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Old Apr 09, 2006, 08:54 PM // 20:54   #1
Krytan Explorer
 
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Default [C] [R/A] Poison Pill

Expertise: 9+3+1
Wilderness Survival: 9+1
Dagger Mastery: 12
Deadly Arts: 3

Storm Chaser, 10e - 30s
For 16 seconds you move 25% faster, and you gain 4 Energy whenever you take elemental damage.
Troll Unguent, 5e 3 10s
For 10 seconds, you gain health regeneration of +8.
Apply Poison, 15e 2 12s
For 24 seconds, foes struck by your physical attacks become poisoned for 11 seconds.
Iron Palm, 5e 3/4 20s
Target touched foe suffers 14 damage. If target foe suffers from a condition or hex they are knocked down. Iron Palm may be used as a lead attack.
Mantis Sting, 5e - 8s
If Mantis Sting hits, target foe takes +17 damage. If this attack strikes a fleeing foe, that foe is Crippled for 13 seconds.
Temple Strike, 15e - 12s elite*
Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed, and Blinded for 7 seconds.
Twisting Fangs, 10e - 12s
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +18 damage and struck foe suffers from Bleeding and Deep Wound for 17 seconds.

Rez Sig, - 3 -
Resurrect target ally with full health and 25% energy.
OR
Entangling Asp, 10e 1 20s
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 8 seconds.

Alternate Configuration for Random Arena

Same attributes.

Escape, 5 - 30s
For 15 seconds, you move 25% faster than normal and have a 75% chance to "evade" attacks.
Troll Unguent
Apply Poison
Iron Palm
Mantis Sting
Fox Fangs, 5e - 10s
Must follow a lead attack. Fox Fangs connot be "blocked" or "evaded" and strikes for +17 damage if it hits
Twisting Fangs
Rez Sig or Entangling Asp

Energy is managed with zealous daggers and expertise (5e skills cost 2, 10e cost 5, 15e cost 7), and shouldn't be too much of a problem. A full attack chain costs 14e in total (2+5+7) and chaining two knockdowns costs 12e (2+10), provided you've packed entangling asp. Apply Poison costs 7e about every 20 seconds, poisoning on every successful hit and covering the conditions placed by your attack skills. Mantis Sting (a favorite of mine) cripples a moving foe, and Storm Chaser (or Escape*) should let you catch up with ease. Temple Strike follows, inflicting that ungodly duo of conditions, daze and blind. Twisting Fangs finishes with Bleeding and Deep Wound, taking degen to -7. Iron Palm inflicts a knockdown on any foe with a condition, and this build inflicts conditions with every hit and every attack skill. Finally, Troll Unguent provides 8 regen for 10 seconds (160 health total), giving this Assassin a measure of self-sustainability.

The random arena version of this build just substitutes Escape for Stormchaser and Fox Fangs for Temple Strike. This gives the Assassin a 75% evade chance bundled with a 25% runspeed boost, and increases its survivability significantly.

Entangling Asp can be substituted into either build (either for Rez Sig or Troll) to add a second KD every 20 seconds.

edit: corrected numbers on Twisting Fangs

Last edited by swordfisher; Apr 15, 2006 at 08:44 PM // 20:44..
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Old Apr 15, 2006, 09:44 AM // 09:44   #2
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Quote:
Originally Posted by swordfisher
Twisting Fangs, 10e - 12s
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +9 damage and struck foe suffers from Bleeding and Deep Wound for 17 seconds.
These are the old numbers for Twisting Fangs, according to the FPE skill description it deals +18 damage at 12 DM.
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Old Apr 19, 2006, 07:31 PM // 19:31   #3
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Join Date: Sep 2005
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Because Signet of Malice is actually a functional skill now, with 8s recharge vs its old 45s recharge, I'm going to switch it in for Iron Palm. One KD every 20 seconds isn't earthshattering, but having self-sufficiency in condition removal is. With Apply Poison running, you can remove at least one condition almost anytime...and with mantis sting, temple strike and twisting fangs you could remove another five conditions.

Storm Chaser/Escape*
Troll Unguent
Apply Poison
Signet of Malice
Leaping Mantis Sting
Temple Strike*/Fox Fangs
Twisting Fangs
Rez Sig

So this build now exceeds my exacting specifications for a Random Arena fighter- it has a self-heal, a runspeed boost, strong condition removal and the all-important rez sig.

Looking through the skill lists, there have been a few more important changes. Twisting Fangs recharges in 15s now, and because a fleet only moves as slow as its slowest, the whole chain is on a 15s timer. Actually, Leaping Mantis Sting has an 8s timer and can be spammed for the added damage/cripple. Speaking of [Leaping] Mantis Sting, it's now less limited, applying a cripple to any moving foe, instead of those who are fleeing. Iron Palm got bumped up to 10e from 5e, but that's no longer relevant to this build.
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