backup from a Fragility Mesmer. Impale @ 11 Deadly Arts should downright obliterate your foe when you land Twisting Fangs, high crit rate coupled with 2 hexes for covering and such make this build quite ridiculous. Thankfully you can Temple Strike {E} right after Asp since Asp counts as a spell and won't remove your BMT lead icon from your foe.

Siphon Speed will help you get in as well as get out so it's all you'd need for moving, there are better, but none beats this hex in terms of sheer convenience... Cover Impale with this hex for laughs!

Since your target will be both Dazed/Blinded, you don't have to worry about them hitting/spell casting you so your assassination is nearly guarunteed, it's your enemy's teammates that can kill you and if they shift gears and all aim at you, have Siphon Speed get you the hell outta there to a friendly monk who can heal ya up... If you get conditioned with On Fire or Disease, you can p. touch it to your victim [contrary to belief, P. Touched victims can't disease you back...]

You can strip your foe of any enchantments, but in order to land hits if they're stanced, you'll be in trouble, that's one of the most glaring weaknesses to this build, where my other builds had wild strike / Expose Defenses...

P. Touch makes you immune to conditions and makes your target more miserable, hence good synergy [and I love this skill to death]

If one can stick a self-heal in there for emergencies, I'm all ears, other wise, I don't see how I can pile on any more conditions to this build.

For the record, with these stats, and without proper healthcare insurance from a good monk, I can all but guaruntee that all the conditions alone will MORE than kill your hapless foe...

Any ideas?

[btw, I'd have used the search button if it wasn't broken and the google didn't help...]

edit: for a heal, you COULD get 9 crit 9 deadly, 8 shadow, and replace Impale with Shadow Refuge, but uh... Would that help kill at all?

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Wow, no answers after a few days, there isn't another sin capable of doing more conditions then this?

I suppose not, someone say something regarding impale then. Would there be a better skill to toss in?

I'd hate for this to be a 'perfect' build where there's only 1-2 weaknesses and it's nigh unstoppable...

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

i like the build, when factions comes out ill have to try it =) it sounds likea a great spike for pvp, but i still dont see assiasins as a crazy go lucky pve person like most other classes

but if you through in a bad monk ur kinda dead

undeadpolice

Ascalonian Squire

Join Date: Jan 2006

W/N

just becareful of warriors. As a warrior i love to get conditions.... 3 conditions = full life healed. ^^

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Little note there trying to cast while dazed..., usually doesn't work... of course, your monk will save ya ^_^

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Hehe, you might be able to deal a monk some serious damage. Sooner or later your gonna get a warrior looking for a new squishy toy jumping you from behind.

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Evilsod
Hehe, you might be able to deal a monk some serious damage. Sooner or later your gonna get a warrior looking for a new squishy toy jumping you from behind. Precisely why he could bring Return instead of Impale. Actually...screw that. He should keep Impale and drop Siphon Speed.

If he's using Siphon Speed as his escape skill, Return will be much better for it. It Cripples the foes adjacent to him (good for the Warrior snare), and also teleports him back to his target ally. I haven't checked the recharges, but he wouldn't be using Return all the time anyway, so it should be fine. If getting in range will be a problem, he could replace Plague Touch with Death's Charge. Granted, he loses his self-cond-removal, but if the Monks are paying attention, that may work out just fine.

All in all, a solid build, but I would recommend Return instead of Siphon Speed. That's my only major recommendation. All the rest is pretty much incidental and thinking-out-loud.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Siphon Speed serves as a nice dual purpose skill, at 5s. recharge, [I hope it stays that way], it's good for both snaring, and getting the hell outta there...

Return would work but then I lose my containment ability, unless I land the Black Mantis Thrust after using Impale, but I also lose the cover hex that's Siphon Speed, so that's probably the reason I'm sticking with it...

Good ideas though, any more?

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

I'd have a teammate bring a cover hex for you, like possibly the Frag Mesmer using Necro secondary with Parasitic Bond. See, depending on Siphon for your cover hex, snare and escape tactic is really risky. Consider what cover hexes are used for, eh? They're used as a buffer for hex removal. Your Siphon Speed gets removed and you've lost 1) your cover hex; 2) your snare; and 3) your means of escape.

You've already got a snare with the Impale-->Black Mantis Thrust, since Black Mantis Thrust Cripples the hexed target. On top of that, you've got Entangling Asp for a KD following that up in case the Cripple gets removed. Then you've also got Temple Strike hitting after that, which is helpful if you're targeting a Monk. And then Twisting Fangs, which will trigger Impale's bonus damage.

Siphon Speed is pretty much unnecessary in this build. And actually...if you're looking to do some more Frag damage during your escape, Return Cripples adjacent foes as you warp back to your target ally. ~_^

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

forget about mend ailment, wait if a team will have a martyrer! Then he will need a 2nd monk, restore condition one.. hey ur builds nice. Although, theres no healing skills.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by Siren
I'd have a teammate bring a cover hex for you, like possibly the Frag Mesmer using Necro secondary with Parasitic Bond. See, depending on Siphon for your cover hex, snare and escape tactic is really risky. Consider what cover hexes are used for, eh? They're used as a buffer for hex removal. Your Siphon Speed gets removed and you've lost 1) your cover hex; 2) your snare; and 3) your means of escape.

You've already got a snare with the Impale-->Black Mantis Thrust, since Black Mantis Thrust Cripples the hexed target. On top of that, you've got Entangling Asp for a KD following that up in case the Cripple gets removed. Then you've also got Temple Strike hitting after that, which is helpful if you're targeting a Monk. And then Twisting Fangs, which will trigger Impale's bonus damage.

Siphon Speed is pretty much unnecessary in this build. And actually...if you're looking to do some more Frag damage during your escape, Return Cripples adjacent foes as you warp back to your target ally. ~_^ Very well said, in fact, unless I'm in random, I most certainly would use this build if I had someone with Para bond on my team to cover Impale... Best idea evar!!!

Final build?

16 Dagger Mastery
10 Critical Strike
11 Deadly Arts

Black Mantis Thrust
Entangling Asp
Temple Strike {E}
Twisting Fangs
Expose Defenses
Return
Expunge Enchantments
Plague Touch

There it is, as far as I can tell, the most perfect MASSIVE Disruptor/Condition piling Assassin you can possibly make... Your foe is not casting anything due to your swinging while they're under dazed, and I've decided to vy for anti-defenses vs. massive Impale spike so the hex that is Expose Defenses would make you pretty much a 'perfect' sin if you're foes are busy dealing with the rest of your team and you land on your target in time!

Your foe is now defenseless due to smart skill acquisition, you've got your ninja escape skill, snare, and all the conditioning skills under the sun, if piled on hard enough, the damage you've dealt is already enough to kill any target, [including those warriors thanks to blinding and armor ignorance techniques]

Thanks a ton for your help people!

swordfisher

Krytan Explorer

Join Date: Sep 2005

This looks to be a very strong build (though I have to point out that unless you're using a major, you've got one more attrib point than is possible- I'd lose a point on crits and keep the 11 deadly for 9 second expose).

expose (10)->black mantis (5)-> [entangling asp (10)]-> [expunge (10)] ->temple (15)->twisting (10) is a rather expensive combo, but with guaranteed hits from expose, it may well be possible to pay for it with crits and zealous. The skills in brackets are ones I consider optional, and it seems like it's only possible to choose one or the other, not both (due to energy cost, with an unlimited energy pool that full chain is possible).

All in all, it looks like a good one-shot killer (ie, run in and unload, run out and repeat when you've got a full E bar). By staying out of the battle (as return helps you to do), you minimize your need for self-defense and self-heal. Nice build.

I'd appreciate it if you'd look at my R/A, here. It runs a very similar attack chain, with the intent of piling on conditions, and I'd like to know what you think.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

You got me, or, to be bonkers...
heh heh

16 dagger mastery
11 critical strikes
13 deadly arts

wear 3 sup. runes and NEVER get hit! [if you're playing smart that is, lol]

I'd wear sup vigor rune and the highest "of Fortitude" I could get and hope that a monk could give me vital blessing [lol]

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Laying down conditions for their own sake doesnt sound like the basis of a good build. Plus I dont see how it can work effectively off paper. Do you have enough energy to perform Temple Strike after Entangling Asp ? IMO you should get rid of Asp, its a superfluous ability that hinders your effectiveness.

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by fallot
Laying down conditions for their own sake doesnt sound like the basis of a good build. Plus I dont see how it can work effectively off paper.
Lay the conditions down on a Monk that either: A) is the one handling most of the hex/cond removal on his team or B) whose team doesn't have effective hex/cond removal...and you've got condition stacking (with Dazed and Blind) on a target that can't get those conditions removed easily.

Quote: Do you have enough energy to perform Temple Strike after Entangling Asp ? He should be all right. Using Zealous daggers will help, and if he can find room for Critical Eye, it'll be even better.

Quote:
IMO you should get rid of Asp, its a superfluous ability that hinders your effectiveness. Asp gives KD and a first poison infliction. It doesn't hinder his effectiveness at all. Especially if he's targeting a Monk who's trying to heal himself. KDs suck when you try to remove a condition but find yourself on the ground instead, with another condition added on.

Hiphen

Pre-Searing Cadet

Join Date: Mar 2005

I played a build simlar to that the 1st preview weekendand it worked very well. The second weekend I think they nerfed the energy on an assassin and I ran into MAJOR energy problems so bad the build didnt work. I see that problem here as well. Anyways good luck with it

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Quote:
Originally Posted by Siren
He should be all right. Using Zealous daggers will help, and if he can find room for Critical Eye, it'll be even better.
You require a greater energy pool to chain attacks like that, not an increase in energy over time.

Quote:
Originally Posted by Siren
Asp gives KD and a first poison infliction. It doesn't hinder his effectiveness at all. Especially if he's targeting a Monk who's trying to heal himself. It prevents him from chaining the first three skills. It has a 20 second recharge to boot. If its in the build just to add another condition then this becomes a gimmick. It might be useful as a cover for Dazed and Blind if you could perform it after Temple Strike, but IMO not otherwise.

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

Conditions truly hurt(sometimes, muahah), thats actually what the assasins were made for after all. For some reason, i feel this ones build might work good in groups of them. Perhaps u would give a suggestion, on a 8vs8 build of this sort?

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by fallot
You require a greater energy pool to chain attacks like that, not an increase in energy over time.
You require a greater energy pool, certainly, but an increase in energy regen will absolutely help. Let's suppose the following:

Impale/Expose Defenses-->Black Mantis Thrust-->Entangling Asp-->Temple Strike-->Twisting Fangs

5E/10E+10E+10E+15E+10E

Total energy used: 50E or 55E over a span of approximately 7 seconds.

Within those 7 seconds, the player is attacking approximately 5 times. With Zealous daggers, he's gaining at least 5 energy. If he replaces Expunge Enchants with Critical Eye (which I think is a wise move), he'll get an additional 3E per critical hit. Factoring just Zealous gain and Criticals, that's a total of at least 9E over 7 seconds.

Add 3 pips of regen there and you're looking at 3 energy every 3 seconds, which gives a total of 6E over the 7 seconds of attack.

At the very least, he'll be getting 15E back over the course of the chain. If he snags a few more Criticals, that 15E becomes 18E.

That's entirely viable, especially when one of the purposes of Assassins is to get in fast, unload, then get back out (assassination). This build is pretty perfect to that end.

And let's not forget he could very well have Necro Blood Rit/BiP support from an ally.

Quote: It prevents him from chaining the first three skills. It has a 20 second recharge to boot. If its in the build just to add another condition then this becomes a gimmick. It doesn't prevent him from chaining the first three skills if he has proper e-management/support.

Your KD point is moot, because KDs, especially versus a target who is trying to defend against you, are not a gimmick.

The 20-second recharge is also a moot point, because he's not looking to be in there for more than 10 seconds in the first place. He's getting in quick, ganking his target with condition and damage infliction, then using Return to get out. He won't give a shit about a 20-second recharge for Entangling Asp. lol

And Asp is certainly not a gimmick skill here. It serves a dual purpose: extra condition infliction and KD. Not to mention you could use it as a snare, too.

Quote:
It might be useful as a cover for Dazed and Blind if you could perform it after Temple Strike, but IMO not otherwise. Entangling Asp

Temple Strike

Twisting Fangs

Falling Spider

Judging by the skills he can follow-up with, he'll have plenty of covers for the Dazed and Blind after Temple Strike. Falling Spider costs 5E and would be tremendously useful in a build of this nature.

Also worth mentioning is
Mantis Sting, a Lead Attack that can Cripple the target foe without needing a Hex, which can potentially save 5-10E.

His build will do fine. lol

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

All of the details you've posted will help the Assassin maintain his energy at reasonable levels, but will not allow him to chain attacks. He needs energy right before a skill connects, because gains only apply when you actually hit the target.

Therefore, with 32 max energy, the combo of Impale/Expose will cost 15E, leaving him with 17E total. Now to use both Black Mantis Thrust and Entangling Asp simultaneouly, he requires 20E. But thats not a big problem, as a few attacks will give you enough energy to chain these two skills. However, once you get to 20E and use these skills, you now have 15E to recoup to use Temple Strike.

Now Temple Strike is arguably the best skill on this bar and should be used as quickly as possible for maximum effect. Instead, the foe is given a window of oppurtunity where the threat of the Assassin is diminished.

Quote:
Originally Posted by Sidra
Impale/Expose Defenses-->Black Mantis Thrust-->Entangling Asp-->Temple Strike-->Twisting Fangs

5E/10E+10E+10E+15E+10E

Total energy used: 50E or 55E over a span of approximately 7 seconds.

Within those 7 seconds, the player is attacking approximately 5 times. With Zealous daggers, he's gaining at least 5 energy. If he replaces Expunge Enchants with Critical Eye (which I think is a wise move), he'll get an additional 3E per critical hit. Factoring just Zealous gain and Criticals, that's a total of at least 9E over 7 seconds.
Frankly I have no idea how you reached those conclusions. He will obviously not be attacking while casting Impale and Expose, nor will Entangling Asp trigger a critical strike.

My ultimate point is this: If you do not have at least 15E left by the time you use Entangling Asp, you are reducing Temple Strike's effectiveness. It becomes less of a threat when the opponent is given time to respond to you. That kind of violates what you yourself have said:

Quote:
Originally Posted by Sidra one of the purposes of Assassins is to get in fast, unload, then get back out (assassination). This build is pretty perfect to that end. If you are using normal dagger attacks between attack skills to regain energy, this no longer applies.

Quote: Originally Posted by Sidra The 20-second recharge is also a moot point, because he's not looking to be in there for more than 10 seconds in the first place. He's getting in quick, ganking his target with condition and damage infliction, then using Return to get out. He won't give a shit about a 20-second recharge for Entangling Asp. lol He had better "give a shit" about it. If he ever wants to repeat his combo, he will have to wait the full 20 seconds. In an attack skill chain, the longest recharging skill becomes the limiting factor. The skill simply isnt worth the slot.

Quote: Originally Posted by Sidra
And Asp is certainly not a gimmick skill here. It serves a dual purpose: extra condition infliction and KD. Not to mention you could use it as a snare, too. "Extra condition infliction" is the very definition of a gimmick. If this skill slot was occupied by something else (say Critical Eye for instance), the whole build would become a lot more efficient and a lot more effective. And please dont be condescending, I never said the build wouldnt work, only that it wouldnt work as stated.

Quote:
Originally Posted by Sidra
Your KD point is moot, because KDs, especially versus a target who is trying to defend against you, are not a gimmick. Remember that you've sacrificed many precious seconds without Daze to inflict this knockdown. My main gripe is that the skill has obviously been added for the sake of poison. To inflict as many conditions as possible, not to kill, but for the sake of having a build full of conditions. It ends up hurting the build, and should go.

Quote:
Originally Posted by Sidra
And let's not forget he could very well have Necro Blood Rit/BiP support from an ally. I'm sorry, the only thing I can say to that is pffft.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

I agree with fallot here. A condition build should not just try to stack every possible condition in the game, but instead focus on conditions that really matter. Except as a cover, poison doesn't fit into that "really matters" category.

d3kst3r

d3kst3r

Krytan Explorer

Join Date: Jan 2006

Brisbane, Australia

Quote:
Originally Posted by Effigy
I agree with fallot here. A condition build should not just try to stack every possible condition in the game, but instead focus on conditions that really matter. Except as a cover, poison doesn't fit into that "really matters" category. Unless say... you base a build around Fragility. And using Conditions to cover each other is a bad idea especially with Mend Ailment so common, each condition only amplifies the amount of HP it'll heal by.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Fragility is about as gimmicky as it gets.

The point of a cover is to protect a more powerful condition by applying a weaker one over the top. It doesn't matter if they use Mend Ailment, the point is that they will only remove poison or bleeding instead of blind/dazed/crippled/deep wound. The few extra hp they would heal from MA is negligible compared to the disadvantages of having one of these conditions on them.

Conditions are not very reliable for degen, though. As you've stated, they feed MA when stacked. Also, they're too easily removed. The only way to really apply substantial degen with conditions would be through skills like Apply Poison or Sharpen Daggers on a crit-based build, so that the condition keeps getting reapplied and therefore requires the enemy to just leave it on or waste a lot of energy constantly removing it. Unless you can reapply poison or bleeding every 2-3sec, then they are not useful for anything besides a cover.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by Effigy
I agree with fallot here. A condition build should not just try to stack every possible condition in the game, but instead focus on conditions that really matter. Except as a cover, poison doesn't fit into that "really matters" category. Deep wound, crippled, dazed? They don't matter huh? How about overlapping them with say, all the other degen conditions?



Mend ailment? Good luck doing that through dazed...

Oh you have a teammate to do it for ya? Well dur, I have a teammate who's willing to daze him/her too!!

Dazed + deep wound + cripple means whoever I'm fighting is guarunteed to die in seconds...

I can get in there and stick to my foe for quite a while really, dropping conditions and leaving? I'll do that if I'm getting attacked...

But what about dropping conditions and staying to continue interupting them with dazed? If I'm not under heavy fire, I'll do that....

Or worse, after using return, how about equipping a bow just for laughs and attacking them while they're under dazed? Or let a ranger to it?

If the team works properly to undermine the enemy team's condition removal, which isn't hard with anti-magic in mind, then this build should be nearly unbeatable. Warriors and rangers can't do damage, and casters get stuffed...

You're saying I can't do damage?

Let's see...

We've got Deep Wound, Poison, Bleeding, Dazed, Blind, Cripple, and maybe teammates throwing in On Fire occasionally...

That said, we have a foe incapable of doing anything... ANYTHING... and their hp is at -20hp/second AND here I am swinging with 16 dagger mastery at their backs...

Skill damage? probably not, shut your ass out of the game for 9 seconds or so? You bet...

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

If you read my other post, I specifically stated that deep wound, blind, dazed, and crippled are important conditions. The degen conditions are fine for covering, but I wouldn't rely on them for damage.

Entangling Asp seems superfluous to me. It's expensive and it's not covering anything except cripple, which will be buried under four other conditions anyway. Deep wound isn't covered at all.

I'm not saying the build won't work, because it looks like it has a lot of potential. I would recommend diversifying a little though. If you come against a Martyr/Restore Condition team, you don't want to be completely useless.

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by fallot
All of the details you've posted will help the Assassin maintain his energy at reasonable levels, but will not allow him to chain attacks. He needs energy right before a skill connects, because gains only apply when you actually hit the target.
And you think I don't know that he needs to actually hit the target to regain energy? He’ll be quite able to chain the attacks. See below.

Quote:
Therefore, with 32 max energy, the combo of Impale/Expose will cost 15E, leaving him with 17E total.
Re-read my post. He's not using both Impale/Expose at the same time:

Quote:
Originally Posted by SIREN
Total energy used: 50E or 55E over a span of approximately 7 seconds. Note the "or" there, and then figure out how the total could be 50E, and then how it could be 55E. I’ll give you a hint. It has something to do with choosing between Impale or Expose Defenses.

Quote: Now to use both Black Mantis Thrust and Entangling Asp simultaneouly [sic], he requires 20E. But thats [sic] not a big problem, as a few attacks will give you enough energy to chain these two skills. However, once you get to 20E and use these skills, you now have 15E to recoup to use Temple Strike. You know the great thing? He can very easily regain enough E to sustain his chain, and Blood support from a Necro is a beautiful thing.

Quote: Now Temple Strike is arguably the best skill on this bar and should be used as quickly as possible for maximum effect. Instead, the foe is given a window of oppurtunity [sic] where the threat of the Assassin is diminished. When the target is Crippled and laid down on their ass, they don’t really have a window of opportunity.

Quote: Frankly I have no idea how you reached those conclusions. I used addition. I counted up the number of opportunities in that attack chain where he could slip in a normal auto-attack. And then I listed them as "approximately 5 times." You've got three attack skills (Black Mantis, Temple Strike, and Twisting Fangs) and if you use a normal auto-attack between Black Mantis and Entangling Asp, and then between Entangling and Temple Strike, how many times have you just attacked?

The answer is five times.

Six if you sneak in another normal auto-attack between Temple and Twisting Fangs. Given the Dazed, a normal attack will work nicely to interrupt anything.

Quote: He will obviously not be attacking while casting Impale and Expose, nor will Entangling Asp trigger a critical strike. No, but he'll certainly be attacking when he uses Black Mantis, Temple Strike, etc. Not to mention getting in one normal attack between his lead-off hex (if he uses one) and Black Mantis Thrust is entirely possible, in addition to in-between Entangling Asp and Temple Strike. And that doesn't make this build any less effective, because Assassins have a very fast attack speed, and it's so very possible to sneak in a normal auto-attack in-between chain combos like this (I've done it before).

Quote:
My ultimate point is this: If you do not have at least 15E left by the time you use Entangling Asp, you are reducing Temple Strike's effectiveness. It becomes less of a threat when the opponent is given time to respond to you. That kind of violates what you yourself have said: If the opponent is on the ground from Entangling Asp, how do they have time to respond to you? And see above regarding E-return.

Quote:
If you are using normal dagger attacks between attack skills to regain energy, this no longer applies. You haven't played Assassin much at all, have you? Had you played Assassin at all, you wouldn't be saying that. In fact, judging by how you didn't know that Disrupting Stab was a Lead Attack in another thread--something that every Assassin would know by this point, keep in mind--I don't think you've played Assassin in the least, and certainly not enough to make any proper assessment of what they can do in combat.

Quote:
He had better "give a shit" about it. If he ever wants to repeat his combo, he will have to wait the full 20 seconds. In an attack skill chain, the longest recharging skill becomes the limiting factor. The skill simply isnt [sic] worth the slot. You really need to play more Assassin. They have teleport skills for a reason. They have high mobility skills for a reason. Their purpose is to get in fast, unload their attacks, and get out. This build is getting in fast, killing a target, and then Returning out. It uses Entangling Asp as a KD, a snare (if the Cripple happens to get removed or not), and condition infliction. He doesn't have to give a shit at all about a 20-second recharge. Plus, considering Entangling Asp isn't critical to his build, he doesn't have to include it each and every combo chain anyway...but that certainly doesn't make Entangling a gimmick.

Quote:
"Extra condition infliction" is the very definition of a gimmick. If this skill slot was occupied by something else (say Critical Eye for instance), the whole build would become a lot more efficient and a lot more effective. And please dont [sic] be condescending, I never said the build wouldnt [sic] work, only that it wouldnt [sic] work as stated.

Remember that you've sacrificed many precious seconds without Daze to inflict this knockdown. My main gripe is that the skill has obviously been added for the sake of poison. To inflict as many conditions as possible, not to kill, but for the sake of having a build full of conditions. It ends up hurting the build, and should go. When I continually re-iterate that Entangling Asp serves a dual function, both as a KD and an extra condition infliction...Asp hasn't "obviously been added for the sake of poison."

Don't try to play spin-doctor against a spin-doctor, fallot. I'm giving you fair warning.

Quote:
I'm sorry, the only thing I can say to that is pffft. I'm sorry, but if you had a point here, it was lost in the condescending tone of your "rebuttal."

Quote:
And please dont [sic] be condescending, Oh, the irony of such a request!

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Quote:
Originally Posted by Siren
You know the great thing? He can very easily regain enough E to sustain his chain, and Blood support from a Necro is a beautiful thing.
Again with the sustain, again with the regain. He doesnt have enough max energy to use his chain, the end (bad rhyme not intended). Its not a "chain" if he doesnt use the attacks simultaneously.

Quote:
Originally Posted by Siren You've got three attack skills (Black Mantis, Temple Strike, and Twisting Fangs) and if you use a normal auto-attack between Black Mantis and Entangling Asp, and then between Entangling and Temple Strike, how many times have you just attacked?
IMO if you do that, you fail. Assassins are so prone to chain disruption that any duration you spend not chaining your skills is wasted time. I clearly mentioned this before. You want to get dazed off fast, and you want to cover it fast.

Quote:
Originally Posted by Siren Plus, considering Entangling Asp isn't critical to his build, he doesn't have to include it each and every combo chain anyway...but that certainly doesn't make Entangling a gimmick.
That is exactly what it does. Come now, you've almost agreed with me.

Quote:
Originally Posted by Siren
You haven't played Assassin much at all, have you? Had you played Assassin at all, you wouldn't be saying that. In fact, judging by how you didn't know that Disrupting Stab was a Lead Attack in another thread--something that every Assassin would know by this point, keep in mind--I don't think you've played Assassin in the least, and certainly not enough to make any proper assessment of what they can do in combat. Is this flame bait ? How am I supposed to respond ? You picked an unfortunate error on my part from a different post and brought it up here to disprove my point ? At the very least this is off-topic. I can similarly say that your Blood support point is so ludicrous that it makes me doubt you've ever played Guild Wars, much less an Assassin.

Quote:
Originally Posted by Siren
When I continually re-iterate that Entangling Asp serves a dual function, both as a KD and an extra condition infliction...Asp hasn't "obviously been added for the sake of poison." Are you being deliberately dense ? Why inflict an extra condition ? What is the point of occasional knockdown that recharges seperate from the rest of your attack skills ?

Quote:
Originally Posted by Siren
Don't try to play spin-doctor against a spin-doctor, fallot. I'm giving you fair warning. I'm sorry if your ego makes you think this is some sort of a battle of wits. Its pointless for me to respond further, I've said everything that I have to.

Burton2000

Burton2000

Wilds Pathfinder

Join Date: Oct 2005

A cardboard box in England

Men Of Substance [YMCA]

Mo/Me

If you don't got for there prot monk however he'll use RC and bam all your conditons removed and hes healed to full health.And if you target prot monk he'll use guardian and if thats not good enough i can see prot monks taking COP for self removal.

Elaine Donnerbalken

Academy Page

Join Date: Mar 2006

Germany

A Three Headed Monkey Behind U [loOk]

I fear that Draw Conditions and Mend Ailment will already be enough to counter condition spamming.

How much assassins with Temple Strike would you want to put in a GvG or HA team? At least 1 for the prot monk, another one for a me/mo or whatever using DC.

But even if you try to daze the utility character who uses Draw Conditions, he still will have good chances to cast DC without being disrupted.

GvG teams already use Draw Conditions because of their warriors.

This build seems to be for factions battles, but even there you'll finally meet enemies using martyr etc.

So, my post isn't strictly concerning this condition build, more the question
"is it worth to specialise on condition spamming on one sole character ore more?". I think no, people will adapt, and most of the conditions aren't worth "spamming".

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by fallot
Again with the sustain, again with the regain. He doesnt have enough max energy to use his chain, the end (bad rhyme not intended). Its not a "chain" if he doesnt use the attacks simultaneously.
Lead-->Off-Hand-->Dual Attack

That is a chain, regardless of any normal auto-attacks inserted in-between. And really, it's a bad idea for most Assassin builds to try to blow through their chain all at once, because...

Quote:
IMO if you do that, you fail. Assassins are so prone to chain disruption that any duration you spend not chaining your skills is wasted time. I clearly mentioned this before. You want to get dazed off fast, and you want to cover it fast.
...establishing an attack rhythm is actually a better strategy than just blowing through all of your attacks at once, anyway. By slipping in a normal auto-attack, in addition to regaining some energy, you're testing their defenses (Prot Monks? ohnoes). If your normal attack hits, then chances are, your next chained attack will hit.

Quote:
That is exactly what it does. Come now, you've almost agreed with me.
Almost agreed with you? No. I'm not calling Entangling Asp a gimmick skill. Because it's not a gimmick skill, especially in this build.

Quote:
Is this flame bait ? How am I supposed to respond? You picked an unfortunate error on my part from a different post and brought it up here to disprove my point ? At the very least this is off-topic. I can similarly say that your Blood support point is so ludicrous that it makes me doubt you've ever played Guild Wars, much less an Assassin. Funny, that. I've been doing Necro Blood support longer than most here have even known about it. It's safe to say I was doing BiP at least a year before most people. And I've been playing Necro in general since the July BWEs of 2004. I know Necro Blood support, mate. And I know it can be done here.

And no, that wasn't flame-bait, but I do think it's a rather telling and revealing little tidbit, especially since we're talking about playing Assassins here. An experienced Assassin doesn't make the mistake of disregarding a build because they don't know the specifics of Disrupting Stab, just like an experienced Assassin doesn't make the mistake of disregarding a build and/or a skill because they don't know the specifics of Entangling Asp.

Keep going, please. This is way too easy for me.

Quote:
Are you being deliberately dense? Why inflict an extra condition? What is the point of occasional knockdown that recharges seperate from the rest of your attack skills? No, I'm not being dense, because you're not making any actual points. lol. Think about this for a second. The Assassin is getting in there to kill his target through a combination of degen (it'll amount to 7 degen I believe), critical hits, and then a massive spike at the end from Impale+Twisting Fangs. The focused KD and extra degen work to that end. The KD helps keep them in place, and the extra degen, well, adds extra degen. This isn't a difficult concept to understand.

Quote:
I'm sorry if your ego makes you think this is some sort of a battle of wits. Its pointless for me to respond further, I've said everything that I have to. Oh, no, I say that because you're trying to spin my points (deny it and I'll call you on it, by the way) in some inane and bizarre direction when there's really nothing in them to suggest your conclusions, and since I'm something of a spin-doctor myself, giving you fair warning is the proper thing to do before you decide to try to spin things any further. Or did you just want to continue to say I'm saying something when I'm really not saying it, then continue to get proven wrong? The choice is yours, so don't be a fool. lol

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Doing normal attacks during your chain just draws out the damage and conditions over time, giving the enemy monks plenty of opportunity to heal and remove. You've already stated that assassins are meant to get in, make a quick kill, and get out. How can they do that if they have to stand there auto-attacking to gain energy to finish their combo. Beyond that, unless you can afford to drop the condition attacks back-to-back, they won't be covered and will be removed quickly.

"Testing their defenses" before you begin the attack chain is fine, but if you stop the chain to see if the next attack will land by feeling them out with a normal attack, you are giving the enemy monks more reaction time to shutdown your spike, as fallot was saying.

Entangling Asp strikes me as unnecessary. It doesn't have synergy with any of the other skills, costs 10e which this build can't really afford, and is very situational considering it needs to follow a lead attack and has a 20sec recharge. The extra -4 degen on one target every 20sec is not going to win any battles.

As far as having BiP support, it's certainly possible but I don't think it wise to make a build that completely relies on non-standard support in order to be effective. I think this build is doable if the Asp was removed and replaced with something else.

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

True, Effigy, swiping once with a normal attack in-between every other attack is risky, because the Monks have a chance to react, but consider what they'd be reacting with. Usually I see RoF. Occasionally it's Guardian. They may use Mend Ailment.

But what happens if they use RoF? If you plowed through the attack chain, your Twisting Fangs--the major spike damage here--may very well hit the RoF and it'll do minimal damage. Slipping in a normal attack before it minimizes the chances of Twisting hitting RoF, because the normal attack will trigger RoF, then you can unload the next attack chain skill.

And in fact...slipping in a normal attack every now and again is a really effective counter to the chain interruption. If they're screwing over your normal attack, that means they're not interrupting your attack chain, so given the interesting window of time when you can still link the chain together, that means you can go right ahead and hit them with Temple Strike or Twisting Fangs.

You've basically faked out their Monk, heh.

If Mend Ailment is used, it'll either remove the poison from Entangling Asp or the cripple, which isn't all that impressive, considering the conditions that are coming in less than 2 or 3 seconds. They could even Mend Ailment the Blind off (Temple Strike inflicts Daze and Blind). The heal received will only be multiplied by 3 conditions. That's 150 health, roughly. In the next two attacks, however, the target will have Bleeding, Deep Wound, and an extra 70-something damage when Twisting Fangs triggers Impale.

On a completely fresh character, Deep Wound will take around 100 health away.

This target, however, has been poisoned, been swiped at numerous times, probably isn't even at full health anymore, might already be running at a DP, and is about to be on the receiving end of a spike that can rival some Warriors.

Mend Ailment? I don't mind. That character is dead once I get to Twisting Fangs anyway.

Or Draw Conditions. Or Martyr. I'd love to see a character Draw Conditions. That would be fantastic. Go right ahead and do that. Martyr yourself to death. lol. Bleed, Deep Wound, Blind, Daze, possibly Poison, possibly Cripple? Yum!

As a brief footnote, we're not using Entangling Asp to win the entire battle. We're using it to assist in ending our target's existence.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

I can see what you're saying about the normal attacks. I suppose you're taking a chance either way though. If you slip some normal attacks into your chain, you're giving the opposition ample time to prot up your target. However, you might also use those attacks as a chaff for their RoF's. Kind of a toss up I guess.

If you were going to throw an extra condition in, I'd say the best time to add it would be after Twisting Fangs as a cover for the DW. Adding poison before the Temple/Twisting combo won't cover anything important and will just give more of a healing bonus to Mend/Draw if it's used on the target. KD is always good, but you should have plenty of disruption from Dazed, and the target will already be crippled (hopefully) so they won't be kiting you anyway. Entangling Asp is a fine skill, but I think this build has better uses for a skill slot and 10e.

Martyr/Draw is a serious threat to this build and should not be underestimated. It's highly likely that the person using Martyr or Draw will also have Purge Conditions. Of course every build has a counter so that's not to say this character isn't viable, but it may be wise to have some contingency plan for dealing with this type of enemy. For instance, you might consider replacing Entangling Asp with Death's Charge. In the event that your primary target gets hit with Draw/Martyr, you could Charge to the person who now has the conditions and start hammering on them instead. Since they will be Dazed, you may be able to interrupt their Purge/Mend by attacking before they can get it off. Something to think about anyway.

Of course, if the enemy team is bringing both Martyr and Restore Condition, it pretty much checkmate for this build. The likelihood of that happening isn't great, but it may become more common depending on how many people start running these condition-stacking builds.

Empirism

Empirism

Academy Page

Join Date: Apr 2005

nice build, played similar in preview, that and this build have same skill that imo still need tweaks...teh temple strike, there been many conversations conserning this skill, but anyone who played with it knows its power...its godly

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Yep, Effigy. It's a toss-up. But in order to choose the most effective course of action, risk assessment is an absolute necessity. The question I usually ask myself is "which attack rhythm will benefit me the most?" Sometimes unloading all of your attacks is the best rhythm. You'd usually use that in the Fangs of Melandru pre-built, when you're picking off strays.

But other times, it's a better strategic decision to stagger your attack chain. It will play with the opposing Prot Monk's timing if you mix up your attacks. Sometimes use two normals in-between the Lead and Off-Hand, then go right into the Dual Attack after that, etc. I've noticed a lot of the PvP game is just mind-games, and the staggered, almost random attack pattern/rhythm of such a strategy is a means to that end.

The disruption from Daze will be effective, absolutely. But we won't Daze until we use our Lead Attack. Which means that Cripple from Black Mantis may have been removed. Then we lose the snare.

We could always sub-in Bull's Strike for Entangling Asp (depending on the secondary for this build, obviously), because the target would probably be running, but I'd much prefer to have a Cripple covered by Poison. Not to mention I'd rather have a guaranteed KD than a conditional KD.

Of course, if you really wanted to get evil with condition infliction, you could go Bull's Strike in place of Entangling Asp, then fit Falling Spider somewhere in the skill bar. Provided the target is moving after Twisting Fangs, hit them with Bull's Strike, then follow-up with Falling Spider for extra damage and poison infliction. Let's see how that'd look:

The original:

Quote:
16 Dagger Mastery
10 Critical Strike
11 Deadly Arts

Black Mantis Thrust
Entangling Asp
Temple Strike {E}
Twisting Fangs
Expose Defenses
Return
Expunge Enchantments
Plague Touch
A few revisions:

Quote:
16 Dagger Mastery
10 Critical Strike
11 Deadly Arts

Black Mantis Thrust
Bull's Strike
Temple Strike {E}
Twisting Fangs
Falling Spider
Return
Expose Defenses
Impale
Either build will work.

Regarding Martyr/Restore Condition and such...let's take that to the next logical step. If a Mo/X or X/Mo needs to use their Elite slot to counter a single build, is that testament to the build being meh, or is that testament to the build being devastating? A Monk character forgoing their Elite--an Elite slot that normally could be Word of Healing, or Mark of Protection, etc--for condition removal.

That sounds like a pretty mean (almost unfair) trade-off, doesn't it? A few conditions requiring an Elite condition removal?

Death's Charge is a no-go. Unless the recharge has been changed from what I remember it to be, 45 seconds is just awful. Even 30 seconds is pretty bad.

Quote:
In the event that your primary target gets hit with Draw/Martyr, you could Charge to the person who now has the conditions and start hammering on them instead. Since they will be Dazed, you may be able to interrupt their Purge/Mend by attacking before they can get it off. Something to think about anyway. Finally someone else picks up on that strategy. XD. One of the main reasons why condition removal doesn't scare me...I'm going to have an entire team behind me, all focusing on pressuring their own respective targets, hex/cond removal Monks included.

Quote:
Of course, if the enemy team is bringing both Martyr and Restore Condition, it pretty much checkmate for this build. Then the opposing team just used two Elite slots out of eight to counter the condition infliction of one or two Assassins. ~_^

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Good points all around. I know I started thinking "condition stacker" the second I read the descriptions for Temple Strike and Twisting Fangs. However, there are a lot of "buts" to consider, given how easy conditions are to remove and gimmick-potential of stacking. Executed properly, a build like this could be very powerful.

The more I think about it, Restore Condition is probably the single greatest threat to this character's efficiency. Martyr is useful for widespread conditions (traps, etc) and Draw can be countered by switching targets quickly, but Restore has the potential to really shutdown this character's offense be immediately removing all the conditions and outhealing the damage to a large extent, not to mention being spammable. I suppose the only viable option is to take out whoever's carrying RC as fast as possible.

The only major concern for me with this build is emanagement, given the rather taxing nature of the skills being used. It's more manageable with Entangling Asp removed, but energy will likely still be somewhat of a problem.

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

The nice thing about condition builds like this is that they are very powerful. I've run variations of these types of builds in the past and have made them devastating. Like most builds, success with such a design is largely dependent upon how you play it.

Take, for example, RC. Yep, RC can castrate this build. But once you spot the Monk using RC...that Monk will die. And spotting him or her will only take a minute, especially when you've got a team working together and communicating with each other. That reminds me of a very relevant anecdote.

Just recently I was doing a GvG with my guild. It was a balanced build, I was running Me/Mo for Resurrect (never needed it) and Remove Hex, with Migraine/Phantom Pain/Shatter Delusions. We had two primary Monks for healing, prot, and hex removal, as well. The opposing Mesmer I was targeting cast Spirit of Failure. We only had one Warrior in-range for that spell. My hex removal cut him off mid-sentence: "I've got--oh, okay, nevermind."

It's that type of battlefield observation/management that castrates the opposition's counters, no matter if it's Spirit of Failure or Restore Condition.

It's the same battlefield philosophy that enables me to interrupt almost anything I want to. Tab/Shift+Tab is something people need to master, because it's invaluable.

It's all about how you play your build. I can think of only a few builds that will never, ever work, no matter how skilled the player may be, or how well they play their build. An Ele stacking his or her skill bar with Exhaustion-inducing spells, for example. Dumb idea. Bringing Well of Power into PvP. Dumb idea. Using Flurry in PvP. Dumb idea for the most part.

Because I play intelligently, it's one of the main reasons why I don't care about higher energy costs than normal, especially when I know how amazing energy management can be with certain professions. When people scream bloody murder after seeing higher energy costs--especially if it's an Assassin build--it just demonstrates to me they don't know the profession, and they don't know how to play the build intelligently.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Love the arguments, back to back, and then the near flame-wars, but there seems to be something that everyone who tries to sound smart seem to forget...

There's a counter to EVERYTHING!!!

I'm fully aware of this, but if I were to live this game thinking [oh noes! this can be countered by that! gotta try something else! oh wait, that's counterable too!] a dur!!! I'll never make a build and neither will any of you people...

Everything is counterable, I know this full well, but I can counter you using cooperative teammates... In the end, it's how good your team works together, not if you can counter everything [for the record, if you CAN counter everything, you can't DO anything... ]

Restore Condition? Draw Condtion? Well, I'm not by myself, good luck doing it while my teammates barrage your ass. [I attack off-targets with this build. If one monk is under focus fire, I'm on the other monk like white on Rice, or their mesmer]

Since the idea is to keep a caster [or warrior if he's all that's left] out of the game, unloading everything in the bar is ONLY good if you come under fire, [any fire actually]. If the enemy team is focusing on keeping one of their members from dropping like a fly [cause your teammates jumped his/her arse], then you have the distraction you need to get in there and wail away...

Entangling Asp, from what I've read [actually skimmed, I'm at work right now lol] some people don't like this skill. It was when I got paraded with this skill in pvp do I realize how awesomely sexy this skill is.

KD? Yeah, escape my TS after I send you on your back. With Expose Defenses, uh, you're not doing anything to dodge me... Teammate will save you with remove hex? If my team is doing their job properly, there is no hex removal in the world that'll save your hide...

Once Dazed lands... I bury it with Twisting Fangs, normal attacking in between hits is a GOOD thing with this build if you can afford the time to do it. [aka your enemy thinks there are other things on your team worth worrying about...] If your foes ignore you [like they do warriors, heh heh], you'll kill your target, I can almost guaruntee it. If it's a monk, they're NOT going to heal themselves, at all... CoP you say? Last I checked, you need enchantments to make it worth anything... Expunge owns [or a teammate with Rend... ack*]

I'm glad we've got flak flying in here, Sins can kill using their dazed [which is unconditional unlike the weak crap that is Skull crack *which has a better name sadly*]

I love what I'm reading, your analysis saves me lots of time and to build a very 'true' sin in every sense of the word is my goal...

Death by dazed blinded bleeding poisonous deep wound? I've seen people die with less...

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Ok, possible final build after doing my checking: only one sup stat rune outside vigor...

12+1+3 Dagger Mastery
8+1 Critical Attacks
10+1 Deadly Arts

Black Mantis Thrust
Entangling Asp
Temple Strike {E}
Twisting Fangs
Return [always target the nearest monk ^_^]
Expose Defenses
Expunge Enchantments [if they don't have Contemplation of Purity, Siphon Speed or Impale, YOWCH]
Plague Touch / Res Sig [if monk doesn't suck ^_^]

Ok, we now have our offensive tank requirements.

Damage Skills: @ 16 daggers, we've got some long lasting conditions & LOTS of double hits/critical hits. Expunge+Expose means with little help, you will deal with your foe's defense. If your foe is bringing both an enchant/stance to save himself, you CAN save energy by just using Expose Defenses and bring in something like Siphon Speed instead of Expunge. The Expunge is to stop those pesky CoP cowards ^_^ You most likely will NOT need to use both Ex-techniques at once. So that's your damage covered.

Containment: You have your hexes, Return for escape, and BMT, yep, nobody's escaping/catching you without help...

Survival: Plague Touch/Res Sig to help either yourself or your team and Return helps you live to fight another minute...

The Monk Of Cats

The Monk Of Cats

Ascalonian Squire

Join Date: Sep 2006

Spread Virus Now [SPV]

Mo/W

that leaves 5 attribute points wat should i use that for?