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shaktiboi
26-03-2006, 04:51
I've found a very strong A/Mo build that uses no points in Monk attributes and only one monk skill in the toolbar (a rez, ideally Rebirth). This is basically a pure Assassin with a reusable rez. The character is *very* tough in battle, with high survivability even during the first alpha strike of a bunch of mobs.

I've been playing this character as the "caller" tank in groups with my playing her fireball/spirit-centric E/R and only four other henchmen (healer, spiritist, warrior, and archer). We have been able to handle most situations just fine with that 6-person group.

Here's the details. Usage notes follow the build

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Assassin/Monk
Level: 20

Critical Strikes: 13 (12+1)
Dagger Mastery: 13 (10+3)
Shadow Arts: 9 (8+1)

Critical Eye (Critical Strikes)
For 32 seconds, you have an additional 6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30

Way of Perfection (Shadow Arts)
For 25 seconds, whenever you successfully make a critical hit you gain 25 health.
Energy:5 Cast:1 Recharge:30

Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 8 seconds.
Energy:5 Cast:0 Recharge:6

Fox Fangs (Dagger Mastery)
Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +18 damage if it hits.
Energy:5 Cast:0 Recharge:10

Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10 damage and struck foe suffers from Bleeding and Deep Wound for 18 seconds.
Energy:10 Cast:0 Recharge:12

Flashing Blades [Elite] (Dagger Mastery)
For 18 seconds, you have a 50% chance to block incoming attacks while attacking.
Energy:10 Cast:0 Recharge:20

Shadow Refuge (Shadow Arts)
For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 84.
Energy:5 Cast:1 Recharge:8

Rebirth (Protection Prayers)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0

I've been playing without these +1 +3 +1 augmentations, but ideally you would add a Critical Helm, Major Vigor on chest, Superor Dagger Mastery on hands, Minor Shadow Arts on feet.

Critical Strikes at the 13th rank gives you base 26% chance to crit (all your damage ignores armor mitigation), but most importantly gives you 3 energy back with each crit. (Note that I've been playing with Critical Strikes only at the 10th rank, so I've only been getting 2 energy back per crit, which is still very very nice.)

Shadow Arts should be set high enough to get you 15-20% of your health back with each use of Shadow Refuge, without cutting too much into a high Dagger Mastery.

Dagger Mastery should be high enough to get you a roughly 25% chance of a double attack with each swing. That translates into 25% more raw damage from your daggers, and 8% more chance of critical attacks when you have Critical Eye in effect. (40% total chance of criticals).

1. Start your two buffs (Critical Eye and Way of Perfection) just before starting a fight, and generally keep both running at all times during battle.

2. Use the three dagger combos whenever there's spare energy for them. But your two damage mitigation skills and your two buffs should always take priority. You can use any lead, off-hand, and dual combos that you like, but I prefer low-cost, fast-recycling combos that don't rely on preconditions.

3. At the start of a larger group fight, when you're most prone to dying from an alpha strike, trigger your two damage mitigation skills (Flashing Blades and Shadow Refuge) immediately when you start attacking. From there on, use as needed when you're taking heavy damage. It's generally best to use Flashing Blades first for instant mitigation, and you can pop off Shadow Refuge twice after that while Flashing Blades is recycling.

4. All you need your Monk secondary for is that very nice rez-with-teleport-to-you skill, Rebirth.

5. If everything goes pear-shaped during a fight and you're facing a total party wipeout, wait for your Way of Perfection to kick in and teleport you out of the thick of things, then run away. With Rebirth you can usually safely rez the entire party even if they died in the middle of a spawn location.

shaktiboi
26-03-2006, 17:56
Gah! I edited the build in a hurry last night and goofed two things:

Critical Strikes give only 1% per rank, not 2% (was confusing it with Dagger Mastery during my write-up), and I mistakenly dragged Way of Perfection into my build instead of Viper's Defense.

Here is the corrected build and corrected commentary:

--------------------------
Umeshu Mfume
Critical Helm, Major Vigor on chest, Superor Dagger Mastery on hands, Minor Shadow Arts on feet.

Critical Strikes at the 13th rank gives you base 13% chance to crit (all your damage ignores armor mitigation), but most importantly gives you 3 energy back with each crit.

Shadow Arts should be set high enough to get you 15-20% of your health back with each use of Shadow Refuge, without cutting too much into a high Dagger Mastery.

Dagger Mastery should be high enough to get you a roughly 25% chance of a double strike with each attack. That translates into 25% more critical damage output.

1. Start your two buffs (Viper's Defense and Critical Eye) just before starting a fight, and generally keep both running at all times during battle.

2. Use the three dagger combos whenever there's spare energy for them. But your two damage mitigation skills and your two buffs should always take priority. You can use any lead, off-hand, and dual combos that you like, but I prefer low-cost, fast-recycling combos that don't rely on preconditions.

3. At the start of a larger group fight, when you're most prone to dying from an alpha strike, trigger your two damage mitigation skills (Flashing Blades and Shadow Refuge) immediately when you start attacking. From there on, use as needed when you're taking heavy damage. It's generally best to use Flashing Blades first for instant mitigation, and you can pop off Shadow Refuge twice after that while Flashing Blades is recycling.

4. All you need your Monk secondary for is that very nice rez-with-teleport-to-you skill, Rebirth.

5. If everything goes pear-shaped during a fight and you're facing a total party wipeout, wait for your Viper's Defense to kick in and teleport you out of the thick of things, then run away. With Rebirth you can usually safely rez the entire party even if they died in the middle of a spawn location.



Assassin/Monk
Level: 20

Critical Strikes: 13 (12+1)
Dagger Mastery: 13 (10+3)
Shadow Arts: 9 (8+1)

Viper's Defense (Shadow Arts)
For 30 seconds, the next time you are struck, teleport to a random location nearby. The foe who struck you is poisoned for 14 seconds.
Energy:5 Cast:0 Recharge:10

Critical Eye (Critical Strikes)
For 32 seconds, you have an additional 6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30

Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 8 seconds.
Energy:5 Cast:0 Recharge:6

Fox Fangs (Dagger Mastery)
Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +18 damage if it hits.
Energy:5 Cast:0 Recharge:10

Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10 damage and struck foe suffers from Bleeding and Deep Wound for 18 seconds.
Energy:10 Cast:0 Recharge:12

Flashing Blades [Elite] (Dagger Mastery)
For 18 seconds, you have a 50% chance to block incoming attacks while attacking.
Energy:10 Cast:0 Recharge:20

Shadow Refuge (Shadow Arts)
For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 84.
Energy:5 Cast:1 Recharge:8

Rebirth (Protection Prayers)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0

shaktiboi
26-03-2006, 20:42
I tweaked my Assassin skills just a bit by swapping out the off-hand and dual dagger attacks for Death's Charge and Shadow of Haste.

Death's Charge (Shadow Arts)
Shadow Step to target foe. If that foe has more Health than you, you are healed for 94.
Energy:5 Cast:1 Recharge:45

Shadow of Haste (Shadow Arts)
For 14 seconds you move 25% faster than normal. When Shadow Step ends, you return to the location where you activated Shadow Step.
Energy:10 Cast:0 Recharge:30


The only dagger special I use any more is Jagged Strike, to keep 3 ticks of bleeding on my target at all times. When Viper's defense kicks in too, that's 7 total ticks of heath degen for a good long time, in addition to my fast, constant dagger damage and lots of criticals.

I find that Death's Charge is another good self-heal and in conjunction with Shadow Refuge, I never fall below half health even when the group's healer goes down. Plus it gives me a good way to get over to any healer or degen mobs *fast* to take them down quickly.

Shadow of Haste is just a nice utility skill for running a big pack away from the group so that the group can pass safely. Probably good for solo farming too to get past trash mobs you don't want to bother fighting.

I find that with the health-topping powers of Death's Charge and Shadow Refuge, I almost never use Flashing Blades any more. At some point I'll probably replace that with another utility skill like Disrupting Stab for interrupting casters.

With this latest tweak I can play the main go-in-first tank for a group with seven henchmen, even in the tough Kurzick areas with lots of level 24 packs with two healers and a mesmer type in the pack. I didn't die once in roughly 20 large encounters, and only had one henchman die in two of those encounters (the healer). I never fell below half health even at the worst of it. Best of all, I can play this with only one hand on the keyboard for better mouse-based targeting (like those pesky healers who arrive from afar to suddenly make things more interesting.

My wife loves her Ele/Ritualist, and today we're going to try it reversed (Rit/Ele) because energy never seems to be much of a problem for her. She basically drops offensive spirits and nukes the crap out of things with Fireball and Lava Arrows and that one fast rit nuke that recharges energy.