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  1. #31
    Shrek's Avatar
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    5 + 3 , , , / -.
    , , +30, , / , .
    : Pk5RRPFoCTaIqpWVqQl5I90Ul5IBLjo5IpVPl5IBrTl5IBL

    gwShak http://gwshack.us/a6cf

    , , . , , - . 3 + , + , . , .

    1. A/Me AssaMe Runner
    Critical Strikes: 3
    Deadly Arts: 12
    Shadow Arts: 12

    Shadow Prison [E](Deadly Arts)
    Elite Hex Spell. Shadow Step to target foe. For 8 seconds, that foe moves 66% slower.
    Energy:10 Activation:0.25 Recharge:20

    Dancing Daggers(Deadly Arts)
    Spell. Send out three Dancing Daggers at target foe, each striking for 29 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
    Energy:5 Activation:1 Recharge:5

    Entangling Asp(Deadly Arts)
    Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 17 seconds.
    Energy:10 Activation:1 Recharge:20

    Signet of Toxic Shock(Deadly Arts)
    Signet. If target foe is suffering from Poison, that foe takes 82 damage.
    Activation:1 Recharge:15

    Siphon Speed(Deadly Arts)
    Hex Spell. For 17 seconds, target foe moves 33% slower and you move 33% faster. This Spell has half the normal range.
    Energy:5 Activation:1 Recharge:5

    Feigned Neutrality(Shadow Arts)
    Enchantment Spell. For 9 seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
    Energy:5 Activation:0.25 Recharge:25

    Deadly Paradox(Deadly Arts)
    Stance. All of your attack Skills are disabled for 10 seconds. For 13 seconds, your Assassin Skills activate and recharge 50% faster.
    Energy:5 Recharge:10

    Resurrection Signet
    Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
    Activation:3



    2. A/N Assa Necro disench
    Critical Strikes: 3
    Deadly Arts: 12
    Death Magic: 12

    Toxic Chill [E](Death Magic)
    Elite Spell. Target foe is struck for 63 cold damage. If that foe is under the effects of a Hex or Enchantment, that foe becomes Poisoned for 22 seconds.
    Energy:5 Activation:1 Recharge:5

    Dancing Daggers(Deadly Arts)
    Spell. Send out three Dancing Daggers at target foe, each striking for 29 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
    Energy:5 Activation:1 Recharge:5

    Entangling Asp(Deadly Arts)
    Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 17 seconds.
    Energy:10 Activation:1 Recharge:20

    Signet of Toxic Shock(Deadly Arts)
    Signet. If target foe is suffering from Poison, that foe takes 82 damage.
    Activation:1 Recharge:15

    Consume Corpse(Death Magic)
    Spell. Exploit a random target. You teleport to that corpse's location and gain 85 Health and 17 Energy.
    Energy:10 Activation:1

    Gaze of Contempt(Necromancer Unlinked)
    Spell. If target foe has more than 50% Health, that foe loses all Enchantments.
    Energy:10 Activation:1 Recharge:25

    Deadly Paradox(Deadly Arts)
    Stance. All of your attack Skills are disabled for 10 seconds. For 13 seconds, your Assassin Skills activate and recharge 50% faster.
    Energy:5 Recharge:10

    Resurrection Signet
    Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
    Activation:3



    3. A/Rt Assa Rt Mana Res
    Critical Strikes: 3
    Deadly Arts: 12
    Channeling Magic: 12

    Dancing Daggers(Deadly Arts)
    Spell. Send out three Dancing Daggers at target foe, each striking for 29 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
    Energy:5 Activation:1 Recharge:5

    Entangling Asp(Deadly Arts)
    Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 17 seconds.
    Energy:10 Activation:1 Recharge:20

    Signet of Toxic Shock(Deadly Arts)
    Signet. If target foe is suffering from Poison, that foe takes 82 damage.
    Activation:1 Recharge:15

    Offering of Spirit [E](Channeling Magic)
    Elite Spell. Sacrifice 17% maximum Health. Gain 15 Energy. If any Spirits are within earshot, you do not sacrifice Health.
    Energy:5 Activation:0.25 Recharge:15

    Augury of Death(Deadly Arts)
    Hex Spell. For 29 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 17 seconds and Shadow Step to that foe. This Spell has half the normal range.
    Energy:5 Activation:1 Recharge:12

    Disrupting Dagger(Deadly Arts)
    Spell. Send out a Disrupting Dagger at target foe that strikes for 30 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range.
    Energy:5 Activation:0.25 Recharge:10

    Deadly Paradox(Deadly Arts)
    Stance. All of your attack Skills are disabled for 10 seconds. For 13 seconds, your Assassin Skills activate and recharge 50% faster.
    Energy:5 Recharge:10

    Death Pact Signet(Ritualist Unlinked)
    Signet. Resurrect target party member with your current Health and Energy. The next time that ally dies within 120 seconds, so do you.
    Activation:2 Recharge:8



    4. A/P Assa P hast antimele
    Critical Strikes: 4
    Deadly Arts: 11
    Command: 10
    Spear Mastery: 9

    Siphon Strength [E](Deadly Arts)
    Elite Hex Spell. For 16 seconds, target foe deals -38 damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit.
    Energy:10 Activation:1 Recharge:10

    Dancing Daggers(Deadly Arts)
    Spell. Send out three Dancing Daggers at target foe, each striking for 27 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
    Energy:5 Activation:1 Recharge:5

    Entangling Asp(Deadly Arts)
    Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 16 seconds.
    Energy:10 Activation:1 Recharge:20

    Signet of Toxic Shock(Deadly Arts)
    Signet. If target foe is suffering from Poison, that foe takes 76 damage.
    Activation:1 Recharge:15

    "Never Surrender!"(Command)
    Shout. For 15 seconds, all party members within earshot and below 75% Health gain +4 Health regeneration.
    Energy:5 Recharge:20

    "Make Haste!"(Command)
    Shout. For 15 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack.
    Energy:5 Recharge:10

    Deadly Paradox(Deadly Arts)
    Stance. All of your attack Skills are disabled for 10 seconds. For 12 seconds, your Assassin Skills activate and recharge 50% faster.
    Energy:5 Recharge:10

    Resurrection Signet
    Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
    Activation:3



    5. A/E Assa E support ae
    Deadly Arts: 10
    Earth Magic: 10
    Fire Magic: 11

    Dancing Daggers(Deadly Arts)
    Spell. Send out three Dancing Daggers at target foe, each striking for 25 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
    Energy:5 Activation:1 Recharge:5

    Entangling Asp(Deadly Arts)
    Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 15 seconds.
    Energy:10 Activation:1 Recharge:20

    Signet of Toxic Shock(Deadly Arts)
    Signet. If target foe is suffering from Poison, that foe takes 70 damage.
    Activation:1 Recharge:15

    Glyph of Energy [E](Elementalist Unlinked)
    Elite Glyph. For 15 seconds, your next Spell costs 25 less Energy to cast and does not cause Exhaustion.
    Energy:5 Activation:1 Recharge:10

    Ward of Stability(Earth Magic)
    Ward Spell. Create a Ward of Stability at your current location. For 20 seconds, non-Spirit allies cannot be knocked down.
    Energy:10 Activation:1 Recharge:30

    Ward Against Melee(Earth Magic)
    Ward Spell. You create a Ward Against Melee at your current location. For 16 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks.
    Energy:10 Activation:1 Recharge:20

    Meteor Shower(Fire Magic)
    Spell. Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 84 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.
    Energy:25 Activation:5 Recharge:60

    Resurrection Signet
    Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
    Activation:3
    Last edited by Shrek; 01-09-2007 at 18:59.

    <Black Company>


  2. #32
    Shrek's Avatar
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    , , . , .

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  3. #33
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    , , , ?

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  4. #34
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    Kak nas4et vsunut' tem necram, u kotoryh est' zamenjajemyj slot, enchant, kotoryj dajet +2blood/death/curse?

    N/Mo eto realno po idee - 3 dps + enchant + grp heal + direct other ally heal + seed + rezz.
    Polu4ajem vyigrash dps gde-to v rajone 7-9%. Duration enchanta dostato4no bolshaja.

    Vo vtoryh, nado menjat' Rt/R na N/R, pri4em - delat' ego 2nd MA ili main MA, t.k. u nego-to i spellov ne nudet nikakih, krome dmg.
    <Black Company>
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  5. #35
    Summoner's Avatar
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    , , , .
    - 4 + 3 + 1 , - 2-3 ? -?

    , 2 2 (?). - 3 + 4 .
    <Black Company>
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