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Assassin Signet Spike

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Post by Krispera Fri 29 Dec - 1:08

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Post by skye Sat 30 Dec - 0:25

its high damage, and very interesting, but seems very slow. maybe with multiple people i guess? works for both blind and dmage
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Post by fudgewaffle Sat 30 Dec - 17:08

I think if you used something like this in a team where other teammates provided the blind and poison instead of B-Surge on the sin, Keystone Signet with Mantra of Signets would then be great on the sins so that they could really spam their signets if that's what your aiming to do. (Which is really rather dumb, as I explain in my post below)


Last edited by on Tue 9 Jan - 16:18; edited 1 time in total

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Post by skye Sat 30 Dec - 19:08

ya, possibly
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Post by Guest Mon 8 Jan - 20:29

but if you r goona rely on sigs. one rust or Ignorance which disables all your sigs. could pretty much turn you off, and believe me, if you are a high damage dealer, people will know at least 2 or 3 of your skills. Plus you got no hex or condition removal, that will add pressure on your monks(or healers/protectors as a good rt can become a good monk at times) and the MOST COMMON thing that can happen to a offensive player(other than taking damage, lots of them) is to be interrupted(mainly of ele/mes/nerco should they choose to be offensive) hexed and conditioned.

This build isn't a bad one, I MEAN IT!!!!! cheers
But you need to be careful using it, as it can take quite a blow from a well protected/far away nercomancer(by using soul barbs and heavy hex + heavy degen, although from what i see heavy degen + BS is more than enough for this build to come for the nerco. But the nerco should have little problem due to the BS skills and blindness have no effect on the nerco and the nerco can quickly transfer the conditions back to the sin) Of course this doesn't HAVE to be a nerco, any heavy hex casters will do.
And a quote from wiki states that :"This build is designed for PvP and uses high damage Signets and other ranged attacks, that allows for high-damage attacks while keeping the user in a safe distance from the middle of battle. That, in combination with the Assassin's high AL allows for a sturdy caster that can handle pressure more effectively than many other spellcasters usually can."
So this isn't meant to be within the reach of meleers, instead this build should be seen as a spellcaster, not a assassin.
That been said, i DEEPLY AGREE Laughing that this is a good build, but i have seen people is RA/TA using it like a sin, which can lead to quick death(as it often does on presistant players). And hopefully what i said also clears some of the questions on this build for anyone. (EVEN JAMES!!! geek )
i am ready to take hits from what i said, and you are welcome to hit me(i WON'T punch back!) with comments. jocolor queen

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Post by fudgewaffle Mon 8 Jan - 23:28

they're "necros", not nercos btw Very Happy

This build is good for spamming the signets but, as you said, it's meant to be played like a caster. My question is, why would you use a sin for a nuker's job. Sins are meant to be a sort of hybrid attacker/caster that jumps in and out of battle. Critical strikes is ideal for doing this because it increases the chance that those few hits you get in will count for something and gives you energy management for casting when you do. A sin is not meant solely for unleashing a stupidly long attack chain nor is it made for spamming spells as a caster. What makes sins so powerful is that they are capable of doing both at the same time. This build is good for RA because you never know what teammates you'll get, but when you have the opportunity to arrange your group's build to include poison and blind beforehand, a sin using not only these signets but dagger skills, shadow stepping, enchantment removal, slow, etc. will be many times more effective (and annoying).

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Post by skye Wed 10 Jan - 13:10

people very very rare use ignorance.
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Post by Guest Wed 10 Jan - 22:34

hey you guys know that there is a GOOD tank/melee boss farming build using Ignorance!
it is a N/Mes build
check it out!:
http://gw.gamewikis.org/wiki/Build:N/Me_Midnight_Solo

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Post by Guest Wed 10 Jan - 22:40

plus Ignorance can disable rez sig for 18sec too, that's kind of a good thing in pvp right?
don't know here...just asking cause 99.9999% of the people that plays RA,TA,HA,GVG(maybe) brings rez sig. and Ignorance and used to turn 1 or 2 off for 18sec.(which is enough to kill someone according to skye)

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Post by IceNutz Thu 11 Jan - 8:44

i'd say in gvg its 6/8*100% and ha its 4/6*100% and ta is 75% but that's beside the point lol
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Post by Guest Thu 11 Jan - 21:29

i....get it.....sort of....except of the * thing.......lol.... rabbit

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Post by IceNutz Thu 11 Jan - 21:41

that's a multiplication sign lol
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Post by Guest Thu 11 Jan - 22:51

o lol

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Post by Tearz Sat 13 Jan - 9:43

Translating what ice wrote:
He means everyone except monks bring res sig. Also, in GvG more like 5/8 or even 4/8 because you have the runner and a hard res Me/Mo or Me/P or P/__. So yeah the problem with ignorance though is it cant be spammed on multiple targets, so you'd have to get super lucky for not only one of them to die, but also for that person to have a res sig AND not having ignorance removed. But yeah I've looked at that solo build... but I dont have Signet of Midnight Sad

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Post by Krispera Sat 13 Jan - 11:13

Rust could be a pain in the ass...
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Post by Guest Sat 13 Jan - 13:45

rust is good on tanks too right? cause it sort shuts down their healing sig......


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Post by IceNutz Sat 13 Jan - 15:48

Razz i didn't think it needed translation lol it was just math...
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Post by Guest Sat 13 Jan - 17:04

????????????????????????????????????????



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Post by IceNutz Sun 14 Jan - 10:10

that was at tearz XD
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Post by Guest Sun 14 Jan - 22:44

ok..........lol



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Post by skye Wed 17 Jan - 12:49

i need to try this signet spike sometime... i saw some ele doing it lol- it was pretty funny, but seemed to do alot of damage.
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Post by Guest Fri 19 Jan - 1:17

no duh....it is a SPIKE lol! lol!




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