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Old Jul 02, 2006, 04:11 AM // 04:11   #1
Pre-Searing Cadet
 
Join Date: Jul 2006
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Default Suggestions for Assasin Build for PVE

Just bought factions and really want to use an assasin for PVE. My friend told me that the Sin was crap and wouldn't get invited to lots of parties. But so what... i wanted something new to play with and i'm sticking with Sin. I have a BP Ranger/Monk and E/me from prophecies. So any suggestion would help on what build for PVE is great. Since i heard that there's a lot of hate for the Sin then i probably try to finish the game or try to get to the end with henchies(which is sad).
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Old Jul 02, 2006, 05:04 AM // 05:04   #2
Desert Nomad
 
Join Date: Feb 2006
Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
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*calls Lambentviper* this guy needs some buuiiilllddd heeellp! Viper is really the one to ask about builds man, he is teh bomb diggity.
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Old Jul 02, 2006, 05:58 AM // 05:58   #3
Lion's Arch Merchant
 
Join Date: Mar 2006
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I really like this for PvE (especially with Henchies)

Dagger 13
Shadow 9
Death 10
Crit 9

Assasin's Promise
Black Lotus Strike
Twisting Fangs
Shadow Refuge
Golden Phoenix Strike
Death blosum
Return
Signet

If you are playing with henchies (or not), in the options menu map your x or z key to the #8 party member slot.

This build works for attacking multiple enemies and using return to get away. It is almost always up. You can do 2 off-hand>dual attacks. It is NOT that good against hard opponents and is really bad against those that strip enchants, evade, and strip hexes. It does not have a lot of defense (well...it has no defense)

Basically you run through the set from first to last. Except you need to hit shadow refuge JUST before your GPS attack...so run to the next mob before activating it. With mobs, (I believe), having extra health regen makes u targeted less. Don't be afraid to break attack and return out of the combat.

The key to playing the sin is to realize you are a spiker not a tank and should deliver your damage in quick bursts and get out, even in PvE. With this build, just target squishies, casters, and those already down on HP. Be very carefull with afflicted too
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Old Jul 02, 2006, 06:32 AM // 06:32   #4
Desert Nomad
 
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Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
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what signet? anyway I would switch out to a Mo secondary and just run mending with no att points in healing and then take the points that you took out of death and put them into attributes like dagger master and critical strikes, get dagger mastery up to 15 and shiro's blades FTW
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Old Jul 02, 2006, 08:32 AM // 08:32   #5
Lion's Arch Merchant
 
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Res sogmet. U use mending so that you always have the enchant on for GPS?
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Old Jul 02, 2006, 08:50 AM // 08:50   #6
Jungle Guide
 
Join Date: May 2005
Profession: W/Mo
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Palm Strike [E]
Horns of the Ox
Falling Spider
Twisted Fangs
Shadow Refuge
Return
Deaths Charge
[Whatever you want here]

Dagger Mastery 16 (12+1+3)
Critical Strike 10 (9+1)
Shadow Art 10 (9+1)

Palm Strike is an unconditional unblockable 60 damage, and skips the lead/offhand and starts the Dual attack chain.Dependin on the current situation of the monsters positions you should only use the full combo on a target who is not adjacent to any other monsters, if you are fighting a group of monsters its better to simply use the Palm Strike + Twisted Fangs combo.

Shadow Refuge is obvious with a skill like Return which you would use if monsters have begun to swing at you instead of the warrior you sent up front(Return cripples them which causes the monsters to target the closest target instead of charging after you).

Deaths Charge is to be used to either jump back to a target after using return,using it as an opening skill to get to your target quicker.

The last slot can be used for anything I suppose.I usually just filled it with a res sig.
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Old Jul 02, 2006, 12:31 PM // 12:31   #7
Pre-Searing Cadet
 
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Thanx for the great advice guys... another question, what would be secondary profession?
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Old Jul 02, 2006, 03:58 PM // 15:58   #8
Wilds Pathfinder
 
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It isn't a good idea in my oppinion to raise dagger mastery above 15, those points are better spent in something like Critical Strikes. Also, Critcal Eye is a very good skill to take for any situation. I Always have that, no matter what build I'm using. Of course, I never use a build with low critical strikes though.
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Old Jul 02, 2006, 05:14 PM // 17:14   #9
Desert Nomad
 
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Ok, firstly:

There's a divine favor enchantment that you maintain and it's always +2 regen, so that's better than mending at 0.

Secondly, here's a build for A/Mo (I like a hard rez):

9+1=10 Crit
10+1+1=12 Dagger
7+1=8 Shadow
9+1=10 Deadly

Black Lotus Strike
Horns of the Ox
Falling Spider
Twisting Fangs
Shadow Refuge
Death's Charge
Assassin's Promise
Rebirth

Basically AP --> Death's Charge --> Black Lotus --> Horns --> Spider --> Fangs. Some +20% dmg v. hexed foes daggers would probably be nice since the extra 5% dmg might save you from what's been sometimes happening to me. I personally use a pair of Kenshi's or Jade Daggers that are +15% always, -5e.

EDIT: It's also the build that I run. Assassin's Promise can be capped from Xuekao, the Deceptive outside of Maatu Keep. Basically grab a bunch of henchies. He's an extremely easy boss to defeat (when I was going to Maatu with henchies we rolled right over him and I had to look back so that I was sure that we had actually fought a boss).

Last edited by Bloodied Blade; Jul 02, 2006 at 05:20 PM // 17:20..
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Old Jul 02, 2006, 06:19 PM // 18:19   #10
Desert Nomad
 
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Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
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Hmm BB what divine favor skill would that be? I want some of that wootsauce in my diet, also yes I use mending as a secondary enchant for my golden skills and to offset my vamp, since I am a vamp fighter at close ranger, I love seeing the +3's rise up on every hit.
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Old Jul 02, 2006, 06:20 PM // 18:20   #11
Desert Nomad
 
Join Date: Feb 2006
Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
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Oh and also I like having my dagger master at 16 for the extra damage and for shiro's(yes, I know shiros is only 15 X.X), I also get mad double strikes at 16 I think more than at 15..
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Old Jul 02, 2006, 06:23 PM // 18:23   #12
Wilds Pathfinder
 
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You only have a 2% extra chance of a double strike from 15 to 16.
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Old Jul 03, 2006, 08:09 AM // 08:09   #13
Krytan Explorer
 
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the divine favor skill for +2 is called watchfull spirit. When removed you get healed for x amount and have a +2 hp regen while maintained. Didnt even think about that instead of running mending.

My 55 monk uses that + mending so i should of thought of it. oh well
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Old Jul 03, 2006, 06:45 PM // 18:45   #14
Desert Nomad
 
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Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
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hey Riki two percent is nice mmkee.. lol I may take a notch down from DM then and soup up crit strikes.. I currently have a sup on Dagger and minor on everything else, I would buy a sup vigor and get a major for crit, but sup vigor vs. major vigor =major vagor wins due to price difference, major gives like 41 hlth and sup gives 50.... not much difference Oh and Kyle thanks for letting me know abnout the spirit.
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Old Jul 04, 2006, 10:10 AM // 10:10   #15
Wilds Pathfinder
 
Join Date: Feb 2005
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Quote:
Originally Posted by Sturm Winger
Just bought factions and really want to use an assasin for PVE. My friend told me that the Sin was crap and wouldn't get invited to lots of parties. But so what... i wanted something new to play with and i'm sticking with Sin. I have a BP Ranger/Monk and E/me from prophecies. So any suggestion would help on what build for PVE is great. Since i heard that there's a lot of hate for the Sin then i probably try to finish the game or try to get to the end with henchies(which is sad).
Make AP build, stick a ranger or warrior block evade stance on it take henchmen, because they actually focus fire unlike players(important for AP build) and you will rambo through mobs.
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Old Jul 04, 2006, 03:15 PM // 15:15   #16
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Profession: Mo/
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Wouldn't vigorous spirit be a better choice for golden skills? It's not maintained at all.
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Old Jul 04, 2006, 08:07 PM // 20:07   #17
Lion's Arch Merchant
 
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Guild: [Ryuk]
Profession: W/A
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Heres an assassin build for you...

Golden Phoenix Strike
Death Blossom
Arcane Echo
Shadow Form
res sig
3 other useless skills (could make a better attack chain but the aoe from death blossom is quite nice and is all you really need imo unless you just want other random attack skills)

with shadow form up, run infront of your entire group, have them yell at you for tanking and yet never die... all the pve casters will try to waste all their skills and energy on you even though shadow form acts like a spell breaker making it safer for your entire team... good to farm with i guess too... if you can kill things in 40 second intervals
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Old Jul 09, 2006, 08:55 PM // 20:55   #18
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Wana play is Safe?...Well Crit/Barrager might be for you after all you are using a bow but still dealing the same dmg if not more then you would with these other builds...

To do it though you will need a A/R prof. and An elite srry if it makes trouble but it shouldnt since the elite is in both proficies and factions

Skills-
Barrage{E}
Crit. Eye
Way of Perfection
Sharpen Daggers
Shadow Refuge
Crit. Defense
Distracting Shot
[Any skill that fits your fancy of taste]

Atts.-
Marksmanship-12
Critical Strikes-11+2(major rune of Critical strikes)=13
Shadow Refuge-Everything left over

Weapons & armor-
Well its best to have energy bonus armor so that u get 32 energy but i have 25 energy and it works just fine and well i dont no about the bow its good if it is maxed of course even thought the one i have isnt and i still pwn pve and pvp.
Otherwise as long as it works for ur guy it doesnt matter on the armor or the weapon the main goal is to kill da enemies...

What you are doing-
I figure i might as well tell ya about this build since some ppl dont no the discription of every single skill there is to know, also i am gona tell you the main sequence of it so you know what to use first-last and everywhere inbetween. Ok well first you use sharpen daggers and critical eye right after the other in that order since crit eye doesnt have a cast time at all once that is set pick ur target and start spaming barrage when Crit eye and sharpen daggers start to blink or turn off recast them again and keep shooting, if you are under attack use way of perfection to keep fighting or run and repair for the next wave,use crit def to evade attacks and shadow refuge to heal.If you see somone using a slow healing skill,Heavy damage skill,or a resurection spell use distracting shot to interupt it quickly.

Now as some ppl may know sharpen daggers causes the enemy to bleed when they strike a critical hit,critical eye along with 13 critical strikes allows u to raise the chance of striking a Critical hit making the enemy bleed and hit harder...Barrage Widens this Affect range as well as amplifies it by hitting up to 6 targets u chance hitting all 6 with a critical hit, if not most of them.

Well if you have questions try to reach me on my Assassin Maruader of Shadows i can Prob get more details on armor not so much weaponry...hope ya like it

{P.S.}Barrage can be caped using Signet of Capture on Aurora in the Zos Shiveros Channel mission GL!!!
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Old Jul 09, 2006, 10:34 PM // 22:34   #19
Lion's Arch Merchant
 
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oh yea, on the shing jea island, try not to do anything, just attack with a bow or spells. That way you wont die from alllicted nova explosions and get yelled at.
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Old Jul 09, 2006, 10:50 PM // 22:50   #20
Frost Gate Guardian
 
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Quote:
Originally Posted by Rikimaru
It isn't a good idea in my oppinion to raise dagger mastery above 15, those points are better spent in something like Critical Strikes. Also, Critcal Eye is a very good skill to take for any situation. I Always have that, no matter what build I'm using. Of course, I never use a build with low critical strikes though.
Hi

Interesting point here, and one that many epoepll miss, unless using critical strikes skills for damage, raising dagger mastery is better than raising critical strikes.

According to research on guildwiki, the increase in deagger masterym, not only increases chance of a dual strike (although i feel these are useless as you should neve rbe autoattackign) it also increases the chance of a critical hit by 1.5% which is better than the 1% critical strikes gets you. Of course running 13 critical stirikes is still worthwhile because of the extra energy.

oljomo
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