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  1. #1
    GWOnline.Net Member shaktiboi's Avatar
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    628

    PvP/PvE Build: Unstoppable Pressure Assassin

    My other PvP idea (Relentless KA Assassin) turned out to be unfeasible with the latest FPE skill stats from The Edge 2.0. So I've come up with another approach for a "relentless" or "pressure" assassin. Basically, I've given up on the teleport skills as being too energy-intensive to fit into an alpha strike, or else taking too long to recharge. I've also given up on pretty much every 15e skill, no matter how good, because I feel that they tend to hurt the reliability of a build or make decent alpha strikes impossible unless you want to restrict yourself to +energy armor.

    Is this build as "uber" as one with a strong (but FRAGILE) spike combo? No. But its spike output is nonetheless quite decent, and most importantly, this build is very hard to stop. This is strong pressure build with practically no downtime, and it can deal with most of the common things that shut down an assassin.

    Features:
    • Takes advantage of mobility tactics
    • ALL damage is unavoidable (cannot be evaded or blocked)
    • Significant spike damage
    • Self-healing and damage mitigation
    • Self-removal for both conditions and hexes
    • Has a rez, which can be swapped for any other useful skill if you don't need a rez
    • The lead-off-dual combo recharges in 10 seconds and costs only 20 energy
    • The fourth damage skill is chain-independent and recharges every 20 seconds.
    • All non-damage skills are very cheap and the longest recharge is 8 seconds.
    • The build is based on 12 DM / 13 CS, which gives you slighly lower auto-attack DPS but plenty of energy. You can easily substitute a 16 DM / 8 CS build to go for higher DPS if you don't run low on energy when playing this.


    Here's the build. Sorry for the ugly format but that's The Edge for you. At least the skill stats are solid (based on FPE).

    Unstoppable Pressure Assassin

    Class: Assassin / Monk

    Attributes: (cost) '+' indicates Rune attributes
    Critical Strikes: 12+1 (97)
    Dagger Mastery: 8+4 (37)
    Deadly Arts: 7+1 (28)
    Shadow Arts: 8+1 (37)

    Total attribute points used: 199/200

    Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
    1) Siphon Speed [Deadly Arts] (5,1,5) Hex: For 10 seconds, target foe moves 20% slower and you move 20% faster.

    2) Dancing Daggers [Deadly Arts] (5,1,5) Spell: Send out three Dancing Daggers at target foe. Each striking for 15 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.

    3) Entangling Asp [Deadly Arts] (10,1,20) Spell: Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 13 seconds.

    4) Fox Fangs [Dagger Mastery] (5,0,8) Off hand attack: Must follow a lead attack. Fox Fangs cannot be 'blocked' or 'evaded' and strikes for +18 damage if it hits.

    5) Nine Tail Strike [Dagger Mastery] (10,0,10) Dual attack: Must follow an off-hand attack. Nine Tail Strike cannot be 'blocked' or 'evaded' and strikes for +35 damage if it hits.

    6) Shadow Refuge [Shadow Arts] (5,1,8) Enchantment: For 4 seconds, you take half damage. When Shadow Refuge ends, you are healed for 84.

    7) Blessed Light [Divine Favor] (10,1,7) Spell: Heal target ally for 10 Health and remove one Condition and one Hex. This is an elite skill.

    8) Resurrect [none] (10,6,5) Spell: Resurrect target party member.


    Running this build

    Running this build is dirt simple and you have many flexible options.

    First off, you don't need crippling. I can't find any decent way to consistently make an unavoidable cripple that isn't way too expensive. Siphon Speed, however, is very nearly a cripple and it's unavoidable and lasts for ever and is cheap to cast and recast if it gets removed. You have an effective 40% speed differential for as long as you want it, and you can reapply it to the same target or new targets every 5 seconds if need be.

    The basic combo is unavoidable: Dancing Daggers > Fox Fangs > Nine Tail Strike. Don't poo-poo Nine Tail Strike--that +35 bonus x 2 is massive. It's really not *that* far behind the Deep Wound from Twisting Fangs. When you consider that it *cannot* be avoided and that it recycles fast enough to apply twice in the space that you can apply Twisting Fangs, this is a winner. Dancing Daggers is no slouch either, doing 46 points of unavoidable damage.

    Once every 20 seconds, you can toss the Entangling Asp into the combo chain right after Dancing Daggers. It knocks down the target, helping you catch up to them even faster, and it does 136 points of damage if it runs the full time without being removed. Your lead recharges in 5 seconds so you can always choose instead to spike for the lead-off-dual combo first, wait 5 seconds, and then hit with the lead again followed by Entangling Asp.

    On the utility side, you have one of the best melee self-heals in the game, IMO, which effectively gives you 110 AL defense against everything for 4 out of every 8 seconds, then gives you 84 health back at the end of the 8 seconds. It's cheap enough and fast enough to spam over and over, both in combat and while kiting. You also have a single spell slot that provides a fast and reasonably-costed hex/condition remover, which I feel is very important to keep an Asassin running smoothly.

    Finally, you have a rez in the basic build. Don't need a rez? Swap in something else you find useful.

  2. #2
    GWOnline.Net Member shaktiboi's Avatar
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    628
    Actually, the best way to run the attack cycle is this:

    1. Whip out your lead-off-dual combo first. 20 energy spent, 133 bonus damage, plus damage from three weapon hits.
    2. Wait 5 seconds for Dancing Daggers to recharge. By this point you have 15 energy back if you're running a 12 DM / 13 CS build.
    3. Pop Dancing Daggers again, followed by Entangling Asp for another 45 damage plus 4 ticks of health degen that will total 136 HP if it's not removed.
    4. Wait 2-3 seconds to regen 5 energy, then pop Fox Fangs again.
    5. Wait another 5 seconds to regen 10 energy, then pop Nine Tail Strike again.


    You're doing a 133-bonus spike in the first few seconds. Within 7-8 seconds, you've done another 181 bonus damage. Before 14-15 seconds are over, you've laid on another 88 bonus damage. This is in addition to your base auto-attack DPS of roughly 21 DPS with a customized 15/50 set of daggers.

    Alternatively, if you want to run with +energy armor and are starting with 30 energy, you can just whip out all 4 damage spells/attacks in your alpha strike, for a bonus spike of about 270 in just a few seconds.
    Last edited by shaktiboi; 18-04-2006 at 02:22.

  3. #3
    GWOnline.Net Member Chip's Avatar
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    622
    My only suggestion if this is trully a solo build swap watchfull spirit in for ressurect. Will keep this in favourites untill factions comes out

  4. #4
    GWOnline.Net Member Kjentei's Avatar
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    1,079
    I see this being more useful in PvP, but it's great.

    Low cost and recharge.
    Always hits.
    Deals a highly considerable amount of damage.
    Is very offensive, as well as unstoppable/defensive.

    Despite the low cost, this build asks for 20 energy every say... 10 seconds, with additional skills being used, so you're going to have to go about 10% less freqent with the combo than you say.

  5. #5
    Quote Originally Posted by Kjentei
    I see this being more useful in PvP, but it's great.

    Despite the low cost, this build asks for 20 energy every say... 10 seconds, with additional skills being used, so you're going to have to go about 10% less freqent with the combo than you say.
    Zealous mods will work wonders for this. :)

  6. #6
    GWOnline.Net Member shaktiboi's Avatar
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    628
    Quote Originally Posted by Kjentei
    I see this being more useful in PvP, but it's great.

    Low cost and recharge.
    Always hits.
    Deals a highly considerable amount of damage.
    Is very offensive, as well as unstoppable/defensive.

    Despite the low cost, this build asks for 20 energy every say... 10 seconds, with additional skills being used, so you're going to have to go about 10% less freqent with the combo than you say.
    I didn't explicitly put it in the build notes, but a 12 DM / 13 CS attribute setup actually has a 2.14 energy per second (EPS) regen rate during battle, which means if you can keep swinging those daggers, you'll actually have 21 energy every 10 seconds. That's why I recommend a 12 DM / 13 CS attribute setup, for that extra 1 energy per crit compared to a 16 DM / 8 CS attribute setup. As Nanashi points out, however, Zealous daggers would be quite useful too.

    For PvE use, where your energy requirements are usually the highest, you could probably replace the hex/condition breaker with Critical Eye and run quite smoothly.

  7. #7
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    MaximumSquid's Avatar
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    Combo looks very solid.

    I gotta ask though. . .

    Have you calculated what kind of damage over time or damage per point of energy you will be doing?

    Zealous mods will work wonders for this. :)
    I got to agree here. You will most likely have to load up zealous to keep the expensive skills like entangling asp and Nine tail's strike going smoothly.

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    mods:
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    Ok unless you plan to regularly use blessed light on other allies you should get rid of that completely for contemplation of purity.

    Then load up an enchantment elite like dark apostacy or locust's fury. That with shadow refuge you'll have 2 enchants to use as fodder for removing conditions and hexes on your character.

    Don't worry that people might kite you. . .you have a ranged lead attack and a ranged knockdown that causes poison! I say let them kite you, and make them sorry for it!

  8. #8
    GWOnline.Net Member shaktiboi's Avatar
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    628
    Quote Originally Posted by MaximumSquid
    Combo looks very solid.

    I gotta ask though. . .

    Have you calculated what kind of damage over time or damage per point of energy you will be doing?

    I got to agree here. You will most likely have to load up zealous to keep the expensive skills like entangling asp and Nine tail's strike going smoothly.

    -----
    mods:
    -----

    Ok unless you plan to regularly use blessed light on other allies you should get rid of that completely for contemplation of purity.

    Then load up an enchantment elite like dark apostacy or locust's fury. That with shadow refuge you'll have 2 enchants to use as fodder for removing conditions and hexes on your character.

    Don't worry that people might kite you. . .you have a ranged lead attack and a ranged knockdown that causes poison! I say let them kite you, and make them sorry for it!

    Base auto-attack DPS for a customized 15/50 dagger will be 20.1 DPS. Add that to your spike bonus damage for the three-part or four-part alpha strike and you can easily guestimate how much damage you will put out in x number of seconds. If you run with +energy armor so that you can alpha with all four damage skills, that's the fastest overall damage in the shortest amount of time.

    One thing to consider is that Entangling Asp recharges only every 20 seconds, so at best you can pop the full four-attack chain only every other time. During the recharge period, though, you can fit in the lead-off-dual combo again.

    The Blessed Light is for myself. There are two Ritualist hexes that are the "bane" of Assassins, not to mention many useful hexes out there for all classes. Since I opted out of trying to make teleport skills really work, I'm also especially vulnerable to being crippled myself, and of course every meleer must worry about being blinded, which is also quite common. So for PvP I'm loathe to get rid of this fast, moderately-priced all-in-one hex/condition remover.

    I do think that Blessed Light is not useful for most PvE zones/quests/missions, however, and would probably choose to swap it out for Critical Eye or some other skill that's useful for the zone I'm in. I would also swap out the basic Resurrect for Rebirth.

    Still, I'll check out those other skills you mentioned when I get a chance.
    Last edited by shaktiboi; 18-04-2006 at 14:59.

  9. #9
    GWOnline.Net Member
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    I think this is an extremely poor PvP build, the healing is subpar, hex and condition removal is nice but not on a damage dealer and definately not worth the elite slot, the damage albeit unavoidable by evasion/blocking is subpar, and any type of energy denial will totally wreck this build.

    I don't mean to sound like an ***, but try again :(

  10. #10
    GWOnline.Net Member shaktiboi's Avatar
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    628
    Quote Originally Posted by IMMORTAlMITCH
    I think this is an extremely poor PvP build, the healing is subpar, hex and condition removal is nice but not on a damage dealer and definately not worth the elite slot, the damage albeit unavoidable by evasion/blocking is subpar, and any type of energy denial will totally wreck this build.

    I don't mean to sound like an ***, but try again :(
    One word: LOL

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