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發表主題: 刺客模組---官方票選前2名   刺客模組---官方票選前2名 Icon_minitime周六 6月 12, 2010 2:52 pm

新一波票選前2名

1.
Race: Vampire
Class: Mage
Profession: Assassin

Applied Runes

Warlord's Page
Tough as Nails
Tough Hide
Constitution of the Gods
Exceptional Intelligence
Battle Magus
Gorgoi
Traveller
Wyrmslayer

Stats

Strength: 30/120
Dexterity: 40/115
Constitution: 170/170
Intelligence: 130/130
Spirit: 25/60

Skills

Bloodcraft 71% (10 trains)
Sorcery 30% (2 trains)
Warding 40% (7 trains)
Shadowmastery 97% (61 trains)

Powers

Shielding 40 (Grand Master)
Enfeeblement 40 (Grand Master)
Spectral Bonds 40 (Grand Master)
Weakening 40 (Grand Master)
Skirmish Counterspell 40 (Grand Master)
Shadow Mantle 40 (Grand Master)
Silence 40 (Grand Master)
Blindness 40 (Grand Master)
Chilling Shadows 40 (Grand Master)
Steal Breath 40 (Grand Master)
Counter Venom 40 (Grand Master)
Cloak of Shadows 40 (Grand Master)
Fade 20 (Journeyman)
Invisibility 20 (Journeyman)
Flame Ward 20 (Journeyman)
Uncanny Fortitude 20 (Journeyman)
Dark Fortitude 20 (Journeyman)
Vampire's Kiss 1 (Untrained)
The Blood is the Life 1 (Untrained)
Demolishing Spell 1 (Untrained)
Slayer's Focus 1 (Untrained)
Shadow Touch 1 (Untrained)
Recall to Runegate 5 (Beginner)
Send to Runegate 5 (Beginner)
Open Spirit Gate 5 (Beginner)
Open Air Gate 5 (Beginner)
Open Earth Gate 5 (Beginner)
Open Water Gate 5 (Beginner)
Open Fire Gate 5 (Beginner)

Equipment

Head:Truewoven/Trueson Assassin Hood (5.5s/5s)
Chest:Truewoven/Trueson Infernal Chest (5.5s/5s)
Sleeves:Trueshaped/Stoneskin Infernal Sleeves (5.5p/5p)
Gloves:Trueshaped/Stoneskin Black Cloth Gloves (5.5p/5p)
Pants:Beasthide/Pillar Infernal Pants (5.5c/5c)
Boots:Beasthide/Windlords Black Knee Boots (5.5c/15%speed)

Ring:Apostates/Treant (30holy/15bleed)
Ring:Apostates/Treant (30holy/15bleed)
Amulet:Charmed/Treant (20f,l,c/15bleed)

Left Hand:
Right Hand:Apostates/Treant Staff (30holy/15bleed)

Conclusion

This section should cover the following points:

* What roles do you think your build fulfills well?
Best Bane Mantler, Debuffer, Melee Damage Reducer

* Why did you choose that equipment?
(61s/61p/56c) (20L/25F/45I) 65Holy 60Bleeding 50Poison ward. This is self buffed in normal stance.

* Why did you choose those starting runes?
For a vamp, this gives me max resists and max con. Should have 4500ish hp at end so anything under 450 will get through your fort. This means dual weilders and archers, but shouldnt be a problem as melee resists are still high w/o forts, and for casters, only Assassin nukes will get under but youll be resisted there as well. Maybe some Wizard nukes will get under which is the only hole in your resist spread. All 2h melee and all other nukers will still be hitting over your forts.

* Are you missing any crucial powers or are there any weaknesses you'd like to discuss or point out how to overcome?
Dual wielders can hit under your fort but you still have good resists against them. Assassins can nuke under your fort, but will have 79 total cold resist in Dstance. Wizards are you only weak spot, as they have a chance to hit under your fort, and only have +34% from Dstance. Remember that skirmish counterspell works vs magic as well.

* Explain how your build is an effective Assassin in GvG situation. What makes him better than other builds in this particular role?
This is by far the most resilient Assassin there is to be played. Massive resists coupled with both fortitudes means you take less then 100 damage from any damage type. Single target or focus fire, its still going to take too long to kill you, before your group can kill the enemy. If played in a group with bard and priests, you will most likely not need to stealth as you have constant heals to replenish you, bard chants, and debuff removes and can focus all attention to debuffing, alac stripping, and mantling. If played outside of group, you still have high survivability, two insta stealths to stay hidden if one is on cool down, and flight can make it harder to spot you from the air. If you are out of group you should be doing your job from behind and to the side of the enemy and in the air.

2.
Race - Elf

The choice to go Elf is due completely to the choice to go Mage. As an Assassin in GvG combat one of the largest factors that should be considered at creation is that of durability - and how best that can be maintained and balanced with your other duties. By going Elf you gain access to additional resists, atr, or mana regen through the ability to dual wield with Blade Weaver in addition to power block immunity and an extra debuff to help bury your mantles (more on this below) with Archmage. No doubt other races have their perks and each could be considered, but I feel that Elf offers the highest blend of survivability, utility, and flexibility for large-scale GvG encounters.


Base Class - Mage

Assassins are often the top-priority targets in any encounter, as such the value of a high defensive figure diminishes as more opponents are there to target you. Multiple def-cuts, blinds, debuffs, etc greatly ruin whatever perceived positive advantage going Rogue might offer. Dodge, in conjunction with Slayer's Focus, is no doubt a nice combination, but it does not beat out the additional debuffs, casting power, resistances, roots, and other vital forms of utility the Mage has to offer.


Creation Runes

Warlord's Page
Healthy as an Ox
Tough as Nails

The selection is to further maximize survivability. As an Elf Mage it is necessary to take a minimum of +15 enhanced constitution at creation in order to equip additional in-game con runes. The decision to go heavy constitution is a reflection on the role I intend to play within a group - one that focuses far less on the Assassin's offensive abilities and much more on the side of support (while primarily functioning in Defensive stance for added resists).


In-game Runes

10/20/30/40 Constitution Rune
15 Spirit Rune

Spirit is chosen over intelligence given the fact this build has one offensive spell, is short spellcast intensive (thus mana issues), is often on the run in-and-out of stealth, and due to the additional trains/atr from added intelligence being negligible.


Discipline Runes

Blade Weaver
Archmage
Battle Magus
Traveler

Blade Weaver's purpose is the provision of ambidexterity. Archmage for power block immunity, an additional debuff, and a situational mana recovery buff. Battle Magus is for Skirmish Counterspell.


Stats at 75

Strength: 20
Dexterity: 50
Constitution: 130
Intelligence: 105
Spirit: 110


Skills and Powers at 75

Skills
Warding 40% (4 trains) [Unlock root]
Sorcery 85% (43 trains) [Arcane Doom atr]
Shadowmastery 97% ( 55 trains)

Powers
Fade (20 trains)
Invisibility (20 trains)
Blindness (30 trains)
Shadow Touch (40 trains)
Steal Breath (40 trains) [Snares on heavy meat]
Chilling Shadows (40 trains)
Cloak of Shadows (40 trains) [Stackable 25 cold resistance]
Silence (40 trains) [Instantly stops chants]
Slayer's Focus (40 trains) [This is to avoid JM and 21-trained buff strips]
Shadow Mantle (40 trains)
Backstab (1 train) [+61% ATR from stealth for 10 sec]
Shielding (39 trains)
Enfeeblement (39 trains)
Weakening (19 trains)
Spectral Bonds (39 trains)
Litany of Will (1 train) [75% mana regen when necessary]
Chant of Mastery (20 trains) [JM'd for the increased duration]
Arcane Doom (20 trains)
Skirmish Counterspell (20 trains)
Feint (1 train) [+21% ATR for 30 sec / 20 sec timer - this is to be used quite regularly]
Traveller (Optional 6 trains [taken from Sorcery])


Equipment

[Note: Resists, both physical and magic, should always be suspect to review. Depending on the engagement, the expected numbers and classes, you should always be prepared to swap gear to meet the situation. Having a full set of Pierce, Slash, and Crush cloth in your bank should be seen as a necessity. The same is said for spell resist jewelry and weapons - the more flexibility you have to adjust, the better you will be for it.]

Head: Granite of Thanes (24 Con)
Chest: Trueshaped of Stoneskin (10.5% Pierce)
Sleeves: Trueshaped of Stoneskin (10.5% Pierce)
Gloves: Truewoven of Trueson (10.5% Slash)
Pants: Truewoven of Trueson (10.5% Slash)
Boots: Trueshaped of the Windlords (5.5% Pierce)

Ring: Resist of Thanes
Ring: Resist of Thanes
Amulet: Charmed of Gods

Left Hand: Resist of Thanes (Wand) [Most often Bleeding resist]
Right Hand: Peerless of Resist (Dagger)

[All spell resists should be viewed as situational.]


Conclusion

Approximately 3800 health, 1750 mana, solid resist spreads, power block immunity, GM snare/root/stun to aid in avoiding melee, handful of debuffs to assist the group and help bury your mantles, and an overall emphasis on durability which aims to ensure the longevity necessary to see a fight through to its completion.

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