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Old May 30, 2006, 07:08 PM // 19:08   #21
Pre-Searing Cadet
 
Join Date: May 2006
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Profession: Assassin/Necromancer
Name: The demi oni
Type: PvP
Category:damage/support

Attributes:
dagger mastery~15(11->superior rune+3-> bladed mask +1)
Shadow Arts ~ 11(10 -> minor rune +1)
critical hits~ 13(10->superior rune+3)

Equipment: any zealous daggers, preferbly with any +15 damage above 50% health or always, any max armour(maybe at least a major vigor to keep your health at a steady 400)

Skills:
Caltrops
Jagged strike
Jungle strike
Blinding powder
Twisting fangs
Dash
Plague touch
Locust fury (elite)

Summary: I made this build to help with a few of the assassins problems, how to cope with conditions while inflicting the max possible damage while keeping a steady flow of energy,the solution? the demi oni! with 15 dagger mastery you have 30% chance of double striking, but why have 30% when you can have 50%, using locust fury just before a battle will greatly increase your amount of damage you deal and with zealous daggers will keep the energy coming in and with a 13% percent chance of a critical, thats a further 3 energy while dealing greater damage, my combo is quite simple and straight forward, before you engage the enemy use locust fury, then throw down some caltrops at him to cripple him, now rush in for the kill and use jagged strike to make him bleed, follow up with a jungle strike that should do some damage and even more while he was crippled, if your fighting a warrior or ranger this will be a treat for them,blinding powder! now they will hardly touch while you hack away them, finally the big finish is the twisting fangs, more bleeding and this time deep wound! at the end of all this you should still have a decent amount of energy ready for when your skills are charged,at this time though most people are running away for their lives, too bad you can dash after them ready to cut them down, what if those warriors give you bleeding, what if those rangers throw dust in your eye you say? well give them a taste of their own medicine with plague touch,no more will conditions ever plague your assassin!


Notes & Concerns: no healing skills, ok maybe you'll be a little stuck for health but a assassin should'nt go far away from the tank(warrior) and where theres a tank theres a monk so problem solved (unless your in a unbalanced team )

credit: disasterous daz (my assassin)
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Old Jun 08, 2006, 05:14 PM // 17:14   #22
Desert Nomad
 
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Join Date: Apr 2005
Location: Canada
Profession: R/
Cool

Profession: A/W
Name: The Vanquisher
Type: RA/TA
Category: Spiker & Damage

Attributes:

Dagger Mastery - 15 (11+3+1)
Critical Strikes - 11 (10+1)
Tactics - 10

Skills:

- Shove {E}
- Falling Spider
- Twisting Fangs
- Wild Blow
- Dash
- Healing Signet
- Mark of Instability
- Rez Sig

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

use Wild Blow, Dash, Healing Signet and Rez Sig when needed

Notes & Concerns: no condition removal

Credit: Valerius X
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Old Jun 08, 2006, 08:50 PM // 20:50   #23
Furnace Stoker
 
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Location: near SF, CA
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Reposted here since it's relevant...

Profession: Assassin/Mesmer
Name: AE-Condition Bomber
Type: PvE
Category: AE-group condition delivery
Attributes:
Dagger Mastery 12 (11 + 1)
Shadow Magic 8 (7 + 1) or 9 (8 +1)
Critical Strikes 13 (11 + 2)
Inspiration Magic 5 (if using Ether Feast)

Gear:
-green Ceremonial Daggers (zealous, +30 health) or Zealous Daggers +5 energy
-Shrouded Armor (bonus energy needed)

Skills Set
1 - Black Mantis Sting, Jagged Strike, or Unsuspecting Strike
2 - Critical Eye (for energy management + more criticals)
3 - Wild Strike (fast cycling offhand, used while Temple Strike is recharging)
4 - Temple Strike {E}
5 - Twisting Fangs
6 - Epidemic (required)
7 - Return (Teleport-retreat) or Ether Feast (more self healing)
8 - Shadow Refuge (self healing)


Summary: This build is specifically designed to deliver blindness, daze, bleeding, and deepwound to a large group of opponents. Yes, it is very energy intensive, but once your assassin delivers its payload, most monster groups collapse very quickly, being unable to hit and cast spells while losing a large chunk of health. I tested in in Raisu Palace/Divine Path just to see how it would do against L28 shirokens using only henchies, and it came through pretty well, finishing the mission just before the 30-minute mark.

I am sure Horns of the Ox + Falling Spider or other poison delivery can be incorporated in there, but this brings about more energy management issues.

The routine is simple: run into chosen target in a group (necessary due to energy requirements of combo skills), then attack with your chosen lead attack. Hit with Temple Strike once energy is near max, followed up by Twisting Fangs and Epidemic. Now your targetted group is blinded, dazed, bleeding, and deep wounded. They shouldn't last long assuming your other party members are doing their job. Use Wild Strike while Temple Strike is recycling so that you can still perform AE deep wounds + bleeding. Use Return/Ether Feast and Shadow Refuge for self healing.

Assassins deliver the most conditions in the shortest time frames, so Epidemic multiplies their effectiveness dramatically.

Credit: me? I haven't seen a similar post here yet...

Last edited by lord_shar; Jun 15, 2006 at 09:10 PM // 21:10..
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Old Jun 13, 2006, 08:03 PM // 20:03   #24
Wilds Pathfinder
 
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Guild: Fifteen Over Fifty [Rare]
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Profession: Assassin/anything
Name: The Chain Killer
Type: PvE - tested. PvP - untested (may require slight alteration)
Category: Annihilation
Attributes:

Dagger Mastery: 12+4
Deadly Arts: 6+2
Critical Strikes: 11+2
(Yes, one Superior+Mask, and two Majors)

Skills Set:

Assassin's Promise {E}
Mark of Instability
Black Lotus Strike
Twisting Fangs
Falling Spider
Death Blossom
Crit Eye
Rez Sig

Summary: The build is focused on using Assassin's Promise to cycle through kills. I've found that it's an excellent killing machine--and when I'm really on top of things, I can knock out non-bosses faster than Warriors can, and I can chain those kills together. Usually goes like this:

Mark of Instability-->BLS-->A.Promise-->Death Blossom or Twisting Fangs-->Falling Spider-->Death Blossom or Twisting Fangs

My target's health often dictates which Dual Attack I use. If they're within the danger zone, I'm going to use Twisting Fangs to finish them off. If they've got above 50% health, I bring out Death Blossom to maximize its AoE damage potential.

What's really nice about the build is that A.Promise will recharge everything on my skill bar, and Death Blossom will inflict 80-something damage to all foes, so that means killing the next target is incredibly easy. And then after one or two kills, that Death Blossom AoE damage starts to kill my off-off-targets, which makes things easier for everyone.

Notes & Concerns: The only problem I've ever had with this build is timing Assassin's Promise. Its 45-second recharge kicks in when the target fails to die within the 10-12 second window, so then the build's effectiveness drops significantly. Rather, you simply can't chain-kill anymore.

Also worth noting isn't so much a problem as an added benefit, and previously an issue I've seen some in this thread dislike: Black Lotus Strike's 25-second recharge. As long as you land Assassin's Promise at the right time, BLS would have a 10-second recharge (basically only just the amount of time you take to kill the target...could be as low as 4 seconds).

Credit: Mostly me, though Desbreko did offer some input/feedback during field-testing.
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Old Jun 17, 2006, 01:47 PM // 13:47   #25
Ascalonian Squire
 
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Guild: Monad Hunters [Hunt]
Profession: A/W
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Profession: Assassin/warrior
Name: Critical Mastery
Type: PvP/PvE
Category: Enduring assassin / Medium damage dealer

Attributes:
Dagger mastery (8+1) minor rune
Shadow arts (9+1) minor rune
Critical strikes (12+2+1) major rune / mask

Equipment: Any daggers, only enchantments 17% or higher are needed.

Skills:
Shadow refuge
Palm strike
Critical strike
Wild blow
Critical defense
Sharpen daggers / Critical Eye
Way of perfection
Signet of malice / Resurection signet / Twisting fangs

Summary: First you make sure u have all enchantments on you accept Critical Defense. Search your target(s) use immediately Critical Defense when you are in hes attack range. metres away for foe(s). After that use Wild Blow (result is a critical hit), then Palm Strike and Critical Strike or Twisting Fangs. If u foe are still moving start using Wild Blow again and repeat the compo. Signet of malice secures your life if you have condition.

Notes & Concerns: Necro/mesmer spell spammers are a bit too much for this build.

credit: Tabby Meow - Salamanteri
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Old Jun 19, 2006, 04:30 AM // 04:30   #26
Krytan Explorer
 
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http://www.guildwarsguru.com/forum/s....php?t=3060064
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Old Jun 20, 2006, 06:31 PM // 18:31   #27
Ascalonian Squire
 
Join Date: Jun 2006
Guild: VoFK
Profession: Mo/Me
Default R/A constant damage and quick recharge

MyCharacter

Ranger/Assassin
Level: 20

Expertise: 8 (7+1)
Beast Mastery: 11 (8+3)
Wilderness Survival: 10 (8+2)
Dagger Mastery: 12

- Siphon Speed (Deadly Arts)
For 5..13 seconds, target foe moves 20% slower and you move 20% faster.
Energy:5 Cast:1 Recharge:5

- Leaping Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +19 damage. If this attack strikes a moving foe, that foe is Crippled for 13 seconds.
Energy:5 Cast:0 Recharge:8

- Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +18 damage. If it hits a foe that was Crippled, it does +25 damage.
Energy:5 Cast:0 Recharge:10

- Horns of the Ox (Dagger Mastery)
Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +27 damage. If struck foe is not adjacent to any allies, that foe is knocked down.
Energy:5 Cast:0 Recharge:12

- Moebius Strike [Elite] (Dagger Mastery)
Must follow a Dual Attack. If it hits, Moebius Strike strikes for +30 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
Energy:5 Cast:0 Recharge:8

- Tiger's Fury (Beast Mastery)
All your non-attack skills are disabled for 5 seconds. For 9 seconds, you attack 33% faster.
Energy:6.8 Cast:0 Recharge:10

- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +8.
Energy:3.4 Cast:3 Recharge:10

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
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Old Jun 26, 2006, 03:06 AM // 03:06   #28
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Guild: Hand of Dracul [HD]
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lol i'd liek to see someone come up with an assassin solo build.
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Old Jun 26, 2006, 05:35 PM // 17:35   #29
Ascalonian Squire
 
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Guild: always changing.
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The Herald Of Shadow
A/

Critical Strikes:10+1
Dagger Mastery:12+3+1
Deadly Arts:2+1
Shadow Arts:8+1

Skills:
-Falling Spider
-Twisting Fangs
-Moebius Strike{Elite}
-Death Blossom
-Scorpion Wire
-Shadow of Haste
-Shadow Refuge
-Res Sig/Dark Escape

Summary:There is two ways to use this build. The first is running up, casting Scorpion Wire on the target, then running back and waiting for scorpion wire to trigger. The second is casting Shadow of Haste form farther than 100 feet from your target, running up, cast Scorpion Wire and wait for Shadow of Haste to end. Once Shadow of Haste ends, you will be teleported 100 feet away from you target then Scorpion Wire will trigger and you will be teleported to the target and the target will be knocked down. After scorpion wire triggers, use Falling Spider->Twisting Fangs->Moebius Strike->Death Blossom, If your target is not dead yet, repeat Moebius Strike
->Death Blossom->Moebius Strike->Twisting Fangs.

Notes: When using the second way to trigger Scorpion Wire, make the that your target isn't still running forward, or scorpion wire will not work and you will have to wait 30 seconds.

Credits: Bub The Mage/Chaos Herald

Last edited by Chaos Herald; Jun 26, 2006 at 05:37 PM // 17:37..
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Old Jun 26, 2006, 10:32 PM // 22:32   #30
Lion's Arch Merchant
 
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Guild: PSC
Profession: R/W
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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!

Credit: Me, and I would guess Rikimaru, since some ideas here came from his Assassin Swordsman build ^.^

Last edited by S H I N O B I; Jun 27, 2006 at 04:30 PM // 16:30..
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Old Jun 29, 2006, 01:47 AM // 01:47   #31
Pre-Searing Cadet
 
Join Date: Jun 2006
Guild: heroes of the game
Profession: A/R
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Profession: A/any
Name:Moebius Spiker
Type: PvP/8v8
Category: Spike

Attributes
Dagger Mastery 12+1+3
Shadow Arts 9+1
Critical Strikes 9+1

Skills:
Leaping Mantis Sting (Dagger Mastery)
Jugle Strike (Dagger Mastery)
Horn Of The Ox (Dagger Mastery)
Falling Spider (Dagger Mastery)
Death Blossom (Dagger Mastery)
Moebius Strike (Dagger Mastery)
Twisting Fang (Critical Strike)
Shadow Refuge (Shadow Arts)

Equipment: Prefferably zelous daggers

Summary:First find a target then unleash all the attacks and should do massive dmg.

Note & Concerns: Empathy will be very annoying and blindness will mess everything up.

Credit: Me thats all
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Old Jul 01, 2006, 02:14 AM // 02:14   #32
Wilds Pathfinder
 
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Join Date: Dec 2005
Profession: R/
Default "Demon Edge", Assassin Swordsman

Profession: A/W
Name: Demon Edge
Weapon:
Zealous sword of Enchanting, focus with +health and armor while enchanted.
Preferred Armor:
Nightstalkers.
Attributes/Runes:
Swordsmanship 12
Shadow Arts 8 (6+2)
Critical Strikes 15 (11 +1 +3)

Skills:
Hundred Blades (E)
Gash/Wild Blow (only take WB if you want to go against very high-level monsters in PvE)
Flurry
Caltrops
Shadow Refuge
Critical Defenses
Sharpen Daggers
Critical Eye

Notes:
This is a damage build. But unlike with daggers, you can continue the damage endlessly, and switch to new targets immediately after yours dies. You just can't spike with it.

Flurry is widely considered a completely worthless skill, but with this build almost every attack is a critical (around 40% chance), and because of that, you won't even notice the drop in damage (it might not even take place on criticals with the numbers I'm getting). It also helps you charge Gash much faster.

Hundred Blades might also seem fairly worthless to you, but the damage with it is actually decent since you typically get double criticals, and that's just on a single target. The damage get's pretty crazy when you're using it on multiple targets, especially since it's criticals will trigger bleeding on everyone, like a melee version of the Bloody Barrage build. Also, it shaves 1 strike off of Gash.

Because of the insanely rapid striking of this build, and the very high critical rate, you will have absolutely no energy issues at all with this build if you have a Zealous sword. Also, because of all of the constant criticals (and the Enchanting mod) you will never even see Critical Defenses even begin flashing as long as you're attacking. Of course, you're a little screwed against someone who likes to block/evade, so you should be targeting casters.

Obviously, Caltrops is meant to keap people from running from you, and Shadow Refuge is a great self heal.

I Timed myself against a 60 AL target dummy, and I can consistently kill them in 12 seconds with this. It also does well against the 100 AL dummy, but the damage loss from Flurry becomes more apparent against it. 12 seconds obviously isn't a lot, unless you consider that this is constant and consistent damage, not spiking.

With this build, you'll be throwing out bleeding to people like candy, and that makes it easy to cast Gash every chance you get, so you can also toss out a lot of Deep Wound.
Comments:
I'm posting this here for when my thread on the build inevitably gets lost in the sea of.... threads.
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Old Jul 05, 2006, 04:55 PM // 16:55   #33
Lion's Arch Merchant
 
Join Date: Jul 2006
Default It might work (A/N)

Profession: A/N (group spiker)
Name:
Weapon:
Zealous Sai (En+5) of Fortitude/Defence , Preferred Armor:
Nightstalkers.
Attributes/Runes:
Curse 11
Critical Attack 8
Dagger Mastery 10
Shadow Art
Skills:

Jagged Strike/ Unsuspected Strike(lead)
Wild Strike (off-hand)
Death Blousome(dual)
Mark of Pain
Glenth's Ballance[E]
Plaque Touch
Parasite Bond
Rez Sig (or whatever skill)

Note: Deal Great amount of damage to group of enemy in 3 hits
Parasite Bond(optional)-->Mark of Pain-->Jagged/Unsuspected -->Wild-->Death
Glenth's Balance on unharmer enemy to gain some Health,
Parasite bond will give you ~80 health for each enemy you put it one
target get 35/70/(bleeding+~15)+20+(35+35)=100~155dmg, + whatever attack you have left
group get 30+30+(30+30+35+35)=190dmg, + several 30dmg when you land additional attack to your targer
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Old Jul 11, 2006, 02:53 PM // 14:53   #34
Furnace Stoker
 
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Join Date: Jul 2005
Location: near SF, CA
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Profession: Assassin/(anything)
Name: Efficient Variable Knockdown + Conditions build
Type: PvE or PvP
Category: Efficient knockdowns + condition delivery
Attributes:
Dagger Mastery 12 (11 + 1)
Shadow Magic 8 (7 + 1)
Critical Strikes 13 (11 + 2)
Deadly Arts 5 (4 + 1)

Gear:
-any 15>50 +30 health dagger set (zealous preferred)

Skills Set
1 - Jagged Strike
2 - Iron Palm
3 - Wild Strike
4 - Horns of the Oxe
5 - Falling Spider
6 - Twisting Fangs
7 - Shadow Refuge
8 - {Elite} or regular skill of your choice (Switch secondary class as needed), but I typically use Moebis Strike, Aura of Displacement, Grenth's Balance, Signet of Capture(PvE), Ressurection Signet, Signet of Malice, Plague Touch, etc...


Summary: This build is designed for energy efficiency, and multiple knockdowns + condition delivery paths. It minimizes energy used while delivering its attacks and has multiple attack squence options. It also recycles very quickly with Jagged Strike + Wild Strike setting up Twising Fangs or Horns of the Ox. Some sample attack sequences:

Jagged Strike -> Iron Palm -> Falling Spider -> Twisting Fangs (3 conditions + knocks down target in crowd)
Jagged Strike -> Wild Strike -> Horns of the Ox -> Falling Spider -> Twisting Fangs (3 conditions + solo target knock down)
Jagged Strike -> Iron Palm -> Falling Spider -> Horns of the Ox (bleeding + poison + double knockdown paralysis)

If you choose Moebius Strike as your elite, then you gain access to some wicked extended attack chains:

Jagged Strike -> Wild Strike -> Horns of the Ox -> Falling Spider -> Twisting Fangs -> Moebius Strike -> Iron Palm -> Falling Spider -> Horns of the Ox

etc...

Most of this builds attacks cost 5 energy, with the exception of Iron Palm and Twisting Fangs, thereby making its dagger sequences fast, spammable, and sustainable. There is almost no downtime waiting for energy recovery, especially with zealous daggers. It's not a 1-trick pony either -- if the target cannot be knocked down, this set up can still spam damage through sheer number of attacks. Blocked attacks are not a problem either since the Jagged and Wild Strike have 4-second recycle times. Against Plague Touchers, just use knockdowns to paralyze them without Twisting Fangs until they are near dead.

This build is simple, efficient, yet has enough variability to overcome most challenges. If it has one glaring weakness, it's lack of condition removal (blindness = doh!), but you could just take Plague Touch or Signet of Malice in the #8 skill slot to correct this.

Credit: Not sure here... just cooked this up for myself while brainstorming an assassin skill hunter.
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Old Jul 18, 2006, 08:05 PM // 20:05   #35
Frost Gate Guardian
 
Join Date: Apr 2005
Location: The Dark Side of The Moon
Guild: DEUS
Default

Profession: A/Mo
Name: The Cherry Picking Troll
Type: PVE/4v4/8v8
Category: Cherry Picking lolz ?

Attributes:
(16)12+3+1 Dagger
(8)7+1 Crit
(8)7+1 Shadow
8 Healing
4 Protection(optional)

Skills Set:
1. Jagged Strike
2. Golden Phoenix Strike
3. Death Blossom
4. Viper's Defense
5. Shadow Refuge
6. Mend Ailment
7. Aura of Displacement(in PVE Shadow of Haste)
8. Mending

Summary:
The title sums it up fairly well. You are a cherry picker with troll regen. Single out a lone target, Viper>>AoD>>GPS>>DB>>JS. Your offense only further increases once someone turns to engage you via stacking bleed + poison. AoD gets you out in flash if in over your head. Mending is used in combination with Shadow Refuge to provide 4 sec bursts of 10 tick regen. It also acts a buffer of time against people who stack up a bunch of hex/condition degen on you, giving you those 4 seconds to pull off 2 mend ailments. Which in turn is re-buffing your main health buffer via mini heals + dispel.

Notes & Concerns:
Use AoD wisely, you're a cherry picker, not a hunter. Find a loner and take them out, the fight should last no longer than 6 seconds. The ambush side of the build becomes less viable the longer the fight lasts, so it's vital they die quickly. If you are just rushing without AoD, the three tick energy regen is still more than enough to cut down 3 noobs. You can also royally annoy disenchanters via chain swapping mending/shadow refuge. Bring multiple dmg type weapons, -energy regen/1 energy on hit weps are not at all viable with this build. However you should always keep 1 vamp wep, 1 elemental wep, 1 standard badarse wep on you at all times. Vamp weps are especially nasty on this build with the inherant regen already provided, however elemental dmg may be better vs some targets.


Credit: JAGeAkurei aka Bladeshade X
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Old Jul 18, 2006, 10:18 PM // 22:18   #36
Frost Gate Guardian
 
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Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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Profession:A/E
Name: Sudden Shocking Death Assassin
Type: RA/ 1vs1 Scrimmage
Category: Annihilation

Attributes:
Critical Strikes
Dagger Mastery
Shadow Arts
Air Magic

The build works no matter how you distribute attribute points, but make Critical Strikes and Dagger Mastery your priorities. Feed the rest into Shadow Arts, and then Air.

Skills:
1. Seeping Wound {E}
2. Shock
3. Falling Spider
4. Death Blossom
5. Black Lotus Strike
6. Twisting Fangs
7. Shadow Refuge
8. Optional

Summary:
This build packs a lot of damage, so much, in fact, that it's overkill for most PvP situations. I like to use this build when in 1v1 scrimmage other assassins, and I've never lost with it. The attack chain runs from skills 1 through 6 and you have to be quick with it for two reasons. Some of these skills are only effective immediately after the previous one (ex. Shock and Falling Spider). Also, this build does not have much in the way of survival skills. You have to make a quick kill, because Shadow Refuge is not really enough to keep you alive while receiving heavy damage.

Seeping Wound adds degeneration to the poison and bleeding, and allows you to use Black Lotus Strike, which requires the enemy to be hexed. Shock is the KD, and Falling Spider, if used immediately after Shock, inflicts good damage plus long-lasting poison. Death blossom is a low-cost dual that inflicts good damage. Black Lotus Strike is there to replenish your energy enough to allow you to use Twisting Fangs. So, if you carried out the attack chain successfully then any remaining health your enemy has should be drained away by the mega degeneration caused by Seeping Wound+poison+bleeding.

Credits: Heheh me and Last Pride I guess. I got the idea for a Shock assassin from watching one of their sins in Observer Mode. Everything else I threw together off the top of my head, and it worked.
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Old Jul 26, 2006, 03:58 AM // 03:58   #37
Ascalonian Squire
 
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Join Date: Jul 2006
Default Poison Delivery Boy

http://www.guildwarsguru.com/forum/s...php?t=10007797

The discussion thread contains details on each skill.

Class: Assassin/X

Poison Delivery Boy

PVP: - change Way of the Fox for Rez Sig
PVE - Works GREAT, except on Stone Guardians/Celestials etc.


Skills (In order of use):
*******************************

Way of the Fox (optional)


Shadow of Haste(Must have):


Jagged Strike (Optional)


Iron Palm (Must Have)


Falling Spider (Must Have)


Twisting Fangs (Must Have)


Seeping Wound (Reccomended Elite Skill)


Dash (Must Have)

************************************

Optional Skills: you can switch around, try using a hex instead of jagged strike for one example. Or change the order.(IE switch WoF for Black Mantis Thrust and use it at the end) or Shadow Refuge, whatever!

************************************

Strategy:

Choose target: Take heed of how far away you are, this is important. Cast shadow of haste, rush in, jagged strike to get the bleed on them, then iron palm to knock 'em down, falling spider for poison, twisting fangs for longer bleed/deep wound, then finish off with Seeping wound hex for bonus damage over time.

If you are under threat after or during the combo, immediately cast DASH, it will change your stance, teleporting you to where you started running from.

After you do all this, stand back and watch that green health bar drain while you recharge your skills. Then run in and do it again, don't wait for Way of the Fox to recharge, it's a sloth that way :/

With daggers of poison duration+33% the DOT's ALONE do 350 points of damage over 20 seconds if left unchecked.
********************************

Concerns:

No self heal. Duh, you shouldn't even be getting hit.

Slowing Hexes/Conditions can be a pain in the but.

If you are getting chased: use dash, then use shadow of haste to get even further away. If they are smart and wait for you to teleport back, you can turn around and cast dash while running to catch em off guard ^_-

*********************************

Reccomended Equipment:
Full Shrouded Armor
Tang with +33% poison,, bleed or deep wound duration
Handle with +30hp or +1/20% dagger mastery

Recommended Minimum Stats:
Dagger Mastery: 10
Shadow Arts: 10
Deadly Arts: 0
Critical Strikes 10
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Old Jul 31, 2006, 11:46 PM // 23:46   #38
Pre-Searing Cadet
 
Join Date: Jul 2006
Profession: W/Mo
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for the nec ideas would the necromancer skill demonic flesh be good if u have a lot of runes?
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Old Aug 01, 2006, 10:43 AM // 10:43   #39
Ascalonian Squire
 
Join Date: Aug 2006
Profession: A/N
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my build as an assasian is:
try this build Mark of Instability + Black Lotus strike + Twisting Fangs + Falling Spider+ sleeping wound+ shadow refuge and heart of shadow or an escape move+crit eye and ress sig if you have any room in the skill bar

stats
16 dagg mastery
13 shadow mastery
13 crit mastery

Last edited by hedgetrimmer; Aug 01, 2006 at 11:54 AM // 11:54..
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Old Aug 01, 2006, 01:06 PM // 13:06   #40
Ascalonian Squire
 
Join Date: Jun 2006
Guild: [RIOT]Righteous Invasion of Truth
Profession: A/Me
Default

Profession: A/Me
Name: umm 255 sin???
Type: PvE
Category: Farmer
Attributes: Critical Strikes: 8 +3
Dager mAstery: 12 +3 +1
Shadow Form: 10 +3
*******************************
Skills Set:
Jagged strike
Wild Strike
Death Blossom
Blades of Steel
Golden Lotus Strike
Critcical Eye
Shadow Form
Arcane Echo
*************************
Summary: Assassin verming farming build. This farming build isnt as effective as a warior or a5 necro but it sure keeps you wake.

Notes & Concerns: Don't play under laggy situations? and be quick on your fingers.. I you can get 3 Death blossoms in the 2 SF give then you've got the hang of this build

Credit: Me? and Inady Lowmark for the dagger mods ^^.

Link: http://www.guildwarsguru.com/forum/s...17#post1766117

Last edited by Angeld; Aug 01, 2006 at 01:24 PM // 13:24..
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