From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
The Fever Strike is an Assassin duo meant to be played together in Alliance
Battles. This lone pair of Assassins can cap every shrine, as
well as inflict mass conditions on everyone in an area, which is
useful for mob confrontations. It is also capable of killing a
primary target.
[edit]
Fevered Dreams Assassin
- Armor: Radiant Insignias.
- Weapon: Poisonous Daggers of Fortitude, 15% DMG Vs Hexed
Foes.
- Combo: Target must be hexed. Black
Mantis Thrust --> Black Lotus Strike --> Black
Spider Strike --> Twisting Fangs. This combo is flexible, and it
may be advisable to first use Black Spider Strike --> Twisting
Fangs --> Black Lotus Strike --> Black Mantis Thrust if
you’re afraid the target might die before the combo is finished.
This will allow Fevered Dreams to instantly spread Poison, Bleeding, and Deep Wound. The combo is very flexible,
requiring only Twisting Fangs to follow either Black Lotus Strike
or Black Spider Strike.
[edit]
Temple Strike Assassin
- Armor: Radiant Insignias.
- Weapon: Zealous Daggers of Fortitude, +5 Energy.
- Combo: Target must be hexed for Black Lotus. Unsuspecting Strike --> Temple Strike
--> Death
Blossom --> Black Lotus Strike --> Death Blossom. Due to
Death Blossom’s two second recharge, and Black Lotus Strike only
needing to hit a hexed target as a qualifier, you can use the dual
attack twice in rapid succession. This results in 180 DMG to both
the target and everyone adjacent. While Temple Strike is
recharging, you are still capable of using Unsuspecting Strike
--> Black Lotus Strike --> Death Blossom. If you're concerned
about the inital energy investment at the start of the combo to use
a Temple Strike, but don't have a full energy bar, you can do Black
Lotus Strike strike first, to pay for Unsuspecting Strike and
Temple Strike.
OR
[edit] Temple Strike Assassin Var 2
- Armor: Radiant Insignias.
- Weapon: Zealous Daggers of Fortitude, +5 Energy.
- Combo: Unsuspecting Strike --> Temple Strike
--> Death
Blossom (can stop here or continue with)--> Leaping
Mantis Sting --> Wild Strike --> Death Blossom (can stop here or continue
with --> Unsuspecting Strike OR Leaping Mantis Sting --> Wild Strike -->
Death
Blossom (etc.) This variant is more low energy oriented and
flexible in spamming attacks (once everyone is suffering from
multiple conditions and deepwound, this is useful for mowing down
players), while still carrying along an anti-kite cripple in case
it has to engage in solo play. However, if you are less concerned
with pure DPS during battle and more about a damage to energy
ratio, try replacing Wild Strike with Jungle Strike.
[edit] Shrine Capping
These two Assassins can cap every shrine without fear of death,
if done properly. First, the Fevered Dreams Assassin will call out
a target, and use Fevered Dreams on said target. Then, both
Assassins Shadow
Walk to the NPC. If two NPCS are present, it does not matter
who is called out. If three NPCS are present, the target should be
the middle one. This will ensue that Death Blossom will hit the two
NPCS on the sides. Then, when the middle NPC drops, both Assassins
attack opposing targets to keep them from casting while dazed. On
the warrior shrine, this is done differently. The Assassins will
have 10 seconds of blind to
allow them to concentrate damage, overwhelming one Warrior at a
time. If one of the Assassins begins to take too much damage,
activate Deadly Paradox to cancel Shadow Walk’s stance,
teleporting you to safety. Then take advantage of the shortened
recharge time to cast Feigned Neutrality.
[edit] PvP Tactics
- The Fevered Dreams Assassin should select primary targets. The
consideration of primary targets and how to deal with them are as
follows in order of priority:
- Healers: Dedicated healers should be wiped out first. If the
Monk is using Guardian on themself, or a defensive stance, wait
till the Monk recasts Guardian. Quickly cast Fevered Dreams on a
foe standing near the Monk, then hit this target hard. The Monk
will also receive the plethora of conditions in the process. Then
switch over and proceed to pound on the Monk to interrupt his heals
while dazed, until dead. This tactic can be used on well trained
Monks, once you come across them, a general rarity in AB. To avoid
the problem of hex removal, be sure to wait till the Temple Strike
sin is already on the monk. The TS Sin will withold using Temple
Strike until Fevered Dreams is applied, being sure to daze and keep
the monk from removing it.
- Minion Masters: Killing a Minion Master with a considerable number of
minions can throw a whole mob out of whack with the masterless
undead. The Assassins will normally have the damage to do this, but
things like Infuse Condition and Dark Bond can cause
problems. Dark Bond can usually be beaten through sheer damage, but
the target needs to remain dazed to ensure they can't heal. The
Sins may also incur heavy damage by doing this, but Shadow Walk
should ensure a quick entry and escape to survive.
- Necromancers, Mesmers, Air Elementalists, Water Elementalists:
Due to their equipped anti-melee hexes (and blind in the case of
Air Elementalists) taking these out first is suggested.
- High damage squishy players: This means other Assassins and
Elementalists.
- The location of the target in relation to other characters.
Going for a target that is in the middle of a mob of players will
ensue that the whole mob is crippled, bleeding, poisoned, blinded,
dazed, and suffering from a deep wound.
- Chasing targets can be done by first using either Fevered
Dreams or Shadowy Burden. In either case, use Shadow Walk -->
Black Mantis Thrust to cripple the target; however Shadow Walk can
be avoided on Shadowy Burden.
- Tag Teaming is an important tactic that can be used to deal
with multiple players and to mitigate damage. If one of the
Assassins is taking much damage, they can start to run away from
the point where Shadow Walk was used while the other Assassin beats
up on the chasing enemy. Once the injured Assassin reaches a
threshold, they can use Deadly Paradox and shadow step back. The
other Assassin will start to be the target of damage. This sin can
fight it out longer until s/he starts taking too much damage, and
then Deadly Paradox. While this is going on, the first sin that
retreated is healed up by now, and can Shadow Walk back in to fight
a second time. This is a repeatable skirmishing effect, which can
be utilized to slow down a larger force or a single target if both
Sins have taken too much damage. It can also allow one of the Sins
to survive if targeted by a Shadow Prison Burst Assassin. Said targeted Assassin should
teleport away by targeting another foe and using Shadow Walk, while
the non-targeted Assassin kills the Shadow Burster. If no other
foes exist to be targeted, just turtling with Feigned Neutrality while the other
Assassin kills is suggested.
- Stances, enchantments, and other abilities that block an
Assassins combo can be overcome by attacking some other foe
standing nearby, for example a NPC. This will ensure that the high
priority target is still inflicted with the seven conditions.
- Solo play is possible while separated, but it is highly
suggested both Assassins stay together. Accidental deaths will
happen and separate players, so both Asassins are built to be able
to operate alone as well. Both can still snare and hex to allow
their full combos. This is not the case with the Temple Strike sin
var 2, which can still snare, but doesn't need to hex.
[edit] Team Selection
These two Assassins can operate just fine by themselves.
However, when selecting a team to play it doesn’t hurt to have a
primary healer or a nuker. The nuker will have an easier time with
the area-wide cripple.
[edit] See also