I XM
13-04-2006, 16:19
First of all, hi, I'm new to this forum and fairly new to GW. Recently started playing Prophecies after having enjoyed the FPE.:wave:
I would like a few pointers for spiking with assassins. Of course, apart from limited FPE experience (and quite likely some skills will be adjusted), it is all theorycraft for another 2 weeks.
I think a 3-chain combo is way too long and vulnerable, so I tend to think about 2-chain comboes. Two seperate 2-chain comboes take 4 slots but might be workable in a build that is all about spiking. A better solution is 2 off-hands that don't require a lead, and a quick recharge dual attack, like Critical Strikes.
Here is an initial idea for an A/W:
Sharpen Daggers(offensive)/Critical Defenses(defensive)/Way of Perfection(defensive)/Shadow Refuge(defensive)
Wild Blow (5s recharge) and ridiculously better than Wild Strike :sad:
Golden Phoenix Strike (8s recharge)
Critical Strikes(6s recharge)
Flourish{E}(10s recharge)
Critical Eye
Return/Spirit Walk (if your team is bringing spirits that will be at the back, spirit walk is much better as it can be used to move both forward and backwards and has a much shorter recharge)
Rez Sig
The idea is to be enchanted so as to bypass a lead attack with Golden Phoenix Strike.
Wild Blow to remove stances. If it does trigger Critical Strikes energy return, then it will return it's energy cost (3+1+1: from 13 crit strikes+ crit eye+ zealous daggers)
Golden Phoenix Strike next followed by Critical Strikes (costs 10 energy and returns 10).
Flourish(costs 5 energy, returns 3 from the 3 attacks recharged) immediately and repeat.
The only skills that actually cost energy after their use would be Golden/Flourish/Golden (total 12) assuming you have allowed your energy to regen after casting your enchant (not if you used shadow refuge ofc).
You have also done at least 6 crits within a few seconds, which is why 3 of the enchants I suggested trigger on crit. Way of Perfection especially would benefit greatly from this.
A few seconds later wild blow is available again, and the others should be cooled down in time as you get back enough energy from your normal attacks + natural regen.
Disadvantages/Problems
The reason this build has return/spirit walk is because you are all offense (except for defensive enchants) and while usually "attack is the best defense". When you're blind and snared, teleporting away to your friendly team monk suddenly seems more appealing because:
(1) Enchant removal completely screws you if you are using an enchant with a long cooldown (i.e, anything except Shadow Refuge) or your team cannot give you some cover enchants. Shadow refuge should be quite good with this build because energy is plentiful but having enchants that trigger on crit looks good too with at least 12 crits in 15 seconds, without counting your 40% crit chance on normal attacks as well.
(2) Absolutely no hex/condition removal. Once again you have to rely on your team for this. Can you say blind? :angry:
(3) No snare either. Although it is tempting to think of replacing return/spirit walk with Siphon Speed. I would definitely replace rez sig with a speed buff or snare in 12v12.
So this is definitely a hit-and-run build.
Anyone has some good ideas for spiking with an assassin? Afterall we are meant to assassinate no?
XM
I would like a few pointers for spiking with assassins. Of course, apart from limited FPE experience (and quite likely some skills will be adjusted), it is all theorycraft for another 2 weeks.
I think a 3-chain combo is way too long and vulnerable, so I tend to think about 2-chain comboes. Two seperate 2-chain comboes take 4 slots but might be workable in a build that is all about spiking. A better solution is 2 off-hands that don't require a lead, and a quick recharge dual attack, like Critical Strikes.
Here is an initial idea for an A/W:
Sharpen Daggers(offensive)/Critical Defenses(defensive)/Way of Perfection(defensive)/Shadow Refuge(defensive)
Wild Blow (5s recharge) and ridiculously better than Wild Strike :sad:
Golden Phoenix Strike (8s recharge)
Critical Strikes(6s recharge)
Flourish{E}(10s recharge)
Critical Eye
Return/Spirit Walk (if your team is bringing spirits that will be at the back, spirit walk is much better as it can be used to move both forward and backwards and has a much shorter recharge)
Rez Sig
The idea is to be enchanted so as to bypass a lead attack with Golden Phoenix Strike.
Wild Blow to remove stances. If it does trigger Critical Strikes energy return, then it will return it's energy cost (3+1+1: from 13 crit strikes+ crit eye+ zealous daggers)
Golden Phoenix Strike next followed by Critical Strikes (costs 10 energy and returns 10).
Flourish(costs 5 energy, returns 3 from the 3 attacks recharged) immediately and repeat.
The only skills that actually cost energy after their use would be Golden/Flourish/Golden (total 12) assuming you have allowed your energy to regen after casting your enchant (not if you used shadow refuge ofc).
You have also done at least 6 crits within a few seconds, which is why 3 of the enchants I suggested trigger on crit. Way of Perfection especially would benefit greatly from this.
A few seconds later wild blow is available again, and the others should be cooled down in time as you get back enough energy from your normal attacks + natural regen.
Disadvantages/Problems
The reason this build has return/spirit walk is because you are all offense (except for defensive enchants) and while usually "attack is the best defense". When you're blind and snared, teleporting away to your friendly team monk suddenly seems more appealing because:
(1) Enchant removal completely screws you if you are using an enchant with a long cooldown (i.e, anything except Shadow Refuge) or your team cannot give you some cover enchants. Shadow refuge should be quite good with this build because energy is plentiful but having enchants that trigger on crit looks good too with at least 12 crits in 15 seconds, without counting your 40% crit chance on normal attacks as well.
(2) Absolutely no hex/condition removal. Once again you have to rely on your team for this. Can you say blind? :angry:
(3) No snare either. Although it is tempting to think of replacing return/spirit walk with Siphon Speed. I would definitely replace rez sig with a speed buff or snare in 12v12.
So this is definitely a hit-and-run build.
Anyone has some good ideas for spiking with an assassin? Afterall we are meant to assassinate no?
XM