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Pyxis
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Rend Sin
Rend Sin
Assassin/Necromancer
Level: 20
Critical Strikes: 3
Shadow Arts: 10 (9+1)
Deadly Arts: 15 (12+3)
Curses: 9
- Dark Escape (Shadow Arts)
For 12 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
Energy:5 Cast:0 Recharge:30
- Rend Enchantments (Curses)
Remove 7 Enchantments from target foe. For each Monk Enchantment removed, you take 37 damage.
Energy:5 Cast:1 Recharge:30
- Shadow Shroud [Elite] (Shadow Arts)
For 7 seconds, target foe cannot be the target of Enchantments.
Energy:10 Cast:1 Recharge:20
- Enduring Toxin (Deadly Arts)
For 5 seconds, target foe suffers -5 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 5 seconds.
Energy:5 Cast:0.25 Recharge:10
- Dancing Daggers (Deadly Arts)
Send out 3 Dancing Daggers at target foe, each striking for 35 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
Energy:5 Cast:1 Recharge:5
- Entangling Asp (Deadly Arts)
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 20 seconds.
Energy:10 Cast:1 Recharge:20
- Signet of Toxic Shock (Deadly Arts)
If target foe is suffering from Poison, that foe takes 100 damage.
Energy:0 Cast:1 Recharge:15
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Jeff mentioned Sin primary and I started messing around and came up with this. Dancing Daggers can be thrown around when not called to disenchant.
When called to disenchant: Dark Escape, Rend Enchant, Shadow Shroud, Enduring Toxin, Dancing Daggers, Entangling Asp, Signet of Toxic Shock.
You can bring Necro wand and focus for extra energy. Dancing Daggers have half normal range but all the other skills are normal cast range.
If you can drop the Rez Sig bring either Crippling Dagger or Siphon speed. This makes the build a lot more useful and fun to play when not rending. I recommend this if everyone is ok with it.
So really we have limited enchant removal with this build, but it has a good spike built in on the disenchant call. Also note there is no melee damage so Blind and Block are useless against it. Just another option, let me know what you guys think.
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7/27/2007, 1:12 am
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Pyxis
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Re: Rend Sin
Some good news and bad news with the build. Rend is Life Sacrifice so Dark Escape doesn't cut the damage in half, even though the skill descrip says damage.
Dark Escape lasts its full duration with this build since there is all casting and no attacks.
So overall I don't think the trade off is too bad.
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7/27/2007, 3:48 am
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Andovar
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Re: Rend Sin
Interesting build.
Although there will be some definite downtime between targets. Since you're essentially unloading your entire skillbar at once.
I'd feel better about this if we also had something like the disenchnating derv in the team build.
Also, are you sure Dancing Daggers can't be blocked? It does say "if it hits" and "counts as a lead attack".
I'd probably wanna test that one just to make sure.
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7/27/2007, 7:25 am
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Andovar
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Re: Rend Sin
Also, what about replacing Rend with Gaze of contempt?
I mean this is supposed to go on the called target before we start attacking, so it should definitely fulfill the >50% health requirement.
Wouldn't have to put any points in curses then either.
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7/27/2007, 8:26 am
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Pyxis
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Re: Rend Sin
The points in curses are for bringing a Staff or Icon for the energy bonus.
I would think calling for this on a target in the middle of an attack would be much more effective than when we start on a target. You want the monks to have already cast their spells and have to recast them, also being able to disenchant a target regardless of where their health is at is worth it. Just in the time I have been playing around with these skills in Randoms I have seen the value of this repeatedly.
Definitely play around with the skills, try different combinations, see what works best. I'm just going off of my experience with these builds this past week in Randoms.
The Damage combo isn't dependant on Rend and Shroud, so you can still hit targets for good damage without using those skills. The big skill dump attack should only be used on targets that we can't get rid of under normal circumstances, or when we determine a certain player is critical to the other build and must be taken out, because using it does zap the build for energy.
Also after figuring out Rend does Sacrifice I changed the points to 10 Curses and 9 Shadow to shave a couple more points off the sacrifice. It takes Dark Escape from 12 seconds to 11, but doesn't effect Shadow Shroud.
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7/27/2007, 11:20 am
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Andovar
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Re: Rend Sin
quote: Pyxis wrote:
I would think calling for this on a target in the middle of an attack would be much more effective than when we start on a target. You want the monks to have already cast their spells and have to recast them, also being able to disenchant a target regardless of where their health is at is worth it. Just in the time I have been playing around with these skills in Randoms I have seen the value of this repeatedly.
Then we definitely need someone else in the build (like the derv) that can do disenchanting.
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7/27/2007, 11:54 am
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DamonIsa
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Re: Rend Sin
Note: You don't need 9 in curses to use a staff with full bonuses.
Dancing Daggers cannot be "Blocked" however, it is a Projectile Spell, so it can be Dodged by some moron who's spending all their time running around rather than doing their job.
I still think having Siphon Speed would be a good choice in there. It could definately help you get away from some unfriendly warrior attention. And I'm pretty sure you'll get it when people realize what you're doing, and the fact that you'll have very little armor.
And hell, kiting with Siphon and Enduring Toxin is a lot of fun. I've killed a lot of warriors and assassins in AvA with it.
Hell, I've killed a lot of spellcasters that tried to kite me with it.
--- Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
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7/27/2007, 12:26 pm
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Pyxis
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Re: Rend Sin
I was using Icons that require 9 for the energy, just assumed the staff required it as well but now I see the requirement on the staff is for the damage. Thanks for pointing that out Drake.
So I guess if you don't mind the extra sacrifice from Rend you could drop some points out of curses, it will remove enough curses regardless.
Actually with the right gear and Armor bonuses on the staff you could run 90AL which isn't bad.
Crippling Daggers or Siphon Speed work well, both great for slowing runners. Definitely like Siphon for the extra hex, but the damage is nice from the Daggers, up to you.
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7/27/2007, 1:03 pm
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DamonIsa
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Re: Rend Sin
Guess it's a matter of choice. To me Siphon is the obvious choice as not only do you get the slow, but you get a speed boost too. And with the 15 you have in Deadly Arts you can keep what, 3 of them going at once? Your little assassin will be nigh untouchable.
Plus as people have pointed out, easier to remove a condition than a hex.
--- Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
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7/27/2007, 2:12 pm
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Pyxis
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Re: Rend Sin
Just comes down to if you need the extra damage from the daggers or not. Playing in Randoms with Siphon I found I liked the extra attack better. In AV no doubt Siphon would be the choice. In GVG, I dunno try em out and get back to us.
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7/27/2007, 2:51 pm
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