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Lyssa's Slaughtering
#1
Posted 17 June 2007 - 10:31 PM
Weapon: Daggers - I prefer Zealous, Fortitude, and "I have the Power"
Mysticism: 14
Dagger Mastery: 12
1. Golden Fox Strike
2. Fox Fangs
3. Critical Strike
4. Critical Agility
5. Mystic Vigor
6. Eternal Aura
7. Avatar of Lyssa (E)
8. Faithful Intervention
Golden Fox Strike
E: 5
T: -
R: 8
If this attack hits, target foe takes +26 damage. If you are under the effects of an Enchantment, this attack cannot be "blocked".
This skill is good because of the damage it can do, but it's also very reliable. As a Dervish, you'll most likely have an enchantment on you, so you can expect this attack to hit. The skill itself is cheap, costing only 5 energy. The downside is the relatively long recharge of 8 seconds.
Fox Fangs
E: 5
T: -
R: 8
Must follow a lead attack. Fox Fangs cannot be "blocked" and strikes for +25 damage if it hits.
This skill is similar in every way to Golden Fox Strike, but this one doesn't require an enchantment.
Critical Strike
E: 5
T: -
R: 6
Must follow an off-hand attack. If it hits, this attack strikes for +10 damage, results in a critical hit, and you gain 1 Energy.
This skill is in here for the automatic critical hit it causes should it hit. The damage and energy gain are at their lowest, because this comes from the Assassin Primary Attribute which Dervishes can't get. The skill is still useful, though, as it costs little energy, recharges quickly, and will critical hit.
Critical Agility
E: 5
T: 1
R: 30
For 6...15 seconds, you attack 33% faster and gain +10...25 armor. This Skill reapplies itself every time you land a critical hit.
The increased attack speed will allow your daggers to hit very often. The additional armor it provides will help you mitigate damage, as you only have the light armor of the Dervish. The skill will reapply itself every time you land a critical hit, so you can keep this up for a long time if you keep landing your Critical Strikes before the timer runs out. I recommend your Sunspear Rank to be at least 8 so you can get two critical strikes in before it runs out (in case the first misses).
Mystic Vigor
E: 5
T: 1/4
R: 15
For 20 seconds, every time you successfully hit with an attack, you gain 7 Health for each Enchantment on you (maximum 25 Health).
Odds are you'll have 3 enchantments on you wit this skill active, so expect to get 21 health per strike. With the IAS from the previous skill, expect to strike often and get lots of health back.
Eternal Aura
E: 10
T: 1
R: 30
All nearby foes take 40...100 holy damage. For 10 seconds, nothing happens. When this Enchantment ends, all other Dervish skills are recharged.
The powerful holy damage can really do a number on bunched up foes, but the big advantage of this skill is that it will recharge your Avatar. It also provides you with an Enchantment for a short period of time, which can cover your other, more important enchantments.
Avatar of Lyssa (E)
E: 5
T: 2
R: 30
For 85 seconds, you have +20 maximum Energy and your attacks deal +47 damage to foes activating Skills. This Skill is disabled for 120 seconds.
You get a big energy boost from this skill, which is very nice (though not exactly needed if you have zealous daggers). The important thing is that you get to do +47 damage to people activating skills. With daggers and IAS, this can bring down a caster very quickly. The downfall here is that it gets disabled for 120 seconds, yet the form only lasts 85 seconds. We get to overcome this with Eternal Aura, though.
Faithful Intervention
E: 5
T: 2
R: 20
If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 134 Health.
Cast Faithful Intervention and keep it up at all times. This gives you 1 enchantment that has no time restraint, which is very useful. It also gives you some life insurance.
Prior to battle activate your Avatar of Lyssa form and take on the appearance of the goddess. Charge into battle and find yourself a target. First, cast Eternal Aura for some strong damage and to renew your Avatar of Lyssa. Put up Mystic Vigor for Health Management. Finally, use Critical Agility for in incredible boost in attack speed and a small armor boost. Then start attacking. Use Golden Fox Strike, Fox Fangs, then Critical Strike. Those first two in all probability will hit, and if the third one hits, your Critical Agility renews.
Keep attacking for some incredible damage to anything casting a spell. The increased attack speed does god-like damage to people who are casting, because of the +47 damage from your Avatar of Lyssa. You also get healed a lot from Mystic Vigor. Critical Agility will hopefully renew each time you Critical Strike, which should be every 10 seconds or so. Remember to recast Mystic Vigor when it runs out.
Mysticism: 14
Dagger Mastery: 12
1. Golden Fox Strike
2. Fox Fangs
3. Critical Strike
4. Critical Agility
5. Mystic Vigor
6. Eternal Aura
7. Avatar of Lyssa (E)
8. Faithful Intervention
Golden Fox Strike
E: 5
T: -
R: 8
If this attack hits, target foe takes +26 damage. If you are under the effects of an Enchantment, this attack cannot be "blocked".
This skill is good because of the damage it can do, but it's also very reliable. As a Dervish, you'll most likely have an enchantment on you, so you can expect this attack to hit. The skill itself is cheap, costing only 5 energy. The downside is the relatively long recharge of 8 seconds.
Fox Fangs
E: 5
T: -
R: 8
Must follow a lead attack. Fox Fangs cannot be "blocked" and strikes for +25 damage if it hits.
This skill is similar in every way to Golden Fox Strike, but this one doesn't require an enchantment.
Critical Strike
E: 5
T: -
R: 6
Must follow an off-hand attack. If it hits, this attack strikes for +10 damage, results in a critical hit, and you gain 1 Energy.
This skill is in here for the automatic critical hit it causes should it hit. The damage and energy gain are at their lowest, because this comes from the Assassin Primary Attribute which Dervishes can't get. The skill is still useful, though, as it costs little energy, recharges quickly, and will critical hit.
Critical Agility
E: 5
T: 1
R: 30
For 6...15 seconds, you attack 33% faster and gain +10...25 armor. This Skill reapplies itself every time you land a critical hit.
The increased attack speed will allow your daggers to hit very often. The additional armor it provides will help you mitigate damage, as you only have the light armor of the Dervish. The skill will reapply itself every time you land a critical hit, so you can keep this up for a long time if you keep landing your Critical Strikes before the timer runs out. I recommend your Sunspear Rank to be at least 8 so you can get two critical strikes in before it runs out (in case the first misses).
Mystic Vigor
E: 5
T: 1/4
R: 15
For 20 seconds, every time you successfully hit with an attack, you gain 7 Health for each Enchantment on you (maximum 25 Health).
Odds are you'll have 3 enchantments on you wit this skill active, so expect to get 21 health per strike. With the IAS from the previous skill, expect to strike often and get lots of health back.
Eternal Aura
E: 10
T: 1
R: 30
All nearby foes take 40...100 holy damage. For 10 seconds, nothing happens. When this Enchantment ends, all other Dervish skills are recharged.
The powerful holy damage can really do a number on bunched up foes, but the big advantage of this skill is that it will recharge your Avatar. It also provides you with an Enchantment for a short period of time, which can cover your other, more important enchantments.
Avatar of Lyssa (E)
E: 5
T: 2
R: 30
For 85 seconds, you have +20 maximum Energy and your attacks deal +47 damage to foes activating Skills. This Skill is disabled for 120 seconds.
You get a big energy boost from this skill, which is very nice (though not exactly needed if you have zealous daggers). The important thing is that you get to do +47 damage to people activating skills. With daggers and IAS, this can bring down a caster very quickly. The downfall here is that it gets disabled for 120 seconds, yet the form only lasts 85 seconds. We get to overcome this with Eternal Aura, though.
Faithful Intervention
E: 5
T: 2
R: 20
If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 134 Health.
Cast Faithful Intervention and keep it up at all times. This gives you 1 enchantment that has no time restraint, which is very useful. It also gives you some life insurance.
Prior to battle activate your Avatar of Lyssa form and take on the appearance of the goddess. Charge into battle and find yourself a target. First, cast Eternal Aura for some strong damage and to renew your Avatar of Lyssa. Put up Mystic Vigor for Health Management. Finally, use Critical Agility for in incredible boost in attack speed and a small armor boost. Then start attacking. Use Golden Fox Strike, Fox Fangs, then Critical Strike. Those first two in all probability will hit, and if the third one hits, your Critical Agility renews.
Keep attacking for some incredible damage to anything casting a spell. The increased attack speed does god-like damage to people who are casting, because of the +47 damage from your Avatar of Lyssa. You also get healed a lot from Mystic Vigor. Critical Agility will hopefully renew each time you Critical Strike, which should be every 10 seconds or so. Remember to recast Mystic Vigor when it runs out.
Neraphym Archaeon

GWAMM

GWAMM
#2
Posted 18 June 2007 - 08:10 AM
Very nice build, Alpha.
Can't think of a lot to say, it seems to be planned out pretty well and should be pretty effective. Lower damage range of the daggers and the lack of any conditions or degen will make it considerably less effective against heavily armoured opponents who don't use spells (Warrior, Paragon) but between the holy damage of Eternal Aura and the first two combo hits that should be mitigated a bit. And it'd certainly be near-instantaneous death to spellcasters, hehe.
I've been trying to think of how to optimize a D/W build I found, which has quite a bit in common with this build. Once it's a bit more streamlined, I'd be interested to see which works better.
Can't think of a lot to say, it seems to be planned out pretty well and should be pretty effective. Lower damage range of the daggers and the lack of any conditions or degen will make it considerably less effective against heavily armoured opponents who don't use spells (Warrior, Paragon) but between the holy damage of Eternal Aura and the first two combo hits that should be mitigated a bit. And it'd certainly be near-instantaneous death to spellcasters, hehe.
I've been trying to think of how to optimize a D/W build I found, which has quite a bit in common with this build. Once it's a bit more streamlined, I'd be interested to see which works better.
#3
Posted 18 June 2007 - 03:34 PM
I've tested this build out, and Critical Agility keeps dying on me in between battles. Other than that, it's pretty effective. I've even been using critical agility with my scythe and found it to be more effective and cheaper than heart of the holy flame. I can't wait to see the D/W build you're cooking up.
Neraphym Archaeon

GWAMM

GWAMM
#4
Posted 18 June 2007 - 05:25 PM
Better modification is Golden PHOENIX strike, which hits when enchanted, and doesnt require a lead. Follow up with a dual, horns of the ox for example, and then use falling spider (since they're knocked down, poisoned) and finish with blades of steel as they get up. Instant death for casters.
- Want to ask me a question?
Send me a message. I won't bite. Much.
Send me a message. I won't bite. Much.
#6
Posted 21 June 2007 - 09:42 AM
That doesn't ensure a critical hit, though. The combo does look strong, however.
Why would you need a critical hit when the combo I just stated deals over 400hp damage to casters? Generally a critical hit will occur after you do the combo. Besides, they nerfed critical agility for secondary professions, so it wont work well now.Thats provided that you dont finish them off with blades of steel, they usually die after one combo. Critical hit only deals a bit more damage.
- Want to ask me a question?
Send me a message. I won't bite. Much.
Send me a message. I won't bite. Much.
#7
Posted 21 June 2007 - 12:51 PM
Indeed, critical agility got nerfed. The critical hit was, at the time of my post, there to reapply critical agility. Also, the combo I mention is immune to blocking, so it should work regardless. Obviously, there is no longer a need for critical hit, so your combo seems more practical.
Neraphym Archaeon

GWAMM

GWAMM
#8
Posted 23 June 2007 - 12:31 PM
Better modification is Golden PHOENIX strike, which hits when enchanted, and doesnt require a lead. Follow up with a dual, horns of the ox for example, and then use falling spider (since they're knocked down, poisoned) and finish with blades of steel as they get up. Instant death for casters.
Hehe, yep. That's my usual assassin build. It's just a pain when you can't find an enemy standing by itself.
#9
Posted 27 June 2007 - 10:49 PM
Better modification is Golden PHOENIX strike, which hits when enchanted, and doesnt require a lead. Follow up with a dual, horns of the ox for example, and then use falling spider (since they're knocked down, poisoned) and finish with blades of steel as they get up. Instant death for casters.
I think the point of the post was for something original rather than using the cookie-cutter assasin combo
#10
Posted 29 June 2007 - 03:27 PM
Better modification is Golden PHOENIX strike, which hits when enchanted, and doesnt require a lead. Follow up with a dual, horns of the ox for example, and then use falling spider (since they're knocked down, poisoned) and finish with blades of steel as they get up. Instant death for casters.
I think the point of the post was for something original rather than using the cookie-cutter assasin combo
Despite thinking of that combo myself, I wasnt aware of that being on a site. So please, keep your assumptions to yourself unless you know otherwise.
- Want to ask me a question?
Send me a message. I won't bite. Much.
Send me a message. I won't bite. Much.
#11
Posted 30 June 2007 - 02:53 PM
Yeah, it's a sensible enough connection between attacks that it's fairly common, that also means plenty of sources are going to invent it independently of each other. I arrived at the same thing through modification of a pre-Nightfall build I used. Nothing wrong with comparisons between different possible builds, however neither is there anything wrong with playing around with untested and less conventional builds. Sometimes you can find some pretty effective stuff that way, hehe.
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