ContactCombat
02-04-2006, 08:51
With typical newb enthusiasm (and a rather boring desk job) I have been creating dozens of lists and possible combinations for an Assassin/Necro or Necro/Assassin. During the FPE I fussed around with a bunch of different combos, but I wasn't able to put in enough time to unlock every skill that I wanted to experiment with.
As such, I've been investing pretty heavily in some theorycraft with hypothetical builds...and I've been falling short.
Chalk my apprehension to lack of experience.
So far I seem to come across a few different blocks that ultimately lead me with a negative impression of the concepts I'm thinking about.
I first attempted to create some sort of "Nasty Hex Assassin". Primarily focused on CS/DM/SA and Curses, the main concept is an Assassin played in a rather "Generic Assassin Manner" with the added benefit of some nasty hexes. However, I find that any build that draws upon some of the nastier Necro hexes immediately becomes rather shy on energy...any effort to minimize this results in the elimination of all but one or two Necro attributes (with Plague Touch a must)...thereby begging the question "What makes this uniquely Necro-ish" followed by "Why bother?"
In response to this let down, I begin concocting different types of builds that focus on some of the rather devastating Necro touch attacks. Since these require a hefty attribute investment and energy reserve, it naturally follows that a Necro primary would benefit this build better. In playing with this idea, it seems logical to outfit said N/A with daggers for quicker damage dealing between touch attacks. Yet, I realize that a build like this is completely gimped without a heavy reliance on touch attacks, since the primary dagger attacks are near useless without a decent investment in Dagger Mastery and Critical Strikes.
This thread is essentially a request to see if the concept of a N/A or A/N is really a viable option...and in what ways you've managed to, theoretically or in play, define the build in a manner that couldn't be replicated better with another primary/secondary.
So far I'm finding the concept more of a novelty than anything...what have you found?
As such, I've been investing pretty heavily in some theorycraft with hypothetical builds...and I've been falling short.
Chalk my apprehension to lack of experience.
So far I seem to come across a few different blocks that ultimately lead me with a negative impression of the concepts I'm thinking about.
I first attempted to create some sort of "Nasty Hex Assassin". Primarily focused on CS/DM/SA and Curses, the main concept is an Assassin played in a rather "Generic Assassin Manner" with the added benefit of some nasty hexes. However, I find that any build that draws upon some of the nastier Necro hexes immediately becomes rather shy on energy...any effort to minimize this results in the elimination of all but one or two Necro attributes (with Plague Touch a must)...thereby begging the question "What makes this uniquely Necro-ish" followed by "Why bother?"
In response to this let down, I begin concocting different types of builds that focus on some of the rather devastating Necro touch attacks. Since these require a hefty attribute investment and energy reserve, it naturally follows that a Necro primary would benefit this build better. In playing with this idea, it seems logical to outfit said N/A with daggers for quicker damage dealing between touch attacks. Yet, I realize that a build like this is completely gimped without a heavy reliance on touch attacks, since the primary dagger attacks are near useless without a decent investment in Dagger Mastery and Critical Strikes.
This thread is essentially a request to see if the concept of a N/A or A/N is really a viable option...and in what ways you've managed to, theoretically or in play, define the build in a manner that couldn't be replicated better with another primary/secondary.
So far I'm finding the concept more of a novelty than anything...what have you found?