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The Impaler is a spike damage build. This build is an AB and CM
build.
[edit] Attributes and Skills
+
[edit] Equipment
- Shrouded
Armor to have enough energy for the combos
- Sundering or vampiric daggers. Any
max daggers will work, the more damage the better.
- The best vigor rune
available to offset the superior rune and increase overall
survival.
- The damage output from this combination is approximately 300
within 2-3 seconds not including critical hits, deep wound,and Poison. The net chance of a critical hit is around
59%. The Damage from Signet of Toxic Shock is armor ignoring
damage.
- The 30 second enchantment blackout on Shadow Walk will prevent
using Feigned Neutrality to heal. An alternative is to use another
shadow step/escape combo but this is the easiest and requires the
least amount of direct targeting.
- If you are not using one of the Elite Skill variants Siphon
Strength will cause your target to deal significantly less damage
from attacks. This makes it ideal against other damage dealers.
This can be an extremely effective and deadly counter to other
assassins.
[edit] Counters
- Standard Melee counters (Blind, Blurred Vision, etc etc)
- Prot spells (Guardian, Weapon of Warding etc) used on your
target can disrupt the attack chain, curtailing your damage.
- Hex removal.
[edit] Variants
- For the Random or Team Arenas, replace Feigned Neutrality with Resurrection Signet.
- Replace Feigned Neutrality or Dash with Way of the Fox to
counter block skills.
- Replace Feigned Neutrality or Dash with Signet of
Malice to counter blinding skills.
- Replace Dash with Deadly Paradox. It can be used as an escape
stance still but leaves you without a speed boosting skill. On the
other hand it allows for faster recharge and activation of Signet
of Toxic Shock and Impale, and if used before the signet allows for
a faster overall spike (lowers activation of sig from 1 to 1/2).
The 10 second disable would not affect you much as your 2 attack
skills would likely still have about that long to recharge.
- You can replace Shadow Walk with Shadow of
Haste. You lose a shadow step for initiating the combo, but
Shadow of haste synergizes better with dash for avoiding combat and
confusing opponents.
- Replace Dash with Shadow of Haste. This gives you a less
spammable run skill, but allows for a very confusing series of
shadow steps if Shadow Walk recharges before Shadow of Haste is
needed. To maximize this effect replace Feigned Neutrality instead,
keeping Dash, Shadow of Haste, and Shadow Walk.
[edit] Elite Skill Variants
The elite in this build is highly flexible. This allows for a
notable change in the feel of the build. Siphon Strength was chosen
for its versatility, but several others work well. The only
requirement is the skill be replaced with a hex. A few good
examples of this are listed below.
- Shadow
Prison can be used to provide a solid speed decrease on the
target at the expense of spamability. Also the build loses some
versatility with this and loses the effective quick escapes it
has.
- Hidden
Caltrops adds a bit of damage, and is moderately spammable. At
8 seconds recharge it is not very prone to loss of effectiveness
from hex removal. The skill also cripples the target making them
much easier to kill. It's real weakness comes from your own
teamates who may trigger it, and therefore cancel it, before Black
Spider Strike hits, disrupting your combo.
- Seeping
Wound is also a good choice for an elite. By using it as your
hex, you can force your opponet to have a lot more degen, from -3
to -4. You may need to tweak your attributes for this to work to
its full potential, however, and if your opponet is able to remove
the poison and bleeding that you place on them then this will do
nothing until one is put back on.
Being primarily an AB and CM build, the core build has no
Resurrection Signet, it is suggested in variations though.
[edit] See also