i was sifting through some build ideas when i thought of this. and i'd like to know how possible, and effective it might be.
it basically requires 2 players for best effect, but can be accomplished with one. it doesnt go much into attributes either, its just a general idea. so anyways...
using an A/R with apply poison, and twisting fangs, you could wait lay deep wound, bleeding and poison on an enemy (preferably a warrior, as they'll take a few more hits), and then have a caster with mes primary or secondary cast epedemic before the warrior goes down. you'll generally find warriors clumping up, you could land a fairly decent spike (deep wound) with some degen on a group for around 15 seconds or so. you could also go with an A/Me and ditch apply poison and use epedemic yourself, though the effect would be diminished a bit.
i thought of this mostly in regards to PvE so it could be rubbish for PvP. but otherwise, is it possible, and if it is, would it really be worth it?
assassin AoE conditions - possible?
foolio
Stryker Wild
That's what I've basically been doing since Day 1 with my assassin. It doesn't work as well as it sounds like it should.
An assassin is supposed to do as much damage in as little time as possible. His armor and his energy levels only permit him to do that. Sure it's great to spam conditions upon the enemy, but the Ranger/Warrior/Necro classes can all do it better. Warriors have the armor to get close and do it. Necros and Rangers don't have the armor, but have the energy (Rangers with Expertise) and distance to pull it off. Assassins are just caught in the middle.
The problem is, if you spend too many skills on conditions, it doesn't leave room for actual damaging skills. Everything can either self-heal or come with a monk nowadays, and pure conditions from an assassin do not work. Since you don't have enough skills left to inflict damage with combos, the creatures just self-heal before they get too hurt.
The only thing that an assassin can do condition-wise is build them into their combos. A condition can be a nice addition to a combo, but a combo cannot be added to conditions.
An assassin is supposed to do as much damage in as little time as possible. His armor and his energy levels only permit him to do that. Sure it's great to spam conditions upon the enemy, but the Ranger/Warrior/Necro classes can all do it better. Warriors have the armor to get close and do it. Necros and Rangers don't have the armor, but have the energy (Rangers with Expertise) and distance to pull it off. Assassins are just caught in the middle.
The problem is, if you spend too many skills on conditions, it doesn't leave room for actual damaging skills. Everything can either self-heal or come with a monk nowadays, and pure conditions from an assassin do not work. Since you don't have enough skills left to inflict damage with combos, the creatures just self-heal before they get too hurt.
The only thing that an assassin can do condition-wise is build them into their combos. A condition can be a nice addition to a combo, but a combo cannot be added to conditions.
WildmouseX
you can always deal out standard Aoe DMg, while you use your combo to apply conditions on one main target.
my A/N for example:
i throw Mark of Pain on the guy i want to pound on, with curses high enough for it to deal out mid 20's dmg to adjeacent foes.... then i pound on him with jaged strike, leaping mantis sting, then 2-3 repeating strikes (cuz it leads back into it's self), finsih with a death blossom, and teleport away. leaving my main target bleading to death, while any poor saps standing next to him get hit with 155-180 pt's of dmg.
i usually use this in the war line, to soften up the guys that our wars have to take out. - i like to think of it as a meat tenderiser build.
my A/N for example:
i throw Mark of Pain on the guy i want to pound on, with curses high enough for it to deal out mid 20's dmg to adjeacent foes.... then i pound on him with jaged strike, leaping mantis sting, then 2-3 repeating strikes (cuz it leads back into it's self), finsih with a death blossom, and teleport away. leaving my main target bleading to death, while any poor saps standing next to him get hit with 155-180 pt's of dmg.
i usually use this in the war line, to soften up the guys that our wars have to take out. - i like to think of it as a meat tenderiser build.
ubermancer
Fevered Dreams.
dragonhawk26
Throw temple strike in the mix with jagged strike and twisting fangs and you have then dazed, blinded, bleeding, and deep-wounded. Hit them with an epidemic after and you have a group that is practically shut down. I have used this build by lord shar and it is a great damage dealer too.
http://www.guildwarsguru.com/forum/s...3008187&page=2
Its the 3rd build from the top. Thanks lord shar for a great build.
http://www.guildwarsguru.com/forum/s...3008187&page=2
Its the 3rd build from the top. Thanks lord shar for a great build.