Archive talk:A/W Moebius Disrupter

Why Flail and Rush? Just take Flurry and Dash. Fixed the main bar for you as it wasn't showing Exhausting Assault due to a spelling mistake. Unreal Havoc 15:01, 27 October 2007 (CEST)
 * I personally prefer Flail and Rush over Flurry and Dash in TA because they cost no energy allowing you to spam Moebius Strike along with your dual attacks more often and the adrenaline is easy to build up. You don't really need to have an on-demand IAS as this is not a spike build, and I find Rush to be a lot more useful against kiting then Dash.  I added Flurry and Dash as variants though. Deathtron1 00:08, 28 October 2007 (CEST)

First, you have to charge your adrenaline for Rush. During that time, they just kite from you while youre chaining Disrupting, Exhausting and Moebius. - Star Seeker  |  My talk  20:42, 28 October 2007 (CET)
 * Usually you can get four strikes of adreneline before they start kiting. And switch targets if they start kiting right away or start blocking, as this is useful against any character due to it's interupts and kds.  Plus, you don't want to be chasing the monk the whole battle... 03:29, 31 October 2007 (CET)
 * Tested it in RA today, and getting the adrenaline isnt that hard indeed. But then, if you use Flail, they still just kite away from you. It needs a snare, desperately. Also, first charging up adrenaline isnt very handy with an assassin. They are supposed to spike someone when it is needed. - Star Seeker  |  My talk  13:43, 3 November 2007 (CET)
 * I have Flurry and Dash in the variants, if you'd rather take them instead. I personally would not bring Flurry though since it's quite e-intensive to keep up and it lowers your base damage by a margin, but that may make all the difference in the long run.  Plus, I usually only use Flail when the opponent is KDed by Horns of the Ox or when I need to quickly use Twisting Fangs as this is a pressure build with some spike capability.  Also remember that this is meant to be used in a team build, so a snare can be put on a teammate.  But feel free to use Dash instead of Rush if you want an on-demand speed boost. Deathtron1 21:31, 3 November 2007 (CET)
 * To be honest with 13 Critical Strikes and Zealous Daggers maintaining energy should be the least of your problems.[[Image:UnrealHavocSig.jpg|19px]]Unreal Havoc  04:21, 4 November 2007 (CET)

no...
youre running 33% slower man.. you gotta cripple em...
 * I say Leaping Mantis Sting (when they kite Rush + Leaping), everyone's happy, a bit lower recharge than Disrupting and Exhausting does the interrupt 1/2 sec later. Btw sign your comments with ~ . edit: it's in variants already, I don't know what ppl are whining about -.-" [[Image:Smite_Condition.jpg|19px]] cKowDont 23:25, 3 November 2007 (CET)
 * It should be in the main bar. [[Image:Hammer And Sickle.png|19px]]Viet talk  00:18, 4 November 2007 (CET)
 * Hmm then no instant interruption.. [[Image:Smite_Condition.jpg|19px]] cKowDont 00:53, 4 November 2007 (CET)

Extra points into deadly and use siphon speed instead of rush? It removes flail's drawback and makes enemy move 33% slower. Just a thought. Xiao 00:24, 4 November 2007 (CET)
 * Easily removable imo. [[Image:Smite_Condition.jpg|19px]] cKowDont 00:53, 4 November 2007 (CET)


 * clears throat* What is Imo?? *hides in corner from whence i came* Himynameisbobbyjoe 03:58, 4 November 2007 (CET)
 * In my opinion [[Image:Flying Chopstick Stone_daggers.jpg|19px]]Flying Chopsticks 04:18, 4 November 2007 (CET)

Well..
It looks nice.. but Flail can't be engaged until you've already used Moebius? That's a problem. Frenzy would even be more acceptable, imo. Also, it needs more energy. If you can't drop them with the first full combo, you're stuck beating on them with those twigs they call daggers. Also, needs a different lead attack. Damage > Interrupt when talking about a spike. cedave (contributions_buildpage)  01:20, 4 November 2007 (CET)
 * If you take frenzy, you get exploded. &mdash; Rapta  [[image:Rapta_Icon1.gif|19px]] (talk|contribs) 01:21, 4 November 2007 (CET)
 * thats why you take a cancel stance &mdash;The preceding unsigned comment was added by 64.132.22.124 (contribs) 00:51, 4 November 2007.
 * That works for a Warrior. Assassins get exploded instantly. &mdash; Rapta  [[image:Rapta_Icon1.gif|19px]] (talk|contribs) 05:52, 4 November 2007 (CET)


 * Sins don't get exploded that fast. And with 33% boost and Exhausting Assault, you'll be able to cancel in less than 3 seconds. Nothing gets kerploded that badly when they're spiking. The other teams to worried about de-pressuring the spike. [[Image:Cedave_bad.png|16px]] cedave (contributions_buildpage)  08:52, 4 November 2007 (CET)
 * I don't like the idea of Frenzy on a sin. While a warrior has +AL against physical and 80 default, it will be one of the last ones to spike down. However, a Frenzying sin that annoys the monk, will be bringed down fast. [[Image:Smite_Condition.jpg|19px]] cKowDont 09:28, 4 November 2007 (CET)

13 crit+zealous+flurry and rush would be the best. Swiftslash \\  (contributions  * sandbox ) 12:09, 4 November 2007 (CET)


 * Yep. Flurry only reduces the base damage and considering that the most damage you do is +damage it won't be a very large damage reduction. [[Image:Healing_Burst.jpg|19px]] †Godliest† -- My Sandbox  12:26, 4 November 2007 (CET)

Rename. Swiftslash \\  (contributions  * sandbox ) 17:07, 5 November 2007 (CET)

Votes
I'd like to get some more votes on this build, as it has been up for a while but hasn't received a single vote yet. Deathtron1 04:30, 9 November 2007 (CET)

Seems Similar to
The Moebius Breeze build (haven't learned internal links yet, sorry) which seems to be a more polished version of this concept. After reading this discussion, it seems that the general consensus is slowly guiding the build in that direction. --Powersurge 04:43, 9 November 2007 (CET)
 * This has IAS. This is for TA while that one is for AB/CM, GvG. [[Image:User_Ckow_Sig.PNG|20px]] cKowDont 07:47, 9 November 2007 (CET)

Further breakdown of my vote: While this build can apply some pressure, chase down foes pretty well, and interrupt critical skills, it lacks the ability to frontline like it wants to. The lack of defense is cause for concern, as is energy management as I already stated. In this case, a Warrior would do it better. cedave (contributions_buildpage)  22:59, 9 November 2007 (CET)

Dam Hoto nerf...
Now that Horns of the Ox has it's damage nerfed to oblivion, this build's effectiveness has signifcantly reduced. Feel free to tear this build apart now, as it doesn't do nearly enough damage anymore. Deathtron1 04:44, 27 November 2007 (CET)