May 10, 2006, 05:29 AM // 05:29
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#1
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Ascalonian Squire
Join Date: Nov 2005
Guild: [SiN]
Profession: R/Me
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[SiN] AoD Assassin
I figured I'd post our base build we have been using in [SiN] for Alliance Battles and other various pvp environments. As there's been quite a bit of interest in it.
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AoD Assassin.
16 Dagger Mastery
12 Critical Strikes
9 Shadow Arts
Leaping Mantis Sting
Jungle Strike
Blinding Powder
Horns Of The Ox
Falling Spider
Shadow Refuge
Aura Of Displacment {e}
Dash / Res
Thats the base build. Theres a few variations we ride with. As theres two of us teaming up during Alliance battles, and work off each others combo strings. Which usually vary a bit.
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May 10, 2006, 05:35 AM // 05:35
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#2
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Wilds Pathfinder
Join Date: Aug 2005
Location: Netherlands.
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Another one who's nicked my idea! Now it's the name! Nooo! :P j/k. I use AoD, Golden Phoenix Strike, Horns of the Ox, Falling Spider and Twisting Fangs. Then I've got Shadow Refuge and a free slot! Huzzah!
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May 10, 2006, 07:11 AM // 07:11
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#3
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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interesting, so the plan to solo warriors is offhand --> horns of the ox --> falling spider --> blinding powder?
Also noticed no secondary class useage... if you can free up a slot for hex breaker, the build would be even better against waterbot flag runners.
If you save a slot by running Golden Phoenix instead of Mantis --> Jungle, then you really ought to be running Caltrops to keep the cripple effect.
I'd run this A/Mes in GvG for NPC/Flagrunner killing and spike adds - I'd also argue against taking a res sig on this guy, he needs his slots sooooo badly in order to do everything he wants to. Besides, if you split him off aggressively then he won't be in position to res anyhow.
16 Dagger
9 Shadow Arts
-- too tired to mess around with dom/crit attributes, just go for a breakpoint on blackout and be sure to have at least 8 critical strikes --
Aura of Displacement [E]
Golden Phoenix Strike
Horns of the Ox
Falling Spider
Caltrops
Shadow Refuge
Hex Breaker
Blackout
plan: split and gank NPCs with attack chain. Teleporting blackout on monks for spikes. Hex Breaker means you should be able to deal with water runners - against ranger runners they have to set down the flag to cripple you, and if you teleport in you should be able to pick up the flag. You'd like to have wild strike here to cancel the speed buff, might be able to run it if the metagame shifts that way. The aura of displacement means you should be able to kite the ranger away from the location that canceling the aura puts you to. This could be useful for forcing a shadow refuge, or getting out of range of cripples.
Against air runners you are SOL since there isn't enough room to fit a signet of malice. Hexes are a bigger worry anyhow, and enervating to cover the blind = gg since you only have caltrops to trigger signet of malice.
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May 11, 2006, 08:06 AM // 08:06
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#4
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Frost Gate Guardian
Join Date: Apr 2005
Profession: W/Mo
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I've been using this in PvE (Recall instead of AoD, and Twisting Fangs instead of Blinding Powder) and it's great for taking out enemy support.
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May 11, 2006, 07:38 PM // 19:38
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#5
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Academy Page
Join Date: Jun 2005
Location: Louisville, Kentucky
Profession: Mo/
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did you mean golden lotus strike because i did not see a lead attack? just wondering
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May 11, 2006, 10:56 PM // 22:56
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#6
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Frost Gate Guardian
Join Date: Apr 2005
Profession: W/Mo
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Quote:
Originally Posted by Rinobmxteen
did you mean golden lotus strike because i did not see a lead attack? just wondering
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aura of displacement enchants yourself, and golden phoenix only requires that you're enchanted, not a lead attack
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May 12, 2006, 12:07 PM // 12:07
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#7
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Ascalonian Squire
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I use a similar set up:
A/Mo
Aura of Displacement [E]
Golden Phoenix Strike
Horns of the Ox
Falling Spider
Twisting Blades
Shadow Refuge
Contemplation of Purity
Res Sig
Often when I need to teliport back out, I'm under some conditions/hexes, and CoP helps me get healed up faster and ready for my next assassination attempt. Sometimes it sucks to have to TP out in order to cure yourself, but having one skill that cures both conditions and hexes is nice.
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