Ok, so it's been decided that none of us like the nerf that Anet gave to our favorite combo...
The question now is: How do we work around it?
I was running something earlier today with Palm Strike, but as a consequence, you can't really take any teleportation:
Dagger Mastery: 12 + 1 + 1 = 14
Shadow Arts: 8 + 1 = 9
Critical Strikes: 10 + 1 = 11
Palm Strike {e}
Horns of the Ox
Falling Spider
Twisting Fangs
Contemplation of Purity (hex/condition removal in one)
Shadow Refuge
Watchful Spirit (I wanted an enchantment that I could CoP off whenever I needed to)
Res Signet
...
Maybe Black Lotus Strike instead of Palm Strike and Seeping Wound {e} instead of Watchful Spirit? Basically we need a GPS substitute here...
Any ideas on what we should do?
EDIT: Just got time to look, Seeping Wound {e} is only 5 energy, Black Lotus Strike is 10, but it gains you energy if you strike a hexed foe, Horns is 5e, Spider is 5e, and Fangs is 10e.
Let's assume that Black Lotus Strike only will gain you back 10 energy (10 crit strike is likely higher +energy, but I'm going with a low estimate just in case):
Seeping Wound --> Black Lotus Strike: Total Cost = 5 energy
Seeping Wound --> Black Lotus Strike --> Horns of the Ox --> Falling Spider --> Twisting Fangs:
That's -5 -10 +10 -5 -5 -10: Total Cost--> 25e
The problem is that we don't get a teleport in here...so let's work on how we're gonna do that.
B
