(I’ll add a claw using variant in the appendix, though.) 2. The idea is to charge up tiger strike and release it with a regular attack. This build does not use claws and it doesn’t use kicks either. I’ll go over the base concept once so that the stats and especially the skills make more sense. Anyway, now that you have a rough idea what this is about, let’s get started.įirst, I’ll illustrate the basic build that I used to make guardian. What I’m trying to say is that this char requires you to have a certain amount of skill and some reflexes but it’s nothing one can’t handle with a bit of practice. It’s not uncommon for assassins to use a large number of hotkeys and this one is no exception. That said, trying this in HC is not recommended if you’ve never played HC before. But despite her being quite fragile, she is very well capable of making guardian. She’s also a pretty good assassin from an RPG point of view: Fragile, yet very deadly when striking from the shadows. I’ve found this char very fun to play, definitely one of the best I’ve had. I’ll try to note the differences between SC and HC when possible, as always with my guides, the main focus is on HC and playing more or less untwinked. The lack of defence and blocking is more than compensated for by the assassin’s incredible crowd control skills which makes this build a viable option for HC play, too. CE helps a lot when confronted with large mobs while the lightning damage is good when faced with PIs or enemies you don’t want to meet head-on. The traps half adds corpse exploding lightning damage to the mix. The combination of tiger strike and a two-handed weapon is downright impressive. The martial arts half of the build focuses on huge physical damage. □ This time it’s for a martial arts / traps assassin hybrid. 6. Gear continued: Complete and Partial Sets.
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