Aug 02, 2006, 10:20 AM // 10:20
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#41
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Ascalonian Squire
Join Date: Aug 2006
Profession: A/N
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heal/ asssian build EDIT
Profession:A/mo
Name: [dont have one]
type: PVP
catagory: dont know
Skills set
shadow refuge
shadow of haste
Mark of instability
black lotus strike
elite{palm strike or sleeping strike}
twisting fangs
falling spider
criticle eye or ress sig or plauge touch
stats:
11 dagg mastery
10
10 criticle strikes
summary:
the combo chain is mark of instability+ black lotus strike which gives u like 15 energy+ twisting fangs+ falling spider. sleeping wound is a good elite skill to unleash after this combo. or if the enemy is still alive u would use palm strike and twisting fangs, while all the other skills recharge. the use any escape move that suites you. if wanna add extra damage use criticle eye or ress sig to rezz or use remove hez to remove a hex when u are 1 on 1 with a necro or try to escape while a hex is on your ass. or you can use plauge touch
soz to every1 that read the vigor runes part it is non-stackable my bad
By hedgetrimmer=) post any remarkes about this build if you like
Last edited by hedgetrimmer; Aug 04, 2006 at 08:54 AM // 08:54..
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Aug 02, 2006, 11:17 AM // 11:17
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#42
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Lion's Arch Merchant
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it is the first time I know Vigor Rune is stackable.
My current build:
Class: A/Mo
Function: Dmg Dealer and Part Time Healer
Weapon: Zealous Sai(En+5) of Fortitude, whatever non-Zealous dagger
Attribute: DM12, CS13, Healing 10.
Skill
1. Unsuspected Strike
2. Wild Strike
3. Twisting Fang
4. Death Blosome
5. Healing Burst [e]
6. Vigorous Spirit
7. Rebirth
8. Healing Breeze/ Viper Defense/ Heart of Shadow
Last edited by pve-er; Aug 02, 2006 at 11:30 AM // 11:30..
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Aug 02, 2006, 11:26 PM // 23:26
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#43
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Furnace Stoker
Join Date: Jul 2005
Location: near SF, CA
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A/W PvE "hyper-sin"
Profession: Assassin/Warrior
Name: A/W PvE "hyper-sin"
Type: PvE
Category: High speed damage delivery with moderate blocking abilities
Attributes:
Dagger Mastery 12 (11 + 1)
Shadow Magic 8 (7 + 1, or zero if using healing signet)
Critical Strikes 13 (11 + 2)
Tactics 5 (or 10 if using Healing Signet)
Gear:
-any 15>50 +30 health dagger set, zealous or vampiric preferred
Skills Set
1 - Ususpecting Strike
2 - Wild Strike
3 - Horns of the Ox or Death Blossom
4 - Moebius Strike {Elite}
5 - Twisting Fangs or Critical Strike
6 - Flurry
7 - Bonetti's Defense
8 - Shadow Refuge or Healing Signet
Summary:
This particular build attacks so fast that it surprised me the first time I saw it in action. Assassins have double strikes but no same-class attack acceleration stances like warrior flurry, bezerk, and tigers stance. So what happens when we add Flurry into the mix? Answer: a highly caffeinated assassin with blindingly fast attack speeds.
The attack pattern is simple: Activate Flurry, pull off your dagger combo's, then hit Bonetti's. Use the energy gained by bonetti's to flurry and unload dagger attacks again. Alternate between Flurry and Bonetti's as needed to maintain accelerated dagger attacks until all targets are dead. Use Shadow Refuge or Healing Sig while protected by Bonetti's, then repeat cycle again.
Adrenelin gain with double-strikes and flurry is amazingly fast. It works even better against melee mobs, since energy gain with bonetti's basically fuels your flurries and high energy dagger combo's. Once you start playing with Flurry + Bonetti's, other assassin skill builds will seem too slow.
Weaknesses: Non-melee mobs won't recharge energy while bonetti's is up, thereby slowing energy gain. Zealous daggers seem to deal with them well enough. Also, no inherent condition removal or fast movement stances or teleports. Hence, it is more PvE specific than PvP.
Credit: Just screwing around when I made this build... but it's a lot of fun to play.
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Aug 04, 2006, 09:39 PM // 21:39
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#44
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Krytan Explorer
Join Date: Jul 2005
Location: Canada, Ontario
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http://www.guildwarsguru.com/forum/s...php?t=10017794
I've posted two builds in this thread. They are very in-depth and I hope they see the Directory. Both of the Builds are used for PvP, PvE, and AB. Please note, I've "snipped' alot of information so that I wouldn't stretch the page. Please view my thread if you'd like to see the "full post."
First the PROMsin, which is the short form for the Promise Assassin.
Equipement
Maxed Valkyrie Armor
Dagger Mastery Mask
Major Dagger Mastery
Minor Shadow Arts
Minor Deadly Arts
Minor Critical Strikes
Superior Vigor
Ceremonial Daggers or Customized Crippling Daggers with 1+ Dagger Mastery. I strongly recommend the Ceremonial Daggers though. It is also suggested to be +15% damage while health is 50% or more.
Stat Set-Up
One thing you have to note is that you do not use any stats or skills from your secondary proffession unless you have the Monk or Ritualist secondaries. If you do, put 3 Stat Points into Protection or Restoration for Ritualist.
Dagger Mastery - 11+1+2 = 14
Deadly Arts - 11+1 = 12
Shadow Arts - 3+1 = 4
Critical Stikes - 8+1 = 9
Skills
Assassin's Promise {Elite}
Black Mantis Thrust
Jungle Strike
Wild Strike
Death Blossom
Nine Tail Strike
Shadow Refuge
*Ressurection Skill - Resurection Signet is recomended*
Now for the FBsin, which is short for the Flashing Blades Assassin.
Equipment
Maxed Valkyrie Armor
Dagger Mastery Mask
Major Dagger Mastery
Minor Shadow Arts
Minor Critical Strikes
Superior Vigor
Ceremonial Daggers orCustomized Barbed Daggers with 1+ Dagger Mastery. I strongly recommend the Ceremonial Daggers though. It is also suggested to be +15% damage while health is 50% or more.
Stat Set-Up
Dagger Mastery - 12+1+2 = 15
Deadly Arts - 0
Shadow Arts - 6+1 = 7
Critical Strikes - 11+1 = 12
Skills
Jagged Strike
Disrupting Stab
Wild Strike
Death Blossom
Horns of the Ox
Flashing Blades {Elite}
Shadow Refuge
*Ressurection Skill - Resurection Signet is recomended*
Finishing Note
I spent alot of work putting this build together. When I say alot of work, I mean alot of work. Please don't "steal" this build. If you're going to post this build onto another website, please mention that Seperas Star and his Guild (Death o Glory [DoG]) created these builds.
Also, a little sidenote. This took an 18 year old computer teacher with an average of 72 words per minute to write up
Good luck in your future fights assassins! Keep your blades sharp!
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Aug 14, 2006, 09:07 PM // 21:07
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#45
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Ascalonian Squire
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A/Mo the Divine Assassin.
A/Mo the Divine Assassin.
Here is my assassin build.
Profession: A/Mo
Name: Divine Assassin
Type: PvP, AB and PvE
Attributes:
Dagger Mastery : 15 (11+1+3)
Critical Strikes :8 (6+2)
Healing Prayer:12
Weapon: Zealous Daggers of Fortitude
Preferred Armor: Nightstalkers+Saboteur's gloves
Skills:
*for PvP,for AB orfor PvE
-Golden Phoenix Strike
-Horns of the Ox
-Falling Spider
-Twisting Fangs
-Aura of Displacement
-Vigorous Spirit
-Healing Breeze
-*Resurrection Signet for PvP, Contemplation of Purity for AB or Rebird for PvE
Summary:
The point is to cast Vigorous Spirit before you shadow step to the enemy and attack. Vigorous Spirit will constant heal you, it heal you 17 hp every time you attack (no need to hit). If you are dying, cast Healing Breeze (+8 health regeneration) and if you need to escape cancel AoD or use Contemplation of purity (AB only) if you have hexes or/and conditions.
Notes & Concerns:
With Divine Assassin, Assassin are able to kill and tank Wamo, SS Necro, Ele, Ranger, Monk and much more.
Credit:
Nailo Neo (me!)
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Aug 17, 2006, 10:53 AM // 10:53
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#46
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: Lost Cape
Profession: A/Me
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"Shadow Runner" - My Assassin Running Build
I am posting my assassin running build because I realized through talking to various Guild Wars players that they do not deem assassin to be good runners, let alone Assassin/Mesmers.
This is an Assassin/Mesmer running build and I am showing an Assassin/Warrior version.
Attributes:
Shadow Arts: 12+1+3(Sup Rune)
Illusion: 12
Rest in any desired attribute (depending on your skill number 8)
Equipment:
Shrouded Armour for energy bonus but this is not really needed (only needed in the A/W variation or if you get DPed out, but you shouldn't!)
Totem Axe or Rajahzan Sword or equivalent for Energy and 20% longer Enchants
Unnerfed Rockmolder
If you use the Mesmer/Warrior variation of this build, you may use a shield with Tactics requisite for damage reduction.
Skills:
1- Illussion of Weakness (back-up healing)
2- Archane Echo
3- Shadow Form (for damage avoidance)
4- Dash (for losing aggro)
5- Dark Escape (for damage reduction)
6- Illusion of Haste (for fast recharge, low cost uncrippling/losing resistant aggro)
7- Shadow Refuge (main healing)
8- Any other defensive skill such as Viper's Defense, Caltrops or Shipon Speed
This is basically a permanent Shadow Form running build. You hardly need breaks and if you do (only 20% chance of longer enchants), Shadow Refuge and Illusion of Weakness keeps you alive while you Archane Echo and Shadow Form.
Illusion of Weakness heals above 202 Health when your health gets below 25% of its maximum through damage (this is not triggered by the end of Shadow Form, so you may still die out of degen, but it will be triggered by the next direct damage, so don't flee if degened, but take damage instead, or use shadow refuge).
Advantages:
1- You can run virtually anything with this build, much more easily and faster than with a Warior/Monk (in particular Citadel and Cantha runs, which combine ele AND mesmer AND cripple slow downs, as holy veil can't remove 3 successive slow down easily and purge has a long recharge time).
2- You can run even with 60% DP as you typically take no damage at all (occasianal DP will occur at the beginning until you learn to time your echoed Shadow Form well).
3-This build works effectively against knock-downs although not all (environmental effects such as Worm knock-down is not aimed at you directly and hence is not stopped by Shadow Form). But appart from the worm knock downs, other knock-downs have slow rechages and you can get away easily.
4- You can uncrippled yourself if trapped with Illusion of Haste (crippled shot or similar won't affect you, but traps will)
5- It just feels great to run with an assassin, they really look swift and unstoppable. It makes a lot of fun.
6- This earns you very good money, as people will pay a lot for the Citadel run (as it is reputed to be the toughest run). Considering your assassin will run it in 3 minutes (unlike Droks), Droks isn't worth running anymore.
The only weaknesses of this build are:
1- You need to recast Shadow Form before it ends, and if you are too greedy, you will run too far and lose your echoed Shadow Form. But 21 seconds (or 25 seconds with +20%enchants) of Shadow Form is still a lot and especially combining it with dash and dark escape you cover a lot of distance and during the 5 seconds you are waiting for .
2- Droks runs: you should switch to an Assassin/Warrior build with points in tactics for balanced stance and shield bonuses. You won't be able to echo Shadow Form, so you will have to rest more often (not because of damage, but because you want to avoid hexes hexes/conditions, as you will have no good condition/hex removal). You don't have charge, so you need to walk through the worm bit. You can make it, but it is not worth the trouble considering you already run well with your warrior.
Credit: My Assassin Watashi Kamui
Farming the Rajahzan sword gave me the idea of using Warrior weapons on my assassin in a running build. I developed it 4 months ago and seem to be the only one running Citadel with it. I get insulted by Monks and Warriors who consider me unable to run. "Assassin/Mesmers aren't exactly reputed for running" or even the occasional "shut up you can't run".
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Aug 18, 2006, 05:52 AM // 05:52
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#48
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: OBEY
Profession: A/W
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Here is my farming build with Assassin skills only:
Palm Strike [Elite]
Golden Phoenix Strike
Critical Strike
Critical Eye
Dark Escape
Critical Defenses
Way of Perfection
Optional Skill ( usually Blinding Powder or Shroud of Distress )
Dagger Mastery 9 (8 + 1)
Shadow Arts 13 (10 + 3)
Critical Strikes 16 (12 + 1 + 3)
Daggers:
Daggers Of Xuekao ( +20% enchantment time is important)
Before the fight I cast Critical Eye and Way Of Perfection, so I'm enchanted.
Then I run to the enemy, cast Critical Defenses and use Palm Strike + Critical Strike.
This means Critical Defenses is extended for 6 more seconds.
Then I use Golden Phoenix Strike and Critical Strike ( 6s. recharge ) again.
So I have always Critical Defenses up and for every critical I get 32 Health, means a minimum of 64 Health every 6 seconds.
Furthermore +8 Energie.
Dark Escape is good for running to the bosses or for the enemys at the beginning.
I use blinding powder if anything gets wrong or Shroud of Distress for more safety.
It takes a little bit practice to time the refresh of Critical Eye and Way Of Perfection, without having to few energie to use Critical Strike every 6 seconds.
Up to now I have soloed Chkkr Locust Lord, Xuekao and Chkkr Thousand Tail.
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Aug 23, 2006, 02:57 AM // 02:57
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#49
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Academy Page
Join Date: Jul 2006
Guild: Heroes of Hobby Haven
Profession: A/Me
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Silver Impaler
Profession: a/rt
Name: Silver Impaler
Type: PvE [for now]
Category: Spiker
Attributes:
CS - 13 [9+3+1]
DM - 9 [8+1]
DA - 11 [10+1]
Restoration - 9
Skills Set
Impale (DA)
Black Lotus Strike (CS)
Assassin's Promise [E] (DA)
Twisting Fangs (CS)
Iron Palm (DA)
Resilient Weapon (Restoration)
Wielder's Boon (Restoration)
Flesh of My Flesh/Rez Sig (Restoration/Unlinked)
Weapon Set
Shreader's Talons [or any similar kind of daggers] actually work well here since it gives a bonus of +15% damage vs hexed foes and you're dealing with multiple hexes here.
Lou's Karambits for the sundering mod [nice, simple, good looking daggers; one of the best green daggers, IMHO] and the fortitude mod [so you're not the priority target of enemy warriors].
A longbow. any no req, 8-12dmg bow works. most of the naga at shing jea island drop longbows like these and you can mod them with your favorite bow mods [fortitude or defense/warding are always good suffix mod choices] if you're willing to invest. your favorite crit barrager bow works too!
Summary: The build revolves around Impale to add more damage to your Twisting Fangs and Assassin's promise recharging your slow-cooling attacks skills. Impale, while not knocking down an opponent [as opposed to Mark of Instability], does give you a bit of breathing space so you're sure the Promise will connect. Resilient Weapon is for countering degen from conditions/hexes as well as giving you extra armor so you'll have a better chance of make it out of the frontlines after you spike.
the usual set-up is simple: impale > BLS > AP > TF
Iron palm is there for a quick interrupt /knockdown of your target if you somehow manage to put on AP to early and would need to interrupt his healing/spellcasting as well as for the little bit of extra damage.
For soft targets, usually applying AP right before you do Twisting Fangs is enough for AP to restore energy and your attack skills. between BLS and AP, you shouldn't have energy concerns. the RW/WB combo can be dropped in favor of Shadow Refuge with one extra skill. this can be falling spider, since you already have iron palm to knock down your target.
For an a/x, the build will look like this:
impale
BLS
AP
TF
IP
FS
SR
FoMF/Rez Sig
You can drop points in Restoration and just dump it in Shadow Arts or Shadow Arts and Dagger Mastery if your points allow.
If you fail to kill the target [thus losing your chance to replenish your skills via AP], heal up and go to the backline and just plink your targets with your bow.
Notes & Concerns: hex stripping and being blinded will give you problems. this build [along with any kind of build revolving around assassin's promise], is also a bit tricky to master. timing is critical as well as the decision to hex your target with AP or just save it for another target. if your original target is still around 2/3 of the way from death, then it's better to have your other teammates take a few swings at it before you hex with AP, just to be sure. if you feel the target will die before AP hits, then just choose another target since the new target's death while under AP will trigger the ability, recharging your attack skills.
as always, build mileage may vary.
Credit: my assassin, Sakura Silverwing. arrendondo for the RW/WB combo [it really works!]. my guild, [Hero]. i guess i'll credit TaiClaw since his/her build is similar to mine.
Last edited by silverwyng; Aug 23, 2006 at 03:09 AM // 03:09..
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Aug 27, 2006, 09:35 AM // 09:35
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#50
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Pre-Searing Cadet
Join Date: Aug 2006
Location: Trondheim - Norway
Guild: Pirates Of The Carribean
Profession: R/E
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(Please note that I have several other characters, but this is my only Assasain.... :P )
Armour: Full Tenderfoot Kit xD
Guild Cape w/ emblem
Sai - 3-6 Piercing xD
No shield
Skills:
Shadow Refuge
Unsuspecting Strike
Ress-Signet
Healing Breeze
Fox Fangs
Deaths Charge
Shroud Of Distress
Ressurect
I've played him for just 1 day, so atm he's pretty basic.... :P
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Aug 30, 2006, 02:08 AM // 02:08
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#51
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Pre-Searing Cadet
Join Date: Aug 2006
Location: I live somewhere in the middle of nowhere where i dont know where it is or what it is
Guild: The Golden Fire Dragon
Profession: A/Mo
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Profession: A/*
Name: Mr.Quick Kill
Type: Almost anything
Category: Damage
Skills:
Aura of Displacment {Elite}
Unsuspecting Strike
Fox Fangs
Horns of Ox
Falling Spider
Twisting Fangs
Shadow Refuge
*your choice of a none attribute skill*
Weapon: Any Assassin weapon with a zealous upgrade
Attributes:
Dagger Mastery: 12
Critical Strikes:10+1+2
Shadow Arts:8
*You should have 5 points left if you have your full 200*
Summary: This build is mainly for PvP but it works good in PvE. during PvP try to find the most noobiest opponent whetheir it be a warrior or a monk. Use AoD on your pigeon when everyone is about to fight, mess them with unsuspecting strike and so on until you get to horns of ox. Thats when you need to think is this person isolated enough to knock them down or not? If the person uses melee walk backwards till he/shes isolated (they should follow you) use horns of ox then quickley use falling spider then follow up and finish your opponent off with twisting fangs. Now if your target is anything else but an Warrior or an Assassin you're probably out of luck by getting them isolated (thats if they are not already isolated) so use unsuspecting strike, fox fangs then skip to twisting fangs. This way will do a decent amount of damge but unfortunatley not enough so the best thing you can do is keep repeating the chain.
note and concerns: This build is a sucker for interupting, some hexes,degen spiking, pacifism (oh god I hate that one), energy denial, and blndness.
Use this build with care it is very delicate but very powerful none the less.
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Sep 03, 2006, 09:16 PM // 21:16
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#52
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: ViLe
Profession: Mo/Me
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Build Template
Profession: A/R
Name: Serpent's Spike
Type: RA/TA/AB <best in RA>
Category: Spiker/Damage
Attributes:
Dagger Mastery: 12+3+1
Critical Strikes: 11+2
Wilderness Survival: 6
Skills Set:
1. Black Lotus Strike (crit)
2. Twisting Fangs (dagger)
3. Falling Spider (dagger)
4. Death Blossom (dagger)
5. Serpents Quickness (wilderness)
6. Mark of Instability (No Attr)
7. Aura of Displacement (no attr)
8. Ressurection Signet (switch to dash or your choice in AB)
Summary: Basically, this build can take down most caster classes in one order without the annoyance of exhaustion and ok energy management with reduced down time.
Order: Cast SQ then MoI, AoD to target (optional), then go 1-4 giving them degen and dmg
Notes on order: Serpent's quickness doesn't recharge fast enough to keep it on, so you will omit SQ in combos right after you used it. aka Every other combo will use it, the others will not. If you want to avoid this at the cost of some attribute points, you can take some out of dagger or crit to add to wilderness survival. If your fast, you can actually execute two combos while SQ is still on.
Notes & Concerns: Like most assassin build it is awfully fragile and has no healing. Also, any melee shutdown will kill this combo (blind, or defenses that block) because if Black Lotus misses not only is ur combo messed up, but u gotta wait 25 secs for it to recharge.
Credit: This is mainly my build from what I've seen of other assassin builds.
Last edited by pinderby; Sep 04, 2006 at 06:43 PM // 18:43..
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Sep 06, 2006, 03:48 PM // 15:48
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#53
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Kingston, Ontario, Canada
Profession: A/W
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Quote:
Originally Posted by pinderby
Credit: This is mainly my build from what I've seen of other assassin builds.
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I have been using this build for about 4-6 months now only using critical eye instead of serpent quickness, and dumping the res sig for beserkers stance, (I'm A/W). When in PvP I reinstate the res sig.
Your right, biggest downfall is recharge time, try using Blades of steel instead of Death Blossom, high spike.
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Sep 08, 2006, 11:17 AM // 11:17
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#54
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Academy Page
Join Date: Sep 2006
Guild: Honors Glory
Profession: A/
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Profession: A/X, can be Me if swap in Ar Eco
Name: The Shadow Assassin
Type: PVP/PVE
Category: Tank class
Attributes:
Dagger M = 12+1
Deadly A = 0
Shadow = 12+1+3
Critical S = 3+1
Any daggers with a +20% enchantments handle. I use all Shrouded armor, I like the engy.
Skills Set: Golden Phoenix Attack, Horns of the Ox, Falling Spider, Golden Lotus Strike (any 4 combo build will work in here, this is just what I used), Shadow Form {Elite}, Shroud of Distress, Shadow Refuge, Heart of Shadow.
Summary: This build was mostly only used in Aspenwood to gain faction for amber for my Kurzick 15k armor, so its kind of a PvP/PvE build as it does not have Rez Sig; also because of this, the last four skills are needed, sometimes you maybe able to swap out HoS for Rez, but your chances of survival are solely on SoD and SR when SF ends and leaves you with 53hps, though I have tried this, and it can be done as long as you have SoD and SR cast just as SF ends, and you are attacking to give you the boost of health from SR. With HoS though, while you have SF up, just cast it anytime and it will be waiting for you when SF ends, and as soon as your hit boom! 122hp heal! Helps a lot. SoD and SR need still be cast just as SF is ending.
Notes & Concerns: You will find that you are not totaly invincible as 3+ on you will kill you, and beware of HP degen when SF ends...not so nice. Definately a fun build to play, with a good 4 combo attack you can keep your dmg up, anything less than 4 I found does very little dmg and going head to head with any player, you might as well give up, though they may not kill you; I say this last part because I tried Arcane Echo for a while which swaped out one of my attacks and though I could keep SF going for about 35 sec or so, I was doing hardly any dmg with a 3 combo attack, and I was never able to take down a PC, NPCs though, I could take on by myself with out anyone healing them (the mine protectors in Aspen). Anyway, try it and see what you think.
Edit for NF's Skills;
Dagger Mastery 11+1
Deadly Arts 6+1
Shadow 11+1+3
Critical 3+1
Still any combo, but I have not been usinging: Expose defenses, Black Spider Strike, Horns of the Ox, Falling Spider, Shadow Form {E}, Shroud of Distress, Deadly Charge, Return of Death (NF's oppisit of Deadly Charge); this build has been reformed for PvE, it's fun, and I don't think I've died with this build running. I sometimes put more in Critical to use Twisting daggers.
Last edited by TABellis; Dec 09, 2006 at 09:56 PM // 21:56..
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Sep 08, 2006, 12:36 PM // 12:36
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#55
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Academy Page
Join Date: Sep 2006
Guild: Honors Glory
Profession: A/
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Quote:
Originally Posted by puremind
I am posting my assassin running build because I realized through talking to various Guild Wars players that they do not deem assassin to be good runners, let alone Assassin/Mesmers.
This is an Assassin/Mesmer running build and I am showing an Assassin/Warrior version.
Attributes:
Shadow Arts: 12+1+3(Sup Rune)
Illusion: 12
Rest in any desired attribute (depending on your skill number 8)
Equipment:
Shrouded Armour for energy bonus but this is not really needed (only needed in the A/W variation or if you get DPed out, but you shouldn't!)
Totem Axe or Rajahzan Sword or equivalent for Energy and 20% longer Enchants
Unnerfed Rockmolder
If you use the Mesmer/Warrior variation of this build, you may use a shield with Tactics requisite for damage reduction.
Skills:
1- Illussion of Weakness (back-up healing)
2- Archane Echo
3- Shadow Form (for damage avoidance)
4- Dash (for losing aggro)
5- Dark Escape (for damage reduction)
6- Illusion of Haste (for fast recharge, low cost uncrippling/losing resistant aggro)
7- Shadow Refuge (main healing)
8- Any other defensive skill such as Viper's Defense, Caltrops or Shipon Speed
This is basically a permanent Shadow Form running build. You hardly need breaks and if you do (only 20% chance of longer enchants), Shadow Refuge and Illusion of Weakness keeps you alive while you Archane Echo and Shadow Form.
Illusion of Weakness heals above 202 Health when your health gets below 25% of its maximum through damage (this is not triggered by the end of Shadow Form, so you may still die out of degen, but it will be triggered by the next direct damage, so don't flee if degened, but take damage instead, or use shadow refuge).
Advantages:
1- You can run virtually anything with this build, much more easily and faster than with a Warior/Monk (in particular Citadel and Cantha runs, which combine ele AND mesmer AND cripple slow downs, as holy veil can't remove 3 successive slow down easily and purge has a long recharge time).
2- You can run even with 60% DP as you typically take no damage at all (occasianal DP will occur at the beginning until you learn to time your echoed Shadow Form well).
3-This build works effectively against knock-downs although not all (environmental effects such as Worm knock-down is not aimed at you directly and hence is not stopped by Shadow Form). But appart from the worm knock downs, other knock-downs have slow rechages and you can get away easily.
4- You can uncrippled yourself if trapped with Illusion of Haste (crippled shot or similar won't affect you, but traps will)
5- It just feels great to run with an assassin, they really look swift and unstoppable. It makes a lot of fun.
6- This earns you very good money, as people will pay a lot for the Citadel run (as it is reputed to be the toughest run). Considering your assassin will run it in 3 minutes (unlike Droks), Droks isn't worth running anymore.
The only weaknesses of this build are:
1- You need to recast Shadow Form before it ends, and if you are too greedy, you will run too far and lose your echoed Shadow Form. But 21 seconds (or 25 seconds with +20%enchants) of Shadow Form is still a lot and especially combining it with dash and dark escape you cover a lot of distance and during the 5 seconds you are waiting for .
2- Droks runs: you should switch to an Assassin/Warrior build with points in tactics for balanced stance and shield bonuses. You won't be able to echo Shadow Form, so you will have to rest more often (not because of damage, but because you want to avoid hexes hexes/conditions, as you will have no good condition/hex removal). You don't have charge, so you need to walk through the worm bit. You can make it, but it is not worth the trouble considering you already run well with your warrior.
Credit: My Assassin Watashi Kamui
Farming the Rajahzan sword gave me the idea of using Warrior weapons on my assassin in a running build. I developed it 4 months ago and seem to be the only one running Citadel with it. I get insulted by Monks and Warriors who consider me unable to run. "Assassin/Mesmers aren't exactly reputed for running" or even the occasional "shut up you can't run".
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What exactly do you do with illusion of haste ends and your hit with cripple? This I would say is why a A/Mes has a bad rep for running. In general though, SF, Dark Escape, and Dash make A's great runners.
Last edited by TABellis; Sep 09, 2006 at 11:09 AM // 11:09..
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Sep 09, 2006, 11:36 AM // 11:36
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#56
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Academy Page
Join Date: Sep 2006
Guild: Honors Glory
Profession: A/
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Quote:
Originally Posted by DragonFeast
lol i'd liek to see someone come up with an assassin solo build.
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My Shadow assassin is a Solo build, I can take out the 3 Jade Knights out side of Market Place solo, and many other thing, usually not more than 3 NPC's though.
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Oct 12, 2006, 01:30 AM // 01:30
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#57
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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Profession: A/E
Name: The Hunter Killer
Type: PVP
Category: Elmination Of A Single Target
Attributes:
Dagger Mastery = 11+1+3
Deadly Arts= 0
Shadow Arts= 6+1
Critical S = 12+1
Armor: Shrouded Armor (Energy is needed)
Weapons: Either Zealous Daggers (+5 energy is preferred) of Fortitude if you want to ensure that the combo gets off immediately, the Ceremonial Daggers (green) which is a nice balance of energy and damage, or 3/-1 Vampiric 15^50% +30hp daggers for immense damage.
Skills Set: Unsuspecting Strike, Temple Strike, Death Blossom, Shock, Falling Spider, Twisting Fangs, Shadow Refuge, Dark Escape
Summary: This build is basically used for the single elimination of a target. Use Unsuspecting Strike right off, as it will deal a quick 90-100 damage to your target. Follow with Temple Strike to blind/daze them. Use Death Blossom to interrupt their condition removal or anything else they try to cast at you and to deal 180 damage. Use shock to knock them down, followed by Falling Spider to poison them. Use Twisting Fangs to finish them off. If they are still alive (unlikely), keep hitting them, or use Unsuspecting again.
Notes & Concerns: This build will leave you severely low on energy and suffering from exhaustion. Zealous daggers are always a plus because of the +4 energy gain possible per hit.
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Oct 16, 2006, 04:25 AM // 04:25
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#58
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Pre-Searing Cadet
Join Date: Apr 2006
Profession: N/Me
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Quote:
Originally Posted by sphere830
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.
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i love this build for pve while its not terribly complex its highly adaptable, wher eyou can switch out jagged for disrupting stab for some interupts or golden lotus strike for some added energy.
props
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Oct 28, 2006, 02:50 PM // 14:50
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#59
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Pre-Searing Cadet
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Profession: A/Mo
Name: Vigorous Lotus of Bane
Type: PvE, GvG
Category: Damage
Attributes:
Healing Prayers: 10
Smiting Prayers: 4
Dagger Mastery: 11 + 1 + 3
Skills Set:
1. Vigorous Spirit
2. Live Vicariously
3. Healing Breeze
4. Golden Lotus Strike
5. Fox Fangs
6. Death Blossom
7. Bane Signet
8. Falling Spider / Return
Summary:
I've been using this build in PvE for awhile, and I just love it. With it, I last longer than the Healers AND the Tanks in my party. Please read the following on how to use this build. Start off by casting "Live Vicatiously" as soon as you zone. Once you go into battle, cast "Vigorous Spirit", and use skills 4 through 6 as listed. After your combo, you may want to use 7 and 8 on your target, provided he is still attacking. You can also use 7 and 8 on your target before your combo. 8 can be substituted for "Return" if you'll be in a sticky situation, but I wouldn't worry about it. This build keeps you alive easily.
Notes & Concerns: None that I can think of.
Credit: My experience in Guild Wars, and the Am Fah; for testing this build.
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Oct 29, 2006, 02:38 PM // 14:38
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#60
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Pre-Searing Cadet
Join Date: Oct 2006
Location: Miami
Guild: We Just Want To Play [PvP]
Profession: Mo/A
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Profession: A/E
Type: PVP
Name: Master Of Snares
Category: Damage/Conditions
Attributes:
Air Magic: 1
Dagger Mastery: 12+1+2
Deadly Arts: 4
Shadow Arts: 5+1
Critical Strikes: 11+2
Skills:
1. Shadow Prison [Elite]
2. Black Spider Strike
3. Horns of The Ox
4. Falling Spider
5. Shock
6. Twisting Fangs
7. Feigned Neutrality
8. Dash or Ressurection Signet
Summary:
This is the build I created on the release of Nightfall and it works pretty damn good. Now the reason it's called master of snares is because it has 3 snares: Shadow Prison, Horns of The Ox, and Shock. The combo itself consists of 6 skills that, if used in order, drops a caster and can leave a nub monk almost dead if he isn't already. For all assassin builds, the best way to utilize them is to go on a target that is away from a support character, or one that can't heal himself before you can kill them, but there may be times where you may find yourself in a group of 3 or more people that could easily pound on your head. If that happens, use dash to get away, and once you're away, use feigned neutrality. This will lower the damage you take and give you a health regen of +7 for about 10 seconds.
Notes & Concerns: Many.
1. Avoid shocking repeatedly as energy is to an assassin as adrenaline is to a warrior: Without it, you're through.
2. Shadow Prison recharge pretty slow, but look for situations where a person may be hexed and you can start your combo anyway. IF all else fails: Shock, Falling Spider, and Twisting Fangs/Horns of the Ox.
3. Don't rely on feigned neutrality. It is a nice heal and good armor buff, but remember it's 9 seconds and doesn't provide direct healing like a heal signet. I recommend that you rely on good instinct and strategy to stay alive.
Credit: My personal interest in the Assassin Profession.
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