[C] [A/W] Appointment in Damascus
swordfisher
Critical Strikes: 12+1+1
Dagger Mastery: 12+3
Shadow Arts: 3+1
Dark Apostasy, 10e 2 30s *elite
Enchantment Spell. For 33 seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose 4 Energy or Dark Apostasy ends.
Critical Eye, 5 - 30s
Skill. For 33 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Sharpen Daggers, 5e 2 20s
Enchantment Spell. For 33 seconds, all of your critical hits cause Bleeding for 14 seconds.
Wild Blow, 5e - 5s
Attack Skill. Lose all Adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits, any "Stance" being used by your target ends. This attack cannot be "Blocked" or "Evaded"
Golden Phoenix Strike, 5e - 8s
Offhand Strike. If you are not enchanted, this skill fails. If it hits, Golden Phoenix Strike deals +30 damage.
Critical Strike, 5e - 12s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10 damage and results in a critical hit.
Way of the Fox, 5e 1 3s
Enchantment Spell. For 17 seconds, your next attack cannot miss.
Dash, 5e - 15s
Stance. For 3 seconds, you run 50% faster.
Wild Blow is a hell of a skill. Under this build, it A) cannot be blocked or evaded, B) cancels stances, C) is an automatic critical that produces four energy, D) costs four energy and strips one enchantment from the target and E) causes that target to bleed. Talk about bang for your buck.
What makes this Assassin stand out is the ability to leave a target defenseless. Running from Wild Blow to Golden Phoenix Strike to Critical Strike produces three guaranteed criticals and cancels any stances while stripping three enchants if Dark Apostasy hasn't already been stripped, itself. Sharpen Daggers, while not a skill to sneeze at, is most important in the role of cover enchant, giving Dark Apostasy a little longer lease on life.
Way of the Fox ensures that your next hit will break through any and all defenses, as well as being an ever-available cheap enchant to make sure Golden Phoenix strike can always work. Critical Strike is a pair of criticals, and bunch of damage to boot. Dash may be subbed out for a zero-attrib sprint, and I'd like to know what people think about that (3 seconds of 50% boost vs 8 seconds of 25% boost...I know the math says sprint is better).
Dagger Mastery: 12+3
Shadow Arts: 3+1
Dark Apostasy, 10e 2 30s *elite
Enchantment Spell. For 33 seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose 4 Energy or Dark Apostasy ends.
Critical Eye, 5 - 30s
Skill. For 33 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Sharpen Daggers, 5e 2 20s
Enchantment Spell. For 33 seconds, all of your critical hits cause Bleeding for 14 seconds.
Wild Blow, 5e - 5s
Attack Skill. Lose all Adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits, any "Stance" being used by your target ends. This attack cannot be "Blocked" or "Evaded"
Golden Phoenix Strike, 5e - 8s
Offhand Strike. If you are not enchanted, this skill fails. If it hits, Golden Phoenix Strike deals +30 damage.
Critical Strike, 5e - 12s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10 damage and results in a critical hit.
Way of the Fox, 5e 1 3s
Enchantment Spell. For 17 seconds, your next attack cannot miss.
Dash, 5e - 15s
Stance. For 3 seconds, you run 50% faster.
Wild Blow is a hell of a skill. Under this build, it A) cannot be blocked or evaded, B) cancels stances, C) is an automatic critical that produces four energy, D) costs four energy and strips one enchantment from the target and E) causes that target to bleed. Talk about bang for your buck.
What makes this Assassin stand out is the ability to leave a target defenseless. Running from Wild Blow to Golden Phoenix Strike to Critical Strike produces three guaranteed criticals and cancels any stances while stripping three enchants if Dark Apostasy hasn't already been stripped, itself. Sharpen Daggers, while not a skill to sneeze at, is most important in the role of cover enchant, giving Dark Apostasy a little longer lease on life.
Way of the Fox ensures that your next hit will break through any and all defenses, as well as being an ever-available cheap enchant to make sure Golden Phoenix strike can always work. Critical Strike is a pair of criticals, and bunch of damage to boot. Dash may be subbed out for a zero-attrib sprint, and I'd like to know what people think about that (3 seconds of 50% boost vs 8 seconds of 25% boost...I know the math says sprint is better).
Siren
This is a lovely build, and an excellent use of skill synergy. Wild Blow was more or less useless with traditional Warriors. But Assassins are going to rock out with it. I've got to give you props, man. I'm impressed. Very impressed. My first thought was "Dark Apostasy? Energy, man!" But then I noticed Critical Eye, with Critical Strikes netting you another +3. And Zealous daggers would be a must for this, as well.
And you transformed Wild Blow into a defense-killer on steroids. Stance removal. Energy return. Enchant removal. And condition infliction.
Very nice.
If 8v8, then Dash becomes Res Sig. Excellent work.
Spoony's post reminded me of something. Golden Phoenix may give some trouble due to the enchants. Perhaps go with Fox Fangs instead. And you're lacking a lead attack, as well. Other than that, it still looks good. Methinks Way of the Fox could be replaced by something else, as well. Maybe find a lead attack for that slot.
And you transformed Wild Blow into a defense-killer on steroids. Stance removal. Energy return. Enchant removal. And condition infliction.
Very nice.
If 8v8, then Dash becomes Res Sig. Excellent work.
Spoony's post reminded me of something. Golden Phoenix may give some trouble due to the enchants. Perhaps go with Fox Fangs instead. And you're lacking a lead attack, as well. Other than that, it still looks good. Methinks Way of the Fox could be replaced by something else, as well. Maybe find a lead attack for that slot.
Spoony
i must dissapoint ya dude/ dudette, i wont give such a great comment as Siren. U must notice a weakness :
Ur character is addicted to enchants, if u find a Energy denial meshmer, hope that he wont shatter ur enchants. So with that, if u find urself shattered, and u wont have enough energy to cast enchants, ull be quite vulnerable to damage from all sides, and u wont be able to do some urself as ur combo depends on if u got an enchant on urself, or not.
Well, apart from that, the builds quite nice to use... just that u dont have any healing skills:P, u need to depend on monks. Dash doesnt do the trick for that, sorry man.
Ur character is addicted to enchants, if u find a Energy denial meshmer, hope that he wont shatter ur enchants. So with that, if u find urself shattered, and u wont have enough energy to cast enchants, ull be quite vulnerable to damage from all sides, and u wont be able to do some urself as ur combo depends on if u got an enchant on urself, or not.
Well, apart from that, the builds quite nice to use... just that u dont have any healing skills:P, u need to depend on monks. Dash doesnt do the trick for that, sorry man.
SparhawkJC
I like your build, but I find your choice of way of the fox questionable. If you already have Wild Blow why do you need it? I would replace it with a healing skill or an IAS stance, since you have Dash Frenzy would be viable.
Spoony
U might havent noticed, u need an enchantment to do the 2 skill combo, thats Golden Phoenix strike, which doesnt work unless u have at least 1 enchantment.
SparhawkJC
I would rather use sharpen daggers to add some DOT, but that's just me. In my opinion way of the fox is a waste of a skill spot.
Spoony
If u say so
.
But as for me, id give shroud of distress, which at least gives u a bit of defense, and lasts for 30 seconds(always), even with the 31% block, it seems much more useful than that.

But as for me, id give shroud of distress, which at least gives u a bit of defense, and lasts for 30 seconds(always), even with the 31% block, it seems much more useful than that.
swordfisher
It's like you're reading...my build...Sparhawk- Sharpen Daggers is already in.
I chose Way of the Fox because it has a 3 second recharge. It's the enchantment I can always rely on to be there, and another long duration long recharge enchant couldn't take its place because it would just be begging for another shatter. Besides, it's very much in keeping with the theme of the build- with Way of the Fox, I can guarantee a hit through any condition or defense (and doesn't have to be used on wild blow).
I chose Way of the Fox because it has a 3 second recharge. It's the enchantment I can always rely on to be there, and another long duration long recharge enchant couldn't take its place because it would just be begging for another shatter. Besides, it's very much in keeping with the theme of the build- with Way of the Fox, I can guarantee a hit through any condition or defense (and doesn't have to be used on wild blow).
Siren
One question still remains, though: does Wild Blow count as a lead attack?
MSecorsky
Quote:
Originally Posted by Spoony
U might havent noticed, u need an enchantment to do the 2 skill combo, thats Golden Phoenix strike, which doesnt work unless u have at least 1 enchantment.
Is this description wrong then?
Golden Phoenix Attack - Off-hand Attack
If it hits, this attack strikes for +1...+16 damage. If it hits a target that has no enchantments, you gain 3...9 energy.
Looks like it's the target that has to have no enchants.
Golden Phoenix Attack - Off-hand Attack
If it hits, this attack strikes for +1...+16 damage. If it hits a target that has no enchantments, you gain 3...9 energy.
Looks like it's the target that has to have no enchants.
swordfisher
Guru currently gives the same skill description for Golden Lotus Strike and Golden Phoenix Strike- here is Golden Phoenix Strike's description on Guildwiki. Guru just repeats Golden Lotus in the place of Golden Phoenix.
No, Wild Blow does not count as a lead attack, but Golden Phoenix Strike is one of three 'special' offhand attacks that don't need to follow a lead attack, but have a condition of their own. These are Falling Spider (need to hit a KD'd foe), Black Lotus Strike (must hit a hexed foe) and Golden Phoenix Strike (must have an enchantment active). All other offhand attacks have 'must follow a lead attack' as part of their skill description (except for Repeating Strike, but that must follow an offhand).
No, Wild Blow does not count as a lead attack, but Golden Phoenix Strike is one of three 'special' offhand attacks that don't need to follow a lead attack, but have a condition of their own. These are Falling Spider (need to hit a KD'd foe), Black Lotus Strike (must hit a hexed foe) and Golden Phoenix Strike (must have an enchantment active). All other offhand attacks have 'must follow a lead attack' as part of their skill description (except for Repeating Strike, but that must follow an offhand).
Spoony
One more special offhand attack which u not need lead for, is repeating strike, if im not mistaken.
Elaine Donnerbalken
instead you need an offhand attack for repeating strike... which mst of the time needs a lead attack
But the description of way of the fox istn up to date.
Now you cant miss 1 to 5 (or more) attacks for the next 20 seconds or so. Its recharge is higher. So it isnt really useful as cover enchantment.
But the description of way of the fox istn up to date.
Now you cant miss 1 to 5 (or more) attacks for the next 20 seconds or so. Its recharge is higher. So it isnt really useful as cover enchantment.
Miakoda
Wild Blow does not count as a lead, I tested during the Preview.
Siren
Quote:
Originally Posted by swordfisher
LaserLight
Excellent work, another example of why Critical Hits, the attribute, rocks hard. And a great example of why Wild Blow is in the wrong blasted profession :-P
This sucker is a very powerful defense buster, but I have to wonder if he's a bit too over-specialized for typical GvG. The exception being beating hell on Boonprot types - Enchant-reliant healers will learn to fear Apostasy. Still, if your opponent isn't using enchant healers, you're kinda shooting your purpose in the foot. It's an excellent build and flawlessly suited to its purpose, but I figure that purpose may be a little too tight for wild success.
This sucker is a very powerful defense buster, but I have to wonder if he's a bit too over-specialized for typical GvG. The exception being beating hell on Boonprot types - Enchant-reliant healers will learn to fear Apostasy. Still, if your opponent isn't using enchant healers, you're kinda shooting your purpose in the foot. It's an excellent build and flawlessly suited to its purpose, but I figure that purpose may be a little too tight for wild success.
swordfisher
Well, practically all Prot comes in the form on enchantments, and being able to simply power through makes prot that much less effective. Having this Assassin work in tandem with, say, an Axe Warrior is like giving that Warrior a personal Rigor Mortis with autoattack damage.
swordfisher
Quote:
Now you cant miss 1 to 5 (or more) attacks for the next 20 seconds or so. Its recharge is higher. So it isnt really useful as cover enchantment. Yeah, I just looked it up on GWOnline, and its recharge is !45! seconds. Most infuriating. I'd like to give Critical Defenses a spot, but even though this build probably suits that spell better than any other (huge number of natural critical hits, and always wild blow for the forced crit), I still think it sucks. Stripping the enchant kills it with no remorse, and blinding the assassin does almost as well as a removal. However, if I want a spare cover enchant with decent attribs, it'll probably be my only choice. Most likely I'll just account for a cover enchant as part of the overall team build and leave this as an open slot for the Assassin. I'm tentatively putting up Distracting Blow as the replacement for Way of the Fox- gogo no attrib warrior skills!
And before I go: damn you Anet for ruining Way of the Fox!
Blackhand
Quote:
Originally Posted by swordfisher
Dagger Mastery: 12+3
Shadow Arts: 3+1
Dark Apostasy, 10e 2 30s *elite
Enchantment Spell. For 33 seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose 4 Energy or Dark Apostasy ends.
Critical Eye, 5 - 30s
Skill. For 33 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Sharpen Daggers, 5e 2 20s
Enchantment Spell. For 33 seconds, all of your critical hits cause Bleeding for 14 seconds.
Wild Blow, 5e - 5s
Attack Skill. Lose all Adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits, any "Stance" being used by your target ends. This attack cannot be "Blocked" or "Evaded"
Golden Phoenix Strike, 5e - 8s
Offhand Strike. If you are not enchanted, this skill fails. If it hits, Golden Phoenix Strike deals +30 damage.
Critical Strike, 5e - 12s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10 damage and results in a critical hit.
Way of the Fox, 5e 1 3s
Enchantment Spell. For 17 seconds, your next attack cannot miss.
Dash, 5e - 15s
Stance. For 3 seconds, you run 50% faster. Am I the only one who have noticed that an essential skill is missing here? I have not played assassin during the Preview, nor do I know of any bugs unfixed...but don't you need a Lead attack to unlock Off-hand attacks??
HTML Code:
http://gw.gamewikis.org/wiki/Lead_Attack Way of the Fox can be easily replaced with Golden Lotus Strike when the enchantment indicator of the target is gone for further energy boost.
OR
If you want to play it safe , you can opt for Disrupting Stab for disruption/skill lock as the target is likely to buff himself when under pressure. Mantis Sting is another alternative if you want to prevent kiting...which IMHO is one of the weakness for dagger mastery skills. Imagine going off with a Lead attack and target kites..you will be left with 2 secs to chase him down with your Off hand and another 2 secs for Dual to complete a routine else the chain effects will be wasted.
Just my 2 cents...
NatalieD
Quote:
Originally Posted by Blackhand
Am I the only one who have noticed that an essential skill is missing here?
You really ought to read threads before replying to them with questions like that. Just sayin'.
suiraCLAW
Quote:
Offhand Strike. If you are not enchanted, this skill fails. If it hits, Golden Phoenix Strike deals +30 damage. Am I the only one that saw that this attack doesn't need a lead attack?
Siren
Quote:
Originally Posted by suiraCLAW
Am I the only one that saw that this attack doesn't need a lead attack?
Are you the only one who didn't see Game Warden Robert Muldoon? ~_^
swordfisher
Is Game Warden Robert Muldoon the only one who didn't see the Velociraptor?
But seriously, I have a good reason for posting. A number of skills have been rebalanced since I first posted this build, so I'm going to update the whole thing with the new numbers (and one new skill, because Way of the Fox is quite worthless to me now).
Critical Strikes: 12+1+1
Dagger Mastery: 12+3
Dark Apostasy, 10e 2 15s *elite
Enchantment Spell. For 16 seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose 4 Energy or Dark Apostasy ends.
Critical Eye, 5 - 30s
Skill. For 33 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Sharpen Daggers, 5e 2 20s
Enchantment Spell. For 33 seconds, all of your critical hits cause Bleeding for 14 seconds.
Wild Blow, 5e - 5s
Attack Skill. Lose all Adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits, any "Stance" being used by your target ends. This attack cannot be "Blocked" or "Evaded"
Golden Phoenix Strike, 5e - 8s
Offhand Strike. If you are not enchanted, this skill misses. If it hits, Golden Phoenix Strike deals +30 damage.
Critical Strike, 10e - 6s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +29 damage and results in a critical hit.
Rush, 4a
Stance. For 8 seconds, you run 25% faster.
Signet of Malice, - 1 8s
For each condition suffered by target foe, you lose one condition.
Ok, the major changes are as follows-
Dark Apostasy now has half the recharge, down to 15s and half the duration, now at 16s. Everything else stayed the same, and this means I no longer have to tear my hair out looking for a proper cover enchant.
Critical Strike doesn't net positive energy any longer, but it does do a hell of a lot of damage, and pays for itself with zealous daggers. With +29 on each hit of a dual attack, and autocrit...fear it. The damage ability of this build is not insignificant.
I switched Dash with Rush like I always thought I would. Even at just 8 seconds, it's probably going to stay up damn near all the time. Gogo 100% crit rate against running foes!
Way of the Fox was way nerfed, in my opinion. Now it affects x attacks, but recharges in 45 seconds. Worthless, as it'll almost certainly end in 15 seconds or less.
Signet of Malice went through the opposite change. Once a conditional condition remover with a ridiculous 45 second recharge, it's now a conditional condition remover with a reasonable 8 second recharge. With Sharpen Daggers spreading bleeding on almost every other hit, you should always have a condition to work off of.
/bump!
But seriously, I have a good reason for posting. A number of skills have been rebalanced since I first posted this build, so I'm going to update the whole thing with the new numbers (and one new skill, because Way of the Fox is quite worthless to me now).
Critical Strikes: 12+1+1
Dagger Mastery: 12+3
Dark Apostasy, 10e 2 15s *elite
Enchantment Spell. For 16 seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose 4 Energy or Dark Apostasy ends.
Critical Eye, 5 - 30s
Skill. For 33 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Sharpen Daggers, 5e 2 20s
Enchantment Spell. For 33 seconds, all of your critical hits cause Bleeding for 14 seconds.
Wild Blow, 5e - 5s
Attack Skill. Lose all Adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits, any "Stance" being used by your target ends. This attack cannot be "Blocked" or "Evaded"
Golden Phoenix Strike, 5e - 8s
Offhand Strike. If you are not enchanted, this skill misses. If it hits, Golden Phoenix Strike deals +30 damage.
Critical Strike, 10e - 6s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +29 damage and results in a critical hit.
Rush, 4a
Stance. For 8 seconds, you run 25% faster.
Signet of Malice, - 1 8s
For each condition suffered by target foe, you lose one condition.
Ok, the major changes are as follows-
Dark Apostasy now has half the recharge, down to 15s and half the duration, now at 16s. Everything else stayed the same, and this means I no longer have to tear my hair out looking for a proper cover enchant.
Critical Strike doesn't net positive energy any longer, but it does do a hell of a lot of damage, and pays for itself with zealous daggers. With +29 on each hit of a dual attack, and autocrit...fear it. The damage ability of this build is not insignificant.
I switched Dash with Rush like I always thought I would. Even at just 8 seconds, it's probably going to stay up damn near all the time. Gogo 100% crit rate against running foes!
Way of the Fox was way nerfed, in my opinion. Now it affects x attacks, but recharges in 45 seconds. Worthless, as it'll almost certainly end in 15 seconds or less.
Signet of Malice went through the opposite change. Once a conditional condition remover with a ridiculous 45 second recharge, it's now a conditional condition remover with a reasonable 8 second recharge. With Sharpen Daggers spreading bleeding on almost every other hit, you should always have a condition to work off of.
/bump!
Effigy
Awesome idea. This is one of the most well thought-out original builds I've seen in a while. I'm going to seriously consider trying something along these lines in Factions. Keep up the good work, hombre.
Blackhand
Ok...I m confused here. Though I have not created an Assassin in Preview but the description from guildwiki is very explicit...
"The Off-Hand Attack is a type of attack in the dagger attack sequence of the Assassin.
Many Off-Hand Attacks can only be used after first performing a Lead Attack. Exceptions include Repeating Strike which can only be chained after other Off-Hand Attacks."
Description of Golden Phoenix Strike:
"Off-Hand Attack. If you have no enchantments on you, this skill fails. If it hits, Golden Phoenix Strike deals +10...26 damage."
Does it mean you can use an Off-hand or Dual attack as long as it is not stated that "It must follow an Lead/Off-hand/Dual attack"?
Anyway, we may explore Repeating Strikes more thoroughly since it requires only 1 Off-hand? (drunken lemur here) to start off the spamming
I love skills you can spam....its always so game breaking.
BTW, nice build swordfisher
"The Off-Hand Attack is a type of attack in the dagger attack sequence of the Assassin.
Many Off-Hand Attacks can only be used after first performing a Lead Attack. Exceptions include Repeating Strike which can only be chained after other Off-Hand Attacks."
Description of Golden Phoenix Strike:
"Off-Hand Attack. If you have no enchantments on you, this skill fails. If it hits, Golden Phoenix Strike deals +10...26 damage."
Does it mean you can use an Off-hand or Dual attack as long as it is not stated that "It must follow an Lead/Off-hand/Dual attack"?
Anyway, we may explore Repeating Strikes more thoroughly since it requires only 1 Off-hand? (drunken lemur here) to start off the spamming

BTW, nice build swordfisher

fallot
Quote:
Originally Posted by Blackhand
Many Off-Hand Attacks can only be used after first performing a Lead Attack. Exceptions include Repeating Strike which can only be chained after other Off-Hand Attacks."
Quote:
Originally Posted by Blackhand
Does it mean you can use an Off-hand or Dual attack as long as it is not stated that "It must follow an Lead/Off-hand/Dual attack"?
That is exactly what it means.
Blackhand
:P I m a drunken lemur...lol
Thanks for clearing that up for me fallot ![]() SparhawkJC
Wow your reworked build is nothing short of genius.
lightblade
so-so offensive power, but very nice at stripping out defenses.
but I don't think Dark Apotasy worth the elite slot, simply because there are better ways to strip enchantments(as in relying on another necro's order of apotasy) SparhawkJC
lightblade lets compare the two;
Dark Apostasy: 10 energy, 2 sec cast time, 30 sec recharge. For 10-30 seconds every time you crit you remove an enchant, lose 10-5 energy each enchant removed or Dark Apostasy ends. Order of Apostasy: 25 energy, 2 second cast time For 5 seconds whenever a party hits a foe that foe loses an enchant, for every enchant removed lose 20-10% health. Both are decent elites,however if the necro brings OoA they're denying themselves the use of Spiteful Spirit, Blood is Power, Offering of Blood, Order of the Vampire, Flesh Golem and many other more useful elites. If the assassin bring Dark Apostasy what are they missing out on? Flashing Blades, Seeping Wound, or *gasp* Aura of Displacement? Besides Temple strike the assassin doesn't have a really dominant Elite which allows them to specialize in things like, for example, enchant removal. With boon prot monks so prevalent in pvp what better way to rend them helpless than an assassin with Dark Apostasy? Also so-so offensive power? At 15 dm this assassin's going to be crit'ing at least 3 times through the attack string. Wild blow gives you 1 and critical strike gives you 2. Not to mention Golden Phoenix has a pretty good chance of also being a crit attack, with an added 30 armor ignoring damage on top. Now my math is a little fuzzy but this should give you around 250-300dmg in 3 attacks, not to mention with critical strikes, critical eye, and zealous daggers Dark Apostasy is FREE enchant removal. So yeah, even in the assassin forums you don't know what you're talking about. LaserLight
Don't knock Aura of Displacement, with Blackout it's evil
![]() But I get your point, and so, I hope, does Lightblade. So he can stop blathering about Order of Apostasy, which on top of being less comparatively useful than Dark Apostasy is also likely to get the casting Necromancer killed as the fighters strip prot after prot. Order of Apostasy Necromancer? No way, I'd rather see him bring Weaken Knees, Order of the Vamp, Spiteful, BiP, almost any of it. Mostly Weaken Knees. Let the Damascans bring the enchant destruction. MysticPain
Er, I might be making a mistake here (and you have my apologies if I am), but I noticed a little flaw in your post. Centered around the stats, in fact.
Originally Posted by swordfisher
Critical Strikes: 12+1+1 Dagger Mastery: 12+3 For this, I take it you want us to use a minor rune of crit strikes, and a crit strikes mask. And then a superior rune of Dagger Mastery. But quoting another post by you... Quote: So, for example, having Dagger Mastery/Critical Strikes at 16/13 gets you about the same crit% at 15/14, but slightly more damage on your weapon attacks (and a little more damage on your attack skills). |
(Quoted from The Dagger FAQ v4.0 (effective DPS versus melee/bow weapons)
Quote:
Originally Posted by shaktiboi
Daggers, unlike other weapons, do not have one single speed. Instead, the speed varies depending on your ranks in Dagger Master, ranging from 1.33 seconds per attack at 0 ranks to 1.00 seconds per attack at 16 ranks in Dagger Mastery.
Either way, thank you for the submission, it's very nice from what I can see and will probably be the basis of the assassin I plan to make with the release of Factions. NatalieD
Quote:
Originally Posted by MysticPain
So, in that case, why do you want us to to go 15 dagger and 14 crit instead of 16 dagger and 13 crit? You said it would have about the same crit %, but better damage. Not to mention in the case of daggers, mastery actually makes you attack faster as well.
Dark Apostasy has a breakpoint at 14 CS. He'll be losing 4 energy per crit instead of 5, which is probably worth the slight decrease in damage.
MysticPain
Ah, I see! Thank you for clearing that up then, makes a lot more sense.
unholy guardian
A/w i think has a lot of cool things to use, like
Bonetti's Defense Description: For 5-10 seconds, you have a 75% chance to block incoming melee attacks and arrows. You gain 5 energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill. Energy Cost: None. Activation Time: None. Recharge Time: 8 Adrenaline. Linked Attribute: Tactics. Increases duration. Skill Type: Stance. which could be used while your skills recharge to help gain energy also, or just help protect yourself since after a chain of attacks you would have a lot of adrenline or just use some shouts like watch yourself that take only 4 adrenline, and even with very very low tactics one could keep it up almost 100% of the time while they are attacking MysticPain
Quote:
Originally Posted by unholy guardian
A/w i think has a lot of cool things to use, like
Bonetti's Defense Description: For 5-10 seconds, you have a 75% chance to block incoming melee attacks and arrows. You gain 5 energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill. Energy Cost: None. Activation Time: None. Recharge Time: 8 Adrenaline. Linked Attribute: Tactics. Increases duration. Skill Type: Stance. which could be used while your skills recharge to help gain energy also, or just help protect yourself since after a chain of attacks you would have a lot of adrenline or just use some shouts like watch yourself that take only 4 adrenline, and even with very very low tactics one could keep it up almost 100% of the time while they are attacking As big of a fan of Bonetti's that I am, I really don't think it shows much use for an assassin. Mostly because our offense is very very heavily skills based, and when our skills are recharging, we mostly don't want to be anywhere near our target. Shadow Step is nice for that. However, the build here was described as best for a good team, which is why it's not packing res sig. So, with that in mind, I'm assuming you'll have a monk backing you up. I guess it could show use with specific builds, but the average assassin could benefit more from other skills as far as I see it. Adoboy
Just a thought, but would Flashing Blade be a good variant in this strategy in place of Dark Apostasy?
The fact that with 30 second recharge time, combined with 30 second lasting time with 15 dagger mastery, would allow only 75% of attack to hit you. So, in theory, it should work, yes? Yanman.be
Adoboy. This thread is a year old. The build sucks.
Kiba of hidden leaf
While were on current dates.
Recall could be used as a nice enchantment for Golden Phoenix with the new skill balance. It also gives defense to teleport out. TABellis
Quote:
Originally Posted by Spoony
One more special offhand attack which u not need lead for, is repeating strike, if im not mistaken.
repeating strike must follow an off hand.
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