View Full Version : Skills to consider in factions
Project eXa
03-27-2006, 03:03 AM
Feel free to post any good skills in particular or combo's you've seen.
Here are a few i think could be looked into
Brambles: Spirit - anyone who is knocked down takes 5 damage and begins bleeding for 5..... seconds
Lacerate: Spirit - Anyone who is bleeding suffers -2 health degeneration, when it dies all creatures withni its range <90% health begin bleeding for 5.... seconds
Wanderlust: spirit - any foe standing still gets knocked down
Also, skills to look into for assassin class
Leaping mantis strike, Temple strike, horns of the ox, falling spider. Repeating strike is also good, as well as mobius could be looked into.
STINGER
03-28-2006, 10:03 AM
The list of skills to consider is way too long for me to list!!!
Moo Moo
03-28-2006, 10:53 AM
Since I primarly play monk I looked into the Restoration line for the ritualist.
I made a build with this:
1. Preservation
ELITE (Binding Ritual) Create a level 1..8 [11] Spirit. Every 4 seconds, this Spirit heals one ally in the area for 10..94 [122] Health. Added: 1/20/06
2. Life
(Binding Ritual) Create a level 1..8 [11] Spirit. When this Spirit dies, all allies within its range are healed for 1..4 [5] Health for each second this Spirit was alive. This Spirit dies after 30 seconds. Added: 1/20/06
3. Recuperation
(Binding Ritual) Create a level 1..8 [11] Spirit. Allies within its range gain +(1..3 [3]) Health regeneration. This Spirit dies after 15..39 [47] seconds. Added: 1/20/06
4. Spirit to Flesh
(Spell) Target touched allied Spirit is destroyed. All nearby allies are healed for 30..198 [254] Health. Added: 1/20/06
5. Feast of Souls
(Spell) Destroy all nearby allies' Spirits. For each Spirit destroyed in this way, all party members are healed for 50..90 [103] Health. Added: 1/20/06
Basically, you put up Life, which can last up to 30 seconds. When you party needs a large health boost, or when life is being attacked and is about to die, or when it is about to expire (so at 29 secs upime), you shatter it with spirit to flesh.
This would heal everyone around the spirit (depending on attributes) for about 300 points.
The next combo is putting up preservation and recuperation. They have some nice effects, in itself, but when your party needs a big heal boost you use Feast if Souls on both of them and you get another ~160 point heal for the entire party.
You can put in some direct heals like spirit light, or mend body and soul. I was looking into some skills that could speed up the recharges on my spirits (serpents quickness).
Coarse Humanity
03-29-2006, 06:55 PM
Yeah nice one
Maybe i am going to make a Mo/Rt
Devine,Protection,Restoration
i think it will be nice.
Nomad 2
03-29-2006, 08:43 PM
Although it is good to use combos, I find it a bit excessive when one has four attacks in their combo (such as the PvP build). It basically leaves no time for evasion or regeneration skills which could be considered valuable to an assassin. Since, they don't have 80+ AL armor, it is much harder for an assassin to be tanking, or even fighting for that matter, if they can't stay alive.
Although it could be argued that a four skill combo can kill an enemy faster, thereby preventing damage or healing. I’ve always been one to prepare for the worst, in the event the fecal matter hits the fan.
Moo Moo
03-30-2006, 12:05 AM
Assassins really need a 5 skill attack lineup imo. You need 2 combos rolling. One 2 skill combo and one 3 skill combo, so you can keep attacking. Their attacks recharge longer than warrior skills, and since you always need a lead attack to start of, you will want two of those, hence, two combos.
Coarse Humanity
03-30-2006, 04:49 AM
as i said in another post that i dont like the assasin that the follow and lead attack things are not even soo good that u think they are
especialy not wen u are working with henches when u are attacking a monster and u have 4combo attacks with you you will never hit the 4 one becuase the beast is already ded and though once i played with a party that dint care any thing once i thought they wher following me and i died stupid as i lay down ther bieing dead , stupid THEY wher to walk strait past me, when they finaly resurected me after 5 mins we where attacking a large group they all where stading ther .... just doing nothing once again i died and leaved the party. The next party were i where in was a g00d one, we saw enemy's.>> warriors runt to them monks mes etc. at the back and we sluaghtered all monsters withing 40 seconds and it wher 4 monsters thats hardly not enough for your fourth or third attack.
but i like one combo for ranger warrior it was already ther but i like it
wildernis survival at 10+1
Expertise at 8+2
swordsmanship at 12
1,sever artery
2,gash
3,hundred blades
4,pure strike
5,apply poison
6,Healing spring
7,troll unguent
8,res signet
At bigin set up apply poison soon sever artery will be rdy and attacker suffers -7 health deg. use hundred blades when ther are more around u to poison. when more team mates around u that have damage or just to heal urself use healing spring and troll to heal urseld pure strike and gash are just damage dealers and res sig to res fallen allies.
warriors cant take this unless its warrior/ ranger with antidode signet.
Project eXa
03-30-2006, 06:21 AM
Although, from playing wth one, my favorite skills from the factions event are the adrenaline skills of warriors. Though alot of them are a little costly like 7-10 adrenaline, its nice to have some that dont cost 5-10e. Sun and Moon slash, quivvering blade (if it doesnt get blocked) Dragon slash, and signet of strength were some of the new adrenal swordsman
5th_Horseman666
03-30-2006, 12:54 PM
Mine was ane Axe Assassin, and i enjoyed it alot:
1. Death Charge
2. Critical Eye
3. Elite Axe Skill (cant recall name, but basically an elite Cyclone)
4. Cyclone
5. Wild Blow
6. Watch Yourself
7. Sprint
8. Rez Sig
Attribute: Max possible in Axe and Critical, cant recall if I had enough for 9 tactics or not (i think it was 8 and I use a dropped shield for extra armor)
With Critical Eye and high Critical Mastery(10) i counted a minimum of 1 in three hits being critical, and that means +3 energy on every third hit so you dont have to worry about energy... Wild blow is to end the annoying defenssive stances and since you dont use much adren its very acceptable.
All in all I was doining very good damage and with a good team had no problem at staying alive.
Obviously this build is 100% monk dependant, but that might have been fixed had I unlocked some more skills... or i guess you could swap Sprint for Heal Sig, but at 8 tactics its hardly worth the trouble.
The build was "out-of-the-box", meaning I did not unlock any skills (quest or trader) and all armor and weapons were starters but I feel that in full version Factions this could become quite a nice build
5th_Horseman666
03-30-2006, 12:55 PM
Although, from playing wth one, my favorite skills from the factions event are the adrenaline skills of warriors. Though alot of them are a little costly like 7-10 adrenaline, its nice to have some that dont cost 5-10e. Sun and Moon slash, quivvering blade (if it doesnt get blocked) Dragon slash, and signet of strength were some of the new adrenal swordsman
Signet of Strength has no cost as it is a signet. But it is a must have for Wars, no question there
mestre
05-24-2006, 03:13 PM
Shadow shroud is a skill that may allow balanced builds to get kills somewhat often by stopping the profection monks and delivering a somewhat longer combo like 3-4 attack skills of each warrior or assassin and a couple of spells from elementalists and damage mesmers.
One must check all sword elites. Now they actually have a real elite and not an ordinary low damage skill wich was made elite due to comboes considered broken. I like dragon slash, but one may get quivering blade so final thrust can be used. I find the last option more a matter of not knowing what to do with the elite slot tough, which has always been a matter of discussion for sword warriors.
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