I thought one of your builds used both skills. Getting and maintaining
two elite skills is pretty hard. Assassins Remedy could be a problem
for condition based counters.
Oh, sorry, by "build" I meant an entirely different build using Ebon Dust Aura - which is setup to be able to reapply blinding very fast (and uses Wild Blow to avoid blocking and end stances.) As I recall, A/Ds don't use many attack skills, the idea is based around just getting a lot of Scythe crits.
Chardok wrote:Temple strike? That's....pretty inefficient isn't it? 10 energy and a ridiculous recharge, IIRC - I mean, if it works, it works, but with my sin it's all about energy management. Just my style. I spam lots of small repeating attacks constantly (My standard PvE loadout inclused black mantis sting, wild strike and Death Blossom With PS as my elite just for when I get into big, long fights where I need more AoE damage (I know, I know - but I don't HAVE Moebius Strike yet) At any rate - TS seems to be a good casterkiller, but outside that it seems like it'd make you pretty vulnerable to melee - I could be completely wrong, though, my PvP time consists of precisely one mission at Fort Aspenwood where I took in my PvE loadout and actually did REALLY well (I think the anti-sins were expecting a standard palmstriker, and they met a Shadowstepping, Shadowrefuging, AoE (useless)-spamming PvE-sin.
But, you know, to each his own and all that
1) TS actually costs 15e.
2) TS inflicts dazed and stacks blind on top of it - so I'm technically anti-melee as well.
3) You nailed it with casterkiller, which is specifically what my Temple Strike build is designed for.
Also, I like to do odd things that most players done, and one of the big ones is the Temple Strike build I use on my Assassin. BTW, I take other off-hand as well, so I don't have to rely on TS as my off-hand. I also take Critical Strike and that pretty much handles the energy management - hell, the idea of the build is this:
Dagger Mastery is 16 so I have a really high double-hit rate.
Shadow of Haste --> Death's Charge to the backline caster --> Leaping Mantis Sting > Temple Strike > Critical Strike. At this point he caster is dazed, and the rapid attacking daggers allow for easy inturrupts. When they start to run: Leaping Mantis Sting, crippling them > Jungle Strike, 3/4 second attack that does ~+60 vs crippled foe > Critical Strike. I may have to repeat that last combo once more, but not usually (they're usually dead.) I also use Daggers with +33% dazed duration to go with 16 dagger mastery for about 14-15 seconds of dazed. And when I finish them off (or I get into trouble, since I am behind enemy lines), I just switch my stance to Dash, and teleport out of there.