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Old Jun 22, 2006, 07:58 AM // 07:58   #1
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Default The Dual Combo Assasin Build

The Dual Combo Assassin
I find that this is a great pressure build, if not an all out spike. The first is pressure, applied by the Jagged+Wild+Critical Combo. Now, heres the nice part, the recharge times on both leads are 4 seconds. This enables a Jagged+Wild+Fangs Combo to reduce the targets health by near 50% or if he is near 45-50% it will most likely kill them. I origionaly had Seeping Wound and Shadow of Haste, but I found that the damage does not suffer much from the lack of Seeping Wound. So, I added Aura of Displacement, the de facto skill for assassins. I added Critical Eye to increase the energy regen even more to make critical strike cost 0 energy after it hits. I would like to note that this build also nets 5 energy per critical strike, making a usable pressure build as well.

Assassin/Any
Level: 20

Critical Strikes: 13 (11+2)
Dagger Mastery: 13 (10+3)
Shadow Arts: 12 (10+2)

Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 8 seconds.
Energy:5 Cast:0 Recharge:4

Wild Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +18 damage and target foe loses 1 Stance.
Energy:5 Cast:0 Recharge:4

Critical Strike (Critical Strikes)
Must follow an off-hand attack. If it hits, this attack strikes for +27 damage and resuslts in a critical hit.
Energy:10 Cast:0 Recharge:6

Twisting Fangs (Critical Strikes)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +19 damage and struck foe suffers from Bleeding and Deep Wound for 18 seconds.
Energy:10 Cast:0 Recharge:15

Aura of Displacement [Elite] (Assassin None)
When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement, you return to your original location.
Energy:10 Cast:0.25 Recharge:20

Critical Eye (Critical Strikes)
For 32 seconds, you have an additional 6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30

Shadow Refuge (Shadow Arts)
For 4 seconds, you gain 9 Health regeneration. When Shadow Refuge ends, you gain 68 Health if you are attacking.
Energy:5 Cast:1 Recharge:8

Signet of Malice (Assassin None)
For each condition suffered by target foe, you lose one condition.
Energy:0 Cast:1 Recharge:8

P.S: Sorry I cant change my spelling error on the title.

Last edited by Lord Oranos; Jun 22, 2006 at 08:00 AM // 08:00..
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Old Jun 22, 2006, 09:01 AM // 09:01   #2
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Where is Res?
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Old Jun 22, 2006, 09:20 AM // 09:20   #3
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Hi

I use a similar build, apart from ive never been one for the shadow stepping (i find that quick work on the keyboard is equally as good as shadowstepping without wasting a slot) so a possibility is to replace aod with moebious strike (offhand which follows a dual + recharges attack skills if it hits someone below 50% health) so you can use both dual attacks in the same combo (not eit also effectively redeuced teh recharge of all your skills to 6 seconds if used right, so you can put i longer recharge skill like fox fangs in lead/offhand slots)

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Old Jun 22, 2006, 11:54 PM // 23:54   #4
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Cold, Signet of Malice is mainly for Alliance Battles, it can be switched out for a res. Oljomo, yes mobeus strike would be an AWSOME elite to put in, but Im afriad I havnt gotten to the cap place yet. Believe me, It would be a great asset. But, to me, the element of surprise is what makes the assasin work, if i replaced aod with shadow of haste it would work fine but at the moment, I dont have many worthwhile elites to use this with. AoD works for mobility and allows me to put in critical eye for an extra one energy per critical. With the current recharge times of Jagged Strike and Wild Strike, Id have to take them out fora Mobeus build.

Last edited by Lord Oranos; Jun 23, 2006 at 12:01 AM // 00:01..
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