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Andovar
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Re: Rend Sin


I just noticed something. Why the Major Deadly Arts rune?
Do we really need the couple extra points of damage output?

Unless I'm missing something, I think I'd rather have the extra 35 hp.
 
7/30/2007, 8:27 am Send Email to Andovar   Send PM to Andovar
 
Pyxis
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Re: Rend Sin


Yeah thats fine. I like Major runes, I use them in builds I make by default. Mainly because I like running skills at 15 because it evens out all the numbers. Enduring Toxins still runs at -5 degen at 14 so you are only talking about 3-6 points of damage off the dagger skills and signet. Trade 12-15 damage off your attack combo for 35hp, up to you.
7/30/2007, 10:59 am Send Email to Pyxis   Send PM to Pyxis MSN
 
Andovar
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Re: Rend Sin


Been looking at some tweaks to this build, and came up with this.

Assassin/Necromancer
Level: 20

Critical Strikes: 3
Shadow Arts: 9
Deadly Arts: 14 (12+2)
Curses: 9

- Rend Enchantments (Curses)
Remove 7 Enchantments from target foe. For each Monk Enchantment removed, you take 37 damage.
Energy:5 Cast:1 Recharge:30

- Mark of Insecurity [Elite] (Deadly Arts)
For 24 seconds, Enchantments and Stances on target foe expire 50% faster.
Energy:5 Cast:1 Recharge:10

- Mark of Death (Deadly Arts)
For 8 seconds, target foe gains 33% less benefit from healing.
Energy:10 Cast:0.25 Recharge:20

- Siphon Speed (Deadly Arts)
For 19 seconds, target foe moves 33% slower and you move 33% faster. This Spell has half the normal range.
Energy:5 Cast:1 Recharge:5

- Dancing Daggers (Deadly Arts)
Send out 3 Dancing Daggers at target foe, each striking for 33 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 19 seconds.
Energy:10 Cast:1 Recharge:20

- Signet of Toxic Shock (Deadly Arts)
If target foe is suffering from Poison, that foe takes 94 damage.
Energy:0 Cast:1 Recharge:15

- Viper's Defense (Shadow Arts)
For 30 seconds, the next time you are struck you are teleported to a nearby random location. The foe who struck you is Poisoned for 14 seconds.
Energy:5 Cast:0 Recharge:10
OR
- Return (Shadow Arts)
All adjacent foes are Crippled for 6 seconds. Teleport to target other ally's location.
Energy:5 Cast:0.25 Recharge:15


I always used Dark Escape for the speed buff more than anything else, and I've been burned more than once by accidentally attacking and canceling it, which can really hurt.
With the switch to Siphon Speed for a speed buff, I thought switching out Dark Escape for either Vipers Defense or Return would be better. Plus they have much shorter recharges.

I switched Shadow Shroud for Mark of Insecurity. That coupled with Mark of Death and potentially Siphon Speed should make for quite a soft target.

Just something I'd like to try out. If it doesn't work out, we can always go back to Shadow Shroud.
 
8/20/2007, 9:24 am Send Email to Andovar   Send PM to Andovar
 
PeleusDorado
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Re: Rend Sin


I am not sure Shadow Shroud is the answer we had hoped for. Mark of Insecurity has a longer duration and might not be viewed as one to be removed as quickly as it is applied. The 10 second recharge will give you another more spamable skill to throw on Rangers as well (just to tick them off).

---
Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)

8/20/2007, 11:42 am Send Email to PeleusDorado   Send PM to PeleusDorado
 
Pyxis
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Re: Rend Sin


I was looking at Shatterstorm and Frustration with the Rit carrying Warmongers. Have to switch out Mark of Death for Enduring Toxins again for the energy.

Outside of that what you have posted here looks good to me. I would go with Return as you can use it to both push forward and fall back, plus Viper's can mess up your combo if you are hit in the middle of it.

Also wonder about running Shroud of Silence and casting it after Entangling Asp, you could then use the signet and return still since they aren't spells. 30s recharge, but if its only used on hard targets it might be the way to go. Wouldn't be able to put a cover on it, but they may have already used their Hex removal on one of the other hexes.

Best thing for us to do is try out Mark of Insecurity and see how it goes I guess. Shadow Shroud sounds like the best choice on paper at least.
8/22/2007, 2:47 pm Send Email to Pyxis   Send PM to Pyxis MSN
 
PeleusDorado
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Re: Rend Sin


I agree that Return will probably be easier on the combos in case the Sin comes under fire. I have actually never used Viper's Defense or Return, but I should play with them a little so I understand what to expect from both.

I just remember hearing never take the Sin Henchman because of Viper's Defense.

---
Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)

8/23/2007, 9:13 am Send Email to PeleusDorado   Send PM to PeleusDorado
 
DamonIsa
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Re: Rend Sin


Viper's Defense is... odd. It's useful, and I love it. However, you'll be teleported to a random location about within "Half Spell" range. So it can be disorientating if you are the type of person that has trouble getting your bearings.

Thanks to experiencing lots of Lag Snaps and Lag Jumps in the early days of Guild Wars though, my skills in that regard are very honed. emoticon

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
8/23/2007, 12:38 pm Send Email to DamonIsa   Send PM to DamonIsa
 
PeleusDorado
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Re: Rend Sin


Never looked at the rubber banding that I have experienced as training for Shadow Stepping, Teleporting and Random Bamping around.

---
Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)

8/24/2007, 10:22 am Send Email to PeleusDorado   Send PM to PeleusDorado
 


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