View Full Version : List of good Attack Chains
I found a nice skill setup that gives you two seperate or combined attack chains.
Primary Chain
1. Unsuspecting Strike (adds 23 damage, and another 32 if target is >90% life)
2. Temple Strike (Interrupts, adds Dazed and Blind)
3. Twisting Fangs (Deep Wound and Bleeding)
Secondary Chain
1. Mantis Sting (adds 21 damage, also adds crippled if the target is fleeing)
2. Jungle Strike (adds 21 damage, and 33 more if the target is crippled)
Utility skills
Shadow Refuge
Dash
Ressurection Signet
The first three skills are an opener and cost 30 energy. The next two skills are an optional or secondary attack chain that cost 10 energy, and can be used on the end of the first chain after a pause of 2-3 hits (you might need a zealous?). You can also use the secondary chain on a low health fleeing foe. A fleeing foe is someone who has their back to you and is running away, if they are facing you and backing up, the crippled wont trigger. Twisting Fangs can also be chained on to the end of the secondary chain if you need a little more damage for the kill.
You can mod the premade to this with 6000 faction. You need to buy Unsuspecting Strike, Temple Strike[E], Mantis Sting, and Dash.
xFallenAngel
22-01-2006, 06:49
Well, if you're sure the target won't use a stance or Guardian/Aegis enchant(which tend to **** your chains hard if you don't counter them with Rigor Mortis or something similar) go with
Impale -> Black Mantis Thrust -> Jungle Strike -> Death Blossom -> Moebius Strike -> Black Mantis Thrust...(repeating the chain if target ain't dead yet, unlikely as it is).
Kills people who can't block/evade lightning fast, easily outdamaging anything a Warrior can dish out.
Akisame Kiyoraba
22-01-2006, 07:23
My current is Expose defense => Black Mantis Thrust =>Jungle Strike => Death Blossom.
Expose defense gets rid of any blocking from stances or spells (although mesmer hexes and blind still hurt), and since its a hex, also allows Black Mantis Thrust to land its cripple component, which lets Jungle Strike have its additional damage. The Death blossom is just there, simply because its a high damage dual finisher, and... well, i honestly just don't see the point in the dual strike part of the combo dealing conditions, when it applies the listed damage twice. The only real flaw i found is that expose defense is a slow starter, but once its on, it pretty much settles things - big damage chain, and crippled opponent.
For energy control, I use Locust Fury with frenzy; 33% increased attack speed, 46% chance to double attack, zealous weapon.
i use impale>black mantis thrust>jungle strike>blinding powder>unseen fury>pause>black mantis thrust>jungle>twisting fangs>mobious there usually dead otherwise low health and u just us a lead attack and finish them off
GeneralGandorf
22-01-2006, 23:27
Currently using all attack based skills.
Mark of Instability(Next Dual Attack Knocks Over Target)
Black Mantis Thrust(Lead Attack, If target is hexed causes cripple)
Temple Strike(Elite Off-hand, interuprs and causes blindness and dazed)
Black Lotus Strike(Must strike hexed target gains energy on hit, adds damage)
Twisting Fangs(dual attack extra damage, bleeding and deep wound)
Falling Spider(must strike knocked down target, bonus damage and poison)
Death Blossom(bonus damage and damage to others around target)
It is the best thing I have found so far. By the time your done they should be blinded, dazed, deep wound, bleeding, crippled and poisoned. Its amazing. So long as you have a monk to keep you alive, its about a 8 second thing.
Currently using all attack based skills.
Mark of Instability(Next Dual Attack Knocks Over Target)
Black Mantis Thrust(Lead Attack, If target is hexed causes cripple)
Temple Strike(Elite Off-hand, interuprs and causes blindness and dazed)
Black Lotus Strike(Must strike hexed target gains energy on hit, adds damage)
Twisting Fangs(dual attack extra damage, bleeding and deep wound)
Falling Spider(must strike knocked down target, bonus damage and poison)
Death Blossom(bonus damage and damage to others around target)
It is the best thing I have found so far. By the time your done they should be blinded, dazed, deep wound, bleeding, crippled and poisoned. Its amazing. So long as you have a monk to keep you alive, its about a 8 second thing.
They're called Assassins for good reason. :wink:
Now that I think about though, if the target was a necro who somehow survived (maybe with Blood Renewal + Demonic Flesh), they could pass all the conditions back with Plague Signet... Maybe there'll finally be a use for that damn elite in the Arenas. :grin:
Patccmoi
23-01-2006, 04:05
Personally currently i use Palm Strike->Ox Horns->Falling Spider->Twisted Fangs. It goes REALLY fast, your opener can't be blocked or evaded and it opens up for a KD right away. In less than 4-5 sec your target received heavy damage and is in DW-Bleeding-Poison, usually 1-2 hits (you can use another Lead-Off-Hand combo if you want) and it's over. Repeated Strike could be a nice addition to strike a few after Falling Spider or before Ox Horns, but i don't have it unlocked.
I love Palm Strike a lot, never see another sin use this elite yet. Being unblockable, 50 clean (shadow) damage and opening straight for a dual attack is pretty powerful. Lets you forget about the usually fairly weak lead attacks.
just went 14-0 in CA without monks (went to TA) but 2 members had to leave...
i was using:
jagged strike (8 sec bleed) - any lead attack... doesn't really matter. this one has 6sec recharge.
temple strike (7 sec daze, 7 sec blind)
horns of the ox (kd)
falling spider (17 sec poison)
twisted fangs (17 sec bleed, 17 sec dw)
temple strike is... awesome.
http://www.remmeh.co.uk/gw202.jpg :D
GeneralGandorf
23-01-2006, 22:24
Before I got Temple Strike I was using Palm Strike as more of a finisher since like you said it couldnt be blocked. Its a pretty nice skill since it counts as an offhand.
lord of Bones
24-01-2006, 09:29
Expose Defenses was my #1 utility skill over the whole weekend. I just couldn't hardly make a sin without it, it was so useful. Hell, for general use, I thought it was BETTER than temple strike...
Anyways, One of my favorite combos ended up being Jagged Strike, Mantis Sting, Wild Strike, and Repeating strike. I put this on an Assassin/Ranger or Ranger/Assassin, with apply poison... heavy, heavy pain. -6ish degen from poison and bleed? Cripple, stance canceling, and lots and lots of damage cause you can just keep cycling repeating strike. And you've got 2 lead attacks so you can always get the chain started, not to mention repeating strike just costing 2 energy/attack with high expertise, and escape's quick speed and dodge effect allowing you to effectively chase down kiters. (substitute dash for escape on a Sin primary, or stormchaser)
The other combo I ran round with mostly was Mantis Strike, Temple Strike, Jagged Strike, Wild strike, Expose defenses, Critical Eye, and rush or sprint on an Assassin/Warrior. Temple to inhibit healing or incoming damage, and then very fast recharging attacks, all of which cause damage or a bleed, to up the dps.
Both were pretty effective. I typically ran around with few/no self heals. This burned me often, as I'd die after getting in the first kill, but I think diversifying a sin too much with self heals really gimps them. Many warriors can exist with only 2 attack skills and the rest of the bar full of survival and chasing down foes. Sins have to dedicate at least 3 slots, and usually 4, up to even 5 to weapon attacks. There just isn't that much roooom for self heals AND auxillary skills like critical eye, a speed boost, expose, etc.
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