stonebreaker
09-04-2006, 00:37
Since Assassin's are so good at inflicting conditions on their foes, I thought I'd build off of that concept with a Warrior secondary and Victory Is Mine.
Every 15 secs you should get a nice boost to your health and energy. You should have at least 3 Conditions on your foe at all times (Crippled, Bleeding, Deep Wound). That's 147 health and 15 energy every 15 secs. Plus you always have Healing Signet as a back up heal.
Your opponent will be hard-pressed to get away from you because you can spam Siphon Speed, not to mention keep him perma-Crippled. For stance spammers, you have Wild Strike. And to interrupt those key abilities you have Disrupting Stab.
The one weakness of this build that I can see (though there are probably others I am missing) is the lack of ability to deal with Conditions on yourself. But hopefully you have plenty of healing to offset some of that.
I would envision using either a set of Vampiric or Zealous Daggers depending on the situation.
Please provde any feedback and comments you may have.
Critical Strikes: 7 (6+1)
Dagger Mastery: 16 (12+4)
Deadly Arts: 7 (6+1)
Tactics: 10
- "Victory Is Mine!" [Elite] (Tactics)
You gain 49 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- Black Mantis Thrust (Dagger Mastery)
If this attack hits, you strike for +21 damage. If target foe is suffering from a Hex, that foe is Crippled for 17 seconds.
Energy:5 Cast:0 Recharge:12
- Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +21 damage. If it hits a foe that was Crippled, it does +33 damage.
Energy:5 Cast:0 Recharge:12
- Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +12 damage and struck foe suffers from Bleeding and Deep Wound for 21 seconds.
Energy:10 Cast:0 Recharge:12
- Wild Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +21 damage and target foe loses all stances.
Energy:5 Cast:0 Recharge:4
- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 12 seconds.
Energy:5 Cast:0 Recharge:15
- Siphon Speed (Deadly Arts)
For 10 seconds, target foe moves 15% slower and you move 15% faster.
Energy:5 Cast:1 Recharge:5
- Healing Signet (Tactics)
You gain 115 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
Every 15 secs you should get a nice boost to your health and energy. You should have at least 3 Conditions on your foe at all times (Crippled, Bleeding, Deep Wound). That's 147 health and 15 energy every 15 secs. Plus you always have Healing Signet as a back up heal.
Your opponent will be hard-pressed to get away from you because you can spam Siphon Speed, not to mention keep him perma-Crippled. For stance spammers, you have Wild Strike. And to interrupt those key abilities you have Disrupting Stab.
The one weakness of this build that I can see (though there are probably others I am missing) is the lack of ability to deal with Conditions on yourself. But hopefully you have plenty of healing to offset some of that.
I would envision using either a set of Vampiric or Zealous Daggers depending on the situation.
Please provde any feedback and comments you may have.
Critical Strikes: 7 (6+1)
Dagger Mastery: 16 (12+4)
Deadly Arts: 7 (6+1)
Tactics: 10
- "Victory Is Mine!" [Elite] (Tactics)
You gain 49 Health and 5 Energy for each Condition suffered by foes in the area.
Energy:5 Cast:0 Recharge:15
- Black Mantis Thrust (Dagger Mastery)
If this attack hits, you strike for +21 damage. If target foe is suffering from a Hex, that foe is Crippled for 17 seconds.
Energy:5 Cast:0 Recharge:12
- Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +21 damage. If it hits a foe that was Crippled, it does +33 damage.
Energy:5 Cast:0 Recharge:12
- Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +12 damage and struck foe suffers from Bleeding and Deep Wound for 21 seconds.
Energy:10 Cast:0 Recharge:12
- Wild Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +21 damage and target foe loses all stances.
Energy:5 Cast:0 Recharge:4
- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 12 seconds.
Energy:5 Cast:0 Recharge:15
- Siphon Speed (Deadly Arts)
For 10 seconds, target foe moves 15% slower and you move 15% faster.
Energy:5 Cast:1 Recharge:5
- Healing Signet (Tactics)
You gain 115 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4