View Full Version : Shadow stepping for quick assassinations and unsuspected mega-gimps
arredondo
21-04-2006, 07:03
I made a theory build today that is supposed to shadow step to an enemy before laying waste to them in about five seconds:
http://forums.gwonline.net/showthread.php?t=367860&page=6
Scroll down to read the latest revisements of Grenth's Assassin (two attempts there so far, posts #56 & #58). The idea is to get in close to an enemy when they least expect it, then come down on them so fast with big damage they don't know what hit them.
I kinda wish the non-elite shadow steps had better recharges (45s or 60s), but I guess that's what Aura of Displacement is for. The only other two offensive shadow steps are Death's Charge and Dark Prison, unless you count the unpredictable Spirit Walk (enemy spirits are not guaranteed to be on the map). Return can work to get in close (teleport to your buddy), but you won't have a surprise element if your teammate is already beating on your target.
I'm hoping that the shadow step isn't just a gimmick and actually becomes useful for builds like this... perhaps some of you also have ideas how to gimp or kill your enemy more efficiently due to shadow step's element of surprise? I'm looking for more ideas of how coming in without warning really gives you an edge in getting a particular tactic to work better.
Using AoD, DC or DP, I can see teleporting in just as the enemy begins a spell cast for optimum use. By the time he finishes, you're in his grill and taking care of business. These first few "free" moments are precious, so you have to make them count!
MaximumSquid
21-04-2006, 14:45
553 damage in 5 seconds is off the charts for stand alone DPS, but what's your damage compared to energy consumption?
I mean you discuss how you use OoP 4 times before entering the fight. . .
That's cool for the Dynamic Entrance, but what about mid fight? You may not have the energy to keep this afloat =/
I don't disreguard the setup though, but maybe split it over 2 people.
Maybe use your Grenth's Balance Build (http://forums.gwonline.net/showthread.php?t=367860) along with a conditionless DPS pressure assassin with a teleport.
Now you could run a pressure/spike build a.k.a Blitz Build.
shaktiboi
21-04-2006, 15:25
Also don't rule out Scorpion Wire. 30s recharge on that one, and it knocks the target down when you TP to them. IMO its the best offensive TP. You could immediately lay a Falling Spider on them, bypassing the need for a lead attack and letting you get to your dual faster.
Only reason I haven't tried to make a build using Scorpion Wire is that I think 30s is still far too long a recharge. That's why I've been focusing on builds that use Siphon Speed or Rush instead--I think all the TPs have too long a recharge.
arredondo
21-04-2006, 16:13
OoP is not an issue... as I said, you can recharge energy between casts as I suggested in the IWAY Grenth build in that thread. I've done that method and you can be near full mana when you are ready to assassinate. It works fine on a team of other melee teammates (say other Assassins), so you aren't just sitting around.
In addition, your first kill attempt no matter which mode you're in, can be tried as soon as the action starts since you can prep with OoP during the initial countdown. Try it with GB and you'll see how well the regen method works.
As for Scorpion Wire, I didn't forget about it but chose not to include it for two reasons. First, it's listed as a teleport, not a Shadow Step. I left Recall off the list for the same reason. Secondly it would be the worst of the options when it comes to the 'surprise' factor. You Hex the enemy with its purpose being obvious... alert #1. You try to get 100' away.... alert #2.
Even though it will work fine when successful (with a KD), the enemy at minimum has plenty of time to react with early defenses since he knows you'll teleport soon (Guardian, Ward of Stability, PBAoE's, Troll/Healing Breeze etc.).
Viper's Defense (a teleport) and Heart of Shadow are random in where they drop you off, so I left them out for this thread.
Finally the skill 'Shadow Step' won't work well since it only teleports you to the place of activation once it ends. This makes it more defensive than offensive. As you suggest yourself, it would be better in some cases to use IAS skills/snares to get in close rather than simply force on e of these skills in because they're new and cool.
I love the new assassin shadow stepping skills and used various combos of them throughout the two betas.
For the first beta, I was using Shadow of Haste (which was called Shadow Step then I think) in conjunciton with Dark Prison.
Cast Way of the Empty Palm -> Shadow of Haste with 3 point in Shadow Arts (so it lasted 8 seconds) and immediately follow with Dark Prison to teleport in close to your target. Land your combo (Black Mantis, Jungle, a few Repeating Strikes and Twisted Fangs just as you see Shadow of Haste ending) and you'll teleport out of there when Shadow of Haste ends. You'll have an enemy near death with bleeding, cripple and deep wound on him and you'll be out of harm's way.
I used similar methods to quickly go in to kill, allowing Shadow of Haste to end to take me out of there. You can strike from behind obstacles, on a ledge, from under a bridge to above etc and be out before they can react. The problem, as I pointed out in the thread arredondo linked to, was that Dark Prison had a 60 second recharge, which is really really unreasonable.
Or you could try casting Shadow of Haste with a decent investment in Shadow Arts, run in to combo and just as you see Shadow of Haste about to end, cast Scorpion Wire. You'll teleport out and immediately teleport in again and knockdown your foe for a Falling Spider.
arredondo
21-04-2006, 21:53
^^ Heh, only if SoH was planted 100' or more from where your target is when it ends.
Thanks for the hands-on info though. Hopefully Dark Prison improves in the final release. I mean with only a 7s max snare it is already reasonably gimped from being overpowered.
Or you could try casting Shadow of Haste with a decent investment in Shadow Arts, run in to combo and just as you see Shadow of Haste about to end, cast Scorpion Wire. You'll teleport out and immediately teleport in again and knockdown your foe for a Falling Spider.
That sounds like a cool trick, only problem is after doing it once, it'd probably be hard to pull off again...so it wouldn't be much better than the 60 second recharge.
Other options are other teleports, combined with impale, as already mentioned above to increase damage or way of the lotus. The benefit to these skills are that they are both 1/4 sec casting time, so you can work them into your combo to add either energy management or extra damage with only minimal extra time...I'm a big fan of siphon speed...but can see why you wouldn't want it so much here. Using one of those would let you use death's charge (for a very small heal, since you've got no points in shadow arts)...that leaves only a 45 s recharge. And you'd be able to refresh hexes whenever you want.
I just thought of another interesting way to tp wherever you want: go with a ranger secondary, or friend...(obviously in this build you'd need to be a necro secondary). Call targets with a bow, and the pet starts attacking them(usually people aren't as scared of a pet, as they are of the players. then switch to daggers and cast return. Nice surprise no? Not the most efficient way to tp, but it'd be fun...especially if they implemented better pet controls.
OmInOuS NeCrOsIs
23-04-2006, 03:06
since u took IoW out to be an assassin its very dangerous at one health
the monk build u had really does look ethical though
theres always an idiot who runs right in and almost kills himself... you can heal him and get your hp down
Shadow Assassin
23-04-2006, 23:09
553 damage in 5 seconds is off the charts for stand alone DPS, but what's your damage compared to energy consumption?
if he uses a different main profession like ele with this second he could do this maybe two- three times a battle before recharging
Bilateralrope
23-04-2006, 23:16
After the first preview, my impression of the Assasin was someone who 'steps in, spikes a target, then 'steps out again.
arredondo
24-04-2006, 08:58
After the first preview, my impression of the Assasin was someone who 'steps in, spikes a target, then 'steps out again.
OK, if that's your type of Assassin then maybe you'll like this theory build idea:
====================================
'Step in, spike a target, then step out' Assassin (As/El)
Deadly Arts: 14
Dagger Mastery: 12
Critical Arts: 8
Shadow Arts: 8
Way of the Fox -or- Shadow Refuge: 23s of 4 free hits -or- 78 health and -50% damage
Glyph of Renewal {Elite}: Next spell instantly recharges, 15s recharge for GoR
Dark Prison: 7s snare of -33% after Shadow Stepping to foe, 60s recharge
Golden Lotus Strike: 17 damage, net +4E after use if you're enchanted
Golden Phoenix Strike: net +28 damage if you're enchanted
Twisting Fangs: 18+18 damage, Bleeding, Deep Wound
Return: Cripple surrounding enemies for 6s and teleport to target ally
Rez (or the second skill above not selected for 12v12, GvG)
====================================
This may be a fun tactical Assassin. It doesn't kill from one combo, but it still hurts a lot. Monitor the battlefield and either double team a target with an offensive teammate or go after someone with 60% health or less to kill him. Here's how it works:
Phase I
Cast Way of the Fox (if you choose it over Shadow Refuge) and for 23s, your next four attacks cannot miss. Now use Glyph of Renewal (recharge mana) and you're ready for action. Locate your enemy and cast Dark Prison to Shadow Step in his grill - this skill will instantly recharge and your foe is snared at -33% speed for 7s.
Phase II
Attack with the your 3-hit combo of choice... for my selection of GLS->GPS->TF you do about 280-300 damage (including Deep Wound) plus Bleeding. Stick around to attack with your normal blows if you wish, then cast Return to Cripple any surrounding enemies for 6s as you teleport to the safety of your Monk/Ritualist. Recharge, then go after another target.
++++++++++++++
I picked Golden Lotus Strike->Golden Phoenix Strike->Twisting Fangs for several reasons. First of all I did NOT want to open with a Hex because they take 1s to execute, and have a .75 aftercast. This will alert the target that you're coming. I wanted to pop up out of nowhere and get my combo off before they have time to fully react. Without a Hex, that takes away the use of some attack skills, like Black Mantis Thrust.
Also, I felt it was important to go with the most powerful but cheap combo that I could find. Phase I costs 20E, which can be recharged a bit before going in, but it's still significant. Once you shadow step in, opening with the attack GLS is pretty strong, but you get a net +4E when you use it. GPS does nice damage for 5E, and I'm already enchanted with WotF to make it work. Lastly, Twisting Fangs is definitely worth the 10E, especially if it's a free hit under WotF. For a net +11E spent on the attacks of Phase II, it is very economical for the damage. By comparison, the standard BMT->Jungle Strike->Twisting Fangs costs 25E.
The nice thing about this setup is that Dark Prison can be used very regularly as your skills recharge... once every 15s instead of the normal 60s recharge. Together with Return, you are able to slip in and out of the action regularly as you see fit. And once you have no need to shadow step, the elite GoR can be used for Shadow Refuge to give you back to back uses 4s apart, or for WotL.
This is flexibility that the elite Aura of Displacement can't provide, and AoD also requires a -1E pip to maintain. Not only that, but when I teleport away from danager I leave an AoE Cripple gimp in my wake. Heh, I don't know if I'll ever use AoD. :tongue:
By the way, if you leave out either Shadow Refuge or WotF and you also don't need the Rez. consider Signet of Malice to remove Conditions; it recharges in 8s and can take away as many Conditions as your opponent has on them (yours will have two after the combo).
Maybe this is not the most dangerous setup the Assassin can do, but it still hurts the enemy a lot while allowing for more tactical options than usually possible.
arredondo
24-04-2006, 16:20
Quick adjustments for the setups above... there's no reason to pump up Dark Prison over Daggaer Mastery. I'll switch the two stats like so:
Deadly Arts: 12
Dagger Mastery: 14
Critical Arts: 8
Shadow Arts: 8
Now your Dark Prison is only 6s instead of 7s, but your damage, chance to crit, and your chance to double strike improves. Also, you may consider teaming up with other tactical Assassins like this one and switch in Death Blossom for the Dual Attack.
If, say, three of you teleport in on three enemies huddled together, the Dual Hit will AoE to all of them giving you a nice bonus of +152 damage over what you yourself are inflicting on your target. Three enemies will have taken almost 400 damage unexpectedly (and unavoidable) in about four seconds, and you can continue to attack from there.
And if the surprise factor works well enough, perhaps you can save your WotF cast for AFTER your initial combo connects, or switch it for Shadow Refuge as suggested.
The problem with Shadow Refuge is that it lasts 4 seconds. That means if you replace Way of the Fox with it, you have to cast it and then immediately teleport in to do your combo since your lead and off-hand depend on your being enchanted, which you will be for 1.5 seconds counting the aftercast of Shadow Refuge and Dark Prison. Are you sure you have enough time to get off your lead and off-hand in 1.5 seconds?
arredondo
24-04-2006, 17:45
Great points. There is not enough time to do Phase I, Shadow Step in and get off two attacks in 4s. Way of Perfection (+30 HP per crit for 30s) then is a better option, and since you are not expecting to stick around long enough to be heavily pummled, you don't have to have Shadow Refuge.
Also, Heart of Shadow looks interesting. It recharges in 15s, and you disappear to a random nearby spot with +63 health. It allows you to escape KDs and other vicious combo starters unharmed, and you then have the choice to use Return or go back to attacking your foe. Since it lasts so long (60s), you can cast it really early and then do it again as soon as it is triggered. You can even GoR it this way to get three rapid uses out of it for about 190 HP if you need it. Plus it adds to the tactical Shadow Step theme of the concept (three SS skills in one build).
Because WotF takes 45s to recharge, it hurts the nimbleness of the build without another enchant. So the new setup looks like this:
========================================
'Step in, spike a target, then step out' Assassin II (As/El)
Deadly Arts: 12
Dagger Mastery: 14
Critical Arts: 8
Shadow Arts: 8
Heart of Shadow: For 60s, receive 63 HP if attacked and Shadow Step to random spot nearby
Glyph of Renewal {Elite}: Next spell instantly recharges, 15s recharge for GoR
Dark Prison: 6s snare of -33% after Shadow Stepping to foe, 60s recharge
Golden Lotus Strike: 19 damage, net +5E after use if you're enchanted
Golden Phoenix Strike: net +28 damage if you're enchanted
Twisting Fangs -or- Death Blossom: 20+20 damage, Bleeding, Deep Wound -or- 38+38 AoE damage
Return: Cripple surrounding enemies for 6s and teleport to target ally
Way of the Fox -or- Rez: 23s of 4 free hits
========================================
Just a few comments:
For your first build, don't you think 5 seconds is a bit slow? If you can isolate a target or if the target is usually by themselves, like a flag runner, you probably can pull this off sucessfully, although flag runners themselves are usually prety hardy. But in any other situation, unless the monk is overloaded, 5 seconds would be too long, as a boon prot or even a standard heal monk, (does anyone use still use them these days?) would be able to slip in a heal.
As for your second version of your step in, spike , step out build, have you considered an IAS? Although WoTF allows you to bypass evades and blocks (I think both, don't remember), as you said it is kind of unwieldy with its 45 second recharge.
This is not different from any adrenaline spike that takes 5-6s to execute. Unless it's a hammer combo, most adrenaline spikes are heal-able. I think the point of this build isn't to spike someone to death (since there isn't enough firepower to kill someone off), but to add sudden unexpected pressure to a monk or to finish off a target who is running away.
arredondo: I seem to keep pooping on your parade but I think you confused Viper's Defense with Heart of Shadow. Activating Viper's Defense teleports you to a random nearby location on the next hit while activating Heart of Shadow immediately teleports you regardless of your having been hit or not and then for 60s protects you from the next attack. Viper's Defense is more useful in escaping from knockdown combos since it teleports you on being hit and it's a stance, therefore allowing you to trigger it while knocked down. Heart of Shadow is still useful in your build for the requisite enchantment, but not as useful as you might think it is.
Have you considered using one of the ele's Conjure spells and a elemental mod on your dagger for both more damage and 60s of enchantment? Use GoE with it to negate its 60s recharge. You can then wait 15 seconds for GoE to recharge for the rest of your combo.
arredondo
24-04-2006, 21:24
I should be clearer about the attack sequence of Phase II; it should actually only take 3s to execute the combo. My DM is high, but it might not matter if each attack is 1s apart anyway. I pegged it closer to 4s in calculations since I imagine a .75 aftercast after Dark Prison unless this is absorbed during the actual teleport. So let's say 3s-4s for the combo, which, unlike a Warrior rushing in headfirst, comes as a surprise due to the Shadow Step. For best results, maybe time your Dark Prison during an enemy who is casting.
As for Heart of Shadow, yeah I mixed it up with Viper's Defense (a Stance), but you know what? I still like it as it is. I can use it at the start of battle for a random nearby teleport (3-4 character legnths away), but I am still enchanted for a free heal for 60s after that. It recharges in 15s, so if I am hit and it is dispelled, I can put it on (teleporting me from danger briefly) and I still will get the health bonus if triggered.
Still, utilizing the Ele's skill set more is a grand idea, especially with the Conjure weapon suggestion. I'll consider it with a variation of this setup, but not as a replacement. I don't want to diversify the attributes anymore than I have to.
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