Melandru's Assassin
Hi, I am (as you can probably tell, I dont know) new to guru so I don't know if I'm supposed to post this somewhere else but I wanted to see what you guys think of my build anyway, so here we go.
A/R (20)
WS: 9
DM: 16
CS: 9
~~~First 3 need no explanation~~~~
Leaping Mantis Sting: (5 energy, 8 Recharge)
-Lead Attack. If Mantis Sting hits, target foe takes +20 damage. If this attack strikes a moving foe, that foe is Crippled for 16 seconds.
Fox Fangs: (5 Energy, 8 Rechage)
-Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +21 damage if it hits.
Death Blossom (5 Energy, 12 Recharge)
-Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +42 damage and all adjacent foes take 42 damage.
Melandru's Resilience {E}: (5 Energy, 25 Recharge)
-Elite Stance. For 15 seconds, you gain +3 Health regeneration and +1 Energy regeneration for each Condition and Hex you are suffering.
(I always end up being bleed, poisoned, or whatever so I cancel out the degen (or atleast cripple it a lil), or gain some regen, plus some energy [canceling out the recall E-Degen...go farther down)
Troll Unguent: (5 energy, 3 "Casting", 10 Recharge)
-Skill. For 10 seconds, you gain +7 Health regeneration.
(Just some extra healing that can't be stripped from you, seeing as you'll probably need it)
Disrupting Stab: (5 energy, 10 Recharge)
-Lead Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 10 seconds.
(Just an interrupt, I try to bring one in every build I use)
Recall: (-1 Energy Degen, 15 Energy, 1 "Casting", 10 Recharge)
-Enchantment Spell. While you maintain Recall on target ally, nothing happens. When Recall ends you Shadow Step to that ally's location.
(Very worth the 15 energy, and as said before Resilience cancels out the degen. If you're taking too much damage, or the monk is being attacked, all you have to do is remove the enchantment to teleport to the monk, so it can't be interrupted (I don't know if normal tele's can either). In any case, you stop taking damage long enough for the monk to heal you, or you can defend the monk easy enough.)
Rez Sig: (3 "casting")
-Self explanitory
~I ended up going through the entire factions campaign with this build, it seemed to work very well, Tell me what you think~
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