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Old Apr 09, 2006, 03:31 AM // 03:31   #1
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Default Assassin Build Directory Submissions

Please post here with your Assassin build and a link to its thread if you would like it to be considered for the Build Directory.
For rules, see the Build Directory Submissions Rules.

This sticky shall remain free of discussion. All discussions of the builds posted here should be done in their respective threads.

Build Template
Profession: [primary/secondary]
Name: [name of the build]
Type: [PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Spiker/Nuker/Tank/Damage/Support/Interrupt/etc]
Attributes" [These should be done in a "base + runes + hat" format.]
Skills Set [Place them in any order you like. Place {Elite} next to the Elite Skill and the linked attribute in (parentheses). If you want, you can provide two skill sets, one for PvP and one for PvE.]
Summary: Explain the purpose and goal of the build, along with a thorough guide to how this build can be run effectively. This must be done with good grammar and spelling, although I will edit the stuff you miss.]
Notes & Concerns: [Explain any notes or concerns you have with the build, whether it be weaknesses, timing issues, or warnings.]
Credit:* [Who would you like credited? Yourself? Your guild? Both?]
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Old Apr 09, 2006, 02:36 PM // 14:36   #2
Krytan Explorer
 
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Join Date: Mar 2006
Guild: The Amazon Basin
Profession: R/Me
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FINALLY OUR FIRST STICKY!!! Well I guess I'll add my builds from the other threat which sort of died.

Typhoid Mary

A/N

16 Dagger Mastery (12+1 Mask +3 Rune)
8 Critical Strike (7+1 Rune)
7 Shadow Arts (6+1 Rune)
Rest In Death Magic

Leaping Mantis Sting (Lead) - Cripple
Jungle Strike (Off-hand) - Damage
Twisting Fangs (Dual) - Bleeding and Deep Wound
Virulence (Elite) - Disease, Poison, and Weakness
Plague Touch - Condition Removal
Heart of Shadow - Teleportation and limited Self Heal
Shadow Refuge - Self Heal
Res Signet/Dash/Shadow of Haste

Pretty simple concept, start off your combo after which your target should be hit with at least bleeding and deep wounds and maybe cripple. Then depending on whether or not he has noticed you yet throw down either Heart of Shadow to teleport to safety or Virulence to make it a very bad day for him. So at the end of your attack string your target should be under Cripple (if you were lucky and hit him while moving), Bleeding, Deep Wounds, Poison, Disease, and Weakness.

Also if it so happens that you're hit by a condition just pass it off to someone else with Plague Touch. If you decide to use this in 12vs12 the res sig can be replaced with the speed boost of your choice.

With the energy costs and recharge you can keep on pulling off your combo on the same target after the initial conditions end. I can only imagine how much damage this could deal coupled with a fragility mesmer.

Virulence is a Prophecies only skill and I'm not sure if A-net confirmed that factions characters can go into the Prophecies campaign or not. However I could see this build becoming very powerful in any arena that it is used.
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Old Apr 09, 2006, 02:37 PM // 14:37   #3
Krytan Explorer
 
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Guild: The Amazon Basin
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Critical Death

A/*

16 Dagger Mastery
10 Critical Strikes
10 Shadow Arts
7 points Unused

Equip:
Bladed Mask+Superior Dagger Mastery Rune
Shrouded Armor with Minor Critical Strikes, Minor Shadow Arts, Minor Deadly Arts, and best Vigor Rune you can get
Zealous Daggers of Fortitude with +15>50

Leaping Mantis Sting (lead attack)
Jungle Strike (off-hand)
Critical Strike (dual attack)
Moebius Strike (elite off hand)
Critical Eye
Shadow Refuge
Death's Charge
Rez

Leaping Mantis Sting and Jungle Strike can be replaced with Unsuspecting Strike and Fox Fangs respectively if you want a heavier first hit. Critical Eye can be replaced with Way of Perfection, Way of the Fox, or Way of the Lotus, depending on your needs.

This build is meant to get in there, pull off their combo and then move on to a different target. Worked pretty well in PvE have yet to try it in PvP but I think it will also work there.
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Old Apr 13, 2006, 04:46 AM // 04:46   #4
Frost Gate Guardian
 
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Profession: Me/
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Random Arena A/Mo

16 Dagger Mastery (3+1)
10 Critical Hits (9+1)
9 Shadows Arts (8+1)

No real armor specifications as long as the above requirements are met.

Critical Eye
Shadow Refuge
COP
Palm Strike {Elite}
Horn's of the Ox
Falling Spider
Twisting Fangs
Res Sig

It's pretty linear, use critical eye + zealous dagger tangs to keep energy up for the combo. Use shadows refuge when under fire, and COP + Shadows Refuge to drop any unwanted conditions or hexes dropped on you, also it works as an emmergency heal in a tight situation. I think its pretty solid, but don't hesitate to correct any misconceptions or mistakes with the build.

Last edited by What if...; Apr 13, 2006 at 04:50 AM // 04:50..
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Old Apr 19, 2006, 05:24 PM // 17:24   #5
Krytan Explorer
 
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[A/W] Appointment in Damascus

Competitive PvP, Support/DPS

Critical Strikes: 12+1+1
Dagger Mastery: 12+3

Dark Apostasy, 10e 2 15s *elite
Enchantment Spell. For 16 seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose 4 Energy or Dark Apostasy ends.
Critical Eye, 5 - 30s
Skill. For 33 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Sharpen Daggers, 5e 2 20s
Enchantment Spell. For 33 seconds, all of your critical hits cause Bleeding for 14 seconds.
Wild Blow, 5e - 5s
Attack Skill. Lose all Adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits, any "Stance" being used by your target ends. This attack cannot be "Blocked" or "Evaded"
Golden Phoenix Strike, 5e - 8s
Offhand Strike. If you are not enchanted, this skill misses. If it hits, Golden Phoenix Strike deals +30 damage.
Critical Strike, 10e - 6s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +29 damage and results in a critical hit.
Rush, 4a
Stance. For 8 seconds, you run 25% faster.
Signet of Malice, - 1 8s
For each condition suffered by target foe, you lose one condition.

This Assassin is designed to do a fair amount of DPS while stripping enchantments and defeating defenses. With 14 CS, 15 DM and Critical Eye, the Assassin has a 40% critical rate and recieves 4e on each crit.

Dark Apostasy strips an enchantment from a target every time a crit is landed on that target. You lose four energy when Dark Apostasy does this, and gain four energy every time a crit lands at all.
Critical Eye increases your Crit Rate, and, more importantly increases your energy return on a critical to 4, precisely paying off Dark Apostasy.
Sharpen Daggers causes bleeding on the target when a crit is landed. It's a cover enchant for Dark Apostasy.
Wild Blow is the center of this build, and the reason it rocks so hard. Wild Blow, under the full effects of this build A) cannot be blocked or evaded, B) cancels stances, C) is an automatic critical that produces four energy, D) costs four energy and strips one enchantment from the target and E) causes that target to bleed.
Golden Phoenix Strike is an odd attack, in as that it's an offhand that doesn't need to follow a lead attack. Its only requirement is that you be enchanted. Skipping the lead attack means I can start my chain with wild blow and still finish it two strikes later, keeping my combo compact.
Critical Strike is a nice dual attack. If both strikes hit, they do +58 damage and either strip enchantments or produce energy for the Assassin.
Rush costs four adrenaline and gives 8 seconds of 25% increased runspeed. It should be possible, even easy, to keep this skill up nearly all the time.
Signet of Malice helps to remove pesky conditions like blind and cripple, or whatever else might be coming your way. Because Sharpen Daggers is causing bleeding on 40% of your hits, there should always be ample conditions to work from.

And there you have it. This build has no self heal, and is meant for organized play. Given the reliance on enchantments, I have given thought to life bonding the Assassin- it would be one more cover enchant, and needed protection from Warriors and Ranger (and hell, other Assassins). According to DaggerFAQ 4.0 this Assassin should have a base DPS of about 19, and with highly spammable damage skills and passively spammed bleeding, should be able to kick it up quite a bit.

Last edited by swordfisher; Apr 19, 2006 at 07:11 PM // 19:11..
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Old Apr 26, 2006, 06:39 AM // 06:39   #6
Wilds Pathfinder
 
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Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
Default

Profession: Assassin/Ranger
Name: Bloody Barrage (One Woman Bloodstorm)
Type: Multipurpose
Category: Damage Dealer/Multi-Target ‘Arrow Nuke’/Condition Spread

Attributes:
Critical Strikes [P]: 9 + 3 + 1
Marksmanship: 12
Shadow Arts: 9 +1

Skills Set:

Focused Shot (Marksmanship)
Barrage {Elite} (Marksmanship)
Distracting Shot/Resurrection Signet (Expertise/Unlinked)
Critical Eye (Critical Strikes)
Sharpen Daggers (Critical Strikes)
Way of Perfection (Shadow Arts)
Viper’s Defense/Critical Defenses (Shadow Arts/Critical Strikes)
Dash/Dark Escape/ (Unlinked/Shadow Arts)


Summary:

Original Discussion Thread

The Bloody Barrage was originally designed for 12v12 matches, otherwise known as Alliance Battles, and the massive mutual ganks that occur in them, but has since been recognized as a viable character for almost any play style, including late-game PvE. Initially developed and tested in the March 26th Factions Preview Event (FPE), the Bloody Barrage was originally known as the One Woman Bloodstorm. The name was later changed because the creator got sick of typing so many letters every time he bragged about his baby.

The initial Bloody Barrage was created as a control point assault character and is at its best when booting Kurzicks out of control points in its match type of choice. In PvE, of course, you have what is essentially a Conjure Blood Barrage character with less armor and better healing. In the Random/Team Arenas you act as a basic damage dealer, slightly lower-powered than most, but easily able to squish as many characters as possible, especially in tight arena such as the Flag Battle zone. Same general rules apply to all other forms of combat – your specialty is multi-target, and your damage against single foes is somewhat reduced.

Anyways. Centering the build is Critical Strikes, the attribute, and Sharpen Daggers/Critical Eye. These skills are why the build exists. Sharpen Daggers allows Barrage to spread Conditions in a disturbing manner, getting around Barrage’s inability to work with Apply Poison or Melandru’s Arrows or other such Conditioning preparations. Dealing consistent heavy damage through a ludicrously high critical hit ratio and finishing foes with Bleeding, and doing it to multiple enemies, the Bloody Barrage can replace two or three character’s worth of offense in the right situation. Which is kicking Kurzicks out of control points

The bottom half of the skills list is a surprisingly solid defensive array for such a powerfully offensive character. Way of Perfection is a superb self-healing skill which will keep the Bloody Barrage healthy while it’s dealing out death. It actually allows the character to stand its ground against some attackers, using the constant healing and its own heavy offense to outlive and out-pummel certain foes. Sometimes though, you’ll just be outmatched. In that circumstance, flip on Viper’s Defense to leave your attacker a last lovely present and Get Out of Dodge. Once Dodge has been gotten out of, flip on your speed stance of choice (I prefer Dark Escape for its greater activated-time percentage and damage reduction) and bolt. Reposition, rearm, and repay.

Alternates are listed above. The first is just whether you like Dash or Dark Escape better, while the second offers a ReSiggy in place of Distracting Shot. This is for if you want to bring the Bloody Barrage into RA, TA, or other res-heavy environments (of course). I prefer running without a ReSig when I can, but some people don't feel comfortable without one on their bar. And I admit I don’t like to go exploring without one either – can’t count the number of times I’ve saved a party’s butt because of that particular habit. A third alternative is to trade Viper's Defense for Critical Defenses, which offers another covering enchantment for all your other lovely covering Enchantments. Starting to wonder what we're covering here. Anyways, CD offers a good defensive booster and, when attacking the groups you're supposed to be, should stack with Way of perfection and make you all but indestructible.

Equipment is fairly fluid – nothing is absolutely vital to the successful implementation of the Bloody Barrage. When I tested it in the FPE, I used Zealous Short and Long Bows of Defense (PvP-Only char, would also have taken elemental bows if I could) and a mix of Vanguard’s and Shrouded Armor (Vanguard chest and gloves, Shrouded legs and boots), and had no troubles. Energy was abundant even with only minor boosts from armor; Vampiric bows would likely work just fine as well for the real damage-fiends, and of course Vampiric strings love that Barrage. Armor-wise, I went for the Blind and Weak duration cuts because those are the two Conditions I felt most dangerous to the Bloody Barrage. A good Deep Wounder is going to kill you with it before duration becomes a problem, and Bleeding isn’t as actively annoying as Blind or Weakness on a character which relies on attacks for both its healing and Energy management. Yes, I know Nightstalker's +15AL while attacking armor boost is normally a must, but realize, you're being attacked about as often as a Ranger is. Given your lack of self-Condition removal, I see no reason not to bring alternate armor. Plus, I just liked the look of the armor mix (realizing this was a PvP-only character at the time). But nothing is vital for the works – you’re completely free to use basic collector's Assassin's armor and a Sundering Horn Bow of Charrslaying for all I care. Though your teammates will call you stupid, and rightly so.

Anyways. The best advice I can give is to take the thing out and put it to work. Bloody Barrage is simple to use but packs a good deal of innate trickery and funkiness as well, and the best way to get a handle on what it can do is to go out and do it. Team up with some guildies and jump into a 12v12 match, you’ll catch on quick enough.

Notes & Concerns:

You’ve got no way to deal with Conditions or Hexes yourself, so without proper Monk (or occasionally Mesmer, for Hexes) support, you’re dangerously vulnerable. If you find yourself snared in the path of a pissed-off Warr, your best bet is to stand there and ride it out, using Way of Perfection and Viper’s Defense to stay alive, until the snare goes away. If suffering from degen or combat-degradation Conditions or Hexes, scream for help and deal with it until help gets there. If help doesn’t get there…die, res, run back and get revenge XP.

Aside from that, the Bloody Barrage is remarkably self-reliant. You’ve got one mother of a self-heal and a combination damage reducer/speed stance to keep you alive, and you’re reasonably mobile without a booster char along. During the FPE I found that people didn’t tend to seek out Assassins much – if you weren’t actively trying to knife someone, you got left alone more than usual. This, of course, is not a guarantee, but if you play smart you should survive just fine.

Previous incarnations of the Bloody Barrage also suffered from a lack of single-target skills, though this was partially solved via trading the now-nearly-useless Shadow Refuge for Focused Shot. Focused permits the BB to hunt down fleeing Kurzicks it has successfully kicked out of control points as well as a good survival skill when faced with a Warrior pounding at you. Way of Perfection, Viper’s Defense, and Focused Shot might just get you out alive. Realize, however, that you are not a spike build and cannot hope for the same single-target arrow damage Ranger primaries enjoy, and use Focused as a finishing move/last resort.

Credit: Heh…entirely me, I’m afraid. Concepted, refined, and combat-tested the Bloody Barrage without any help other than that given by the people I was shooting. No long list of credits here. IT’S ALL MINE!!! Oh, and Siren I suppose, for pointing out the Critical Defenses thing, since I never think of that skill myself.

Last edited by LaserLight; Jun 07, 2006 at 07:54 PM // 19:54..
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Old May 03, 2006, 05:43 AM // 05:43   #7
Ascalonian Squire
 
Join Date: Dec 2005
Guild: Aura of Amnoon [AoA]
Profession: E/Me
Default Flashing Viper

PVE

Here is my pve build that I came up with myself. I struggled at first with how to play an assassin, however I eventually learned what many people are now talking about, get in, damage, and get out. This build facilitates that sort of play and tends to drop enemies left and right.

Flashing Viper A/R

Daggers 16 (12+3+1)
Shadow Arts 8
Critical Strikes 9

I still don't have minor runes, I do have a sup dagger rune. The armor I use is the shrouded energy armor. Energy management and mobility is key in this build. I have two of the perfect collector sai's, one is a sundering sai of shelter, the other is a poison sai of shelter.

1. Dash (no attribute)-this skill has a multitude of uses, ie. to get to or away from foes.
2. Viper's Defense (shadow arts)- this skill is key to being mobile enough not to get trapped
and does all of your poisoning.
3. Shadow Refuge (shadow arts)- a nice self heal
4. Jagged Strike (dagger mastery)- This is a nice lead attack that will keep bleeding on your
enemies, even when you don't get through your combo.
5. Fox Fangs (dagger mastery)- Great off-hand attack that does solid damage and cannot be
blocked.
6. Twisting Fangs (critical) A badass dual strike that causes deepwound and
bleeding for 15 seconds. Stacking this with the
poison does great damage quick.
7. Flashing Blades (dagger mastery) {elite}- This is the elite of the build, this allows you to tank for 21
seconds, which is long enough to get your combo and
conditions going, then viper defense to get out.
8. Res Sig- I'm one of those old school guys that keep some form of res on all
of my characters most of the time. Obviously this and dash are the
interchangable of my build.

The way this build works is great, you use flashing blades going in, then start your attack seq. then viper defense to get out. This is tried and true by me all over the first part of the main continent quest. I hear people complain about their assassins, but I love the class, played well I feel like I can throw down some serious damage. I may do the numbers in a couple of weeks once I complete the storyline. Feel free to comment and give some suggestions as to how to make the build better. I am going to take credit for this build, but this is because I have not looked at any other forum information. If there is a similar build on the forum, I will retract the originality claim, but keep the build as I have developed it through my play. In a nut shell I use the two stances strategically, throw on the conditions, then get out of dodge leaving my victim poisoned. Try it and let me know how you like it.

Last edited by sphere830; Jun 21, 2006 at 06:04 PM // 18:04..
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Old May 03, 2006, 07:17 AM // 07:17   #8
Krytan Explorer
 
Join Date: Dec 2005
Profession: N/
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QuickStrike
Assassin / Ranger
PvE/PvP (untested in GvG atm)
Catagory: Surgical Supportor (Secondary Melee? Trying to sound dramatic here.. )


Skill Set
Shadow of Haste (10e, 30 recharge)
Ususpecting Strike (10e, 4 recharge)
Fox Fangs (5e, 8 recharge)
Twisting Fangs (10e, 15 recharge)
Shadow Refuge (5e, 1 cast, 8 recharge)
Way of Perfection (5e, 1 cast, 30 recharge)
Apply Poison (15e, 2 cast, 12 recharge)
Res Sig


Attributes
Wilderness Survival 1
Dagger 10+1+3
Shadow Arts 10+1
Critical Strikse 11+1


Armor
Armor (70AL)
Bladed Mask (+1 dagger)
Vanguard's Guise (reduce blind)
Saboteur's Gloves (reduce bleed)
Shrounded Leggings (+2e)
Shrouded Shoes (+1e)


Summary

Alright, the basic plan is get in, drop a good amount of damage and conditions and then vanish. Simple enough. I focus on the casters, typically monks and mesmers.

You have enough time to cast Apply Poison, spend a few seconds selecting a target, then hit Shadow of Haste (note, you want to be about 2/3 of a compas distance away), finally charge in and hit your combos. If done right, a second or two after you drop your combo you'll teleport back across the screen way far away from the action. 75% of the time this is enough to kill a caster, when its not, it draws the monks attention away from front line warriors.

The armor will help with conditions, but Shadow Refuge will give you a quick recharge on health if you need it.

While waiting for your combo to recharge, or if you've taken out all caster targets, I tend to pop Way of Perfection and hit the remaining targets without Shadow of Haste. Just be careful here, as you might start falling into the "tank" mentality.


Notes & Concerns

The #1 thing about this build is patience. You are not a tank, don't act like a tank. Your job is to pick a target (typically I go Rit > Mo > Mes > Ele > Ranger > Wa or A) and unleash your combo so he is removed from combat or hurt serious enough to distract monks from front line allies.

Eneregy Management:
I hardly run out of energy. Between critical strikes and 4 pips of e-gen as you close in on your target, I have plenty. After you cast your first combo and you've returned to your starting point, spend a few seconds selecting a new target and allowing your energy to rebuild. You are not a DPS melee warrior, you don't need to be attacking every second. Your strength is in a fast flury of damage. It is better to spend a few seconds waiting for the right moment, than to waste energy and perhaps your life by charging in too early.

Weakness:
The same weakness applies here that applies to any melee-based build. Blind. Blind will make you curse, but with the 20% reduction you're typically fine before your Shadow of Haste wears off. Also, since you are running in after your warriors have engaged front lines, typically Blind has already been used on them. If the character is saving it specifically for you, they are distracting themselves from their other duties, which works to your groups advantage in the long run.

Stance Defenses are a little bit of a pain as well, but not a true weakness. If someone pops a stance (lightning reflexes being my current hatred) just go on to someone else. If they are applying it before your combo, then you still have your full combo to use on someone else. If they try to do it midway through your combo, you typically beat them.

Original Discussion Thread


Credit
Does-it-Matter and Nesto

Last edited by Does-it-Matter; Jun 06, 2006 at 01:37 AM // 01:37..
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Old May 04, 2006, 01:44 AM // 01:44   #9
Pre-Searing Cadet
 
Join Date: May 2006
Guild: El Pollo Diablo
Profession: R/N
Default

Class: Assassin/Mesmer
Build: Illusionary Daggers
Type: Whatever
Category: Damage

Attributes:
Illusion Magic: 12
Dagger Mastery: 15 (Superior + Mask)
Shadow Arts: 6

Skills:
Illusionary Weaponry {elite}: For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 chaos damage. This is an elite skill.

Illusion of Weakness: You lose 202 health. Illusion of Weakness ends if damage drops your health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 health.

Distortion: For 5 seconds, you have a 75% chance to evade attacks. Whenever you evade an attack this way, you lose 2 energy or Distortion ends.

Dark Escape: For 8 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.

Shadow Refuge: For 4 seconds, you gain 6 health regeneration.. When Shadow Refuge ends, you gain 36 if you are attacking.

Caltrops: Target foe and all foes adjacent to your target are Crippled for 8 seconds. Caltrops has half the normal range.

Golden Lotus Strike: If it hits, this attack strikes for +20 damage. If you are under the effects of an enchantment, you gain 11 Energy.

Resurrection Signet

Summary:
The basic idea of this is really simple: Damage Output.
Immediately cast Illusion of Weakness before doing anything else, and recharge. Before running into battle, cast Illusionary Weaponry.
When in battle, just attack normally. With Dagger Mastery at 15, you have a 30% chance to double strike, resulting in a total of 68 damage from IW. Due to the nature of daggers, you attack fast anyway, so you can do a tremendous amount of damage in battle.
Distortion - Use it when IW runs out, as it *should* allow you to cast IW without interruption from physical interruptions. It also can be used mid-battle to just absorb damage.
Dark Escape - This ends when you successfully hit with an attack. But wait! We're using IW! You -never- successfully hit with an attack. Keep this up as often as possible, and you'll take only half damage during its duration, as well as being able to rush towards the next target.
Caltrops - Used to stop those pesky enemies from running away.
Golden Lotus Strike - Every once in awhile, you'll get interrupted, so use this when IW wears off, as it is also a fairly decent way to accrue energy in the meantime. If you want to replace this with something else, go ahead.
Shadow Refuge - Your main source of healing, as well as a cover for IW. It only lasts for 4 seconds, but if you keep it going every 12 seconds, you can at least prevent removal of IW 25% of the time. Also, IoW will wear off sometimes, and should you recast it in battle, you can use it to cover IW as well.


Notes: Golden Lotus Strike is just my preference.
Credit: Me!
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Old May 05, 2006, 01:10 PM // 13:10   #10
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Join Date: Aug 2005
Location: Where ever the hell i feel like living
Guild: Iim always in a new one so i just wont say
Profession: W/
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name:Lotus of Doom!(you'll get the name in a second) or Endless Energy Ninja
Stats:16 dagger(12+3+1)
11 critical(10+1)
9 shadow arts(8+1)
Skills:
1.Golden Lotus Strike
2.Black Lotus Strike
3.Death Blossom
4.Mobeus Strike*Elite*
5.Critical Eye
6.Way of the Lotus
7.Sharpen Daggers
8.Ressurection Signet
Weapons and Armor:no specific armor, probably the valkiyre because of no self heals :/ and for weapons go with the zealous 15 over 50 +30 health

Concept: I'm an Assassin man and ive been yelling on my computer STFU NOOB ID A HAD U BUT I HAD NO NRG!!! im usually one of those guys on the Jerks of Guild Wars posts ;P well i got sick of it and with my noobie Assassin, i made an all energy build with damage and a theme to it that the girls will love. start out by casting critical eye and sharpen daggers. while ur enchanted, you will gain so and so energy if you use golden lotus strike. cast way of the lotus on an opponent and hack away with black lotus strike and death blossom and mobeus strike, with way of the lotus, you gain so and so energy by completing an off hand attack. since you do black lotus, and after death blossom, you do mobeus strike, you gain over 15 energy and since mobeus is an off hand, you can spam mobeus and death blossom over and over and still have good energy!
Concerns:no self heals will have u sayin crap.
hopefully with your spammable skills tho, you will be able too kill and go, kill and go. monks are your friends, always run to them if you get low
this is mostly for PvP but i tested it in PvE and it works good there too.
Good Luck my Fellow Assassins, may your daggers be sharp and your Energy Bars be full. and may god bless the day that someone says glf assassin

Last edited by evox the evil; May 05, 2006 at 01:14 PM // 13:14..
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Old May 06, 2006, 11:01 PM // 23:01   #11
Pre-Searing Cadet
 
Join Date: May 2006
Default

A/?
PvE
Furuk-hai build
15dagger (11+1+3)
11critical (10+1)
11 shadow arts (10+1)
skills-
1. jagged strike
2. wild strike
3. horns of the ox
4. falling spider
5. death blossom
6. viper's defense
7. shadow refugee
8. heart of shadow

simply charge at your enemy, casting heart of shadow and using viper's on the way
use skills 1-5 in order (unless your enemy is near others in which case you simply skip to death blossom after wild strike), the 7 hp degen should hurt your enemy a bit
heal after that

concerns: no elite ATM, your dead if you get too much hp degen,
credit: my experience in cantha
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Old May 09, 2006, 12:47 PM // 12:47   #12
Wilds Pathfinder
 
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Join Date: Aug 2005
Location: Netherlands.
Default

Build Template
Profession: [A/anything]

Name: Area of Displacement Assassin

Type: Works in PvE and PvP.

Category: Qet-someone-down-as-fast-as-possible

Attributes: My attributes:
Dagger Mastery: 10+1+1
Shadow Arts: 11+1
Critical Strikes: 10+1

Skills Set

1. Area of Displacement {E} (No attribute)
2. Golden Phoenix Strike
3. Horns of the Ox
4. Falling Spider
5. Twisting Fangs
6. Shadow Refuge
7. Ressurection Signet
8. [Own choice]

Summary: It's fairly easy, AoD to your target, if he's not nearby a foe GLS -> HotO -> FS -> TF him, then he's got poison, bleeding and deep wound on him. If your target is nearby another foe, skip HotO and FS, it won't work and will only cost you energy. When he's not dead, AoD out again and let him die of conditions. Recharge and get in again.

Notes & Concerns: Weakness, you may run out of energy when you get to Twisting Fangs, so a +5 energy weapon or energy armour could be a handy thing. I got Nightstalkers armour (+15 armor while attacking) and I'm nearly always able to land TF because of the critical strikes and stuff.

Good luck and have fun with it!
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Old May 22, 2006, 01:11 AM // 01:11   #13
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Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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Heheh....im gonna start anti-caster riots with this thing

discuss: http://www.guildwarsguru.com/forum/s...10#post1443110

Profession: Assassin/x
Name: Halcyon Massacre
Type: PvP (RA, TA, 12v12)
Category: pain in the ass interupter
Armor: whatever you want/are comfortable with
Weapons: +5 energy daggers with 1/-1 zealous and +5 armor
Attributes:

Daggers - 11
Shadow Arts - 10+1
Criticals - 10

Skills Set:
Dash
Disrupting Stab
Temple Strike {Elite}
Fox Fangs
Exhausting Assault
Way of the Lotus
Shadow Refuge
Ressurection Signet

Summary:
basically an anti-caster interupt/shutdown assassin, which your target will never expect: until now.

I run it like this:
Disrupting Stab > Temple Strike {E} > WotL > Exhausting Assault > Disrupting Stab > Fox Fangs > Exhausting Assault

repeat as necessary, Dashing, healing, and waiting for a spell to be cast whenever necesary. This really pisses off the Soul Spinner Rt/Mo premade, among others.



Notes & Concerns:
Never use Temple Strike unless you have WotL on your target before your use exhausting assault!! Mainting your energy is the key to spamming your pattern!

Honestly, I have really run into any concerns. I suppose if you aren't you great at timing interupts, it could be troubling, but thats why you practice!

Credit:I credit my assassin, Rogues Old School

Last edited by Lambentviper; May 22, 2006 at 01:15 AM // 01:15..
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Old May 23, 2006, 09:59 PM // 21:59   #14
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Guild: KGOA
Profession: N/Mo
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I'd just like to say, I find adding in Apply poison to the Bloody Barrage build works even better (a -8 degen to a whole group of people). Sort of like a poisoned bloody awesome barrage build. =D
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Old May 24, 2006, 12:12 AM // 00:12   #15
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Location: Canada
Profession: R/
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Quote:
Originally Posted by Basher of Scroteums
I'd just like to say, I find adding in Apply poison to the Bloody Barrage build works even better (a -8 degen to a whole group of people). Sort of like a poisoned bloody awesome barrage build. =D
Barrage removes all preps...

unless your talking about using AP when not using Barrage... but that wouldn't be very effective as Barrage is meant to be spammed
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Old May 25, 2006, 12:30 AM // 00:30   #16
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Location: Daphne
Guild: We Are Virgins [Nerd]
Profession: A/W
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this build is pretty much a rip off of an older less effective warrior build

[A/Mo]
template name: daggers of vitality.

skill set:
Golden Lotus Strike
Fox Fangs
Horns of the Ox
Falling Spider
Twisting Fangs
Vigorous Spirit
Live Vicariously
Healing Hands [E]

Attributes:

Dagger mastery: 15, 12+1(mask)+2(Major rune)
Healing prayers: 10
Critical strikes: 8+1(mask)

also have a superior vigor rune.

concept:
what else? get out there and do damage
start off with casting live vicariously as soon as the battle begins, now for those who are wary of holding enchants, dont worry about it, between the energy restored from the critical strikes and golden lotus strike, you shouldnt have any energy problems.

the chain combo tacks on alot of damage as well as a good amount of health degen for the target, in other words, they are screwed.
with the combo of live vicariously and vigorous spirit, you should be restoring 22 health every attack, and since you have 2 weapons thats 44 health restored per attack. sweet stuff eh? but even so you may encounter sticky situations, use healing hands as a last resort. the only thing that i have a problem taking down an enemy is when they have skills that either blind me or evade my attacks. even so you still have some health restored from the enchants. so if you just hand in there and stick out you should be able to survive.

GOOD LUCK AND HAPPY SLAYING
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Old May 25, 2006, 01:15 AM // 01:15   #17
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Join Date: Apr 2005
Location: Canada
Profession: R/
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Profession: A/W
Name: The Eliminator
Type: RA/TA
Category: Spiker & Damage

Attributes:

Dagger Mastery - 16 (12+3+1)
Critical Strikes - 13 (12+1)

Skills:

- Black Lotus Strike
- Twisting Fangs
- Falling Spider
- Horns of the Ox
- Wild Blow
- Aura of Displacement {E}
- Mark of Instability
- Rez Sig

Summary: basically... the spike goes MoI --> BLS --> TF --> FS --> HoO

use Wild Blow, AoD and Rez Sig when needed

Notes & Concerns: long recharge on MoI and BLS

Credit: Valerius X
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Old May 25, 2006, 08:01 AM // 08:01   #18
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Location: New Zealand
Profession: Me/R
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Profession: Assassin/Monk
Name: Way of The Holy Fist
Type: PvP
Category: Knockdown

Attributes:

Deadly Arts: 12 + 3 + 1
Smiting Prayers: 12

Skills:

Dark Prison (Deadly Arts)
Iron Palm (Deadly Arts)
Entangling Asp (Deadly Arts)
Signet of Judgement {Elite} (Smiting Prayers)
Stonesoul Strike (Smiting Prayers)
Bane Signet (Smiting Prayers)
Holy Strike (Smiting Prayers)

Summary: Make sure that you are using a smiting staff - either a smiting staff with two +30 Health mods, or you can switch to a energy +5 wand and +30Health off-hand. I also recommend that you use the Shrouded Armour set for the overall +12 to energy.

The greatest misconception about the Assassin is that they are made up of daggers and chain attacks. This build works aside from that and decieves the targets into thinking such an idea. Because of this, the build has no 'attack' skills and does not require the use of Daggers. Therefore, having advantages such as 'not attacking' 'no chain attacks' and skills that bypass blind, evasion and blocking are of great benefit to this build and can work well against anti-attacker builds who follow the misconception.

I chose Dark Prison as the 'Shadow Step' skill because the hex comes in after you use it. This benefits Iron Palm greatly because not only is the target hexed, but you are also in 'touch' range to be able to use the skill and use it quickly - taking the first strike will be your biggest advantage. Whenever you can, use Holy Strike and Stonesoul Strike while the target is down to do double damage. It is usually a good idea to use Iron Palm First, Holy Strike and then immediately follow up with one of your signets because they take a while to cast - so long as your lead attack is in effect, you can use Entangling Asp just in case they try to run away or when they are nealy dead. A good thing about this build is that the Deadly Arts make up for the long casting time of the two signets, if you are under pressure for example, you can use a Deadly Arts knockdown and while they are recovering, you can have one of your Smiting Signets in effect.

Notes & Concerns: No Defenses, No healing skills. The build is designed to take out 'one' target as quickly as possible, while making the target useless and vulnerable for your teammates. Try not to waste your energy unless you have the right combo's to do effective damage. Keep in mind that Entangling Asp "Must" follow Iron Palm or it will not work, and Iron Palm requires a Hex or Condition to knock them down. If your target is still alive and makes and makes a run for it, wand him and chase him until you have Dark Prison recharged.

Credit: Iassar Du Haven - the character of mine that I tested this build with.

Last edited by Terra Xin; May 25, 2006 at 08:04 AM // 08:04..
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Old May 26, 2006, 07:42 PM // 19:42   #19
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Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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Profession: A/x
Name: Black Lotus
Type: General PvP: RA, TA, ABs
Category: Spiker/Interupter
Attributes:

12+2 Daggers
6+1 Shadow Arts
12+1 Critical Strikes

Skills Set:

Aura of Displacement {E}
Mark of Instability
Black Lotus Strike
Twisting Fangs
Falling SPider
Horns of the Ox (Blades of Steel)
Shadow Refuge (or other heal)
Ressurection Signet

Summary: AoD to your target as soon as you cast Mark of Instability to catch them off guard. This costs 20 energy, but Black Lotus Strike should give you 16-17 energy back, which is more than enough for the rest of your bar. Follow with twisting fangs for deep wound spike and a free knockdown, and a Falling Spider for some high extra damage and another -4 regen.
Now, you have 2 options:
-Horns of the OX: This adds another KD into the mix, suggested for takeing out monks.
-Blades of Steel: If you favor the super-spike, go with this. Has taken down a mesmer with Illusion of Weakness and started from 3/4 max health.

Notes & Concerns: Black Lotus Strike has a 25 second recharge. Stay out of the way of targets while this recharges.

Credit: Valerius X and myself
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Old May 29, 2006, 02:10 AM // 02:10   #20
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Guild: Clan of the Dark Dragon [CDD]
Profession: R/N
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Profession: Assassin/Mesmer
Name: Killer Kiter
Type: PvP - RA/TA
Category: Support, snare/anti-runner

Attributes:
Deadly Arts ~ 15 (12 -> mask+1, major rune+2)
Shadow Arts ~ 13 (12 -> minor rune +1)

Equipment: +5 energy staff or wand+focus, and full Shrouded Armor

Skills:
Dancing Daggers
Entangling Asp
Mantis Touch
Signet of Midnight {Elite} (Mesmer 'No Attribute' signet)
Enduring Toxin
Shameful Fear
Shadow Refuge
Res signet

Summary: Follow your team's target call and use Dancing > Entangling Asp > Mantis Touch in that order. If the target starts moving, use Enduring Toxin and Shameful Fear. Use Signet of Midnight when you see fit, either if a warr/sin/ranger is on you, or on one of your teammates. If a melee fighter begins to chase you, blind them, Dancing daggers > Mantis Touch to cripple, cast Enduring Toxin and start running. Try to lead them away from the fray so it's just you and him/her. Use Shameful Fear when you have an open chance, and keep blind/cripple on them. If you're lucky, the person will just keep chasing you until they die. Against opponents who are running away, simply cast Toxin and Fear, and use Entangling Asp to KD them when you can. Crippling them of course is always a good tactic. You can swap Sig of Midnight with something that is geared more towards casters, such as Blackout or Beguiling Haze.

Notes & Concerns: No energy management. A mesmer with backfire or necro with SS (or N/Me with both) can downright ruin you. You'll have trouble if you're ganked by multiple melee fighters. Always keep an eye out for any opponents moving, you may have to change targets a lot.

Original Thread: http://www.guildwarsguru.com/forum/s....php?t=3043814

Credit: dag_nefzen and me, Golden_Mean
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