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Guild Wars 1-Skill Review Project: Assassin-Shadow Arts 

Sientir
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22 окт 2024

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@tarheel7406
@tarheel7406 4 года назад
After some time and further consideration, thought I'd create some new builds based on this series to break out of almost always using some slight variant of the same set of skills. Limitations are no PvE skills (so heroes can also use). I also prefer for elites only to be used by the applicable primary profession: ~0:00:43 Regarding Beguiling Haze.... I've traditionally followed the shadow step with Jagged Strike to cover the daze, but in PvE this is likely unnecessary. Since a PvE target will likely immediately start casting, I'm now thinking something like.... ~0:03:06 Regarding Blinding Powder.... Our original question during our earlier exchange was when to use Blinding Powder over the usual viable alternatives (namely Unseen Fury). The usual source for blind is an air elementalist (mass or let others spread), but perhaps there's no room for that line. (Some high level areas can leave little room for investing for one skill.) For instance your ele teammate (if there is one) must burn with fire and protect with earth wards. A rit has some blind options, but is there a role other than on the team. In short, you as the sin maybe responsible for laying down the blind. All teams will likely have a mes and/or nec, so they can likely spread/extend from there. Regarding the shadow steps in.... Instead of the health gain, which likely isn't needed if you're going to the front, perhaps steal 5 energy + gain 2 adrenaline from the target? The +2 would encourage use by dervs and warriors. Dazed for 1 second? Maybe the shadow ins should bank either health or energy. Shadow in lose cost of skill and 5e/10% health. After 10 seconds you gain 10e/20% health? ~0:16:01 Regarding Hidden Caltrops.... To expand on my comments in my original post, a good example for optimum use would be in Kaineng Center areas with both Jade Brotherhood and Am Fah. The former is weak to conditions, the later to hexes. Using HC against a priority Jade target will result in the hex being removed with no damage to the party, but the target will have an uncurable cripple. Using against a priority Am Fah target will result in the 8 second hex snare and then the cripple being cured, assuming the target lives. Tried to create a perfect sin build for this Jade/Am Fah area, but having trouble accounting for the Am Fah blocking stance without relying on a teammate. As an elite, it should include a shadow step. ~0:28:04 Regarding Shadow Shroud....Appears to be the Shadow Arts version of Mark of Insecurity. Too case and party coordination specific for a saved build, but seems to be a spike skill that allows your backline to remove existing enchantments that can't be replaced. At 11 pts it only lasts 7 seconds, 8 at 12 pts. At that lvl, should last half the 20 second recharge. ~0:40:20 Regarding Smoke Powder Defense.... Now thinking this is the developer's "can't beat 'em, join 'em" skill. This costs 5, has a 20 recharge, lasts 8 seconds, and is anti-melee. Sound familiar? A: Shield Bash. Backline casters have been using Shield Bash even though in the warrior's primary attribute. Here it's in a secondary line. When they decided to place in Shadow Arts, they should have moved SB to Tactics. ~0:50:16 Regarding Way of the Fox.... The more I think about this one, the more I'm convinced its use is essentially for PvP. In PvE you generally won't be facing one ranger with a blocking stance, etc., but 4-5 rangers with the same build. Maybe if it renewed upon a critical hit (e.g. Critical Defenses). ~0:52:49 Regarding Way of the Lotus.... Besides Beguiling Haze, there's nothing in this line that's notably expensive, especially when compared to Deadly Arts. Moreover, there's no dual attack skill in Shadow Arts. Agreed that WotL should be in one of the other 3 lines where it's most needed.
@tarheel7406
@tarheel7406 4 года назад
Beguiling Haze is the only elite I use from this line, and an easy 5 rating. Shadow step and unconditional daze. Casters hit with this are essentially done for the day. Daze is usually all you need, but using increased casting time skills (e.g. Nature's Renewal) can negate any need for an increased attack speed and allows for rupts even against some mes with high Fast Casting. Super effective when facing smaller but powerful mobs (e.g. Jotun). Contemplating how I could use Blinding Powder (a spell) where I'm currently using Unseen Fury (a stance). I'm currently using UF to mainly get past blocking, the blind itself being a necessary bonus. Experience has been that my teammates will handle additional and longer blind from there and the stance outlasts its recharge. The stance has no prerequisite and I can prolong the blind myself with Sneak Attack. The only real risk is stance removal. BP has prerequisites and just looks like an inferior option for most situations. Smoke Powder Defense pales in comparison as well. Looks to be an emergency stance to stop all melee damage around you for an escape. Cripple is somewhat weak for PvE, so I can't see where Caltrops would be worth the 10e. Never use, but Dark Escape reads to me like a run out for ~7 secs, run back in for ~7 secs stance. If you need an escape from a really dire situation, a shadow step for the out and perhaps Dash for the in would be better (even if at the cost of 2 slots). Both Death's Charge and Death's Retreat really looked appealing to me when I was learning sin (still learning), but these are both fails for me as a player. If I'm worried about my health. I'm not ready to charge. Even if I am worried about my health, the foes that would trigger the health (not always easy to determine) might not be the one I'd normally pick out of the whole bunch to attack. Retreat has a different practical problem, namely it would go like this: "Oh s**t I'm in trouble, hmm which of my backline looks healthier than me, now let me click on..., never mind I'm dead". I'd hope that heroes can use better since the AI knows the comparative health, but if I'm calling targets Charge would still likely not be used optimally. Charge would be better if was health regen for x secs. Not sure how to fix Retreat to keep different from Heart of Shadow. Return suffers from the same problems as Death's Retreat. Out of the related shadow steps in this line, Heart of Shadow is by far the best it would appear. I do rely on my healers so I don't use, but I can see this as an option when trying to solo or on a hero. If I get in trouble or I see a lot of PBAOE coming in, shadow out regardless of any snare without losing my target or place in the attack chain. By my return to the target, hopefully the danger has passed or counter measures taken by my team. I would think heroes would auto use this when available and their health hit a threshold. The recharge is decent too. Would never use, but the big upside to Hidden Caltrops is that it works against hex removers and condition removers. In an area where some mobs have only hex removal, okay you're crippled. Some only have condition removal, you can work on my target after I'm done (assuming he lives). Of course there are skills that remove both in one pop. I can see use in some areas, but never worth the elite slot. Never even attempted to use Shadow Form; sounds like it requires far too much precise timing and dedicated armor, etc. to fit my playstyle. I would think that offensive spirits and signets would really eat this elite and tactic up. Physicals can still get at them, no? Shadow Refuge requires far too much attention. I suppose it's meant to used only a few times mid-battle, but I much rather shadow step for health. As likely expected, Shadowy Burden looks like it just blows. I would never use this due to the only this hex requirement for the full benefit. First, if I'm using this hex, my team will be loaded with others. Second, I can't control when the team pops more on them. I suppose it may work with short duration hexes (e.g. Wastrel's or Clumsiness), but I'm usually running degen and other longer hexes as well. Feels like a PvP or solo skill. I can't believe that Shroud of Defense isn't considered a 5 rated skill by everyone and their dead ancestors. Perhaps I don't completely understand how it works, but this seems to be a passive buff that kicks in when you really need it. Easily outlasts its duration and being an enchantment triggers a lot of other benefits from other skills. I will often go into shadow just for this skill. Would always take over Shadow Refuge. Way of Perfection is a great alternative. Expect heavy pressure, take both if you can spare the slot. Note that Shroud should continue to work if triggered if you have to flee, while Perfection will stop if you flee. Something to consider. Bonus comment on Unseen Fury (already discussed above): If a skill has a PvP version (as this one does), it's likely better than the alternates in most situations. Just saying. I will use this against Destroyers, where I will want lots of blind and hexes/enchantments are not advisable. Trying to think when I would use Way of the Fox on any physical. At 11 shadow you get 5 hits, at 10 (most non-sins I'd guess) 4 hits. Rangers have a prep to do this, so that leaves wars, sins, paras, and dervs. The war version is limited by time. A player would use Asuran Scan and be done with it, but let's assume hexes are no go. There may be a priority target and it may take some time to strip down to the blocking enchantment. This will at least get some hits in while the backline deals with them. Your build may have required attack skills that aren't inherently unblockable. I imagine there's some situations out there, but would be niche. Maybe more common in PvP. Similarly Way of the Lotus seems like an energy bank (5e deposit) when you need two different dual skills and neither are critical strikes and/or other lead/off hand skills are required when you would normally go with some with e-gain. Very fast cast so wouldn't interrupt the flow too much. I'm thinking this is the shadow alternative to the deadly lete Way of the Empty Palm. With that lete I will cast 1-2-3-1-2-3, repeat. This may work the same way and would allow for an elite attack skill.
@Sientir
@Sientir 4 года назад
Death's Charge might as well not have the health gain, as far as I'm concerned. In my experience, this skill is best considered as a non-elite, 5 energy shadow-step-to-enemy type of skill. I'd even use it with no points in Shadow Arts, including on a primary Warrior or Dervish. I could see using Blinding Powder if I wanted to inflict blind, but I had some other stance I was using. Even then, I could see using Unseen Fury for the blind, then switch to another stance. And I heartily agree on Smoke Powder Defense. The only use I could see having for it would be as a cancel stance for Frenzy, but even then, I feel like Unseen Fury would work just as well, not to mention using a faster recharging stance like Dash.
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