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{{Archived-Build|date=15:45, 8 December 2008 (EST)|type1=AB|type2=PvP team|reason1=Outdated|reason2=Nerf to Shadow Walk}}
{{untested-build|AB|PvP team}}
 
 
 
{{TOCright}}
 
{{TOCright}}
The '''Fever Strike''' is an [[Assassin]] duo meant to be played together in [[Alliance Battle]]s. This lone pair of Assassins can cap every shrine, as well as inflict mass conditions on everyone in an area. It is also capable of killing a primary target.
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The '''Fever Strike''' is an [[gw:Assassin|Assassin]] duo meant to be played together in [[gw:Alliance Battle|Alliance Battle]]s. 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.
   
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== Team Composition ==
=== Fevered Dreams Assassin ===
 
{{attributes | Assassin | Mesmer
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{{a}}/{{me}} '''Fevered Dreams Assassin'''
 
{{mini skill bar|Shadow Walk|Fevered Dreams|Black Mantis Thrust|Lotus Strike|Black Spider Strike|Signet of Malice|Shadow Refuge|Dash}}
| Dagger Mastery | 12 + 1 + 2
 
  +
{{a}}/{{e}} '''Temple Strike Assassin'''
| Critical Strikes | 10 + 1
 
  +
{{mini skill bar|Shadow Walk|Black Lotus Strike|Temple Strike|Twisting Fangs|Shock|Signet of Malice|Shadow Refuge|Dash}}
| Shadow Arts | 8 + 1
 
| Illusion Magic | 2
 
}}
 
{{skill bar|Shadow Walk|Fevered Dreams|Black Mantis Thrust|Black Lotus Strike|Black Spider Strike|Twisting Fangs|Feigned Neutrality|Deadly Paradox}}
 
* 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.
 
   
=== Temple Strike Assassin ===
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== Fevered Dreams Assassin ==
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<pvxbig>
{{attributes | Assassin| Any
 
  +
[build name="fs1" prof=assas/mesme dagger=11+1+1 critic=11+1 shadow=8+1 illusi=3][Shadow Walk][Fevered Dreams][Black Mantis Thrust][Lotus Strike][Black Spider Strike][Signet of Malice][Shadow Refuge][Dash][/build]
| Dagger Mastery | 12 + 1 + 2
 
  +
</pvxbig>
| Critical Strikes | 10 + 1
 
 
* Armor: Survivor Insignias.
| Shadow Arts | 8 + 1
 
 
* Weapon: Zealous Daggers of Fortitude, +15% damage against hexed foes.
}}
 
{{skill bar|Shadow Walk|Shadowy Burden|Unsuspecting Strike|Temple Strike|Death Blossom|Black Lotus Strike|Feigned Neutrality|Deadly Paradox}}
 
* Armor: Radiant Insignias.
 
* Weapon: Zealous Daggers of Fortitude, +5 Energy.
 
* Combo: Target must be hexed for Black Lotus. You can teleport in first and stop your combo as Temple Strike, waiting for Fevered Dreams to kick in if you're attacking a monk to stop hex removal. [[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.
 
   
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{{equipment-template|data=PkpxFP9Fz0oglpIH1klpI9EfopIFVflpIDrjlpILFA}}
'''OR'''
 
   
=== Temple Strike Assassin Var 2 ===
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== Temple Strike Assassin ==
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<pvxbig>
{{attributes | Assassin| Any
 
  +
[build name="fs2" prof=assas/eleme critic=11+1+1 dagger=11+1 shadow=8+1 air=3][Shadow Walk][Black Lotus Strike][Temple Strike][Twisting Fangs][Shock][Signet of Malice][Shadow Refuge][Dash][/build]
| Dagger Mastery | 12 + 1 + 2
 
  +
</pvxbig>
| Critical Strikes | 10 + 1
 
 
* Armor: Survivor Insignias.
| Shadow Arts | 8 + 1
 
 
* Weapon: Zealous Daggers of Fortitude, +15% damage against hexed foes.
}}
 
{{skill bar|Shadow Walk|Unsuspecting Strike|Temple Strike|Death Blossom|Leaping Mantis Sting|Wild Strike|Feigned Neutrality|Deadly Paradox}}
 
* 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), while still carrying along an anti-kite cripple in case it has to engage in solo play.
 
   
  +
{{equipment-template|data=PkpxFP9Fz0oglpIH1klpI9EhopIFVflpIDrjlpILFA}}
== 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]].
 
   
= PvP Tactics =
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== Usage ==
  +
*Use [[gw:Fevered Dreams|Fevered Dreams]] to call a target.
*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:
 
  +
*Use [[gw:Shadow Walk|Shadow Walk]] to shadow step in simultaneously. (If the [[gw:Temple Strike|Temple Strike]] assassin steps in early, human monks may find the proper target.)
#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.
 
  +
*Move quickly through your attack chains to spread conditions.
#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.
 
  +
*Use [[gw:Signet of Malice|Signet of Malice]] to remove conditions from yourself.
#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.
 
  +
*The Temple Strike assassin should use Shock sparingly to interrupt self-heals and other important skills ([[gw:Healing Signet|Healing Signet]], [[gw:Troll Unguent|Troll Unguent]], or [[gw:Aegis|Aegis]], for example). It should also be used to catch a fleeing target.
  +
*Use [[gw:Dash|Dash]] to cancel Shadow Walk, run from shrine to shrine, and escape pursuers.
  +
*Use [[gw:Shadow Refuge|Shadow Refuge]] to heal.
  +
  +
== PvP Tactics ==
 
The consideration of primary targets and how to deal with them are as follows in order of priority:
  +
#Healers: A good monk can make your efforts far less productive. If necessary, attack a nearby ally of the healer to avoid blocking and hex removal while still laying conditions on him.
  +
#Minion Masters: A [[gw:minion master|minion master]] with a significant number of minions is a threat to your entire team. Killing it may be difficult due to damage taken from the minions and [[Build:N/D Heir to the Master|defensive minion master builds]]; use Shadow Walk to avoid minions, Shock to interrupt defensive enchantments, and Temple Strike to daze the target once [[gw:Infuse Condition|Infuse Condition]] has worn off.
 
#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.
 
#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.
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#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 [[gw:cripple|cripple]]d, [[gw:bleeding|bleeding]], [[gw:poisoned|poisoned]], [[gw:blind|blind]], [[gw:dazed|dazed]], and suffering from a [[gw:deep wound|deep wound]].
  +
*Chasing targets can be done by first using either Fevered Dreams or Dash. In the first case, use Shadow Walk --> Black Mantis Thrust to cripple the target, along with potential nearby victims. If Cripple is removed, use Shock as an additional snare.
 
*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.
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*Tag Teaming is an important defensive tactic; if either or both assassins are low on health, utilize Shadow Walk to move to a less dangerous area and return after healing.
 
*Remember that 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.
 
  +
*Should your target lose Fevered Dreams in mid-spike, don't be afraid to utilize hexes from other allies to at least pour the conditions on the one enemy.
*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 by using Shadow Walk 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 [[BoA|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.
 
   
== Team Selection ==
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== Variants ==
  +
*Exchange Shock for [[gw:Shadowy Burden|Shadowy Burden]] or [[gw:Rigor Mortis|Rigor Mortis]]. This reduces the vulnerability to hex removal and allows both assassins to fight while separated.
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.
 
   
 
== See also ==
 
== See also ==
 
*[[Build: A/Me Fever Outbreak]]
 
*[[Build: A/Me Fever Outbreak]]
   
<!--[[Category:Multi-campaign builds|Team - Fever Strike]]-->
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[[Category:Multi-campaign builds|Team - Fever Strike]]

Latest revision as of 20:52, 2 November 2010

This build has been archived as of 15:45, 8 December 2008 (EST), for the following reasons:

  • Outdated
  • Nerf to Shadow Walk

This build had been designed for the following use:

This build was in the category No category specified before being archived.

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.

Team Composition

Assassin/Mesmer Fevered Dreams Assassin

Shadow Walk Fevered Dreams Black Mantis Thrust Lotus Strike Black Spider Strike Signet of Malice Shadow Refuge Dash

Assassin/Elementalist Temple Strike Assassin

Shadow Walk Black Lotus Strike Temple Strike Twisting Fangs Shock Signet of Malice Shadow Refuge Dash


Fevered Dreams Assassin

<pvxbig> [build name="fs1" prof=assas/mesme dagger=11+1+1 critic=11+1 shadow=8+1 illusi=3][Shadow Walk][Fevered Dreams][Black Mantis Thrust][Lotus Strike][Black Spider Strike][Signet of Malice][Shadow Refuge][Dash][/build] </pvxbig>

  • Armor: Survivor Insignias.
  • Weapon: Zealous Daggers of Fortitude, +15% damage against hexed foes.
Skillsdisk
The Equipment Template for this build is:
PkpxFP9Fz0oglpIH1klpI9EfopIFVflpIDrjlpILFA

Temple Strike Assassin

<pvxbig> [build name="fs2" prof=assas/eleme critic=11+1+1 dagger=11+1 shadow=8+1 air=3][Shadow Walk][Black Lotus Strike][Temple Strike][Twisting Fangs][Shock][Signet of Malice][Shadow Refuge][Dash][/build] </pvxbig>

  • Armor: Survivor Insignias.
  • Weapon: Zealous Daggers of Fortitude, +15% damage against hexed foes.
Skillsdisk
The Equipment Template for this build is:
PkpxFP9Fz0oglpIH1klpI9EhopIFVflpIDrjlpILFA

Usage

  • Use Fevered Dreams to call a target.
  • Use Shadow Walk to shadow step in simultaneously. (If the Temple Strike assassin steps in early, human monks may find the proper target.)
  • Move quickly through your attack chains to spread conditions.
  • Use Signet of Malice to remove conditions from yourself.
  • The Temple Strike assassin should use Shock sparingly to interrupt self-heals and other important skills (Healing Signet, Troll Unguent, or Aegis, for example). It should also be used to catch a fleeing target.
  • Use Dash to cancel Shadow Walk, run from shrine to shrine, and escape pursuers.
  • Use Shadow Refuge to heal.

PvP Tactics

The consideration of primary targets and how to deal with them are as follows in order of priority:

  1. Healers: A good monk can make your efforts far less productive. If necessary, attack a nearby ally of the healer to avoid blocking and hex removal while still laying conditions on him.
  2. Minion Masters: A minion master with a significant number of minions is a threat to your entire team. Killing it may be difficult due to damage taken from the minions and defensive minion master builds; use Shadow Walk to avoid minions, Shock to interrupt defensive enchantments, and Temple Strike to daze the target once Infuse Condition has worn off.
  3. 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.
  4. High damage squishy players: This means other Assassins and Elementalists.
  5. 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, blind, dazed, and suffering from a deep wound.
  • Chasing targets can be done by first using either Fevered Dreams or Dash. In the first case, use Shadow Walk --> Black Mantis Thrust to cripple the target, along with potential nearby victims. If Cripple is removed, use Shock as an additional snare.
  • Tag Teaming is an important defensive tactic; if either or both assassins are low on health, utilize Shadow Walk to move to a less dangerous area and return after healing.
  • Remember that 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.
  • Should your target lose Fevered Dreams in mid-spike, don't be afraid to utilize hexes from other allies to at least pour the conditions on the one enemy.

Variants

  • Exchange Shock for Shadowy Burden or Rigor Mortis. This reduces the vulnerability to hex removal and allows both assassins to fight while separated.

See also

  • Build: A/Me Fever Outbreak