fallot
16-04-2006, 15:03
This is a slightly modified version of the Assassin I used over the course of the FPE. It was reasonably effective in Random Arena but its geared more towards TA as the build lacks inherent condition and hex removal. Temple Strike has held my interest since the first PvP preview event and provides for a lot of 4v4 fun. I'm unsure as to how its effectiveness translates to GvG so if anyone has used this skill in an 8v8 situation, please share your experiences here.
Attributes:
Critical Strike: 12+1
Dagger Mastery: 12+1+3
Skills: (Skill descriptions are scaled 0...12)
1) Leaping Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +14..19 damage. If this attack strikes a fleeing foe, that foe is Crippled for 3..13 seconds.
Energy:5 Cast:0 Recharge:8
2) Temple Strike (Dagger Mastery)
Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for 1-7 second(s), and if target foe is casting a spell, that foe is interrupted. This is an elite skill.
Energy:15 Cast:0 Recharge:12
3) Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10..18 damage and struck foe suffers from Bleeding and Deep Wound for 5..17 seconds.
Energy:10 Cast:0 Recharge:15
4) Wild Blow (Unlinked Warrior)
Lose all adrenaline. If it hits, this attack will be a critical hit and any stance being used by your target ends. This attack cannot be blocked or evaded.
Energy:5 Cast:0 Recharge:5
5) Frenzy (Unlinked Warrior)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
6) Critical Eye (Critical Strikes)
For 10-30 seconds, you have an additional 1-6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30
7) Rush (Strength)
For 8-18 seconds, you move 25% faster.
4a
8) Ressurection Signet
Leaping Mantis Sting is one of my favourite Lead Attacks. IMO very few lead attacks compare to its sweetness. +19 damage at 12 DM and cripples fleeing foes. Also has a 5e cost and an 8s recharge which is superior to other Lead Attacks. Its best used somewhat pre-emptively (a little like Bull's Strike), its best to try to cripple a kiting opponent right before he begins to move.
This build is mostly intended for 4v4 shutdown with good DPS. Temple Strike should be self-explanatory. Applies two of the most debilitating conditions (Blind and Dazed) to foes. If you manage to cripple a spellcasting opponent before this is applied, he's basically shut down for the next few seconds. With Frenzy, the attacks per second shoot through the roof because of frequent double strikes, each of these attacks is essentially an interrupt. The strategy here is to quickly chain the first two attacks on your foe of choice and then rail on them with Frenzy. Twisting Fangs was mostly used as a finishing blow, IMO a melee damage dealer without Deep Wound is gimped.
13 critical strikes nets you 3 energy per successful critical strike. With Critical Eye, the energy gain and critical chance both increase. Its instant cast and can be kept up indefinitely with high enough CS. Coupled with Frenzy, there should be no energy problems, not that you need much energy between skill recharges. Rush is meant to keep Frenzy in check and provides a speed boost that helps to get Leaping Mantis Strike off against kiting foes.
Wild Blow is once again self-explanatory. Under my setup, 4e is recouped making this almost a free stance canceller. Just dont use it when you need to cancel Frenzy :smiley:
This build is slightly less susceptible to attack chain disruption since only two of the attacks need to connect at any time (you can always use Twisting Fangs later, but Temple Strike needs to connect. This means that Leaping Mantis Sting needs to connect too). However, Blind/Hexes are still disabling and require quick removal which is why this is generally not a good idea for Random Arena.
Attributes:
Critical Strike: 12+1
Dagger Mastery: 12+1+3
Skills: (Skill descriptions are scaled 0...12)
1) Leaping Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +14..19 damage. If this attack strikes a fleeing foe, that foe is Crippled for 3..13 seconds.
Energy:5 Cast:0 Recharge:8
2) Temple Strike (Dagger Mastery)
Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for 1-7 second(s), and if target foe is casting a spell, that foe is interrupted. This is an elite skill.
Energy:15 Cast:0 Recharge:12
3) Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10..18 damage and struck foe suffers from Bleeding and Deep Wound for 5..17 seconds.
Energy:10 Cast:0 Recharge:15
4) Wild Blow (Unlinked Warrior)
Lose all adrenaline. If it hits, this attack will be a critical hit and any stance being used by your target ends. This attack cannot be blocked or evaded.
Energy:5 Cast:0 Recharge:5
5) Frenzy (Unlinked Warrior)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
6) Critical Eye (Critical Strikes)
For 10-30 seconds, you have an additional 1-6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30
7) Rush (Strength)
For 8-18 seconds, you move 25% faster.
4a
8) Ressurection Signet
Leaping Mantis Sting is one of my favourite Lead Attacks. IMO very few lead attacks compare to its sweetness. +19 damage at 12 DM and cripples fleeing foes. Also has a 5e cost and an 8s recharge which is superior to other Lead Attacks. Its best used somewhat pre-emptively (a little like Bull's Strike), its best to try to cripple a kiting opponent right before he begins to move.
This build is mostly intended for 4v4 shutdown with good DPS. Temple Strike should be self-explanatory. Applies two of the most debilitating conditions (Blind and Dazed) to foes. If you manage to cripple a spellcasting opponent before this is applied, he's basically shut down for the next few seconds. With Frenzy, the attacks per second shoot through the roof because of frequent double strikes, each of these attacks is essentially an interrupt. The strategy here is to quickly chain the first two attacks on your foe of choice and then rail on them with Frenzy. Twisting Fangs was mostly used as a finishing blow, IMO a melee damage dealer without Deep Wound is gimped.
13 critical strikes nets you 3 energy per successful critical strike. With Critical Eye, the energy gain and critical chance both increase. Its instant cast and can be kept up indefinitely with high enough CS. Coupled with Frenzy, there should be no energy problems, not that you need much energy between skill recharges. Rush is meant to keep Frenzy in check and provides a speed boost that helps to get Leaping Mantis Strike off against kiting foes.
Wild Blow is once again self-explanatory. Under my setup, 4e is recouped making this almost a free stance canceller. Just dont use it when you need to cancel Frenzy :smiley:
This build is slightly less susceptible to attack chain disruption since only two of the attacks need to connect at any time (you can always use Twisting Fangs later, but Temple Strike needs to connect. This means that Leaping Mantis Sting needs to connect too). However, Blind/Hexes are still disabling and require quick removal which is why this is generally not a good idea for Random Arena.