This is my fav Assassin build since a while, and i use it mostly in GvG (though got quite a bit of glad points with it in TA). It's incredibly efficient there, and i'm honestly surprised that i didn't see more into play.
In GvG, this is a very high warrior defense that forces the monks to be in healing range of their warriors at all time. I actually rarely go to combo casters, i combo warriors. In most games where i ran this we had their warriors DPed heavily before long and simply unable to pressure us anymore. And yes, against top 100 guilds too, not just teams with bad monks and bad wars. When you have high pressure on the monks, it's hard for them to save a spike every 10s, especially if a warrior happened to overextend even just slightly.
I agree with the Flurry part though. Frenzy is just too risky from my experience on an assassin in GvG if you don't at least have Watch Yourself! In TA, it can be ok though with a cancelling stance (and then i recommand Dash too. In TA, faster recharge is important, game won't be long enough for you to wait for DE all the time to combo in IAS).
I used to run Dark Escape as extra slot (no rez sig, we use a GoS-Rez Chant E/Mo so the sin can afford not to take one) but i find that i can survive well enough just with good target choice and timing, so i put Dark Prison there now. It's very useful when you want to get a caster since it's a shadowstep that does an instant hex too so you can combo right away out of nowhere. In GvG it helped me a lot at catching E/Mo flag runner when they run by, my horns will often hit before they will manage a bflash (not in a 1v1 situation cause they'd see me coming too easily, but i often managed that midfight when they run by to cap).
Strength of Honor or another damage buff is extremely useful to reach the 'straight kill' point. Especially on warriors since these damage buffs are usually armor ignoring.
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