Okay, I'm really going out on a limb here to risk the ridicule of my peers, but I'd like some thoughts on my Assassin build. Keep in mind I'm a newbie, and please refrain from lording your advanced skills over me, as if you haven't had a huge lead on me. Thank you
A/Mo 20
475 HP
25 Energy
13 Skill points Left
Dagger Master 15 (12 +1 +2)
Shadow Arts 8
Critical Strikes 9
Skills:
1) Shadow Refuge
2) Golden Lotus Strike
3) Fox Fangs
4) Twisting Fangs
5) Way of Perfection
6) Critical Eye
7) Resurrection Signet
8) Mending
Gear:
Shiro's Blades
Bladed Exotic Mask of Major Dagger Mastery
Nightstalker's Exotic Guise
Nightstalker's Exotic Gloves
Nightstalker's Exotic Leggings
Nightstalker's Exotic Shoes
My basic strategy is to immediatly cast Mending, to cancel out the -1 degen from Shiro's blades, and to provide an enchantment for Golden Lotus Strike. Then I use Way of Perfection and Critical Eye, and proceed to attack and spam my combos. I'll use shadow refuge as well, if I need it.
This build has performed nicely so far, I can one on one with every warrior I've fought, although it's usually a stalemate, and I'm just tying up their warrior while my team Handles the monk.
So, what do you suggest?
My Assassin Layout fo PVP
Dako Changed
Lambentviper
i would bring a different lead attack, maybe one that did more damage. Or if you already have an enchantment, just go for Golden Pheonix Strike allowing you to head right into a dual attack and maybe some other attack that you just freed a space for, like Impale.
But i wouldnt bring mending just to cancel out the -1 degen of Shiro's Daggers, because you could just hold a different weapon (or none at all) until you start attacking.
Or you could even not worry about the degen, because Way of Perfection will easily heal it back.
But due to the lack of super spikes and KDs, this is more of a PvE build in my taste. Actually, my PvE build is usually something very similair except with Palm Strike...and im A/W :P
But i wouldnt bring mending just to cancel out the -1 degen of Shiro's Daggers, because you could just hold a different weapon (or none at all) until you start attacking.
Or you could even not worry about the degen, because Way of Perfection will easily heal it back.
But due to the lack of super spikes and KDs, this is more of a PvE build in my taste. Actually, my PvE build is usually something very similair except with Palm Strike...and im A/W :P
WildmouseX
i suggest you quit trying to tank with an assassin, and start avoiding dmg with teleports or dodges like your class is designed to do. i suggest you leave war's to fight wars, and take out casters like your class designed to do. i suggest you learn how to play an effective assassin. - that is all
Dako Changed
And I suggest you cram it. I want tips on how to further this style of play, not what you THINK an assassin is for, I've proven it's effectiveness, and I just need to sharpen it. Just because the class is designed one way doesn't mean it has to be crammed into that tiny little box.
The Red Knight
Hmm NO GOD DAMNED MENDING -_-
there are 2 basic assassin setups
16 dagger
11 shadow
9 crit
Leaping mantis
jungle strike
Twisting fangs
caltrops
AoD
shadow refuge
dark escape
res sig/cop/plaguetouch w/e
and
Golden Phoenix Strike
horns of the ox
falling spider
twisting fangs
AoD
shadow refuge
dark escape
res/cop/plague touch
go all energy armor :| and have minor shadow minor crit sup dagger and a minor dagger swap with a sup vigor :b. Shadow refuge at 11 shadow is +9 so yeah
there are 2 basic assassin setups
16 dagger
11 shadow
9 crit
Leaping mantis
jungle strike
Twisting fangs
caltrops
AoD
shadow refuge
dark escape
res sig/cop/plaguetouch w/e
and
Golden Phoenix Strike
horns of the ox
falling spider
twisting fangs
AoD
shadow refuge
dark escape
res/cop/plague touch
go all energy armor :| and have minor shadow minor crit sup dagger and a minor dagger swap with a sup vigor :b. Shadow refuge at 11 shadow is +9 so yeah
Dako Changed
Quote:
there are 2 basic assassin setups
16 dagger
11 shadow
9 crit
Leaping mantis
jungle strike
Twisting fangs
caltrops
AoD
shadow refuge
dark escape
res sig/cop/plaguetouch w/e
and
Golden Phoenix Strike
horns of the ox
falling spider
twisting fangs
AoD
shadow refuge
dark escape
res/cop/plague touch
go all energy armor :| and have minor shadow minor crit sup dagger and a minor dagger swap with a sup vigor :b. Shadow refuge at 11 shadow is +9 so yeah Blah, that goes against what I'm going for, which is an Assassin that deals constant damage, and heals on the fly. All that darting around is fun, but not as fun as seeing the damage rack up on an enemy and finishing them off with a nice combo.
The Red Knight
um shadow refuge > unspeced mending and the caltrops guy deals great consistant damage -92 jungle strike crits on casters .
wilebill
"Just because the class is designed one way doesn't mean it has to be crammed into that tiny little box." The class is not necessarily designed that way, it just provides a good place to start.
Dako Changed
Point noted (Although you can't convice me it wasn't designed that way), but I did start there. It's not that I can't be a dodgy bastard, it's just I find it more satisfying to see the attacks come in fast.
Anyway, this is quickly getting off topic, please just comment on my skill set up, ability set up, or gear
Anyway, this is quickly getting off topic, please just comment on my skill set up, ability set up, or gear
Celab
with 13 skill points left couldnt you jack up shadow or crit 1 more?
i agree with other people, that build doesnt seem to be able to gank someone, which is what a assasin, imo, should do. (my definition of ganking is killing some, be it a team or solo, when they cannot do anything about it. Ie yanmans assasin build seems to be a very good ganker, due to constant knockdowns)
Seems your using shing jea island skills, because all of those skills are available on that island, meaning that, (only a guess here) you havnt been able to fully understand the role and skills available.
yes, the build may be effective, but it lacks efficency. you may be able to stalemate a warrior, but hell, if he cant kill you without you knocking him down or blinding him (which your design lacks), he's a bad warrior. Ill use yanmans build again, his is able to destroy a warrior, by preventing him from doing anything.
you said you like to see damage rack up? It may look nice, but unless its doing something which ultimately shuts them down, it isnt worth it.
Improvements i would suggest would be to explore more skills and to work out better combinations.
i agree with other people, that build doesnt seem to be able to gank someone, which is what a assasin, imo, should do. (my definition of ganking is killing some, be it a team or solo, when they cannot do anything about it. Ie yanmans assasin build seems to be a very good ganker, due to constant knockdowns)
Seems your using shing jea island skills, because all of those skills are available on that island, meaning that, (only a guess here) you havnt been able to fully understand the role and skills available.
yes, the build may be effective, but it lacks efficency. you may be able to stalemate a warrior, but hell, if he cant kill you without you knocking him down or blinding him (which your design lacks), he's a bad warrior. Ill use yanmans build again, his is able to destroy a warrior, by preventing him from doing anything.
you said you like to see damage rack up? It may look nice, but unless its doing something which ultimately shuts them down, it isnt worth it.
Improvements i would suggest would be to explore more skills and to work out better combinations.
WildmouseX
Quote:
Originally Posted by Dakota Stuart
And I suggest you cram it. I want tips on how to further this style of play, not what you THINK an assassin is for, I've proven it's effectiveness, and I just need to sharpen it. Just because the class is designed one way doesn't mean it has to be crammed into that tiny little box.
yeah you proved it's efectiveness as soon as you admitted that you can only fight wars to stand off's.... spending the whole fight, in a futile attempt to kill 1 war is the definition of inefective. not what you have deluded yourself into believeing it to be. - effective means helping your team take out the opposeing side without relying on them to keep your sorry ass alive. not standing around fighting 1 guy, takeing up all of your monks attention, untill they can come and do the real dmg for you.
you want advice on your skill set and items - here it is, it's all compleate sheite.
1) Shadow Refuge
only heal you should need to carry, and should only have to use in between fights
2) Golden Lotus Strike
low dmg, usefull for energy "IF" your target has no enchants -- since you want to play with tanks, it's an automatic given they've got at least mending - thussly denying you that energy, wasted skill slot the way you want to play it.
3) Fox Fangs
decent off hand, hence why it's standard on most sin builds
4) Twisting Fangs
decent dual attack, hence why it's standard on most sin builds -but energy cost of 10, so considering the other 10 you spent on your combo, and that your attacking tanks with enchants - you've got 5 E left in your bar.
5) Way of Perfection
only usefull for healing, which if you play a sin right is compleately covered with refuge in between fights -- that's your final 5e. you use this and throw your combo on a war you have no energy. - wasted skill slot.
6) Critical Eye
only a 1-6% extra chance of getting a critical hit - with only 1 extra energy if you do - too many factors dependant on getting crits to keep your energy up , you've already spent more E then you have - wasted skill slot
7) Resurrection Signet
you obviously have monk as your secondary, bring a hard res. - even with 0 pts. in your monk attribs the ability to res more then once is always prefered. - wasted skill slot considering your secondary class
8) Mending
pointless! you're only useing it to keep you from dyeing from your daggers, which are only healing your for 3 health each hit. - with a 3 hit combo, you have to rely on auto attacking for that to be of any use to you.. wars get away with standing around auto attacking Because their weps do 20-40 dmg from auto - swings: as a sin your doing 17max b4 armor - i.e. standing around auto attacking as sin = bad idea. -- finally considering that you're replaceing a -1 health degen with a -1 energy regen, with only 9 in crit hits and no other energy management - this is hindering you way more then the iditotic idea of auto-attack fighting with wars.
you have no way of dealing with conditions - 1 blind on you while your taging their war with miniscule dmg will compleately leave you worthless, and getting punded hard by someone you have no business being around. not to mention bleading, criplles and so on that war is undoubtibly pileing on you.
you have no way to escape, so when that war finaly starts pounding you with adrelyn skills and you have no E to heal with, you're going to find yourself runing at normal speed (provided he hasn't laided a cripple on you), with him swing at your heals.
i would normally give you advise on a build that would work, but there isn't one for a sin that does what you want it too do. --so it's up to you, either play the assassin the way it's designed to play, or spend your PvP battles standing in 1 spot, fighting the same guy, waiting for enough energy to use your skills, and not contributeing anything to the rest of your group.
course i got 2 sins all the way to house of zu with less then 10 deaths each, and have a 50 to 2 win/ loss ratio in PvP with only two trips to arena's - so i don't know anything about playing a sin. -- some people just need to keep failing over and over b4 they learn, so do whatever you want.
yeah you proved it's efectiveness as soon as you admitted that you can only fight wars to stand off's.... spending the whole fight, in a futile attempt to kill 1 war is the definition of inefective. not what you have deluded yourself into believeing it to be. - effective means helping your team take out the opposeing side without relying on them to keep your sorry ass alive. not standing around fighting 1 guy, takeing up all of your monks attention, untill they can come and do the real dmg for you.
you want advice on your skill set and items - here it is, it's all compleate sheite.
1) Shadow Refuge
only heal you should need to carry, and should only have to use in between fights
2) Golden Lotus Strike
low dmg, usefull for energy "IF" your target has no enchants -- since you want to play with tanks, it's an automatic given they've got at least mending - thussly denying you that energy, wasted skill slot the way you want to play it.
3) Fox Fangs
decent off hand, hence why it's standard on most sin builds
4) Twisting Fangs
decent dual attack, hence why it's standard on most sin builds -but energy cost of 10, so considering the other 10 you spent on your combo, and that your attacking tanks with enchants - you've got 5 E left in your bar.
5) Way of Perfection
only usefull for healing, which if you play a sin right is compleately covered with refuge in between fights -- that's your final 5e. you use this and throw your combo on a war you have no energy. - wasted skill slot.
6) Critical Eye
only a 1-6% extra chance of getting a critical hit - with only 1 extra energy if you do - too many factors dependant on getting crits to keep your energy up , you've already spent more E then you have - wasted skill slot
7) Resurrection Signet
you obviously have monk as your secondary, bring a hard res. - even with 0 pts. in your monk attribs the ability to res more then once is always prefered. - wasted skill slot considering your secondary class
8) Mending
pointless! you're only useing it to keep you from dyeing from your daggers, which are only healing your for 3 health each hit. - with a 3 hit combo, you have to rely on auto attacking for that to be of any use to you.. wars get away with standing around auto attacking Because their weps do 20-40 dmg from auto - swings: as a sin your doing 17max b4 armor - i.e. standing around auto attacking as sin = bad idea. -- finally considering that you're replaceing a -1 health degen with a -1 energy regen, with only 9 in crit hits and no other energy management - this is hindering you way more then the iditotic idea of auto-attack fighting with wars.
you have no way of dealing with conditions - 1 blind on you while your taging their war with miniscule dmg will compleately leave you worthless, and getting punded hard by someone you have no business being around. not to mention bleading, criplles and so on that war is undoubtibly pileing on you.
you have no way to escape, so when that war finaly starts pounding you with adrelyn skills and you have no E to heal with, you're going to find yourself runing at normal speed (provided he hasn't laided a cripple on you), with him swing at your heals.
i would normally give you advise on a build that would work, but there isn't one for a sin that does what you want it too do. --so it's up to you, either play the assassin the way it's designed to play, or spend your PvP battles standing in 1 spot, fighting the same guy, waiting for enough energy to use your skills, and not contributeing anything to the rest of your group.
course i got 2 sins all the way to house of zu with less then 10 deaths each, and have a 50 to 2 win/ loss ratio in PvP with only two trips to arena's - so i don't know anything about playing a sin. -- some people just need to keep failing over and over b4 they learn, so do whatever you want.
Celab
i owuld have to agree with mouses brutish way of putting it , this time.