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Old Oct 01, 2006, 05:01 PM // 17:01   #1
Ascalonian Squire
 
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Default What's the best Critical Assassin Build?

What i meant to say was "Whats the mostly well known Critical Assassin build?" or Critical Barrager Assassin build." Please list Skills and Attributes (PvE

Last edited by th4r34lr0bin; Oct 01, 2006 at 05:38 PM // 17:38..
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Old Oct 01, 2006, 05:27 PM // 17:27   #2
Desert Nomad
 
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There is no "best" build. We need to know what you're trying to do with the build before we can help. The way your post is worded makes it seem like you're someone who doesn't have much idea of what you're doing.

Last edited by Bloodied Blade; Oct 01, 2006 at 05:52 PM // 17:52..
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Old Oct 01, 2006, 05:36 PM // 17:36   #3
Lion's Arch Merchant
 
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is this for pve?
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Old Oct 02, 2006, 01:00 PM // 13:00   #4
Forge Runner
 
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Guild: THE CANUCK MONKS (TCM)
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Here is my Critical Assassin build (A/W):

Critical Strike: 12 (10 + minor rune + mask)
Dagger Mastery: 12 (11 + minor rune)
Shadow Arts: 11 (10 + minor rune)
Deadly Arts: 2 (1 + minor rune)

Unsuspecting Strike/Jagged Strike
Wild Blow
Wild Strike
Critical Strike
Shadow Refuge/Signet of Malice
Way Of Perfection
Critical Defenses
Rez Signet

I've finally tested it out, and Wild Blow does not count as an attack from the Assassin (ie: does not remove a lead attack, so you can perform the off-hand attack after wild blow). With 65% evade for 6 seconds (refreshed each time you land a critical hit), you can land a critical hit every 2 hits. US, WS and CS all have very short recharge times. CS and WB have critical hits automatically. So you can refresh your defenses and keep it up until the battle is over. Each hit gives you health as well (via Way of Perfection).

This isn't the "best" but it is one that can do well vs a warrior.

Hope this helps.
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Old Oct 03, 2006, 06:10 AM // 06:10   #5
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This one was taken from the Assassin build thread:

Quote:
Profession: Assassin/Warrior
Name: Shinobi Shield
Type: PvE - tested. PvP - untested (may require slight alteration)
Category: Annihilation/Survival

Attributes:

Dagger Mastery: 12+1
Shadow Arts 8+1
Critical Strikes: 10+3+1(mask)

Skills Set:

Palm Strike {E}
Horns of the Ox
Falling Spider
Twisting Fangs
Wild Blow
Critical Defenses
Critical Eye (Rez Sig)
Shadow Refuge (Rez Sig)

Summary: What this build lacks in mobility, it gains in staying power. This build has its focus on survival, which is based on constant 72% blocking goodness from a combination of Critical Defenses and spamming Wild Blow everytime it recharges. Preferably used against lone targets, your Offense is based on a successful chain of an unblockable touch skill combined with dual attacks, (one with a bonus knock down), and condition stacking (poison, bleeding, and deep wound). Palm Strike is regarded as an offhand attack, so once it is used, you can automatically use a dual attack. After using Palm Strike on an opponent, you have a choice of using (for maximum dmg/condition stacking) Horns/Falling/Twisting in sequence, or just use Twisting Fangs in case your foe is adjacent to his allies. And with only a 10 sec recharge from Palm Strike, the sequence can be repeated quickly. A basic battle using this build goes like this:

-select victim
-cast crit def and crit eye before attacking
-attack using the sequence Palm Strike/Horns/Falling/Twisting
-use Wild blow everytime it recharges to ensure constant Critical Def enchantment
-spam crit eye on every recharge (33 secs at 14 Critical Strikes, well past over the 30 sec recharge)
-use Shadow Ref when needed (+8 regen w/ 9 Shadow Arts and +56 hp when attacking)

Notes & Concerns: This build is kinda cool, as it can beat every single Master NPC in nameless Isle (Master of Hexes/Hammers/Axes/Lightning/Survival/Energy Denial/Healing/Enchantment) without any modification of the skill set. Pretty neat IMO... However, this build's worst enemies are Enchantment Removals and Blinding skills, which removes Critical Defenses and renders Wild Blow useless (respectively). This is evident with the difficulty of beating the Master of Lightning NPC, since it spams Blinding Flash constantly. However, if the Master of Lightning fails to cast blinding flash early in the battle, he will be dead very very quickly. Enchantment removals can be avoided by casting Shadow Refuge as a dummy enchant after casting Crit Def, so that only the Shadow Refuge gets taken off, keeping Crit Def on, and leaving the opponent with a wasted Enchant removal skill.

Also worth noting is that it will help GREATLY if you had a dagger that has a a 20% enchant bonus on it, which will help GUARANTEE your 72% constant blocking Crit Def will stay up when used in conjunction with Wild Blow (provided you are not blinded/enchant shattered/etc..) Also it is recommended that the dagger in use also has a +15% dmg when enchanted, or when hp is above 50%. Add a Zealous attribute on the dagger and you'll be all set...

Additional Notes: Try this build on the NPC's at The Isle Of The Nameless for extra fun...
-Master of Healing and Master of Enchantments can take quite a beating so defeating them will take a bit longer than the others... Eventually they will go down though. ~.^


-Master of Lightning is a bit on the hard side. If he casts Blinding Flash early on you, just retreat. If you manage to land the combo before he casts Blinding Flash again, he's toast.

-Master of Energy Denial is easy as long as you initiate the attack while he's busy casting Quickening Zephyr. Land Palm Strike and Twisting Fangs, then just attack away... He'll go down eventually.

-Master of Axes has shatter enchantment so just cast Shadow Ref first to make him waste the skill, then cast Crit Def and slash away.

-Master of Hammers/Hexes/Survival - easy win ^.^

HAVE FUN!
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