User talk:Sleeper/Builds/A any Deadly Promise

Rate-A-Build
Favoured: Unfavored:
 * 1) This is an exelent build and for most lv 20-22's i dint evan need to use falling spider, i evan beet unwaking waters with a masters with all henchmen, A++ build my friend. &mdash;The preceding unsigned comment was added by Sacraficia (contribs) 19:40, 24 October 2006.
 * 2) I've tested the Mark of Instability variant and I must say it works very well against squishies with no defense in PVP. They usually die after the Falling Spider. Only offset here is that I have to cast two hexes before I can actually attack. This version looks better in terms of damage and speed. Excellent work.--Melton 23:34, 24 October 2006 (CDT)
 * 3) I have favoured this build. The damage is steady, and I can take out casters quickly.--SBR 22:52, 4 December 2006 (CST)
 * 4) Very very very effective. I hardly ever even have to use my 5th skill before the mobs are dead. Good job. — Jyro X [[Image:Darkgrin.jpg|25px]] 19:37, 11 December 2006 (CST)
 * 5) Great build.--Nog64 21:19, 28 January 2007 (CST)
 * 6) I've beaten all 3 games with this build. It works very well, and im not sure why it's even in unfavored &mdash;The preceding unsigned comment was added by 74.227.0.179 (contribs).
 * 7) Excelent in PvE --- : Jill Bioskop X ( T | C )  14:31, 20 March 2007 (CDT)
 * 8) I love this build. Don't know why it's unfavored, hope it goes favored again soon though =( (I love the fact I can kill and put BoA back on before it's finished =D)--Ace1 13:18, 22 March 2007 (CDT)
 * 1) Waste of elite in PvP. [[image:jups.jpg|16px]] &mdash;The preceding unsigned comment was added by Jupsto (contribs).
 * 2) Hardcore failage. Sin's promise on a standard Burst bar is better than this, and even that fails. -Auron [[Image:Elit Druin.jpg|||My Talk]] 17:23, 9 March 2007 (CST)
 * Meh, long combo for less damage then out beloved cookie cutter BoA Sin. -- Llednar [[Image:Assassin-icon-small.png]] 19:04, 10 March 2007 (CST)
 * 1) Block one combo and ur useless. Sp sin > Assa promise. UnexistNL
 * 2) Lacks IAS, Lacks Self heal, Lacks snare. --SBR 20:35, 18 March 2007 (CDT)
 * 3) AM I the only one here who runs a ZB monk with Hex Breaker and Holy Veil?Cheese Slaya 21:35, 18 March 2007 (CDT)
 * 4) How many BoA sins do we need? - Skakid9090 22:38, 18 March 2007 (CDT)
 * No, Cheese, you are not alone. Tycn 02:10, 19 March 2007 (CDT)
 * 1) It's a BOA sin with two skills changed... BoS > Crit and Dark Prison > Deaht's charge and then you have.. wait.. the variant on the boa sin page! -le gasp- --Dazra 03:39, 11 April 2007 (CDT)

A lot of people view this as a PvP based build but it isn't. Some lovely soul marked it as a PvP build because it was efficiently used in a team build for AB. I myself use the BoA/SP build in PvP (of course a tad modified). So if this does become favored again, make sure it's marked under General PvE. :) &mdash; jonny5v (talk | contribs) 23:24, 19 March 2007 (CDT)

Discussion
REALLY needs a second hex in order to be effective here. That gives you a lot more wiggle room, either as a cover or as something you can cast before your chain so you can save AP until after your target is already about to bleed to death (this is useful against healers or meatier foes). &mdash; 130.58 (talk) 23:22, 9 October 2006 (CDT)

First, I see this build doing alot of damage. But I would suggest removing Way of Prefection with Return or Recall. Just to go in then out of enemies with out taking that extra hit.--SBR 22:51, 4 December 2006 (CST)

Good idea :). I'll look into testing that. Most likely I would use Return just because of the energy management :). Thank You. -JVT

Needs some sort of slowdown, the target foe usually starts kiting as soon as they are aware of the spike. This can ruin the recharge and cause the assassin to be without heals or damage for around 30 seconds. -Skye

3 votes to 0. I'm moving to Tested.

Remove all PvP tags and Im favorable for PvE - Viktor

Use that elite and you're well on your way to having no e-management. Can you gank someone in the time required by promise? Maybe. Would you completely fail against MOST decent monks? Definitely. I've seen promise used to great effect in PvE, but what is this build doing here? -- Blazeroth 03:01 19-3-2007

Dagger Choice
Hey, a good dagger is the unges of the oni, the -5 energy is manageable and for the = %15 all the time its worth it. &mdash;The preceding unsigned comment was added by Sacraficia (contribs) 19:38, 24 October 2006.
 * Shreader's Talons is actually a better choice for this particular build. And Ungues of the Oni has a better counterpart called Ceremonial Daggers. — Jyro X [[Image:Darkgrin.jpg|25px]] 00:30, 12 December 2006 (CST)

Variant(s)
I'm currently using the current skillbar, and it works really well, except vs blind and kiting.

With the update to expose defenses, it is now much more useful, lasting quite awhile, and can also be used as a cover hex to promise. This however, is only a set-up for support spiking. ~ Melton 05:58, 28 December 2006 (CST)

I use a variant like this sometimes

Conviction is a nice +24 armor boost. I threw in Mystic Regen so I can meet the requirement for enchantment (I like the fast cast time), although, +3 regen is not that great. With other enchants flying around, you can get a bigger health regen though. Golden Phoenix is there just so you have a way to get a combo off even if AP fails.--GTPoompt 19:35, 5 January 2007 (CST)

Attributes
Taking shadow arts up to 9 for a self heal isn't worth it. Deadly arts at 12 means you had to go through 2 levels to get past the 12 second breakpoint. I suggest: Imale and the Signet will do 22 less damage but unless you are (a) solo'ing or (b) fighting a boss most things die before you even get to these skills anyway. --84.68.157.73 06:30, 31 December 2006 (CST)
 * Dagger Mastery: 10+1+2
 * Deadly Arts: 9+1
 * Shadow Arts: 4+1
 * Critical Strikes: 11+2
 * Losing those two seconds is really unfavorable as that can sometimes mean the difference between recharging your skills and/or being screwed for the next 45 seconds. And you would be surprised at what can last until you get to Impale. *cough* 600 HP *cough* — Jyro X [[Image:Darkgrin.jpg]] 12:54, 31 December 2006 (CST)
 * Except it's not 2 extra seconds. The duration at 10 and 11 is the same. *cough* this is in pve category *cough*. --62.56.65.249 17:30, 4 January 2007 (CST)
 * Actually, the current attribute spread has it as 12... not 11 (11 + 1)... o.0 — Jyro X [[Image:Darkgrin.jpg]] 17:38, 4 January 2007 (CST)
 * EDIT: And it was actually meant for multiple categories, PvE was just the only one that got added. I added the other ones as per the build's page. — Jyro X [[Image:Darkgrin.jpg]] 17:40, 4 January 2007 (CST)
 * EDIT2: And as a side note, there are many things in PvE that have 600+ HP (bosses maybe?). And being in the PvE category really doesn't imply anything to support your argument, so I'm not really sure what point you were trying to make with that. o__O — Jyro X [[Image:Darkgrin.jpg]] 17:41, 4 January 2007 (CST)
 * Wow, okay. Promise lasts 12 seconds at 10 deadly arts. It lasts 12 seconds at 11 deadly arts. Deadly arts at 10 and 11 have the same duration (already stated). You therefore have to use up 29 attribute points just to get 1 extra second (already stated). Yes you wont be able to kill a boss with the lower deadly arts (already stated) but this isn't needed because the morale will recharge your skills anyway. --62.56.112.189 14:29, 5 January 2007 (CST)
 * I still don't see how your attribute spread is better? It does less damage and has no obvious positive effects. What's the point in lowering DA to 10 instead of 12? — Jyro X [[Image:Darkgrin.jpg]] 17:05, 5 January 2007 (CST)
 * DA isn't even the problem, the original point, before I had to write two posts expalining to you how the numbers of AP progress, was that 10 in shadow arts for a self heal is worthless. The benefits by the way are obvious, more chance to critical, more chance to double strike, more energy from criticals. Another suggestion would Dagger 11+1+3, Critical 8+1 and DA 11+1.
 * 8+3+1 in dagger is just plain inefficent. You could save 5 attribute points and 5HP by running 9+1+2 in dagger and 10+2 DA with absolutely no downside. Admittedly this wouldn't allow you to do anything extra with the assassin attributes as they stand but there is always secondary professions and this build does have an optional slot, after all. Even if you say the 5 points you cannot put in anything is useless, what possible reason is there not to have 5 extra health for no cost? --62.56.112.189 19:11, 5 January 2007 (CST)
 * And just another note, if you needed any more evidence that these attributes were poorly thought out, for the 'variant pve build' you can actually get an entire rank in dagger mastery for free (plus an extra 5 health like last time).
 * Dagger 10+1+2 - 1 higher than 8+1+3
 * Deadly arts 10+1 - the same
 * Critical strikes 11+2 - the same --Ip user 07:40, 7 January 2007 (CST)
 * With this, it requires another set of armor due to the two major runes. Reason for having 1 superior dagger is to make the single armor set used for other type of assassin builds that do require the superior dagger. So having it like this allows the user to use various builds for assassin rather than a build that requires 2 major runes. So it was thought out. It's the efficiency that I worry about :). Saves a lot of people their money for other things. And before you jump out and say they are cheap, some people are dirt poor making it expensive :). &mdash; jonny5v[[Image:Assassin's Promise.jpg|19px]] 12:15, 9 January 2007 (CST)

I just wanted to note that the attribute pount distribution currently displayed leaves a lot of unuse attribute points, and suggest it is fixed ASAP. I would do it myself, but i do not know which distribution is most efefctive.Lux Terribilis 13:55, 22 February 2007 (CST)

Possible Improvement?
I put up a bit on numbers about a variant that I use/have been playing around with. Basically, I swapped out Nine Tail Strike for Twisting Fangs, and moved the skills around a bit. In the end, it does just slightly more damage due to the DoT, at least by what I can figure...Anyway, conclusions and results for everything is Here. Tell me if I screwed up on my math anywhere. If I didn't it might work in place of the current skill bar, or as a variant :) --Raynejarre 17:21, 9 March 2007 (CST)


 * Sorry to say this but your calculations are not correct, because, you have calculated damage from bleed and poison for five seconds each, this then assumes that they are both inflicted at the same time and at the very beginning of the attack chain.  ~ Soqed Hozi ~  15:32, 18 March 2007 (CDT)

my build
my build, which is similar and i use it in all pvp and ve also, is:-

The combo tends to kill a foe and AP can be used to recharge boyth defensive skills, which in the case of dark escape also doubles up as a speed boost (the amin reson for its inclusion). Mending touch gives portectionfrom conditions such as cripple, weakness and blind. Tho it is possible that during one combo to kill a target while weakened 9have done it)

 ~ Soqed Hozi ~  20:47, 15 March 2007 (CDT)

usage
This build is mainly a pve build. it was placed under the pvp section because someone tagged it as a pvp build. reason being was it was used as a team spike in ab and it was very efficient. Other than that, it's mainly used as a pve build in combination with any group. &mdash; jonny5v (talk | contribs) 23:18, 19 March 2007 (CDT)