perfect assasin build, what every assasin needs to know

master chief matt

Lion's Arch Merchant

Join Date: Feb 2006

USA

PROUD MEMBER OF LAZY NATION

ok, its obvious that assasins suck at taking damage, no arguments here and i have an assasin with max armor. Aside from when i was on pre-island as a new assasin when factions first came out, and when im running with henchies to get rewards outside of towns, i barely die. I have a very specific build and weapons set that helps me own in any level, including gayla hatchery, unwaking waters, the last two missions, and even in vizunah square. the skills i have are all available at senji's corner, and my elite is available at vizunah square and dragons throat.

I use two combos of 3 moves each in my skill bar
combo#1:unsuspecting strike(+27dmg+30dmg if foe was above 90%hp), fox fangs(cannot be blocked or evaded +18dmg), death blossom(+35dmg and +35dmg to each adjacent enemy)
total dmg:+115 or +145 depending on if enemy was above or below 90%hp


combo#2: leaping mantis sting(+19dmg and criples foe for 13 seconds), jungle strike(+18dmg and +25dmg if foe is crippled), 9 tail strike(+35dmg and cannot be blocked or evaded)
total damage:+132dmg on top of whatever you're hits normaly would do

i use these combos alone, i dont try and mix them up when im in battle. they are set to do more dmg than any other combe that assasins have without useing the elite offhand mobeus strike.

for my other two skills i use recall, at the start of a mission/quest i cast it on a monk. this is an enchantment spell that lasts until i end it. when i end it i teleport back to the person i cast it on, the monk. that way when im running low on hp i can end it, and be right at the monk, which if its a good monk will be close enough to heal, but far away enough to not take damage. this way monks dont have to deal with rezing me every 10 seconds like most assasins(i also have a monk and i know what it is like to rez assasins constantly)

for my last skill i use shadow form. this skill is an elite and can be gotten in vizunah square from The Afflicted Soon Kim, or dragons throat from The Afflicted Huu. For 17 seconds, all hostile Spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 41 Health. when that spell is about to end i stop my enchantment spell and im teleported right to a monk, who can either heal me right away, or let me back up and get away from battle for a minute. that way the monks dont have to keep rezing me or healing me and wasting needed energy

My weapon set consists of 3 main weapons. I have a pair of ceremonial daggers for the 15^50 zealous mod and hp+30, they are max req9 dagger mast. second is shiros blades for the life stealing mod. third is one of my favorites against killing monks, lous karambits, +15%(stance) 20/20 armor pen, hp+30. This allows for me to do maximum damage with my weapons. these can be expensive to come by, so if you cannot get them a pair of max daggers with a 15^50 mod will work fine.

my attributes are set as so:
dagger mastery 12
deadly arts 1
shadow arts 12
critical strikes 10

I have a minor rune for each stat except critical strikes, cant find one and wont pay someone camping at rune trader 5k for one.

i also have a mask with +1dagger mast that stacks

armor:(everything is max al 70)
bladed seitung mask of minor dagger mastery
dagger mast +2

infiltrators seitung guise of major vigor
en+5
hp+41
armor +15vs peircing attacks

sabuterus setung gloves
reduces bleeding duration by 20%
armor+15vs slashing attacks

valkyries seitung leggings of minor deadly arts
deadly arts +1 non stacking
en regen +1
hp+10

valkyries seitung shoes of minor shadow arts
shadow arts +1 non stacking
en regen +1
hp+5

with any one of my daggers my energy is 25 with 4 pips regen, and hp is 566

i have tested this build many times, and monks have been surprised that they havent had to rez me. times when i die are when i cannot control it, like when the monk is not doing a good job staying out of mobs, and when i recall to them i am in the middle of another mob. other than that this build works spectacularly for me and my groups.

edit: each combo of mine costs 20 energy total, so even without a zealos weapon any assasin with even a plain whit weapon with no mods can accomplish either of thise combos.

Nitradamus

Nitradamus

Academy Page

Join Date: Jun 2005

Norway!

The Demonic Brotherhood

N/E

Comon sense for many, and a great help for many.

Metanoia

Metanoia

Lion's Arch Merchant

Join Date: Feb 2006

This should probably be in the Assassin forum...

Anyway, as far as I am aware the cookie-cutter at the moment is...

Golden Phoenix Strike
Horns of the Ox
Falling Spider
Twisting Fangs
Aura of Displacement
Shadow Refuge
Utility
Utility/Ressurection Signet

The only thing PvE Assassins 'need' to know of is Recall.

michaeldt

Ascalonian Squire

Join Date: Jul 2005

Hmm...2 combos, 2 other skills, no res?

no wonder monks are hating assassins at the moment!!

personally, i like to choose two lead attacks, two dual attacks and one fast recharging off-hand attack. then i have room for a self heal, evasive skill, res sig.

Kwisatz_Haderach

Kwisatz_Haderach

Frost Gate Guardian

Join Date: Oct 2005

you have your damage wrong

1st you forgot to add in basic damage from your daggers.

2nd dual attacks hit twice (why do you think their called dual attacks?0

so...

damage for your 1st combo is as follows

13(average daggers damage)*1.2(assumed custimuzation)=15.6
+27 damage from unsuspecting
+18 damage from fox
+35 damage from hit from death blossom
+35 damage from affect of death blossom
+35 damage from hit from death blossom
+35 damage fromaffect of death blossom

so the formula would be 4(16)+27+18+2(35+35)= 249 damage for the first combo's base damage a big increase from what you posted.

Now lets look at the second combo's damage:
16 base damage from appove
+19 damage from leaping mantis sting
+18 damage from jungle strike
+27 damage from jungle strike's affect
+35 damage from 9 tails strike
+35 damage from 9 tails strike

so the formula for it would be: 4(16)+19+18+27+2(35)=198

also a significant increase from your posted amount

well i hope that helps increase you builds popularity.

master chief matt

Lion's Arch Merchant

Join Date: Feb 2006

USA

PROUD MEMBER OF LAZY NATION

Quote:
Originally Posted by Kwisatz_Haderach
you have your damage wrong

1st you forgot to add in basic damage from your daggers.

2nd dual attacks hit twice (why do you think their called dual attacks?0

so...

damage for your 1st combo is as follows

13(average daggers damage)*1.2(assumed custimuzation)=15.6
+27 damage from unsuspecting
+18 damage from fox
+35 damage from hit from death blossom
+35 damage from affect of death blossom
+35 damage from hit from death blossom
+35 damage fromaffect of death blossom

so the formula would be 4(16)+27+18+2(35+35)= 249 damage for the first combo's base damage a big increase from what you posted.

Now lets look at the second combo's damage:
16 base damage from appove
+19 damage from leaping mantis sting
+18 damage from jungle strike
+27 damage from jungle strike's affect
+35 damage from 9 tails strike
+35 damage from 9 tails strike

so the formula for it would be: 4(16)+19+18+27+2(35)=198

also a significant increase from your posted amount

well i hope that helps increase you builds popularity.
actualy, my math is correct. if you read it, it says +dmg, so its the additional damage that the skills do. and if you added it up you would see that my total +dmg accounts for the dual strikes 2 attacks. this is a build for assasins to see how much extra damage they will do on top of what they are already doing with whatever dmg their daggers do. death blosson only does its bonus effect against surrounding enemies, so i dont count that into my total +dmg done bc it is not dmg done to one enemy, and it is a variable depending on how many enemies are in that group. though, if you are in a group and use that against low health enemies it may kill them, but again, that is a variable i cannot account for.

Quote:
Originally Posted by michaeldt
Hmm...2 combos, 2 other skills, no res?

no wonder monks are hating assassins at the moment!!

personally, i like to choose two lead attacks, two dual attacks and one fast recharging off-hand attack. then i have room for a self heal, evasive skill, res sig. if i go into a group with monks i shouldnt need to bring a rez spell. assasins are meant to be quick and do as much dmg as possible to a mob. with my recall/shadow form combo i am untouchable for 17 seconds, or 15 seconds in battle, giving myself 1 second to get into battle and leaving myself 1 second to get out. the attack part of my build isnt the most important, but if you look at all the possible combos, baring using mobeus strike elite offhand, these are the most effective and deadly assasin combos.

as for monks hating assasins, why would they hate us if we didnt bring a rez? it is the monks job to keep everyone in the party full of health and rez them when they die. it is not an assasins job to rez the party. if a party with two monks loses both its monks then the group was doomed to begin with. monks shouldnt be getting into battle. they should keep allies in their agro ring and enemies just outside of it.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Quote:
Originally Posted by master chief matt
as for monks hating assasins, why would they hate us if we didnt bring a rez? it is the monks job to keep everyone in the party full of health and rez them when they die. it is not an assasins job to rez the party. if a party with two monks loses both its monks then the group was doomed to begin with. monks shouldnt be getting into battle. they should keep allies in their agro ring and enemies just outside of it. *Vein in head starts throbbing* It is NOT solely the monks job to rez. In fact, it's more important for other classes to have a rez than a monk. Why you ask? If a party wipes, is that squishy monk who just spent himself trying to keep everyone alive going to be able to live for long? In almost every near-wipe situation you'll end up with a ranger or a warrior left (possibly an assassin now that they have those nifty teleport skills). It drives me insane when the wammo says... uh... no rez. It's your job, blast it. Give me rebirth on monk secondaries or give me death! (pun intended)

Xapti

Xapti

Frost Gate Guardian

Join Date: Feb 2005

Mo/

You're not incincible with shadow form on, although it's pretty darn close. only thing that will hurt you is touch skills (notably necro and assassin touch skills), signets, traps, and spirits (not the attacks of them though).

PvE, if you're not a monk, or don't have good armor/defence, you don't want to be bringing res, as was mentioned. While monk isnt necessarily the only one who should res, the one who has highest armor, or something like monk secondary should bring res. Ranger monks and Warrior monks are best for this, since they can use rebirth from afar, or even restore life in combat without dying.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by master chief matt
as for monks hating assasins, why would they hate us if we didnt bring a rez? it is the monks job to keep everyone in the party full of health and rez them when they die. it is not an assasins job to rez the party. if a party with two monks loses both its monks then the group was doomed to begin with. monks shouldnt be getting into battle. they should keep allies in their agro ring and enemies just outside of it.
as a monk in pve i don't bring res. when would i use it? the best time would be after the fight is over but by then if you guys are dead then i am too most likely. you should bring res sig. when the guy next to you dies get him back up. otherwise the whole mission is all about you and all the damage you do. like the whole party needs to worry about keeping you alive just to win. and we know that's not reality. you need to keep your monks alive to win.

it's not the monk's job to res dead players. that's an ignorant thing to say. you should run a monk before saying that.

please don't tell me you've played monk, i dont need to hear that.


when you die it's because you aggroed too much or ventured too far away. sometimes you just get nailed and there are sure some bad monks in pve but most of the time if you pull the bad guys and stay by your monk you'll be just fine.

plastichead

Lion's Arch Merchant

Join Date: Oct 2005

Well ur build probably works wonders witha full team of people, but if u usually end up traveling with henchies ur build would only get u so far. so teh build is more a recomendation for either pvp or full group questing without henchies. also not everyone can afford the daggers, yet i recently aquired some zealous kenshi daggers that i like. its about an average of +3 energy every 1.5 secs. but if u would so kindly post info on all the assassin elite caps that would be great. i've only found palmstrike and some non elite caps so far ( about 5 non elite caps) and i would love to know of the better elites. also i'ma huge fan of sharpen daggers, with +20% enchantments......

Shadow-Hunter

Krytan Explorer

Join Date: Jan 2006

Denmark

[HH] [Hax]

Mo/

Imo, the monk is the last one to bring rez on the team.. a monk cant really perform a Combat rez at it takes needed energy + time.. No healing from the monk in lets say 6 sec is alot ... And since most assas need to get back and regen sometimes then they are one of the first to rez.. i mean: in their regen time they aint really doing anything that important.. a Warrior who might have rebirth dont really want to rez anyone into the frontline.. So assas should bring rez..

~Shadow

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

That's a damn good build ya got there...

You'll die first with your armor so not much reason for res sig...

Tele like sissy when low? I think so...

My question is, if you're wearing zealous daggers, does it work with only 2 pips of e. regen while fighting?

2 combos sounds great, especially when it can cut down on your downtime... However...

Without anti-x attack skills, I think your combos would only land on high armor ai enemies or idiots in pvp...

How would you deal with defenses?

skammich

skammich

Academy Page

Join Date: Feb 2006

north carolina

FunK

Mo/

this is exactly why i bring rebirth, i picked mo secondary so that if i do happen to die from my own negligence, i am worthwhile to bring back. there have been several times i have decided not to do a combo, in favor of a rebirth on another player in the party.

as for the build, i think it's well built. i personally use way of perfection along with +20% longer enchant daggers so that i always have that skill on, and spam the combo's until i am nearly out of energy, or taking damage. then use shadow refuge and regen my health and then back into battle because my skills and energy have regened by the time my health is back up.

I have been told by several parties that they were glad i was there to due the extra damage and knew how to play outside the Wammo assassin mentality.

Drizzt Dourden

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by plastichead
Well ur build probably works wonders witha full team of people, but if u usually end up traveling with henchies ur build would only get u so far. so teh build is more a recomendation for either pvp or full group questing without henchies. also not everyone can afford the daggers, yet i recently aquired some zealous kenshi daggers that i like. its about an average of +3 energy every 1.5 secs. but if u would so kindly post info on all the assassin elite caps that would be great. i've only found palmstrike and some non elite caps so far ( about 5 non elite caps) and i would love to know of the better elites. also i'ma huge fan of sharpen daggers, with +20% enchantments...... http://www.xennon.co.uk/eliteskills/

?

nice build! have to try it with my assa too...

Venus was her name

Frost Gate Guardian

Join Date: Feb 2006

Cornwall, UK

W/N

i actually find shadow form to be an awful skill, ok yeah its nice to be 75% invincible (various things bypass it) but its an incredibly reckless skill..that uses up the monks time + enrgy when its over.

since pretty much everything in factions uses degen shadow form is extra useless.

the best defence for an assasin is to understand your role...which is to let the warriors take aggro, then sneak round the back to kill casters (or keep them busy)

i've always said..if your getting killed as assasin..your killing too slowly

Fred Kiwi

Wilds Pathfinder

Join Date: Sep 2005

[cola]

mmm, shadow form + recall sounds niiiiiiice

shinja

Ascalonian Squire

Join Date: Feb 2006

A/R

I cant imagine not bringing any form of rez no matter what class you are if you are playing with other people, this goes triple for monks.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by skammich
this is exactly why i bring rebirth, i picked mo secondary so that if i do happen to die from my own negligence, i am worthwhile to bring back. that's a great way to put it.

Beat_Go_Stick

Beat_Go_Stick

Wilds Pathfinder

Join Date: Feb 2006

Quote:
Originally Posted by holden
as a monk in pve i don't bring res. when would i use it? the best time would be after the fight is over but by then if you guys are dead then i am too most likely. you should bring res sig. when the guy next to you dies get him back up. otherwise the whole mission is all about you and all the damage you do. like the whole party needs to worry about keeping you alive just to win. and we know that's not reality. you need to keep your monks alive to win.

it's not the monk's job to res dead players. that's an ignorant thing to say. you should run a monk before saying that.

please don't tell me you've played monk, i dont need to hear that.


when you die it's because you aggroed too much or ventured too far away. sometimes you just get nailed and there are sure some bad monks in pve but most of the time if you pull the bad guys and stay by your monk you'll be just fine.
Wow, Holden. First of all, I will say that I think it's in the best interest of every party member to bring a res of some sort unless you are with a group who decides someone will not bring one. Second, though it is not what you might want to hear, I have and do play a monk. He was my first character at release and I still enjoy playing him.

Now, most of the time when people die in PvE, it really is their own damn fault. Unfortunately, my success in the mission or quest we are doing is tied to theirs and, therefor, anything I can do to aid the team is a good idea. There are a few reasons I never leave town in a PuG without Rebirth...

1. I am in the best position to notice when a battle is going badly. I can see my energy, guage how hard my team is getting hit, and know when survival is not an option. I know you are the same if you've been playing a Monk. When your team is going to die, you can usually tell with more than enough time to not only get away safely but also to have a little of your team either escape with you or cover you.

2. From the back, which is where you should be, you have the ability to leave the area without pulling the enemy back through your group. When it is decided that it's time to escape and res the group later, you are either already dead (in which case it doesn't matter what's on your bar) or most likely to be able to get away safely.

3. People in a PuG will often automatically risk their own lives to save yours because they assume you have a hard res....when I play any other class without rebirth, I will do this as well.

To say "you need to keep your monks alive to win" and then "it's not the monk's job to res dead players" after that makes no sense. It's not the monks job to res players during combat, but after the battle? You better believe it's the responsibility of any Monk or Monk secondary to raise the team!

What 8th skill could possibly be more important than a res in and PvE PuG? I've never found a build that needs one so badly as to make me forfeit my res.

master chief matt

Lion's Arch Merchant

Join Date: Feb 2006

USA

PROUD MEMBER OF LAZY NATION

Quote:
Originally Posted by Yukito Kunisaki
That's a damn good build ya got there...

You'll die first with your armor so not much reason for res sig...

Tele like sissy when low? I think so...

My question is, if you're wearing zealous daggers, does it work with only 2 pips of e. regen while fighting?

2 combos sounds great, especially when it can cut down on your downtime... However...

Without anti-x attack skills, I think your combos would only land on high armor ai enemies or idiots in pvp...

How would you deal with defenses? zealos daggers are great with this build, when i do death blossom i get 2 energy for each person near me, and again, i can switch between my other 2 weapons that arent zealous.

i dont use this build much in pvp, i dont really do pvp. as for high armor guys, they get owned from teh two combos, usualy about 75%hp loss on them from these combos

also, for the guy that said its too expensive for the daggers i have, i never said you needed my daggers for this build, i said thats what i use. the skills cost teh same to everyone and will still do teh same dmg, and you only need minor runes to get teh stats i have. assasins arent meant to be able to tank and kill multiple high-armor enemies, they are meant to supliment with loads of dmg and get out b4 they can be killed.

and what do you mean by anti-x attacks? i dont understand what that means, sry, im a noob to about half of gaming terms, dont really use them myself.

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

If you are using a warrior secondary, then wild blow + critical defenses = indefinite 65% block at 12 Critical Strikes (unless something removes CritDef enchantment), and 78% at 16. Wild Blow also removes those nasty enemy block/evasion stances, thereby letting your assassin do his job. Best of all, Wild Blow does not interrupt your assassin's lead/offhand/dual attack sequence. Add Golden Lotus Strike for energy recovery.

My Assassin/Warrior also goes with Temple Strike + Twisting Fangs for very fast boss kills (even with enemy healers nearby).

Beat_Go_Stick

Beat_Go_Stick

Wilds Pathfinder

Join Date: Feb 2006

Heh, I forgot to comment on the build

Quote:
Originally Posted by master chief matt
I use two combos of 3 moves each in my skill bar
combo#1:unsuspecting strike(+27dmg+30dmg if foe was above 90%hp), fox fangs(cannot be blocked or evaded +18dmg), death blossom(+35dmg and +35dmg to each adjacent enemy)
total dmg:+115 or +145 depending on if enemy was above or below 90%hp


combo#2: leaping mantis sting(+19dmg and criples foe for 13 seconds), jungle strike(+18dmg and +25dmg if foe is crippled), 9 tail strike(+35dmg and cannot be blocked or evaded)
total damage:+132dmg on top of whatever you're hits normaly would do

for my other two skills i use recall and shadow form. I realize that having a build like this can be tempting but, seriously, lose an off-hand attack, take one with a 4 second refresh, and add a res to your bar. Just because you might not die doesn't mean others in your group won't.

Any class in this game can rationalize not putting a res on their bar because "they NEED the slot for their uber-important extra skill!!!" and it's just as selfish/stupid on a build like this as it is on any Warrior, Mesmer, Necro, Ranger, or Elementalist. You think the Warrior in your group couldn't improve his effectiveness by removing his res? Fact of the matter is anyone can die to a fluke accident such as an unexpected roaming patrol or spawning Oni/Assassins/Blood Drinkers and players OTHER THAN MONKS are the ones in those situations that bring the dead ally back to life and save the group from wiping.

Justify it with spike damage all you want but if you think your spike damage makes up for the dead warrior laying at your feet or the dead nuker behind you, you are fooling yourself. Having them alive is much much better than you having a second Off-Hand attack.

Other than that, I really like the build. I've been addicted to Aura of displacement a little too much, I think. Time to give it's opposite a try

ps - The place you dont need the res is in 12v12. Play there if you don't feel like giving aid to others

master chief matt

Lion's Arch Merchant

Join Date: Feb 2006

USA

PROUD MEMBER OF LAZY NATION

Quote:
Originally Posted by holden
as a monk in pve i don't bring res. when would i use it? the best time would be after the fight is over but by then if you guys are dead then i am too most likely. you should bring res sig. when the guy next to you dies get him back up. otherwise the whole mission is all about you and all the damage you do. like the whole party needs to worry about keeping you alive just to win. and we know that's not reality. you need to keep your monks alive to win.

it's not the monk's job to res dead players. that's an ignorant thing to say. you should run a monk before saying that.

please don't tell me you've played monk, i dont need to hear that.


when you die it's because you aggroed too much or ventured too far away. sometimes you just get nailed and there are sure some bad monks in pve but most of the time if you pull the bad guys and stay by your monk you'll be just fine. 1: I have played a monk
2: My monk has almost beaten prophecies, and has beaten facions
3: I learned how to use my monk from arguably the best monk in the game.

If you think that it is not the healers job to keep us all alive and bring us back to life when we die then you should just delete your monk. No one wants a monk like you in the group. attackers and dmg dealers go in to deal dmg, while you, the monk, keeps us alive. if we die, and you are our only monk and you say you didnt bring a rez, most poeple will leave you and map back somewhere else.

a pro monk brings 4 core healing spells, hb, heal other, heal party, and word of healing. for a rez spell, resurrect is the prime spell seing as you dont have to be on top of the person and it doesnt take all of your remaining energy after you cast it. on top of that, i like to bring purge conditions and remove hex. the 8th spot is left open for whatever, i personaly like heal area so i can help out the mm, or have a second spell to heal myself, or bring a sig cap.

you're monk is the reason people dont like playing with groups and prefer playing with henchies, because every monk/rit hench brings a rez spell or two.

Mo Joe Joe Joe

Mo Joe Joe Joe

Lion's Arch Merchant

Join Date: Nov 2005

Where the sun don't shine

Mo/E

Please quit posting on whether to carry rez or not carry rez; it has all been quite eloquently debated in many other threads. Let's stick to assasin skills and specifically the build suggested.

I like the build suggested. I had been curious how an assasin can support the energy demands to remain productive and the discussions in here were very good for my enlightenment; Thanks.

Mynghul

Ascalonian Squire

Join Date: Mar 2006

Chip and Dale Rescue Rangers

W/

Quote:
Originally Posted by master chief matt
1: I have played a monk
2: My monk has almost beaten prophecies, and has beaten facions
3: I learned how to use my monk from arguably the best monk in the game
.
Haha, I'm sure...

Quote: Originally Posted by master chief matt If you think that it is not the healers job to keep us all alive and bring us back to life when we die then you should just delete your monk
. No one wants a monk like you in the group. attackers and dmg dealers go in to deal dmg, while you, the monk, keeps us alive. if we die, and you are our only monk and you say you didnt bring a rez, most poeple will leave you and map back somewhere else. Arrogance + Ignorance = Bad bad bad bad...

So basically you're implying that when someone dies, the monk should stop whatever he's doing, run in range of the corpse, and spend the next 5 seconds rezzing a dead party member to 25% health (Ressurect) while the rest of the team gets pummelled.

Hmm... I guess I see you're point. That's exactly what every "pro" monk should be doing when a party member goes down.

The alternative is of course for every other party member to bring a res sig and quickly res the dead party member back to full health in three seconds while the monk is still free to heal and keep the party alive.

But of course that's horrible, and like you said, it's the healer's job to res and if we think differently we should delete our characters.

/owned
/gg

Quote:
Originally Posted by master chief matt
a pro monk brings 4 core healing spells, hb, heal other, heal party, and word of healing. for a rez spell, resurrect is the prime spell seing as you dont have to be on top of the person and it doesnt take all of your remaining energy after you cast it. on top of that, i like to bring purge conditions and remove hex. the 8th spot is left open for whatever, i personaly like heal area so i can help out the mm, or have a second spell to heal myself, or bring a sig cap.

you're monk is the reason people dont like playing with groups and prefer playing with henchies, because every monk/rit hench brings a rez spell or two. First of all, the monk should not be combat rezzing. It leaves your entire party vulnerable while you waste time and energy bringing someone back to 25% health. So if a monk isn't combat rezzing... with some logic, luck, and a little Guild Wars magic ... we can deduce that a monk would be rezzing outside of combat! Good job! Because the monk is not combat rezzing, we all know that Rebirth > Ressurect. If you need me to explain why then I give up.

And Purge Conditions ... I guess your "pro monk" taught you to use that one. If the recharge doesn't make you cringe, then I really don't know what to say.

Please, don't respond with any ignorant/arrogant BS and make yourself look even more like a fool. In other words, stop while you're behind.

Sirus Dibley

Sirus Dibley

Frost Gate Guardian

Join Date: Jan 2006

England

Me/N

Unless your in a team of noobs , no reason what so ever for everyone to have rez. What rubbish.

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

The best monk in the game ? Sure it wasn't the best Warrior/Monk in the game ?

master chief matt

Lion's Arch Merchant

Join Date: Feb 2006

USA

PROUD MEMBER OF LAZY NATION

Quote:
Originally Posted by Mynghul
Haha, I'm sure...



Arrogance + Ignorance = Bad bad bad bad...

So basically you're implying that when someone dies, the monk should stop whatever he's doing, run in range of the corpse, and spend the next 5 seconds rezzing a dead party member to 25% health (Ressurect) while the rest of the team gets pummelled.

Hmm... I guess I see you're point. That's exactly what every "pro" monk should be doing when a party member goes down.

The alternative is of course for every other party member to bring a res sig and quickly res the dead party member back to full health in three seconds while the monk is still free to heal and keep the party alive.

But of course that's horrible, and like you said, it's the healer's job to res and if we think differently we should delete our characters.

/owned
/gg



First of all, the monk should not be combat rezzing. It leaves your entire party vulnerable while you waste time and energy bringing someone back to 25% health. So if a monk isn't combat rezzing... with some logic, luck, and a little Guild Wars magic ... we can deduce that a monk would be rezzing outside of combat! Good job! Because the monk is not combat rezzing, we all know that Rebirth > Ressurect. If you need me to explain why then I give up.

And Purge Conditions ... I guess your "pro monk" taught you to use that one. If the recharge doesn't make you cringe, then I really don't know what to say.

Please, don't respond with any ignorant/arrogant BS and make yourself look even more like a fool. In other words, stop while you're behind. first off, if you have a problem with my builds, then leave my threads alone.
second, rebirth is horrible, you lose all your remaining energy after you use it, so you cannot heal someone, and with the low hp the are rebirthed with they can die easily.

and no, in the middle of an intense battle a monk shouldnt be rezing dead people, but it is the monks job to keep party members alive.

and finaly, this is a thread about an assasin build, why do you keep bringing up monk builds? if you want to argue monk builds then go to the monk section

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by Beat_Go_Stick
Wow, Holden. First of all, I will say that I think it's in the best interest of every party member to bring a res of some sort unless you are with a group who decides someone will not bring one. Second, though it is not what you might want to hear, I have and do play a monk. He was my first character at release and I still enjoy playing him. i was talking to the op. but i'm glad that you played monk and are comfortable with him. glad to hear it.

i dont bring res when i monk. you do so that's cool. you look at it differently than i.
i dont have time to worry about dead players.
i dont have the space on my bar. i want to remove hexes, conditions, bring protective spirit, bring martyr.....etc, etc. i want to keep them alive. not res them. so i fill my bar with the goods and plan on being the best player in the group. not that I know anything or am any good at this game but I plan to be playing with noobs, that way im not so dissapointed when they draw too much aggro or run me across a mob of badguys.

i like where you are coming from. i can understand why you bring rebirth. it's a priority for you. if im doing a particularly difficult mission i'll bring it but most times the rest of the team, like the OP assassin, will not bring a res unless it's an ele/monk. even the wammo wont bring it. i was letting him know that not all monks will be there with a res to save him from his mistakes.

shadowmist

Academy Page

Join Date: Feb 2006

Sanctity of Shadows

N/Me

This build I'm not sure I like a lot. Shadow Form seems a bit iffy to me, and having 6 slots taken away for two different combos isn't very efficient IMO. I would rather have two different types of combos and maybe 4-5 slots used. It's possible to reuse lead attacks and such after all. I'd rather have one combo set though.

Not too sure I like the lack of a res skill. In any PUG group, res skills are a must, as you never know when you'll have a bad player who decides to agro half the map leaving you as the only one alive. Unless you're playing with a lot of players you know are good and trust a lot, I'd say you should always bring res. That said, it isn't always needed in PvP or with a group you know, though it would be best if everyone knew you didn't have it. Wouldn't want someone to waste a res sig on you thinking you also had some sort of res only to find out you didn't have one.

Recall is a nice skill, not always useful, but handy to have. I would put some sort of self heal skill in there. I've noticed a lot of american players don't bring self healing, which IMO, is stupid. There seems to be a line of thought where everyone wants to deal really high damage with no thoughts to staying alive to deal it. You want to take some pressure off your monk and be able to stay alive when your monk is overwhelmed. While monks are great healers, if everyone is dying and everyone just stands there waiting for the monk to do something, it can be a waste energy which can otherwise be saved. Perhaps Shadow's Refuge can fit this slot?

And to the people arguing about monks. There are different ways to play monks and every skill has its place. Its usually better if a monk conforms to what the group wants/needs rather than sticking to what they want. Monks are expected to have res skills, and I usually bring one with me so the group doesn't have to deal with an unpleasant surprise. I've beaten prophecies with a monk and I'm fairly confident when I say I'm a good monk. That said, I also know I'm not the best in every situation and advice from other players is always welcome.

Mynghul

Ascalonian Squire

Join Date: Mar 2006

Chip and Dale Rescue Rangers

W/

Quote:
Originally Posted by master chief matt
first off, if you have a problem with my builds, then leave my threads alone.
second, rebirth is horrible, you lose all your remaining energy after you use it, so you cannot heal someone
, and with the low hp the are rebirthed with they can die easily.

and no, in the middle of an intense battle a monk shouldnt be rezing dead people, but it is the monks job to keep party members alive.

Wow... you just contradicted yourself in the span of three sentences. you said that a monk should not be rezzing in combat, so what does it matter if you lose all your remaining energy if you're not rezzing in combat? And also, Ressurect will bring someone back at 25% health at the place where they died. What happens if they're surrounded by a group of strong enemies? In case you didn't know, Rebirth teleports the corpse back to you and Ressurect brings the corpse back to life at the place where they died. You tell me which one is better.

Mynghul

Ascalonian Squire

Join Date: Mar 2006

Chip and Dale Rescue Rangers

W/

Quote:
Originally Posted by Sirus Dibley
Unless your in a team of noobs , no reason what so ever for everyone to have rez. What rubbish. Team of Noobs aka PuG

EDIT:Woops sry for double post

Tingi

Tingi

Wilds Pathfinder

Join Date: Dec 2005

Mo/

First of all, every1 apart from monks should bring rez. Its monks choice weather or not they bring 1 or not. personally wen i play monk in pve i always bring rez but thats jst me. I'm also rly pissed about people using rebirth all the time, especially monks in the heat of battle. Sure it teleports u away from the enemy, but ur skills are disabled for a long time. also it zaps ur energy. Monks should NEVER be the ones who rez in the middle of battle. thats jst common sence.

Charr Killer

Charr Killer

Frost Gate Guardian

Join Date: Sep 2005

In a box on a street corner

Blazin Dragons [BD]

have you ever considered:
Illusion of Weakness: lose X amount of health and when your health drops below 25% you are healed same X amount of health

-AND-

Shadow Form {E}: stated in OP


i'm guessing that 41 health is less than 25% in most cases which would instantly heal you 50-200 (depending on level)(0=50 health; 4=100; 12=200)

Iraqalypse Now

Lion's Arch Merchant

Join Date: Jun 2005

Seattle, Wa

Nuclear Babies

E/Mo

healing breeze sucks badly, don't bring it seriously. If you have room on your bar for a slow heal, bring healing seed. If the damage is coming intense enough that the extra 1 second on the cast times matters, you shouldn't be wasting your time with healing breeze. The only reason to ever bring healing breeze is for an ele/monk flag runner.

Why bring heal other and word of healing on the same bar? If anything, you should be going for more energy efficiency with Dwayna's Kiss.

Remove hex is way to slow on anything except a mes/mo, and purge conditions has a horrible recharge - if you really need to take care of condition stacks, bring a bonder or active prot with Restore Conditions.

IMO, the base healing skills for a WoH healer is Word of Healing, Dwayna's Kiss, Heal Party, Healing Seed. You probably also want Orison of Healing or Healing Touch for self heals, although with good positioning and aggro management the situation won't come up often. For condition management, either make a prot monk do it, or if you can't, run mend condition or draw condtions. Hex management should be Inspired Hex + Revealed Hex at an inspiration spec between 6 and 10 - I recommend a 12/10/8 or 11/11/8 base attribute setup, with inspiration at 8.


Now, on to the Assassin...

Why. Do. You. Not. Have. Sixteen. Dagger. Mastery.

Rule number 1 of playing a meelee character - Max out weapon mastery. NO EXCEPTIONS.


To the illusion of weakness suggestion, I am pretty sure it doesn't work, since Illusion of Weakness states that when DAMAGE reduces your health to below 25%, then it heals you. Shadow Form ending is not damage, so Illusion of Weakness doesn't trigger.

I agree that the Aura of Displacement + 4 attack skill combo that was mentioned is basically the best GvG assassin. It is very good at going and soloing people - the combo is very deadly against anyone who doesn't get healed. Personally, I don't think Shadow Refuge is exactly needed - have an extra utility slot listed instead, and make the res signet mandatory.

Shadow form is interesting, but trash. I'd rather have mobius strike or Echo in PvE - 2x death blossom FTW.

prodigy ming

prodigy ming

Lion's Arch Merchant

Join Date: May 2005

i use to think shadow form is good... until i found out so many things bypass it. what bugs me the most is AOE apparenlty bypass it too.
Too many times have i died during shadow form from double dragon and dragon stomp.
Or when i use return on monk when duration is over, i get one hit kill with arc lighting.
I think flashing blade is a better skill.

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Quote:
Originally Posted by Iraqalypse Now
Echo in PvE - 2x death blossom FTW. Echoing wont allow you to use Death Blossom twice in a row. It still needs to follow an off-hand attack.

OSiriS

Pre-Searing Cadet

Join Date: May 2005

Dublin, Ireland

House Palomides

Me/N

True, but it would allow you to use Death Blossom at the end of your second combo.

Aerian_Skybane

Aerian_Skybane

Wilds Pathfinder

Join Date: Apr 2006

House of Caeruleous [HoC]

R/E

Just to let you know, I like the idea of hte build, although I dont have much problems surviving as a sin if you know how to duck in an out of combat after a combo to shadow refuge, but theres one thing that is really buggin me.

You use shiros blades?? with 12 dagger mastery?? Serious lack of attention if you ask me because you can do better than that for less reqs (shiros blades reqs are 15 DM). the point of an assasin is pure, unabashed damage, and using weak blades, even in support, defeats the purpose. Solution: just get different vampiric daggers (im quire sure they exist, if they dont, forget the vampiric). My two cents on the case.

madaxeman

Ascalonian Squire

Join Date: Feb 2006

Quote:
Originally Posted by Charr Killer
have you ever considered:
Illusion of Weakness: lose X amount of health and when your health drops below 25% you are healed same X amount of health

-AND-

Shadow Form {E}: stated in OP


i'm guessing that 41 health is less than 25% in most cases which would instantly heal you 50-200 (depending on level)(0=50 health; 4=100; 12=200) I play tested this and it doesn't trigger IoW. I still use it in a mine runner build though - I use heart of shadow which does trigger it next time you take damage (allied with Dark Escape and Dash).

This still allowed me to take a nice dagger combo that would kill most squishys that got in my way.