Assassin/Warrior: Health/Energy Management!

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Ascalonian Squire

Join Date: Apr 2006

i've finally decided to buy the upcoming guild wars:factions which will be my very first guild wars game. so after learning about the game i came upon this build on another site. this seemed to be a good build so i'm wondering what people on this site think about it.

i really think this could work. it will help keep health and energy high.

Assassin/ Warrior

Dagger Mastery- 14
Deadly Arts- 8
Critical Strikes- 8
Tactics- rest

Expose Defenses (Deadly Arts) 10 / 2 / 10
Hex spell. For 3-9 seconds, target foe cannot block or evade your attacks.

Black Mantis Thrust (Dagger Mastery) 5 / 0 / 12
Lead Attack. If this attack hits, you strike for 5-17 damage. If target foe is suffering from a hex, that foe is crippled for 3-13 seconds.

Jungle Strike (Dagger Mastery) 5 / 0 / 12
Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for 5-17 damage. If it hits a foe that was crippled, it does 5-25 damage.

Horn of the Ox (Dagger Mastery) 5 / 0 / 12
Dual Attack. Must follow an Off-Hand attack. If it hits, Horn of the Ox strikes for 3-13 damage. If struck foe is not adjacent to any allies, that foe is knocked down.

Falling Spider (Dagger Mastery) 5 / 0 / 10
Off-Hand Attack. Must strike a knocked down foe. If it hits, Falling Spider strikes for 5-29 damage and target foe is poisoned for 5-17 seconds.

Twisted Fangs (Dagger Mastery) 10 / 0 / 12
Dual Attack. Must follow an off-hand attack. If it hits, Twisted Fangs hits for 3-9 damage, and struck foe suffers from deep wound and bleeding for 5-17 seconds.

Victory is Mine! (Tactics) 5 / 0 / 15
You gain 10-68 health and 5 energy for each condition suffered by foes in the area.

Resurrection Sigment

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How to use:
use all the skills shown above in order. start with hex, this will allow you to connect the attacks used in the future without any problem. when done going through the list you should have about 4 conditions on your foe: Cripple, Poison, Deep Wound, and Bleeding. in the end you'll probably get about 196 health and 20 energy from that one foe, and you'll be ready to fight the other foe.

you should be able to defeat your foe at the end:
-- about 400 damage going through the list in order (skill dmg, weapon dmg, DW dmg)
-- (-)7 degeneration off of bleeding and poison
-- and a couple of normal hits


Feedback would be nice.

Fix/Comment this build...PLEASE.

thanks.

swordfisher

Krytan Explorer

Join Date: Sep 2005

Pretty good, though the full skill chain is energy hungry like a beast, and if you kill your target before ViMing, you get nothing. The other thing is, it's all very conditional. If I see you hexing me with expose defenses, I run the other way, and hopefully you can't catch me before it expires (seven seconds later, at 8 Deadly arts). If there are no more hexes on me, and you can't get Black Mantis off in that timeframe, no cripple. No cripple, no conditional damage from Jungle Strike, and (more importantly) I'm free to keep kiting. If I kite to the side of an ally, you're totally screwed, because without the knockdown from Horns of the Bull, Falling Spider won't activate and Twisting Fangs is left in the cold.

So in the end, your build will kill many people, until you run into a veteran. Very good for a first try.

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Ascalonian Squire

Join Date: Apr 2006

Quote:
Originally Posted by swordfisher
Pretty good, though the full skill chain is energy hungry like a beast, and if you kill your target before ViMing, you get nothing. The other thing is, it's all very conditional. If I see you hexing me with expose defenses, I run the other way, and hopefully you can't catch me before it expires (seven seconds later, at 8 Deadly arts). If there are no more hexes on me, and you can't get Black Mantis off in that timeframe, no cripple. No cripple, no conditional damage from Jungle Strike, and (more importantly) I'm free to keep kiting. If I kite to the side of an ally, you're totally screwed, because without the knockdown from Horns of the Bull, Falling Spider won't activate and Twisting Fangs is left in the cold.

So in the end, your build will kill many people, until you run into a veteran. Very good for a first try. i know, but of course not every build is perfect. but that does make me think. any suggestions on how i can fix this problem?

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

this would definatly seem like a pvp build, it just might be me but almost anytime in pve fighting there is more than 1 thing there, unless you kill every other thing

hmm trying to think of a solution....idk if you want poison condition there are probly other attacks that arnt situational like falling spider

Precision Striker

Pre-Searing Cadet

Join Date: Apr 2006

Azraels Angels

R/Me

Quote:
Originally Posted by input
Expose Defenses (Deadly Arts) 10 / 2 / 10
Hex spell. For 3-9 seconds, target foe cannot block or evade your attacks. Maybe replace Exposed Defense with Scorpion Wire, That way if they try to run, you can run in the oppisite direction and they get kd'd and you teleported right next to them. They will try to stay as close to you as possible if they see scorpion wire

SparhawkJC

SparhawkJC

Krytan Explorer

Join Date: Mar 2006

The Amazon Basin

R/Me

Personally, if I saw scorpion wire on me I'd go right next to a warrior on my team and tell him to watch for some fool popping in expecting an easy kill.

input

input

Ascalonian Squire

Join Date: Apr 2006

Quote:
Originally Posted by Precision Striker
Maybe replace Exposed Defense with Scorpion Wire, That way if they try to run, you can run in the oppisite direction and they get kd'd and you teleported right next to them. They will try to stay as close to you as possible if they see scorpion wire personally, i heard that scorpion wire isn't a good way to start off a combo. so i don't know about that, unless theres a good explenation on how i could make it to good use.

swordfisher

Krytan Explorer

Join Date: Sep 2005

The 30 second recharge on Scorpion Wire is the real problem with that skill, and the distance you have to go before it has any effect just makes it worse.

I'd switch Expose Defenses for Dash and Black Mantis Thrust for Mantis Sting. This gives you a runspeed boost, which is very important for any melee character, and lets you take points out of Deadly Arts entirely, redistributing to 16-10-9. Using Mantis String to get the cripple out is actually slightly more conditional than Black Mantis Thrust- the target has to be running away from you. If they run, dash and cripple them. If they don't, then enjoy beating on a stationary target.

Good luck.

input

input

Ascalonian Squire

Join Date: Apr 2006

Quote:
Originally Posted by swordfisher
The 30 second recharge on Scorpion Wire is the real problem with that skill, and the distance you have to go before it has any effect just makes it worse.

I'd switch Expose Defenses for Dash and Black Mantis Thrust for Mantis Sting. This gives you a runspeed boost, which is very important for any melee character, and lets you take points out of Deadly Arts entirely, redistributing to 16-10-9. Using Mantis String to get the cripple out is actually slightly more conditional than Black Mantis Thrust- the target has to be running away from you. If they run, dash and cripple them. If they don't, then enjoy beating on a stationary target.

Good luck. good idea. but my basic use for Expose defenses is to make sure my enemy won't evade or block my attacks so my chain won't get interupted.

but still, i'll be looking into that.

thanks.

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

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

Omg, another vim build... dont they have anything better...*sigh*

Anyways, id like to tell u about the weaknesses of ur build :

- 2 seconds of casting a spell that allows u to slice blocks and evades... for only 3-8 seconds. 10 energy, i dont think its worth it.

- Black mantis thrust - ur combo is addicted to is ur enemy moving, or not. If the target wont move, the whole 5 skill combo is wasted.

- Maybe not a weakness, but u could mention what skill to take for res signet ( in 12vs12 battles), u might consider dash, recall/return or heal signet, but thats just what i would take.

- One martyrer and ur actually inefective

The rest is quite decent. U can do better;P