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Old Jan 16, 2007, 02:01 AM // 02:01   #1
Forge Runner
 
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Default Triple KD PvP Assassin

A/x

Critical Strike 13 = 11 + 1 + 1
Dagger Mastery 12 = 10 + 2
Deadly Art 12 = 10 + 2

[skill]Mark of Instability[/skill][skill]Shadow Prison[/skill][skill]Iron Palm[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Falling Spider[/skill][skill]Horns of the Ox[/skill]

Last Skill is Optional, here's some choices:
[skill]Resurrection Signet[/skill][skill]Signet of Toxic Shock[/skill][skill]Signet of Malice[/skill]

Weapon:
Zealous Daggers of Defense

Armor:
All Radiant Insignia for energy boost
Critical Strike Mask w/ minor critical rune
major dagger mastery rune
major deadly art rune

Usage:
Use Mark of Instability followed by Shadow Prison as a cover hex and shadow step to enemy. Iron Palm for first knockdown, Black Lotus recover energy, Twisting Fangs triggers Mark of Instability for second kd, Failling Spider to continue the combo, Horns of the Ox for third kd. By this time enemy should be near dead. Signet of Toxic Shock should finish the job.

Last edited by lightblade; Jan 16, 2007 at 07:14 AM // 07:14..
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Old Jan 16, 2007, 02:30 AM // 02:30   #2
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Pretty Nice, however, I would take one or two atrtibute points for Deadly, and put it in Dagger to get it to ~14.

But this build looks so good, I'm gonna try it right now. :P

Edit:

BTW, you have 9 skills listed. (I'm counting Optional as one.)

Last edited by Puebert; Jan 16, 2007 at 02:38 AM // 02:38..
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Old Jan 16, 2007, 03:02 AM // 03:02   #3
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You imply an attack chain order with your skills, and I'd move Iron Palm to the end of that list. If you are hitting a squishy caster, they probably won't have anything useful to do in terms of self-preservation at the start of your combo, no conditions to remove, snared by dark prison, and even if they try to remove a hex they will just get dark prison which won't do much good. Knocking them down after they get up from horns with poison, degen, and deep wound is probably much more painful.

Other issue, there's no room for feigned neutrality which would greatly boost self-defense. I guess thats mostly an issue in AB and RA, could get away without it in TA I suppose. So swap with iron palm and shadow/deadly spec depending on your environment.

Mark of instability is an interesting alternative to burst of aggression, especially if you are hitting a monk. You also have the flexibility to squeeze in a little pressure if needed by only casting one hex and saving the other for when your attack skills recharge.
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Old Jan 16, 2007, 03:17 AM // 03:17   #4
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Quote:
Originally Posted by FoxBat
You imply an attack chain order with your skills, and I'd move Iron Palm to the end of that list. If you are hitting a squishy caster, they probably won't have anything useful to do in terms of self-preservation at the start of your combo, no conditions to remove, snared by dark prison, and even if they try to remove a hex they will just get dark prison which won't do much good. Knocking them down after they get up from horns with poison, degen, and deep wound is probably much more painful.

Other issue, there's no room for feigned neutrality which would greatly boost self-defense. I guess thats mostly an issue in AB and RA, could get away without it in TA I suppose. So swap with iron palm and shadow/deadly spec depending on your environment.

Mark of instability is an interesting alternative to burst of aggression, especially if you are hitting a monk. You also have the flexibility to squeeze in a little pressure if needed by only casting one hex and saving the other for when your attack skills recharge.
I use skills in this exact order:

[skill]Mark of Instability[/skill][skill]Shadow Prison[/skill][skill]Iron Palm[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Falling Spider[/skill][skill]Horns of the Ox[/skill][skill]Signet of Toxic Shock[/skill]

I use this in FA, and its almost as good as the other Sin build I use.

Sig of Tox Shock is not necessary, and you can put [skill=text]Feigned Neutrality[/skill] in there if you want, I'd just rather not put the points in Shadow Arts.
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Old Jan 16, 2007, 03:48 AM // 03:48   #5
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I would put Feigned Neutrality in there, as, without any self-heal, you might only be able to use this chain once before you die.
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Old Jan 16, 2007, 09:24 AM // 09:24   #6
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www.putfile.com/yanman
http://www.guildwarsguru.com/forum/s...ferrerid=92302

Been there done that, possible endless stream of kd's, although less anti-kite skills.
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Old Jan 17, 2007, 07:49 AM // 07:49   #7
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Quote:
Originally Posted by Yanman.be
www.putfile.com/yanman
http://www.guildwarsguru.com/forum/s...ferrerid=92302

Been there done that, possible endless stream of kd's, although less anti-kite skills.
Wow, Yanman, I hope your nose was up in the air when you typed that little 'pooh-pooh' on this thread...

1. Chill, it's a different build. might only have a couple different skills but for some people that might make the build more enjoyable. Not to mention the fact that your post is too old for anyone to see without a url.

2. Why not be constructive instead of just saying you've been there and done that? Personally, I don't really care if you've run a similar build. I missed your post way back in July or whenever and I'm seeing this one now. No need to post just to stroke your own ego

Anyway, interesting build, lightblade. Was pretty fun aside from the lack of escape method...but I guess that's not really the point now, is it?

Last edited by Beat_Go_Stick; Jan 17, 2007 at 07:55 AM // 07:55..
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