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  1. #1
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    Lightbulb trying to design a build.

    What do you guys think about this build ?

    Jagged Strike
    Temple Strike
    Exhausting Failure
    Narure renewal
    Serpent's Quickness
    Apply Poison
    Shadow Refuge
    Shadowy Burden

    In 8v8, it might be better if a ritual lord bring NR.
    Last edited by ihihih; 12-02-2006 at 01:51.

  2. #2
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    What are you attributes?

    Why don't you have a res sig?

    Why natures renewal?

    You mention 8v8 . .. where's the rest of your team?

    I hate dropping people posts like this, but I can't give you any decent critiques with this much information missing

  3. #3
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    Quote Originally Posted by MaximumSquid
    What are you attributes?

    Why don't you have a res sig?

    Why natures renewal?

    You mention 8v8 . .. where's the rest of your team?

    I hate dropping people posts like this, but I can't give you any decent critiques with this much information missing
    2)I never really like a res sig. I prefer to win or lose quickly.

    3)NR is to slow down enemy casting, while not relying only on daze. If they stack, it's even better.

    4)this is not really an 8v8 build, but an 8v8 team can integrate this build. it has it's own condition layering skill, so it's pretty independent from the rest of the team.

    5)exhausting failure is so I won't just rely on daze for shutdown.

    6)the poison is to cover other conditions quickly(probably even faster than plaguae touch).

    7)shadow burden is to slow down runners or to escape from chaser.


    sigh, why do you even need so many details just to make an educated GUESS. Anyway, the main purpose of this build is to shut down casters.

    this will use 3 attributes, or 4 if critical strike is necessary(I'll use 2 sup or 3 majors for 4 attributes). I don't know the exact numbers coz I can't make an assasin char now & I'm not allowed to install a 3rd party program from "unreliable" source. So, I don't know yet how to allocate the attribute points to get a best effects, but I usually can spread the points for 3-4 attributes builds.

    I can't even test this build yet, so I'm not trying to be exact here, & the skills haven't even passed beta yet. I Just want to know if this this is possible to be a good.
    Last edited by ihihih; 12-02-2006 at 03:45.

  4. #4
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    Well here's what your looking at.

    None of your damage is really based your dagger mastery.

    Sure you'll have a longer bleed time, daze, blind time, but your not using any skills that stack heavily with better dagger mastery.

    Skills like exhausted Failure don't even change.

    I think you should get your healing from Wilderness and change from shadow to deadly for some better skills.

    Here's my revamp of your build:

    Assassin/Ranger
    Level: 20

    Critical Strikes: 2 (1+1)
    Dagger Mastery: 12 (10+2)
    Deadly Arts: 14 (11+3)
    Wilderness Survival: 10

    Jagged Strike (Dagger Mastery)
    Entangling Asp (Deadly Arts)
    Temple Strike [Elite] (Dagger Mastery)
    Exhausting Failure (Dagger Mastery)
    Troll Unguent (Wilderness Survival)
    Serpent's Quickness (Wilderness Survival)
    Nature's Renewal (Wilderness Survival)
    Shameful Fear (Deadly Arts)

    Entangling asp will work much better than apply poison
    You should still be able to complete the combo since it's a spell.
    If i'm wrong the recharge on Jagged is some of the smallest so your still ok.

    Deadly Arts has the best anti-runner skills in the game. I'd personally take SHameful Fear, but there is plenty of other nasty stuff you could use.

  5. #5
    GWOnline.Net Member tarutaru's Avatar
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    Quote Originally Posted by ihihih
    I never really like a res sig. I prefer to win or lose quickly.
    I stopped reading at this point in the thread. Anyone to spot something wrong with this comment gets a cookie.

  6. #6
    GWOnline.Net Member Ekrin's Avatar
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    Quote Originally Posted by tarutaru
    I stopped reading at this point in the thread. Anyone to spot something wrong with this comment gets a cookie.
    he doesnt only prefer to win?

  7. #7
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    to squid:

    yea, your modification might be better. The only thing I'm worried is if I don't bring some kind of evade/block like shadow refuge, I will die rather quickly. Especially since I think, during te next event, there'll be many assasins.

    & I'm not sure if entangling asp is better than apply poison, since apply poison ideally renews the condition every .7(a dagger's attack speed right?). This is much faster than mend condition or plaguae touch. Jagged strike's recharge is 6 sec, so mend ailment/pleague touch can still remove it.

    Do you think this build can be worked out? & does the NR and daze's casting slow down effect stack?





    to the res sig fans:

    have you ever played CA? Too many times, 1 more skill is as good as (& more fun) than 1 full player... or, have you noticed how henches with with only maybe 4 skills & gimped A.I. can do much better than... ... ...humans!!!

    also, if you ever played a monk in CA, u'll notice some peoplel can't do anything. they die way too fast & can't deal damage either....& if I heal/prot them & they would just drain my energy faster than the best mesmer, & if a smart enemy switch target to me,I would die & my weak allies would just mock me coz a monk is supposed to never run out of mana...right?(sarcasm)
    They I better let them rest in peace rather risking my monk too. So, sometimes it's better to let die.

    besides, I like to play my own way

  8. #8
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    Quote Originally Posted by ihihih
    2)I never really like a res sig. I prefer to win or lose quickly.

    Everyone that doesn't nring rez sig into CA should have a big red blinking exclamation mark above their heads, so others know not to rez them.

  9. #9
    GWOnline.Net Member tarutaru's Avatar
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    Agreed, if you don't bring rez sig then you can never ever ask to be resurrected in this game.

    Why bring a rez sig into CA? Oh, I don't know...if your monk dies, perhaps? If ANYONE dies, perhaps?

    And yes, the henchie AI is so completely awsome, I want to hug it. Even though it is gimped it still completely rocks, and the only 2 times I have ever beaten Thunderhead Keep were with full-henchie groups. Go figure. (Not to mention that all I had to do was grab a full-henchie team as my ss necro for two run-throughs and POOF! i got my IDS. Horray for the henchies! I can't wait for the assassin/ritualist ones...)

  10. #10
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    Anyway, I'm not asking about res sig. I've decided not to bring res to CA, so don't dictate how I play(that'll only end up in flaming & won't affect my decision).

    What about the rest of the skill set?

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