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mmorpg man
09-03-2007, 23:07
I find that in ab, the assasin is the worst enemy of any caster. This is a problem as the majority of people in ab are casters. I was just wondering if there were any builds that can be used to counter the threat of the sins.

thanks

Fae
10-03-2007, 01:33
A lot of 'sins I see in ABs are the A/W Burst of Aggression 'sin. Maybe I just keep coming across the cruddy ones, but they're really little threat if you break down the build. The majority of them play the cookie cutter BoA/shadow prison build, due to BoA the increased attack speed will only last 5 seconds. After the 5 seconds they usually put up their buffs and run the heck away. As long as you can survive those 5 seconds, most of the time, you'll survive the "hyper-sin".

Their first skill is usually Shadow Prison, a hex. Something like Hex Breaker can stop the chain before it's even started. If you're playing a monk or monk secondary, you may want to invest in something like Holy Veil and be aware of any sins in the area. Not always possible if it's a huge zerg rush at the dragon point at saltspray or something :)

After the SP and BoA they'll use a variety of skills, some meant to do insane conditions, some meant to knockdown. They're usually all attacks though so easy enough to counter with some anti-melee stuff.

If you're an ele then consider playing Air or investing some points in Air for Blinding Flash (or blinding surge if you're predominantly air).

If you're mesmer or necro, consider taking along some anti melee things. The 'sins have an increased attack speed of 33% for 5 seconds if they're using BoA. Use that to your advantage. Something like empathy or Spiteful spirit might not kill them off, but it can be a deterrent to them beating on you.

If you're a rit, try Weapon of Shadow. When the sin hits you with WoS on, they'll be blinded for 5 seconds.

I usually have pretty good survivability on a monk and an ele. The monk due to pre-veiling when I see 'em, and the ele just blinds them. They're about as threatening as wet tissue paper then :grin:

If you *are* playing an ele and are interested in some decent high damage and okay-ish defense then you may want to adopt something similar to what I run. It's an E/Me build set out like so.

Air attunement, glyph of lesser energy, Invoke Lightning (E), Lightning Orb, Lightning Strike, Blinding Flash, Gale, Hex Breaker.

Air's at 14, Dom's at 9 and the rest is in Energy Storage. You can probably reduce the points in dom. I like it at 9 because I can stick it on and forget about it for ages. All minor runes, armor is Blessed but you can run whatevs. It has no self heal, but it's not dependent on a healer either. I run this just fine with little problems with or without a monk-type behind me.

Then when you come across the BoA sins, they wont be able to hex you/slow you down. You can blind 'em, knock em down, run away and get some distance, then pelt em with some lightning :D

Hope this helps you in your battle against the sins. ^_^

Lytel
10-03-2007, 13:11
Bring a good monk in your AB team.

mmorpg man
10-03-2007, 15:05
Bring a good monk in your AB team.

thats exactly the problem. there aren't any dedicated healing monks in ab (except the NCPs) dedicated to healing because they kept being killed by the assasins and other tanks

Lytel
11-03-2007, 13:28
Then they are bad monks.

mmorpg man
11-03-2007, 23:22
have u ever tried fending off 10 attacks at once while trying to heal your teammates. its not that the monks are bad its because everyone gangs up on them

krakenstar
12-03-2007, 00:48
have u ever tried fending off 10 attacks at once while trying to heal your teammates. its not that the monks are bad its because everyone gangs up on them

If the monk's fending off 10 attacks AND the team mates are also being hit, the monks in the wrong team. There should be no reason at attack the mob. Even fighting the mob, you can fight at the edge of the mob and engage a few at a time.

You always run from the mob if possible.. they don't get any points for killing you and you can get points by capping.

Amadei
12-03-2007, 05:42
If the monk's fending off 10 attacks AND the team mates are also being hit, the monks in the wrong team. There should be no reason at attack the mob. Even fighting the mob, you can fight at the edge of the mob and engage a few at a time.

Agreed. It will never cease to amaze me how people will just jump right into a giant group of Luxons/Kurzicks + minions, expecting to do... what? Magically kill someone before they're devoured alive? I dunno, but a little bit inside me up and dies every time I see a lone blue dot charge into a group of red ones.

The other thing I wanted to say is that if your monk is getting attacked by two or three people, his or her team isn't doing their job either. The monk can't do everything and the teammates to have a responsibility to help the monk out. Have a sin harassing your monk? Go harass that sin, cripple him, blind him, whatever it takes. There have been far too many times where I had to fend off a sin, warrior and ranger while my teammates futilely beat on the Ele/Dervish earth tank instead of helping me out.

mmorpg man
12-03-2007, 19:33
this is why I started this thread. how am I suppose to help my monk from being killed by a sin if I don't know how to. the only way I can think of is hitting it with everything but then the rest of the enemy teams have time to regroup for another attack

Shallowrain
12-03-2007, 21:25
this is why I started this thread. how am I suppose to help my monk from being killed by a sin if I don't know how to. the only way I can think of is hitting it with everything but then the rest of the enemy teams have time to regroup for another attack

Blind the sin, cripple the sin, etc. An assassin falls to the same things that take out a warrior. And if killing the 'Sin means that the monk lives, you're doing your job fine.

Zas Django
12-03-2007, 22:18
With my monk i sometimes use the warriorskill "shield bash": for 5 seconds, while wielding a shield, the next attackskill is blocked, the attacker is knocked down and their skill is disabled for 15 seconds. It's not a stance. Recharge is 20 seconds though, but so is their shadow prison.

My mesmer sometimes uses the skill ""clumsiness": next time foe attacks, the attack is interrupted and foe suffers 97 damage (illusion 16).

The problem is though, that most assassins use 2 offhand-attacks and 2 dual attacks so disabling 1 attack doesn't stop them from attacking. On the other hand, they usually need all their attacks to land on their target to kill it fast.

Removing their shadow prison-hex works best though, many assassins need a hex to use their attacks (black lotus strike or black spider strike).

mmorpg man
12-03-2007, 22:29
yeah but as you said this only covers one attack of a whole chain from a sin. the problem is how to kill/shutdown a sin before he/she kills you. most of the hints given on this thread only delay the assasin before dieing from the daggers. its not like any other tank where you can block them with minions because of the sin's shadow arts :sad:

Razma Dreizehn
12-03-2007, 22:38
If you keep Black Lotus or Twisting Fangs from landing, you win.

Just have a Shield with +10 armor vs piercing, +30hp, and put Shield Bash on your bar.

EDIT: One other thing I'd like to note... Hexbreaker is horrible for stopping shadowburst sins. It can be wasted on an irrelevant hex cast on you by another enemy, or if the sin is smart, they packed a backup hex.

Now, if you want to HUNT the little *******, I suggest something along the lines of a slightly modded Burning Arrow ranger, or some type of Illusion mesmer.

Aikawa
13-03-2007, 02:53
Shadow stepping out of their range is also good defense. Gale and or snares work nicely aswell. Most arent smart enough to bring expose defenses so you might get away with block stances. Shield bash is very nice but its to specific imo.

About hex breaker, Im not 100% sure but I thought that they stll shadow step to you when they use SP but you wont be slowed as the hex fails.

Aikawa

Shallowrain
13-03-2007, 03:38
yeah but as you said this only covers one attack of a whole chain from a sin.

Stopping the right attack in the chain of a 'Sin means you win that round. Nobody in their right mind should still be in the same spot when round 2 starts.




the problem is how to kill/shutdown a sin before he/she kills you. most of the hints given on this thread only delay the assasin before dieing from the daggers.

in a straight one on one damage-fest, you cannot physically outperform the assassin, without having the same exact build. What you should be doing is blinding them, hitting them with anti-melee hexes (clumsiness, ineptitude are key, they interrupt the chain to boot), and running around to force them to chase you. (in the event of shadow prison, use holy veil, smite hex, or something fast)

Amadei
13-03-2007, 05:56
About hex breaker, Im not 100% sure but I thought that they stll shadow step to you when they use SP but you wont be slowed as the hex fails.


Yep, that's how it works. I run Hex Breaker on my ele/mes and while they do Shadow Step, I don't get snared. And then the sin gets blinded because I run a BSurge ele :P

On my monk, I run the ranger stance Natural Stride and preveil whenever I come near sins (or mesmers/necros). Just let them Shadow Prison to you, dismiss Veil, start running and hit Natural Stride. NS can be tricky to use because it ends when becoming hexed or enchanted, but it still takes the sting out of a lot of attacks. Just pre-prot and run for it :)

(This is also why you'd want to be a prot monk rather than a healing monk, imo. Damage mitigation + utility > healing.)

windcaller
13-03-2007, 13:15
Ineptitude = bye bye sin.

It's a pleasure to kill them. They drop like flies.

Lytel
13-03-2007, 16:33
I dunno what the problem is, I keep myself alive with only monk skills against 2 or 3 assassins. A block stance is nice to make it easier for you, but you can do it without. RA is a good place to practise monking, harder to keep yourself alive there, after that you'll laugh assassins off in AB.

fire magic wins
13-03-2007, 16:56
bring a curse necro? like ss or insidious parasite...if you fight good sins then they whould know that they got no chance of winning and run away, if you fight a noob sin then he will kill himself...

Ace Bear
13-03-2007, 20:20
We Ranger spike in AB for fun sometimes. Usually sins are dead before they know it. Best defense is a good offense, etc.

mmorpg man
13-03-2007, 21:08
I dunno what the problem is, I keep myself alive with only monk skills against 2 or 3 assassins. A block stance is nice to make it easier for you, but you can do it without. RA is a good place to practise monking, harder to keep yourself alive there, after that you'll laugh assassins off in AB.

if you read my earlier posts you will know that I am a n/me with no stances or monk healing spells

Little Hex
13-03-2007, 21:09
If I want to defend against Assassins in AB I go and play my mesmer.

Lytel
13-03-2007, 21:15
if you read my earlier posts you will know that I am a n/me with no stances or monk healing spells
If you read my earlier post I said bring a good monk! Then everybody started saying it's impossible for a monk to stay alive... but it isn't. :(

GoalieLax
13-03-2007, 21:17
when i run necro in AB, it's usually with life transfer/life siphon...i'll always hit their healer with both then spread siphon around to all their party members (and pets too if they have them)...this generally gives me a massive regen, even with conditions...but i save my favorite skill for the assassins...plague touch...when a sin gets on me i basically spam the crap out of it and give them the bleeding/burning/crippled/blind/poison/etc they like to put on me...thankfully nobody uses the temple strike build I do, because then even plague touch would be useless...hooray for cookie cutter builds!

FSPII
14-03-2007, 02:18
But the Mesmer secondary has Hex Breaker, which can mitigate some of the 'sins who rely on Shadow Prison. You don't need a whole lot of points in Domination for it to be effective, and it helps protect you somewhat. Maybe it won't stop ALL of the assassins in AB, but it will stop some hexing going on.

KicknDave
14-03-2007, 02:24
"Shields Up!"

Lytel
14-03-2007, 03:02
Sadly they nerfed "Shields Up!". The armour bonus only applies to projectiles now, even though the description still says piercing damage.

Razma Dreizehn
14-03-2007, 03:17
Shadow stepping out of their range is also good defense. Gale and or snares work nicely aswell. Most arent smart enough to bring expose defenses so you might get away with block stances. Shield bash is very nice but its to specific imo.

About hex breaker, Im not 100% sure but I thought that they stll shadow step to you when they use SP but you wont be slowed as the hex fails.

Aikawa

Correct, they still get the SS from it. I usually pack Siphon Speed as a backup, so losing SP to hexbreaker is only a minor delay in my attack.

Savsuds
14-03-2007, 04:53
Correct, they still get the SS from it. I usually pack Siphon Speed as a backup, so losing SP to hexbreaker is only a minor delay in my attack.

Yeah, but a preveiled hex breaker monk would laugh at you just the same, even with only a hex breaker or preveiling, the monk has time between the siphon being applied and you reaching them to cast SoA. Wait for the attack chain to end and mending touch themselves. Hex Breaker will be back by then or at least Veil reapplied.

Now multiple sins in ABs only require the monk to Spirit Bond/Prot Spirit them selves. As long as SoA can be applied, tanking for days is easy.

Ulshun
14-03-2007, 06:03
Deadly Riposte
Riposte
Gladiator's Defense

Jono Mozza
14-03-2007, 10:38
Get a balanced team and just cap. the BoA's like diving through mobs to kill the backliners so if you are far away from the mobs capping they'll leave you alone... unless they are organised but thats a rarity in AB unless its a guild team.

Razma Dreizehn
14-03-2007, 19:46
Yeah, but a preveiled hex breaker monk would laugh at you just the same, even with only a hex breaker or preveiling, the monk has time between the siphon being applied and you reaching them to cast SoA. Wait for the attack chain to end and mending touch themselves. Hex Breaker will be back by then or at least Veil reapplied.

Now multiple sins in ABs only require the monk to Spirit Bond/Prot Spirit them selves. As long as SoA can be applied, tanking for days is easy.

If the monk was lounging around like that with only me to worry about, I wouldn't bother attacking them in the first place. I wait to see that their focus has shifted from me (assuming they noticed me in the first place). Maybe I watch them cast reversal of fortune a couple of times on an ally, and now they're activating Signet of Devotion. Since I was watching them this whole time, I have a pretty good idea of any defenses they might have up already (Guardian, PS, SB, etc...), and with SoD's 2 sec casting time, now would be the perfect time to strike.

So I SP in only to find that they had HexB up, lucky me they're busy casting SoD, and that gives me the time I need to Siphon them. Now, I might not be able to kill the monk, because after that SP animation, and me hexing them up with SSpeed, they're very aware of me and my intentions, but they're going to have 5 seconds of time where they have to deal with me, and if they don't, they die. In that 5 seconds, my team might kill off one of their team, or maybe my SP allowed a fellow melee to catch the monk and dish out some pain as well. My point is, that without SSpeed AND paying about 5-10 seconds attention to what the monk is and what they're doing, that entire sequence would have had no effect whatsoever, putting me out of the fight for 20 seconds.

Ultimately, I may be thwarted by their double hex removal (if they have it, if they have the time for it, have it recharged, have the speed to cast it before BSS lands), but all I have to do next time I run into that monk, is remember that I have little to no chance to take them out and SP on one of their friends instead.

My point is valid. Relying on Hexbreaker alone to save you from a Shadowburst sin, isn't enough. Sure, you can bring along more hex removal and probably stop them, but Hexbreaker is NOT enough.

mmorpg man
14-03-2007, 20:05
is there another skill like hexbreaker from either the necromancer or mesmer skill lists

I have found however a brilliant dervish defence build like this

mysticism: 12
scythe: 12
earth magic: 9
wind prayers: 9

extended enchantments
mystic vigor
sliver armour
harrier's haste
mystic sweep
lyssa's assault
optional
rez

how would this be against a sin

GoalieLax
29-03-2007, 20:36
rez in ab?

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Malhavoc Adhamar
29-03-2007, 23:18
I personally prefer one of three methods:

1. Out healing them or removing the conditions they've put on me. Usually the out healing applies when I'm running a rit.

2. Hexing them with an attack affecting hex, such as reckless haste, empathy, spirit shackles, that'll make them think before attacking.

3. Breaking their attack chain either by interuption, blindness (personaly favourite when playing a Mesmer) or blocking stances.

Of course anything that makes you an unattractive target works as well and if worse comes to worse then just beat them away with a heavy stick.

Sharn mes
30-03-2007, 15:43
Ineptitude = bye bye sin.

It's a pleasure to kill them. They drop like flies.

This is the best melee defence out there :)

Insidious Parasite and clumsinees are also fun to throw on a sin :) Although you require secondary healing to survive with this combo :)

TheDivider
30-03-2007, 20:14
rez in ab?

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ROFL - why oh why do I have to see these posts that make me crack up at work. In such a quiet enviorment people start to look this way :laughing:

Now back to the topic:
If you like interupting Signet of Clumsiness / Wail of DOom can ruin a Sins day quite a bit. Also a Shield Bash/Distortion setup will take out a sins combo on you.

Glory POA
02-04-2007, 11:59
I'm not saying this is the best idea or even a good one, but it seems to work well enough for me.

While playing a Paragon/ Necro, I like to use Bladeturn Refrain to cut down on general damage. It reduceds the kick out from the increased BoA attack speed as well as any warriors who take advantage of the fact you are currently occupied. Then I plague touch conditions back onto them and finish with spear attacks. Use "Never Surrender" as health regen, balances a lot of the degen. You will take damage, but hopefully not enough to kill you. It's a bit sloppy but seems to work.

Paragon/R can take in apply poison and identify the sin and hit them at range with Apply Poison, Crippling Anthem, Anthem of Flame and Barbed Spear for a taste of their own medicine.

Of course it's no subsitute for having a good monk/ mesmer/ necro on your team but it's a start.

Ace Bear
02-04-2007, 19:29
Ran into this team today. 2 Sins, 2 Monks. 1 Sin was Beguiling Haze, 1 Sin was Shapow Prison, both had recall. 1 Monk was Healer's Boon with Heal Party sitting waaayy back. 1 Monk was Restore Conditions, Holy Veil, and Recall. This team was incredibly hard to kill lol. We had to out damage the high HP heals, while shutting down the beguiling haze sin(had to memorize his name for later reference to lol), plus had to kill their monk before even touching the sins.

We were running 2 Wars, 1 B-Surge ele with Draw conditions(saved our monk too many times lol), 1 ZB Monk. Pressured the Monk with our Hammer War, while we had our Evis War on the Shadow Prison Sin, and B-surge baby-sitting the beguiling haze. We forced their Monk to remove conditions, save himself or the other sin. The Healer's Boon HP spammer managed to save them for a while though(Recall as well meant we had a decently long fight with them).

To beat sins you would be best getting a Ranger and just spamming interupts on the Sin whenever you see them tele to your Monk. If you catch an opening attack with Dis Shot they are shutdown for a long time(this works in HA and GvG too heh).

Adept Of Grenth
02-04-2007, 19:45
Hmm, thanks for telling me what to watch out for my enemies... (Is an Assassin) aka my sin Ninja of Lyssa.

infoscott
03-04-2007, 01:01
If the monk was lounging around like that with only me to worry about, I wouldn't bother attacking them in the first place. I wait to see that their focus has shifted from me (assuming they noticed me in the first place). Maybe I watch them cast reversal of fortune a couple of times on an ally, and now they're activating Signet of Devotion. Since I was watching them this whole time, I have a pretty good idea of any defenses they might have up already (Guardian, PS, SB, etc...), and with SoD's 2 sec casting time, now would be the perfect time to strike.

So I SP in only to find that they had HexB up, lucky me they're busy casting SoD, and that gives me the time I need to Siphon them. Now, I might not be able to kill the monk, because after that SP animation, and me hexing them up with SSpeed, they're very aware of me and my intentions, but they're going to have 5 seconds of time where they have to deal with me, and if they don't, they die. In that 5 seconds, my team might kill off one of their team, or maybe my SP allowed a fellow melee to catch the monk and dish out some pain as well. My point is, that without SSpeed AND paying about 5-10 seconds attention to what the monk is and what they're doing, that entire sequence would have had no effect whatsoever, putting me out of the fight for 20 seconds.

Ultimately, I may be thwarted by their double hex removal (if they have it, if they have the time for it, have it recharged, have the speed to cast it before BSS lands), but all I have to do next time I run into that monk, is remember that I have little to no chance to take them out and SP on one of their friends instead.

My point is valid. Relying on Hexbreaker alone to save you from a Shadowburst sin, isn't enough. Sure, you can bring along more hex removal and probably stop them, but Hexbreaker is NOT enough.

My Rit/Me with Hex Breaker in AB keeps his finger on the HB activation key. It's usually recharged before need it again, and being a stance it has instant activation, even when I'm casting another spell. So on a Sin attack I usually get 2 uses out of it, same as I do with Necros. Since I cast 3 second spirits it's become an absolute necessity.

laugm
03-04-2007, 01:38
one thing about blinding flash/surge for eles....maybe someone has said this b4...if the spell isn't casted b4 the assassin inflicts his/her first condition then signet of malice = no blind.....sometimes assassins fly in so fast :angry:

Zalis
03-04-2007, 14:59
As a warrior? Shield Bash.

The KD + 15sec skill disabling is a headache for 'Sins. Some monks even use it w/ secondary weapon sets... but I wouldn't recommend that unless you're the only monk and really need the defense.

Dogbert
10-04-2007, 21:14
So you are having problems with assassins as a necro/mesmer.
What kind of necro are you? Minion master?

Tell us more about your build so we can help you.

erk
11-04-2007, 23:08
The FoTM BoA Assassin took a big nerf yesterday when Anet reduced the duration of BoA from 5sec to 2sec, only enough time now to get off a quick short chain if you are skilled at the keys. So a lot of Boa sins will be doing something else very soon.

lorddarkflare
12-04-2007, 03:36
The FoTM BoA Assassin took a big nerf yesterday when Anet reduced the duration of BoA from 5sec to 2sec, only enough time now to get off a quick short chain if you are skilled at the keys. So a lot of Boa sins will be doing something else very soon.

They will just switch to flurry accept slightly less damage and play around with the attributes

Lytel
12-04-2007, 07:23
They will just switch to flurry accept slightly less damage and play around with the attributes
Or they'll switch to a stance that doesn't reduce damage. Yes I know it only reduces damage of base attacks, not skills, but there are still better alternatives that don't reduce it at all.

And... if this is AB, assassins could probably kill just as easily with the same build without an IAS. Nobody brings monks, and the monks that do come, are usually bad.

woot im a warrior
12-04-2007, 16:20
I find that in ab, the assasin is the worst enemy of any caster. This is a problem as the majority of people in ab are casters. I was just wondering if there were any builds that can be used to counter the threat of the sins.

thanks

I like taking my water ele in AB, here is the build:

water - 16
energy storage - 13

Shatterstone {E}
Vapor Blade
Blurred Vision
Armor of Mist
Aura of Restoration
Water Attunement
GoLE
Rez Sig

It is great against sins, since there is nothing they can do unless they have hex removal, and with the shatterstone/vapor blade spike, I usually do over 300 damage. This build takes a lot of energy, but as long as your attunement is up, and you use GoLE when it is available, your energy should never drop below 40.

GoalieLax
12-04-2007, 20:44
i see two things wrong with your build

1. you're taking a rez sig...you should never ever have a rez on in AB
2. aura of restoration...seriously, find a monk to heal you and your party. this isn't RA - you actually get to make your team

so what do I do?

water - 16 (12+3+1)
energy storage - 14 (12+2)
curses - 3

yes, i do think having 101 energy is worth losing a few hp over (see prior comments about having a monk)

Shatterstone {E}
Ice Spikes
Vapor Blade
Maelstrom
Glyph of Lesser Energy
Blurred Vision
Rend Enchantments
Water Attunement

Again, as a midline for your group, you should be mobile and avoiding melee, allowing your monk to heal you.

I don't like armor of mist for two reasons...don't need extra armor and don't need the speed. your frontline should be sprinting/rushing/dashing to the next shrine. being slow is a good thing as a lot of these nubs in AB simple C+space the closest thing...let your tanker take that aggro.

Ice Spikes works great on many levels. One, it does pretty good damage to the target...plus hits adjacent foes. Two, it slows them...trying to run away? Not so fast my friend. 5 seconds is enough time for a melee or ranged attach to catch up and apply additional crippling. It's a hex, so there is no projectile that might miss. Funny part is watching people who are slowed trying to use a purge cond/sig to get going again.

Maelstrom works great in conjunction with ice spike. Drop the maelstrom first and then freeze them in it. Also great for clearing out the NPCs on portals.

Finally rend. Why? Because you pretty much have a free secondary. With 3 in curses you can rend 6 enchants. True, you take damage, but only on monk enchants. Most people run dervish enchants now (stupid eles using dead sword farm builds, etc) or only have one or two monk enchants on them. So it's either a free strip of up to 6 enchants, or you might take 100 damage to get a couple off. Makes a huge difference in taking out guys fast.

woot im a warrior
13-04-2007, 00:29
i see two things wrong with your build

1. you're taking a rez sig...you should never ever have a rez on in AB
2. aura of restoration...seriously, find a monk to heal you and your party. this isn't RA - you actually get to make your team

so what do I do?

water - 16 (12+3+1)
energy storage - 14 (12+2)
curses - 3

yes, i do think having 101 energy is worth losing a few hp over (see prior comments about having a monk)

Shatterstone {E}
Ice Spikes
Vapor Blade
Maelstrom
Glyph of Lesser Energy
Blurred Vision
Rend Enchantments
Water Attunement

Again, as a midline for your group, you should be mobile and avoiding melee, allowing your monk to heal you.

I don't like armor of mist for two reasons...don't need extra armor and don't need the speed. your frontline should be sprinting/rushing/dashing to the next shrine. being slow is a good thing as a lot of these nubs in AB simple C+space the closest thing...let your tanker take that aggro.

Ice Spikes works great on many levels. One, it does pretty good damage to the target...plus hits adjacent foes. Two, it slows them...trying to run away? Not so fast my friend. 5 seconds is enough time for a melee or ranged attach to catch up and apply additional crippling. It's a hex, so there is no projectile that might miss. Funny part is watching people who are slowed trying to use a purge cond/sig to get going again.

Maelstrom works great in conjunction with ice spike. Drop the maelstrom first and then freeze them in it. Also great for clearing out the NPCs on portals.

Finally rend. Why? Because you pretty much have a free secondary. With 3 in curses you can rend 6 enchants. True, you take damage, but only on monk enchants. Most people run dervish enchants now (stupid eles using dead sword farm builds, etc) or only have one or two monk enchants on them. So it's either a free strip of up to 6 enchants, or you might take 100 damage to get a couple off. Makes a huge difference in taking out guys fast.

Thank you for the help, I originally made the build in RA, that is why I have the skills that I do, and most times in AB the groups I get in never work as a team anyway.

Juiced
13-04-2007, 11:28
So you are having problems with assassins as a necro/mesmer.

Some points in Blood magic > Dark Bond (and maybe BR), if u have minions the sin has no clue why u won't die. Cover it up with Death Nova just in case, and make sure ur minions stay alive. It's funny to see e-surges dealing a lousy 20 damage, or a sin attacking u with damage numbers not going above 20.

jouninassasin
14-04-2007, 07:00
Some points in Blood magic > Dark Bond (and maybe BR), if u have minions the sin has no clue why u won't die. Cover it up with Death Nova just in case, and make sure ur minions stay alive. It's funny to see e-surges dealing a lousy 20 damage, or a sin attacking u with damage numbers not going above 20.

combine that with a taste of death and you'll be sin proof

mmorpg man
16-04-2007, 02:28
hmm as a rule I am against using minions but I might be tempted to go back to them to go beat the numerous sins. thanks guys (or girls)! the only problem I can see in this is that after killing the first enemy, your minions separate and attack different enemies leaving you without protection.