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Old Aug 24, 2006, 05:16 PM // 17:16   #1
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Default [QQ] Dual Assassin Build (as of Fun Season '06)

Assassin/Elementist
Aura of Displacement, Shock, Falling Spider, Twisting Fangs, Golden Phoenix Strike, Shadow Refuge, Dark Escape, Caltrops

Dagger Mastery: 12+1+2
Critical Strikes: 11+2
Shadow Arts: 6+1



Assassin/X
Aura of Dispalcement, Golden Phoenix Strike, Falling Spider, Horns of the Ox, Twisting Fangs, Shadow Refuge, Dark Escape, Res Sig

Dagger Mastery: 12+1+2
Critical Strikes: 11+2
Shadow Arts: 6+1



Ranger/Warrior
Ferocious Strike, Irresistable Blow, Crushing Blow, Hammer Bash, Tiger's Fury, Charm Animal, Comfort Animal, Res Sig

Beast Mastery: 10+1+1
Expertise: 8+1
Hammer Mastery: 12



Ranger/Warrior
Ferocious Strike, Irresistable Blow, Crushing Blow, Hammer bash, Tiger's Fury, Charm Animal, Comfort Animal, Res Sig

Beast Mastery: 10+1+1
Expertise: 8+1
Hammer Mastery: 12



Monk/Mesmer
Air of Enchantment, Reversal of Fortune, Guardian, Smite Hex, Balthazar's Aura, Zealot's Fire, Channeling, Resurrect

Smiting Prayers: 11+1+3
Protection Prayers: 9+1
Divine Favor: 9+1
Inspiration Magic: 6



Monk/Mesmer
Reversal of Fortune, Vigorous Spirit, Spirit Bond, Gift of Health, Holy Veil, Revealed Hex, Energy Drain, Divine Boon

Divine Favor: 11+1+1
Protection Prayers: 8+1
Healing Prayers: 8+1
Inspiration Magic: 9



Monk/Mesmer
Reversal of Fortune, Mend Condition, Protective Spirit, Guardian, Contemplation of Purity, Revealed Hex, Energy Drain, Divine Boon

Divine Favor: 12+1+1
Protection Prayers: 9+1
Inspiration Magic: 9



Elementalist/Monk
Ether Prodigy, Heal Party, Extinguish, Draw Conditions, Blinding Flash, Windborne Speed, Deep Freeze, Ice Spikes

Water Magic: 7+1+2
Energy Storage: 8+1
Air Magic: 8+1
Healing Prayers: 12



EDIT: Added skill-for-skill monk bars to accurately reflect the current build.
~Tommy

EDIT2: Added attributes for each character.
~Tommy
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Old Aug 24, 2006, 05:20 PM // 17:20   #2
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Your second assassin, how does it connect twisting fangs? How do you use those 2 dual attacks?
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Old Aug 24, 2006, 05:23 PM // 17:23   #3
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GPS -> Horns -> Spider -> Fangs

or...

GPS -> Fangs.
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Old Aug 24, 2006, 05:28 PM // 17:28   #4
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what i do is replace aura of displacement with Way of the Empty Palm so the combo's cost 0 energy ~
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Old Aug 24, 2006, 05:29 PM // 17:29   #5
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Ok I feel like an idiot now.

I usually place my combo in order. So it should be gps-horns-spider-fangs, not gps-spider-hoto-fangs. that's what I am confused.
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Old Aug 24, 2006, 05:56 PM // 17:56   #6
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Quote:
Originally Posted by bubalooey
what i do is replace aura of displacement with Way of the Empty Palm so the combo's cost 0 energy ~
And make your Assassins completely pointless? Excellent.
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Old Aug 24, 2006, 06:25 PM // 18:25   #7
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Quote:
Originally Posted by Yanman.be
Ok I feel like an idiot now.

I usually place my combo in order. So it should be gps-horns-spider-fangs, not gps-spider-hoto-fangs. that's what I am confused.
No, Golden-Horns-Spider-Twisting is the way to do it. You can however, use golden followed by twisting for a quick deep wound.
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Old Aug 24, 2006, 10:13 PM // 22:13   #8
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Quote:
Originally Posted by Yanman.be
Ok I feel like an idiot now.

I usually place my combo in order. So it should be gps-horns-spider-fangs, not gps-spider-hoto-fangs. that's what I am confused.
The assassins most likely place their combos in order as well. However, these are simply the skills and attributes as reported by Vanquisher and myself. The order of the skills may not be optimal, and we apologize for that, but they can be modified to any player's liking. The only bar sequences that we are sure of are those of the first two Monk/Mesmers (smiter and boon prot/heal), as those are the roles that we ourselves play within the build. I'll try to get this done on GWfreaks or something to make it look snappy pretty soon.
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Old Aug 30, 2006, 06:29 AM // 06:29   #9
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make smiter mo/e because channeling isn't all that gr8 in GvG
run with 16 in smiting for sure...
drop points from DF, add some points in air and bring windborne speed so the thumper can catch kiting targets..
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Old Aug 30, 2006, 07:06 AM // 07:06   #10
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Quote:
Originally Posted by Gumby
make smiter mo/e because channeling isn't all that gr8 in GvG
run with 16 in smiting for sure...
drop points from DF, add some points in air and bring windborne speed so the thumper can catch kiting targets..
Without Channeling your Zealots is going to get stripped right off every time. It also does help with energy on a midline caster, where your positioning isn't as crucial as a backline monk.

Running a Sup makes you spikebait.
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Old Aug 30, 2006, 06:17 PM // 18:17   #11
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Quote:
Originally Posted by JR-
Without Channeling your Zealots is going to get stripped right off every time. It also does help with energy on a midline caster, where your positioning isn't as crucial as a backline monk.
Yes.

Quote:
Originally Posted by JR-
Running a Sup makes you spikebait.
I think the extra damage you do is worth it.
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Old Aug 31, 2006, 12:21 AM // 00:21   #12
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For those of you who dont understand how this build works, it is designed as a dedicated split squad. THe assassins are a "gank" squad, which excells at clearing out the enemy base's npcs, and if left unchecked will even take out bodyguards. What then happens is that the enemy team is either forced to split or to pressure the rest of QQ's team, which is simply supposed to hold out while the assassin gank squad does its work. This build fails when the assassin gank squad fails. Heres a few tips for running the build (as we do in Xoo (main)).

1. Opening strategy: THe assasins take the thief, and push to the enemy's back door. The point at which they split off depends on the map, and the door they go to depends on which way the enemy team pushed out. THe main team attemps to cap and hold the Tower flag stand (morale boost stand).

2. Assassins need to communicate with the main team and vice versa as to what kind of threat is moving where. If theres a team heading to the assassins, they need to know well in advance so they can excape the base.

3. If assassins cant attack the base, they can rejoin the main team and assist pressure until enemy team recollects, then they can split again.

4. AOD can be a life saver if used properly. You can leave it on the bottom of a bridge area and step to the top to do your work, then disengage it to get safely out of range of the enemy defense squad.

5. YOur main team should be able to push back the enemy team if the split is not handled properly.
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Old Aug 31, 2006, 07:21 AM // 07:21   #13
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Just to clarify, this is NOT a base-gank build. The intention of the build is in no way to clear out NPCs to make way for VoD. The split team of two assassins has the potential to kill enemy lords by themselves and have done so in the past, but such a situation is not optimal. Lioka did a fine job of outlining some of the objectives of the build, but point number five needs to be bolded. The build is based on opponent reaction, and being so, is a pressure build rather than a VoD NPC-killing build, as many guilds have tried to run it. If the game gets longer, then that is an incentive, but by no means is killing NPCs ever a primary focus.
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Old Aug 31, 2006, 08:13 AM // 08:13   #14
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I think the gank squad ganking the enemy flagger is higher on the list than killing NPCs. Also ganking lone defenders is also very useful for the stand team, at least evening the out-numbering.

Its a common mis-conception... ^^
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Old Aug 31, 2006, 12:32 PM // 12:32   #15
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Just a very quick question, for the second boon prot are those the actual attributes you used?

Because I might have thought using E drain that a 10 prot 9 insp could be better?
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Old Aug 31, 2006, 12:35 PM // 12:35   #16
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Quote:
Originally Posted by MAdnRisKy
Just a very quick question, for the second boon prot are those the actual attributes you used?

Because I might have thought using E drain that a 10 prot 9 insp could be better?
An oversight on Tommy's part, i'm sure.
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Old Sep 01, 2006, 08:29 PM // 20:29   #17
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Quote:
Originally Posted by MAdnRisKy
Just a very quick question, for the second boon prot are those the actual attributes you used?

Because I might have thought using E drain that a 10 prot 9 insp could be better?
I'm sorry, after adding all of those attributes, I really didn't know what I was typing any more (with the +1's and all), but yeah, you're right, that makes no sense. Running an extra point of inspiration for one energy on ihex is ridiculous. I generally run the first boon, so it's the other monk I messed up ^^. I'll change that now, and thanks for picking up on it.
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Old Sep 01, 2006, 11:18 PM // 23:18   #18
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Quote:
Originally Posted by romO
Just to clarify, this is NOT a base-gank build. The intention of the build is in no way to clear out NPCs to make way for VoD. The split team of two assassins has the potential to kill enemy lords by themselves and have done so in the past, but such a situation is not optimal. Lioka did a fine job of outlining some of the objectives of the build, but point number five needs to be bolded. The build is based on opponent reaction, and being so, is a pressure build rather than a VoD NPC-killing build, as many guilds have tried to run it. If the game gets longer, then that is an incentive, but by no means is killing NPCs ever a primary focus.
THanks for that clarification. I was wondering why XoO wasnt handling it right. I can see how you can easily gank the enemy flag runner with this build, or shuttle a flag in a pinch, take out an unsuspecting monk, etc. Its always fun to learn from the best.


NOw if only i could get my guild's match callers to see the assassins that way.
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Old Sep 02, 2006, 02:20 AM // 02:20   #19
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I don't know, we seem to have a lot of fun (and victories) playing it in many different ways.

Which is, I suppose, a hallmark of a good build.

And lioka, I think the match callers you're referring to are the people just playing around with it in the off season, not the people who were using it seriously (*cough* aus).
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Old Sep 05, 2006, 01:35 AM // 01:35   #20
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I see a lot of fun with this build too, its just that whenever we start it its like

"assassins take the thief and head for their back door, the rest go to the flagstand"

We cant just say "hey, lets take those assassins, and tell them to screw up things that happen outside of the main engangement" or "hey, gank-spike their monks" or "go intercept their flagrunner". What we and many other guilds fail to realize is that an assassin *is* utility, not that it doesn't have it.
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