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Endless Strikes A/Mo

#1 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 24 February 2008 - 11:34 PM




Critical Strikes: 15 (11+1+3)
Dagger Mastery: 11 (10+1)
Smiting Prayers: 10


1. Jagged Strike
2. Wild Strike
3. Repeating Strike
4. Critical Strike
5. Assassin's Remedy
6. Way of the Assassin (E)
7. Critical Agility
8. Strength of Honor


Daggers:
> Zealous
> Fortitude
> +5 Energy



Jagged Strike
>Lead Attack
E: 5
T: -
R: 1
If Jagged Strike hits, your target suffers from Bleeding for 16 seconds.



Wild Strike
>Off-hand Attack
E: 5
T: -
R: 4
Must follow a lead Attack. If it hits, this attack strikes for +28 damage and any Stance being used by target foe ends. This attack cannot be blocked.



Repeating Strike
>Off-hand Attack
E: 5
T: -
R: -
Must follow an off-hand attack. If it hits, this attack strikes for +25 damage. If it misses, it takes an additional 15 seconds to recharge.



Critical Strike
>Dual Attack
E: 5
T: -
R: 6
Must follow an off-hand attack. If it hits, this attack strikes for +30 damage, results in a critical hit, and you gain 3 Energy.


Assassin's Remedy
> Enchantment Spell
E: 5
T: 1
R: 20
For 30 seconds, the next 10 attack skills you use remove 1 Condition.



Way of the Assassin (E)
> Elite Stance
E: 5
T: -
R: 12
For 20 seconds, if you are under the effects of an Enchantment, your attacks have a +35% chance to land a critical hit.



Critical Agility
> Enchantment Spell
E: 5
T: 1
R: 30
For 4 seconds and 1 second for each rank of Critical Strikes, you attack 33% faster and gain +10...22 armor. This Skill reapplies itself every time you land a critical hit.



Strength of Honor
> Enchantment Spell
E: 10 (-1>)
T: 2
R: -
While you maintain this Enchantment, target ally deals 11 more damage in melee.




Keep Strength of Honor on you at all times for a solid damage increase. Put Critical Agility up right before battle, and it should last you the whole fight unless stripped, as you'll be landing lots of critical hits. Critical Agility provides you with some extra armor and a boost in attack speed. Cover this with Assassin's Remedy. Remedy should take care of the nasty anti melee conditions, blind, weakness, cripple, etc. Enter into Way of the Assassin stance and refresh whenever it drops. This should give you a ton of critical hits, and your energy will thank you for it.

When attacking, start of with a Jagged Strike for bleeding. Follow it up with Wild Blow to remove any stances from your opponent. This will hopefully prevent your target from blocking your next attacks. After Wild Blow, spam Repeating Strike over and over again. This will do ~40-50 damage to AL100 targets per use. This attack has no recharge unless you miss. If you do miss or run out of energy, finish off with Critical Strike to get your energy back, do some solid damage, and refresh your Critical Agility.

The majority of damage you'll do will come from you spamming Repeating Strike. Repeating Strike costs 5 energy, and spamming it can suck you dry. To make up for this, the Zealous prefix will give you 1 energy back per hit, and high critical strikes will give you an additional 3 energy back per critical. Critical hits should occur often, and each time Repeating Strike criticals, you get 4 energy back. This makes the skill quite spammable. Assassin's Remedy takes care of blind, and Wild Blow should deal with blocking stances. If Repeating Strike does miss, you still have a solid, quich-charging attack chain to use.


Counters:

Heavy Conditions- Assassin's Remedy can only take care of conditions one at a time. If you are constantly being bombarded by anti-melee conditions and cover conditions, removing Blind becomes harder, and your Repeating Strike chain will be broken.

Blocking Enchants- Wild Blow only counters enemy stances that block. If they use an enchantment or skill to block, you're screwed.

Enchant Removal- This won't render you useless, but will drop your DPS quite a bit, or leave you open to conditions. Critical Agility is probably the only enchant you need to worry about losing. Usually, I end up keeping it up for so long, it's usually recharged by the time I get it stripped. Strength of Honor has no recharge, but is expensive to re-apply in battle.

Evil Hexes- SS, Insidious Parasite, Snares, Blurry Vision, etc. These can be a pain.

Pressure- Critical Agility gives you around 20 armor to work with, but other than that, you have no defensive abilities. Be careful.


Neraphym Archaeon
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#2 {lang:macro__useroffline}   Goto {lang:icon}

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Posted 28 February 2008 - 12:17 PM

Seems like a decent build, but I just wanted to point out that your unblockable stance-remover depends on your lead attack getting through, which could also be seen as a weakness. Something like Golden Fox Strike would fulfill the requirements to prevent stances from affecting your build quite nicely, cheap and a quick recharge. Does more damage than Jagged, but you'd no longer have bleeding infliction.

Depending on the type of enemy you're taking down, I'd probably still recommend the change.
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#3 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 28 February 2008 - 04:16 PM

I was mostly concerned with something that has a very low recharge. If it does miss, I can spam it until it hits. I'll try GFS though.
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#4 {lang:macro__useroffline}   Goto {lang:icon}

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Posted 29 February 2008 - 08:46 AM

4 second recharge is still fairly short, considering there's less that can make it miss. Multiple stacked conditions with blind lower down, and I guess some of the hexes that make you miss. But it's a guaranteed stance-killer combo, and you'll at least get up to Repeating Strike the first time when against blocking enchants.
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