Specific tactics while fighting AS, or AGAINST certain classes/races.
Assassins:
Simply put, assassins are trained in the art of killing other
players. Nightblades trained in all forms
of armed and unarmed combat, a clever assassin can kill anyone..anywhere..anytime.
Nag'Shuggoth Darkshade (51 Minotaur Assassin).
| Our first contribution
was written by the Highlord of Eclipse himself, Nag'shuggoth Darkshade. Nag'Shuggoth is
unusual for a Ganthian. Though he possesses the tremendous strength and the ideals of
honor associated with minotaurs, he did not share their ethos. For a time, it is reported
he was a thief in common circles, until he enlisted within the Knights of Eclipse. Over
the years, Nag'Shuggoth eventually left the thieve's guild to become a ranking member of
the shadowy assassin's guild. His enormous size, combined with his skills in the art of the nightblade, made him a formidable opponent, and one of the only minotaur assassins to ever walk Algoron. Through hard work and perseverance he rose through the ranks of the Dark Knight's, eventually assuming the position of HighLord from Bishop Nir. He reformed the Eclipse from the outward in reinstating the code of Knight's, rather than that of a Brotherhood. For his devotion to the Eclipse and to the Crown of Verminasia he was granted Lordship so that all may know the name of his Father, DarkShade. |
1. Strangle. Spam it to 90+ like everything else.
Strangle your opponent and call in your friends and/or glance at
them.
If the strangled victim is in excellent condition, assassinate
them. If they have a few scratches
and you are skilled in the magics of healing, then cast
cure critical upon them, then assassinate
them.
Assassinate, last time I used it, was a no fail if they are
asleep so even one is completely unskilled
it does some mega damage. If they are poisoned, then their
poison will most likely wake on tick,
unless they are stupid.
2. Sharp weapons.
Daggers do double damage on backstab/assassinate. Weapons
that are dangerously sharp
(sharp flag), seem to add another double. On a really good
roll, and I do mean a brilliant one,
I've unspeaked through sanc and protection alignment.
3. Disarm works more than you think it would for an assassin.
4. If you are alone fighting someone, flash bomb then gcon/backstab. Flash
bomb only has one
round of lag attached to it whether or not it works, dirt kick
has 2 regardless.
5. Nerve and caltraps.
I used to initiate with murder, nerve, then caltraps. It is
unbelievable how much this assists
backstab, disarm, and gcon.
6. Once you get them to big and nasty you can't backstab anymore. Either gcon
them, or just
keep them flash blind, nerve, caltrap and be prepared for a
chase.
7. (From Ashran). Wands are the assassin's tools. Use them!
As soon as you hit level 43, go to Stanley's Steeds on the lowest
plane of Hell and purchase
Blue and Black figurines. These seemingly-harmless items
are the most powerful wands in
the realm. The Blacks cast a level 54 weaken, and the Blue
Dragons cast a level 54 faerie
fire.
Once you've strangled your opponent, use this
opportunity to first faerie fire him with the
Blue figurine. Then weaken him with the Black figurine.
Even the most resistant opponent
will be weakened within six attempts. And once you've
weakened them, unless they're
ogres, you will control the ground they walk on.
Combine this weaken with caltraps
and nerve jabs, and you have spellt their doom, especially if
they are the smaller
races.
Similarly, unholy symbols are a level 54 cure poison. Keep
several handy and you can
cure your opponent's poison, then strangle him, to make certain
he gets a long sleep
with no interruptions.
Others:
Still looking for article contributions for the following classes: Swashbucklers, Rangers. Bards, Charlatans, Jongleurs. Mages, Illusionists, Enchantors. Transmuters Invokers, Necromancers. Clerics, Crusaders, Priests, Shaman. Thieves, Assassins. Warlocks. Paladins, Bladesingers, Battleragers.
More to come, feel free to give me ideas!
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