Archive talk:A/any PvE Shattering Assault

Looks good. -- Kyrax 00:12, 5 October 2007 (CEST)

Yeah, not much to add. Looks fine. --InternetLOL 00:14, 5 October 2007 (CEST)

into testing, then? -  00:17, 5 October 2007 (CEST)

Looks like it. --InternetLOL 00:21, 5 October 2007 (CEST)

Interesting, I like. 8.3/10 --DatMeg 21:20, 5 October 2007 (CEST)

Add Dervish off-class, 8 points in Earth Prayers and Mystic regen for the optional slot. Indestructible sin tank = good. 10july 08:05, 12 October 2007 (CEST)
 * i added it. feel free to do so yourself if you have more ideas :) -  14:22, 12 October 2007 (CEST)

Its OK build...Just the chain takes 10 secs to recharge which is way too much.DBF is better...
 * 4 seconds. -  20:27, 17 October 2007 (CEST)

This is probably as simple as it gets O.o. I would just leave the res as it is because of all the prof changes. Conjure and/or mystic regen is probably the best.--Relyk 16:40, 31 October 2007 (CET)

Vanguard's Major Review :D
As my first succesfull assassin, I have noone to thank but this build I have modeleed after it since I was level 4 (Though it took my broke-ass forever to get the right tomes to unlock the full thing). I always hop with glee when I am able to take down Am Fah Assassins and Kournan Bowmen, two enemies I have always had an annoying time with. But with this assassin, they are pissants I can take down within seconds. The only problem I had, and it's a small problem at that, is this build claims to have no downtime. Now, while 95% of the time this is true due to the 4 second recharge on the attack skills, there's two points of downtime: Otherwise I love this build and I'll probably never change it. I'll probably never PVP with it either though.  Vanguard  22:54, 27 October 2007 (CEST)
 * IF the enemy dies too fast, it leaves you with an incomplete and recharging combo, forcing you to go bare attacks at least for a second or two.
 * While energy management is BARELY an issue and a zealous weapon will help, sometimes after stacking all your enchantments on, you will be low on energy. Not to mention some of the enemies in EoTn that like to sac your energy in seconds.
 * Enchantments recharge. While running crit defenses/agility are pretty much optional, they help with survivability and attack speed. But in between battles, and some battles will end in a few seconds, you'll be running towards the next mob with those enchants stuck with 20 more seconds of recharge. Ew!
 * completely correct. :) -  22:59, 27 October 2007 (CEST)
 * Glad to see you agree :D [[Image:User-VanguardAvatar.PNG|Vanguard]] Vanguard  23:41, 27 October 2007 (CEST)

Resurrection
Why not add Resurrection Spells in variants for Ritualist and Monk second proffessions? Unreal Havoc 23:45, 27 October 2007 (CEST)
 * I figure because most of the others are too slow of a cast. FomF would kill half your health and as an assassin with this build (nearly no healing) that would be very bad. Rebirth sacks your energy. Again, as an assassin. Bad. The only real choice left is Ressurect, which sucks in itself. I'd go with SS Res/Res any day. [[Image:User-VanguardAvatar.PNG|Vanguard]] Vanguard  23:54, 27 October 2007 (CEST)
 * Death Pact Signet? if you trust your monk, that is. -  10:07, 28 October 2007 (CET)
 * Unless that's used during a known-easy quest or mission, that's kind of unreliable. Especially in EoTn where you have no idea who's going to die next. And you'll be using that with someone who has 15+DP, which is bad. [[Image:User-VanguardAvatar.PNG|Vanguard]] Vanguard  17:36, 28 October 2007 (CET)
 * Rebirth is an after battle heal, so it sapping your energy wouldn't really be a problem. [[Image:UnrealHavocSig.jpg|19px]]Unreal Havoc  18:24, 28 October 2007 (CET)
 * Good point, Rebirth might be valid then. [[Image:User-VanguardAvatar.PNG|Vanguard]] Vanguard  18:32, 28 October 2007 (CET)
 * rebirth is always valid. noone should ever use rebirth midbattle... :) -  19:17, 28 October 2007 (CET)
 * DUNKORO DISAGREES which is also why he lost his rebirth privileges Wyvern 02:59, 3 November 2007 (CET)
 * Or you could just like, disable it. –Ichigo724[[Image:Ichigo-signature.jpg]] 03:30, 3 November 2007 (CET)
 * Works equally well, gg sir. Though I believe that human players should be left to the rebirthing, they know how to slap on a life saving enchant and get out rather than the way that heroes won't do a thing until they reach the flag desination. But when it comes down to it, I'm just really going off-topic. -- Wyvern 03:51, 3 November 2007 (CET)
 * If your using DPS, and somehow the guy dies again, your group is fail. Use Imbagon!--Relyk 11:28, 21 March 2008 (EDT)

Mystic Regen
Has anyone tested this in the optional slot? I'd like to know how it effects energy management. (My assassin is on her way to Closer to the stars so I can change my secondary to A/D, so if there's no reply to this I'll just edit with the results.)  Vanguard  23:06, 7 November 2007 (CET)
 * nah, maybe you won't be able to spam attacks that much anymore... but it shouldn't hurt too much. -  23:11, 7 November 2007 (CET)
 * Well, my theory is, if one is lucky, you'll hit a couple criticals, and get all that energy back in three to four hits.  Vanguard [[Image:User-VanguardAvatar.PNG|Vanguard]] 23:20, 7 November 2007 (CET)
 * if you're lucky, yes :) -  23:22, 7 November 2007 (CET)
 * When I use a 5/5/5 combo + critical eye + zealous daggers my energy bar is always full. I tested a 10/5/5 build and the energy is just limit. There it is 5/5/10. It should be a litte better (sometimes the foe is dead befor the third skill) but I'm not sure you will always have 10 energy to use mystic regen. However you just have to stop spamming combo a few seconds and your bar will be full.--[[Image:Assassin's Promise.jpg|20px]]Ttibot (Talk) 01:03, 8 November 2007 (CET)
 * It's impossible to use the combo on recharge. Even with crit strikes, 20 energy (alright, -4 for zealous, -4 for regen, so 12 energy) isn't doable every 4 seconds. I wouldn't stick mystic regen in but blegh. –Ichigo724[[Image:Ichigo-signature.jpg]] 01:08, 8 November 2007 (CET)
 * Grmph... Bad new, I hate combos wich can't be used at recharge. I feel more confortable with 5/5/5 combos.--[[Image:Assassin's Promise.jpg|20px]]Ttibot (Talk) 01:34, 8 November 2007 (CET)

ANYWAY, just switched my secondary to Derv. Since I didn't get a straight answer other than my own theory, I'll let you guys know how Mystic Regen works. I might have to sacrifice a point in daggers to get Earth prayers to not suck. (I'm going to somehow try to get at LEAST 8 earth for the +3)  Vanguard  16:26, 8 November 2007 (CET)
 * Verdict: In order for it to be effective it needs 8 Earth Prayers to get the +3 regen per enchanment. I had to take two points out of my 12+1+1 daggers, making it 10+1+1, which doesn't seem to kill the damage too badly. (It's still unblockable, y'know?) It's no different than casting the other enchant, or using that one 10 energy attack. You activate Mystic Regen in mid-battle and it works just as well. It's always nice to have a self heal.  Vanguard [[Image:User-VanguardAvatar.PNG|Vanguard]] 16:53, 8 November 2007 (CET)
 * Your monks can heal you. –Ichigo724[[Image:Ichigo-signature.jpg]] 17:20, 8 November 2007 (CET)
 * This is true and that's worked. But I believe It's always nice to have SOME form of self heal, no matter what game mode you're in.  Vanguard [[Image:User-VanguardAvatar.PNG|Vanguard]] 17:24, 8 November 2007 (CET)
 * you're a sin with 90 armor. what else could a monk want? :) -  19:48, 8 November 2007 (CET)
 * Hahaha, good point :P  Vanguard [[Image:User-VanguardAvatar.PNG|Vanguard]] 20:00, 8 November 2007 (CET)

could work pretty well with mystic

Using Mystic Regeneration with enhancments is a great way of self heal, just its energy intensive.In this build u would use 30 energy just to buff before battle.If u have 32 energy(full radiant armor) ur still 3 energy short for ur first strike, and u have to hope ull get critical(chance is 52% in this build) in order to continue chain.I recomend using all enchantments except Mystic, then activating it when u need heal.ChaosStein
 * Not true, I have 25 energy (full survivor) and mystic regen is more of a mid-battle self heal for me. So It's more like 20 energy from enchants, 5 energy on critical eye, a couple bare hits and you've got 5,10, then 15 energy back already. I don't like the nerfbat it does to my daggers but Mystic regen is STILL on my bar.  Vanguard [[Image:User-VanguardAvatar.PNG]] 13:41, 14 November 2007 (CET)

I've been testing this build on sin with zelouas daggers and full radiant armor(32 energy), and i must say its a great support(stance and enhancments removing), but has issues with energy if u try to spam.Though i guess if u want dmg and spam u would go for DB.Anyway a great build :)ChaosStein
 * Try activating Critical eye with it, should help some. The only time I run out of energy is, as listed in my "major review" is right at the start where you have to activate all your enchantments.  Vanguard [[Image:User-VanguardAvatar.PNG]]15:38, 29 November 2007 (CET)

I personally play with the eight points spec'd into Earth Prayers for Mystic Regeneration, and I rarely have energy issues. For PvE, it's really not an issue to wait an extra second on an attack anyways; the hard part is starting battle (need to activate all your enchants, then roll into the chain), from there on out, Mystic Regen is only every 20 seconds (24 for me, I use Of Enchanting daggers). I've had times when my energy has topped out while I was spamming my attack chain. (that's a cost of 20 energy every five seconds, no less.) Mystic Regen is just a staple for me, I play with henchmen a lot, and can't always trust myself to a Monk. And with the block chance, extra armor, and the 9 pips of HP regeneration, I generally not only outlast my Monks, but survive long after my entire team has been wiped out (if the majority of the mob is melee types, which is often if you go after casters first, then this build can actually solo quite a large army). -- Ĵĩôřũĵĩ Đēŗāķō.> .cнаt^  11:01, 10 December 2007 (CET)

Brawling Headbutt
What about using Brawling Headbutt as the optional skill? It's not like you're using your adrenaline for something better. And it's an amazing skill, dealing armor ignoring damage and knocks down target touched foe. BeQuickOrBeDead 23:44, 15 December 2007 (CET)


 * Seems like a really nice option; why not just add it right into the Variants section? --[[image:GEO-logo.png]] Ĵĩôřũĵĩ Đēŗāķō.> .cнаt^  02:57, 16 December 2007 (CET)


 * because the servers are trash? -   18:08, 16 December 2007 (CET)

Assassin's Remedy vs Plague Touch
Maybe I'm missing something, but it sees to me that Assassin's Remedy would be the obvious choice if you want condition removal. Why is it not listed in the variants section but Plague Touch is? Advantages over Plauge touch are numerous: precastable; removes up to 9 conditions that an be applied across a 30 second span of time; requires no points to be removed from assassin skills (to place in curses to get the 2 condition breakpoint on Plague Touch)...


 * Don't see why nobody else thought to add it there. Too obvious perhaps?
 * Plague Touch is nice offensively, chances are any condition you don't want, your foe won't enjoy either. But yes, Assassin's Remedy is better as straight-up condition removal (and serves as a cover enchantment when needed). I've added it in. --[[image:GEO-logo.png]] Ĵĩôřũĵĩ Đēŗāķō.> .cнаt^  01:04, 17 March 2008 (EDT)


 * Assassin's Remedy makes this build unblindable and unblockable. With Plague Touch you'd have to stop attacking, use the skill to transfer the condition and start attacking again. Remedy is more convenient. - (ză'rē'năs thĕ shăd'ō) [[Image:Assassin-icon-small.png]] [snō hwīt tăn] 01:15, 17 March 2008 (EDT)