Which one is better and can you give me the pros and cons for each
please and thank you
A/W or A/Mo
Sluggs
X Cytherea X
its all about unlinked baby, an assassin needs bigass dagger and crit to be the killer it's meant to be IMO, so no points to spare for 2ndary atts to be worthwhile. unless you have a really cool custom build in mind like some of mine lol
so the question is what unlinked skills do u like? frenzy and wild blow? veil and purge? plague touch and grenth's?
so the question is what unlinked skills do u like? frenzy and wild blow? veil and purge? plague touch and grenth's?
fallot
The most obvious pros for each are:
Warrior: Wild Blow and Frenzy
Monk: Hard Res (for PvE) and Gift of Health (those wasted crit energy gains can be used to power this extremely efficient skill).
Warrior: Wild Blow and Frenzy
Monk: Hard Res (for PvE) and Gift of Health (those wasted crit energy gains can be used to power this extremely efficient skill).
MysticPain
During the event I witnessed some reasonably effective A/MOs who just pumped themselves with enchants and managed to even go toe-to-toe with some new warriors (Even with moon... *Shudders*)
But yeah, Frenzy is nice to get your combos off quicker, and Wild Blow is nice for the guaranteed crit. A lot of people are also considering the +defense skills for A/W, since Assassins have a pretty nice defense to begin with (beaten only by warrior, and tied with ranger). Also, Assassins do a great job of racking up adreniline, making escape skills such as Dash and Rush quite easy to use.
Assassins who stack conditions on their target get some use from VIM, as well, but in that case you would have to be W/A (and thus suffer a major downside for energy when VIM isn't used.)
But yeah, Frenzy is nice to get your combos off quicker, and Wild Blow is nice for the guaranteed crit. A lot of people are also considering the +defense skills for A/W, since Assassins have a pretty nice defense to begin with (beaten only by warrior, and tied with ranger). Also, Assassins do a great job of racking up adreniline, making escape skills such as Dash and Rush quite easy to use.
Assassins who stack conditions on their target get some use from VIM, as well, but in that case you would have to be W/A (and thus suffer a major downside for energy when VIM isn't used.)
swordfisher
No, ViM is Tactics-based and can be run by an A/W. Flourish is Strength-based, and would be run by a W/A. Flourish Dagger Warriors have next to nothing going for them that a normal Assassin couldn't do better.
lightblade
A/W ==> Fast and Furious, leaving your very vulnerable to attacks
A/Mo ==> A lot more sturdy than A/W, but damage isn't that much lower.
A/Mo ==> A lot more sturdy than A/W, but damage isn't that much lower.
LaserLight
A/Mo aren't any sturdier than A/W, Blade. Each has nice defensive skills, and some would argue that A/W can be harder to kill than A/Mo.
In all reality Sluggs, it's basically about choosing your support line. If you're going with a conventional Daggersin, then you've basically got two choices: Tactics, or Smiting Prayers. Oddly enough, an A/W using Tactics is a lot more defensive than an A/Mo using Smiting. An Assassin has the Energy to really abuse those Smiting skills, and using Shield of Judgment and Strength of Honor alongside Daggersin essentials ('Shield of Honor' Assassin I've been working on and haven't posted yet) could provide a vicious infighter fully capable of swiftly putting even Warriors out of commision.
On the other hand, an A/W Tactical Daggersin is almost assuredly going for "Watch Yourself!" and Rush, alongside Wild Blow. This is a more methodical, strategic Assassin than the Shield of Honor type, carrying less sheer punch and more focused jabs. The prime example is Swordfisher's Appointment in Damascus, which has everything but WY!.
Comparing the pros and cons of A/W and A/Mo is comparing the pros and cons of Tactics and Smiting. Unless you're going for a Warrior-line weapon mastery in which case there's nothing more to discuss, is there?
In all reality Sluggs, it's basically about choosing your support line. If you're going with a conventional Daggersin, then you've basically got two choices: Tactics, or Smiting Prayers. Oddly enough, an A/W using Tactics is a lot more defensive than an A/Mo using Smiting. An Assassin has the Energy to really abuse those Smiting skills, and using Shield of Judgment and Strength of Honor alongside Daggersin essentials ('Shield of Honor' Assassin I've been working on and haven't posted yet) could provide a vicious infighter fully capable of swiftly putting even Warriors out of commision.
On the other hand, an A/W Tactical Daggersin is almost assuredly going for "Watch Yourself!" and Rush, alongside Wild Blow. This is a more methodical, strategic Assassin than the Shield of Honor type, carrying less sheer punch and more focused jabs. The prime example is Swordfisher's Appointment in Damascus, which has everything but WY!.
Comparing the pros and cons of A/W and A/Mo is comparing the pros and cons of Tactics and Smiting. Unless you're going for a Warrior-line weapon mastery in which case there's nothing more to discuss, is there?

lightblade
Ah...Strength of Honor smiting assassin....been there done that! The boost from SoH isn't that obvious, if you have a better skill to replace it, do do so.
I think Judge's Insight can be better than SoH
I think Judge's Insight can be better than SoH