Glass cannon - rassassin

ColaManiac

ColaManiac

Lion's Arch Merchant

Join Date: Nov 2005

DISNEYLAND!

R/Mo

i decided to post my own lil build and i'm sorry for my bad english

Mainly for PvP

R/A

attribudes
beast mastery 9 (8+1)
expertise 13 (9+1+2)
dagger mastery 12

weapon:
zealous pvp daggers of (your choice)
dmg+15%
energy-5

armor: explorer's- (+30hp if remember right) or sentry's (AL +10 while in stance) armor with superior vigor

Skills
1.any lead attack (i use leaping mantis sting)
2.any off-hand attack (wild strice)
3.horns of the ox
4.falling spider
5.any strong dual attack (blades of steel)
6.moebius strice
7.tiger's fury or bestial fury
8.res

your job
so your job is to deal much damage in small time.
you kill warriors, rangers, monks, mesmers, eles, ritualists, assassins and necros.
Start by activating TF/BF and use skills 1,2,3,4 and. After using skills 1,2,3,4 and 5 your target should have hp below 50% so when you use moebius all your attack skills are recharged and you can use skills 1,2,3,4 and 5 again. So it's 11 hit combo. But you have to kill your foes 1 by 1 because otherwise horns of the ox wont do KD. there is 2 ways to kill your foe. a) start attacking with your normal attacks (dealing 3-17dmg) so your foe thinks that you are weak, but after while you release your combo and then it's too late for him/her to run away. b) if there is a monk in enemy team you have to get your team mates to distract the monk so you can kill the weakest link of enemy team

problems
energy is not a problem, for 1 x 11 hit combo you use only about 10 energy, so you will do fine with just 20 energy and 2 energy reg

your bigest problem is your self-healing... 'cause you don't have it! so you have to hope that you have monk or kill your foe, move back and regen...

also blind, empathy, SS, any block/evade stance, guardian or any similar skill/spell will shut you down, but if you see someone using stance just change your target.


i thank you for reading my build thread and i excuse my bad english ...
[EDIT] you only need major expertise rune

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Is there a reason you didn't mention Twisting Fangs (this seems to be an assassin build trend that I just don't understand)? I can't think of a better way to deal fast-finisher damage than a Deep Wound.

Wolydarg

Lion's Arch Merchant

Join Date: Mar 2006

I Excentrix I [PuNK]

R/

By doing the horns of the ox/spider combo, it gives you another dual hit in, which might be stronger than 20% hp from deepwound.

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

So with two skills you can get a conditional 68 damage and poison*, or with one skill you can get 36 damage, deepwound (against a player with 500 max hp this would equal 100 damage), bleeding, and still throw in another attack to try getting a more even comparison with the first set.

Nope, I just don't understand it. Especially since if you're going up against a warrior with Balanced Stance or a team with a warder (new ward that prevents knockdown) your combo is crippled in the first situation, but not hindered at all in the second.


*I assumed stats of 16 dagger mastery and 12 critical strikes

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by Jenosavel
*I assumed stats of 16 dagger mastery and 12 critical strikes Deep wound would be that much more important for an R/A that is limited to 12 mastery and 0 critical strikes.

Fenix Swiftblade

Fenix Swiftblade

Lion's Arch Merchant

Join Date: Mar 2005

Illusion of Competence

R/W

Quote:
Originally Posted by SnipiousMax
Deep wound would be that much more important for an R/A that is limited to 12 mastery and 0 critical strikes. Twisting Fangs is linked to critical strikes. It would still cause deep wound (for only 5 seconds, but that's as long as it needs.) but it would have a damage bonus on each of +1, instead of ~+25. If the attack used is Blades of Steel, that's +12 for each recharging attack, and it's counted twice because it's a dual attack, for a total of 96 damage. Because the Deep Wound will only last for seconds, and if all goes well he'll hit the second Blades of Steel, that's a lot more damage than Twisting Fangs.


However, that brings me to the more important point. "If all goes well." This build requires you to hit a full series of 11 attacks without missing a single one. That's ludicrous. One of your attacks will be blocked, evaded, or missed, and at that point, you need to start over from the beginning. I would say you'll actually get to use Moebious Strike 10-20% of the time if you're lucky, or if you're in random arenas. Basically, any skill that causes you not to hit with a reasonable percentage will leave you with about as much damage as a warrior with no attack skills.

Reikai

Reikai

Krytan Explorer

Join Date: Aug 2005

R/

actually, with a R/A your attempting for a kill even more.

with 0 crit strikes deep wound from Twisting fangs lasts 5 seconds.
thats plenty of time. Infact, if you need anything more than 5 seconds to kill after you apply deep wound, I'm sorry, but your not gonna kill him. period.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Deep wound is a great finisher if you can read the 'sweet spot'. It requires a little guess work and estimation, but once you get someone to within 20% of max health, you can easily finish them with deepwound. I've been playing around with repeating strike, and that would work wonders to get them to within the last 1/5 of their health.


Also....Any reason you call it the glass cannon?

ColaManiac

ColaManiac

Lion's Arch Merchant

Join Date: Nov 2005

DISNEYLAND!

R/Mo

if 1 of your attacks is being blocked, evaded or missed you can still make small combos, like these

1) lead, off-hand, horns of the ox, moebius, blades of steel, (and if moebius striced a foe with under 50% of his/her health) lead, off-hand, horns of the ox and falling spider

2)lead, off-hand, blades of steel, moebius, (and if moebius striced a foe with under 50% of his/her health) lead, off-hand, horns of the ox, falling spider and blades of steel

so you can still do some minor damage with your skills even if 1 of them gets blocked, evaded or misses (unless the Evd, Blckd, msed skill is lead or off-hand, but dosn't every assassin have same problem?).

why i didn't take twisting fangs?
because it's not worth it. It gives you +10 dmg to your duall attack hits (20) and adds deep wound and bleeding for 5 secs, but when you do it second time it only adds +10 dmg to your hits (20) and renews DW and bleeding.
so you will deal +40 dmg and give DW and bleeding for 10 secs.

So why i took blades of steel?
4 rechargin attacks = 4 x 12 = 48, and because it's dual it will hit for +96 dmg
and it will do the same thing when you use it 2nd time, so it's +192 dmg.
unless you need something what recharges faster than blades of steel or your enemy has 800hp, then twisting fangs is beter than blades of steel.

EDIT: reason why i call it glass cannon is that you can deal lots of damage but you die easily...
EDIT2: you can always change res sig for twisting fang and use it after moebius... but i think it's not smart move...

Amorphous

Ascalonian Squire

Join Date: May 2006

R/A

Heh, I've never rezed anyone in PvP before. That's why I leave the rezzing to the monks.

Iskrah

Iskrah

Lion's Arch Merchant

Join Date: Mar 2006

SsS

R/

Quote:
Originally Posted by Amorphous
Heh, I've never rezed anyone in PvP before. That's why I leave the rezzing to the monks. That's why you've never won either.

Or you meant PvE.

Fenix Swiftblade

Fenix Swiftblade

Lion's Arch Merchant

Join Date: Mar 2005

Illusion of Competence

R/W

Quote:
Originally Posted by ColaManiac
if 1 of your attacks is being blocked, evaded or missed you can still make small combos, like these

1) lead, off-hand, horns of the ox, moebius, blades of steel, (and if moebius striced a foe with under 50% of his/her health) lead, off-hand, horns of the ox and falling spider

2)lead, off-hand, blades of steel, moebius, (and if moebius striced a foe with under 50% of his/her health) lead, off-hand, horns of the ox, falling spider and blades of steel

so you can still do some minor damage with your skills even if 1 of them gets blocked, evaded or misses (unless the Evd, Blckd, msed skill is lead or off-hand, but dosn't every assassin have same problem?).
But you have so many attack skills that if any of the early ones get blocked, you're wasting 2-3 skills slots, including your elite. I don't think you'd ever get to use Moebious Strike in a fight where the opponet was good enough for it to actually matter.

I'm not saying if one of your attacks is blocked you'll have a few skills you can't use for a while, I'm saying that with so many attacks, one of them WILL be blocked, and your last few attacks will be wasted skill slots. You're better off just bringing one of those combos you said you could use. Maybe take out the Horns/Spider combo for some support skills, or take out Moebious and go with an off hand you can lead with, Horns/Spider and then a powerful dual attack to finish it off with.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

I WANT TO SAY: Blades of steel +..dmg (max50)
OMFG....

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

The template Fangs of Melandru use Twisting Fangs at the end and you can finish any one with this combo very fast. You tried a big combo and I see a problems in your bar skills (no more support). FoM use Bleeding+Poison for degen support and finish with Deep wound and remove 1/5 of HP for 5 sec + the dmg you did (+30 to +40) in this dual attack. Blade of Steel, in other way, do over 100 dmg (max +50 each attack) but its reduced by the armor, not the deep wound because its a condition.


(This is an exemple)
You can have a Lead, offhand and Repeating Strike for an infinite combo until you lost all your energy and use only 3 skills for attacks and do average mediums dmg and finish with Deep Wound for a 4th attacks skills. Used the half of your bar for attacks and the other half for support and use an elite.

Generally, I use max 5 attacks, 2 for supports and 1 for rez sig or 4 attacks, 3 supports and 1 rez. The speed is a secondary choice for me. I better using some "defense against melee char and ranger" with stances and/or Throw Dirt than "kill them faster than I can".

If you have problems to defend yourself against others, I said your answer. You have a lack of defense line skills.

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

yeah just wait to get blinded... and get killed.

as i understand you are using ranger primary for expertise.

if you want to do the BIG damage u better of goin assassin primary, you will do more damage with critical strikes. or why dont you use the same build on a warior primary? you will last longuer. and where exactly do you feet shadow step? if you are playing a "melee squishie" its a must. if no, do same with a warrior.

except "frenzy" what other speeding stance we got there?

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by Maria The Princess
<Snip>
The point of a R/A is that you'll be able to chain longer combos, and do those combos more often than an Assassin Primary. You sacrifice burst damage for more sustained damage. A W/A using dagger skills is not the way to go either. First of all, I'm not sure a warrior even has enough energy to complete this combo once, and Second, a warrior will deal more damage using his more conventional weaponry.

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

Quote:
Originally Posted by SnipiousMax
The point of a R/A is that you'll be able to chain longer combos, and do those combos more often than an Assassin Primary. You sacrifice burst damage for more sustained damage. A W/A using dagger skills is not the way to go either. First of all, I'm not sure a warrior even has enough energy to complete this combo once, and Second, a warrior will deal more damage using his more conventional weaponry.
i said i understand how u use ranger for energy. but for this kind of deal then a R/N touch build is better cuz its armor ignoring

now about substained damage... i didnt see any stances and self defence there.... how exactly u planning to stand around the target and deal constant BIG damage without getting spiked by opposite team? and why burst damge is better then substained? gives less time to the monk to react and throw a boom heal+bond on target

a warior has 20e....+2 regen. maby with assassin zealots daggers? when i was trying out assassin i noticed zealots mode on daggers give about 2-3 e per hit, and not 1 like most zealots weapond per single attak(assassin hits with bothhands at once very fast, so 1 hit=1 e, but it throws 2-3 hits at once).

why im not a big fan of long assassin combos? good mesmers who know who to interrupt first. if your lead is interrupted or you are blacked out, all you can do is run away and wait till its recharged. now we all know that in TA you cant realy run around for long time... its just a waist.

-off topic, i kinda like the idea of me/A, shadows teping, blackout, teleport back to safety

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by Maria The Princess
a warior has 20e....+2 regen. maby with assassin zealots daggers? when i was trying out assassin i noticed zealots mode on daggers give about 2-3 e per hit, and not 1 like most zealots weapond per single attak(assassin hits with bothhands at once very fast, so 1 hit=1 e, but it throws 2-3 hits at once) Flourish and Bonetti Defense, enought said.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

^^ Ranger Touch will never deal enough damage to be considered a serious threat despite ignoring armor, where as an Assassin combo cannot be ignored.

As for sustained damage...

Because Ranger's have the ability to make the most of their energy they can use longer combos more often. Which means the monk is having to spend more energy to keep up with me. The more damage I deal over time, the harder the strain on the monks energy bar. Spikes are what kill people...but a good infuser can make up for a spike. R/W's generally are used to pressure rather than spike... Now that said, a R/A does not lose the ability to spike, which makes it a very versitle character.

I'm not defending the OP build's lack of stances/support/etc, but a R/A is a very viable character, and works really well.

^^ Another thing. A good mesmer know's how to interrupt the lead attack, but then a good player knows how to get by when your lead attack is interrupted. There are many skills that cannot be blocked or evaded, and skills that let you run an entire combo without getting interrupted. So it's not hard to pull off a combo. Yea there are counters. There are counters to casting spells, but people still do that.

I'm just saying, you shouldn't discount his use of a R/A... Just his skill choice.

ColaManiac

ColaManiac

Lion's Arch Merchant

Join Date: Nov 2005

DISNEYLAND!

R/Mo

i know that i don't have any self healing, def stances and i will be in great danger if someone is able to block my first lead or offhand attack...

i use this mostly at random arenas where people usualy target casters first or don't have so many defencive stances ect., so that gives me advance not be killed first (often). i usualy stay near ally caster if opposing team has assassin or warrior and when they come i can almost always kill them. if there isn't, i usualy let others go first so they will be targeted and i go after 3-10 secs and choose the weakest or most dangerous foe. boon prots go down almost as easily as everyone else, exept you just have to time horns of the ox righ so you can interrupt his/her guardian. And because wild strice is same as wild blow (remove stance and recharge only4) i get sometimes lucky and i'm able to remove def stance from foe.

i have not tried team arenas but team like this might work
1 Glass cannon
2 Monks
1 N/Me or Me/N with rigor mortis (rigor mortis: for 18 second your target cannot block or evade attacks)

But has anyone used my build yet?

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by ColaManiac
But has anyone used my build yet? /Raise_hand

Good for RA, but not really good in TA for randomless players build. Its really an offensive build, but, in my opinion, I really don't like it. The reason of full attacks skill bar. Really, I droped Moebius Strike [E] for Flashing Blades [E] or Escape[E] to survive a little more or keep Tiger Fury and get a self heal like Troll Unguent because I can't always counting on the monk for the healing and in RA you have some chance to get 55HP instead a healer/prot monk in any case thought. I know you wanted to use Tiger/Beastial Fury for speed, but sometimes speed isnt the answer to survive in an arena.

Off course its a good tactics, but you haven't any self defense if you're in "major under attack" (sorry for my english here if ppl doesn't understand) against the other team.

In overall, kill fast, die fast.

Just of an example on my two builds I use mostly in RA for more ideas

Fangs of Melandru style

Jagged Strike
Fox Fang
Horn of the Ox
Falling Spider
Twisting Fangs
Escape[E]/Flashing Blade[E]
Troll
Rez Sig


My Anti-Caster

Disrupting Strike (interrupt)
Fox Fangs
Horn of the Ox (Knock down)
Falling Spider
Exhausted Assault (Interrupt 2x and exhaust if cast spell)
Serpent Quickness/Flashing Blades[E]
Troll
Rez Sig

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by ColaManiac
But has anyone used my build yet? Since reading your build, I have tried Mobieus strike and blades of steel. Just not your exact build.

I really like having a few defensive skills though... Just my Ranger nature coming out.

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

i would not make such a long combo, i would rather have 3-4 spike attaks, rest defence+healing. because with 70 armor and no defence you will not make it to the second attak on your skill bar.

if you wanna go R/A, have at least 2 stances. and no need for escape, cuz you can use a better elite to do more damage. try whirling defence! great stance cuz it lasts long and protects vs melee and projectiles. its expertise skill, so since u have it up hight anyways....

long combo is not very god idea... if u wanna do long chain youre realy better off with a warior, at least you still got your protection, but short combo, you come in, throw it on, leave foe with a few conditions...

if for some reason the other team is retarded and is not spiking you, and you HAVE the time to pull a long combo, just repeat your combo second time... about same damage anyways

ColaManiac

ColaManiac

Lion's Arch Merchant

Join Date: Nov 2005

DISNEYLAND!

R/Mo

well you have 80 armor because of stance armor, and how often do you target rangers first?

and if you want to go for more self healing try using this build

1.any lead
2.temple strice
3.horns of the ox
4.falling spider
5.blades of steel
6.predator season (with 0,9 sec attack rate and dual attacks this is prety good selfhealing skill, also monks do less healing power which is good and bad in some situations)
7.tiger's fury
8.res

so... sac firepower for self healing... of'course you have the problem that enemies also get hp from their attacks and spirits can be easily destroyed...

problem with self healing and defense is that you would need good defence/healing skill what recharges fast enought and because you alredy have your att points at 3 dif attribudes so that would make you put some points to 4th attribude to still make your assassination attempt still good and still have decend/self-healing. this build might work with only 8sec lasting tigers fury or even less and have some points in WS so you can get some healing from troll U. but you still would have to use it before the fight (which actualy works because you shouldn't need more time than those 10 secs to kill) or after the fight. It's not smart to use troll in middle of battle because of 3 sec cast time, so you take more damage than heal! what goes for whirling defense is that after you use it you can't do that much damage without speed boost and it has prety big recharge time, also it dosn't evade spells which is your bigest reason for losing your hp. If you are against melee foe in 1 on 1 you don't actualy need whirling defense because you can KD him twice with 11 hit combo so he/she dosn't have time to attack you many times. Whirling only helps you if your foe manages to block your attack so you would have to wait for recharge. Also saccing 6 hits from combo will reduce your damage so that you can't kill warriors or rangers, also you lose your recharge skill, moebius. Blades of steel has recharge of 20 sec so that would mean that you have to sit and wait until it recharges.

So is saccing much damage for healing so smart after all? the only great defence skill is flashing blades, but it only works while attacking.

Sry for long post, i hope you got patiance to read it and i'm sorry for my bad english... ^^

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by Maria The Princess
if you wanna go R/A, have at least 2 stances. and no need for escape, cuz you can use a better elite to do more damage. try whirling defence! great stance cuz it lasts long and protects vs melee and projectiles. its expertise skill, so since u have it up hight anyways.... Escape is expertise too. The difference is 3 sec last, a WD blocks and Escape evades, WD takes 60 sec to recharge and Escape is 30sec. I prefer Escape for its 15 recharge and last 15 than 42 sec recharge with WD.

Fenix Swiftblade

Fenix Swiftblade

Lion's Arch Merchant

Join Date: Mar 2005

Illusion of Competence

R/W

The biggest difference between escape and Whirling Defense (aside from being elite) is that it also gives you the speed boost, which, as a melee char with no snare, you desperately need.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

^^^ In the case of R/A you don't really need your elite slot for a damage skill. Most R/A's will be using Dagger Mastery, and the elites from that line are not all that great. So really, looking at the other possible Ranger elites...there isn't really anything else to consider, unless you're bringing your pet.

Escape combines speed buff, evasion, quick recharge, and decent duration into one elite. That's well worth it's slot.

Beat_Go_Stick

Beat_Go_Stick

Wilds Pathfinder

Join Date: Feb 2006

Quote:
Originally Posted by Lourens
I WANT TO SAY: Blades of steel +..dmg (max50)
OMFG....
Ok, please explain this because I really don't get that skill at all...

Blades Of Steel
5e - 0c - 20r
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +14 damage (maximum bonus 50) for each recharging dagger attack. (Needs 4 attacks recharging to max out)

Death Blossom
5e - 0c - 12r
Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes for +42 damage against target foe and all adjacent foes take 42 damage.


So you need 3 skills recharging just for Blades of Steel to do as much damage as Death Blossom and 4 for it to do 8 damage more. How is that worth an extra 8 second recharge? This skill seems like a skill with too many drawbacks to me. Not only can you not wait between your combo attacks (for fear of any of them recharging) but it also doesn't really do much more damage at all.....I'm sure a number cruncher would be able to show that an extra 8 damage with an extra 8 seconds of down time if not a good trade.

Can anyone actually convince me this skill is even moderately worth my consideration? It looks like garbage to me.

Note: I am not trying to start a Blades of Steel vs. Death Blossom debate....it was just an example.

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

Quote:
Originally Posted by SnipiousMax
^^^ In the case of R/A you don't really need your elite slot for a damage skill. Most R/A's will be using Dagger Mastery, and the elites from that line are not all that great. So really, looking at the other possible Ranger elites...there isn't really anything else to consider, unless you're bringing your pet.

Escape combines speed buff, evasion, quick recharge, and decent duration into one elite. That's well worth it's slot. does escape boosts attak speed? i thought its boosting running only... if its boosting attak speed you can remove tigers fury and replace it by trall or shadow refuge (i kinda think shadow refuge will work better cuz its instant effect, but requires more attributes in its line, so i would take trall and cast it right before attaking)

and to kill you, its very easy. as soon as foe sees his hp goin down, hes already getting healed by monk, and all opposite team has to do is hit space bar... cuz you will probably will be closest to all of them, cuz squishies try to hang out near theyr teammates in case they get attaked. so as soon as the ele or necro hits space bar, you are fried.... so you might still not have time to make it to your second skill slot, cuz no stance "evades" blood or air spiking.

when i go pvp, before we charge in we all "scroll" through all foes to try to figure out their team build. as soon as you see a R/A runing ahead and especialy if not holding a bow, everything is clear right away, and a good team that is on TS will kill you probably before you even choose your target

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by Maria The Princess
does escape boosts attak speed? i thought its boosting running only... if its boosting attak speed you can remove tigers fury and replace it by trall or shadow refuge (i kinda think shadow refuge will work better cuz its instant effect, but requires more attributes in its line, so i would take trall and cast it right before attaking)

Not instant cast, you can being interrupted during the cast of Shadow Refuge. Escape is only running speed boost (if you dont want to be confused) and not attack speed. If you want a att speed and evade at the same time, Lightning reflex, even if it last shorter than the others.


and to kill you, its very easy. as soon as foe sees his hp goin down, hes already getting healed by monk, and all opposite team has to do is hit space bar... cuz you will probably will be closest to all of them, cuz squishies try to hang out near theyr teammates in case they get attaked. so as soon as the ele or necro hits space bar, you are fried.... so you might still not have time to make it to your second skill slot, cuz no stance "evades" blood or air spiking.

You have a stance against Elemental attacks only called Dryder Defense. Its good against Ele Spike

when i go pvp, before we charge in we all "scroll" through all foes to try to figure out their team build. as soon as you see a R/A runing ahead and especialy if not holding a bow, everything is clear right away, and a good team that is on TS will kill you probably before you even choose your target

Same thing with IW mesmers
Quoted in bold

ColaManiac

ColaManiac

Lion's Arch Merchant

Join Date: Nov 2005

DISNEYLAND!

R/Mo

Quote:
Originally Posted by Beat_Go_Stick
Ok, please explain this because I really don't get that skill at all...

Blades Of Steel
5e - 0c - 20r
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +14 damage (maximum bonus 50) for each recharging dagger attack. (Needs 4 attacks recharging to max out)

Death Blossom
5e - 0c - 12r
Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes for +42 damage against target foe and all adjacent foes take 42 damage.


So you need 3 skills recharging just for Blades of Steel to do as much damage as Death Blossom and 4 for it to do 8 damage more. How is that worth an extra 8 second recharge? This skill seems like a skill with too many drawbacks to me. Not only can you not wait between your combo attacks (for fear of any of them recharging) but it also doesn't really do much more damage at all.....I'm sure a number cruncher would be able to show that an extra 8 damage with an extra 8 seconds of down time if not a good trade.

Can anyone actually convince me this skill is even moderately worth my consideration? It looks like garbage to me.

Note: I am not trying to start a Blades of Steel vs. Death Blossom debate....it was just an example. Rangers can't have assassin runes so no +42 damage from death blossom... that's why...

i didn't mention escape because then it would have been almost same if i just posted FoM build with 2 diffrent skills.
and i found that this build is best to use when playing RA

Beat_Go_Stick

Beat_Go_Stick

Wilds Pathfinder

Join Date: Feb 2006

Quote:
Originally Posted by ColaManiac
Rangers can't have assassin runes so no +42 damage from death blossom... that's why... Aaaah, makes sense....I'm still not convinced this skill is a good thing though.

*shrug* Guess I'll have to give it a chance

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

Quote:
Originally Posted by Francis Demeules
Quoted in bold the problem with OP's build he has no self healing or stances AT ALL!!!

and some1 above stated that Escape does a speed buff, so i was woundering...